I see so many QQ’s (many of them mine, actually) and I feel that we really don’t give ANet enough credit sometimes. Yes, they had overpromised and underdelivered and yes, the balances are not as fast as we’d like them (but could they ever be?)
Many people forget that there are so many things that ANet does RIGHT, so I thought I’d point them out.
1. Each class is unique
-despite skill mechanics not being all that complicated, each class manages to be vastly unique in their own way, and the play style changes drastically. ANet has done a great job making them so special.
2. Combat is fluid and responsive
- Combat is fluid as heck, both PVE and PVP. I love how mobile all my characters are, despite many skills having mini channels.
3. ANet doesn’t crank up the numbers
- You think it’s really hard to beef up a class? It’s actually quite simple: you crank up the numbers. Rather than taking the short cut, the temporary way, I love how ANet takes a very in-depth approach towards balance
4. PVP maps are varied
- You may argue that since they’re all conquest modes, they’re essentially the same. Many people don’t give ANet enough credit for their very careful placement of each box, cliff, each bump that they had meticulously thought out. You don’t see a single aspect of each map that doesn’t have a purpose.
5. ANet listens to the 95% rather than the 5%
- This can be seen as a good or a bad. I personally didn’t really like how most of the PVP gear is so easily accessible for most players. But most people – especially casual players – can really appreciate how you don’t have to be running from area to area, or having to hit certain rating in PVP to be able to buy high end looking armors (tPVP chests, anyone?). Same can be said about many other aspects of the game that are given almost as ‘freebies’ to players, while not in other games (lack of transportations, dyeing options, skin giveaways, etc.)
Just my tidbit.
Update: Thanks for contributing and adding to the thread, guys. While I always found things to complain about, when I actively started looking for what made this game just so fluid and amazing control wise, I’m continuously shocked by what I find.
For example: for using X after channeling for Y seconds, I love how you can start the cast while being out of range as long as you’re in range by the time you’re done with the channeling.
This is the same for line of sight. Can you imagine how annoying combat is if you can’t start the channel because it keeps saying ‘out of line of sight’ (SO MANY MMO’S do this)? In GW2, you start channeling first and as long as the target is in your LoS at the end of the channel, it’s okay.
This is how it should be. ANet handled this so well.
(edited by Jae.5138)
Because then they have to listen to things they themselves know and would change if they could.
