What are your issues with GW2 and how would you fix them? — Guild Wars 2 Forums

What are your issues with GW2 and how would you fix them?

Hey there,

I was wondering about things that annoy me in the game but instead of making a rant I would like to ask you what are your issues with the game and how would you approach fixing them?

I know people have some great ideas that could vastly improve our game experience, what are yours?

<13

Comments

  • Content. I am content.

  • Shikaru.7618Shikaru.7618 Member ✭✭✭

    Anet should sell the temporal mantle from monster hunter world for people that think the story mode is too hard.

  • Gryphon.2875Gryphon.2875 Member ✭✭✭

    A new elite spec for Necromancer that converts the Staff into an actual useful conditions DPS weapon on par with scepter.

    Also, sell an invisible shirt in the Gem store like other teen rated games have, so we can show off our body markings.

  • maddoctor.2738maddoctor.2738 Member ✭✭✭✭

    My main issue is that there was no expansion after Season 4 and that's impossible to solve now.

    As for something that can be solved: story progression. The system of living world episodes doesn't work in my opinion, they've made Heart of Thorns free, so it's about time they made the episodes free too. Make it so you can't play an episode if you haven't played the previous ones, that way new mastery abilities can carry over and be useful throughout a season, instead of being map specific. I think the reason they keep mastery abilities locked to zones, is because of this unlock system. For example if they wanted to use Thermal Tubes on more maps, it wouldn't work well because they are unlocked in Ember Bay and since the system is designed so you don't need access to Ember Bay to progress, it creates this design problem with useless mastery skills. Dragonfall was an exception, but the mastery used there weren't exactly essential, or even absolutely useful.

    By making all future episodes available to everyone, regardless if they log in to unlock them or not, will solve this issue and free up map designers to use past mastery skills creatively. And I don't think the money they make from episode sales are worth it anyway, after all they scrapped their huge income from Heart of Thorns, the revenue from episode sales would be tiny by comparison. That's my one big issue currently

  • Dreamy Lu.3865Dreamy Lu.3865 Member ✭✭✭✭

    Several points of course, however, for me for now, the main one is WvW. Anet please, urgently do something... I can witness how it is emptying a bit more every day. On NA servers, it's now either blobbing, or getting blobbed or ktraining... It's rare to find "real" fight guilds. I'm sure some like blobbing and ktraining, but many don't and are leaving one after the other. I have it hard myself to remain motivated. :/

    Officer of Equinox Solstice [TIME] / Singapore-Based International PvX Guild
    WvW server: Henge of Denravi
    https://discord.gg/P5dj7fd

  • Fueki.4753Fueki.4753 Member ✭✭✭✭
    edited January 4, 2020
    1. Content droughts - this would need a faster release schedule** and** more to do in each release.
    2. the lack of balance and actual attempts at balancing in pvp. Just try to do it, rather than random shaves here and there.
    3. time gating - Just don't do it again.
    4. the lack of multiple difficulties for all instanced content. just do it.
    5. useless weapons - Just buff some of the skills.
  • MoriMoriMori.5349MoriMoriMori.5349 Member ✭✭✭
    edited January 4, 2020

    My main issue is that it has excellent combat and mobility (mounts included) mechanics - but is a crappy game, at the same time. It's hard to find a content in the game where you can actually use full potential of it and have fun, you'll be always locked in some tiny part of the game's world (Dungeons, Fractals, Raids, some local bosses in a few hard events etc) - thus you'll get bored with it quickly. 85% of the game's world is a casual kindergarten that presents close to zero challenge to experienced decent player with a developed character (I'm talking about PVE right now, not a big fan of PVP). Add to this the fact that most of game's content is static by design (very low replayability value) - and past 6-12 months the game you once had a lot of fun with now brings only deep boredom.

    As to how to fix it, without upsetting all the casuals.. Well, I have a few ideas, but let's get realistic - nobody will do anything about it ;) Anet will just keep issuing some fast-food LWS content as before, with a new fractal/raid once in a while, as it's enough to keep the thing afloat. Not worth my time to write walls of text for nothing.

  • lokh.2695lokh.2695 Member ✭✭✭✭

    1) Improve communication between the devs and the players. This would mean, more openness, less thought policing on the forums, less coorperate speak on actual issues.
    2) Instead of moving forward with content that has no replay value, look back now and then and improve on systems that are already in the game.
    3) More ingame rewards, even little things, and less gemshop fluff like chairs.
    4) I think an expack needs to happen to stir new interest. Living Story/Saga content is good to keep existing players interested but it won't bring in new blood.
    5) The quest to make PvP/WvW "more deadlier" led to boring oneshot builds which are not fun to play against. Make bunker builds a thing a gain.
    6) Reward skill and dedication instead of placing rewards behind ridiculous RNG drops.
    7) ANet needs to decide for who they are making this game. I've been in marketing long enough to know that a company wants to appeal to everyone so they can sell, but when you want a game to stick around for decades decisions have to be made. Some players will have to find a different game while other players will become loyal. Appealing to everyone just won't work in the long run.
    8) Improve on low maintenance player generated content. This mostly means WvW for GW2.

    Why bother, just delete the official Forum.

  • coso.9173coso.9173 Member ✭✭✭
    edited January 4, 2020

    To me the single thing they could do to improve everything is to put some work in abandoned modes and updates. More dungeons more fractals, more pvp updates, wvw, etc. Maybe making dungeons and fractals the same thing if they're too similar to coexist. Each new living world update could have a new fractal. Since they're small and easier to make.

  • Worlds.7530Worlds.7530 Member ✭✭
    edited January 4, 2020
    1. Dungeon
      we need new dungeon not only fractal and rebalance all dungeon and add ascended stuff for the content.

    2. Guild
      Improve guild mission adjust with how many ppl do the mission and give more reward (exam: gold, crafting meterial).

    3. Underwater Combat
      the longtime we still same underwater combat and same weapon if possible add more weapon and more content that good idea.

    4. Outfit and Black Lion Trading Stuffs
      The outfit should be more popular if dev make split to equipment, I will buy instant with my real money for sure. and new fashion or skin release every week or 2 week that make more profit for the company.

    5. Expansion
      If your company need more money the expansion is true answer for you. Don't rush for release new living world that not helpful the company please focus the issue what everyone tell you and renew or rebalance the content in game. you will be good in long time.

  • Gorani.7205Gorani.7205 Member ✭✭✭
    edited January 4, 2020

    Those are MY issues, your experience might be different. The fundamental flaw with the game right now is ANet catering to appease and pamper that "vocal elite" in most of their branches of the game (lets say the "top of the pyramid"), while not trying to keep "general everyday player" (the "casual", not in a depreciating way) returning to play and progress with the focus on "a fun leisure time activity".
    When GW2 came out, we had that famous Collin Johannson quote of "swing the sword...and swing the sword again" many other competitors had at the core of their game experience. In other words: "Do stuff repetitive" or grind. GW2 has developed into a exactly that for me. Having to grind for many things that could have been finished in the early days with just a few things.
    e.g. the Meta event grinding started with doing Tarir 100 times to finish a map achievement. Now this is a very common thing to do in current LS maps. Why isn't it enough to do, lets say five times and then allow you to move on? The same with "slayer" tasks. When GW2 came out, you had to kill 1k foes as a long term achievement. Now I have the task to kill 1k of a specific map region type of monster on one LS map (e.g. Dragonfall). What's wrong with a smaller number?
    HoT started with basing one weapon collection achievement on top of a second weapon collection achievement. Early legendary weapon crafting made you revisit some old places, the current legendary crafting consists on dumping endless stacks of Elder Wood and Mithril into the bottomless hole that lets you create Curios and in a second phase the legendary shard for the specific weapon.
    This has created a mentality of "most efficient acquisition" of materials, currency and gold that has suffocated areas in-game and of game types that do not "reward" enough.
    Older maps (core maps, LS maps without "a farm", out-of-favour meta events & many group events, too), Dungeons and WvW gameplay (excluding the dominant server zerging over the weaker enemy) are in decline.
    The fun of playing together with friends, guildies and even competitors (in PvP & WvW) has to compete with "event timers" (just look at the event timer on the wiki!) and a "efficiency or finishing quickly" (try to get into a Raid or Fractal and dare to not bring meta-gear/meta-build or don't skip/run on demand!).
    I used to know a lot of my server's WvW scouts and "stewards" (people who did upgrades, repaired walls, escorted dollies etc.) by name, guild, profession and RL location. These days the game doesn't care about the server community (in WvW) any more (guilds migrating, server links etc.) and you are judged by your meta-build (or the lack of it).

    I don't think we need more "content". There is plenty of content in game. ANet has to make existing content fun to play again with other characters or builds (e.g. add Dungeon tonics/potions that give you buffs to get more Dungeon currency; evaluate mobs respawing and following you on PoF maps etc.). ANet has to "balance" skills for build diversity in different game modes to make room for individual skill again (especially in PvP).
    To be honest, I don't see the devs going that route with dedication, but I can still hope.

  • tatte.5389tatte.5389 Member ✭✭

    Not an issue per se, but an item from my wishlist I haven't seen mentioned yet. I wish mastery insights and old hero challenges had a secondary purpose. Maybe a small boost of some sort for places of power (aside from charging quartz). Possibly even a choice of benefit from a list you could work towards unlocking, or different boost depending on which god you reach for. Or just a magical drop, perhaps a piece of something you need a decent amount to turn into something simple (fits in the description) yet useful.

    Many of them are such neat spots you have no reason to visit twice.

  • Daddicus.6128Daddicus.6128 Member ✭✭✭✭

    First is more achievements available for less-than-perfect gamers. It is impossible for anyone without top skills to get radiant (or hellfire) skins for all pieces. The vast majority of achievements that I don't already have are unattainable by me; I'm just not good enough to complete them.

    Second, make a better mini-map (i.e. show three dimensions/layers on maps that need it, like Tangled Depths or Draconis Mons).

    Third, more shared inventory slots. As I've said numerous times, I buy all I can, immediately upon release, and with real money (not in-game gold). I'll even pay a higher price for more slots.

    Other than that, the game is very good.

  • Ashantara.8731Ashantara.8731 Member ✭✭✭✭
    edited January 5, 2020

    @Ben K.6238 said:

    • Loss of character personality. My character's race, class and associated personality are meaningless past the level 30 story. I've given up on this one a while back, because it's outside of ANet's resources to do it justice. Larian have been able to manage it with D:OS2, but that's not a MMO.

    I agree with all your points, but this one is particularly important to me. :+1:

    @Daddicus.6128 said:
    First is more achievements available for less-than-perfect gamers. It is impossible for anyone without top skills to get radiant (or hellfire) skins for all pieces.

    :-1:

  • HardRider.2980HardRider.2980 Member ✭✭✭
    edited January 5, 2020

    In no specific order.

    Dungeons -
    Reworking old dungeons that needs reworking (outside story path)
    Adding more late game rewards like infusions or a token system towards legendary armour (as an idea)
    Get some late game dungeons going and stop relying on Fractals and Raids to keep people soley interested in PvE.

    Raids/Fractals -
    Shorter versions. Few more CMs focused on mechanics that's not DPS checks.
    Ban DPS readers. This has long been a toxic element to both contents due to DPS checkers, unbalanced
    professions and boon spaming.

    Balance -
    Sort out the balance team (No offense indeed). Get more communication on the ideas that they're looking at and actual feedback the community
    The players know what the current situation is with PvE and PvP and should not be ignored - sadly this is how it often is felt from past experiences (WvW is the same, but I think it is more numbers backend - but I could be wrong)

    Communication -
    It's gotten better, But needs more of - What's being worked on, devs talking about the time they are looking at to get things close to done etc. Half the issue with GW2 is not knowing what's coming and when at a time when players need these kind of things so there isn't any panic and doom.

    Under water content/weapons and balance
    Enough said.

    Guilds and Guilds Halls
    What's the point of Guilds? - Make them something and a LFG section/UI for Guild recruitment to stop spamming Map Chat over n over

    Mail -
    Either get rid of or increase how many mails players can send. 2 is an absolute insult. You can even make it so it increases per account play time etc.
    oh and get some sort of GUILD MAIL going.
    Oh and OH.. increase the Mail characters, There isn't a lot of room to send much in mails. Especially with the mail restrictions

    Maps -
    Older maps need to be brought back into the loop and not always making new maps with every story content

    Gemstore -
    Stop putting everything in the Gemstore and more ingame - take out some things as rewards and put them into the gemstore - Transformation stones for example.
    I'm not saying no to Gemstore. But it needs to be properly based in quality not quanity.

    Dailies -
    Reduce the amount we got. There is way too many that takes all day doing, reducing what players can do without spending ALL day in the game. Perhaps get rid of some simple ones. (Too many per map basically)

    Bettle Races -
    Add some more in, they're fun, but not many.

    Achivements -
    The reward is too low atm. People see this as a stupid long term thing and don't bother. Make it more interesting for people to do. just a few achivements per bit helps.

    Achivement reward Armour -
    Make these become dyable.

    PvP -
    Balance as per above
    It needs something outside PvP season to make things worth it outside tournments and reward tracks.

    WvW -
    There is a ton of things that has been said to mention here - more communication is needed with WvW.

    Elite specs -
    Aren't really a must thing, But MORE weapons available to professions. You can even replace some of the more useless traits that we have with traits aimed at those weapons.

    Cheaters and banning/punishment -
    You seriously need to SORT THIS OUT. Act fast.. don't wait for "group bans". If reports go in, Knowing that they're there 3 weeks later makes players wonder what is the point. It's enough it ruins pvp for the day, having bots and cheaters there throughout the season makes people just give up.

    A City of Heroes never die... A City of Villains will never surrender... Neither City will be forgotten.

  • DonArkanio.6419DonArkanio.6419 Member ✭✭✭✭

    @Gorani.7205 said:
    Those are MY issues, your experience might be different. The fundamental flaw with the game right now is ANet catering to appease and pamper that "vocal elite" in most of their branches of the game (lets say the "top of the pyramid"), while not trying to keep "general everyday player" (the "casual", not in a depreciating way) returning to play and progress with the focus on "a fun leisure time activity".
    When GW2 came out, we had that famous Collin Johannson quote of "swing the sword...and swing the sword again" many other competitors had at the core of their game experience. In other words: "Do stuff repetitive" or grind. GW2 has developed into a exactly that for me. Having to grind for many things that could have been finished in the early days with just a few things.
    e.g. the Meta event grinding started with doing Tarir 100 times to finish a map achievement. Now this is a very common thing to do in current LS maps. Why isn't it enough to do, lets say five times and then allow you to move on? The same with "slayer" tasks. When GW2 came out, you had to kill 1k foes as a long term achievement. Now I have the task to kill 1k of a specific map region type of monster on one LS map (e.g. Dragonfall). What's wrong with a smaller number?
    HoT started with basing one weapon collection achievement on top of a second weapon collection achievement. Early legendary weapon crafting made you revisit some old places, the current legendary crafting consists on dumping endless stacks of Elder Wood and Mithril into the bottomless hole that lets you create Curios and in a second phase the legendary shard for the specific weapon.
    This has created a mentality of "most efficient acquisition" of materials, currency and gold that has suffocated areas in-game and of game types that do not "reward" enough.
    Older maps (core maps, LS maps without "a farm", out-of-favour meta events & many group events, too), Dungeons and WvW gameplay (excluding the dominant server zerging over the weaker enemy) are in decline.
    The fun of playing together with friends, guildies and even competitors (in PvP & WvW) has to compete with "event timers" (just look at the event timer on the wiki!) and a "efficiency or finishing quickly" (try to get into a Raid or Fractal and dare to not bring meta-gear/meta-build or don't skip/run on demand!).
    I used to know a lot of my server's WvW scouts and "stewards" (people who did upgrades, repaired walls, escorted dollies etc.) by name, guild, profession and RL location. These days the game doesn't care about the server community (in WvW) any more (guilds migrating, server links etc.) and you are judged by your meta-build (or the lack of it).

    I don't think we need more "content". There is plenty of content in game. ANet has to make existing content fun to play again with other characters or builds (e.g. add Dungeon tonics/potions that give you buffs to get more Dungeon currency; evaluate mobs respawing and following you on PoF maps etc.). ANet has to "balance" skills for build diversity in different game modes to make room for individual skill again (especially in PvP).
    To be honest, I don't see the devs going that route with dedication, but I can still hope.

    I agree here with you. I find it funny that after Chuka and Champawat ANet said that the Legendary Collections are going to be discontinued as they take too much of their work time and effort just to make a legendary item.
    And I sit here and wonder - are they saying that making content for the game takes them too much time and resources? This was mind-blowing for me as I find Legendary Collections one of the best HoT additions. Having a journey for your item - an actual journey in order to get your weapon is somewhat a foundation of MMORPGs.

    If I could fix that issue - I would very much make more weapons like Collosus Torch, Scion's Sword, etc. When the entire Tyria is just a gold-farm simulator with Renown Hearts, let us have some actual game experience with just a little bit of story behind the items. I believe giving weapons specific collections makes them feel much more valuable as you cannot straight up buy it off TP.
    And if the above is not the vision of ANet, then I don't really know what's the entire world for. Farming gold the most profitable way?

    Dungeons - we know how they are - I'd add 1 infusion per Dungeon in game as a random drop - this alone would make people go for it.
    In addition to infusions I would make 1 backpack per Dungeon that's obtainable via Collections. For example - CoF; complete Story and all paths, do specific events on the Fireheart Rise, help High Legions' NPCs, get the flame essence, etc. Something beyond just spamming the dungeon. - That also applies to older maps - give people reasons to be there.

    We don't need new maps every single release - In fact, ANet themself said that they want to move from the concept of Map per LW Episode, yet it still pursues the idea.

  • Fueki.4753Fueki.4753 Member ✭✭✭✭
    edited January 6, 2020

    @DonArkanio.6419 said:
    I agree here with you. I find it funny that after Chuka and Champawat ANet said that the Legendary Collections are going to be discontinued as they take too much of their work time and effort just to make a legendary item.
    And I sit here and wonder - are they saying that making content for the game takes them too much time and resources? This was mind-blowing for me as I find Legendary Collections one of the best HoT additions. Having a journey for your item - an actual journey in order to get your weapon is somewhat a foundation of MMORPGs.

    They'd rather sell those weapon skins via the shop, rather than letting us have a lengthy, but achievable without buying gems, goal.
    And now with the "interactions" between the loadout system and legendaries, they created another reason not to make any more.

    @HardRider.2980 said:
    Stop putting everything in the Gemstore and more ingame - take out some things as rewards and put them into the gemstore - Transformation stones for example.
    I'm not saying no to Gemstore. But it needs to be properly based in quality not quanity.

    Somehow they need to milk the players.

    Dailies -
    Reduce the amount we got. There is way too many that takes all day doing, reducing what players can do without spending ALL day in the game. Perhaps get rid of some simple ones. (Too many per map basically)

    Take away the simple dailies and many players will be leaving.
    I already only do the simple ones like Vista Viewing, Gathering and PvP Participation. I probably are far from the only one to do so.
    I doubt anet wants even more people to log in 2 or 3 days once every 3 months whenever new content is out, when they can have them online daily for an hour.

    Cheaters and banning/punishment -
    You seriously need to SORT THIS OUT. Act fast.. don't wait for "group bans". If reports go in, Knowing that they're there 3 weeks later makes players wonder what is the point. It's enough it ruins pvp for the day, having bots and cheaters there throughout the season makes people just give up.

    While its almost exclusively detrimental to the game mode, having those people there is a bump in PvP activity metrics, which potential shareholders (without any further knowledge other than metrics) see as more positive.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    I'll add some ideas I have to fix some issues since y'all covered quite a bit of what I was going to say.

    • More core skills/weapons
    • World event system overhaul to be more engaging and rewarding offering unique rewards and opening vendors with unique items for fashion wars.
    • Removal of the gift of battle requirement for Legendaries. Seriously, I despise WvW. I have 4 precursors in my inventory that I'm putting off finishing because I hate WvW that much!
    • Hard Mode Dungeons at level 80 with prestige armor and weapons.
    • Dyable legendary backpieces. Like, give all the legendary backpieces dye channels.
    • A new Expansion.
    • I'd rework the specialization system to be bit less linear in its implementation.
    • More traits that change the nature of a weapon for example a trait that changes the necromancer warhorn's wail of doom so that it fears instead of dazes.
    • A new tiers of racial armor linked to Questing for that race to unlock.

    Some of the issues I see is with rewards for a lot of content that it just doesn't offer much. So I'd like to see more of that. Dungeons really need an upgrade as well and need something for the dedicated player to jump into after completing all of the dungeon paths and getting to 80. Open world events don't really prepare players for them and draw them into them. Mostly a player is either ready for it or surprised by it. I'd like to see these events reworked so they involve smaller events on the map that build into that map's world event and even have a fail clause that allows the group to try again to push the event forward following a new chain of events to do so. The punishment for failing a world event in my opinion should impact the entire map you're in. These events have no gravitas to them and often leave a deflating experience when they fail. It looks gamy as is now and feels lame to new players. So the punishment shouldn't be a time gate to the event to restart but pushing players to further engage with the map they're on to learn better cooperation skills and to get another chance to call their friends to aid them to push back against the tide of the failed event once again.

    As what I said about the specialization system I'm all for more options. I dislike how linear and how much control I feel arena net has over me amd my build to the point I don't feel I'm making decisions for myself but being directed in how Anet wants me to play. So to reduce this linearity would be something I'd love to see.

    To put it simply. I want more stuff, more consequences, to not be forced into WvW, and more customization over my build.

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    This game lacks stand alone content. Side Stories has pretty much failed the goal of replayability and meaning. Knight of the Thorn was its peak.

    As for smaller, fixable problems I encounter is how there is a vast inconsistency between the expected content updates. Vendor items not being in line with previous worthwhile content.

    This new season is making all the offenses with episode one. The prologue is an oddity in how high quality an update it was aside from the node dropping for some reason and the mask being infusion levels of rare. It made the follow up first episode look like the worst released content on a mechanical level. No longevity, worthwhile repeatable purchases, or a use for its resource after the single buy items. The raven pet with its high cooldown means you'll flood your inventory long before you use them up.

    Consistency and unique items from previous seasons is what lacks here.

  • Odinens.5920Odinens.5920 Member ✭✭✭

    main issue - a change that was announced for my main game mode (WvW) 2 years ago is still apparently not even close to being a thing. Meanwhile, a significant number of people stopped playing after the announcement so they could wait for it to be implemented, and every month more people are leaving because they are tired of no worth while changes to the mode.

    Sorry, but Warclaw is not a significant change to WvW. The only thing significant about it is that it was introduced broken (leading more people to quit), and now the "rebalancing" of it is being touted as an update to the mode...nope...nope...nope.

    I realize the staff working on WvW, and everything else really, is spread pretty thin these days, but to announce a major change to a mode that most certainly would've injected more people to the game, or at least stopped its slow decline, and then go practically silent on it since, is killing off what little remains of the population.

    Don't announce a significant overhaul to a game mode that most of its players are practically begging for and then go silent for 2 years while the player base for said game mode continues to dwindle.

  • Randulf.7614Randulf.7614 Member ✭✭✭✭

    Improvement to communication. At times since LS1 and our rejection of the format (and often the living world in general), it has felt like the community is a merely a hindrance and an annoyance to their art. It's a harsh observation and perhaps untrue, but they are so stand off ish, so unwilling to engage and so encouraging of the divide between dev and community in a way unlike most of other games companies, that it does sometimes feel like it.

    What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .

  • aspirine.6852aspirine.6852 Member ✭✭✭✭

    Give me some heros like in GW1 so I can do some things a bit easier.

  • ugrakarma.9416ugrakarma.9416 Member ✭✭✭✭
    edited January 6, 2020

    @Obtena.7952 said:
    The biggest problem is when they strayed from content that appealed to the original market. It gave hope to a low population of high performance players the game was moving in a direction that Anet can barely support. Maybe this is why we see so many calls for 'content' ... Anet spread themselves way to thin trying to appeal to this fringe groups. From a business perspective, the ROI on raids must be relatively low.

    There isn't a fix to this without abandoning some players at this point. They should have stopped at Fractals.

    All these players dont even contribute to make game feel "populated", their end-game is sit on lfg selling raid kills. I wonder where on earth a game improved the revenues by being more appealing to speedruners farmers.

    main pvp: Khel the Undead(power reaper).

  • kharmin.7683kharmin.7683 Member ✭✭✭✭

    @aspirine.6852 said:
    Give me some heros like in GW1 so I can do some things a bit easier.

    For instanced content, perhaps (?), but not for open world content.

    I am a very casual player.
    Very.
    Casual.

  • aspirine.6852aspirine.6852 Member ✭✭✭✭

    @kharmin.7683 said:

    @aspirine.6852 said:
    Give me some heros like in GW1 so I can do some things a bit easier.

    For instanced content, perhaps (?), but not for open world content.

    Yes you are right, I should have said that.

  • Nightcore.5621Nightcore.5621 Member ✭✭✭

    @susana.7814 said:
    No challenge in game besides some fractals and raids but once u get the rewards, there's really no reason to keep doing raids.
    Lack of content other than story modes ( it should not take 10 months to make a new fractal) ( We've had the same holiday events now for 7 years)
    Predatory monetization of integral game features and unwillingness to address it.
    No more elite specs or races or expansion on the horizon
    No worthwhile rewards that are obtainable in game outside of the gemstore
    Terrible class balance
    Quest system is just bad, Hearts are and always were bad and are not immersive in any way.
    Pvp is full of bots and cheaters and nothing is done
    Wvw hasn't gotten any content other than the warclaw since HOT

    Just My words

  • Shadowmoon.7986Shadowmoon.7986 Member ✭✭✭

    @Obtena.7952 said:
    The biggest problem is when they strayed from content that appealed to the original market. It gave hope to a low population of high performance players the game was moving in a direction that Anet can barely support. Maybe this is why we see so many calls for 'content' ... Anet spread themselves way to thin trying to appeal to this fringe groups. From a business perspective, the ROI on raids must be relatively low.

    There isn't a fix to this without abandoning some players at this point. They should have stopped at Fractals.

    What the heck are you talking about. Do you not remember how hard dungeons were prior to the hot power creep. Do you not remember how difficult triple trouble and teq were before the condi limit was extended past 25 and allowed object to be crit. Lupi is still difficult content if you dont cheese him with reflects and that was the original end game. Remember when Silverwaste failed the meta many times because people would not do the mechanics. This was the original core game.
    Compare either Shadow of the dragon final ls episode fights to the current one. Both Shadow fights were no npcs, where the player had to get good to win. The boring ice dude is unfailable, the npcs will kill him for you. How did this happen? Why does Anet think the playerbase is so dim now compared to its pre HoT golden age. Probably because it is not about player retention anymore, its about instant gratification. Why train players to get good at the game when they will be gone 3 months until the next content patch drops. That is the only reason i can see why they went from difficult launch content, to unfailable content we have now.
    Just because you are getting the content you like doesn't mean you need to dismiss entire communities you don't enjoy.
    And on roi with raids, with proliferation of raid selling, where does that gold come from? Why does anet ban people for selling home instance access but not raid selling? Probably because gemstore whales are involved with raid buying.

  • Everyone here has said something I agree with.

    Daddicus.6128 hit the nail on the head for me.

    ....snip....

    "First is more achievements available for less-than-perfect gamers. It is impossible for anyone without top skills to get radiant (or hellfire) skins for all pieces. The vast majority of achievements that I don't already have are unattainable by me; I'm just not good enough to complete them."

    ....unsnip....

    I would roll over with sheer delight if this became so. I too am a sorry gamer, but I very much enjoy what content there is in the game that I can do.

    Grin. I would pay real money or a lot of gold to hire someone to aid me in the hard stuffs...not do it for me, just help.

  • Raknar.4735Raknar.4735 Member ✭✭✭
    edited January 6, 2020
    • I need new E-speccs
    • I want WvW Alliances to be finally done
    • WvW should get more attention
    • More big metas like Teq, TT (Happy we're getting Drakkar)
    • I'd like to see the return of dungeons, not just fractals, also I'd like "Open World Dungeons" similiar to the Tower of Nightmare from LS1
    • There's not enough repeatable solo content, like Queen's Gauntlet

    You have a heart of gold. Don't let them take it from you. Umbasa.

  • Wisty.4135Wisty.4135 Member ✭✭✭

    What do I want to see? Technically challenging content. Not ridiculous damage checks or intricate mechanics type of things, but puzzles and gates that reward you for a mastery of gameplay behind "spam button to win" - think a mount race that requires fluid and semi-precise switching between the various core mounts to complete, or an open world mini dungeon that requires the use of a few classes in coordination to reach the end (with tolerances for what classes and how many can participate. That'd be cool, if impractical.

    Practically speaking, I want WvW to have a point again. I miss the days where you got substantial realm bonuses for winning a matchup, though I know how unfair those were. Something similar would be cool to have again. Right now WvW's good for my gift of battle and that's about it

    PvP could use some love - I'm excited to see the rebalances; i hope that they bring in more exciting and dynamic gameplay, not less... But I fear that every espec is going to be shoehorned into one very specific role with no variations.

  • ZDragon.3046ZDragon.3046 Member ✭✭✭✭
    edited January 6, 2020

    PvP
    Just support please , new game modes not just mainly capture and hold... fix and balance professions..... forget swiss till all this other stuff is done imo.

    PvE
    More end game Rewards from Fractals, Strikes, and Raids you dont need to change some of these things just add more content to them in some cases. Fractals prove to be great mix of mechanics, fun, and lore openers a lot of players tend to enjoy these. It is a big mistake to stop producing fractals imo i hope the fractal team gets back on it. Strikes are nice but if you want people to play them there needs to be juicy rewards with realistic drop rates for committed player who are willing to grind these things daily. Dungeon content could be reworked to slowly introduce players into raids also if reworked could draw a lot more interest from existing players than raids are likely to.

    In pve its not just about content but also bout rewards rewards need to be done right with realistic drop rates not drop rates to trap people playing for longer. ITs ok to go back and add more reward or collections when applicable in maps (like with sky-scale) how ever....
    Grothmar daily rewards are good example of not to do drop rates ive opened roughly 130 khan ur stash things now (i know some people have opened more) and still got nothing good. This is a lot of time / money investment (which ever a player prefers to get the keys) for something with such an unrealistic drop rate.

    WvW
    Balance this and make wvw feel like a wvw mode
    Make open area events in nutral zones for players to contest. More maps like desert borderlands or even edge of the mist would be more realistic for wvw maps than alpine or eternal which is what the wvw has kind of shoved itself into being mostly.

  • Batel.9206Batel.9206 Member ✭✭✭

    I don't have many issues with GW2. I'm happy with the game as it is - except for the visual noise. I'd just like a toggle in graphics options for that - turning off the flash of light every time you hit something or something hits you in combat would be a nice start. Better yet, turning off skill effects. We would still see them, but they would be far less brightly lit.

    and the cat's in the cradle and the silver spoon
    little boy blue and the man in the moon
    when you comin' home, dad?

  • @aspirine.6852 said:
    Give me some heros like in GW1 so I can do some things a bit easier.

    This.
    (For private instances)

  • Obtena.7952Obtena.7952 Member ✭✭✭✭

    @Shadowmoon.7986 said:

    @Obtena.7952 said:
    The biggest problem is when they strayed from content that appealed to the original market. It gave hope to a low population of high performance players the game was moving in a direction that Anet can barely support. Maybe this is why we see so many calls for 'content' ... Anet spread themselves way to thin trying to appeal to this fringe groups. From a business perspective, the ROI on raids must be relatively low.

    There isn't a fix to this without abandoning some players at this point. They should have stopped at Fractals.

    What the heck are you talking about. Do you not remember how hard dungeons were prior to the hot power creep.

    Nothing in my post said being hard was the problem. In fact, I think i was clear in what I think the problem is, and it's not about content being hard.

    If you think balancing is only driven by performance and justified by comparisons to other classes then prepare to be educated:

    https://www.guildwars2.com/en/news/balance-updates-the-heralds-near-future-and-pvp-league-season-13/

  • Buran.3796Buran.3796 Member ✭✭✭✭

    Without a major expansion (in something like Cantha), no new specs on sigth and no support for WvW/PvP, there's close to 0 appeal to me to play the game, and consequently I jump in ~a couple of times a month...

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭

    Lack of depth, it is a simpleton game, reason I can’t play it more often... it does not worth thebtine.

    Classes lack balance and depth on its skill design and combat complexity that’s were skill comes, not from 111 targets with high damage or rewarding gimmicks.

    Guilds are useless, they need content and pvp would be the way.

  • Zexanima.7851Zexanima.7851 Member ✭✭✭✭

    All I really want is more frequent attention to how they balance PvP/WvW and more content for those modes. Imagine if they released a balance patch every other week, even if small. It would keep the meta fairly fresh and keep things churning often enough that by the time some people find and start abusing a new 'broken build' things will already be changing. Not like HUGE skill reworks all the time but constant number tweaking, addition/removal of basic skill effects, stuff like that.

    Depression and anxiety are the worst...

  • Cuks.8241Cuks.8241 Member ✭✭✭

    My main gripe is with the UI and visual clutter. The game has solid game mechanics, combat system and character/skill/weapon system. Lot's of people cry about balance but the truth is that unless you are top of the top in pvp the build is not really what is holding you back. It is actually not as cookie cutter as most rpgs I played and in the end people always cry about balance.

    Anyway I would first improve the UI. It is a relative small thing that makes a world of difference.
    1.) Better boon, condition and other buffs indications on both player and enemy. Larger icons, more distinction between them and perhaps some customization (see 2.)). Reactionary short timing boons or conditions should not be hidden in between the long term food, banner and other utility stuff.
    2.) Movable and re sizable UI elements. Maybe just a few different presets if you don't want to give us complete freedom. Right now the info is all over the screen and not the easiest to see. I usually have all the player and target info in one place on the screen if the game allows me to.
    3.) Better mouse cursor. OMG how I hate the cursor in this game. C'mon this is basic stuff if you want competitive game modes. This was basic in the 90s. I want one color cursor fill with contrast border so it can be seen on any background. If we can customize colors even better. Overall crazy visual clutter just makes this worse. Forget about precision it can become wth is on my screen with all the clutter.

  • INVISIBLE WALLS.

    The fricken invisible walls. To this day, there are places in new maps where you're going somewhere that looks completely open then you faceplant into an invisible wall. It's the epitomy of lazy design. I've been saying for years: if you don't want us to go somewhere, make it obvious with the visual mesh. I understand there are exceptions, like trying to fly off the edges of the map, but there are plenty of places that could be visually impenetrable to match their collision mesh.

    How many times have you tried to reach the top of a cliff that looks reachable, only to get slapped by an invisible wall when you get to the top? For Grenth's sake, Anet. Just make the cliff higher. Skyscales and springers do have their vertical limits. Factor in the maximum height of the skyscale, with wall jumping and bond of vigour thrown in and make the cliff higher than that. You're not mapping a real world here. You get to design the mountains the way you want.

    So, yeah. Invisible walls. Lazy design, Anet.

  • Shadowmoon.7986Shadowmoon.7986 Member ✭✭✭

    @Obtena.7952 said:

    @Shadowmoon.7986 said:

    @Obtena.7952 said:
    The biggest problem is when they strayed from content that appealed to the original market. It gave hope to a low population of high performance players the game was moving in a direction that Anet can barely support. Maybe this is why we see so many calls for 'content' ... Anet spread themselves way to thin trying to appeal to this fringe groups. From a business perspective, the ROI on raids must be relatively low.

    There isn't a fix to this without abandoning some players at this point. They should have stopped at Fractals.

    What the heck are you talking about. Do you not remember how hard dungeons were prior to the hot power creep.

    Nothing in my post said being hard was the problem. In fact, I think i was clear in what I think the problem is, and it's not about content being hard.

    Then what was the original audience? What "gave hope to a low population of high performance players"? Raids? T4 fractal? Cm? I think what you think the original audience was never existed.

  • Acheron.4731Acheron.4731 Member ✭✭✭✭

    As some have already mentioned:

    1. New elite specs
    2. OR new weapons and weapon skills
    3. OR massive trait and skill overhaul

    Any of these or all of these make already existing content fun again and really adds to the replayability. It is hard to get excited about playing the same way with the same builds no matter what esthetics they add to a map.
    Adding SAGAs with the same chars/specs is just not cutting it.

    Don't Worry, My Dutch is OK

  • Obtena.7952Obtena.7952 Member ✭✭✭✭
    edited January 6, 2020

    @Shadowmoon.7986 said:

    @Obtena.7952 said:

    @Shadowmoon.7986 said:

    @Obtena.7952 said:
    The biggest problem is when they strayed from content that appealed to the original market. It gave hope to a low population of high performance players the game was moving in a direction that Anet can barely support. Maybe this is why we see so many calls for 'content' ... Anet spread themselves way to thin trying to appeal to this fringe groups. From a business perspective, the ROI on raids must be relatively low.

    There isn't a fix to this without abandoning some players at this point. They should have stopped at Fractals.

    What the heck are you talking about. Do you not remember how hard dungeons were prior to the hot power creep.

    Nothing in my post said being hard was the problem. In fact, I think i was clear in what I think the problem is, and it's not about content being hard.

    Then what was the original audience? What "gave hope to a low population of high performance players"? Raids? T4 fractal? Cm? I think what you think the original audience was never existed.

    What is relevant here is who the original audience wasn't ... it wasn't people that expected an experience in the form of instanced 10 person content at that challenge level because that kind of content wasn't even conceived when the first adopters of the game signed up and installed it.

    If you think balancing is only driven by performance and justified by comparisons to other classes then prepare to be educated:

    https://www.guildwars2.com/en/news/balance-updates-the-heralds-near-future-and-pvp-league-season-13/