I stopped playing a few years ago, after all my friends quit playing. I picked it up again this week after reading about the giant patch and the change in game directors, so I’ve been puttering around. I’ve convinced a few friends to come check it out again as well, so we’ll see if the next few weeks gets us back in again or not.
In the meantime, some questions, mostly relating to reasons I stopped.
1) Why no new dungeons in HoT? Why a raid?
2) Is there challenging open world pve content in HoT areas?
3) World bosses all still seem to be a giant zerg where you can push 1 and collect chests of loot (they are really cool looking bosses at least!). I saw that they made a big deal of their Shatterer revamp, but I barely noticed a change to the fight – zerg familiarity in the same way as Teq, or HoT power inflation, or both? Dungeons are a slight step up from that. I’m assuming higher level fractals and then raids are the next step from there. Have the devs commented at any length (or shown through previous action) about how they plan to develop challenging PvE content going forward? Are raids it, or are they looking at other avenues?
4) From my limited experience with LFG, dungeon groups are every bit as toxic as when I stopped. New player and/or not running approved build/class? Immediate kick or complain loudly. Part of this seems to be related to the way dungeons are run – the same as they were when I stopped, which is speed running them and skipping as much as possible. Have the devs given any indication they plan to revisit or revamp dungeon content, or are they being mothballed in favor of new open world content and raids?
5) New content. Have the devs indicated if they’re moving to a ‘proper’ expansion pack model, or is there going to be some mix of living world story content and expansions? I didn’t like LW1 much, but as it was temporary content, my friends will never experience it now. Getting them to pay for LW2 is likely a non-starter. End result, they’ll be transitioning from vanilla to HoT with little connective tissue story-wise. That may harm the experience for some of them significantly, I don’t know yet, we’ll find out soon enough. Coming back to any mmo late you can expect to have some disorientation, but GW2’s… odd… method of content delivery is exacerbating that issue.
6) Real money market content. I have an uneasy relationship with f2p style content and microtransactions in general, as do my group of friends. The feeling that content is being developed for a paywall or that free content design decisions are being affected by market considerations (ie, rate of xp gain/item acquisition when boosters are in the mix), none of that produces feelgoods. Inventory slots and bank space tied to the gem store produced a pretty strongly negative reaction in my group. For long time veterans, how do you feel the gem store content has been handled over the last few years?
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That’s all, just looking for some more clarity on issues that were important to me or my group of friends. There are (were?) a lot, lot of things I love about GW2, but there were unfortunately also a lot of frustrating or baffling decisions that whittled down my guild and then my friends and then ultimately me as well.