Now I think I'll find another game to play.
Most RPG's use levelling up to determine how strong your character is.
Guild Wars however made a level cap in which everyone is basically on par, and the weapons and armour as well all have a standard "max", nobody runs around with a rare sword ten times as powerful as everyone else's sword etc.
This was BRILLIANT and is what I LOVED about this game. NOW it was about actual skill, strategy, teamwork and player type diversity that determined success, not how many decades of your life you could sit there ringing in sick to work mindlessly hacking and slashing to gain the next level.
The makers of the game seemed to embrace this, and were proud of it, and they cultivated and encouraged player experimentation. THAT was the fun of the game. Trial and error, finding things that worked alright, didn't work, or worked great. Enhancing your character was now not reflected by stats alone, but playing style in all.
I've had some of the more unorthodox builds and received ridicule for them. I didn't care because they worked and I had fun.. Assassin archer, better than my ranger archer with more energy and critical strikes.. Paragon sword warrior.. Same armour so why not? Necro nuker etc.. It was good times but these days seem over.
The makers have decided to do a complete 180, orchestrating a complete and universal departure from the very principles they used to promote. And their tool for these counterproductive modifications: the dreaded nerf.
I've not noticed until the other day the extent to which they have damaged their game. I looked at my Necromancer and found there is now a limit to soul reaping! I'll admit soul reaping was pretty powerful but now it is useless; I'll get more energy back from inspiration magic. All three of my necro characters are rendered pointless.
And reading around on these threads I have noticed people referring to the discovery of a decent and successful combination as "abuse"! In other words, we did some experimenting, found a combination was a pretty good and viable one, and this means we have "abused" the game. In other words if you don't use the bog standard run of the mill conventional build then we need to put a stop to this.
One example, referring to fast casting used on secondary profession spells, the proposed nerf apparently to stop this "abuse" of fast casting?!?!?
In other words using the primary attribute the way it was intended is somehow wrong?
I thought the whole POINT of having the two proffession system was to mix and match between the two and to foster more diversity and fun in build creation.
No wonder why we see the same standard builds all day with no one venturing to think outside the box. Because this is what the makers apparently want.
WHAT IS THE POINT of me spending time experimenting, reading all these skills, shopping for new skills, playing with the attribute arrows, going out and trying these builds, making modifications to them, and then finding a build that hey, I actually like, this is both useful and fun to use, all this experimentation paid off, and feeling really proud of myself, having an absolute blast playing this character, only to log on the next day to find that the latest update has completely neutered my build and rendered my previously decent character as impotent.
I've also noticed that ALL of the classes seem to have been nerfed at one point or another. Due to alleged "imbalance", i.e. one class having an advantage over the other. How could there be an imbalance if ALL of them needed negative mods applied in order to acheive a balance? So they were ALL to powerful so ALL had to be downgraded? This makes no sense. Why not just make the monsters harder?
One more point.. The game already has a very steep learning curve. Constantly changing the rules all the time is going to frustrate the new players even more and simply scare them away.
In conclusion, I'm frustrated to the point that I'm looking for something else now. In a couple of weeks I think I'll have enough money to get Starcraft 2 so I should do that, and needless to say I won't be ticking the days off on the calander until Guild Wars 2, unless the makers vow to go back to what they originally did best, that is promoting a game which allowed for strategy and rewarded creativity instead of blending themselves in with every other RPG in the world, trying to force players into the traditional mindless hack and slash standard roles.
F

