End game comparison.
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.
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)
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.