Bored at work so I've been reading every single post in this thread. This thread is definitely the most positive GW2 community I've encountered so far which is nice but I'm curious if there is anything you guys don't like about the game? I think i saw a few post about the trait system (i think it was from Retro) but is there anything else?
Of course. It's too huge a game for there not to be... really, I bet literally everyone who plays dislikes some things.
I think the personal story is flat-out bad. The initial stuff (depending on race and choice selection) is in the decent to mediocre range, but toward the convergence points for the plotline it gets into pretty awful territory. I hate the cutscene style, few characters are memorable, voice acting is incredibly erratic outside of the stars. The narrative is bland. The final story fight (simultaneously the boss of the last dungeon story mode) is great to look at but completely static and boring and justifiable only in that it needs to be "easy" for the lowest common denominator to be able to beat their own storyline (and even so, you have 4 people to help carry you, and preceding fights in the dungeon are much cooler).
Right alongside the personal story itself... while ancillary lore, world-building, atmosphere and even flavor dialogue throughout the game are great, the actual plot writing is quite poor wherever it occurs. It has improved a bit with more recent story releases but generally speaking it ranges from bad to just-on-the-good-side of bad. Scarlet was a mostly uninspired or at least unoriginal character, motivations were delivered backwards, interesting plot threads are raised and dropped without satisfying conclusions. Granted, as of the most recent cutscenes I actually am sort of invested in the storyline for the first time, but eating up a strong narrative is definitely not why I come to the table here.
WvW is too dependent on raw temporal coverage and doesn't incentivize defending held objectives. This doesn't affect my enjoyment of the mode too much, because I mainly like it for the moment-to-moment experience of small and mid-scale fights between groups of nominally equitable skill, and I can find these without too much effort whenever I choose to hop in. but those are things I would attempt to fix if I were reworking the mode. It's worth nothing that the sort of PvP that WvW is has really not ever been my thing, and if anything I am predisposed to hate such a mode, so the fact that I am able to enjoy it at all is notable.
Dynamic events are pure squandered potential, representing a tonnage of fun content throughout the game that is glolssed over as "endgame" content due to its inability to maintain parity with other kinds of content in terms of reward. See
this post.
I don't like the specific cheesing tactics that have been embraced in dungeons. I think that characterizing this as the "zerker meta" is largely unfair- in essence, the idea of advocating berserker gear to skilled players is sound; if you can avoid, absorb, redirect, or block damage actively, focusing all of your stats on offense makes perfect sense. In practice, however, what you get are a lot of tricks and/or minor exploits that abuse the game's mostly weak AI, quirks in terrain/geometry that prevent attacks from occurring or avoid damage, and numerical overload to subvert the intended combat system in favor of expediency. I think encouraging berserker gear gamewide for new players has caused problems, as in any scenario outside of a controlled stack they are frequently in trouble. However, and this is an important point, I often get feedback from a significant subset of players who say they actually aren't doing the dungeons "for fun," but basically farming. In other words, they don't get any enjoyment from doing dungeons, but do them anyway for the reward and simply want to get them over with as quickly as possible. For these players, the method doesn't matter, only a successful outcome and these methods ultimately shave only a few minutes from completion times for a good group, so it doesn't really injure or affect the economy. There's nothing wrong with this point of view and if they are able to enjoy the game doing this, it's none of my business. So I have backed off on dwelling on this as something I don't like about the game much. It's usually no problem at all for me to find a group that doesn't mind doing things legitimately, and so it doesn't affect me much.
I don't like monetized RNG gambling boxes, but no individual player does or ever, ever will. They exist for reasons that I understand at least.
Trinity arguments aside, I don't like how such a tiny number of PvE encounters actually force groups to mix up tactics or require roles like conditions or healing to succeed. This is largely a function of keeping the median challenge level of the game pretty low.
I don't like crafting
much, but I didn't have the trouble "getting" it that some have complained about and I enjoy the occasional profit I've derived from it. This is another case of "stuff I'm inclined not to like in any game" feeling kinda-sorta alright to me in this one.
Not sure if I can pin it on the game or not, but I don't like the facets of the MMO genre at large that have carried over into the community despite the aspects of the game that are very different from other genre staples. I wish that the overwhelming majority of people I see commenting about the game would simply play it less seriously, which is something that I have been told is "dismissing legitimate problems" or even "burying my head in the sand" (in quotes cause that's a quote), which is fair I guess, but I just really do think it would help.
I don't like Princess Doll tonics.
there's probably other stuff but I am sure I hit the major things. I will say I don't have the problems with rewards, traits, or content availability that many do.
What? Hardcore WvW people are just bored as **** because Devon Carver is terrible. This is why many of these hardcore guilds have moved on to other games. But I would not expect people who play PvE predominantly to understand.
the folly of taking anything kos says seriously aside... I
think I understand fine. There hasn't been enough change, or serious enough attention paid to the mode to cater to hardcore WvW players at this stage in the mode's lifecycle. if you're bored you should move on, especially if there are other games that offer the experience you're looking for in a better way or more consistently. It's how the market needs to and should work. This:
memories of playing 16hrs straight on reset days without burning out
reads to me not like a virtue to attribute to any game but a borderline unrealistic expectation of any product, even venturing outside of entertainment really. the idea that there's
anything out there that one could do for 16 hours straight without getting bored, and then to also expect that degree of stimulation to be maintained long-term is lunacy to me. but even disregarding what appeals to me personally, I hope that you find something that does offer what you're looking for-
anything is better than continuing to do something after it has ceased being fun for you.