Disclaimer: First of all I’m merely representing myself, and anyone else that share similar opinions. This is simply about what I desire from GW2 at this point, and my idea of how it will best benefit the game. Secondly, this is not a critique on whether GW2 is a good or bad game, or my cynical view over everyone else’s of what direction the game should take. I do fully respect the developers vision of the game and expect the even possibility of not sharing the same vision. In short, feel free to agree to disagree.
Endgame, Challenge and Reward in a Non-Vertical Progression MMO
I think it’s time we talk about end game, not so we can beat the dead horse all over again, but rather to see if we can bring some life back to it. Whether it be because those people have left and moved on, or the current new contents provides enough of a distraction, people definitely seems to be talking about it less now. I believe we have arrived at a critical point in the game, where:
- We have a good grasp of the overall content of the game.
- The next development stage will define the future of GW2, and so
- For a lot of people, this is the time to decide if this is time to move on or stay for another 2 years.
1) Current State of PvE:
I guess I’ll just get straight to it, for an MMO, GW2 is too easy, beyond belief easy. Please don’t be too quick to flip off your chair and call me an elitist just yet. This has nothing to do with how good at games I am, in fact it’s because of the exact opposite. I don’t consider myself a hardcore or a great gamer. I do however enjoy a little challenge, with perhaps 80% of my attention and effort instead of 150%, play most games on a bit over average difficulty, see games as a form of entertainment, and hate to have a work-like attitude/commitment/dedication to any sort of games.
So it’s rather strange to me, and a few of my friends (3 of them), that we have completed all of the supposedly “face meltingly hard” explorable-mode dungeons within 3 months of release of the game. (Can’t remember exactly, but I’m pretty sure we got our dungeon master title a fair bit before the Lost Shores patch, because by November 2 of them already left the game.)
I think Arenanet has the tendency to assume something will be “too hard” or “hard enough” for the player base. We see this over and over again, release dungeons, FotM etc and etc. For those of you who had been following Diablo 3, you will definitely remember the quote of “we took what the developer thought was hard, and then we doubled it”. I don’t want to give to much credit to Wilson et al, but I do think that is the attitude a developer should take when developing hard content. Mr Colins said some interesting things about dungeons near release of the game. (https://forum-en.gw2archive.eu/forum/game/dungeons/Do-NOT-nerf-please/first#post126835) This is not to be dis-respectable to any stretch of the imagination, but I do believe there are a lot of people out there that will be far beyond the skills of the alpha testers.
It’s often sad to me to see how GW2 have arguably the best combat system, the most diverse fluent and deep build systems in an MMO, but lacking the true challenging content to fully exploit them. I do find it a little strange that as of now, the only scenario where we are getting into the nitty-gritty of builds are doing speed kill. As of the current meta, it’s not that fundamentally dps is king in GW2, it’s just nothing really called for great support or control roles. For instance, blind is good, daze is good, but in a reality where nothing is that deadly in the first place, there will be no place for them.