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There is plenty that is good about GW2 but I just found it overwhelmingly tedious. There are many reasons for this that I won't go into, but principally I never felt any sense of immersion. I put this down to the following: -
1) Lack of Quest Hubs: In many areas the mechanics just felt over simplistic. The hearts and the events were just a step too far in removing the player from any meaningful interaction with the game. You just role up and fill the bar, then move on. You don't need to talk to anyone or interact in anyway, you don't even meet the same people because you can just float around the tetris map aimlessly without any rhyme or reason. Even learning skills and combat were just too quick and simple; and simple= dull.
2) Lack of Defined Roles: Other parts of the game mechanics were too complex, such as the group setup, which required you to set the roles and the tactics and to communicate these with your team. Great if you have a regular group, but given that the rest of the game is so desperately casual this seems to be an odd anomaly, and results in the complete mess that are dungeons amongst more casual or uninitiated players or PUG groups.
In addition, given that all characters fundamentally do the same thing there is never that sense of being needed in a group, you are just a replaceable part. Also, the fact your skills are largely chosen for you juxtaposes awkwardly against the apparent freedom from defined roles.
Given the above, does anyone else feel that GW2 would have been a better game if it had retained more defined roles and more traditional quest hubs?
All the above is IMO so can we please avoid the usual pointless argument about this.