NormalFish
Banned
I guess you're right, that's why it's so successful.
...naaaaaht.
GW1, a game being widely praised in this thread, has far less vertical progression.
I guess you're right, that's why it's so successful.
...naaaaaht.
So, yes, why isn't Guild Wars 2 more popular despite its stellar quality?
For me the art is uninspired, the combat is boring and the story is weak. Just didn't grip me like FF14ARR or even Legion exp for wow.
I was super hyped for GW2 as a WoW successor. Unfortunately every feature that excited me turned out to be neutral to terrible:
+ action combat which didn't enhance the experience as much as I thought
+ dynamic events which were just zergs
+ no holy trinity which further promoted zerging
+ "heart" system for quests which turned out to make all questing/exploration feel like an empty meaningless flavourless grind
+ platforming didn't feel good
You can complain about a lot of things in GW2, but art? Seriously?
I like the concept art and the art pieces they put out but ingame I didn't find it that pretty honestly
kekai kotaki's art was fantastic and you could see the login art screens get worse after he left :/
People calling it a wow clone are just full of shit, its nothing like wow!
That's just false though.
The best art is in the expansion, after he had left.
I did as well and thought it was pretty forgettable.I played it at launch and did't really love anything about it.
I wasn't a GW1 fan so I don't have much attachment to the brand or the way it handled things before but GW2's combat felt like a plane trying to fly from traditional MMO combat to action combat that crashed, burned and incinerated any survivors somewhere between.
As a combat action junkie GW2 sticking to 'targetted' combat felt clunky and there's not much in the way of commitment or tactics from second to second. I effectively felt like this was PvE to me:
Aka "if it's not on cooldown, press it!"
For me, I'd rather battle using Tera or PSO's combat system due to no tab targeting, committing to attacks, actual hitboxes and not having so many effects onscreen that you can't even tell what's going on sometimes
Now, i'm sure there might be some out there that could tell me that at x point in the game there's strategy or tactics or finesse or whatever, but the game failed to engage me long enough to reach said point. Heck, I even spent a good long time trying to make the combat interesting to myself by attempting to create a character that could fight without getting hit (which is remarkably difficult due to some PvE enemies having ranged attacks with a fast cooldown; Fast enough to run you out of dodges and other abilities so they'll eventually hit you no matter what)
The problem is, the half-way house of the dodge system and whatnot also tends to mean it doesn't seem to appeal to more traditional MMO combat fans either. It's a very unhappy medium to me.
It just felt like a mixed bag in areas that needed a more strongly refined direction and just oddly empty in others. I don't think it's a bad game, but it really didn't do itself any favours with it's combat system, and this is coming from someone who doesn't even care about the holy trinity and has enjoyed games that didn't have them :/
That doesn't make it a WoW clone though.It's closer to WoW than it is to Guild Wars 1.
I main a venoms thief.snip
Reasons why I didn't like GW2
1. I got to level 25 and I yet to see a dungeon. That's way too long, also I've been told that there's a lack of dungeons in the game.
Skill system was shit compared GW1 - The skills in GW1 acted like Magic the Gathering cards. Each skill did something simple and you loaded a 'deck' of 10 skills at Town before playing PVE or PVP. You had 1000s of unique builds and a whole meta of builds (game was sometimes called Build Wars) you had everything from 55 HP monks, aura devishes, pet or touch rangers, hammer rangers, interupt rangers, pet rangers (ranger was my fav) and othet stuff.
In GW2 the skills are typical MMO WOW shit but with added stuff like shooting arrows through firw to make fire arrows. It was uninteresting and destroyed what made a large part of what made GW1 fan to me.
Add on top of that the generic MMO quest system, the fact the game is a zerg rush, the terrible cutscenes, generic characters, open world nature and thats the reason why GW1 vets like me stayed the fuck away. I seriously cant a single memorable character in GW2 as they all look the same and are voiced by the same actor and the cutscenes and story SUCK.
I didn't like GW2 but you get the first dungeon at lvl 20.
Was it always like that? I remember talking to 2 friends about it and they said it was level 30.
How do I gain access to the dungeon?
I main a venoms thief.
My rotation:
1. All utilities on CD
2. Deathblossom until 0 initiative
3. dodge
4. auto attack
5. deathblossom
6. repeat 3-5
That's pretty fucking mashy. Some classes (engineers) have complex rotations, but dps roles have pretty simple rotations.
It is level 30. Don't know where he is getting the level 20 thing, but that isn't the case.
But a deeper question; is more complex rotations more fun? Because I don't feel more engaged by MMOs who have you have 40-50 skills on the skill bar? I don't find that more fun or engaging at all.
To me, a rotation should be very specific and situational. it shouldn't apply to anything.
People need to remember that everyone is DPS in GW2. The whole point of removing the trinity (which they've gone a bit back on now) was to reduce the amount of drama with how to heal or how to tank. The idea was that people can support and sustain and cleanse in various way, and offensive group compositions should be able to achieve victory.
It didn't help that that first dungeon was *fucking awful*. One of the worst designed dungeons in any mmo. God knows what they were thinking making that your first experience of group content.
Most people couldn't dodge.
This is the sad truth of GW2. I remember being excited for their version of the trinity, but it never existed in the game.The thing is that wasn't actually the initial intent. They talked about replacing 'tank' with 'control' and 'heal' with support. We heard about Mesmer controlling bosses with clones, earth elementalists tanking them, engineers supporting etc. The point wasn't to get rid of those roles, it was to give every class the option of doing each role.
None of that panned out, but that was actually the original thing they wanted. They didn't aim to turn everyone into a dps class, they just didn't figure out the solution and found a playerbase that liked the mindlessness of it all.
It is level 30. Don't know where he is getting the level 20 thing, but that isn't the case.
But a deeper question; is more complex rotations more fun? Because I don't feel more engaged by MMOs who have you have 40-50 skills on the skill bar? I don't find that more fun or engaging at all.
To me, a rotation should be very specific and situational. it shouldn't apply to anything.
The very first halloween theme with the climbing tower event, when I played Darune Sandstorm over and over again until I reach the top, it was one of the glorius momen. I never played the game again after that.
I agree completely with this, I don't remember much about WoW, last xpac I played was Wrath so maybe a lot has changed. But in FFXIV the rotation is strict as fuck, there's zero point in doing something different because even the skills are designed to be rotated in a specific way. Every single Warrior in FFXIV is the same, there are no builds no way to customize your chara, the game feels very onrails because of this.
I don't understand how people see Skill A--->Skill B--->Skill C--->Pop whatever CD rinse/repeat is fun, but to each his own. I prefer less skills and less strict rotation but more variables during combat so I adjust accordingly and not just blindly follow an optimal rotation of skills.
Downed - seriously the dumbest shit ever. Kill someone and have them throw a rock at you, pester you, etc until you 'finish' them off.