I’m going to kick this post off by admitting that I am fully away that I was never in any way important in the GW2 PvP scene. Also, I tend to ramble on. What I was however – was someone that was fairly active on these forums. This was because despite all of the flaws the basic mechanics of the game were super fun and unlike anything else I had played. There are plenty of character action games, but none with this level of variety and customization in a 3rd person perspective.
After putting up with parts of the game that bugged me, mostly balance, I eventually just stopped playing PvP altogether. These day, I only sign on to do solo PvE content. THe main reason I ended up leaving was simple, there was so much power creep and bloat that the gameplay became a huge mess.
Go look at PvP from the launch of the game and compare it to now. The pacing is almost absurdly fast now. This is mostly due to the design of the Elite Specializations. Rather than being simply a new playstyle, many were just flat out upgrades. Berserker feels like Warrior+, Chronomancer adds a new ability, Dragon Hunter gets WAAAAY better virtues, etc. The only Elite Spec that felt truly like a different playstyle to me was Reaper. Instead of carefully using your skills, you’re almost constantly throwing skills around now. You see many players just using rotations regardless of what the enemy is doing.
Now, the Elite Specs weren’t the only reason for power creep, there was the merging of many different traits in the original Specialization update. It’s a system I like conceptually, but it may have been better if certain traits had just just disappeared or receive more significant nerfs before being merged together. Almost every class got a huge boost in overall power and then HoT came and added even more must-use traits.
I’m sure some players prefer this faster pace, but I for one can’t even be bothered to watch GW2 PvP anymore because the screen is just a mess of skills and particle effects – which is funny since that was a complaint you saw a lot at launch. Even with me knowing what is going on it can still be hard to make any sense out of it.
My other major issue that has also been present since launch is the overall class balance. We all know balancing a game like is is impossible, but GW2 has been one hell of a rollercoaster ride. Warriors started off at the ultimate noob killers, then were useless, then were dominating as Hambow, then they did nothing well, then Shoutbow became a thing, then it became weak again, and now they seem to be OK but are lacking much of the variety the class used to have. Ele also had a fairly similar experience of up-and-down balance.
My timeframe may be a little off but I believe that the time of the Hambow Warrior was one of best in terms of balance we have ever seen, with the exception of the Hambow build itself. Warrior could do pretty much any role you wanted. It may not have been the best at it, but it was at the very least viable. You could do CC on Hammer, stack a crazy number of bleeds on Sword/Sword, provide support with Shouts, and straight up DPS with Axe and GS. That kind of variety is what I think all classes should aspire to. They can all fill a Support, Physical Damage, Condition Damage, or Control role, but in different ways. For example, Warrior being really good at stacking one condition but Necromancer applies a moderate amount of many different condis.
The framework for this seems to be present in most classes, and is probably what the Devs originally wanted. They were killing the holy trinity by making every class able to fulfill every role. The problem is that now most “meta” classes are able to do a bunch of different roles in one build instead of having to focus on one primary role and maybe one or two lesser roles. Again, I think this is because many traits have too many different effects. Simplifying the trait system would hopefully allow for more defined roles with less bloat.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)