I have been playing GW2 since release and have been having a blast, even tho I’m still at level 73 instead of grinding to max I have been taking the slow approach and have been exploring the world and seeing things with no hurry to max, this games almost tells you not to hurry up to max just relax and enjoy the ride, also I don’t have that much time to play it. Now there a couple of things I would like to point out that ANet clearly try to change from your traditional MMO but I think they could have done better.
1st and foremost the level system, this is an old approach that encourages progression, problem is in most MMOs this turns into grinding, and makes lower level maps unrewarding, ANet tried to fix this by downscalling the level/stats or like in WvW upscaling them, why not get ride of levels all together? I think this game is design in a way that could actually get way with it.
Instead of levels and exponential experience, get rid of it and make exp more like a currency where players can buy stats upgrades, something like what traits already give but in a more robust and customizable way, if anyone here has played FFX, you will know what I’m talking about. Also instead of downscalling the player to that area of the map, only downscale it for dynamic events and Skill challenge Some would say “but what about hearts?”, no need hearts aren’t really that challenging anyway and not all of them involves killing mobs so I don’t see why the need to downscale the player stats for hearts, Dynamic events on the other hand would require it, there needs to be a balance because the downscaling might seem a good idea to challenge the player but it also removes a little of the progression sensation.
I’m just giving a crude idea, but I think with more refining ANet could actually get rid of levels has a standard.
Next is the push back, I notice that you can not push mobs off a cliff but they can push you, I find this absurd, wheres the fun in that, if ANet wants to prevent ppl from pushing mobs from cliffs, just give stronger mobs a passive skill that prevents pushing, but the rest should be able to be push-able.
I play a Ranger and its long range, the point is if I’m long range I will always look to be as far as possible from my target if possible in higher ground, now what iskitten is that most of the time If I have the high ground I won’t be able to hit my target it will just get in invulnerable state, this happens if the AI can’t find a path to me, this is fine if I’m in some point where you can only get by platforming, but more then often this isn’t the case where simply because of the AI limitation of path finding it will enter this state and prevents me from killing it, I mean whats the point of being long range if you can’t even take advantage of higher ground. The right way to do it is, 1 improve AI path finding and 2 when it doesn’t find a path run away from who ever is attacking it, but not healing it self up.
And finally another complaint about Long Range, I notice that in WvW range is wrongly done, has it is now Long Range is actually Mid Range and short Range is pretty much CQC. This only affects WvW because of the sheer size of it, you can have at times 50+ if not even more players in a very small area, this ends up being a mess, and when you want to position strategically your team by range you notice that long range are way to close the the battle because their range isn’t big enough making them easy pray, and I’m not talking about rangers here I’m talking in general, Long range skills should have more range and less dmg while short range ones better dmg at the expense of range, Long range needs to be pushed a notch.
I know its a wall of text but this is just what I think could be done to improve the game.
Cheers and feel free to comment.
(edited by Cryphar.4312)