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GW2: Reloaded
I have tentatively begun playing GW2 again. After three years. Here are my (re-)impressions.
Getting back into the game, I am finally beginning to appreciate the concern designers have over the returning-player experience. Remember when Ghostcrawler and friends talked about not wanting to change too many things mid-patch? When I loaded into GW2 on even a low-level character, looking at the Skills page caused a moment of existential panic in which I desired to turn off the game immediately.

Just what I wanted: two hours of homework before playing.
Granted, I feel like the GW2 Skill system has always been convoluted nonsense, but it is especially weird now. Weapon skills are now tied to levels instead of weapon use – no more equipping a new sword and having to wail on easy mobs for 20 minutes to unlock everything, ala old-school WoW. So, that’s good. Less good is how the Skill system used to allow you to purchase skills from tier lists, but now they are unlocked in sequential groups. In other words, you usually have to unlock a bunch of crap to reach the skill you want, instead of picking it right away and then not having a use for skill points later. Then there are Specialization paths or whatever. Pick three of six specializations, each of which has three sets of three choices.
No doubt the system makes perfect sense for long-term players, but as someone logging back onto a level 80 character after three years… well, let’s just say that I fully understand why WoW was “dumbed down” the way it was.
Things are now a lot more account-based, which is also interesting. You still have to unlock bag slots per character because $$$, but now even things like gold are shared across all characters. Hell, the shop is even selling additional Crafting slots, so you can have more than the industry-standard two.

Things are looking a little, ah, different.
Magic Find was also turned into an account-wide deal instead of stats on gear. In a rather brilliant economic move, the only way to increase this stat is to destroy magic gear and consume the possibly resulting Essences of Luck in ever-increasing amounts. This neatly solves the Vendor+1c economic disaster GW2 had originally, all while providing an insatiable lust for dropped/crafted gear. Amusingly, it also squares the circle of the increasing amounts of Magic Find generating more magic items, as you simply destroy those too.
Actually, I feel like there is a entire post that could be devoted to this sort of design solution. Not necessarily the elegance of the Magic Find situation, but rather the kind of design which involves every player having a stake in consuming resources. I mean, look at WoW with all the junk greens and blues that drop. People vendor those all day, or possibly get them disenchanted and sell the resulting dust to either Enchanters or people trying to get cheaper prices from Enchanters. It’s easy to flood the market in those situations, because the demand is concentrated in just a small portion of the entire audience. And then, perversely, it’s nearly impossible to find usable gear at any given level because it’s never worth it to list on the AH due to low demand (and high fees). Lose-lose.
Meanwhile, the market for magic items in GW2 is effectively infinite – everyone has an incentive to get more Magic Find. And that’s a trick, because the majority of players will quit playing, never reach the cap, or whatever, but they have nevertheless drained the economy of those goods. It is the difference between everyone learning every crafting recipe drop they come across versus immediately putting it on the AH to be consumed by a much smaller fraction of players. The latter is the status quo, but the former neatly solves most of the issues that crop up in MMO economies without overt gear destruction.
Anyway.
In my brilliant foresight, I apparently cashed out all my gold before I stopped playing three years ago, so I have 1300 gems and like 8g. This is enough to apparently “purchase” Season 2 of the Living Story, which… makes very little sense to me. Did everyone have to purchase the second Living Story when it came out? Is it necessary to play? I’m assuming not, but who the hell knows in this weird-ass F2P Wild West. Given the horizontal progression touted by GW2, I’m not sure of the benefits. Skins, surely. Plus, you know, plot. But anything else?

Worth it? I’m guessing no.
It is actually kind of amusing, in a way. People gripe about all the planned obsolescence in MMOs like WoW, but GW2 seems to be the ultimate offender here. Lion’s Arch got destroyed or something, right? I’ve read about it, but I don’t think there is ever a way to see it. Unless it is in the Living Story bundle, perhaps. Someone might be able to breeze through the entire Mists expansion in WoW without leaving Jade Forest these days, but at least all that content still exists. In GW2’s sake, it is straight-up gone like a fart in the breeze.
The likelihood that I play GW2 long-term is effectively zero, as it is with any MMO I fear, but for now, it is something I’m playing. Luckily, I received something silly like twelve level 20 boosters and six level 30 ones, so I’ll be able to get a better feel for the classes without having to suffer through the painful low-level nonsense another half-dozen times.
And, hey, even if I stop playing, the game never had a subscription, so I could just revisit in 2019 and see (or not see, as the case may be) what’s new.
Guild Wars 3, Anti-Hyped
Jun 6
Posted by Azuriel
I had intended to make a post earlier in the week, when rumors that ArenaNet were planning a big reveal at Summer Game Fest began surfacing. But since things were going to be revealed on Friday, I figured I may as well wait. In any case, the rumors are true: Guild Wars 3 is a thing.
I could not be any less hyped. In fact, I feel negative hype.
The trailer is whatever. It’s fine. The issue is that this announcement effectively kills Guild Wars 2 for me.
Although I haven’t been posting too much about it, I have low-key been playing GW2 for several sessions each week pretty consistently. My goals have mostly revolved around completing the weekly Wizard Vault quests to earn currency to purchase some of the account upgrades in said Wizard Vault (bag slots, etc), with some farming routes on the side. From a game perspective, both of those activities were in service of working towards additional Legendary items to share amongst my characters. And remember, getting a Legendary means you never have to worry about that specific gear slot again.
…until there is an entirely new game that obsoletes all your work.
This isn’t my first rodeo – I’ve played WoW for more than a decade, and every expansion had green gear better than your raid purples. The continuity though came in the form of cosmetics/transmogs, titles, mounts, toys, Achievements,
a sense of pride and accomplishment, gold, etc. There will undoubtedly be Hall of Monuments deal wherein you can get some exclusive skins in the new game for having X or Y achievements in GW2, just as there was coming from GW1, but it is not the same.I dunno. People still play “dead”/maintenance mode MMOs all the time. Of all the alternatives out there, GW2 remains a fairly unique example of one where horizontal progression means you can indeed do most anything you want to as soon as you hit the level cap. If I were solely interested in exploration or drinking in the scenery or whatever, then there would still be a lot to like. However, I still prefer form and function, and if not for the hitherto meaningful function of Legendary crafting, I don’t see much marrow left on the bones for me. Nevermind how difficult it will be acquiring the hundreds of components of these items once the population winnows down, events fail for lack of players, and economy withers.
We shall see, I guess. Guild Wars 3 is going to launch into beta in Fall 2027. No word yet on any plans for future content in GW2 leading up to that (or afterwards).
Posted in Commentary, Guild Wars 2, MMO
4 Comments
Tags: Anti-Hype, Guild Wars 2, Guild Wars 3, Legendary, MMO, Planned Obsolescence