You’re just presenting complaints that have been addressed time and time again on the forums, reddit, and elsewhere. Although I think most of these have a ground, I will play the devil’s advocate now, and give you the reasons why (some of) your points could be contested:
- “Split PvE and PvP mechanics. […] why can’t it be implemented for other skills, items, stats, boons/conditions, etc.?”
- Because the more you split the two environments, the more you require players to learn the same thing twice, or to put it in other words, to confuse the memory training one puts into learning the optimal moment of a fight when to use a certain skill or combination thereof.- “I’m gonna be brutally honest here: The vast majority of the Living Story content so far has been very boring and contrived.”
- To you. Not to many other people. And yes, we always hear many people complaining: it’s the problem of vocal minorities. The constant overflows in LA or Southsun during the events, people running around litting effigies or killing holographic mobs and so on I think speaks for itself. All in all, I’m sure ANet keeps a close eye on the thing. If they were bringing people away from events rather than draw them to the game, I’m pretty sure they would have shut down the living story project already.- “Add some incentive for end-game open world play.”
- I agree with that, but I just want to point out that, from what I hear, this is a typical problem of every MMO. Personally, I would really love to see the precursor hunt involve some kind of varied and active partecipation in the meta chains, for example, but that’s just me.In general, I would also point out that some problems (conditions, dungeon reworking, class balancing) are surely there, but are not as horrible as we usually portray them. E.g.: playing a condition build, IF you are in a party where AT LEAST another person has a condition build on the SAME condition(s), makes you lose a little percentual of your DPS. Yes, it’s true. It’s also not such a common situation, and it doesn’t ruin the experience: you will have just a little bit longer run. Luckily we are not in WOW, with enrage mechanics, optimized build, and a “get the noobs out” mindset. The only part of PvE where I really see optimal builds and maximized DPS having an important role is high-level fractals.
I want to say it again: I’m playing the devil’s advocate here. I think it could be interesting for the discussion.
As for PvP/PvE thing I can only say this: I prefer to learn my profession 10 different times for the different constests, rather than seeing it nerfed to the ground in PvE because too powerful in PvP. It is as simple as that and I know many people agreeing with this. After all, PvP requires a totally different gameplay already, having to make more and different builds would only make it more interesting than what it is right now.
As for conditions, they might not be as bad as they are said to be, but this does not change that no one will prefer a condition build to a DPS build. Whenever I join a dungeon /Any dungeons, recently HotW path 1/ I am fed-up to be asked if I have another character i switch on, because Necro is not good enough for anything and even more I am fed-up of that disappointment people show, when, after accepting your join party request, they find out you are a Necro and not a Warrior, Guardian or Mesmer. I am fed-up of that common “Oh no, a Necro…shall we kick IT?”
I want to play the professions that I enjoy, which are Guard and Necro, I do not want to always switch on my Guardian when I want to play Necro and neither I want to feel forced to play a zerker Warrior or a Mesmer, just because the common thought of most of people says these are the only worth professions. I deleted a level 80 Mesmer for how not enjoyable I found to play that profession.
Ps. i agree with the OP on almost all points and I truly hope this thread will be taken into account by devs, since it is perfectly written.
O°v°O
(edited by Pip.2094)