Aestu wrote:
Honestly though am I missing something or does the game seem to lack a strong pull? It's cool for the first 20 levels but after that it just feels like endlessly more of the same. I still haven't heard anything about endgame. (And yes the eye-rolling feminist crap dramatically reduces the appeal).
By the time I was in the 70s, I was just hoping I would be done with leveling/hearts. Everything became "kill Risen" ad nauseam. As far as end game goes, I maintain that dungeons are poorly tuned or designed at the moment. Similarly to D3, it seems that Arena Net tuned the dungeons so that they have 10x the hp and 10x the damage that they ought to (stray ranged autoattacks will take out 80% of your hp). I successfully completed a couple of dungeons on explorable mode through endless kiting and waypoint zerging, and I
hope that it's because the game is new and I'm bad, but I'm skeptical.
Even if dungeons were more tolerable, I think that end-game will have a limited amount of appeal. Your options seem to be to zerg-fest dynamic events until you have enough karma for whatever you want, collect dungeon tokens for gear (praying this becomes a bit more fun), craft, and PvP (which, in all fairness, I think WvW can be legitimately fun, and sPvP might be as well, for arena junkies).
I do believe the game has potential as a casual completionist game, but there just isn't enough stuff to do (look at how easy most of the achievements are, including lifetime survivor; I've already maxed out many of the slaying achievements without trying at all)... and what there IS to do is indeed grindy.
Aestu wrote:
I think what GW2 lacks is a sense of mystery, danger and continuity. The world is big and expansive, but it just doesn't draw you in the way Vanilla did. There isn't a sense of a center nor remoteness (because all questing is uniform) and that defeats the player's desire to explore. The game world as a whole has a shared lore, but there isn't any sense of plot progression in the game itself. Perhaps the most serious flaw is that in that the game is designed for completionism, it makes itself unnecessarily grindy.
Agreed, and I also believe that they didn't follow through with the promise that events in the game would have any sort of meaningful impact on the zone. They are very short-lived and very similar.
Aestu wrote:
There isn't a sense that there is a place where the bad guys have the upper hand.
Spoiler (highlight to view):
Cursed shore/Orr is the only place that I thought the bad guys had the upper hand