The problem is that the art style hasn't changed since the first GW, despite the more graphics power available.
I don't like their shader, it's not very good, at all.
What shader? The game's graphics are only surpassed by Unreal 3 games. I sure hope by style you aren't trying to justify the disgusting, washed-out cartoon garbage western developers have been trying to shoehorn into 3d for years. GW2's biggest weakness is, as I stated, it's using BSP for cliffs. This makes terrain look ugly. There's also a
lot of animation problems. Like, indie-level animation problems. Basic shit like jerky transitions, misnamed attachment points, armor being weighted to bones, sliding feet, tons of laziness everywhere. But the rest of the graphics, despite most certainly not using any modern hardware, are amongst the best released so far.
I have never heard an MMO player complain about areas being too easy after they hit end game
The biggest related problem is that basically all MMO's punish grouping, and developers work their hardest to punish power leveling extra hard to make it as annoying to play with friends as possible. Guild wars 2 isn't very different from this mindset, but the grouping system is basically unmatched by other MMO's because mob tagging and loot distribution are gone. Good riddance. Revolutionary? Hardly. Something that should have been done years ago.
Even in the new wow there are some quests I could never complete on my own as a priest that my DK would have no problem with.
If we're talking soloing Naxx10, then yeah. But I don't know of any world stuff a priest can't solo in WoW. I'm pretty sure a ds10 geared priest could solo some cata dungeons like throne of the tides, if you're good.
I had a bit of trouble reading this because it isn't written well. But I have never failed to craft something in WoW (that being my baseline, and the reason I was asking for specifics is because I haven't played GW in a long, long time).
Guild Wars 1 didn't have a crafting system. Guild Wars 2's crafting system is relatively simple, the only thing is that the amount of materials is a lot larger than WoW and some stuff like cooking is significantly more annoying to level up than crafts in WoW as a result of that. Another thing that differs GW2 from WoW is the discovery system in crafting which can reward rather large amounts of skill points and experience. Not revolutionary, again, just basic shit games should have been doing by now (and have done to minor extents in other titles). I for one was not a fan of Aion's random chance crafting or Requiem: Bloodymare's chance to fail upgrades and shit.
This is the only unique thing your post and I think would be a good thing for other games to inherit...however...I assume it would severely screw up the economy of some games that value the rarity of nodes.
The economy right now looks almost 1:1 to WoW in that early game mats are excessively more expensive than some of the midgame mats.
I don't think Guild Wars 2 has a weather system. I haven't seen it in 75 levels on my Elementalist or 33 levels on my warrior. Some areas have pre-defined weather like rain but there's utterly no dynamic at all from my observations. This is the single point WoW has in its favor so far.
Oh yeah, and WvW is awesome. I die a lot to exotic geared level 80's though (which have a significant advantage over a upscaled lowbie), but the siege and stuff is great. Can't wait to see the two-week rotations and guild tactics flesh out.
Post has been edited 1 time(s), last time on Sep 9 2012, 4:33 am by IskatuMesk.
Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.