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“Welcome Back, Commander”. That was the opening salvo to our Path of Fire review here on MMORPG.com. The second expansion in a long lineage of updates, Path of Fire’s quest to take on a god dropped on us five years after Guild War 2 launched and it’s been almost 18 months since we first spotted the Crystal Desert. But what about those who missed the boat to Amnoon? Recently, ArenaNet announced a campaign to return many of its lost heroes to the world but should you consider jumping back in after a short, or long, break?
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plus sorry unless tehy do return to let you make the builds you want like it was before the locked down skills cookie butter thing
I guess I wasn't doing it so wrong after all.
Thank you for your time!
Is MMORPG.com trying to drum up business for GW2?
Other companies have had lay offs too, wheres the "Why you really should return to Azeroth" articles?
The journey is more important then the outcome
that was last month
Ford just had a round of layoffs, so did a few other companies, should they cover that? I mean it has as much relevance as what you are saying.
If you want a new idea, go read an old book.
In order to be insulted, I must first value your opinion.
If you are holding out for the perfect game, the only game you play will be the waiting one.
GW2 is not terrible, don't get me wrong, but the manifesto... Ow boy, that is the most absurd thing ever.
1) The whole Living World mechanic was a catastrophic disaster. As content, it was bad. As story, it was incoherent. It seemed to be instead of creating real content, as in the year or so that I played, the game had about as much content at the end as it did at the start. And you couldn't even just ignore it, as it would sometimes drop super powerful mobs on top of whatever other content you were trying to do that day.
2) The play balance was rather lacking. Dynamic events seemed to have some implicit number of expected players, and then would scale up in difficulty if you had more than that. The problem is that the scaling was far too shallow. If you had enough players, the event was trivial. If you had far too few players, it was impossible or nearly so. It would chain events and make it so that later events in a chain commonly expected more players than earlier ones, but that sometimes meant that you got to the end of a chain and the final event expected 10 players, and you only had two there, so you couldn't finish the event chain.
3) Crafting was awful. It's not just that it was the gather materials and click to craft something junk. It's also that for most crafting professions, you couldn't actually craft an item until you had leveled way past wanting to use it.
4) The game world's graphics didn't match its physics very well. There were lots of places that you could stand in mid-air, or walk into a wall, or whatever. In a lot of games, that wouldn't be a big deal. But Guild Wars 2 wants you to do jumping puzzles, and in a platform game, graphics that don't match the physics are a showstopper.
5) The level scaling was such that you had to either skip most of the content or do it far below your level. It would automatically scale you down to some degree, but a level 80 character scaled to 40 was still a lot stronger than a true level 80.
From looking through the wiki, it looks like (1) is fixed. Newer Living World content has its own zones and is accessible later, rather than being removed at the end of a two-week event. Season 1 seems to have been thrown in the garbage, which is where it belonged all along.
It also looks like all newer content is level 80, which is a fix for (5) at least in the newer content. That also means not implicitly deprecating older content the way that expansions so commonly do. That's one thing that GW1 did right and most long-lived MMORPGs seem to do horribly wrong.
That said, it's not all bad news. Complaint (3) means that they added a fairly useless mechanic that probably shouldn't have existed, while (4) really only wrecks a minor side mechanic.
And the game did have a lot going for it. Combat was pretty good, and it was very alt-friendly.
The issue with a "buy to play" game is that there can be a ton of stuff to buy in order to catch up. From the wiki, it looks like buying both expansions and all living world content to catch up would be $90.
There are people who simply want loot,the easier,faster the better.There are people who want a mmorpg to play like an ARPG,people who want crafting,soloing,grouping,pvp it never ends.
All i have asked for many years back was CHOICE,give me a choice and if enough DIFFERENT designs popup we should all see something that caters to each individual,no game will ever please everyone,absolutely impossible.
That is why i became very disappointed game after game because i was seeing the EXACT same design in every single mmorpg,some better than others,but mostly the same with a different skin and a different pay model.I don't feel Arena.net did anything to be creative or give myself and others choice outside of the pay model and to me...not good enough.
So if you hear me complain about Arena.net,Blizzard yada yada ,it is because NOBODY is being creative,i feel FF3 was a better design than MOST mmorpg's 15-20 years later just because it was maybe the first rpg ever to have the multi class system and elemental properties.Most games just shove Fireballs into the mix because they see it as a must have in a rpg,they shove yellow markers over npc heads...just because they see everyone else doing it,please just be creative ,design YOUR own game and quit giving me other developer's work and done poorly.
Never forget 3 mile Island and never trust a government official or company spokesman.
Bad enough that commenters do not know how to use "have" but I expect better from a writer.
It's like buying a 150k car that goes 0-60 in 10 seconds.
Wvw is fun though.