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Guild Wars 2

Guild Wars 2 

General Discussion  » Reasons why I find GW2 tedious

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64 posts found
  Bladestrom

Elite Member

Joined: 4/04/11
Posts: 3516

8/15/14 8:45:00 AM#21
I wonder if hard mode could indeed be possible now we having virtual servers etc, when you switch to hard mode (pve open world) you switch to the servers that maintain the hard version of the open world.

rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW (1000 hrs on main mage)> oblivion > LOTR (480 Hunter) > Rift (230 hours mage) > Guild Wars (1900hrs elementalist) Vanguard. > GW2(900 elementalist), Wildstar

Now playing GW2, AOW 3

  Aeander

Advanced Member

Joined: 7/15/11
Posts: 308

8/15/14 8:59:52 AM#22
Originally posted by Bladestrom
I wonder if hard mode could indeed be possible now we having virtual servers etc, when you switch to hard mode (pve open world) you switch to the servers that maintain the hard version of the open world.

 

It could be possible thanks to overflows, but then you run into another problem entirely. And, unfortunately, it's an insurmountable problem that would exacerbate one of the weaknesses that Guild Wars 2 already has.

 

By this, I mean that Guild Wars 2 already suffers from the same problem as Planetside 2. It has too much content and not enough community to populate it. The result is an open world community that is spread hilariously thin. Adding in Hard Mode overflows would only split the community further.

 

The move would have to be accompanied by server mergers to even work, and I shudder at the thought of all of the doom and gloom "Guild Wars 2 is dying" posts that would accompany that. 

  Bladestrom

Elite Member

Joined: 4/04/11
Posts: 3516

8/15/14 9:11:56 AM#23
true but the doomsayers well they do what they do best regardless of circumstance. If people dont play open world content because they dont find the lack of challenge fun, then perhaps offering a Hardmode would help, just a thought anyway - personally I would like the downscalling to be much tougher :)

rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW (1000 hrs on main mage)> oblivion > LOTR (480 Hunter) > Rift (230 hours mage) > Guild Wars (1900hrs elementalist) Vanguard. > GW2(900 elementalist), Wildstar

Now playing GW2, AOW 3

  itssantos

Advanced Member

Joined: 10/09/06
Posts: 52

8/15/14 9:15:19 AM#24

Lost me when you stated all classes feel the same.

Thieves play nothing like an elementalist.  A D/D elementalist plays nothing like a Staff elementalist. 

GW1 was an amazing game but I saw it more as a hub game with a big online community but the ability to play with a massive amount of people was not there.

  Aeander

Advanced Member

Joined: 7/15/11
Posts: 308

8/15/14 9:32:36 AM#25
Originally posted by itssantos

Lost me when you stated all classes feel the same.

Thieves play nothing like an elementalist.  A D/D elementalist plays nothing like a Staff elementalist. 

GW1 was an amazing game but I saw it more as a hub game with a big online community but the ability to play with a massive amount of people was not there.

 

To be honest, classes do tend to feel highly similar. It is not to the degree he stated that "all classes feel the same," but the game is full of unfortunate similarities. He made a hyperbolic statement and you responded by saying "this potato isn't similar to that banana at all." A real comparison would have been "this baked potato has nothing in common with that baked potato filled with butter and sour cream." It should be obvious enough that such a statement wouldn't hold up.

 

Additionally, you are misplacing it. It is irrelevant that classes do or don't play similarly. It is relevant that they contribute similar things.

 

Guardians and Elementalists, for example, are pretty similar in their offerings. Both are boon-factories that heal via dodge rolling and offer great AoE support - and of nearly identical forms. Both offer AoE projectile reflection or neutralization. Both offer superb AoE healing. Both offer great AoE might stacking. Both keep up a lot of regen and protection. Both even offer "you shall not pass" walls. Sure, the Elementalist is a more active, mobile profession whereas the Guardian is more stationary and tends to have longer durations in its AoE support skills, but their team contributions are stupidly similar. Hell, you can probably add Ranger to that grouping to get a real feeling for how hard it's AoE boons and support skills, outside of healing, fail in comparison to other classes.

 

Longbow Rangers and Greatsword Mesmers are stupidly similar in both their offerings and their playstyle. Both excel at long-range confrontations and deal more damage from max range. Both pack knockbacks. Both pack AoE cripples and limited, but situationally powerful AoE damage. Both stack vulnerability. Both rely on AI companions for a large chunk of their damage. Their only real variation comes in from their Utility skills.

  Muke

Elite Member

Joined: 1/04/07
Posts: 1618

8/15/14 9:38:55 AM#26
Originally posted by Aeander
Originally posted by itssantos

Lost me when you stated all classes feel the same.

Thieves play nothing like an elementalist.  A D/D elementalist plays nothing like a Staff elementalist. 

GW1 was an amazing game but I saw it more as a hub game with a big online community but the ability to play with a massive amount of people was not there.

 

To be honest, classes do tend to feel highly similar. It is not to the degree he stated that "all classes feel the same," but the game is full of unfortunate similarities. He made a hyperbolic statement and you responded by saying "this potato isn't similar to that banana at all." A real comparison would have been "this baked potato has nothing in common with that baked potato filled with butter and sour cream." It should be obvious enough that such a statement wouldn't hold up.

 

Additionally, you are misplacing it. It is irrelevant that classes do or don't play similarly. It is relevant that they contribute similar things.

 

Guardians and Elementalists, for example, are pretty similar in their offerings. Both are boon-factories that heal via dodge rolling and offer great AoE support - and of nearly identical forms. Both offer AoE projectile reflection or neutralization. Both offer superb AoE healing. Both offer great AoE might stacking. Both keep up a lot of regen and protection. Both even offer "you shall not pass" walls. Sure, the Elementalist is a more active, mobile profession whereas the Guardian is more stationary and tends to have longer durations in its AoE support skills, but their team contributions are stupidly similar. Hell, you can probably add Ranger to that grouping to get a real feeling for how hard it's AoE boons and support skills, outside of healing, fail in comparison to other classes.

 

Longbow Rangers and Greatsword Mesmers are stupidly similar in both their offerings and their playstyle. Both excel at long-range confrontations and deal more damage from max range. Both pack knockbacks. Both pack AoE cripples and limited, but situationally powerful AoE damage. Both stack vulnerability. Both rely on AI companions for a large chunk of their damage. Their only real variation comes in from their Utility skills.

You do know you can fulfill more 'roles' then the typical "eles provide aeo, LB rangers and GS mesmers are kinda the same" playstyles?

 

Try different weapon setups and stats on the gear, should open up a new world in GW2.

"going into arguments with idiots is a lost cause, it requires you to stoop down to their level and you can't win"

  Aeander

Advanced Member

Joined: 7/15/11
Posts: 308

8/15/14 9:49:54 AM#27
Originally posted by Muke

You do know you can fulfill more 'roles' then the typical "eles provide aeo, LB rangers and GS mesmers are kinda the same" playstyles?

 

Try different weapon setups and stats on the gear, should open up a new world in GW2.

 

You do realize that you are telling one of the biggest Guild Wars 2 fanatics on the forums that he doesn't understand his game well enough? 

 

No, Eles do not provide more "roles" than AoE. 90% of their skill offerings are AoE focused. Every single weapon in their arsenal is primarily AoE. Sure, the Scepter offers less than their other weapons and is more oriented around burst, but even it packs massive AoE through a solid portion of its skills. 

 

I can move away from a Cantrip Elementalist. I could choose to not pack a Conjure that is good for the content in question. But I would be intentionally gimping myself and my team by not playing an effective role. I could take a full signet build, a full glyph build, or a full conjure build, but that doesn't make these things at all effective and it doesn't mean that I've expanded my offerings to the group.

 

Yes, I can play something other than a LB Ranger or a GS Mesmer and be effective. In fact, the best Rangers are melee rangers. Does that change the fact that LB Rangers and GS Mesmers are similar in style and role? Absolutely not.

 

Fact remains that Guild Wars 2 is full of similar and even redundant skill and class designs. That stems from the dumbing down of the enchantments and debuffs from the first game into a very limited selection of boons and conditions. There is only so much they can do skill-wise with these intentional limitations, and the result is redundancy.

  Nightfyre

Advanced Member

Joined: 1/25/04
Posts: 160

8/15/14 9:56:17 AM#28
Originally posted by Aeander
Originally posted by Muke

You do know you can fulfill more 'roles' then the typical "eles provide aeo, LB rangers and GS mesmers are kinda the same" playstyles?

 

Try different weapon setups and stats on the gear, should open up a new world in GW2.

 

You do realize that you are telling one of the biggest Guild Wars 2 fanatics on the forums that he doesn't understand his game well enough? 

 

No, Eles do not provide more "roles" than AoE. 90% of their skill offerings are AoE focused. Every single weapon in their arsenal is primarily AoE. Sure, the Scepter offers less than their other weapons and is more oriented around burst, but even it packs massive AoE through a solid portion of its skills. 

 

I can move away from a Cantrip Elementalist. I could choose to not pack a Conjure that is good for the content in question. But I would be intentionally gimping myself and my team by not playing an effective role. I could take a full signet build, a full glyph build, or a full conjure build, but that doesn't make these things at all effective and it doesn't mean that I've expanded my offerings to the group.

 

Yes, I can play something other than a LB Ranger or a GS Mesmer and be effective. In fact, the best Rangers are melee rangers. Does that change the fact that LB Rangers and GS Mesmers are similar in style and role? Absolutely not.

 

Fact remains that Guild Wars 2 is full of similar and even redundant skill and class designs. That stems from the dumbing down of the enchantments and debuffs from the first game into a very limited selection of boons and conditions. There is only so much they can do skill-wise with these intentional limitations, and the result is redundancy.

Yeah when I played and did an instant, I always had in the back of my mind.. i hope this elementalist, engineer or guardian isn't playing a similar build style to mine.  Some you feel can work together in some ways, but buffs/debuffs don't overlap i do believe.. if i remember right.. yeah I can't say I ever remember double regens.

  Nevulus

Elite Member

Joined: 8/23/06
Posts: 1283

8/15/14 10:01:35 AM#29
Originally posted by PioneerStew

I was a huge fan of GW1, so I keep trying GW2 in the hope that it will eventually 'click'.  

To me GW1 was one of the most innovative and unique games ever made.  In the WOW era it was heavily instanced, story-driven, had a low level cap/ did not rely on levels as the carrot, had duel classes, had a free skill choice, had skill capping, had a vast amount of content at cap, had fantastic pvp, had aesthetic rewards.  It was the anti-mmo, a truly fun, interesting and alternative....

Cool story bro.

GW1 was not an MMO.

  Aeander

Advanced Member

Joined: 7/15/11
Posts: 308

8/15/14 10:10:06 AM#30
Originally posted by Nevulus
Originally posted by PioneerStew

I was a huge fan of GW1, so I keep trying GW2 in the hope that it will eventually 'click'.  

To me GW1 was one of the most innovative and unique games ever made.  In the WOW era it was heavily instanced, story-driven, had a low level cap/ did not rely on levels as the carrot, had duel classes, had a free skill choice, had skill capping, had a vast amount of content at cap, had fantastic pvp, had aesthetic rewards.  It was the anti-mmo, a truly fun, interesting and alternative....

Cool story bro.

GW1 was not an MMO.

 

Technically, it wasn't. In reality, that's a meaningless distinction. It's still an online multiplayer cooperative title that had a large community and offered world-wide mass-player socialization (guilds and town hubs).

 

And, most importantly, it competed in the MMO sphere of the gaming market. It may cluck like a chicken, but it was adopted by a family of ducks.

  thinktank001

Elite Member

Joined: 12/13/08
Posts: 1909

8/15/14 11:16:04 AM#31
Originally posted by Aeander

Technically, it wasn't. In reality, that's a meaningless distinction. It's still an online multiplayer cooperative title that had a large community and offered world-wide mass-player socialization (guilds and town hubs).

 

 

You can generalize all you want, but that still doesn't make GW1 and MMORPG. 
  Aeander

Advanced Member

Joined: 7/15/11
Posts: 308

8/15/14 1:03:53 PM#32
Originally posted by thinktank001
Originally posted by Aeander

Technically, it wasn't. In reality, that's a meaningless distinction. It's still an online multiplayer cooperative title that had a large community and offered world-wide mass-player socialization (guilds and town hubs).

 

 

You can generalize all you want, but that still doesn't make GW1 and MMORPG. 

 

Like I said. It wasn't, nor am I establishing it as one. And you, good sir, can argue semantics all you like. The fact remains that Guild Wars 1, especially at the time of its creation, was, for all intents and purposes, commercially an MMO. Does that make it an MMO? No, but it is important in considering which games it competed with, which games it pulled players from, which games pulled players from it, and the type of players who played (and possibly still play) the game. Semantics are unimportant compared to commercial practicality. 

 

The bottom line is this question: what kind of game would someone be looking for if they found Guild Wars 1, Dragon Nest, Destiny, or any other heavily-instanced "pseudo-MMO." They aren't going to be looking for a console RPG. They aren't going to be looking for an RTS. They aren't going to be looking for an FPS, save in Destiny's case. They're going to be looking for a MMO. 

 

 

  Lord.Bachus

Elite Member

Joined: 5/14/07
Posts: 8630

I believe in life before death... So dont forget to enjoy it while you still can.

8/15/14 2:48:01 PM#33

So basically because the OP is missing Horizontal character progression at max level and the semi trinnity of Gw1 he calls the game tedious...

 

i agree with him, these two features are missing but the game is far from tedious...

 

- solo PvE is awesome, because the world feels more alive then any other MMO, there are things happening everywhere around you...

- combat is deep and engaging, fast paced and rewarding for people with skills

- sPvP is the best and most fun  instanced PvP  setting of any MMO, this is the hardcore part of the game.

- the world is just plain beatifull and challenges people  to explore

- the game is fun for casuall play

- personal story is good,... Tough the game needs much more of these story based quests to keep people emgaged in them, as said its a casualls game and most casualls love story and soloing these quests

etc etc etc...  There is so much more goodness, but some people are so much connected to what they love about their favourite game, that they feel to see how other games are different but still entertaining.

Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  cerulean2012

Hard Core Member

Joined: 4/12/12
Posts: 284

8/15/14 3:01:40 PM#34
Originally posted by PioneerStew

I was a huge fan of GW1, so I keep trying GW2 in the hope that it will eventually 'click'.  

To me GW1 was one of the most innovative and unique games ever made.  In the WOW era it was heavily instanced, story-driven, had a low level cap/ did not rely on levels as the carrot, had duel classes, had a free skill choice, had skill capping, had a vast amount of content at cap, had fantastic pvp, had aesthetic rewards.  It was the anti-mmo, a truly fun, interesting and alternative experience.  

Then ANet took everything I loved about GW1, removed the best parts and WOWified the rest.   

GW2 just became a generic mmo , but it absurdly pointed out its superficial differences like they meant anything to a crowd tired of derivative games.  'We don't have trinity!'.  'We don't have quest hubs'.  'We have a living story'.  

So we got a world without meaning, filled with trivial tasks.  It feels like a playground; every corner is filled with pointless distractions.  There is no sense of a world with an over-riding sense of place.  There is not a compelling story.  There is no sense of freedom in building your toon.  All classes feel the same because they all fundamentally fulfil the same function.  

As I said, it feels like a derivative mmo with a few superficial differences.   

But the largest problem I have is the casual crowd they were aiming for.  'Casual' to me means that you do not have a great deal of time to play.  It does not mean that you want zero attachment to the game you are playing; no reason to log back in.  It certainly does not mean that you want a collection of unrelated, trivial tasks that have no meaning in the wider sense of the game.  It does not mean that you do not want to be immersed for the few spare hours you have to play.  And it does not mean that you want a 'living story' rather than (as per GW1) a complete and immersive expansion.  

Here is my problem.  It seems that some people, and particularly the gaming press, hold GW2 as an example to all other mmo's.  I sometimes wonder if these people ever played GW1.  If you want a truly innovative and alternative example for the mmo industry, then surely ANet's first instalment is the game you should be looking at.     

Anyway, they are my thoughts on the subject, please share your own.   

I agree with you on a lot of your points.  Dynamic events where done by Rift before and other games had similar things.  Heart quests, so instead of 3 or 4 quest hubs in a zone you now have 8+.  Granted they give you 1 basic quest that might have a few different options to completion but they still are a quest hub. Plus there are other examples of how GW2 was not as innovative as they claim to be.

Unfortunately there still is enough of a playerbase to that game that if Anet ever makes another sequel it will most likely be fashioned more like GW2 then GW1

  Aeander

Advanced Member

Joined: 7/15/11
Posts: 308

8/15/14 3:36:45 PM#35
Originally posted by cerulean2012

I agree with you on a lot of your points.  Dynamic events where done by Rift before and other games had similar things.  Heart quests, so instead of 3 or 4 quest hubs in a zone you now have 8+.  Granted they give you 1 basic quest that might have a few different options to completion but they still are a quest hub. Plus there are other examples of how GW2 was not as innovative as they claim to be.

Unfortunately there still is enough of a playerbase to that game that if Anet ever makes another sequel it will most likely be fashioned more like GW2 then GW1

 

A note on dynamic events:

 

Rift was published after Guild Wars 2 was announced and after dynamic events became a planned feature of Guild Wars 2's content. It is entirely reasonable to come to the conclusion that Arenanet had dynamic events drawn out at around the same time, if not earlier, than Trion did, particularly when you compare the scale of the two games against one another. Guild Wars 2 is clearly a bigger project with a longer developmental requirement. It is very telling that Trion retroactively changed the terminology for their Rifts to "dynamic content" in order to capitalize on the Guild Wars 2 hype movement of that time period.

 

And it's pretty clear that Guild Wars 2's dynamic events are the best in the genre. They have no competition. Rift's ... well, Rifts are limited and one-dimensional. Defiance was the same story, but even worse.. Firefall lacks variety and impact. Destiny hasn't shown enough of them as of this moment (its beta) to draw any conclusion. 

  Lord.Bachus

Elite Member

Joined: 5/14/07
Posts: 8630

I believe in life before death... So dont forget to enjoy it while you still can.

8/15/14 3:40:25 PM#36
Originally posted by cerulean2012
Originally posted by PioneerStew

I was a huge fan of GW1, so I keep trying GW2 in the hope that it will eventually 'click'.  

To me GW1 was one of the most innovative and unique games ever made.  In the WOW era it was heavily instanced, story-driven, had a low level cap/ did not rely on levels as the carrot, had duel classes, had a free skill choice, had skill capping, had a vast amount of content at cap, had fantastic pvp, had aesthetic rewards.  It was the anti-mmo, a truly fun, interesting and alternative experience.  

Then ANet took everything I loved about GW1, removed the best parts and WOWified the rest.   

GW2 just became a generic mmo , but it absurdly pointed out its superficial differences like they meant anything to a crowd tired of derivative games.  'We don't have trinity!'.  'We don't have quest hubs'.  'We have a living story'.  

So we got a world without meaning, filled with trivial tasks.  It feels like a playground; every corner is filled with pointless distractions.  There is no sense of a world with an over-riding sense of place.  There is not a compelling story.  There is no sense of freedom in building your toon.  All classes feel the same because they all fundamentally fulfil the same function.  

As I said, it feels like a derivative mmo with a few superficial differences.   

But the largest problem I have is the casual crowd they were aiming for.  'Casual' to me means that you do not have a great deal of time to play.  It does not mean that you want zero attachment to the game you are playing; no reason to log back in.  It certainly does not mean that you want a collection of unrelated, trivial tasks that have no meaning in the wider sense of the game.  It does not mean that you do not want to be immersed for the few spare hours you have to play.  And it does not mean that you want a 'living story' rather than (as per GW1) a complete and immersive expansion.  

Here is my problem.  It seems that some people, and particularly the gaming press, hold GW2 as an example to all other mmo's.  I sometimes wonder if these people ever played GW1.  If you want a truly innovative and alternative example for the mmo industry, then surely ANet's first instalment is the game you should be looking at.     

Anyway, they are my thoughts on the subject, please share your own.   

I agree with you on a lot of your points.  Dynamic events where done by Rift before and other games had similar things.  Heart quests, so instead of 3 or 4 quest hubs in a zone you now have 8+.  Granted they give you 1 basic quest that might have a few different options to completion but they still are a quest hub. Plus there are other examples of how GW2 was not as innovative as they claim to be.

Unfortunately there still is enough of a playerbase to that game that if Anet ever makes another sequel it will most likely be fashioned more like GW2 then GW1

You cant compare rift dynamic  events with GW2, in rift they are a mechanic ( tough i love the invasion parts) but in GW2 they are used to tell the stories of an area, and they are very very good at that...   

 

 

Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  StarS0ft

Apprentice Member

Joined: 6/13/10
Posts: 82

8/15/14 4:22:04 PM#37
 

GW2 is very good game but definitely has flaws.

And these flaws can be easily improved. I am curious why Aned did no do it?

1. progresion. is must be. otherwise the game is pointless. you will finish all content and quit the game forever. In GW1 you have thousands skills and improvments to unlock, to use it in PvP. You can unlock via PvE, you can unlock via PvP. You can spend 4 years to unlock all. It's a reason to play.

If Anet removed skill progression and did not add gear progression, they must fill this hole. 

They made WWW-skill prtogress in WWW-very good imho, everybody like that their char become stronger iver against guards or has new skills on sieges.

They have to do same for PvE.

For sPvP not enough progression too. Must be revards for ranks otherwise ranks pointless.

2. Absolutely Not enough guild content. In GW1 99% of time we did PvP: GvG or HoH. If was a reason to play with a guild for years.

It must be guild vs guild competition. Imiss for GvG!

Guild missions are fun - but first time only. but boring on second.

btw, most WOW content based on PvE guild competion in raids. No competitions = wow dead.

3. World bosses. Tequatl and Worms are good challenge for the big guild. BUT. we do not do it because...no point. rewards are not enough vs effort.  Rewards is nothing is GW2 because no progresson, look p1

4. Hardcore content, if hardcore achievment will provide at least:

- title

- unique skin

- will be pinged to guild chat automatically 

it will be already a reason to do it.

5. sPvP flaws for me and it very easy to fix:

- on solo arena TOO long to wait for next matchup, around 2-3 minutes, must be not more than 20s as it was in GW1, otherwise no immersion

- on soloarena we have disbanded team everytime after every battle, its very bad. in gw1 you had progresson chain, you had 1 glad point for 10 wins in a ROW! it was best feature of gw1 random arena. Afte few wins in a row you become to feel your random people as a team.

- title on arena in gw1 was very hard and as resut - meaningful.

- i hate maps with points capture...viva to deathmatch!

- combo field still feels as random. it must be priority for your field.

 

 

 

  Piscore

Advanced Member

Joined: 3/27/07
Posts: 95

8/15/14 4:32:19 PM#38

WoW and WoW-Clones = Xbox One and PS4

Guild Wars 2 = Wii

 

or

 

Trinity game's = Xbox One and PS4

Gw2 with not trinity = Wii

 

if you know what i mean

l2p

  cerulean2012

Hard Core Member

Joined: 4/12/12
Posts: 284

8/15/14 4:38:47 PM#39
Originally posted by Lord.Bachus

You cant compare rift dynamic  events with GW2, in rift they are a mechanic ( tough i love the invasion parts) but in GW2 they are used to tell the stories of an area, and they are very very good at that...   

I am sorry but you can compare them, the base mechanic is the same.  Yes some GW2 events do tell a story but some are mindless that have little to relate to the areas they are in.

Also from a poster a few above saying that Rift was announced after GW2, yes it was but since GW2 was announced not to long after the release of Nightfall (sometime after year 3) then you can say about anything that was announced after that took from GW2.  Since we don't know when GW2 started work in the events it is possible that Rift did do them first, regardless Rift came out first thus had them first.  Same as when people say WoW did things first when in realty mmos before WoW had done them.  Whoever comes out first with something gets credit, GW2 just expanded some on the events mainly in story which is strange since the games story is week compared to GW1 (but this is not a GW1 did it better post).

Anyway I also find GW2 tedious, if others like the game that is fine as they are free to like what they want like I am free to think the game is tedious.

  Pepeq

Elite Member

Joined: 7/29/14
Posts: 623

8/15/14 4:42:42 PM#40
Originally posted by PioneerStew
Originally posted by Torgrim

GW2 are generic and WOWified?

I'm confused

I guess I have to repeat myself.  

GW1 was heavily instanced, story driven, low level cap, lots of story-driven end game, dual classes, skills caps, aesthetic rewards etc etc.  This made it unique.  

GW2 is a derivative mmo.  It has none of the above but has all of WOW's features.  With the exception that ! is replaced with a heart symbol and there are 'dynamic' quests (which have also existed in wow for a number of years but handled via phasing.  Oh, and that the trinity has been replaced with everyone throwing their little bit of the trinity into the mix.  

 

Start off by erasing GW1 from your head.  It's not GW1 and more than MoP is classic vanilla.  The more you try to make it GW1, the more you will fail.

 

GW1 is still there.  You can still play it.  Just don't expect GW2 to be GW1, it's not, they never said it was going to be.

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