The official forums seem to have slowed down a bit as well, although it's hard to specify a cause.
I'm pretty sure player numbers are dropping, albeit hidden by features such as the megaserver... but while it may be dying, it's a slow death, and the megaserver system means that if you're playing at peak times you're probably going to see a decent population regardless. While unfortunately I'd hesitate to recommend anyone to buy in at this stage, if you already have the game, there's no reason not to jump back in.
I've tried the new flamethrower on the engineer. It may be partly because I'm still using exotic karma armour from before that got reworked rather than, say, berserkers, but it still feels fairly slow to actually kill anything, even compared to other engineer builds using the same gear.
Hate to sidetrack for just a sec, but MAN, HUGE KUDOS to Blizz on D3. Thats my the other game i'm putting time into, other than when im in GW, running with guildmates. I am LOVING the changes they made to D3, since vanilla. The forums are still chaulk full of people who complain, but its nothing like it was back in vanilla.
Agreed. I'm still not actually playing D3 a lot, but eighteen months ago I wouldn't have hesitated to say GW2 was the better game. However, as Blizzard normally does, they've eliminated most of the problems with D3 on release and built on its strengths, making it a much bigger and better game then it was in 2012. GW2, now, I can't say the same for. There have been changes, some good and some bad (and we may disagree on which is which) but there just isn't any sense of massive improvement or advancement in GW2. Part of this is because D3 on release had more serious flaws, but beyond some QOL improvements GW2 doesn't really feel like the gameplay experience has changed much, while the D3 experience is miles apart from what it was in 2012.
Azure Skye, on 11 September 2014 - 02:31 AM, said:
i see criticism but i dont see anyone coming up with ideas with fixing them, we know that know that anet doesnt like how the starter areas were and the leveling process and your story are coming and how they are.
Whine but i dont see ideas to fix it.
Step 1: Undo what they did.
Slowing down the rate at which players get utility skills, downed state, and so on actually hurts more than it helps. These are the sorts of things that you want players to be able to acclimatise to while they're still in relatively gentle areas so they can move into the harder areas with those skills already developed. The harder the zone, the less you want to be asking players to be trying to assimilate a new mechanic while they're also learning to deal with stiffer opposition. (And that's without taking into account that players are now going into zones with proportionally less powerful characters until they do get those unlocks - combined with the trait changes, in fact, it takes until level 80 before a character becomes as powerful as it was under the old system.)
The better approach is removing things from the tutorial zones that new players can't handle. The Queensdale champ train was quite toxic to the new player experience, and putting a champ event (the neoss in Caledon, for instance) on a skill point in a newbie zone was just sadistic.