I really enjoyed playing GW1 and I now also enjoy GW2. In many ways GW2 is superior to GW1, however the character progression in this game seems less satisfying than my character progression in GW1. The leveling changes have made GW2 much more tedious for me than GW1 did. There are a couple key differences between the 2 games that I am talking about.
1. GW1 had a very short leveling process, I could do it in a day if I wanted to. GW2 takes weeks, sometimes months (for me anyways). Yes I’m not the fastest, but, I find grinding to cap level to be a very painstaking process. It simultaneously limits my ability to make a whole bunch of alts (I love making alts, but I don’t want to repeat the same tedious leveling process every time). This is one of my least favorite aspects of WoW and I was not happy it made it into the game. In GW1, character level maxed out, I was as powerful as I was going to be (stat and SkillPoint wise). It was only a matter of customizing my play style, if I wanted more hammer skills or sword skills. It also made the game about collecting armor sets etc. to customize my appearance. Which I could do across all of my characters, sometimes I even made more than one character of a class just to get different looks.
Here’s what I think should be done. Cap the levels lower, say at level 20 (min) or 40 (max), and give us all our trait points. Keep the current skill unlock system with skill points etc. But make traits a treasure hunt like elite skills were in GW1. There are more than enough traits to make this a long process for completionists, and a short enough process for someone who just wants to setup one or two builds. This would also give people reasons to revisit old maps, and to expend skill points on yet something else. Furthermore, this could be used to channel people to content. For example, putting copies of a monster with the “trait” you want to capture at the end of a jumping puzzle or a mini-dungeon. Or an actual dungeon.
2. Solo vs Group story quests. The problem with story quests in GW1 was that they limited you from progressing to the rest of the map. This was not so bad in prophecies, but in factions, it was very frustrating. But GW2 changed that, your story quests now instance you in the world. This is great. However, I do miss having to party up with people in these quests, they were like the dungeons but more interesting because it was the main storyline in the game. In GW2 I would like to see this eventually. I think this could be easily facilitated by having the story quests “recommend” at least 2 or 3 players. Then the story quests could all start in towns or camps (near waypoints), so people on the same story step would be meeting up in a town or outpost to start their quests. I think this would naturally encourage people to group up because it is convenient.