The Living Story is a continuation of the Personal Story. I don't see how you can view it differently.
Sales. When you sell a product to someone, you get money for that. That money is the sole reason for most companies, including ANet and NCSoft, to exist. All that they do is about money. Money. If you require players to have done all of the LS in order to do the HOT PS, you are not going to sell anything to players who want the HOT PS but can't be arsed to go through the few LS things that they actually can go through.
If ANet was to do that, they would not sell so much. This means that they would not get money. See above. Money is important to them. They will not do anything that would, say, cut the sales in half. Because that would mean a lot of money lost. Money.
Do you understand? Money. $$$$.
So what is a continuation of what doesn't really matter.
Late edit: I said it's like fractals in the sense that it's vertical progression that shouldn't hurt players that don't participate in it. Agony resistance doesn't have any place outside of FOTM and WvW rank has no place outside of WvW. Siege Golem Mastery doesn't affect your ability to kill Wurm, for instance.
Your ascended gear is not invalidated if you choose not to participate in these areas. And they can do a similar system with masteries under raid bosses. I hope that makes my point more clear.
What you said was "Think of it more like you have to defeat Teq before you can do Wurm. Or that you need a particular utility skill to defeat Wurm that has no place elsewhere but requires killing Tequatl first to unlock it."
This means that in that case, yes, Siege Golem Mastery would affect your ability to kill Wurm and you can only get Siege Golem Mastery by defeating Teq. And that would ♥♥♥♥ over anyone who just wants to do Wurm. It's quite different from fractals since anyone who wants to do FOTM level 50 but can only do FOTM level 10 can just go ahead and do FOTM level 10 since what's the difference.
Adding healing to this game introduces the trinity. Which is something they explicitly set out not to do. I was illustrating other core design elements (leveling) as analogous to the design choice to not have a trinity in this game as well. If you feel that high level gameplay is nothing but dpsing, then perhaps you need to look elsewhere for an MMO. This game is a lot more than just dpsing. It is just more subtlety defined than "I am your healer" or "I am the tank" or "I am the one responsible for cc'ing things."
See that one corner of the map where the boss can't hit people? That's the cc, and that means we don't need a healer. Sorry I can't hear the rest of your theorycrafting over all the DPS spam. Make sure you are wearing your best zerker gear.
I think it is a bit premature to tell me how the new abilities are going to be boring before you even know what they are? I think it is a bit of an oversimplification to state that every ability is just something that has a name, animation, and damage amount it does.
Not a single one of my abilities is only about damage, except maybe the autoattack, but even that has a larger purpose.
You have convinced yourself that this game is an oversimplification of what it really is because you can't stop comparing it to things you want that other MMOs have. The things you find not boring are the healing and what? Full on DPS rotations? To oversimplify, healing is just moving a healthbar in the other direction, and a damage rotation is just artificially inflating the length of time it takes to do those average dps numbers. Obviously I don't think this, but it is the same kind of oversimplification you are suggesting.
Your abilities as a tiger? Every class in the game have more abilities than the autoattacks on each weapon that is just about damage. You don't use all the weapons?
I would like to know why you don't think that healing means bumping up your health bar and why you don't think that forcing a damage rotation isn't artificially inflating the time needed for an encounter. I mean, that's what they by design are, but what are your reasons for thinking that they are anything but.
You completely misunderstand me if you think that I want GW2 to be a standard MMO. I hate generic WoW-clone MMOs and I see that GW2 could be the game to break the mold. So far it doesn't (it is completely degenerate and a WoW clone), and ANet seems to be dead set on keeping it that way. We'll see.
Map exploration is the lowest common denominator, which you don't even need to do to stumble into Wurm and Tequatl. But you're right to point out that the Zhaitan arc of the personal story was quite easy. I'd say the Mordremoth arc has been slightly more difficult, and that the encounters became more difficult as the LS2 progressed. What's wrong with the system is that it still allows you to "res-rush" a lot of the bosses to completion.
If they stripped away the achievement system and just slapped on a legitimate hard mode that had to be completed before you had access to an elite area with several Marionette/Teq/Wurm style bosses, HoT would have enough content to sustain the game for the next two years (which I imagine will be when the 2nd expansion hits).
LS has nothing to do with the PS... Unless you think that ANet is willing to give up a lot of sales to people who skipped large chunks of LS but still expect a PS storyline in HOT.
Phineas Poe, on 27 January 2015 - 05:28 PM, said:
The key is that they just greatly expand on what they have. And if they attach masteries to defeating raid bosses, they will have effectively added raid progression without alienating players that choose not to participate in it (basically the same as fractals).
Hardly the same as fractals. Boss 1 is a completely different piece of content from boss 2.
GW2 is nothing but dps classes. That is a core philosophy of GW2. No trinity. Healers and tanks are part of that trinity, and asking to introduce healers is tantamount to asking to remove leveling, Hotkeys abilities, or gear. These are core principles the game was founded on, and while you may feel they are more conducive to a good MMO, they are simply not things Arena Net will ever do, nor is it what most of the playerbase wants.
GW2 is doing better than most other MMOs simply because it dares to be different than other MMOs, especially the nameless titan. Any back-stepping to introduce things contradictory to their core philosophy is going to be seen by the public as just copying them and giving up on an ideology that has actually served them well.
I absolutely agree that GW2 is nothing but DPS classes, that's the problem with it. I will ask you to explain how adding a healer class would be tantamount to removing leveling though. Are there games with healers and levels? Hmm let's see... Yes, quite a few!
Not that that is the issue here, though. There are more components to GW2 combat than just DPS. There are skills and mechanics specifically for control, and specifically for healing and other types of support. Yet the overwhelming amount of high-level play revolves around DPS. The result is that of all the gear in GW2, of all the skills, all the possible builds etc., only a small fraction is ever used. And let's face it, diversity was already quite limited to begin with. The result is that the game is boring. Adding another component identical to existing ones won't make it more fun.
How is adding Greatswords with Necros not nearly equivalent to adding a new weapon entirely? You get brand new attacks, brand new skills, and a new playstyle just like you would with spears, or any other weapon. Whether it is packaged as a spear or a greatsword is irrelevant in my opinion. It isn't like they are limited in any way by the weapon. It just allows them to not add a large amount of art assets, allowing the team to focus on other expansion content.
For example, mesmers use greatswords as ranged weapons. It is awesome as hell from a visual perspective, and Arena Net can do the same with any weapons.
Adding greatsword to necros is adding a new weapon. But the attacks aren't brand new, unless you count name, animation and average DPS numbers as "new". There is no new playstyle either, because there is only one relevant playstyle in GW2 (two if you count ranged damage spam as different from melee damage spam).
Hobbesqt, on 27 January 2015 - 05:32 PM, said:
I am a feral in WoW for example. I dps, but I can throw a heal or pull aggro for a moment if I need to. I imagine the ideal GW2 environment as nothing but that. Does GW2 do that currently? No, but I don't see adding more defined roles is better.
But current GW2 is a mess. More defined roles (not locked roles mind you, but better defined) would help clear things up, and make GW2 be what you call ideal. As you say, currently it is not.