-------------Act 1----------------
Ive always been one to appreciate a challenge, in games like Diablo, Battlefield2, etc, in a way that makes the game engaging and difficult to master, forcing you to employ strategy, and giving you great satisfaction when you overcome a problem or do something great with a new skill.
But the line is drawn at the point that a challenge becomes a frustration.
When I started playing Guild Wars, I was at first shocked and awed to find the post-searing world so darn difficult and intimidating at first. There was a real sense of doom in the towns, as everyone seemed to be in a mad panic to save the world, while scrambling to upgrade their gear before going back out into the perilous world. This was great. It had a great sense of atmoshpere, and the challenge was very welcome.
You could go outside and get into fights with monsters, barely win, and have to progress carefully, avoiding certain enemies altogether. To get to other towns, people would have to form running parties, and be run there by a higher level player with the right spells to actually stay alive.
So this was great. The atmosphere was awesome, and the sense of difficulty was a welcome challenge, requiring you to form groups before going out into the world if you wanted to survive.
-------------Act 2----------------
Now I'm at Kryta, and the difficulty has lost it's allure altogether. First of all, there's no more story. There's no more sense of doom, or motivation to save the world, or really do ANYTHING that actually has an effect on anything other than your stats. There's no more sense of people grouping together to survive and save the world. This problem began as soon as I finished the Ascalon Missions and moved on to the Ice areas.
Where once I was running from fearsome Charr and thought the world was going to end, the Charr are now owned, and I was running from ten times more dangerous things, which really, really turn me off.
Here's an example of what goes through my head. I just owned the Charr and saved Ascalon, then owned the Ice areas (I'm not sure why yet), and now here I am at the beach in Kryta, and I get pwned by a level 20 sea shell.
These sea shells are teh dangerous. Even when idling, they just sit there and cast spells on themselves. If you get in a fight, they cast spells that drain your health, slow you down, stop you from attacking, and they take longer than almost any other enemy I've encountered to kill. If there are two or more, I usually have to run, while being barraged by their ANNOYING spells. And then there are those large groups of Mergoyles that look like they fit the descrition of Level 1 target practice... but NOOOO.... if you mix them with a group of mighty Hydras, guess who wins? The Mergoyles and sea shells.
The Fire Imps... don't even get me started on why I can't survive more than one Fire Imp at a time... they look teddy bears, and I'm a Level 14 Ranger with a Animal Companion and a powerful, carefully selected set of spells and abilities. It's anyone's guess why they can kill a Level 17 Ranger (with the best gear available) in about 7 seconds flat when there are 3 or more.
------- ACT 3 ------
Now, I understand (or at least Ive heard in towns) that Warriors are like tanks, but what if you're not a warrior? (im a Ranger) And what if you cant get a group together?
What if you want to play alone? Does it make sense to have a few very hard, carefully selected areas that contain the super hard enemies that defend super good items? Why does every fight in the game have to be against enemies that pwn? Aren't special areas with special rewards supposed to contain the hard guys? And why are all the indigenous life forms like Level 20, spell-casting sea shells? I like having difficult Charr, but when I find a snowy landscape filled with random animals that can all beat the living crap out of the Charr, I say "this is just stupid. The game-world sucks now."
So, now that I'm in a Kryta, it has also been a LOT harder to actually get a group together... (or at least a grop that doesnt get owned by the Fire Imps and sea shells).
This brings me to another HUGE thing that annoys the crap out of me about GW... What if I don't WANT to go with a group now? If you party up or go with Henchman, the XP you get from killing enemies is cut in half PER PARTY MEMBER. This means an enemy worth 100xp would give you like 8... and since your Level determines how much XP enemies can give you, if you never spent GREAT deals of time going solo just to get XP from enemies, you're missing out!... because now you're too high a level to get any XP from those enemies, and you lost the chance (even though they would have pwned you anyway if you went solo)
I spent about 2-1/2 hours just going outside in Kryta to beat up Mergoyles *by myself*, and leveled up TWO TIMES! They're worth 80xp each. I just went outside, jumped 20 of them, went back to town, went outside, jumped another 20 of them... rinse-repeat.
If I go with a party, I may be able to finish quests easier, but the XP becomes meaningless, and so the enemies become meaningless, as if they were just there to annoy you with all their stupid spells, and slow you down.
------ ACT 5 ------
Another problem that I feel the game is absolutely overidden with are penalties, as if I can't be allowed to enjoy anything. Henchman take most of your money when it's dropped. Merchants offer PENNIES when you sell super expensive stuff. Runes that are +2 take away 50 Health (WTF?!!!),... It just seems like everything is designed with absolute balance in mind, which means that everything sucks.
It's not like in Diablo, where charms, runes, etc let you feel BETTER about your stats, and actually DO something significant, without applying some ridiculously annoying penalty that takes away the benefit entirely.
-
So, in conclusion, I just want to ask if anyone else shares these annoyances with the game. I am more interested in the opinions of rangers, monks, and people who have taken a hit from the incredible difficulty, and also might think the game is overidden with peeves and annoying design decisions, as I do.
I enjoyed the game very much up until now. I still enjoy it, but a very large, dark cloud is slowly overshadowing the gameplay, as I find myself not liking the story (or lack of story), being killed by very n00b-looking creatures that cast some of the most annoying spells imagineable, and having to share 90% of my Experience Points (and gold) with other party members, like Henchmen, as I set out to do yet another set of quests that are no different from the first 150, with the exact same rinse/repeat gameplay that's been going on all along, except that this time the game is really beginning to fall apart, because the story, freshness, and reasonable enemies are all gone.
Anyone else feel these things? I could write an entire book on how I would have handled this game (oh, if only I could design the expansion), but this is just the surface area. I think the second half of Guild Wars just becomes too disagreeable and arguable to be considered anywhere NEAR a perfect game, despite having a good start. Unlike almost any other game, this game leaves me with a profound sense of having MUCH to be desired, as I'm perpetually peeved by the inventory and stat design decisions, and all the shortcomings besides.
D

.
.
)