to conclude, do yourself a favor and play some lol. it’s much more similar to gw1 than gw2 will ever be. it gives u a better pvp experience and u feel good about yourself when winning a match. who the hell wants to watch a counter get to 500 on cap points?
Or DotA 2 :p
I’d admit that since I started playing those games, the interest for GW2 PvP dropped a LOT. It just is more enjoyable somehow and I’m not sure why. Maybe mainly because the pacing of DotA 2 is a lot slower yet the team fights are a lot more frantic, brutal even. Or because while it’s hard to get into the game and know what you have to do, it’s still easy to understand what is going on.
Mostly, I’d say what I like the most is that people just DIE in DotA 2. When there’s some 1v1 going on for whatever reason, I see his HP go down, I see my HP go down, we trade skills and I die. And I see how close I was to win, I see maybe what I oculd have done to prevent that.
In GW2 we are dancing around each other, I use my skills, stuff gets blocked, evaded, misses, hits, misses, invul, heals 50% HP bar and we dance and dance. My condition bar fills up and threatens to wrap around to a second line, my target boon bar is in the same situation. There’s no time to even look at those icons cause there are too many of them, they blink in and out of existence so fast.
And so much more like this.
At first I was disappointed at what GW had become, certainly in terms of PvP, I couldn’t care less about PvE. Then, though, I began to look at the big picture. What has happened here is a great example of what not to do as a developer. Basically, over promise and under deliver, particularly, in the face of a prequel which should have aptly prepared them to exceed expectations and deliver a fresh, unique perspective to the genre, rather than one that was different just for the sake of being different and easy.
Examples:
- You removed the energy system for all classes but the thief. Great. What did you replace it with to maintain depth? Additionally, why did you decide to have an energy system for the thief and no other class? If it worked there, why not on other classes?
- You removed cast bars to encourage players to watch animations more carefully. Great. Why though, are many animations the same and worse still, why is there so much screen clutter 9 months down the line if this was a clear goal of yours?
- You trivialised interrupts. Great. What did you replace it with to maintain the depth of combat?
Removing the trinity was their first mistake in my opinion. While GW1 was similar to other MMOs in that it had a trinity system, it was different in that you could not have immortal tanks. In fact, it had a meta that was very much unique to its own style of gameplay, that is, the spike meta, which I believe did wonders for making gameplay reactive. They supposedly wanted to make each player perform multiple roles (which isn’t actually inherently better) and let support pick up the slack, but all we have now are fights where it is everyone for themselves, even in ‘high-level’ play. The best examples of teamplay we have are, as I’ve said many times, mesmer portals, mesmer timewarp, mesmer moa spike, mesmer illusion of life and resurrection from downed state. The state of ‘support’ is basically spam shouts and throw down the occassional water field, which quite obviously does not have a high skill cap. This naturally leads us to bunkers and a DPS race.
I love analysing games like this. I could write for hours on this stuff, It interests me quite a bit so I’ll continue to hang around here even If I stop playing (which may be soon, not threatening anything as I am just one person).
It’ll just be interesting to see where they go from here.