Tearofsoul
Ancient MMO noob
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You remember right.Aren't most buffs/aoe right now capped to 5 people at once or do I remember it wrong ?
That pretty much sums up what is shitty about GW2. no progress and dungeons were weird dances.Maybe I am living in the past. I enjoy this game or rather I did for about a year straight, but a couple of months after maxing out I lost all desire to log in for some reason. Maybe it was the grind or more likely the lack of feeling as if I was becoming powerful, not sure really. I do know I never really had a ton of fun in dungeons because they were too chaotic. I missed having a trinity type set up. Heck, that's the only thing that personally makes this game miss in perfection (well close enough to be addicted to for a while). I may drop money on this to see how I like the new classes and try a raid, but still undecided.
Expansions are the one place where the buy-to-play model gets a little tricky. When you?re coming in as a new player to a game that has a bunch of expansions, what exactly should you buy in order to play with your friends? The base game and also every single expansion? We?ve seen examples in the industry where that kind of thing has gotten out of control. It doesn?t seem right, and we want to do better. As we get ready to ship our first expansion for Guild Wars 2, we want to ensure that we keep the business model friendly and simple. So let?s be clear that when we say Guild Wars 2 is buy-to-play, we?re only asking you to buy one thing: the current release, Guild Wars 2: Heart of Thorns.
To accomplish that, we?ve already included the core game as a free bundle for anyone who buys Guild Wars 2: Heart of Thorns. And today we?ll go a step further: we?re making the core game free for everyone. For anyone who?s been curious about Guild Wars 2, now you can just go to guildwars2.com, download the game, and start playing.
If anyone can play Guild Wars 2 for free now, does that mean we?re switching business models to free-to-play? Are we going to be one of those games that aggressively monetizes free players through microtransactions? Absolutely not. Guild Wars 2 remains the same game it always has been. We?re making the core game experience free because we?re confident that anyone who loves Guild Wars 2 will buy Guild Wars 2: Heart of Thorns.
Heroes were great. Even henchmen were fun, although they were pretty useless at times.I think the major point of why I enjoyed GW1 is because you could solo 99,9% of the game with heroes, not having to deal with the stupid in the process. The few times I grouped up I remeber it being a major clusterfuck. Lacking a clearly defined roles for PvE is interesting, but to this day I have no clue how good my dps is and all the strategy is encounter-specific. I know that after running CoF 100+ times, I can dodge through everything the effigy throws at me and that Baelfire can be killed in like 2 phases, but it doesn't help me in any other encounter. Not to mention that some of the more efficient PvE runs are clearly not intended, like one person escorting the NPC while the rest TP out so the AI doesn't spaz out.
I think the PvE has 2 problems: There is no standard framework to how you should treat any encounter besides "everybody for themselves" and that due to high amount of repetition, speed is encouraged and that involves skipping any non-essential mobs. This creates a massive amount of variables that are not a problem for content people run regularly, but anything outside the norm is a horrible clusterfuck. Because you are skipping content, any mistakes are punished even harder because you rarely have space to ress somebody and unlike WoW, it's really hard to pinpoint what went wrong, besides "you ded".Heroes were great. Even henchmen were fun, although they were pretty useless at times.
Not a huge fan of GW2's dungeons. The lack of trinity makes them very strange to play imo. Haven't done a lot of them though, so perhaps those that do them a lot have a different view.
In WvW the lack of a trinity is a plus, but for PvE I think it needs work. Hopefully the upcoming expansion will improve the roles a bit. As others have said, the lack of a trinity sounds great but so far it's a bit of a mess.
And that is why the game fails for me.There is no standard framework to how you should treat any encounter
I don't think this is a fair description for the content at this point in the game. It felt that to me on launch, but I went in expecting something similar to WoW and was overwhelmed by the lack of a tank. Being responsible for my own survival! *gasp* I'm not really sure what you mean by "lucky" -- it sounds like the implication is that game knowledge is distributed by RNG and everyone else is condemned to ignorance... but that's absurd. What you ought to have said is: "good players understand how the game works, and the rest are bad players." A truism across games!And that is why the game fails for me.
It's a game that has only one defined framework: dps. Anything else is ad-hoc glued to it. You have zero indicators on how you're supposed to play, the non-trinity means you can't draw on your game experience to figure it out. So, a lucky few figure out how the game works, the rest becomes "bad dps".
There's games and games, though. Good games make you understand what you're doing and teach you how to play them. Bad games don't, and the "lucky" who "get it" find it ok, while the ones who would need pointers... simply stop caring at one point.What you ought to have said is: "good players understand how the game works, and the rest are bad players." A truism across games!