I will agree with DavidH that what is missing in this game is a middle ground.
Things are either relatively easy to get or dishearteningly hard. The problem’s compounded by most of what’s considered ‘the best/most desirable stuff to have’ being accessible least randomly by just getting gold .. and farming gold is an activity which Devata and myself find fundamentally uninspiring, and neither of us, with our playstyle, I expect, accumulate it very fast.
They could have doubled and tripled the token costs of the dungeon sets and I would seriously have been fine with it. Dungeons are an activity that I find relatively engaging; they require some switches in routine, sometimes quick reactions.. specially the harder ones. Plus the fact that I would be making measurable progress each run towards a known token cost would help.
But gold? Sure, it’s accessible everywhere.. but it’s needed for EVERYTHING. It creates this incentive to just go hard and do what it takes to get it as quick as possible, and it still ends up feeling like it’s not enough.
The champ trains existed for a reason; people feel this compulsion from the game design: get gold, get better stuff. And yet it results in the most mind-numbingly samey gameplay.. unchallenging encounters repeated ad naseum.
Not only that, but with prices fluctuating and gradually rising continually, it replicates the same feeling I had such a problem with in WoW and other gear-grind-centric games.. the feeling that if you aren’t moving forward full speed you’re falling behind.
Of course you can get gold from just playing as you want; the problem then being that you’re limited to cherry picking an occasional ‘cool thing’ every couple of months, with many items realistically beyond your grasp.. and never having the fun experience of feeling like you directly earned an item from a difficult challenge.
The Liadri mini and title.. a straight out skill challenge. There’s this one guy earlier in this thread who said that repeating her X amount of times to learn how to kill her would have felt like a grind to him; I politely disagree – learning something new and challenging would NEVER feel like a grind to me. ‘Blazing Light’ is a wicked awesome thing to have, and it was never a grind.
At least with dungeons, fractals, pvp, Liadri, at least it’s challenging or mentally stimulating. And you get an item directly through skill, with relatively little repetition.
Can you make enough gold to get ‘X’, some desirable random item, through those things? Sure. But when you’re ticking off progress at 3g/hour – less than 1% an hour, against something that costs hundreds of gold, that’s demotivating.
I’m not saying I need ascended now now now now. I’m saying that the mere prospect of trying for it is so demotivating that it sours gameplay for me.
So either I content myself that it’s out of my reach, or I begin to feel the developers have played a bit of a stupid joke on me – ’you’ll never be the best because you don’t have X gear, regardless of how asskickingly skilled you are.’
It’s a small enough difference in stats and so rough to get that nobody requires ascended to form groups around. So it not only feels like a small niggling disrespect of skill over gear, and a skinnerian masterstroke to encourage farming, it feels pointless for all of that.
I vacillate between contented rejection of ascended and flabbergasted /facepalm mode. Sorry. I know I’m a little mental about it, but it’s something I will never feel fits within Guild Wars.
Grinds? Okay, fine.
Grinds for a lot of stuff? Sure, okay.
Grinds for most cool stuff? Not good.
Grinds for a small-yet-nigglingly-present power difference? In Guild Wars? Cardinal sin, to me.
