That also means theres no stepping stones, beat one you can beat them all.That also means harder content can't be beat by better items, but by player improvement.
Shorter PVE endgame.
Like if your kid plays football and you buy them a pizza after they won the game to celebrate.... totally not needed, screw them if they like football they shouldnt need/want pizza afterwards.If people need a carrot to do something they are playing for fun (unless people play for something else than having fun), it means probably it isn't that fun in the first place.
Human nature just doesnt work that way.
At first I wanted to mention the number of skills but I didnt.Don't confuse small number of skills available at any single time, opposed to having 80 skills, as simple, when you need all those skills to survive.
I like you realise that isnt what makes a gameplay simple or not.
In GW2 certain skills play together, ei Firewall + arrows that then light on fire ect.
But it looks like small time stuff, and most of the time GW2 gameplay just looks like buttonmashing mindlessly, even if it might have more buttons to push than some games
(or less in some cases)
In FFXI, some melee classes only had like 6 abilities, and some differnt weapon skills.
However the "timeing" of when you used said abilities, ment alot, as did when you used your weapon skills. You needed to memorise like 40 differnt weapon skill combinations between differnt classes, so when someone did 1 type of weapon skill, you could quickly follow it up with another that fit, for the weakness type of that monster (so a 3rd player like a mage could do a Magic burst spell). Usually that just ment people talked about things before they started the exp seasson and people teamed up to do these. However it was expected of people to understand gameplay mechanics and know what to do in a group.
Same with small things, like controll of your character and judge of distance when pulling monsters so you dont aggro more than needed ect.
Another exsample would be a Ninja, his use of Utsumi cycleing with shadows (how they tanked, they masked themselfs in clones that could absorb a 3-5 hits) and had to *count* how many times theyd taken a hit, then cancle the buff of 1 type, while reapplying another (while balanceing cooldown timers, and still keeping up with aggro generation and weapon skills ect).
It only came down to 2-3 skill abilities (to use Utsumi), however the skill needed to tank effectivly as a ninja was immense.
I played FFXI, trust me I dontThat is because you have a pre-conceived notion that only raids are hard content.
And Im all for challenges in games.
Im just not over the top fanatical about GW2. Im expecting to be disappointed because so many MMORPGs do (lately).
And the Itemisation system alone, is very close to a deal breaker for me.
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