Before you read on let me say that the following are NOT the reasons:
-Individual profession imbalance
-Game modes
-Tertiary incentives (gold/PvE rewards etc.)
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Pre-release, GW2 was already being touted as a possible e-sports game. I’m sure many competitive players were very excited when they heard Jon Peters say that he was a competitive player with LoL experience. The game was very exciting for me (as I’m sure it was for many others) post-release. However, the enjoyment dwindled(not rapidly) as I realized that the game was very limited compared to MOBAs, largely as a result of game engine restrictions.
No skillshots
The game does not have skill shots and jukes and as a result there is very limited room for development as a player over a long enough period of time. Dodge rolls do not bring the same amount of counterplay and counter-counter-play as the intricate dance of jukes and skillshots. Due to these restrictions, the devs rightly focused on the following aspects of gameplay to keep people excited:
-map elements
-damage immunity frames (as opposed to skilled avoidance)
-conditions and counter-conditions
-healing
However, with these elements the learning curve steeply declines after a period of time. Someone who plays LoL or Smite for instance, can continue to make dramatic and meaningful improvements in their gameplay after months and months (even years) of playing the same champion/god as they learn to to improve their juking and counterjuking against better and better players. The gap between the skilled pro player and the average player is enormous and you can see amazing plays by the pro players in weekly tournaments. This incentivizes players to keep playing and practicing to improve their gameplay.
Sustain
GW2’s gameplay is perceived much more as a number crunch game and build-wars game similar to PvP in most mmorpgs. The level of sustain, damage immunity frames and counter-CC cannot be compared to that of competitive games. You have ping-ponging health bars. There is no long term resource such as mana, resulting in fights of potentially infinite length. Paired with the fact that there are so many skill cooldowns available to a character at any given time, there is a lot of skill spam with no penalty.
Cooldowns
In any competitive game you have a very limited pool of skill cooldowns available to you, 4 short cooldowns with medium~high impact/value (straight damage CDs are medium. CC and movement abilities are high), and one long high impact, high value cooldown(ulti). There is the possibility of leaving yourself vulnerable without any cooldowns available at your disposal, or there is the possibility of depleting all of your mana. There are few enough cooldowns that as a player or a spectator or a tournament caster you are able to know which cooldowns are available to a character resulting in a good amount of predictability.
In GW2 there are a large number of skills, all with low impact. Low impact because of the ping-ponging health bar aspect and high amount of damage immunity frames and CC/condi removal options.
Static vs. customizable cooldowns
In any competitive game prediction and counterplay is tantamount. In GW2 not only does the high amount of cooldown availability limit prediction, but prediction is greatly limited by the fact that more than half the cooldowns are customizable and unknown. The only visual tip off you get is your opponent’s class and currently equipped weapon set. Taking into consideration alternate weapon set, utility skills, elite skills and traits there is a large number of permutations to account for. In a slower paced game like Magic or Hearthstone this would be reasonable, but in a fast paced game it is not.
In mobas there are only two customizable skills with very long cooldowns. The skill options for these two slots are shared by all characters and furthermore you know exactly which two skills your opponents have chosen to to put in those slots. Combined with the fact that each god/champion has a static set of skills, you know exactly what your opponent is capable of.
The high number of customizable skills/traits in GW2 also poses balancing issues because devs too have to deal with the impossible task of accounting for all the multitudes of player choice possibilities when balancing. By contrast, in mobas, given that each god/champion is defined by a static set of skills, there are fewer interactions to account for. Furthermore, devs can pull statistics about certain god/champion’s win/loss, kill/death rate in order to help balancing. The result is a perceptually more polished game in terms of balance.
(edited by Geff.1930)