The very skill system that was the life of Guild Wars 1, also spelled the death of Guild Wars 1. Without the ability to balance the game, content became meaningless. Those who loved the minutiae of making very complex builds loved it. Casuals found it hard, and most people just want to PVx wiki for the build of the month. Getting into a pug group for elite content without the build of the month became ridiculously hard. You played with your guild, or not at all.
The balance issues continually plagued the game. Sabway, I-way, Imbagon Paragons, discord mesmers, 600 monks, spirit spammer solo farm builds were fun for some people. But other people disliked them immensely.
There’s a price you pay for variety in a game. And Guild Wars 1 started with less skills and added as it went. Guild Wars 2 will do the same thing. It will grow in complexity as time goes on.
It will NEVER get to the kind of complexity Guild Wars 1 got to. I don’t personally see this as a bad thing. I see this as a good thing.
The skill system hardly proved the death of Guild Wars 1. To say so is just wrong.
I will say this again, the game balance in GW1 was never as imbalanced as it is in GW2 now. Also, it wasn’t the addition of new skills that hurt the balance in GW1 as much as the addition of new classes.
There was never as big of a problem in GW1 of getting in to a PUG group that isn’t on the same level of getting into a PUG group now in GW2. If you think that is the reason GW1 failed, then there is no hope for GW2 because it has the same problems – if not worse.
Also, just because there were some OP builds didn’t mean the game was unplayable. Yes, as time went on there were some that were just outrageously OP, and they got fixed quickly. However, team builds like IWAY were actually good for the game. See, now you are talking PvP which is my background. IWAY and other builds like it – provided a very easy and less complex way of getting into PvP without needing to know everything. It allowed teams a way to win and learn the mechanics of PvP without getting rolled by better teams and becoming disillusioned with the format and quitting. This is actually a good thing, because even the best IWAY teams didn’t have the requisite skills on their skillbar to hold halls or be a threat against well skilled teams. So, OP builds allowed for a low barrier of entry without hurting the high end meta. This is a GOOD thing.
Also, solo builds were fun. They didn’t hurt the game at all. Hell, GW1 probably gave you more relevant solo options than GW2 does now. At least there you could farm and make some money solo. In GW2 there is very few things that are profitable on a solo basis.
GW2 is actually needlessly complex. The trait system is a good example. A lot of it just isn’t intuitive at all.
Part of GW2’s other problem is that the redundancy of direct damage skills is boring. Although, the game is balanced around direct damage vs. direct damage, so it is also very shallow.
The beautiful thing that GW1 combat did well is that is had much more depth than GW2 does now. The balance between damage, healing/protection and utility/counters was way more balanced than GW2 ever has benn, and probably ever will be.
It is unfortunate, because the advancements that GW2 made in adding the “active” combat are actually quite fun. They are just poorly designed.
Dodging in any direction for a split second of “invulnerability” isn’t as interesting as it could be. In fact, it barely scratches the surface of interesting.
Combo fields and finishers, again, are neat, but don’t add substantial advantages, and are often best when a casual side effect instead of being something worth setting up.
I try to make myself believe that these things happened because ANet released the game before it was ready and not because they didn’t know how to make combat interesting.