I've been considering writing an article on this subject for some time, it's an interesting one for me so I've decided to open it up for discussion.
We all have our own personal opinion in terms of what makes a "good" Guild wars player, some of us have higher standards than others, some of us are in it for fun and couldn't really care less if we're good or bad players. But something I think we're all aware of is the way the average players skill level seems to rise and fall over time, sometimes with the implementation of new features (particularly observer mode), or with the implementation of new skills, classes and game dynamics.
Something that seems to have really stuck out for me in the last few months or so is an alarming drop in skill level in the upper tiers of PVP play. I'd put this down mainly to the lack of incentive to be competative in GvG, and a less competative style of play in the 6v6 change to Heroes' Ascent. But it also occurred to me that perhaps the skill level of the mid level players is dropping too.
I'm seeing a distinct lack of "new blood" lately, it's been a while since I've seen a new team or guild that's actually gone out and impressed me. The idea of average skill level being on a constant downwards spiral is a worrying one. Over time it could lead to the dumbing down of the game and a lack of competition for veteran guilds.
So why do I think we're on this path? There's a whole number of reasons.
From public resources being full of misinformation and "bad" builds to the constant build up of requirements just to get into competative play. But I think the biggest problem for me is the inclusion of new skills in chapters 2 and especially 3 that require almost zero skill to play whilst still achieving very passable results.
Examples of these would be searing flames, sand storms, paragon party wide buffs, ritualist spirit spam, dervish. None of which take very much skill to play, but give mediocre teams some very dangerous fire power. The dervish in particular stands out to me as being a "dumbed down" warrior, lacking the finesse and skill required to play a good warrior in a top end game and yet managing to cause some very serious damage.
We've got RaO Thumpers tearing things up, we've got blinding surge eles constantly applying blind, no need to cover with weakness, just spam spam spam! Sure these are small changes, especially to those of us who were used to the slightly (but not very) more complicated use of enervating charge to cover blind on a target. But I think it's these little things that are making the difference.
Enchant removal? forget about it! just beat through the enchants with avatar of Grenth, no real need to shatter any more.
Avoiding prot to cause maximum pressure on a melee profession? Don't worry about that! Grenth deals with that too.
Trying to pull off a nice adren lead balanced spike? Well forget learning about kiting and placement, just shadow prison to the target and let rip. You've got spiritual pain backing you up now anyway, your casters don't even need a line of sight!
I think that with the addition of a truck load of new skills with each additional chapter, the designers are running out of new things for those skills to do, so rather than inventing a new kind of skill, they're either duplicating another skill and changing the numbers, or looking at what's strong in the meta and simplifying it into an elite that anyone can play with.
It's like looking at the game and saying.. "well people are needing to constantly spam blind with flashbots, how can we help them out with that?" and designing an elite skill around that premise. The result is the skill required to play the original build goes out of the window and just about anyone can play it to an effective level.
Whilst all these things mean that poorer players are now more able to compete with more skilled players, is that really a good thing? Shouldn't new players be able to stretch ahead of the opposition BECAUSE they're more skilled? Isn't attempting to reach the level of your betters the motivation behind making people learn?
I want to hear your thoughts on the subject.
Some questions to consider:
Where do you think the average skill level in Guild Wars is right now?
Do you think this is a good or bad thing for the game?
Why do you think it's at the level it's at?
How do you think you rate personally in relation to the average player?
How would you remedy the problem (if you think there is one)?
Have we begun to reach the upper level for the amount of skills the game is capable of working with?
Are new professions too easy to play?
I've mainly spoken about PVP here because it's what I know, feel free to discuss the PVE side of this. I'm interested in where the game is going as a whole and I'd like to hear how its evolving in terms of PVE also.
Thanks.
T

