Your top 5 design mistakes in GW2?

Your top 5 design mistakes in GW2?

in Guild Wars 2 Discussion

Posted by: stale.9785

stale.9785

- The different health/defense between professions, while they have approximately the same potential damage output (rangers aside, poor rangers.)

- The ranger’s class mechanic.

- Ascended gear.

- The “let’s-make-new-lore-for-no-good-reason” living story. Since they seem compelled to work with this failure, they should at least have been drawing on existing lore. Fail system is fail.

- RNG everything, without a consistent way to get what you’re looking for. High level items should ALWAYS have specific methods of acquisition. (This could be anything from having to do XYZ quests, to the GW system of “this boss, and only this boss, has a chance of dropping item X”)

Your top 5 design mistakes in GW2?

in Guild Wars 2 Discussion

Posted by: Stand The Wall.6987

Stand The Wall.6987

kitten people this isnt a memoir keep it short and sweet.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

Your top 5 design mistakes in GW2?

in Guild Wars 2 Discussion

Posted by: Alex.9567

Alex.9567

1) Personal Story – Uninspiring, poorly executed, had so much more potential!
2) Race – will never stop believing race should have meant more than just cosmetics.
3) Elite skills – or more like excuses for elite skills.
4) Mobs – Poor AI, scattered meaninglessly across zones. crappy drops.
5) Armour Stats – to difficult to switch between stat combinations, design is over engineered.

(edited by Alex.9567)

Your top 5 design mistakes in GW2?

in Guild Wars 2 Discussion

Posted by: Sirendor.1394

Sirendor.1394

This thread needs a revive, it’s full of what everyone finds bad in Guild Wars 2, and I do think enough time has passed (nearly 5 months) to see what has changed and what still needs changing.

My original 5 “worst design mistakes”:
1. Stats being bound to armour and weapons.
2. Ascended gear
3. Upscaling alts in WvW
4. Zergs being most effective & profitable in every area of the game
5. Skins: why is there no database?
[If I can cheat, I would add Living story (or actually the general story): so stereotype, so bland, it’s fit for a 12-year old. A total letdown]

Since then 5. has been changed: there is actually a skin wardrobe now!

New list?

  • Gear-bound stats: I still disagree with this philosophy because it makes ‘gear’ more important than everything else. I stick with the idea of gear giving only “armour” and nothing else (see Guild Wars 1).
  • Zerg-content: too much of it, and too little instanced (and balanced) content
  • Living story: awww, it’s still as bad as it was, but I guess will wait for Season 2 to see if Anet learned anything at all (the journal is a step in the right direction)
  • Skin policy concerning gem store: there really should be new skins acquired through the game, closing them off in gem store is just wrong.
  • World vs. World: is in a sorry state, karma-training all day long, it needs something to reduce farming and incentivize actually fighting people.
Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

Your top 5 design mistakes in GW2?

in Guild Wars 2 Discussion

Posted by: Rauderi.8706

Rauderi.8706

1. Not closing the “coverage gap” in WvW.
If there aren’t players on a map section, there should be NPCs spawning and battling it out. While a few veterans isn’t going to stop a zerg train, having something other than the buyable defenses would help even out things. As it is, the server matchups have been horrid.
2. Uninspired boss encounters.
Between Defiant, Immune-condition, and one-hit-KO mechanics, the devs are supporting complaints about “the zerker meta” and frustrating players who want better build/gear diversity.
3. Storytelling
Because latter half Personal Story and Living Story Season 1 were both disappointing.
4. The RNG loot grind
Legendaries, Precursors, Ascended crafting (SILK), Black Lion Tickets, etc. We’re not getting rewarded for our time in ways that don’t insult us.
5. Lack of time-sinks
And, therefore, money-sinks. Instead of having this slap-in-the-face Ascended crafting, they could have done something else to remove inventory from the trading post. As it is, endgame is dungeon running, fractals, exploration completion, PvP/WvW. Where are the hobbies and time-sinks to pull money from the economy?

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632