Hello folks,
I saw a post in the WvW forum that I’m quoting just here.
I can say so much more. I had been playing since the beta of GW1. So I was there when we had like 200 skills for each character to work with. And now we have like 10 skills in GW2, and everyone in WvW runs the same bar. Because there is only 1 skill bar that is effective. I know having 200 skills is hard to balance. But Anet has totally turn 180 degrees in GW2 and KILLED all creativity. It is almost like they are making a DOTA or LOL, which limit your character to 4 skills. This is one of the biggest reason that the game got boring for me. I honestly has been running the same skill bar (same 10 skills) for like the past 2 years. Buffing and nerfing skills DOESN’T fix anything. We just have 10 skills in GW2 compared to like 200 skills back in GW1.
Oh and back in GW1 the mobs (yes now I am getting into PvE) would actually try to fight the players on an even level. Mobs actually have unique skill bars that they know how to use to try to beat the players FAIR AND SQUARE. Now in GW2 we have mobs that is TOTALLY OPed stat wise but TOTALLY MINDLESS. Even the most regular mobs have like 10 times the health of the player, but they do not know how to play the game at all. The mobs just overwhelms the players by higher stats and numbers. Anet you honestly have no idea how disappointed I was, coming from GW1, when I walked into a GW2 dungeon for the first time. Honestly Anet you should have seen a problem with the game when the players feels like they are in a DIFFERENT UNIVERSE from the mobs. When the players have 20k hp, even the most regular mobs often have like 200k hp. When the players hit for 2k damage, the mobs hits for like 8k. etc
As a fellow GW1 player, I must say that I saw the light falling from the sky. Because there’re things that I find irritating, and I feel like there’s a trend in this that may be dangerous, because of design flaws :
- Roles vs. Professions : GW2 initial design was to remove the trinity. Why not ? Even if in GW1, every professions had at least one heal. In the beginning of GW2, mobs were flavoured, yet roles are now back in business (just think of mordrem menders). The issue is : players still don’t have role based professions. They have flavours with elite specs, but no roles.
- Design priorities : character skills have known ne “big” revamp, and tweaks here and there, but nothing new. Which means that if you’re running staff ele since beta, you’re still casting the 20 same spells ever since. Monster skills pool is swelling and swelling…
- Difficulty design : Back in GW1, monsters had their profession and skill bar, which led to think of team composition and learning to beat them. Now, it’s 1 – swarms of mobs 2 – insane amount of HP 3 – ridiculous damage output. Just think of that storm icebrood kodans can summon. Just think of how roughly every world bosses are.
- “Do as I say, not as I do” : Stealth gliding ? Let’s make a map where mobs can see through it. Interrupts ? Let’s make mobs insta re-cast their skills. Stun breakers ? Let’s make CC that work another way. The list could drag.
- Lore : people don’t feel involved in the story, because everything runs without them. They’re bare witness of events. Whatever the player think his character should do doesn’t matter because there’s no choice.
TL;DR : Conclusion :
I feel like the path GW2 is taking is dangerous. Because there’s a gap that’s getting bigger and bigger between what players options are (skills, lore choices) and what is given to them (lore, mobs with their new skills). as CHIPS stated, all points above makes me feel like my character lives in a different universe than the rest of Tyria : he doesn’t share the same skills, nor the same stats, and whatever he expects to do doesn’t really work because of… reasons. That leads to lots of frustration and helplessness. or now, players can still omniblob things so that the shift reduces… yet, it leads to HoT meta-events being impossible because maps are deserted. It also leads to bandit champions being nerfed because when the omniblob is not here, they shine for what they are : insane stats mobs with insane skills any player would dream of.
I strongly suggest the whole crew to get a closer look as these design flaws, otherwise, devs may some day raise their heads off their design circle, in which they were deafly talking lore and skills and “let’s create that mob that can do ….”, to realize that players don’t care anymore.
That may not be for GW2, not even for the next xPAC, but should there be a GW3 some day, better take tough designs ideas, and stick with them.
Thanks for reading.
(edited by ThomasC.1056)