GW2 : After 300 hours and beyond..
There are so many games out there that have the trinity, GW2 was marketed as a game that didn’t. Do you really want them to go back on their manifesto? I can’t imagine the amount of disappointment and resentment that something like that would inspire.
Lack of trinity isn’t whats wrong with the game. Trinity simply leads to tank and spank for 90% of bosses, the other 10% is either and spank, or gimmicky. Its not depth anymore. I actually prefer the mechanics in the new dungeon over the old tried and tested mechanics of 90% of MMOs out there, but I’m already board with the dungeon because its simple, just like I got board with every dungeon in every other game I’ve played. The only thing that keeps people doing dungeon after they figured out the mechanics are the rewards. Its sad, but its a fact of life. ANET figured out that cosmetic rewards weren’t enough for some people and people burned through them too quick to begin with. SO what did they do, add in stats and made the rewards tied to RNG …
So zerging and redundant grouping with a weak, pidgeon-holed skill system is good for an MMO’s longevity? This game is fundamentally boring. There is very little skill progression and player identity. It’s an abomination compared to the combat of GW1. This game is poorly structured. The world content doesn’t have people playing together, it has them playing alongside each other. The lack of trinity means that no one really cares about groups. It means that bosses have ridiculous health bars and braindead mechanics because there’s no depth to the encounters like GW1 where monsters had player skills and encounters in which you had to play tactically rather than zerg with skills 1-5. They’ve designed for hyper-balance rather than fun. The classes and specs are homogenized beyond belief. This game is not built well and what they’re doing is going to push it right into the trash with the contrived filler dungeon FoTM, the dependency on RNG and the Mystic Forge as an integral gameplay system…it’s just not designed well. It’s too far off from what made GW1 last, they’re going to see the affects soon unless they can turn their **** around fast.
I’m not going to type out some huge response to this and just say I disagree with you. Obviously, you’re entitled to your opinion and my disagreement won’t affect that at all, but this really is just your opinion. I very much enjoy how combat works in Guild Wars 2, I really enjoyed the Jade Sea boss except when the tentacles started stunlocking people, and I sincerely doubt that the game will undergo a revamp on the level you’re suggesting (although I’m not quite sure what you want from it).
Simple tools with complex interactions is a smart direction for MMOs to take, and it’s satisfying to see a pioneer in this direction. Frankly, I want to see more aspects of other genres, like action/adventure and platformers (hi, jumping puzzles). MMOs have a bad habit of needing to catch up with the rest of the industry in regards to gameplay, and I think the elements in Guild Wars 2 are a good step.
Zerging and redundancies are common in all MMOs. Even in the Secret World, zerging was the only way to get anything done in the open PvP. Personally, I would never ever say that GW1 combat was even remotely as fun as GW2, but that’s my opinion. I still don’t quite understand what you want from the combat, and moreover, why if you hate it so much that you’re still playing.
The bad aspects of the November update were the regressions. RNG elements and vertical gear progression are relics of the MMO. The good parts were the interesting mechanics introduced in FotM, challenges designed to rely on situational awareness, reflexes, and active problem solving, and expansion of content and aesthetic options, and this is what ArenaNet needs to pursue. I’ll agree that professions could do with much more broadening (so soon after release, there isn’t much variety within a single profession), and there is an enormous balancing challenge still at hand, but things such as these can and will come with time.
It means that bosses have ridiculous health bars and braindead mechanics because there’s no depth to the encounters like GW1 where monsters had player skills and encounters in which you had to play tactically rather than zerg with skills 1-5.
So many times THIS.
The PVE of GW1 was almost like a practice for PVP later…