Since i rejoined the game, after a half year of pause, i decided to start a whole new character, and progress real slow. Not like i did rush the game, but this time i listen araund and talk to npc and stuff.
Putting the things that made me leave the game in the first. And putting aside the things that (still) irritate me, i focus on my personal story and enjoying the work and the lore, i really love.
Basically i played gw1 from start to finish and loved the lore and the world. In the 5 year development time lore was one of the things that kept me up to date, and the wonderfull theme and atmosphere of the artworks, that are represented as environments.
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And i must admit, the personal story is not bad at all. But 1 thing is killing me. Classes.
Classes seem ok, considering they are basically gw1 classes. Engineer is also a good addition. But for my personal taste, they effect the game and play style was to slightly.
(Lets not talk abaut “combat roles” in this topic, i think thats the main issue in that.)
Instead i would like to point out, “Why is the story not effected by class?”
Nor the whole world. Beeing an elementalist does not make a slight change in anything, then beeing a warrior. Npc-s say the same things, and react the same way. You cant interact with the world any differeant.
For example : You walk into xy “dungeon” and there is a magically sealed door, the story says “you have to find a level to open it” but as engineer you could blow it up, as elementalist you could dispell the magic or cast a spell that opens it.
Another one : talking with xy npc when he wants you to obtain information on xy thing. Then you have to decide what “quest” you take. But instead of the usually 3 choice you could make one that lets you “summon the soul of the dead to ask him” (like in the personal story actually) or steal a letter from xy as a thief.
That is the side of “effecting the story” I do feel that the story lacks the effect of your class. When in fact its a REALLY BIG part of you!
Another thing that came to me is , there is no bacground of the classes.
There are simply trainers that sell you books. (books are actually a good idea, but should be obtained, not sold) . For example by a “Class quest” that would be like a personal story side story. A story that only applyes to your class and does contain a lot of lore abaut your class…Example : what thieves guilds exist, how they work ect…Or what does it mean that you are a “traditional” skill mask wearing necro and not a “demon” mask wearing one. And so on.
Besides that, there should be a LOT more lore (not just hidden) araund abaut classes. Where they came from, what they do, how they work.
I might as well ask for a full story line (not as long as the main) that is all abaut your class.
As side note, considering all this, i find skill point system a bit lacking to. You just walk to a magic waterfall and meditate and get skilled in “summoning a minion” ? Thats ok. You meditate, think things trough…but does eating the magic petal of a flower and killing a giant spider give you the basically same?
I do think instead of spending points on some (certaint key) skills you should need to do something specipic. Like killing a necromancer in xy place to learn flesh golem. Or defeat another guardian in duel for a sword skill.
There might even be skills that are “switch out”-s for some weapons skills.
There are many players who (for example) dont like the “auto attack” skill of necromancers staff. There could be a “quest” to obtain xy rare magic artifact and thats hidden in a dungeon, you obtain it (ofc after a long out battle till you get there) and then the item gives you a “option” so you can switch the “look” of “side” effect of your skill anytime.
So i realyl hope classes get more detailed. Thats my opinion…anyone?
(and sorry for terrible english)