GW2… a very good game with unique and well-designed skill system, beautiful terrains, and epic battle-grounds. The fundamental requirements for an excellent game are all there for this game to become extremely successful. Only time will tell.
However, let’s get down to business – because this game is still a work in progress & far from being what it is capable off – do to major MAJOR game play design polishing issues (heavily accounted for the balancing aspects). Let’s get to these issues.
A) Dungeons Difficulty Balance.
1) Bosses & mobs either hit you for too hard or too less. The dumbest thing that happens in a dungeon when boss mobs are overly difficult is that players die constantly, and they’re doing “hit-die-revive RELAYS” from the wave-point back to the boss so that the boss doesn’t re-heal. Or, when a boss mob glitches out and so everyone in the party simply spams skills at the mob and wait 2 mins for it’s HP to drop from 100-0 – large hp pool without good mechanics = boring.
2) Major mob telegraph issues during fights (predictability varies too much from one type of mob to another – on some mob it’s too slow while others its too fast). A player often goes down without knowing why because the telegraph never showed (or was blurred out by the graphic effects compounding on top of one and another).
3) Most rewards you get from story mode are junk, while the only reward that’s good in explorable modes are simply the coins. This results in the fact that there’s really no point to run explorable mode until lvl 80, and so what it does is it encourage people to power-lvl to 80 so their cost-benefit for doing an explorable dungeon would be more balanced (not constantly breaking armor and wasting money to fix it). That takes away all the fun of dungeons from anyone who’s not 80.
4) Bosses & mobs have really terrible physical interaction with its terrains & players, it seems like they’ve pasted a beautiful picture in the background while the mob & you are just fighting in this void platform on top of it (like checkers). One panic I miss the most is when a mob crutches and you know it’s going to ‘leap’ at you – or when you see a dragon’s hand do a big swipe and everyone gets thrown back; these mechanics simply are none-existence in GW2 (and that really kills it for a player in PVE fights when the mob are like stoned & don’t have any specific movement patterns).
5) Mob agros. Enough said (I’m so confused by how it works… between me and my clones hitting, we hit the same time and its 50-50 as to whether it picks the clone or me). Y’all can probably fill me in on the exact issue cuz I clearly have no idea “how I get a mob to agro me” after someone’s hit it first.
B) World Events:
A) Repating a DE means nothing, since every-time something is successfully defended nothing gets accomplished (especially at Orrr around lvl 80), it’s really pointless to go on and take back a terrirtoy when it doesn’t give players any rewards for like “holding” the point and such. I have literally not done any DE’s more than twice because I feel like nothing is accomplished – just keep on going on to higher level stuffs. Case & Point: It becomes really a mentality where we keep moving on but never think about what we’ve done, and what impact we’ve made that will effect our future — because it doesn’t (like the past has nothing to do with the future).
B) Primitive grouping system. There’s a lot of communicatation going on in small grouping, but when it’s a large group ie. 30-40 people – having no party simply makes it difficult to interact with one and another. I would prefer if they implement the same party system as found in Warhammer where if a player walks into a zone – they’ll be ask to join an ‘event party’.
Many have suggested ideas of how to fix these issues, but I personally think that there are so many ways of doing it that I feel there’s no need to repost some of the solution suggestions. I’m simply summarizing the major issues in PVE that Anet hopefully addresses – because these issues are mostly very well-known & (dare I say it)
‘annoying’ to have to deal with in-game.