Ojikes, on 23 December 2012 - 12:45 PM, said:
Jumping puzzles, mini-dungeons, dungeons, Dynamic events ( not so fun after a while.) Map completion, Legendary and more..
I finished all the jumping puzzles and mini-dungeons, ran most of the dungeons including several of them dozens of times each, completed enough dynamic events because they're literally in every aspect of the game such that I've reached the point that they're "not so fun" (and they're "not so rewarding" either), leveled originally via map completion before farming karma in WvW, I'm totally turned off by sPvP and tPvP (but have been a huge enthusiast of boxed PvP in previous games, so it's a design issue I think), I have enjoyed fractals but the amount of runs required to get any rewards out of it far exceeds the amount of times running it can be considered fun, and only started working towards a legendary last month but see it for what it is, that being a massive TP-grind.
Amongst that litany of complaints, there's two issues which stand out to me. The first is the legendary weapon issue; because actually farming for materials is so inefficient, it turns out to be a massive grind of whatever the fotm gold farming spot is (last I heard it's still spark farming in malchor's, but I can't confirm it hasn't been nerfed). Even locations which offer relatively "high" drop rates for the materials are still less efficient than farming for gold and buying from the TP. You'll need gold to buy the precursor, because that will never drop, and you're exceptionally lucky if you ever find one. All told, it's hundreds of gold, farmed entirely from a short list of locations. You're welcome to take your time, but so far every nearer-term item has required the same mats, and it's unlikely you'll ever craft it within the gear treadmill timeframe without either farming explicitly for it or by RMT. It's important to remember that not only will we be seeing additional ascended pieces (and who knows how shiny they'll be), but we're sure to see expansion content, likely with either new weapon types and associated legendary skins or new legendary skins for existing weapon types or both, especially since we've been guaranteed a level cap increase (which may not even grandfather in existing legendary weapons after they've already been grandfathered into ascended tier stats).
The second issue is with sPvP and tPvP. As I said, I've formerly been a huge enthusiast of boxed PvP, as recently as last year in TOR. As limited as many players felt TOR's boxed PvP was (Frogdog crushed!), GW2 boxed PvP manages to be even more limited. This really confuses me, as I always understood GW to be both PvP oriented and heavily instanced, which to me sounds exactly like boxed PvP (I never played it, so I don't know). Further, we've seen some relatively creative designs in the exclusive event sPvP maps, and yet still traditional sPvP is highly limited. Add some seriously IMBA class design, and the whole thing comes across as out of place from a company that supposedly did PvP well.
Edited by Millimidget, 23 December 2012 - 09:41 PM.