Fully agree on the gameplay part. It's much more engaging to actively play through story parts, than waiting for a cut scene or dialog to finish. Gw does this very good (in most cases).
Ravi
It feels wierd that they are not removing duplicate runes and that special stuff like boon duration stays on runes. This makes the system more complex to see through and potentially creats very powerful runes compared to the rest.
For me it's also the variety. There are some tasks that I do every day, like fractal cms and sPvP and other stuff depending on my current goal.
I get your point, but this would be a to drastic change for a core mechanic, that is tied to so many other things. How do other stat bonuses affect this? How are base values designed? Are there different scalings for the different classes? What is the use of legendaries if stats are freely selectable?Gw2 is a pretty old game and I'd rather not change the way stats work as a base concept.
A different game (like a successor) could definitely try different concepts, like you mentioned. Just like gw2 is different from gw1.
Another thing I like about the current stat system is the simplicity (even though it is complicated by runes). The fixed stat combinations totally remove that part from the theorycrafting and make gearing much easier. Get Berserkers gear and you can play almost every power build. Get Vipers and you play condi. No need to get that specific item from this one boss, that is only used by reapers.
Your system reduces the need to grind gear (can be good), but increases complexity to find optimal stat combinations.
The GW1 system was still very different from what you described. You could spend points on skill groups, rather than increasing raw damage or crit chance.
This would definitely be a drastic change, that would invalidate alot of things. I would rather see this as a concept for a potential gw3 .
I don't see why we need runes at all in the new system. Just put the stats on the usual armor pieces and we are good to go. Everyone will use the same astheir armor anyway.
That's the beauty of gw, just switch between characters anytime you want. I'm regularly switching between ranger and thief. Also played holo for some time and could do it without leveling and gearing a character for a few weeks.
They probably don't want them to mix with engineers. With the Soto they are adding maces. For future updates I think they will first add other offhand weapons like sword or even focus.
If you don't like the bows check out the axes, they are great for both damage types.
The patch dropped my golem dps by about 4k. Still good for qdps though (27k, no food, unrefined rotation)
Guildwars rangers are very different from hunters of other competitors. They are more like druids in many regards, that are close to the nature. Using high tech weapons doesn't really fit their theme.
On a side note: the colour tint at the fight is very annoying. I'm playing specter and the shroud 5 skill usually creats a yellow aoe circle, while opponent effects create an orange circle. The tint makes it impossible to differentiate between those two colours. This makes it very hard to see if you are about to wipe your team.