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These are my main issues with Guild Wars 2, and why WoW is going to remain my main game:
When compared to WoW:
1. Less ability to become the best and show it off.
-sPvP isn’t competitively ranked.
-One sPvP game mode (Huge issue).
-sPvP gear can’t be worn in the real world and real world gear can’t be worn in sPvPland.
-sPvP colors my armor (Minor).
-Enemies don’t see my character name.
-No gear/build/achievement inspection or achievement linking.
2. Combat is boring and takes little skill (Yes, WoW’s combat does take more skill; much more in fact. And I’ve gotten Gladiator so I have experience):
-Attacking consists of mostly auto-attacking (Been the same on Guardian, Mesmer, and Elementalist in both PvP and PvE), and this is due to a mix of the following:
-Not enough attack skills.
-Not enough attack skills with a small enough CD.
-Not enough attack skills with enough superiority over auto-attack to be worth the risk of using.
-Not enough skills overall (In WoW I have about 35-40 skill keybinds and I use each and every one of them).
1. Not enough sandbox elements.
2. PvE is separate from PvP.
-I’m mostly a PvP player so this is why this is a big issue for me. I want my PvE to be intertwined with my PvP. I want to go all around the world and see the landscapes and fight dragons, all while doing mainly PvP activities. Instead I’m stuck in the hideous mists (They really could have designed that place aesthetically better and more diverse). But to their credit they do add some PvE elements into WvW and sPvP, but they’re rather boring.
3. Not enough compelling “alternative to normal combat” activities.
-To their credit, they tried with their “activities”, but they’re too basic and simple. WoW’s new pokemon activity is an example of a good alternative activity.
-I think the key to the perfect MMO (At least for me) is having a robust sandbox game with a huge multitude of themepark-esque competitive/ranked PvP activities.