Whilst GW2 never had the disastrous launch that FF14 had, nevertheless it was a disappointment to many people and never lived up to its true potential, nor the legacy of the first Guild Wars.
The shame of it is, GW2 is not a terrible game, which means there’s little incentive to fix the very serious and fundamental problems the game has. FF14 was a total wreck, and that was enough to force Square to bow their heads and remake it into FF14:ARR. Sure, you may or may not like the type of game FF14:ARR is, (I don’t, really) but from everything I’ve heard, it’s fulfilled its potential and the people that like that kind of thing really think it’s a great game.
Now that we have “Living World Season 2” coming, it’s maybe a good time to think about an expansion pack or reboot, that really FIXES the problems that have been there from day 1.
Sure, you might care about these things less or more or not at all, but I’m pretty sure everyone agree that “There’s room for improvement here.”
- Combat needs an overhaul.
Currently GW2 is an unhappy hybrid between action games and MMOs.
On the action side, the mechanics are too shallow, and there isn’t a proper risk/reward system in place. Even something as simple as “Powerful attacks and defensive skills use endurance too”, would mean that you have to make the difficult choice between using your endurance on offense, or saving it for dodging/defense. Rather than just hitting every skill on cooldown 90% of the time.
Also, too many of the traits are passive, minor and invisible. It would be much better if (like Diablo 3), choosing traits produced visible and game-changing alterations to how some of your skills worked. (eg. The elementalist trait Evasive Arcana is a good one.)
On the MMO side, there isn’t much depth in the way players cooperate in battle at the moment. Support skills are usually PBAoEs, that encourage everyone to stack on a single point (which is silly on many levels) and there aren’t any meaningful Roles.
ANet needs to rework a lot of the skills and traits so that they have strengths and weaknesses that depend/interact with your team. For example, give each class some support skills (ie. skills that heal/benefit others) that are very strong, but have a casting time that is interrupted by any attack. Then add more skills to every class that can knockdown/knockback the enemy and create projectile shields.
So, without pigeonholing any class to a role, we can allow players to build defensive and supporting roles, in addition to the usual offense.
There’s a whole bunch of other stuff, but I’ll just list them quickly since it’s already a wall of text.
- Enemy AI also needs a lot of work.
- Some fundamental features are missing from PvP and WvW – Like observer mode, build templates, etc.
- The metagame mechanics of WvW is quite broken. When the best rewards come from karma trains rather than epic combat, your Epic Combat mode is not designed properly.
-The personal/living story system, and the story of the game, is not sustainable. Personally I think it would be much better if you weren’t Saving The World, and instead Personal Stories could be shorter episodes about your character, like “My quest to find my sister who was captured by a circus and the adventures I had along the way.” There’s a potential for a huge variety of such Personal Stories, whereas you can only really Save The World a couple of times before it gets really silly.
Anyways, time for a reboot.