Constantly I see players saying the level of content isn’t good enough. Or that the rewards aren’t enough. In my opinion the game should be good enough that repeating content (for a reasonable period of time, at least) should be rewarding enough on a core level of simply enjoying the combat itself. The problem lies in that most skills/weapons are really pretty shallow and with most professions I feel everything falls onto watching yourself autoattack. Certainly, you use other skills when appropriate, but either the cooldown timers, general effects of the skills, or tuning of the skills keep the game from being more engaging than it potentially could be. Let me elaborate with an example weapon combo I have on my Necro.
Dagger/Warhorn
Dagger
-Autoattack outshines most everything. It’s a simple chain of damaging attacks that give life force. Not very interesting- this is the case with most autoattacks.
-Life Siphon does pitiful damage so you won’t use it when not in danger. When you are in danger it doesn’t heal enough to have much impact on anything.
-Dark Pact also does pitiful damage. Most single mobs aren’t threatening enough to even bother immobilizing. Most mobs you would like to immobilize are unshakeable/defiant champions. This skill is rarely used.
Warhorn
-Wail of Doom. This skill does no damage and has a sizable cast/aftercast time. In most situations you’re better off just autoattacking through. For example- WvW guards that heal. The opportunity cost of interrupting the heal vs. doing damage is so break even that you’re better off saving the daze in case a player comes around.
-Locust Swarm. This is an example of a well designed ability. The damage over the duration of the skill outweighs the opportunity cost of autoattacking and additionally it cripples nearby enemies. More skills should follow this model.
This is, admittedly one of the more lopsided combinations in the game. The point I’d like to make with it, however, is that the development team decidedly need to take the combat in one of two directions to keep the combat interesting.
1) More interesting skills. Any given skill needs to be more impactful to the flow of combat. A great example would be the guardian skill, Binding Blade. It has a powerful crowd control effect that manages to transcend the otherwise dull boon/condition system that holds other skills back from being more interesting.
2) Tone down autoattacks. In this method the balance between autoattack and the 2/3 skills on a given weapon would shift so players are actively using more skills, even if situational uses are not currently needed. Lets use the Warrior’s sword as an example. The damage/bleeding from auto would be reduced, however Savage Leap would do more damage and apply an AOE bleed upon landing. Final Thrust’s cooldown would be reduced and it would also apply a longer duration bleed. In this way it would be a skill worth using over autoattack- as an opener perhaps, but it would be a very useful skill against foes below 50% health.
Or a combination of the two above proposals. This game has a great deal of promise, but as a long time powergamer there is, in my eyes, a great deal of improvement to be made on the core combat of GW2. Knowledgeable players don’t just press buttons for no reason. In far too many cases skills sit idle on our bars because there is no reason to be using them. We stare at our character autoattack because that is the optimal action. Optimal and fun shouldn’t be mutually exclusive and I feel is a large detriment to the game.
I appreciate any comments/criticism. Thanks!