Thanks for your post. I really enjoy most of the new content in PvE with the exception of Tequatl that has now become a barren wasteland. Most of the PvE content has been widely enjoyable and thank you very much for the content. I particularly loved the Super Adventure Box (after the bug fixes) and the TA path.
Some of the things that I do not like with PvE are the fact that warriors get constant buffs that make them superior in so many ways to other classes. The meta has also not changed since zerker gear is pretty much the best way to do anything (if its an experienced group). What makes this bad is that since this is being preached all the time, we have a lot of terrible players that die ALL the time because they explore new content with only the zerker armor since they don’t bother or don’t have the inventory space to get any other armor. These players also do not know how to dodge out of a big red circle which is baffling when they are true 80s with exotic gear.
With the harder new content the pure zerker is troublesome. In a good and experienced party this is great, but when players rage quit NEW cotnent because they refuse to learn new instances or claim it is too difficult because they can’t make it through with their zerker only armor it is troublesome. Players no longer go through the game experimenting or trying new things because they believe that zerkers is the only way or the best way to do new content that they haven’t learned the mechanics of. This problem is exacerbated with players trying to attain achievements that require DPS fests – it only reinforces zerk only builds.
Things that I do have issues about is the other parts of the game such as WvW. I have a lot of friends that play WvW who have now moved on to other games due to the changes to WvW that make it terrible for newer players and those with multiple alts.
The buffs (Guard buffs), character bound ability points, and the more troubling Bloodlust buff have turned off a lot of players – new and old alike. I know they wanted to reward players with “abilities” that provide different skills and advantages to said players but the guard buffs and the bloodlust buffs just provide too much of an advantage that is useful throughout WvW and are not situational like the other masteries that require specific siege or supplies that are stationary on the floor. It’s like fighting 1.5 enemies instead of 1 enemy. It is not fun to be outnumbered, but to be at such a statistical disadvantage makes it unenjoyable and a lot of times leaves such a bitter taste in your mouth figuratively. It makes the hill so much more difficult to climb that it feels like the developers in WvW are constantly pushing you down to the bottom of the hill when you’re nearly at the top.
We all know WvW is all about numbers, but the recent changes have made a lot of new and old players not want to venture into WvW, particularly since they are outmanned, have way lower stats compared to the buffed players, and results in people quitting or swearing off WvW because they don’t have a remote chance of having a fair fight due to the guard buffs. The ability lines are great (mortar, supply, treb) with the exception of the guard buff lines due to their significant advantages not only individual fights, but group fights, it is a no-brainer that 90%+ of the WvW playerbase grabs the guard lines first because it is provides such a significant advantage.
I do hope that in the future that statistical buffs are removed and that only traitlines that are situational (mortars, acs, trebs, flame rams, oil) are in play with the supply lines and defense/offense limited to guards/npcs only. Fights were much more interesting and close when these buffs weren’t here.
Sorry for the wall of text. But I do appreciate almost all the new content in the PvE environment. The WvW content has been pretty much a disaster for me for awhile now with the bloodlust buff being the worst offender.