Maybe it's just me but...
So this game has hundreds of skills/semi skills (aka cons, etc) and so on. I am trying to get into and learn stuff and be able to look at a hex/condition/enchant icon and figure out quickly from just the icon what the heck is happening to me.
I usually fail since if it isn't one of those dozens of skills that I haven't saw before is most likely one of the skills that was "balanced" and even if I knew what it was doing, it was most likely nerfed every other month or so.
So the only choice would be to hover the mouse on the icon of the skill when the enemy is casting it or on my enchants/conditions bar. And then spend some time reading the text. And by the time I finish probably figure that I died in the process. So that's not actually a choice. So what I can do is just *ignore* most of it, look at my health bar and degen and try to keep that ok.
So let's see. Anet says that they don't like the game skills system because it's too complex and has too many skills players need to be able to know. I agree, I've been playing for years now and there every now and then I see skills I had no clue that existed. But that is not the entire story.
Add to that a monthly nerfing system and if you look back since the beginning of GW you have thousands of skills and versions.
So even if you are experienced with the game and you take a month break when you come back most of the builds you used are good for nothing, skills have changed, wikis describing them are getting old and outdated faster than any community could keep up with (look at community sites with builds).
So there's a constant learning curve and catching up with changes both PvP and PvE. PvP may take it easier, but in PvE it's really not fun if you buy another character slot, level it up, upgrade its equipment to fit a specific task/farm and by the time you're all done the farm cannot be done anymore cause it was nerfed.
I do realize that this isn't a much of a problem for people that play 8h per day, but for casual players like me that get online maybe just in the weekends... trying to catch up is really exhausting and boring. I spend most of my play time catching up and changing armors and builds, than actually playing. So that's where the fatigue is coming from.
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Now to conclude. I would find normal that skills are being adjusted couple of months after a game is released because there are bugs in the skill design that were not uncovered, but for this to be a monthly thing going on for over 3 years after the game was launched... hmmm.
It seems that ANet employees have nothing better to do and instead of providing new content that would provide new exiting challenges by being tuned/vulnerable to a specific set of skills but very resistant to another.. they just randomize the current skills, see where that gets the players.
We fight same old goblins for years now, just the skills we used to do it change, which then in turn causes a chain that other skills need to change cause the change introduces even more "bugs", which becomes a never ending story.
But then again, I've come to believe this is the one biggest flaw of ANet designers. They never seem to think of areas of situations that would emphasize a particular set of skills. They probably don't even take into consideration builds when designing areas in either PvP or PvE. They just design something and expect users to figure out what works best.
That is completely wrong imo. I think they should all start with a build and go like: "so lets add an area (PvP or PvE) where this build and this tactic gives an advantage".
I even go as far that I think on all the mission wiki pages they should list a build for each profession that does a decent job. Not good, but decent. Just like a game *manual*. "If you want to play the paragon through this mission here is a decent build we suggest". With the note that it isn't the best way to do it, but it is good given what they had in mind for that area.
My suggestion to ANet: stop spending time at spoiling the fun of people that find a good farm build or whatever, and start working on content that makes other builds even more interesting and fun so people just give up the ones you don't like.
How would it be if doing a 3h dungeon in hm with a full people team would be more rewarding than 3h of UW SC? Right now 3h in a dungeon with 7 other people is a waste of time, you get like 2k and a crappy green. So if people do that they just do it as a guild sacrifice to help new players.
How would it be if normal play would be better in rewards than farming?
Personally, I don't enjoy farmings and short repetitive actions. I would enjoy better playing another profession on another toon, but the truth is that given the current state of affairs that is just a waste of time. The only way to advance my main toon is to farm, at this point. Quests offer a laughable gold reward, missions and dungeons are even worse, etc, etc.
So please spend more time offering people choices than nerfing. You're not addressing the core problem. It is not a problem of skills and builds that people can own the entire game with a single build (as ursanway or cryway), it is a problem of the game content that all areas are so much alike.
T


