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

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

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  • Hello Everyone!

    This is my first time participating in the public forum, but I was a quite active player (I'm not playing right now because of unrelated reasons). So anyways, I want to share my thoughts.

    I'd say that my problem is not with GW2. As someone that came from WoW and other MMO games such as SWTOR and Aion; i found this game pretty compelling, appealing, quite innovative, different from the others, and very well done in most of the cases. My problem is indeed with Anet with the decisions they're taking and the obvious mismanagement. While there are clearly things I'm not that convinced about the game itself at all, I think the biggest threat to it is the current state Anet is right now and that's a bit sad due the game has a lot of potential and opportunities that can be exploded. I don't think the game is dead as some would say here and there, but the actual situation is somewhat concerning.

    Anyway, I'll mention some things I'd like to change and how (without any specific order):

    1. Marketing department and management: these two things are more related to the company, but as people have already said in other forum's posts; the advertising of the game online is practically null. You can't see any promotional video or any ad outside the company's official websites. If this game was better promoted, I'm sure things could be different right now.

    The same goes to the management. As I got to know so far (reading from forums and Reddit - I know they're not reliable sources-) is that the company is already with 200+ employees. I know the work behind a game is hard, but I doubt all the 200+ employees are dedicated at full in GW2. If yes, the complexity of the patches would be bigger, wouldn't it? I think overall that a better management of the company could improve the game's situation and inclusive, could let them space for other IPs.

    2. PvP and WvW modes: I liked a lot playing almost all the modes GW2 has to offer, and I always saw these two so full of people that my PC got critical FPS falls. But the last time I could entered, this wasn't the case. I saw least people and major time between matches. That without mention the almighty one-shot classes that will kill you in 2-3 hits.

    I think that a big balance patch is clearly needed. The meta-class thing is not bad at all, but I'd rather that the game allows you to play all the mechanics, all the weapons, all the skills every class has to offer without it being too overpowered or the contrary, too improductive.

    New maps are needed too. And not only just a few new maps, but new mechanics and chores inside them that make these modes more diverse and dynamic. Maybe a PvP where you have to stole the flag from your enemies, or you have to protect your hero while he's trying to make some kind of stuffs... These two are unconnected ideas that could work somehow.

    3. Open-world and masteries: I think a great idea that could renew interest in old zones and could work in new ones is revamping their graphic design, maybe bring in to them not only more texture details but climate conditions already seen in newer maps. I know this is a hell of work, but bringing in this would make the game more challenging for both new players and veterans.

    With those climate conditions, you could add some masteries, armor attributes and events that are linked to those weathers or day cycles. Imagine having several challenging linked meta-events about centaurs during night in Gendarran Fields (a la Auric Basin, Dragon's Stand), or several marked invasions you and more people have to counter in Iron Marches or Fields of the Ruin. These things not only make the maps even more dynamic, but they'll behave differently in day-night cycles and climates/stations.

    In the same way, veterans/casuals could win a lot of them because those events could grant them the climate-conditioner attributes I talked about above, skins, hard-to-get ascended mats and else, and newbie people could get a more challenging experience that'll make more enjoyable leveling with any of those rewards. Those rewards could easily be integrated in PvP, Raids, Fractals and WvW modes for people that isn't interested in Open-World (if they'll have too this climate condition thing too).

    I'd add that those events could be different mechanics: Siege Centaurs/Marked/Undead/etc fortresses and/or invasions from them, specials quests that send you to kill some number of rare bosses, countdowned delivery events, etc.

    4. Reward and Gemstore: while I understand that Anet needs to make profit, I find fascinating (not in the good way) that All new skins go directly to the gemstore. Every mount, glider, outfit, etc that is released; won't make it to in-game but to the gemstore. I'm not implying either that it couldn't be like this, but designs that aren't on sale could go temporarily, as rewards, to open world events, raids, Fractals, PvP or WvW. This will make every mode more attractive for all audiences even if you could get any of those skins only in a low rate (1-0.5). But at least you'll have more possibilities to get them outside the offers in gemstore, won't you?

    5. PvE quests: while I think the heart system was quite innovative, I felt they're quite shallow regarding the game's lore. They don't clarify much things and many new players (As I was) could feel a bit lost in that sense. I don't think this is a main issue, but I wonder if it's possible to add at least one chain quest that agglutinates all the central story of the region you're playing in and is locked behind progress.

    I'll explain that: my idea is that you could make this chain quest alongside the hearts, with it explaining you and introducing you to the region (not only the map) and the lore-context you're playing in. You could always choose if you want to do this chain quest or skip it and proceed with only hearts since this chain quest will not be necessary for map completion. The chain quests could grant you some extra rewards (like Lion's chest keys, Knowledge tones, boosts, etc) and experience by completing them but in order to going on, you need to be completing the hearts in the area you're now. That chain quest have the potential to make more compelling the lore, and more enjoyable to complete the map. Once you've finished the map and its chain quest, you can decide if you want to continue this quest in the next map, or you leave it for later and take other chain quest in other map.

    I mean, the chain quest could serve for you to understand the history of that map and the history of your race and their culture outside the 'campaign' story. It narrates you how everything regarding your race or that map originated and how surged the antagonists, like the Norns and the Sons of Svannir, the Humans and the White Mantle/Centaurs, the Charr and the Flames' Legions, etc. These chain quests would be practically a comprehensive tour/guide around Tyria.

    6. Raids/Dungeons: I can't say a lot of this mode since I didn't play it that much, but I believe they could be divided in difficulties that could bring in new players into them without needing more experienced players; and they could be more attractive for veterans in more difficult modes with better rewards such as skins, materials or gifts for the next legendaries, etc.

    To those game modes (especially the difficult ones) could be added already existing masteries that help you to get through; and if we continue with my idea of climate conditions, you'll need the conditioners because maybe the new maps could have heavier cold weather you'll have to counter, warmer weather, etc. My idea is that the next maps have a larger span of challenges that aren't necessarily limited to NPCs but to things that you can't maybe control. No mention that these modes need too new maps, new mechanics, etc.

    7. New expansion: I think everyone agree with me that isn't a better indicator of the future like an expansion. An expansion is the excuse to bring every single new mechanic to the game, new revenues, bring veterans and casuals back, etc. I think everything I mentioned before could be added into a new expansion (especially the climate stuff), but something that they could bring too is two new races (maybe kodans -Icebrood Saga- and this other bird-like whom name I don't remember right now lol) and maybe the last elite specs (since the issue of balancing) with more specific class features.

    I think this is all. There's many things I think I'm leaving behind but this post is already too long hahaha. I know many of the ideas are quite radical.

    Thank you for reading! Cheers!

  • Shadowmoon.7986Shadowmoon.7986 Member ✭✭✭

    @Obtena.7952 said:

    @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 wanted they experience you get form 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.

    Under that logic, people didnt want mounts, and look how that turned out.
    Again you are avoiding defining what you think the original audience is because if you do, it can be disproven.

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

    @Shadowmoon.7986 said:

    @Obtena.7952 said:

    @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 wanted they experience you get form 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.

    Under that logic, people didnt want mounts, and look how that turned out.
    Again you are avoiding defining what you think the original audience is because if you do, it can be disproved

    /shrug ... whatever you want to believe. If you think comparing mounts as content to 10 man instanced raid content is relevant, we are done this conversation.

    No one that signed up to this game in the beginning had any expectation for the kind of content Anet introduced later in the game, so it can't be what brought them here in the first place.

    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/

  • ugrakarma.9416ugrakarma.9416 Member ✭✭✭✭

    @Obtena.7952 said:
    /shrug ... whatever you want to believe. If you think comparing mounts as content to 10 man instanced raid content is relevant, we are done this conversation.

    No one that signed up to this game in the beginning had any expectation for the kind of content Anet introduced later in the game, so it can't be what brought them here in the first place.

    This is because Anet constantly confuses high end player feedback with what most playerbase want. This was the source of many failures in Pvp and WvW. ... In Pvp a player who has been on platinum + for last season normally say crazy things like "a elemental is a overperforming class", while most who are gold or bellow do not see this, when listening to what the "top end" people say, the game ends up being balanced for a minority.

    main pvp: Khel the Undead(power reaper).

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

    @Julischka Bean.7491 said:
    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.

    I think I'm a pretty good GW player. But, I just don't have the speed or fine-motor skills to be one of the elite players. The fact that the very first player (the most elite of all) didn't get to 36k until late 2018 means I'll never attain it unless something changes. I'm close to 30k, but the higher you are, the harder they get to attain.

  • Zaklex.6308Zaklex.6308 Member ✭✭✭✭

    @Zoltar MacRoth.7146 said:
    INVISIBLE WALLS.

    ~snip~

    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.

    ~snip~

    Actually, they don't have limitations, the limitations you seem to think are related to the mount are instead related to the mount and it's relationship to the ground(especially true with the Skyscale, as long as you can get it to sit, you can go up indefinitely until you reach the upper limit of a map, and yes, I've done it).

    Yes...no...maybe...what do you want, can't you see I'm busy saving the world...AGAIN!

  • Blaeys.3102Blaeys.3102 Member ✭✭✭
    edited January 7, 2020

    The biggest issue with this game is that the developers strayed too far away from the original vision of compelling community based content when they started adding more and more instanced content to the game. The tentpoles of GW2 are open world and WvW - they set the game apart from the competition and deserve the lion's share of Anet's attention.

    As far as how to fix the issue, I can only say - guilds.

    However, im not saying design everything in the game to be done as a guild - but rather rely on guilds to invigorate the world around them for everyone.

    I've recommended this before, but let's use a potential example solely using mechanics already in the game. There is a more-or-less abandoned item in the guild crafting system that would serve as the centerpiece - the event flag. Currently, it only triggers one of three events - Tequatl, Triple Trouble and Karka Queen.

    Step one is to extend that item for use on every group dynamic event and boss in the game - with the same restriction it has now (cannot be used 30 minutes before or after the actual scheduled event).

    The second system that is underused is guild missions. This is where the carrot comes in. Reward guilds for keeping the world alive by adding a new category of mission - one that centers around open world bosses and events.

    So, as an example - on a given week, Shadow Behemoth may be a guild mission. Every guild out there will have a flag to trigger Shadow Behemoth. This benefits not only guilds - but the solo players as well, who can count on the boss to be continually active on that given week.

    Now, as an added piece - to add potential difficulty scaling to open world - they could extend the flag trigger system to include an easy, medium and hard version. That way, guilds can adapt a boss like Shadow Behemoth to their skill level - with guild rewards (such as decorations and guild currency) as the carrot. This would create a flexible system in open world that would include content for guilds of all sizes (from 5 up to 200) while making the open world more engaging at the same time.

    The same system could then be adapted to WvW - with similar results. The determining factor would be the reward system there - moreso than in PVE.

    Again, with the exception of the last point, all of these systems are already in the game. They just need to be utilized better to encourage a more active open world across all maps. It could even be used dynamically by the devs to reinvigorate less active content in the game.

    Just my thoughts, though. I know there are a lot of opinions about this subject.

  • Already said probably, but the lack of replayable content is making it very boring for me. I'd like to see some better dungeons and some kind of announcement when a map event is about to start.

  • Double the drop rate of the char racial helm again and all will be forgiven ;)

    The next time you get angry at someone try walking a mile in their shoes. After that, who cares! You're a mile away and you have their shoes! -Someone with more awesome quotes than me

  • Jahroots.6791Jahroots.6791 Member ✭✭✭
    edited January 7, 2020

    @Shadowmoon.7986 said:
    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.

    I can't speak to the original audience, but the core of this game's appeal was that you could basically just show up and play the content. In the early days dungeons and fractals offered more challenge than the open world for certain, but almost all of them could be pugged. The entry requirements were generally pretty low and you could just learn by doing with minimal instruction.

    They started making too much of the content unnecessarily complex post-HoT, in my opinion. And with every update the instanced content becomes tuned towards a higher base level of skill.

  • Rauderi.8706Rauderi.8706 Member ✭✭✭✭

    Full gear/itemization reboot.
    Change the way gearing is done, no more "nomenclature" sets, more fine-tuned customization. This extends into how items/materials are gathered and gained, which extends into reward structures.
    Also includes food. Revamp that so more items get used, instead of lingering as vendor trash.

    Many alts! Handle it!

    "A condescending answer might as well not be an answer at all."
    -Eloc Freidon.5692

  • Fueki.4753Fueki.4753 Member ✭✭✭✭

    @Super Hayes.6890 said:
    Double the drop rate of the char racial helm again and all will be forgiven ;)

    Increase the drop rate of invisible shoe boxes by the factor of 10000 before that.

  • Tzarakiel.7490Tzarakiel.7490 Member ✭✭✭

    Stat aquisition and crafting:
    Currently we have too many different ways to aquire stats for crafting, yet most of them only applies to one set. Another issue is that it's almost impossible to get exotics of expansion stats without crafting. It's getting harder and harder to equip new players with the best stats for their build as there is no standard way of obtaining them anymore.
    I suggest that instead of using 1 material for every combination of stats the system should use 1 material for each stat and combine them to get the relevant stat set.
    Recipes for unlocking the stat sets can still require new maps, but crafting will be more streamlined and no stat set will be a lot more valuable than others.

    PvP? What's that? Never heard of it.

  • FOX.3582FOX.3582 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.

    I have said this before, many times. But boy did you said it right!

  • Hashberry.4510Hashberry.4510 Member ✭✭✭✭

    @Tzarakiel.7490 said:
    Stat aquisition and crafting:
    Currently we have too many different ways to aquire stats for crafting, yet most of them only applies to one set. Another issue is that it's almost impossible to get exotics of expansion stats without crafting. It's getting harder and harder to equip new players with the best stats for their build as there is no standard way of obtaining them anymore.
    I suggest that instead of using 1 material for every combination of stats the system should use 1 material for each stat and combine them to get the relevant stat set.
    Recipes for unlocking the stat sets can still require new maps, but crafting will be more streamlined and no stat set will be a lot more valuable than others.

    Maybe I misunderstand, stats have never been easier. VB exotics are completely stat selectable and fairly easy to get.

  • XenoSpyro.1780XenoSpyro.1780 Member ✭✭✭

    The devs really boned themselves by trying really hard to be not WoW.... or literally any other complex RPG sandbox for that matter.

    A more accurate description for this game would be "Third person Call of Duty except with swords and magic, but we're MOSTLY trying to be Second Life."

  • PseudoNewb.5468PseudoNewb.5468 Member ✭✭✭
    edited January 8, 2020

    I am not too familiar with meta building and stuff. Sorry I am probably doing noodle damage at times. (I can't solo some of the non-legendary bounties...)

    But I have to wonder, if they should reign in damage buff stacking. Just that, it confuses me that people say things are too easy and fold over, because no health pool can withstand meta builds and optimal rotations. While being sub-optimal, doesn't simply make things somewhat more grueling, it make things take way longer, and quickly can shift into failing.

    Not to say that 1111 should be sufficient to complete all content... but.. I dunno, maybe the punishments for being lazy should be 2-4x slower, not 10x.

  • Fueki.4753Fueki.4753 Member ✭✭✭✭

    @PseudoNewb.5468 said:
    I am not too familiar with meta building and stuff. Sorry I am probably doing noodle damage at times. (I can't solo some of the non-legendary bounties...)

    Champion bounties shouldn't be solo-able anyway.
    The problem there is the general power creep that needs to be toned down.

  • Friday.7864Friday.7864 Member ✭✭✭
    edited January 8, 2020
    • Showing the teleport tome UI on top of my inventory instead of opening it behind it for starters would be extremely nice.
    • Clicking on a waypoint link within Mistlock Sanctuary and not seeing white fog when you wanna teleport to it would also be extremely nice.
    • Clicking a waypoint link to the daily JP should not lock the map to a waypoint I might not have yet and then close the map automatically. I would very much like to pick a nearby waypoint so I can walk to the mentioned JP.
    • Reducing the wait time after killing Legendary Chak Gerent would also be nice. Staring at a wall for 5 minutes just to get my meta reward is not my thing.
    • Story achievements bug me a lot. Their implementation is horrible. Having to keep repeating story for achievements is a nightmare.

    Those are some minor fixes I would appreciate a lot. And a big headache at the end.
    No other major issues.

  • Sinistra.4190Sinistra.4190 Member ✭✭
    edited January 8, 2020
    • Mount Skins and Outfits that can be earned through playing rather than buying them in the gem-store.
    • New Elite specs
    • More open world events like the awakened invasion or the rifts
    • Cantha (one can always hope haha)
    • Cultural themed oufits/armor/weapons you'll unlock when you complete an area (not a map!) Like Ascalon, Kryta, Orr etc...
    • Scaled-down raids so that they are easier accesible for those who wanna try them.
    • More options for your personal home. Decorating etc. Would be cool if your other characters could interact with one another in your home.
    • New cosmetics/hairstyles for all races.
    • Reduce the range for the emote-commands. Sometimes I see RP-stuff when Im on the other side of the map.
  • kharmin.7683kharmin.7683 Member ✭✭✭✭

    I read a lot of complaints and points in this thread, but not many address the main question which includes "how would you fix them?"

    I am a very casual player.
    Very.
    Casual.

  • Svarty.8019Svarty.8019 Member ✭✭✭✭
    edited January 8, 2020

    @Dark Skeeve.2695 said:
    Content. I am content.

    I like this, it's clever, but if you apply it to WvW it becomes a double triple entendre it was meant to be!

    In WvW, the PLAYERS make/are the content, not developers. That is the beauty of the mode. It's sandbox-light, and at it's best, a wonder to behold! But it desperately needs some developer-love to correct it's current problems. The developers should be fixing the framework in which the players create the painting ... kitten metaphor aside, let's quickly move on.

    The issue with WvW is that NOBODY CARES ANYMORE.

    Holding an objective is impossible, everything flips all the time, why CARE? Flipping a Garrison gets a collective golf-clap, where back-in-the-day it was rapturous cheering - losing it provokes a shrug and "oh well". It's TOO EASY.

    Arenanet embraced this easiness - I get that, it's a new era - it's the mobile phone gameworld now, where everything is easy and nothing takes effort and nothing is worth doing or celebrating. Well NO, that's NOT OK. We want SOME things to be difficult (not all). So here are the things I'd like to see;

    1. Let's have our hard walls back! The nerf to tier 2 and 3 walls, combined with fast mounts makes it too easy to flip stuff before it can be defended.
    2. All positions that you can catapult through outer AND inner keep walls should have at least one become indestructible. Catapulting through to the lord from one place is a silly thing. This would shake things up and slow things down. It will get the fighting Arenanet want inside the keep to happen.
    3. Fix the gate at green keep on EB so you can only ram through ONE gate at a time.
    4. Fix the stuck dolyak at green garrison on Alpine map. It's an embarrassment that Arenanet haven't done this yet.
    5. A Point multiplier for success while outnumbered.
    6. Develop a metric for measuring which team is leading in the matchup at the moment,
    7. Quadruple rewards for killing members of the server that's leading (loot AND points), This is a COUNTER-SNOWBALLING measure.
    8. All teams get a varying multiplier on points as the week progresses. For example, on first day you get 5,4,3 for a skirmish, on second day you get 6,5,4 etc. This creates a better chance of a comeback at the end of the week, earlier days aren't worth as much!
    9. Consider moving reset to Monday in order to make the weekend dramatic. There are many more WvW players on weekends.

    Some of these ideas are not mine, other players have suggested them over the years and the developers didn't implement them.

    @HardRider.2980 said:
    Balance -
    Sort out the balance team (No offense indeed).

    I hope the devs realise that the balance team are the most important team at the company. They should be the BEST employees at Arenanet. They are important because they change how your character plays, what the game FEELS like, the very basics of the game, the thing that gives you the great heights of emotion, your success and failure depend on the balance team! They affect ALL modes! Even when players are doing STORY content, it is the balance team's work that affects whether their experience is a wearisome slogfest or an exciting frag-festival.

    So yes, please sort out the balance team. Give them the resources and time they need to fix the skills. Increase numbers on the team, make them powerful enough to fix our collective woes - undo the nightmarish POF damage increases and boon/condition spamming skills, and get us back to something far more reasonable.

    Thief OP? Better nerf Scourge ... again.
    Hashtag BlameMcLain

  • kratan.4619kratan.4619 Member ✭✭✭

    Increase the number of dailies available back to where they were before they were reduced to only 4 options for PvP, WvW, and Open world. Rewards would be the same as now, finish any three to get your daily reard, 2 gold/AP, anything after that just gives the daily chest.

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

    @XenoSpyro.1780 said:
    The devs really boned themselves by trying really hard to be not WoW.... or literally any other complex RPG sandbox for that matter.

    A more accurate description for this game would be "Third person Call of Duty except with swords and magic, but we're MOSTLY trying to be Second Life."

    I think more accurately, the devs boned themselves by NOT believing they couldn't be WoW ... because when the game was first released, it did that REALLY well and it's likely the reason for it's initial success. Any idea that an MMO can't be successful because it doesn't mimic WoW is not recognizing that no one is going to be WoW better than WoW is.

    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/

  • 1: Dungeons: very outdated and boring, and little incentive to play them. the only dungeon that feels modern and genuinely unique is the twilight arbor aetherpath, I think each dungeon should have a level 80 special path like twilight arbor does, it would give lvl 80 players interresting content.

    weapons/skills/core builds: elite specs are great, but they tend to overshadow most core builds. core weapons and skills getting some updates would do wonders. I think thief with its weird new traps is an excellent example of how to freshen up utility skills. I just wish they did that more often with the skills that are relly boring. Along with that, they could add new elite core skills to skill types (traps, shouts, etc) that do not have elites. Lastly, can we please just have water weapons on land? The skills can more or less remain the same, but getting 1~2 new weapons would freshen up the game so much, they can even make it a mastery for icebrood saga.

    challenge: heart of thorns was amazing on release, but ever since, there has barely been much challenging content that isnt raids. it mostly has to do with us getting powercreeped, but also with Anet just not making interesting engagements. I know the whole philosophy is making the game accessible, but I don't think the gameplay should have to suffer so much for it. now that A-net is making new maps, and they have confirmed that they will be working on the same maps in multiple episodes, they have a great opportunity to make these makes amazing by looking at the map's weak points, and improving on it.

    reasons to play: for a lot it might be getting a legendary, but I feel there should be more to the game than getting gear with swappable stats. Since gw2 has stat presets, that cap at ascended, you don't truly need legendary gear if you're satisfied with a single solid build. I don't know how to fix this though. Skins are always nice, but they seem very fixated on putting all the cool looking stuff in the gemstore. Can't we please have non-gemstore mount skins/glider skins/toys, etc?

  • some other stuff
    wvw: just throw edge of the mist into the borderlands already. if not, at least make a new borderlands. It always bugged me so much that there are 2 alpine borderlands.

    novelty:to go back on reasons to play. Give us real stuff, mount skins, glider skins, etc, but not in the gemstore. Give us something that is really hard to obtain, and that, when people see it, they will recognize your achievements. Legendary weapons unfortunately do not do this, because you can just buy them in the TP, which i think is an awful decision.

    a more centralized focus: although strike missions are cool, I still think the devs shouldnt be doing so many new things that further split the playerbase. I would've been content with a high focus on pvp, wvw, raids and fractals. But they keep on attempting to do new innovative stuff, that ends up feeling as a half-attempt at making something interesting. When it comes to pve maps, I think them not making a new map every single episode as they have announced with icebrood saga is a really good idea. Hopefully they start doing that far more often, and with older maps as well. There already are enough level 80 maps. They just need to be fun.
    some good maps are grothmar valley, silverwastes & HoT maps.
    But when I look at lake doric, siren's landing domain of kourna, I wonder why these even exist lol.

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

    @BlackBullWings.2734 said:
    challenge: heart of thorns was amazing on release, but ever since, there has barely been much challenging content that isnt raids. it mostly has to do with us getting powercreeped, but also with Anet just not making interesting engagements. I know the whole philosophy is making the game accessible, but I don't think the gameplay should have to suffer so much for it. now that A-net is making new maps, and they have confirmed that they will be working on the same maps in multiple episodes, they have a great opportunity to make these makes amazing by looking at the map's weak points, and improving on it.

    The backlash from HoT's initial release is probably a good indicator as to why the content after then has been less challenging for you. I don't think that Anet can afford the negative publicity (again!) that they received on HoT's release.

    I am a very casual player.
    Very.
    Casual.

  • My biggest issue with gw2 is that its being run by ncsoft.

  • Dante.1508Dante.1508 Member ✭✭✭

    Arenanet needs to take a long hard look at what made Guildwars 1 so popular and go back to its roots.. This modern Guildwars 2 isn't fun at all..

    Hell i went back to SWTOR because its an actual fun mmorpg.

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

    That's a highly subjective statement. GW2 may not be fun for you, but clearly it is for many other players. Maybe GW2 is a result of taking a long hard look at GW1 and the studio deciding to take a different direction with GW2?

    I am a very casual player.
    Very.
    Casual.

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

    @kharmin.7683 said:
    That's a highly subjective statement. GW2 may not be fun for you, but clearly it is for many other players. Maybe GW2 is a result of taking a long hard look at GW1 and the studio deciding to take a different direction with GW2?

    Completely personal view here but it seems to me Anet has some kind of issue learning from the past. They are really good at pushing forward and not looking back, even at the cost for making preventable mistakes. I think the frustration people express is that there are things in GW1 that seemed to work but were changed and don't work as well in GW2, not that they really want the same game again. I'm not saying any one decision Anet has made is right or wrong but I can sympathize with the sentiment that they don't seem to learn from the past/other games and instead just take a "200mph ahead at all times" approach.

    Depression and anxiety are the worst...

  • MoriMoriMori.5349MoriMoriMori.5349 Member ✭✭✭
    edited January 10, 2020

    @Zexanima.7851 said:

    @kharmin.7683 said:
    That's a highly subjective statement. GW2 may not be fun for you, but clearly it is for many other players. Maybe GW2 is a result of taking a long hard look at GW1 and the studio deciding to take a different direction with GW2?

    Completely personal view here but it seems to me Anet has some kind of issue learning from the past. They are really good at pushing forward and not looking back, even at the cost for making preventable mistakes. I think the frustration people express is that there are things in GW1 that seemed to work but were changed and don't work as well in GW2, not that they really want the same game again. I'm not saying any one decision Anet has made is right or wrong but I can sympathize with the sentiment that they don't seem to learn from the past/other games and instead just take a "200mph ahead at all times" approach.

    That could make sense if they would actually were heading to some untapped frontier at 200mph. But judging by how they've been approaching GW2's development for the last few years, it's more like "go with the flow wherever it takes us, investing as little effort as it's needed to keep the whole thing afloat". The last semblance of breakthrough was 3 years ago, with PoF. The mount system, specifically, which is by far the best in MMORPG world - that was true innovation (welp, forcing mounts to all maps, even the core maps and HoT maps, without any downside to balance it, was a mistake, still, I believe), and PoF's maps were really well adapted to mounts, it was a joy to explore them. But aside from that, not that much. New elites? Elites already were there in HoT. Bounties? Nothing special about them, just a simple "kill a boss" thing.

    And then they did literally nothing innovative for years, and as it's clear now, nothing big is planned for the future as well. LWS fast-food content once in a while, a raid or a new fractal one day, may be. A PvP rebalance, if we are lucky.. It's like "30 mph towards the nursing home".

  • @mercury ranique.2170 said:
    My main issue is that too many people think they are entitled to specific changes and demand the devs to do A or B. Constructive feedback is good, but I miss the innovation brought by the original release. They are now too hard trying to cather everyone and the result is that the game is no longer unique and innovative.
    I would like to see that the devs get back to being creative again and feel less incentive to listen to us and more to do what they are good in.

    I agree. There is no longer the feeling that something's up or things will change suddenly or drastically, like with Scarlett, because people will complain (originally had stronger words) about not being able to experience it. I mean the death of the old Lion's Arch was AN EVENT. It was so dramatic and impactful. I was sad and angry. I truly wanted to destroy Scarlett's minions. One of my favorite places was gone to never return. Maybe it is because I am 51 and have experienced such change that I accepted it as a fact of life. That fact that it happened builds the world and makes it living. But I guess the backlash must have been strong -- don't know mbecause I avoided the forums then -- because now we have what we have today. Static maps that play out like they are stuck in time. People say they want change, dynamic environments, want true consequences -- but scream "what if I miss it, boo hoo" when they got what they asked for and chased it away. They want difficulty, that isn't difficult; they want challenges that aren't challenges; they want achievements without any hard work or any work at all. Sure I fume when it seems impossible to complete something, but I live with my limitations and try to get better. Sure there are experiences I wish I had, but I knowing I could be part if the future historic events would keep my attention.

    I remember in the lead up to Scarlett those now- broken metal structures popped up all over Tyria. They had a force field surrounding them that made you fly backwards and hurt you, that of course I repeatedly ran into just because. Now their ruins lie in testinents to Tyria's history. That is the true vision of this game -- a vision that will never be realized because players won't let it be.

    Me -- I like this game and will take it for what it is, even if it means running from mesmers in pvp when I play guard because they are evil or playing on static maps. Would I like more? Yes, but with a player base so divided about what they truly want, the majority will rule and I will be content that I have what the world offers, flaws and all.

  • for me i wish anet bring scarlet back i still dunno why they remove it i hear from so many players that did it that is was 1 of the best parts of gw2
    not to mention that many want the old lion arge back

    sadly i didt play it in that time :(
    i still hope anet will change it and that players who never done it stile can enjoy that great story

  • @Genlog.4983 said:
    for me i wish anet bring scarlet back i still dunno why they remove it i hear from so many players that did it that is was 1 of the best parts of gw2
    not to mention that many want the old lion arge back

    sadly i didt play it in that time :(
    i still hope anet will change it and that players who never done it stile can enjoy that great story

    Season one (Scarlet) was never designed to be permanent. The real live maps changed and this change was permanent

  • Fueki.4753Fueki.4753 Member ✭✭✭✭

    Imo, they should rename living world into "GW2 Story".
    It was called Living world on the concept of the existing world constantly evolving/changing, like it did with Season 1.
    It doesn't deserve the name anymore, if all they have are constantly added maps, which don't evolve/change over time and a story that barely affects the overworld (if at all).

  • FrizzFreston.5290FrizzFreston.5290 Member ✭✭✭✭

    @Blaeys.3102 said:
    The biggest issue with this game is that the developers strayed too far away from the original vision of compelling community based content when they started adding more and more instanced content to the game. The tentpoles of GW2 are open world and WvW - they set the game apart from the competition and deserve the lion's share of Anet's attention.

    As far as how to fix the issue, I can only say - guilds.

    However, im not saying design everything in the game to be done as a guild - but rather rely on guilds to invigorate the world around them for everyone.

    I've recommended this before, but let's use a potential example solely using mechanics already in the game. There is a more-or-less abandoned item in the guild crafting system that would serve as the centerpiece - the event flag. Currently, it only triggers one of three events - Tequatl, Triple Trouble and Karka Queen.

    Step one is to extend that item for use on every group dynamic event and boss in the game - with the same restriction it has now (cannot be used 30 minutes before or after the actual scheduled event).

    The second system that is underused is guild missions. This is where the carrot comes in. Reward guilds for keeping the world alive by adding a new category of mission - one that centers around open world bosses and events.

    So, as an example - on a given week, Shadow Behemoth may be a guild mission. Every guild out there will have a flag to trigger Shadow Behemoth. This benefits not only guilds - but the solo players as well, who can count on the boss to be continually active on that given week.

    Now, as an added piece - to add potential difficulty scaling to open world - they could extend the flag trigger system to include an easy, medium and hard version. That way, guilds can adapt a boss like Shadow Behemoth to their skill level - with guild rewards (such as decorations and guild currency) as the carrot. This would create a flexible system in open world that would include content for guilds of all sizes (from 5 up to 200) while making the open world more engaging at the same time.

    The same system could then be adapted to WvW - with similar results. The determining factor would be the reward system there - moreso than in PVE.

    Again, with the exception of the last point, all of these systems are already in the game. They just need to be utilized better to encourage a more active open world across all maps. It could even be used dynamically by the devs to reinvigorate less active content in the game.

    Just my thoughts, though. I know there are a lot of opinions about this subject.

    Definitely sounds interesting, except that guild missions to this extend would blob the hell out of certain events that aren't build for it.

    It could be more interesting to see these event flag things be more expanded on (guild upgrade eventflag 2.0 ) , where one guild is responsible for a certain area in the game and get rewarded by how good they are managing their area. Instead of an event flag, you would have a territory flag, where group events and other stuff is included in it. It would be more in the style of factions, possibly with visibility on the map or somesuch.

    Although it can also be expanded upon quite easily from there (guild donation system in GHs being used for upgrades that upgrade (more rewards, harder or different events) or customized (adding own rewards to completed events, different vendors or accompanying NPCs or possible defensive structures, weather (idk!)) your guilds assigned area. It might be taking the concept a bit too far, as it infringes on how meta servers are set up with whichever maps a guild member has unlocked or not and such.

  • Obtena.7952Obtena.7952 Member ✭✭✭✭
    edited January 12, 2020

    @mercury ranique.2170 said:
    My main issue is that too many people think they are entitled to specific changes and demand the devs to do A or B. Constructive feedback is good, but I miss the innovation brought by the original release. They are now too hard trying to cather everyone and the result is that the game is no longer unique and innovative.
    I would like to see that the devs get back to being creative again and feel less incentive to listen to us and more to do what they are good in.

    Much truth. There is a BIG difference between feedback and instruction. There are many instances where people confuse the two. No, Anet does not want players to tell them what to do.

    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/

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

    About this idea that Arenanet "strayed" from their original intent by adding lots of instanced content. The game launched with 8 dungeons each containing 4 paths, with Arah having 5 paths for a total 33 paths.

    The addition of instanced content started with their very first release, Shadow of the Mad King which contained two of them, the Clock Tower puzzle and the Ascend to Madness dungeon. It continued with the addition of the original 9 Fractals, finally we got another part of instanced content, Winter Wonderland puzzle and Tixx's Infinirarium dungeon. And those were only in the 4 months of 2012 that the game was live.

    In 2013 we got Super Adventure box, Molten Facility, Canach's Lair, Aetherblade Retreat, Candidate Trials, Scarlet's Playhouse, Aetherpath and the Thaumanova Reactor Fractal. That's quite a lot of instanced content, including 3 actual dungeons (paths) and 1 fractal. The game both launched with quite a lot of instanced content AND added a lot of it in the first year, you know the most popular/active year of the game.

    I guess the so called "good era" when Arenanet stayed "true" to the game and only in the Open World was from the end of 2013 and up to the release of Heart of Thorns (nearly 2 years) were the only instanced content was story content during Season 2. It was also one of the worst periods for the game both in terms of revenue and activity because it contained massive content droughts due to the team working on the expansion. The "golden age" of Open World wasn't exactly golden.

    In 2015 we got the Forsaken Thicket Raid wing.
    In 2016 we got Salvation Pass Raid Wing, Stronghold of the Faithful Raid Wing, Chaos Isles Fractal, Nightmare Fractal
    In 2017 we got Bastion of the Penitent Raid, Shattered Observatory Fractal, Twilight Oasis Fractal, Hall of Chains Raid
    In 2018 we got Deepstone Fractal, Mythwright Gambit‎ Raid
    In 2019 we got Siren's Reef Fractal, The Key of Ahdashim Raid

    In summary, we got the following dungeon/fractal/raid content over the years (not counting re-works and the conversion of old dungeons into fractals):
    Release: 8, 2012: 9, 2013: 4, 2014: 0, 2015: 1, 2016: 4, 2017: 4, 2018: 2, 2019: 2, Total: 34
    Yes Arenanet strayed so far away of the original game promise of being an Open World and focused on instanced content.

  • Remove Soul bound; make it all Account bound.

  • Obtena.7952Obtena.7952 Member ✭✭✭✭
    edited January 13, 2020

    @maddoctor.2738 said:
    About this idea that Arenanet "strayed" from their original intent by adding lots of instanced content.

    From what I see, that's not the complaint about straying from the original game intent. The problem isn't that there continues to be a release of instanced content because as you say is true ... we have always had it. The problem is the structure of that 'newer' instanced content, the organization needed to complete it and yes, I won't deny it .. it's harder to do. The direction of those characteristics for instanced content does not typically favour the profile of the people that signed onto this game day 1.

    But make no mistake, that stray from original intent is not JUST demonstrated by the evolution of instanced content ... you see it in OW content also. It's absolutely obvious if you compare HoT to Core. It was a whole game philosophy change ... THAT is what I believe was the problem.

    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/

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

    @Obtena.7952 said:

    @maddoctor.2738 said:
    About this idea that Arenanet "strayed" from their original intent by adding lots of instanced content.

    From what I see, that's not the complaint about straying from the original game intent. The problem isn't that there continues to be a release of instanced content because as you say is true ... we have always had it. The problem is the structure of that 'newer' instanced content, the organization needed to complete it and yes, I won't deny it .. it's harder to do. The direction of those characteristics for instanced content does not typically favour the profile of the people that signed onto this game day 1.

    But make no mistake, that stray from original intent is not JUST demonstrated by the evolution of instanced content ... you see it in OW content also. It's absolutely obvious if you compare HoT to Core. It was a whole game philosophy change ... THAT is what I believe was the problem.

    Dungeons on day 1, even including Ascalonian Catacombs where perceived as hard as "Raids" and that lasted for months after release. This was also true for Fractals, they only became "easy" with Heart of Thorns, and even the Molten Facility/Aetherblade Retreat living world dungeons had their own difficult parts. Meanwhile dungeons like Arah, are still hard for a great number of players. Also, as demonstrated by my post the amount of that so called "hard content" we got was very limited, even at its best, than we used to get in the first year, or what we got on release, so I'm not really seeing this horrible increase in difficulty of instanced content.

    For your comparison between Core and HoT, keep in mind that on release we had a single level 80 zone and the rest of the game is meant to be played by players that aren't level 80, don't have appropriate gear and skills unlocked yet. It's no surprise that Core is so easy compared to the expansions, BUT Living World Season 1 took care of that, from the Mad King's Lab (When not following a tag in huge numbers), the Toys of Wintersday (remember the toy princesses in the open world?), Molten Alliance, Toxin Alliance and Scarlet's army types of mobs. Season 1 was full of interesting (and level 80-appropriate) mobs, anyone following the progression of the game through Season 1 shouldn't have a problem with the expansion.

    Heart of Thorns difficulty was in terms of navigation and getting around the maps. The actual difficulty of fighting mobs around Heart of Thorns wasn't that much higher than the difficulty of maps like Silverwastes, it was a natural progression. What made the transition between Season 2 and Heart of Thorns so bad was the 6 months of content drought were players had fun pressing 1 and F on their keyboards for hours on end in the SW metas and forgot how to actually fight those mobs. The complete nerf of every hard hitting Season 2 mob with the release of the expansion, including the Mordrem Wolves, the Mordrem Thrashers and others, made it look like we went from a joke to something that required some thought process, in reality, if you had zero trouble fighting Season 2 mobs on your own, Heart of Thorns wasn't a leap in difficulty.

    And even so, Path of Fire has much harder mobs than Heart of Thorns, it is a harder expansion, yet the complaints about the difficulty are less. That's because HoT had a navigation problem, not a mob difficulty problem.

    tl;dr There was a natural progression in game difficulty over the years, as players were supposed to both get better at playing the game, get full builds, unlock all skills and get to max level, the disappearance of Season 1 and the content drought after Season 2 led to this mistaken idea that Heart of Thorns was a giant leap in difficulty, when in reality it wasn't, it's just the community got so bad at playing the game in the process that Heart of Thorns was a wake up call.

  • Obtena.7952Obtena.7952 Member ✭✭✭✭
    edited January 13, 2020

    @maddoctor.2738 said:

    @Obtena.7952 said:

    @maddoctor.2738 said:
    About this idea that Arenanet "strayed" from their original intent by adding lots of instanced content.

    From what I see, that's not the complaint about straying from the original game intent. The problem isn't that there continues to be a release of instanced content because as you say is true ... we have always had it. The problem is the structure of that 'newer' instanced content, the organization needed to complete it and yes, I won't deny it .. it's harder to do. The direction of those characteristics for instanced content does not typically favour the profile of the people that signed onto this game day 1.

    But make no mistake, that stray from original intent is not JUST demonstrated by the evolution of instanced content ... you see it in OW content also. It's absolutely obvious if you compare HoT to Core. It was a whole game philosophy change ... THAT is what I believe was the problem.

    Dungeons on day 1, even including Ascalonian Catacombs where perceived as hard as "Raids" and that lasted for months after release.

    Again, unless I wasn't clear, this isn't JUST a question about being hard though it is part of that equation.

    And to be fair ... it was no 'natural' progression either. It went from 0 to 100 when it went from Core to HoT. In addition, if the progression was so natural, why is PoF such a downgrade in difficulty after HoT? That doesn't add up. It's not like all the sudden people just 'got bad' when expansions were released like you claim either. That's ridiculous. The fact is just as I said: Anet ramped up content parameters that were not inline with the expectations they set with their customers in the first two years of the game ... like WAY up. It's a bad move to stray THAT much from what makes the game appeal to the market ... just to stick to some paradigm of 'natural progression'. I suspect Anet knew they made that mistake and THAT's why we got a retreat in difficulty in PoF.

    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/

  • ...actually GW2 is fine the way it is.
    That's what makes it unique.

  • IndigoSundown.5419IndigoSundown.5419 Member ✭✭✭✭
    edited January 14, 2020

    @maddoctor.2738 said:
    Dungeons on day 1, even including Ascalonian Catacombs where perceived as hard as "Raids" and that lasted for months after release. This was also true for Fractals, they only became "easy" with Heart of Thorns, and even the Molten Facility/Aetherblade Retreat living world dungeons had their own difficult parts. Meanwhile dungeons like Arah, are still hard for a great number of players. Also, as demonstrated by my post the amount of that so called "hard content" we got was very limited, even at its best, than we used to get in the first year, or what we got on release, so I'm not really seeing this horrible increase in difficulty of instanced content.

    For your comparison between Core and HoT, keep in mind that on release we had a single level 80 zone and the rest of the game is meant to be played by players that aren't level 80, don't have appropriate gear and skills unlocked yet. It's no surprise that Core is so easy compared to the expansions, BUT Living World Season 1 took care of that, from the Mad King's Lab (When not following a tag in huge numbers), the Toys of Wintersday (remember the toy princesses in the open world?), Molten Alliance, Toxin Alliance and Scarlet's army types of mobs. Season 1 was full of interesting (and level 80-appropriate) mobs, anyone following the progression of the game through Season 1 shouldn't have a problem with the expansion.

    Heart of Thorns difficulty was in terms of navigation and getting around the maps. The actual difficulty of fighting mobs around Heart of Thorns wasn't that much higher than the difficulty of maps like Silverwastes, it was a natural progression. What made the transition between Season 2 and Heart of Thorns so bad was the 6 months of content drought were players had fun pressing 1 and F on their keyboards for hours on end in the SW metas and forgot how to actually fight those mobs. The complete nerf of every hard hitting Season 2 mob with the release of the expansion, including the Mordrem Wolves, the Mordrem Thrashers and others, made it look like we went from a joke to something that required some thought process, in reality, if you had zero trouble fighting Season 2 mobs on your own, Heart of Thorns wasn't a leap in difficulty.

    And even so, Path of Fire has much harder mobs than Heart of Thorns, it is a harder expansion, yet the complaints about the difficulty are less. That's because HoT had a navigation problem, not a mob difficulty problem.

    tl;dr There was a natural progression in game difficulty over the years, as players were supposed to both get better at playing the game, get full builds, unlock all skills and get to max level, the disappearance of Season 1 and the content drought after Season 2 led to this mistaken idea that Heart of Thorns was a giant leap in difficulty, when in reality it wasn't, it's just the community got so bad at playing the game in the process that Heart of Thorns was a wake up call.

    I've been saying stuff like this for years, going back to when HoT came out. There was a very clear progression in difficulty if you followed the game's development since launch. True, there have also been nerfs to some Core mobs (like that which accompanied the transition from Crit % to Ferocity). People also forget that players have had plenty of time to get better. Of course, there's also power creep. But, yeah, the transition from S2 to HoT was not that steep. Most of the complaints about HoT mobs at first were by people who had not yet learned the new mobs' abilities and tells.

    @Obtena.7952 said:

    @maddoctor.2738 said:
    Dungeons on day 1, even including Ascalonian Catacombs where perceived as hard as "Raids" and that lasted for months after release.

    Again, unless I wasn't clear, this isn't JUST a question about being hard though it is part of that equation.

    And to be fair ... it was no 'natural' progression either. It went from 0 to 100 when it went from Core to HoT. In addition, if the progression was so natural, why is PoF such a downgrade in difficulty after HoT? That doesn't add up. It's not like all the sudden people just 'got bad' when expansions were released like you claim either. That's ridiculous. The fact is just as I said: Anet ramped up content parameters that were not inline with the expectations they set with their customers in the first two years of the game ... like WAY up. It's a bad move to stray THAT much from what makes the game appeal to the market ... just to stick to some paradigm of 'natural progression'. I suspect Anet knew they made that mistake and THAT's why we got a retreat in difficulty in PoF.

    I see, though, Mad, that you're having the same difficulty with "common knowledge" that is really opinion based on lack of observation.

    Too bad "it" didn't go from Core directly to HoT. Also, too bad open world didn't actually get easier in PoF. The difficulty just looks different because HoT mobs in general do more burst damage that is easily avoidable, once tells are learned. Also, the really high burst mobs in HoT have low health, just as the Mordrem Trolls in S2 do. PoF mobs in general do more pressure damage and have more health. They also swarm more because of the greater aggro distance which was probably put in because of mount speeds.

    The truth about ANet, though, is that as a studio they always had a close relationship with some of the (perceived) best gamers playing their games, and always wanted to cater to the better gamers. It doesn't surprise me that some of Core (OK, a lot) has been made easier both by nerfs and by power creep over the years. However, the progression that you outline clearly shows they wanted players to step up their play. ANet also always intended to scratch the itch of the so-called hardcore gamers, though the common forum perception is that they didn't do a good job. It's certainly untrue, though, to suggest that Core GW2 was aimed solely at casual gamers.

    That's the old ANet, though. The new ANet, post MO? I'm really not sure.

    Those who cannot remember the past are condemned to repeat it. -- Santayana

  • maddoctor.2738maddoctor.2738 Member ✭✭✭✭
    edited January 14, 2020

    @Obtena.7952 said:
    And to be fair ... it was no 'natural' progression either. It went from 0 to 100 when it went from Core to HoT.

    No it didn't. Season 1 and Season 2 were the in-between difficulty progression, someone that was accustomed to the difficulty of season 1 and 2 content would have zero trouble playing in HoT. There was nothing more challenging/difficult in the expansion than we fought previously. The problem was the content drought, the big open world zerg focused gameplay in Silverwastes (that took all the challenge away) and of course the removal of Season 1.

    You are saying HoT deviated from how the game was supposed to be. I'm saying HoT RETURNED the game to how it was supposed to be. How it was advertised, marketed, promoted and sold to be and its entire first year of existence proved it. Then they did a 180 and ruined their own game, the casualification that so many remember "as how the game supposed to be" happened in 2014 and until the release of Heart of Thorns. But THAT game was a far cry from the game we bought, from the game that sold millions, from the game it was supposed to be.

    In summary, HoT was a return to "normal", not a deviation from the normal, and there was more than enough difficulty progression in the game. Unfortunately, most of that progression doesn't exist, and the nerfs to Season 2 mobs make the transition from core to hot a rather steep one, but anyone that followed the game since release and played all its season content has no excuse to talk about "lack of difficulty progression" or total non-sense like "going from 0 to 100". Unless for the entirety of Season 1 and Season 2 you were hiding behind zergs and pressed 1 on your keyboard and for some reason you couldn't do that in hot anymore.

    PS: PoF is MUCH harder than HoT and that you are saying PoF is easier than HoT proves my point of you not knowing what you are talking about.

  • Fueki.4753Fueki.4753 Member ✭✭✭✭

    @maddoctor.2738 said:
    PoF is MUCH harder than HoT

    I don't think either one is harder than the other.
    Both have their difficult parts, but each also has their BS players had problems adjusting too.
    HoT started to add weird gimmicky mechanics that raised difficulty in weird ways and PoF just continued that trend.
    Examples for these are the Hordes and Hordes of Pocket Raptors, the annoying Smokescale fields or the ******* AoE lines from the Morderm Snipers.

    While PoF did add less gimmicks (only the Forged Assembler's orange walls comes to mind), they added straight up difficulty in unnecessary ways.
    For example Hydras and Djinns feeling more like Champions, rather than the Veteran are labeled as.

    However, if it comes to the troops of the primary antagonists (Forged and Awakened vs Mordrem), I consider HoT to be the bigger challenge.

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

    @Fueki.4753 said:

    @maddoctor.2738 said:
    PoF is MUCH harder than HoT

    I don't think either one is harder than the other.
    Both have their difficult parts, but each also has their BS players had problems adjusting too.
    HoT started to add weird gimmicky mechanics that raised difficulty in weird ways and PoF just continued that trend.
    Examples for these are the Hordes and Hordes of Pocket Raptors, the annoying Smokescale fields or the ******* AoE lines from the Morderm Snipers.

    While PoF did add less gimmicks (only the Forged Assembler's orange walls comes to mind), they added straight up difficulty in unnecessary ways.
    For example Hydras and Djinns feeling more like Champions, rather than the Veteran are labeled as.

    However, if it comes to the troops of the primary antagonists (Forged and Awakened vs Mordrem), I consider HoT to be the bigger challenge.

    Wait what? The old Mordrem Wolves back in Season 2 were very similar to pocket raptors and if anything they could 1-shot kill you if hit from behind. They also had retaliation on them so you killed yourself attacking them, knowing how to fight those made fighting both Smokescales and Pocket Raptors a breeze. Bring area of effect/cleave and use crowd control. Go fight the big veteran Mordrem Wolf in Iron Marches to remember how Season 2 wolves used to be before they were nerfed with the release of Heart of Thorns (that mob remained the same)

    If the lines of the Mordrem Snipers caused you so much trouble then I'm not sure how you survived fighting the Mordrem Thrashers which created much deadlier lines AND were immune to attacks unless you attacked them from behind (from where that line originated from) good luck killing them in melee.

    Or other mobs like the beetles that have complete immunity to attacks as they are charging and you needed to CC them (so they flip) in order to damage them, perfect "teachers" for fighting Mushroom chargers and Rolling Devils.

    And let's not forget Mordrem Teragriff with their unavoidable homing projectiles. That make the projectile mobs of Heart of Thorns a joke by comparison.

    As for your "main antagonist" comparison, you probably never fought Awakened Canids or Awakened Abominations as those two make anything available to the Mordrem army look like a real joke.

    Djinn and Hydras are good mobs because they have varied attacks, but they do not feel like champions in any way due to their veteran level health, they die quickly compared to even the most average champion.

  • zealex.9410zealex.9410 Member ✭✭✭✭

    The lack of support for content other than ow pve and lw. Its a subjective issue and not one that needs fixing necessarily, the game could find bigger success in a more niche market of mostly ow content.

    Id love to see pvp and wvw get more attention as well as raids and fractals, imo we dont need as many story updates for lw to be good, less episodes and less maps can work too but i also value consistency and fast releases so ehhh.

    Some aspects of the combat like the overeliance on aoe, the way conditions work amd boons as a system in general. In my opinion this is much more of an objective issue with has led to problems in terms of powercreep, class gameplay, teamplay, balance and visibility.

    I would cut down the aoe skills by quite abit, turn most of the condies into debuffs rather than dots and create actual dot skills and remove the stacks format for simply and have not have system. Oh also imo boons would be better as low upkeep high potency buffs that multiple classes work together to make the most out of, like other mmos.

    The age of the game both in terms of visuals and performance is showing/baseline features of the game anet isnt bringing up to date.

    Engine is kitten and game often runs like kitten, visual clutter is stupid and anet isnt adressing it, ui is ok but costumisation is missing and if they cba giving it to us they should consider letting modders do it for them. A visual upgrade could be nice (looking at poe2 overall)

    Lack of longterm vision and focus from anet, no elite specs, no expansions males me thing the devs are simply milking the game.

    Mostly my issues with gw2 boil down to the game not proofing and updating itself to relevance.