End game comparison.

End game comparison.

in Guild Wars 2 Discussion

Posted by: Ricky Da Man.5064

Ricky Da Man.5064

I was just pondering over the end game activities aavailable in Guild Wars 1 which wasnt an MMOand what did we have:

Underworld.
FOW.
Sorrows furnace.

that was all really until factions.

then we got Urgoz’s Warren.

Then Nightfall:

We got the Domain of Anguish.

Inbetween they also added elite armor and introduced coolnew weapon skins etc.

Then Hard Mode, Daily quests from Embark Beach,The extra Stories (Winds of Change etc) And Eye of the north which introduced a series of dungeons.

Out of all those concepts that worked great they carried one thing forward, the dungeons.

I know Guild wars 2 is young and has time for more end game content to make its way to us but after seeing how many people enjoyed the end game ativities in Guild Wars 1 I find it silly that only 1 of those activities made it into guild wars 2.

Now I know they could not have used the extra stories obviously, but the new living story series kind of addresses this.

Discuss.

End game comparison.

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Posted by: Safer Saviour.9685

Safer Saviour.9685

At launch, GW1 did not have the Underworld, Fissure of Woe or Sorrow’s Furnace. All of those game after, with the former two preceeding the latter by a little while.

Then we got Factions, which introduced new PvP modes, the 12-man Elite missions. Then Nightfall and so on and so forth.

Guild Wars 2 carried dungeons forward, along with cartography, the Beyond-style stories (Living Story), daily tasks, new items (Ascended… I would prefer new skins, to be honest), a whole new style of dungeon (Fractals) and added a whole bunch of other things on top of that.

It’s not just unfair to say that GW1 had more endgame content, it’s flat-out wrong. However, bounties, Order missions, splintering storylines, factions, more armour and weapon skins and Hard Mode would greatly please me.

End game comparison.

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Posted by: Dante.1508

Dante.1508

In guildwars 1 every zone yielded nice stuff and reset every time, here only certain zones are good for end game or dungeons..

Guildwars 1 the story could be replayed and it was a lot more rewarding, here none of that..

Guildwars 1 was less economy based here Guildwars 2 its all about the trading post..

Guildwars 1 the Skill capturing kept people playing for a long time, here none..

Guildwars 1 had multiple classes you could use and swap out e.g ranger/mesmer, warrior/elementalist etc, here no class changes ever and changing gear in GW2 is very painful and expensive..

Guildwars 1 had multiple types of PvP that player could do, GW2 very limited..

Just a few reasons why i think things aren’t as good for end game.

(edited by Dante.1508)

End game comparison.

in Guild Wars 2 Discussion

Posted by: Ricky Da Man.5064

Ricky Da Man.5064

Ok I may have the order slightly muddled, but the point is arenanet knew what made the players happy, yet they only really carried 1 thing forward.

Another comparison, tactical end game content, you had to work in tight small spaces not because of walls or obstacles but because if you aggro’d that mob over there it was game over and you wiped it was more engaging in a way.