ScatheZombie
Member
I haven't played since Heart of Thorns release, but before that the problems were...
Lack of a good progression system for end-game content.
Poorly balanced dungeons and group encounters.
RvR zerg-fests.
Constant sweeping itemization changes.
Content updates came either too slow or were too shallow.
Crafting system special materials with low drop rates.
Poor balance between average player wealth generation and basic play costs for gold.
Class trinity replacement largely removed distinct specializations and styles of play.
It's not a bad game. It just had a lot of serious systemic design issues that, while not game-breaking, actively dissuade traditional MMO players from continuing to play.
Lack of a good progression system for end-game content.
Poorly balanced dungeons and group encounters.
RvR zerg-fests.
Constant sweeping itemization changes.
Content updates came either too slow or were too shallow.
Crafting system special materials with low drop rates.
Poor balance between average player wealth generation and basic play costs for gold.
Class trinity replacement largely removed distinct specializations and styles of play.
It's not a bad game. It just had a lot of serious systemic design issues that, while not game-breaking, actively dissuade traditional MMO players from continuing to play.