Showing Posts For Ellisande.5218:

Personal Story: Nothing you do matters.

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Posted by: Ellisande.5218

Ellisande.5218

I knew that was what you would say, but for me the story exists more in my head than in the game. This is the essence of role playing. They give you a starting point and then you choose how to interpret it and where to take it.

That is not a success of RPing but a failure of the medium. Ideally the medium and the story in your head should be exactly the same. IE the story in your head should be the exact story unfolding in front of your eyes. The measure of the deviation between the two stories is the measure of the inadequacy of the medium. And that is why RPing always fails in MMOs because the medium is completely inadequate.

Lack of continuity, Sylvari (Spoilers)

in Personal Story

Posted by: Ellisande.5218

Ellisande.5218

Didn’t the plae tree create our character for the sole purpose of killing the dragons?

And wasn’t Calahdbhog created for the sole use of that first generation Sylvari who was killed by the necromancer because his friend turned tail at the last minute, stole his sword and then ran away?

Pact plot hole?

in Personal Story

Posted by: Ellisande.5218

Ellisande.5218

In the real world you would never appoint some random person with no leadership experience or ability to be the leader. The leader would be chosen from among the ranks of the other orders who would then have to act neutrally.

The person appointed leader would also generally be the one who got everyone else to elect him leader and the only person with the people skills to get themselves elected is not Trahearnce but our character who is also the one who makes the motivating speech. This would be like holding a presidential election where one of the candidates kills every debate, holds a huge margin of the popular vote and then out of nowhere some small uknown candidate who randomly appeared on the very bottom of the ballot gets elected because their name was similar to the candidate holding the popular vote.

(edited by Ellisande.5218)

Why is joining an order paired with a plan

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Posted by: Ellisande.5218

Ellisande.5218

It’s exactly the opposite. If the game just asked “What Order do you want to join?” with no background, that would asking you to make a blind choice. As it is now, they each present a plan that gives you a feel for how they approach things, and you choose the plan/Order that makes sense to you. The Durmand Priory likes to raid tombs, explore new areas, etc. So if that doesn’t sound fun to you, they’re not the Order you should choose.

I disagree with this. For one we are making a blind choice because we really know nothing about the orders even though our character should have ingame knowledge of these orders even if that knowledge is only heresy. We know that at the end of the day our character is going to be killing Zhaitan so the selection of the plan is relatively unimportant in the larger scheme of things. The only thing which choosing an organization to side with does is decide the NPCs we get to see while we are with this organization. And since the NPC you get saddled with is not presented to you at the time you choose your organization but only after then you can only be thought of as choosing blind because you have no idea who you are going to be spending the next 20-30 levels listening to.

Anybody could come up with any type of plan. The fact that one plan is being presented by one member of an order cannot be thought of as suggesting that every member of that order would only come up with that type of plan or even would be able to come up with that type of plan. Indeed our character who sees the intelligence in a specific course of action could by joining one of the other orders come up and enact the same type of plan that was created by another order which they thought was intelligent. The only thing which really seems to seperate the orders is what they do during times of relative peace since presumeably during times when the population is being mobilized for war the three groups will have to act together. And this is exactly what happens. You go from working towards solving the big problem facing the world before joining an organization to immediately carrying on completely irrelevent activites that have absolutely NOTHING to do with solving this big problem after joining the organization.

For example I joined the Vigil and my character went immediately from a meeting where we needed to get the agreement of the representatives of each of the species to commit troops and resources to bringing down Zhaitan (and the meeting ended in disaster with everyone going storming off and our friend telling us that we will need to resolve the problem that the representatives had with each other to get their support) to being at the hall of the vigil where I was sent to go save some frog things. And these frog things were of no importance to anyone because they had no material resources and no troops to commit to the destruction of Zhaitan. In fact all they did was saddle us with even more needy mouths to feed because their home was destroyed and I have no doubt that I will never see them ever again. Being in the vigil clearly had no more effect on the overarching plot than being in any of the other orders because you are doing nothing of any importance to any when you are in that organization. And that was clearly going to be the result when you do decide to join an order rather than continuing to be a mediator between the organizations. At least when we were mediators we actually got to do things that seemed like they were helping us get closer to figure out how to defeat Zhaitan.

Actually I would suggest that it doesn’t make sense for our character to join any of these orders because their purpose is solving a much bigger problem facing the world and not getting bogged down in the day to day activities of the seperate orders. Since the game already shows the orders coming together to solve this large problem looming on the horizon, it only makes sense that they would continue to work together until this problem is resolved and not randomly break up and go their seperate ways once they start making some headway. And these orders don’t represent a significant portion of the population, they are actually incredibly small organizations. The problem that our character is dealing with affects everyone and requires much more rsources than all three of these small organizations have available together never mind seperately.

Is AoE actually a problem? - Discussion Thread

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Posted by: Ellisande.5218

Ellisande.5218

So, if I understand this properly, when I’m running around soloing in PVE and 2 of my 5 skills are AOE on my skill bar, only 3 will be worth using on the single mobs I encounter most of the time, so I’ll press 1 pretty much all the time after accounting for cooldowns on my other 2 single target skills. And, when I aggro multiple attackers and get swamped, and I use the 2 AOEs, they’ll be doing less damage to the multiple mobs, which will all be hitting me for their full damage.

That sounds like fun.

That pretty much sums up the problem with this dev decision.

The point of AoEs is that they can and are used to kill groups of mobs. If they cannot kill groups of mobs then they do not fulfill their purpose. The fact that single target abilities can also be used to kill multiple mobs (albeit more slowly) or that AoE abilities can be used to kill mobs individually (albeint less efficiently) is completely irrelevelent to deciding whether AoEs are fulfilling their purpose of killing groups of mobs.

However the fact that the skills can be used interchangeable albeit with limited effectiveness is support of my belief that this unneccessary distinction between single target and aoe damage is the actual root cause of the problem which could be fixed by simply makign all abilities AoE abilities and then rebalancing accordingly. And let’s not make any mistake, when every ability operates exactly the same then the game will be much easier to balance than it is now where every ability does not operate in exactly the same way.

Is AoE actually a problem? - Discussion Thread

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Posted by: Ellisande.5218

Ellisande.5218

Nerfing AoE, really, how many players want that? Like 0, zero, nought, no one…

I want it. Provided they’re talking about melee cleave AoE. What is there right now to punish warriors and guardians from walking into a crowd of mobs and autoattacking with greatsword? Nothing. Absoloutely zilch. And there’s no way other classes without melee cleave can get aoe melee damage.

Honestly you don’t even know how they’re nerfing AoE yet, you’re the one living in your own little bubble if you read two words and overreact like this without anet even detailing what “aoe” they’re talking about. You don’t even know a single thing yet.

What about instead of asking for nerfs to other classes and harming other players you instead ask for buffs to fix problems with your own class?

Is AoE actually a problem? - Discussion Thread

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Posted by: Ellisande.5218

Ellisande.5218

AOE isn’t a problem. And where you design your game in order to make it so that AOE abilities are meant to be used in the same rotation as single target abilities then you shouldn’t be surprised when AOE abilities are being used in the same rotation as single target abilities.

Furthermore when you design abilties so that AOE abilities do damage that is nearly substituteable with single target damage (which is a necessity to make AOE abilities viable) and you so vastly limit the abilities that a player has access to at any given time then once again you shouldn’t be surprised that everyone is taking AOE abilities instead of single target abilities (which are actually greatly inferior to AOE abilities because they have much less utility because of longer cooldowns for not much more damage.

When the players prefer to deal a lot of damage to many things at once instead of a lot of damage to one thing at once because they are taking damge from multiple sources and have such minimal ways of mitigating that damage you should not be surprised when the players need to take AOE abilities simply to survive because the single target abilities simply do not provide the utility that the player needs in order to deal with the superfast respawns.

If you the developer are finding that players are completely ignoring one novel aspect of your game which you were particularly proud of and then want to chastise the players for ignoring it by making their chosen playstyle less viable then maybe the real problem here isn’t the players, the choices they are making or their reasons for making those choices. The reason is your own hubris and the thing which needs to change is you.

Ultimately I feel that AoEs are fine as implemented and single target abilities are what need to be fixed. I would even suggest going so far as making all abilities AOE abilities and then rebalancing accordingly. That really makes the most sense because conceptually a really big attack is going to deal big damage in a large area whereas an attack which only deals damage to an incredibly small area is more likely than not to deal small damage which is why it only affects a very small area.

(edited by Ellisande.5218)

Can we talk cooking?

in Crafting

Posted by: Ellisande.5218

Ellisande.5218

You would think they would add a collection spot for your Bakers Dry, Bakers Wet, Divinity Herbs stuff. Storage is finite…

They are trying to force you to buy more space.

Can we talk cooking?

in Crafting

Posted by: Ellisande.5218

Ellisande.5218

So, my suggestion. I think that making the ingredients harder to find was a good idea in theory (albeit a bit frustrating in practice – if we can buy milk and butter in bulk, I think eggs are a natural addition to that), but what we really need is a way to get rid of all this kittening food. Right now, our options are a) eat it, and b) destroy it, two options which give the crafter little benefit (an ephemeral stats boost quickly overwritten by the next food eaten, or nothing at all, respectively). Or you can donate it to the Lionguard, but even that is barely rewarding, considering the amount of food needed and the current inability to spend Commendations.

How was making food ingredients more rare a good idea?

All you did was screw over people trying to level cooking after the change and did nothing to help anyone else. And that was the obvious result of such a change. Anyone who got behind this idea either had no idea what they were really asking for or was trying to increase their own pocketbook at the expense of everyone who would come after.

I am not even sure what you thought this was going to accomplish because making food more expensive clearly was not going to be it. I am nearly certain that almost everyone has an alt who has cooking and the reason why food is so worthless is therefore related both to everyone being able to do their own cooking and tot he value of the product not being very desireable. If no one was purchasing food at the lower price why would they suddenly start purchasing it at the higher price?

The more likely repercussion to reducing the supply of cooking materials, which coincidentally is exactly what happened, would be making leveling cooking harder and requiring players to spend more time hunting for cooking mats without doing anything to increase the price people were willing to pay for something they already were unwilling to pay much for to begin with.

Perhaps you imagined that cooking produced items which had an inelastic demand? I am not sure why you left out the likelihood that everyone could cook for themselves that seems to have been your downfall.

Material scarcity?

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Posted by: Ellisande.5218

Ellisande.5218

I did have to buy some leather to craft leather materials to keep my leatherworking around the same level as my character (i.e. able to use the materials I am encountering), but I’m having more trouble with tailoring. I didn’t have enough materials at lvl 15 to craft lvl 15 gear, and the jute, at least, was priced much higher on the auction house than leather or metal. cloth gear was also priced much higher than leather or metal gear. Is anyone else seeing a large gap between light armor prices and other armor prices?

Yes. Medium armor drops way more than light or heavy armor even though leather is needed much less than light armor.

Crafting is not good for lower levels.

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Posted by: Ellisande.5218

Ellisande.5218

I have to be level 20-25 in order to gather the materials required to make a level 20 item.

No, you don’t that’s a lie. I leveled my warrior in armorsmith and was always right on level from 10 up to 80. There were a couple of times I had to run to the TP and buy a few scales or totems, but I always had plenty of logs and other garbage to sell for it.

Maybe you pushed your leveling too fast and didn’t take advantage of all the opportunities because you didn’t recognize them as such? Many do….

I’d like to know what your secret is.

My Guardian is currently level 55 and is still unable to make level 50 gear despite the fact that I go out of my way to gather as much metal, wood and plants as I can find on the map.

The problem is that cloth and rare crafting mats simply do not drop at a rate sufficient to match the demand of the crafting recipies.

The fact that everyone seems to have this problem is proof positive that Anet screwed up and needs to either increase the drop rate or reduce the quantity required.

I don’t want to hear any of those pithy “buy off the TP” comments because buying components to use for crafting gear goes against the purpose of crafting gear, which is having level appropriate gear without having to buy it.

If I wanted to resort to the TP to buy the components I might as well have just purchased the gear itself which sells for less than the total cost of the components that go into it.

I'm dying super easy with d/d?

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Posted by: Ellisande.5218

Ellisande.5218

Don’t let these guys fool you. D/D is easy. The only problem is that it is squishy because it doesn’t offer much in the way of defensive skills and since you have the lowest base armor in the game you will have to compensate for that either with gear or skill/traits or both.

Buying easier (cheaper) than Crafting

in Crafting

Posted by: Ellisande.5218

Ellisande.5218

Inb4 you’re attacked ad hominem for daring to point out the fact there is no craftables that sustain in terms of demand

That isn’t a problem with the game design, it’s a characteristic of a market economy. In an efficient, competitive market economy, supply rises to meet demand so much that there is no extra profit in the activity (only enough to sustain the current level of production).

A market economy is dynamic, and you will not be able to find one thing that you can consistently make and profit on. If you can, the market isn’t functioning properly.

And that is why player driven economies are not desireable.

NPC driven economies would be far superior.

Armorsmith stuck because wool scraps are rare

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Posted by: Ellisande.5218

Ellisande.5218

You can always buy from Trading post. If you do your research on TP, you can even find cheaper crafted armor parts than crafting by yourself.

I’d rephrase that slightly since it seems that you’re telling him to buy the armor when he’s trying to level.
Sometimes some of the intermediary parts in crafting are significantly cheaper than the cost of the mats to make them.
Find those and buy em.

You’re both completely missing the very important point the opener is making.

A player should be able to level a crafting discipline completely off of what the player can acquire while leveling up normally without having to go too out of the way to collect mats.

The problem is that one of the mats needed to level up the crafting discipline is exceedingly rare and this is a problem that Anet has to fix by either making wool a gatherable material or greatly increasing the drop rate of items that become wool or by making mobs drop wool directly. They also need to greatly increase the drop rate of the other items needed to craft as well. I spent 3 hours killing mobs to get mats to level up armorsmithing and had the exact problem as the opener. Plus I would add that I only got enough of the other mats needed to make emblems to make about 4 emblems total of 3 different types (2 of one type, 1 of another type and 1 of another type).

This is a problem of Anet’s making and a player should not have to resort to the auction house to try getting over a problem that Anet should have been able to solve during the Alpha state let alone beta. The whole point of leveling up a crafting discipline is so that you don’t have to worry about spending money on gear. When you have to buy mats off the auction house to make that gear then the entire point of crafting is completely ruined as it is here and therefore requires a fix.

This isn’t the only craft which has this problem. Anet never should have tied crafting to rare drops the way they did.

Are we not allowed to earn gold?

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Ellisande.5218

this falls in line with anet’s anti grind policy. i admit that at times there are grey areas when it comes to interpretation or implementation of their manifesto, which as we have seen, has evolved, though the wording on the document stays the same.

if they wanted you to grind out gold, they would have left all those mechanisms alone. the fact that they did away with these methods proves that they don’t want you sitting in the same zone for hours at a time, whether it be making gold or doing something else. granted, player expectations vary wildly in both directions for what is considered fun. some love grinding, some don’t.

anet has repeatedly shown us(in both blatant and ninja-like forms) that they want us to explore the world, experience the richness of the story-telling, the art that was created and the music composed for our enjoyment.

this is my personal opinion….but i feel like the hardcore gamers want what they want right now and if they don’t have it, they throw a tantrum, which usually involves ranting here on the forums and has a collateral damaging effect on other players who read their posts.

if you’re no longer having fun…why play? this game has a rather large audience from casual mmo player to grindfest mmo player to dungeon crawler and people after ‘phat lewtz.’ anet can’t please everyone so invariably, someone will get angry. if those players don’t vibe with this game…go play something else.

Making it hard to grind out gold and having an anti-grind policy are not the same thing.

If there were an anti-grind policy then you wouldn’t have a need for the gold being ground out. However Anet pretty much disproves that their stance is antigrind when they make you pay to move around the map and pay to repair your equipment. When money is required to play the game and the only way to get that money is by grinding, then you cannot argue you don’t have an anti-grind policy.

The fact that money takes a long time to grind also tends to show that there is in fact a progrind philosophy in place. If there were an anti-grind policy in place then you would tend to see veyr high rewards for very little time investment. When you need a large time investment for very little reward, that tends to lend more evidence to a pro-grind philosophy than an anti-grind philosophy.

I don't like Champions that One-hit kill you

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Ellisande.5218

Being one shot is never acceptible no matter what build you are using. This would be true even if there were no death penalty and is even more true when there is a death penalty. And it would be true even if the ability was avoidable and you chose not to avoid it.

The reasoning is 2 fold:
1) A mob shouldn’t be designed to do to a player what a player wouldn’t have agreed to if they were part of the team designing that mob
2) A mob shouldn’t be able to do something to a player that a player could not do back to that mob, however it is ok for a player to be able to do something to the mob that the mob couldn’t do to the player. Between a player who actually existed and had to work for their level and a mob that doesn’t really exist and did not have to do any work to get the stats it has, the benefit should always go to the one who had to actually put in work.

About enemies resetting/invulnerable...

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Posted by: Ellisande.5218

Ellisande.5218

The invulnerability mechanic itself is to prevent fights from being reduced to “find a piece of terrain the mobs pathing algorithm doesn’t know how to reach and press auto-attack to win”. It’s a decent way to implement such protection, but too noticeable in GW2 because of the crappy pathing.

There is no need for such “protection.” What exactly are you trying to protect mobs from? Dying? The point of a mob is to be bend over and be killed by a player. That is the very reason for its existance.

If a player wants to play smart by taking advantage of bad pathing AI then that is the player’s prerogative and what several of us would rightfully call playing smart. Playing stupid is putting yourself in harms way if you don’t have to, especially when these veteran and boss mobs have OP stats which make them unfair and taking advantage of the bad pathing is the only way to even things out for the player.

My char's 43; my Girlfriend's char is 14

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Ellisande.5218

8/10. Good job OP

“I just thought she was an Asura!”

She was…

Now about the other part of ths topic which is a lot less interesting my only comment is that I was under the impression that the whole point of the develing thing was so that high levels and low levels could play together? If he is worried about port fees he could just not port around so much and make her play more so they can both spend more time together.

Levels 1-30 isn’t exactly a marathon, for her still to be such a low level would suggest she barely plays at all, if she even still plays.

(edited by Ellisande.5218)

Dynamic events repeating, breaking immersion

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Ellisande.5218

I don’t know if that quest is the best example because even in the real world no matter how mosquitoes you kill there are always more just waiting for you to drop you guard.

Post a picture of your Elementalist [Merged]

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Posted by: Ellisande.5218

Ellisande.5218

Not updated but I’m liking the guild backpack. It sucks that it disappears though on emote.

This makes me wish that I had made a Norn instead of a human.

Are elementalists naturally weak?

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Posted by: Ellisande.5218

Ellisande.5218

We have the lowest base defense of all classes. So yes, probably are going down a bit faster that you’re used to from mesmer.
That said, you should be able to kill most stuff before it hits you. And if you can’t, pretty much all our spells (except some big AOEs) can be cast on the move.

I wouldn’t use most, maybe some stuff will be dead before it arrives. Though with a D/D or even S/D most likely you will have to run up melee range for optimal DPS anyways.

Sylvari not Dryad & Small enough.

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Posted by: Ellisande.5218

Ellisande.5218

Small walking trees would just look weird.

And considering they are made to fight the Mother Tree’s enemies it wouldn’t make sense for them to be small.

I could understand and accept a small statured race which had no classes that would be a physical melee class but it wouldn’t make sense for the Mother Tree to create tiny melee fighters.

Perhaps the Mother Tree should have made some soldier Sylvari, some Gatherer Sylvari and some tiny nurse Sylvari.

(edited by Ellisande.5218)

Super Saiyan Sylvari

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Posted by: Ellisande.5218

Ellisande.5218

Ohhh, especially with Sylvari “dragon ball hair”

If he used the Tier 3 Armor heavy helmet he could have used the 5 minute clip of Goku screaming when he transforms into a Super Saiyan 3 for the first time.

How to create a completely white sylvari?

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Posted by: Ellisande.5218

Ellisande.5218

This is the whitest I can get on a female.
Ashen skin, white glow, bottom right white skin pattern, white hair, and ice color eyes.

She’s very beautiful but I feel like she is actually made of alabaster with beaten silver leaves for hair.

I was going to make an all white Sylvari myself just like yours but I thought the color would grow a little dull so I switched the skin pattern to deep purple with sapphire hair for the contrast. Now she looks like a Jade statue someone spilled blue ink on which is exactly the look I was going for.

Do you feel like a 80 ?

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Posted by: Ellisande.5218

Ellisande.5218

For the most part level 80 players more likely prefer killing low level mobs faster (in 1 hit) than they prefer having to fight mobs as if they were level 10 again.

Your premise is wrong.

One dissenter among a sea of agreers does not change the tide.

GW2 Endgame - Level 80 Now What?

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Ellisande.5218

While I see what you’re saying this “the whole game is endgame” cliche is over used and inaccurate marketing mumbo jumbo and saying it is just as asinine.

It is often quoted… but it is not a cliche.

They said you were in the end game from level one. And they were right.

What’s “assinine”, is people who expected an “end game” to suddenly materialise once they reached level 80. An “end game” that was different to the game they’d been playing before reaching level 80.

If people have really done everything the game has to offer (or rather, everything they find enjoyable in it), don’t want to do PvP, and don’t have friends/guildmates to help or hang out with ingame… then it’s time to put it down, and come back when there’s new content or an expansion. Seriously.

The very definition of end game as understood by a reasonable MMO player would be the activities that a player partakes in when their character has reached max level. The fact that some of those activities may be similar to what the player did at level 1 can never be meant to mean that a player at level 1 is already partaking in the endgame. If similarity was all you needed to show that two things are equal then you could easily show that Guild Wars 2 is Mario Brothers because your character can freely jump about the world.

End game, even semantically, could never mean pre game, early game, or mid game as each of those all have their own seperate and established meanings (the fact that I made most of them up is irrelevent and if you spend a few minutes thinking about it you will understand why).

When a player hits max level they feel like the big man on campus and want to find something new and fresh that they were not able to do before as they presumeably spent so much time doing those activities on the journey to max level that they have grown rather bored of them. In that instance the maximum level is a light at the tunnel, the player doesn’t know why they are trying to get there or what they are going to find there they can only have the hope that it will be worthwhile. And the developers have to hope this is what the players find because they need to retain players in order to keep making money (actually Guild Wars I wanted players to leave since they were not paying a subscription).

Do you feel like a 80 ?

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Ellisande.5218

It’s the same as saying “I don’t see the Mass Effect in Mass Effect 2”

[nerd]The “mass effect” is the ability to create fields which raise or lower mass through the use of element zero. It’s used in the game’s FTL technology, biotic powers, and most of its guns. In short, there’s plenty of Mass Effect in Mass Effect 2. [/end nerd]

If you were a nerd you would have noted that the poster used “Mass Effect” to denote a specific game title. If they were refering to the pseudo science within the game world they would have used “mass effect.”

And as a true nerd you should also have known that Bioware actually altered how mass effect fields work when going from Mass Effect 1 to Mass Effect 2.

In Mass Effect 1, mass effect fields could increase or decrease the mass of objects as well as create gravimetric wells which operated irregardless of the mass being acted on. So every enemy could be lifted by a biotic power that created a strong gravimetric well regardless of the mass effect field that enemy was being subjected to via their armor or their use of biotics.

In Mass Effect 2, gravimetric wells can only affect objects with low or no original mass. So an enemy with heavy armor on would not be affect by a gravimetric well even though physics says that gravity acts on every object equally regardless of whether it has high or low mass. Bioware also changed how mass effect fields function so that a mass effect field now always cancels out a biotically created gravimetric well even though the only thing a mass effect field does is reduce or increase the mass of matter within the mass effect field and so this change runs counter to both real and ingame physics.

When looked at in this manner there is actually very little “Mass Effect” or “mass effect” in “Mass Effect 2.”

Do you feel like a 80 ?

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Posted by: Ellisande.5218

Ellisande.5218

Yea with the sidekick system its very hard to feel powerful at any lvl. Personally I don’t like the downscaling, would like to see it go all together. As I understand it, the reason this was introduced, was so that higher lvls can help lower lvl freinds etc

But there system is based on an illogical premise.

Their premise is that a level 80 cannot help a level 10 if the level 80 is treated as a level 80 by the game. But this is clearly incorrect. A level 80 is more able to help a level 10 as a level 80 than as another level 10.

The fact that you will kill low level mobs a heck of a lot faster as a level 80 than as a level 10 is the entire point of being level 80 and isn’t a problem that needed to be solved. For the most part level 80 players more likely prefer killing low level mobs faster (in 1 hit) than they prefer having to fight mobs as if they were level 10 again.

There is also an inherent problem with the system of deleveling players and that is how stats are reduced. If your stats are reduced based on gear and the system is set to make it so that a player rocking epix is the baseline equivalent to a level 10 player in average gear then a level 80 player in mediocre gear who gets stat reduced to level 10 would have the stats of a naked level 10 and thus be completely screwed over.

Having more skills available to use as a stat reduced level 80 than you had at level 10 isn’t going to make you feel more accomplished or stronger when you find yourself hitting those level 10 mobs with attacks that were weaker than when you were actually level 10! To quote The Gamers, no one wants to see their max level character hitting like “an asthmatic princess.”

For me this was one of Anet’s biggest mistakes made in designing the game.