I’ll take either casual or hardcore content and run with it.
Grind? I’ll take it or leave it.
Gear progression/power creep? I see merits for and against either loot system.
Massive gold sinks? Doesn’t bother me one way or the other.
These among a few others are the pressing issues of the forum yet I see very little, if any, commentary on a core facet of the combat system of GW2. *Combat being interesting is wholly dependent upon trying not to die.* The combat in GW2 is deep and engaging when you are involved in a situation where you’re an inch from death. Between dodging, defensive skills, managing conditions on you, etc. it’s a LOT of fun. The problem with this being that you’re not always in a constant state of near death. In many scenarios you’re fighting a single non-threatening enemy. Or wailing on something that is currently attacking another player. Doing damage in most cases simply boils down to popping a long cd utility skill, maybe (if you’re lucky) using a weapon skill or two for some damage. The vast majority of time, however, autoattack is doing a huge portion of your damage and combat is non-engaging.
Now, I hate to bring WoW up, but it’s a relevant example so I’ll take the plunge. I primarily played an Affliction Warlock and Fury Warrior. The priority systems with these classes were supremely executed. With Fury you rarely were not using a rage dump. Even when soloing a lowly non-threatening enemy the rotation was interesting and fun cycling between the various damage skills. Affliction wasn’t quite so engaging against a single foe, but when you pulled 2-3 enemies it became rather fun to manage your various DoTs between the targets, making sure you were doing optimal damage to each target.
These opportunities for interesting damage/skill priorities simply doesn’t exist in GW2 (again, a game that I find superb in nearly every other way) Don’t get me wrong- something that complex simply wouldn’t work in GW2 because of the emphasis on defense and dodging. Could there not be some sort of middle ground between a game obsessed with maximizing DPS (lol dmg meters) with complex damage rotations and the other extreme where most skills are situational and you spend most of your time staring at your character autoattack? I may be hyper sensitive to this as I play a Dagger/Staff Necromancer, but the issue seems relevant across the whole of the game. Even Warriors (at the other end of the spectrum) are only mildly interesting in non-threatening scenarios.
TLDR:* Combat is interesting and fun when you’re worried about dying. Combat is dull and non-interactive the other 70% of the time. There is too much dead space between skill activations because a skill is either saved for a particular defensive purpose, it does less damage than autoattack, or if it’s a higher damage output than autoattack you’ve already used it and it’s on cooldown. I would very much like to see a balancing of defensive and offensive combat focus in this game. Combat should still be engaging in non life-or-death combat situations. I would point to increasing the damage output of the 2-5 skills (while lowering autoattack) and/or lowering cooldowns of the the 2-5 and 7-9 slots. I leave the specifics beyond that to discuss here.
Thanks for reading.