I like many of you learned about Guildwars 2, and was sold instantly. I have been scouring the web for a glimpse of this game’s content for the last 2 years as it was slowly revealed. The game came out and I began the leveling process. I remember thinking “hey this story is pretty well done for a start in building up to the end game”. I remember being occosionally interupted by a “dynamic event” while trekking from heart to heart and picking up every vista and point of interest. I though “this beats the leveling process of most mmo’s I have played”. My only critisisms of the leveling process was the large amount of kill quests, and how the quests seem to lack depth. That is fine for pre-endgame content. It wouldn’t really be an mmo of leveling wasn’t a grind.
I reached level 80, and was extremely excited to see what the endgame held. I didn’t really see much going on, so I assumed it was just because of the lack of people at 80. Then I read the post named “The Endgame Reimagined”. It was a complete slap in the face. It essentially said, the endgame and leveling are exactly the same. I was livid and felt cheated. In the past week a few posts defending the “endgame” have been poping up, and each one has the opposite of the intended effect. The endgame is a shell of what it should be. Below I’m going to eloborate on why I think each aspect of “endgame” needs work.
Dungeons:
The lack of anyone having a defined role makes it impossible to distinguish who is doing good or bad because they could appear to be doing anything. Healing and support are tied in to offensive abilities. When a group is dying, how do we know who to blame. When a group is thriving, how do we know who to thank and to learn from. Winning or losing, everyone appears to be just aimlessly attacking and running around like chickens with their heads cut off. There is abolutely no structure. There is no way to see if someone’s gear/triats/utilities make any sense without interviewing them. I have played with a group in skype/vent, and tried to coordinate. Interviewing people to get just 5 decent players was a nightmare, and anything that was accomplished through our planning could have easily been acheived without. Combo feilds don’t have to be planned… they are just there. CC is so short that attempting to line them up would require someone dictating everyone while speaking at the speed of an auctioneer.
My final and strongest complaint about the dungeons are the waypoints. Dying over and over only to run back to the same fight is completly ridiculous.
World Bosses:
These are even worse than dungeons. As a caster, I can just stay my 1200 range away and spam a few abilities. Dodging is rarely required, and you can usually just sidestep when it would be useful. Adds have a short aggro range, so if you take a few steps in any directions they will leave. Without any cast sequence or priorities, this large scale model is simple and boring. If you are meelee, you are at an extremely large disadvantage. It is much more dangerous near an enemy than far away even if you’re behind them. The way these bosses behave is worse. They act as if no one is there and simply attacking places randomly. A few seconds of observation should clue you in on the places where you shouldn’t stand because the boss really hates the dirt in that area and feels compelled to smash it over and over.
To Be Continued…
(edited by Apotheosis.3786)