How challenging is Guild Wars 2 for you?
If we throw away the time gated stuff and the focus on the cash shop also less ls and give us some more dungeons perhaps a hard mode option, some nice unique skin drops, maybe a new class and race with more perm content id be happy.
As it is atm there isn’t anything i find hard in gw2, i love fracts but after the nerfs even that is way too easy.
I agree. Fractals is too easy. Agony isn’t a game mechanic that makes things hard, all it does is basically tells you to re-gear.
Stack and spam all the attacks = PvE in a nutshell.
But you can also stack in the open…
Stack and spam all the attacks = PvE in a nutshell.
I agree, and this is something that can be changed all too easily.
But you can also stack in the open…
You can, and this can easily be fixed. When I say fighting in the open I meant actually moving and not stacking. I apologize if I didn’t communicate that effectively.
Yeah. Firstly by adding body blocking.
But of course those Windows XP servers wouldn’t handle it.
Yeah. Firstly by adding body blocking.
But of course those Windows XP servers wouldn’t handle it.
Sadly I feel that they have stretched the truth about server capabilities. I have played much lower budget, and much older MMO’s with immensely better AI.
(edited by Eleir.9325)
I guess I just miss playing games where each failure was actually an achievement, because you learned from your failures.
If you increase the difficulty or boss mechanics of the dungeons the casuals will not touch it. Look at Marionette/tequatl/wurm, possible to be beaten, but the casual/carebear community could not handle it and they gave up.
The mentality of the easy goer casual or pve carebear is this. " If I want something and the content is too hard, I will just go and champ train until I farmed enough gold to buy it off the TP".
im just waiting for a new game with all the anet build changes that causes you to change gear i have really given up on this game
I don’t really see how you can conclude you have yet to be challenged when the only dungeon you’ve done is AC.
Try pugging Arah and watching your group fail both fights and skips over and over and over again, and then come back and say the game is faceroll. The sad thing is, having more people with you in something like Arah p2 actually makes fights harder. They spam CC against the abomination which means you can’t CC his enrage (which saves you from having to get a gun), they make Lupicus spam bubbles and spray because they’re kiting in circles and they don’t dodge Alphard’s pull so you can even get caught in that if you’re unlucky.
Stack and spam all the attacks = PvE in a nutshell.
Using appropriate weapons, weapon skills and utility skills is not spamming. Please tell me how spamming kills Lupicus.
Game over, yo.
I guess I just miss playing games where each failure was actually an achievement, because you learned from your failures.
It is a challenge to find more – awesome – people like you! We are something of dying breed, it seem.
I simply wont ‘read up’ before hand – I killed 8-bit bosses long before google, net and mmo’s — worked out fine in the end each and every time ;-)
I have found about half the JPs – and cleared them without guides and youtube. There are tons of challenges out there; just be honest – to yourself – and if you really enjoy the process – not simple means to an end – there is plenty fun to be had out there! :-)
I don’t really see how you can conclude you have yet to be challenged when the only dungeon you’ve done is AC.
Try pugging Arah and watching your group fail both fights and skips over and over and over again, and then come back and say the game is faceroll. The sad thing is, having more people with you in something like Arah p2 actually makes fights harder. They spam CC against the abomination which means you can’t CC his enrage (which saves you from having to get a gun), they make Lupicus spam bubbles and spray because they’re kiting in circles and they don’t dodge Alphard’s pull so you can even get caught in that if you’re unlucky.
Stack and spam all the attacks = PvE in a nutshell.
Using appropriate weapons, weapon skills and utility skills is not spamming. Please tell me how spamming kills Lupicus.
I’ve done every dungeon in the game. I am just doing a very small portion of my breakdown for now. I am not going to write the entire thing if it is not well received. Lupicus is a cake walk. Don’t use Lupicus for a basis of difficulty when he can be melee killed in under a minute. Which I have done with a party on several occasions. Don’t get me wrong though. Lupicus is a step in the right direction, but my god he still falls very short of requiring anything near skill.
(edited by Eleir.9325)
If you increase the difficulty or boss mechanics of the dungeons the casuals will not touch it. Look at Marionette/tequatl/wurm, possible to be beaten, but the casual/carebear community could not handle it and they gave up.
The mentality of the easy goer casual or pve carebear is this. " If I want something and the content is too hard, I will just go and champ train until I farmed enough gold to buy it off the TP".
That is a very good point, but at the same time. I believe difficulty would just weed out people who aren’t really meant to play Gw2. A game should be about overcoming difficulties, not getting your hand held through a tiny little RNG generator. As is that is what GW2 is right now. A giant RNG generator with pretty lights and buttons.
My guild and I tend to play dungeons/content ‘as they were designed’, so no spider stacking, no keeping 1 alive on cliff fractal, actually doing that guy in the middle of AC explorable (the whirlwind pull guy). It makes it a whole lot more fun imo.
I do enjoy difficult content so quite enjoying the current living stories and while PvE overworld content isn’t terribly difficult, it’s varied enough (verses LOTRO’s, hey welcome to the new zone for level XX-XXX… kill 20 boars like you did in the LAST 10 zones) that it keeps me interested. The evolution of characters over levels also is interesting to me.
WvW Community: Forums, Videos, GvG – http://www.gw2wvw.net
In general, PvE is moderately challenging and I like it that way. I’ve been one path away from the dungeon master title for months now (feel free to guess which one, lol) and PUG a handful of dungeons daily.
I’ll go out on a limb here and state that I place absolutely no value on extra-challenging content in MMORPGs. If I want that kind of experience I’ll play a single player game, online FPS or MOBA type game. I like GW2s for the immersion, character building, exploration and so on. Dungeons are enjoyable because I’m a sociable dude, and that’s the only aspect of the game you really need to play with other people that gives a decent reward for the time invested.
In general, GW2’s PvE is not particularly challenging, and ANet seems to think the answer to challenging content is world bosses, which have their own major problems.
The exploration was fun, as it’s a gorgeous game, but once you’ve seen it all, there’s nothing to keep your attention in the open world.
I’m still hoping for something similar to UW or FoW to be introduced, but that seems less and less likely.
The mentality of the easy goer casual or pve carebear is this. " If I want something and the content is too hard, I will just go and champ train until I farmed enough gold to buy it off the TP".
IMO, a champ train farm should never have been allowed in a starter zone in the first place. I have yet to figure out why the Orr event farming was somehow anathema, but putting a continuous champ train within immediate reach of level 2 characters is perfectly fine.
I don’t really see how you can conclude you have yet to be challenged when the only dungeon you’ve done is AC.
Try pugging Arah and watching your group fail both fights and skips over and over and over again, and then come back and say the game is faceroll. The sad thing is, having more people with you in something like Arah p2 actually makes fights harder. They spam CC against the abomination which means you can’t CC his enrage (which saves you from having to get a gun), they make Lupicus spam bubbles and spray because they’re kiting in circles and they don’t dodge Alphard’s pull so you can even get caught in that if you’re unlucky.
Stack and spam all the attacks = PvE in a nutshell.
Using appropriate weapons, weapon skills and utility skills is not spamming. Please tell me how spamming kills Lupicus.
I’ve done every dungeon in the game. I am just doing a very small portion of my breakdown for now. I am not going to write the entire thing if it is not well received. Lupicus is a cake walk. Don’t use Lupicus for a basis of difficulty when he can be melee killed in under a minute. Which I have done with a party on several occasions. Don’t get me wrong though. Lupicus is a step in the right direction, but my god he still falls very short of requiring anything near skill.
So you’re saying co-ordinated groups who are all experienced with his mechanics can melt him quickly. I’m pretty sure that’s meant to happen once people learn fights inside and out. However for the average GW2 player, it’s a very challenging fight. I’ve probably spent over 40 hours just practicing Lupicus solo so if it’s easier for me I wouldn’t say that is because the fight lacks skill, it’s because I took the time to learn it.
This is why I like to pug every now and then, experiencedguild groups carry each other perfectly, but when you’re in a pug which (though they don’t realise it) are actively making an effort to get you killed it requires you to keep your reflexes sharp and your skills fresh.
Game over, yo.
I don’t really see how you can conclude you have yet to be challenged when the only dungeon you’ve done is AC.
Try pugging Arah and watching your group fail both fights and skips over and over and over again, and then come back and say the game is faceroll. The sad thing is, having more people with you in something like Arah p2 actually makes fights harder. They spam CC against the abomination which means you can’t CC his enrage (which saves you from having to get a gun), they make Lupicus spam bubbles and spray because they’re kiting in circles and they don’t dodge Alphard’s pull so you can even get caught in that if you’re unlucky.
Stack and spam all the attacks = PvE in a nutshell.
Using appropriate weapons, weapon skills and utility skills is not spamming. Please tell me how spamming kills Lupicus.
Or… wait for it…. you could just solo paths.
I’ve done every dungeon in the game. I am just doing a very small portion of my breakdown for now. I am not going to write the entire thing if it is not well received. Lupicus is a cake walk. Don’t use Lupicus for a basis of difficulty when he can be melee killed in under a minute. Which I have done with a party on several occasions. Don’t get me wrong though. Lupicus is a step in the right direction, but my god he still falls very short of requiring anything near skill.
So you’re saying co-ordinated groups who are all experienced with his mechanics can melt him quickly. I’m pretty sure that’s meant to happen once people learn fights inside and out. However for the average GW2 player, it’s a very challenging fight. I’ve probably spent over 40 hours just practicing Lupicus solo so if it’s easier for me I wouldn’t say that is because the fight lacks skill, it’s because I took the time to learn it.
This is why I like to pug every now and then, experiencedguild groups carry each other perfectly, but when you’re in a pug which (though they don’t realise it) are actively making an effort to get you killed it requires you to keep your reflexes sharp and your skills fresh.
Or … wait for it… you could just solo paths that can be soloed.
Fractals is a good challenge to an extent. You cannot do the exact same thing on every fractal run like you could say CoF.
>-All world bosses have increased in HP, mechanics, with time limits. While this provided challenge to manpower, it only became a spam session for 10 minutes per boss.
>-Tequatl became a challenge by figuring out which server or overflow to camp in for 1-2 hours. Plus hoping that you dont disconnect or get booted for inactive once there is challenging lol.
>-Dungeons are not a healthy challenge because foes and bosses can do incredible damage with the lack of a dedicated healer/protector. Atm we have to beg for guardians often and hope they know what they are doing.
>-Playing a role in GW1 was fun and challenging because people depended on you. Now its DPS-zerker or GTFO. And if you arent doing enough dmg you can be replaced in minutes with kick+LFG tool.
>-Im not against stacks because its a way to focus damage. But how can you avoid stacks if the only thing without the trinity is DPS zerking? Have to ball up foes or everyone will drop like flies one by one+added duration to the run
FracTonic|OmniPot|Golden Arms
Ad Infinitum & The Ascension
…snip
IMO, a champ train farm should never have been allowed in a starter zone in the first place. I have yet to figure out why the Orr event farming was somehow anathema, but putting a continuous champ train within immediate reach of level 2 characters is perfectly fine.
I’ll do you one better, IMO champs should never be without a contingent of guards (at least) and should always be an adventure in themselves no matter what zone they are in.
Back on topic, dungeons are fun and challenging (with a good party), PvE open world is easy, and WvW/PvP is only as challenging as your opponent makes it.
(edited by Tommyknocker.6089)
Well pve in this game as in all games are just a matter of timing and planing once you get that down they tend not to changes much during a fight. Its PvP / WvW that is where things get hard in that your playing a real human and humans are at time random at any moment its very hard to work out what they are going to do.
If you want a real challenge from pve your only going to get it from the first few runs of an event or boss etc.. after that you will have it down packed this is true for all games because an AI even very complex ones cant be exploited and known what they are going to do next. Humans not so much that why the only real challenge you can get from any game in any formant is from another real human.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
If you increase the difficulty or boss mechanics of the dungeons the casuals will not touch it. Look at Marionette/tequatl/wurm, possible to be beaten, but the casual/carebear community could not handle it and they gave up.
The mentality of the easy goer casual or pve carebear is this. " If I want something and the content is too hard, I will just go and champ train until I farmed enough gold to buy it off the TP".
I truly do not think you understand the meaning of casual. I suggest you research that word a bit more before adding into any statement you make.
Casual simply means a player whose time investment is not substantial. It is no indication of skill level by any means.
Also, there is not a single difficult encounter(in terms of mechanics) in this game including Marionette, Teq or the Wurm. All of those fights at best have raid mechanics that would be considered entry level in most other games.
What we currently have in GW2 is VERY VERY VERY poor content design. The only difficulty in any of the above mentioned encounters is getting 60-100 people who have never met to try and work together. That by definition is a human resource management sim – not difficult content.
We will use Wow for example – love them or hate them they at least got it right in terms of designing content for large groups of pug players.
The only way Anet could ever design challenging content in terms of mechanics that would be enjoyable to play is if they started instancing them and making them guild only. But, the player base apparently is against that so we are stuck with the half baked attempts at content we have now.
It’s my opinion Anet tries to hard to sway from the norm and ends up doing more harm then good.
Loyalty To None
I would say GW2 is a challenge because people don’t play in many areas. Having group events contest entire maps is stupid.
Other than that, though, with any minor amount of coordination you could actually achieve all of these things stupidly easy but the amount of group content done at a solo level supposedly makes up for the complete lack of challenge anywhere else in the game.
This happens in all games. People learn the content and it becomes easier. OP, if you want a challenge, solo some dungeons like Arah. Heck, pug it like hendo said, where your teammates essentially become lupi or Alphard adds. Even though I’ve solo’d lupi numerous times it can still be a challenge to survive it in a pug.
I’ve been mentoring dungeons, taking groups of new people through. It’s been fun and challenging.
How challenging is it for me….. hmmmmm….
Depends on several factors:
What I’m doing.
What character I’m trying to do it on.
How much I’m actually paying attention (when I’m giggling in chat with some of my guildies for example, the answer to this questions is ‘not very much’)
Generally speaking, I usually only find things challenging the first couple of times I do them. Mainly because I’m not knowledgeable in what needs to happen or what needs to be done. Once I have a solid understanding of the process, I’m usually decent at the repetition.
In a lot of instances, even the initial challenge wouldn’t be quite so difficult, except for the human factor thrown in. Too many people are less than helpful in this game.
How challenging?
5 step process challenge
1. STACK
2. STACK MORE
3. ClOSE YOUR EYES
4. MASH BUTTONS
5. WIN
Pve carebear was mentioned... what are those? Lol plush players we can cuddle with?
FracTonic|OmniPot|Golden Arms
Ad Infinitum & The Ascension
Stack and spam all the attacks = PvE in a nutshell.
Indeed.
PvE isn’t so much challenging as it is tedious – there’s no satisfaction for beating anything.
One thing I noticed that might be strange but I find to be a welcome change is the introduction of downed state for certain PvE mobs now – those npcs in the marionette lanes having downed state for example – just this simple thing makes fighting npcs more fun.
Granted, PvE bosses can be very challenging without a group, but still no satisfaction even if soloing a champion because you just chip away at those ridiculously large health pools while at risk of being one shotted if you put a foot wrong.
For me the order of fun goes:
PvE bosses < open world npcs < npcs with downed state < other players
It’s strange how much the downed state and stomping add to my enjoyment of combat. Those npc class characters in HotM are more fun to fight than 99% of other PvE encounters inthe game. If they could use that template but make them more deadly – use different attacks and increase in damage, but still be like a “player”, then that would be the most challenging and fun PvE combat.
Until then, the only thing that is both challenging and satisfying at the same time is fighting other players, until we can get npcs that fight like players and can be stomped.
The game is aimed at casual players. There is absolutely nothing challenging in the games PvE menu, unless you count times when Anet forces you to team up with random strangers to achieve an objective (eg marrionette) or gives bosses arbitrary invincibility (ie no critting teq)
The Queens Gauntlet was probably the only added content where I REALLY had to think about what my toons could do and how to use them effectively. It’s the only content they added that was particularly memorable to me.
Most other things I’ve participate in I’ll solo it or it’s such a whitewash group/team event it doesn’t really matter if my individual performance is any good.
WvW is the only content I repeatedly enjoy and it’s because other players make it challenging.
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”
If you increase the difficulty or boss mechanics of the dungeons the casuals will not touch it. Look at Marionette/tequatl/wurm, possible to be beaten, but the casual/carebear community could not handle it and they gave up.
The mentality of the easy goer casual or pve carebear is this. " If I want something and the content is too hard, I will just go and champ train until I farmed enough gold to buy it off the TP".
I truly do not think you understand the meaning of casual. I suggest you research that word a bit more before adding into any statement you make.
Casual simply means a player whose time investment is not substantial. It is no indication of skill level by any means.
Also, there is not a single difficult encounter(in terms of mechanics) in this game including Marionette, Teq or the Wurm. All of those fights at best have raid mechanics that would be considered entry level in most other games.
What we currently have in GW2 is VERY VERY VERY poor content design. The only difficulty in any of the above mentioned encounters is getting 60-100 people who have never met to try and work together. That by definition is a human resource management sim – not difficult content.
We will use Wow for example – love them or hate them they at least got it right in terms of designing content for large groups of pug players.
The only way Anet could ever design challenging content in terms of mechanics that would be enjoyable to play is if they started instancing them and making them guild only. But, the player base apparently is against that so we are stuck with the half baked attempts at content we have now.
It’s my opinion Anet tries to hard to sway from the norm and ends up doing more harm then good.
Being a casual has ZERO to do with time investment. There are casual facebook gamers that spend 50-60 hours a week playing facebook games out there. There are also casual gamers here that spend the same amount of time doing next to nothing in game. They aren’t pushing themselves or game mechanics, they are just being casual.
Also casuals tend to have a mentality of ‘Its just a game bro’ and don’t min-max. Which doesn’t really work with the time investment they usually put into a game. They are in it for the fun and if their ‘game-style’ happens to waste your time then so be it.
Me personally I feel like a complete kitten when I screw up in pve or wvw because I know there are other people there relying on me to not kitten up. Don’t get me wrong, I have plenty of casual gamer friends. Luckily they know when they are out of their depth and pass on doing things like sub-5 man roaming, fractals >40, etc.
Just watch this video:
(edited by Dynnen.6405)
They could make some sweet raids if they wanted to. I hope they do. There’s no gear treadmill, so no need to worry about that. Open world bosses strike me as incorrect endgame content (the challenge, as someone above notes, is gathering a mostly competent blob.)
Aetherpath is kind of tough – it’s the only place I really see pugs talking about how to approach what’s ahead. As for the HoTM mobs, they are mechanically solid, and should definitely be worked into future content. I’d even take a bunch of skritt that gang up on party members and scream “stack.”
Spider Boss is very well balanced if you do it without stacking.
All it takes is to make bosses actually use their AOE damage abilities if you stack… That alone would make stacking a bad idea on many bosses.
I find pve mapping/roaming around solo alright. When it comes to dungeons & explorables, pvp/wvwvw or fractals especially I find these hard and avoid them.
I began equipping full Berserker in World vs World/sPvP and I listen to epic music to keep my adrenaline rushing. Soldier and Knight/Valkyrie made me bored and felt like Guild Wars 2 was easy with these armor sets.
Guild Wars 2 is so easy I know I’m playing the wrong game when players think they need to exploit game mechanics to win and people need PvE commanders and team speak to say “Smack the wurm.” Also the PvP players have been some of the worst I’ve seen in any game.
It’s never going to reach the competitive level I’m at. In GW2, the casuals are king.
PvE is extremely easy for me.
As for PvP, ask yourself this:
How challenging is rock, paper, scissors?
Zaphiel Faires – DPS Guardian
Its not challanging for me at all.
When I die, its usually because its WWW and rangers are easy loot,
OR because million HP bosses have 1shotkills – supporting the “AI” called Defiance.
O M G
“A man chooses; a slave obeys.” | “Want HardMode? Play Ranger!”
Until you have ai that are unpredictable and act more like a player, people will always find loopholes and tactics, and figure out how each boss attacks, etc. That’s why you play PvP, because its 100x more challenging then PvE. No matter what happens ever, PvE will always be figured out and super easy once you do until AI themselves are improved. That’s why I’m looking forward to EQN as they teamed up with story bricks and shpposably revolutionalized the way AI works. Go play PvP.
“Challenge” is defined by the individual. Something I may think is faceroll easy might be considered a challenge for you (nonspecific plural.) Something I consider a challenge might be faceroll easy to you (again, nonspecific plural.)
If you take away all the forum posts and you examine your own definition of “challenge” and you find that the game is not “challenging” enough for you, then maybe it’s time for you to move on.
At least until they release something that you find interesting. You can come back then, and once you get used to the encounter, get bored and leave again. After all, it’s not like you’re paying a sub. You can come and go when you like.
In the meantime, I’ll be in-game having fun until I, too, find it “not fun anymore” and then I will do the same.
There’s a simple solution that can prevent players from stacking, which imo should be done by devs asap, because currently stacking players are ruining fun for players, that don’t want to play like this.
To start, let’s make a summary, why the hell are people stacking?
Reason 1: When players are close, it’s easy to buff party, cleanse conditions and heal.
Solution: While this is generally a positive thing, a new way to play, unlike in other MMORPG, maybe increasing slightly distance of buffs would help a bit, but it’s not really neccessary.
Reason 2: Monsters don’t use ranged attacks on close targets.
Solution 1: Make them able to use ranged attacks on closer targets.
Solution 2: Make their melee attacks stronger and add cleave.
Reason 3: Some skills can be abused to deal much more damage while “pushing the wall”.
Solution: Change these skills (Burning Speed, Tidal Wave, Burning Retreat, Fiery Whirl, Fiery Rush, Whirlwind Attack, Charge etc.) so they will be interrupted when you hit the wall. Change “storm” skills, that you can’t cast in on the wall to force all projectiles hit the single spot (maybe amount of projectiles depends on the radius of possible area, so if you cast it on the wall, only few projectiles will drop).
Only removing advantages of stacking in the corner can cure the game.
PS. I’m waiting for speedrunning crybabies to start flame in this topic, that these exploits should be allowed…
PS2. If you don’t know what I’m talking about with exploiting corners to deal tons of damage, look at this:
http://www.youtube.com/watch?v=JDWmIxIKnx4
http://www.youtube.com/watch?v=zPZhPcyhPOg
Right now, nearly every boss is 2/10 when stacked and sometimes 10/10 when doing ranged (there are some exceptions), because bosses don’t cast some of their abilities, while in melee range.
Bosses should get a cleaving attack, to disallow stacking (or make it harder than open field). Right now, you only get benefits out of stacking.
Bosses should do fast auto attacks in between their strong, telegraphed skills, to build up some pressure to the players.
Defiance needs to go, to reward teamplay and a rage mode (3 stuns in 10 seconds) included, to punish skill spamming and stun locking the boss. – In rage mode, the boss gets hard CC immune (can still be slowed), moves faster , deals more damage and attacks faster.
And at least, bosses that requires some sort of coordination, press switches at the right time, to stun the boss otherwise he is immune to damage etc.
(edited by whyme.3281)
There’s a simple solution that can prevent players from stacking, which I should probably start doing asap, because I don’t want to play with people who stack, so in future I’ll be sure to create parties with this in mind.
FTFY.
Also, I think this is the thread for you.
[quote=3619931;Eleir.9325:
That is a very good point, but at the same time. I believe difficulty would just weed out people who aren’t really meant to play Gw2. A game should be about overcoming difficulties, not getting your hand held through a tiny little RNG generator. As is that is what GW2 is right now. A giant RNG generator with pretty lights and buttons.
[/quote]
A game should be about having fun.
What you find fun, others may not.
I have to overcome difficulties all day in my kittening life, and you think that because you like to “overcome difficulties” the game shouldn’t be for me?? Go play WoW or something.
This game was advertised to be more casual, accept that that is what it is.
@ OP
I wouldn’t say it’s the most challenging even for me, and that is exactly what I love about the game. I can go online and chill out, doing different stuff, taking my time and just having fun, relaxing. (also I’m the kind of player who buys gems, I supper Arenanet, if they made this much harder, I’d leave.. no second thoughts.. ,, For a challenge just do some of the newer boss, Teq, marionette, 3 jungle wurms..)
You want a more difficult game, play a different, or do more of PvP/WvW.. idk, I’d assume those are more difficult than AI.
(edited by Taygus.4571)
This guy is actually suggesting that this game should actively seek to reduce its population? Lol.
[quote=3620509;Azreell.1568:
Casual simply means a player whose time investment is not substantial. It is no indication of skill level by any means.
[/quote]
No casual is the way you play, not how long you play it.
Examples. The Sims players are considered casual gamers. They’re not after difficulty or challenges, that doesn’t mean they don’t play for hours on end.
I am a casual players, I can easily sink (life allowing) 30-40/week in gaming. But it’s the way I play that makes me a casual. ie. not being after challenging content, just wanting to ‘walk’ through stuff.
(was gonna explain tht better, but I’ve gotten distracted by the fact that it’s snowing :O ….)
This guy is actually suggesting that this game should actively seek to reduce its population? Lol.
tbf, high population is only good, if that population is actively buying gems. I have this ‘feeling’ hardcore players spend less on gems because they find it easy/quick to farm gold and exchange for gems.
I could be wrong of course, but it seems unlikely.
On top of that, I repeat gw2 was for casual players. If they start making more of the content harder, they lose most of their players anyway.
A high population is good for the game, period. Makes it easier to find groups, lots of guild activity, socialising in LA and map chat, keeps WvW alive, etc etc.
Even us cheapskates contribute in ways that make the ‘legitimate’ gem shop supporters happy and want to stick around. Everyone wins.