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Guild Wars 2 worth it?

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Comments

  • ReizlanzerReizlanzer Ashland City, TNPosts: 452Member Common

    It's the best "world" to just do stuff in, but if you want to have goals and end game objectives you're gona just end up farming and grinding a lot because there is no better alternative. Once you've seen everything, it's worth logging in to see the living story sometimes.

    I've got a 100% world clear (Has done every possible map objective in the entire game) with 100% puzzle clear (Has seen all the hidden jumping puzzles) and none of it has stuck with me.

    The only things that really ever hit me in any meaningful way were Liadri the Concealing Dark and Mad Kings Clocktower. They were extremely challenging and fun, but ultimately (they are not in the game anymore either) they were public but solo. Most public events that look really cool, and attract a lot of players are just a meaningless zerg fest. Dungeons are neat, but ultimately they are just farmed for gear skins. Fractals get challenging but require an absurd amount of grinding to be able to get to the point when they are actually hard. The Mists (WvWvW) is neat unless you are on an off hour for your server or the opponents at which point it is impossible to make a real difference, or conversely find a real fight.

    sPvP or the battlegrounds would be fun, if the builds were a little more forgiving and you could be successful with your favorite play style but instead you will be shoehorned into a fotm build in order to matter.

    I personally dislike every class in the game, none of them have a play style I like. You will likely not share my distaste.

     

    I will probably never play the game again even though I started out loving it because of the amazing beta events and polished starting areas. The game has a good hook, that is for sure.

    People think it's fun to pretend your a monster. Me I spend my life pretending I'm not. - Dexter Morgan

  • RzepRzep warsawPosts: 716Member Uncommon
    MMO content for a one time price. Of course it's worth it.  Each class different from the other, solo content, small group content, large group content, large scale PvP, regular content updates, regular events, great community, focus on exploration, decent crafting, cash shop that has nothing esential.
  • OculatusOculatus AurePosts: 29Member

    I have been playing the game on and off since start (bought a CE). This game is incredibly stable, detailed and you got tons of stuff to do and the endgame can be very challenging, and some even impossible with pugs, so I think it is something for everyone here, and imo defiantly worth the money.

  • TohcixTohcix SonderborgPosts: 13Member

    Yeah I cant say it's that great either.

     

    I have a lvl 42 engineer, and no matter what i do, i get the feeling of being underpowered, not able to kill anything although i try to stay on level with my gear.

    And since you get de-leveled when you enter lower level stuff, it's a slap to the face again.

     

    Honestly I cant recomment this game.

     

    I loved Guild Wars 1, but GW2... no cant do it.

     

    Necromancer pets are pure shit, they cant handle anything and the damage they deal is pathetic, truly useless.

    I spend more time summoning pets, then anything else.

    Am i playing the class wrong? no idea, but the way it feels when i play, is to just give up. She is lvl 25 or something.

     

    So how all the classes is at max level i have NO idea, but if you need to be lax level to really feel the power of a class, then thats a fail right there.

    image
  • Gaia_HunterGaia_Hunter BristolPosts: 2,828Member Uncommon
    Originally posted by Tohcix

    Yeah I cant say it's that great either.

     

    I have a lvl 42 engineer, and no matter what i do, i get the feeling of being underpowered, not able to kill anything although i try to stay on level with my gear.

    And since you get de-leveled when you enter lower level stuff, it's a slap to the face again.

     

    Honestly I cant recomment this game.

     

    I loved Guild Wars 1, but GW2... no cant do it.

     

    Necromancer pets are pure shit, they cant handle anything and the damage they deal is pathetic, truly useless.

    I spend more time summoning pets, then anything else.

    Am i playing the class wrong? no idea, but the way it feels when i play, is to just give up. She is lvl 25 or something.

     

    So how all the classes is at max level i have NO idea, but if you need to be lax level to really feel the power of a class, then thats a fail right there.

    You can't just leave the damage to your pets.

    And necromancer pets have been buffed recently.

    You need to make sure you pick up traits that buff your pets.

    It is also the first time I heard people complaining about necromancer pets in Open World PvE - they aren't that great in WvW and Dungeons.

    I'm currently level 45 or so on my necromancer and the only pet I use is the Flesh Golem (it is an elite available for 10 skill points at level 30) and he is quite good.

    The rest of my strategy involves using staff and wells for AoE and buffing my Death Shroud which allows me to not only deal quite a bit of single target damage but also be hard to kill.

     

    About the engineer - bomb kit, grenades kit and healing turret. Pistol/Shield. 

    Buff those bombs and grenades (if you want to be lame you can even buff the bombs to heal). Engineer Shield is really fun and powerful.

    Engineer is pretty good at going toe to toe with champions in world PvE.

    Currently playing: GW2
    Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders

  • DeshaneDeshane ManchesterPosts: 11Member

    It's the best MMO for me atm, WvW system is really addicting!!!

    just give it a shot :)

  • thunderCthunderC miami flPosts: 472Member Uncommon
    Long story short, the leveling expierance from 1 to cap in this game is great, the endgame not so much..... Is it worth the price of the box ? Without question! Will it keep you around for the next 3+ months and be your new MMO obession ? I Highly doubt it...
  • IPolygonIPolygon ViennaPosts: 707Member Uncommon
    The game is awesome for the box price. You cannot get a better deal than this. Don't expect it to replace your current addiction and you won't get disappointed.
  • VolkonVolkon Sterling, VAPosts: 3,788Member
    Originally posted by ASVP

    Games like Rift are games that I feel like I'll have so much fun with but I end up getting bored by level 20. But for Guild Wars, it's more of a playstyle that I feel like I'll enjoy because it seems really fun, but on the other hand I hear lots of people don't like it overall and it's way too easy. 

     

    Anyone who owns this game can tell me is it honestly worth the $50 and is it actually fun? 

    Thanks

     

    Heh... these forums are particularly toxic to successful games like GW2, so take what you read with a grain of salt. Is it worth it? Definitely. It's the best MMO out there (my opinion, of course) by far and an absolute blast, and there's no subscription fee leaching out of your wallet every month. You definitely will get far more than your money's worth.

    Oderint, dum metuant.
    image

  • BetaguyBetaguy Halifax, NSPosts: 2,590Member
    Originally posted by ASVP

    Games like Rift are games that I feel like I'll have so much fun with but I end up getting bored by level 20. But for Guild Wars, it's more of a playstyle that I feel like I'll enjoy because it seems really fun, but on the other hand I hear lots of people don't like it overall and it's way too easy. 

     

    Anyone who owns this game can tell me is it honestly worth the $50 and is it actually fun? 

    Thanks

     You can have my account. I just recently bought it for the second time and couldn't stand it for more than a day. PM me and save your 50 bucks.

    image

  • stevebombsquadstevebombsquad Orlando, FLPosts: 843Member Uncommon
    Originally posted by Gaia_Hunter
    Originally posted by stevebombsquad
    Originally posted by Gaia_Hunter
    Originally posted by stevebombsquad

    The game did lose a lot of players after launch. That is the reason they went to the two week release schedule for the Living Story. They had evidence that it was bringing some people back. They then stated that the game was growing "slowly but steadily." 

    Actually, Living Story was announced in October 2012.

    The growth of players they talked about was around January 2013.

    The 2 week Living Story release was around April 2013 or something like that, after the players complaining 1 month was too long to wait tof the new Living Story. Then they complained 2 weeks was too fast.

    Actually....No. 

    The two week release schedule was an attempt to maintain current players and most likely to bring players back. Here is a link: http://guildwars.incgamers.com/blog/comments/guild-wars-2-player-base-continues-to-increase

    I actually commend ArenaNet for doing it. They realized they had an issue and tried to fix it. They are trying to give players something. It may not have turned out quite like they expected, but at least they did something. Lots of other companies just let their games move on to life support. 

    Actually... Yes.

    http://www.twitch.tv/mmorpgcom/b/358339359

    Transcript from dulfy.net from the MMORPG,com MMOFTW 18 January 2013.

    http://dulfy.net/2013/01/19/gw2-colin-johanson-mmorpg-livestream-transcript-jan-18/

    "How are things going in GW2?

    • Interesting life cycle in a MMO – once a MMO comes out, you immediately become a MMO service provider. Once a MMO launches, you have that peak concurrency right off the bat, then population drops down and it settles into the core player base, then that core population slowly decline every month after that.
    • If you look at EVE, WoW, those are great examples of games that settled into their base population after launch and then every month start to grow a bit. All the other games that weren’t as successful hit their base point and started to drop off a bit.
    • We actually hit our base point with GW2 where for a month we saw the same login numbers and every week for the last 5 weeks it has being slowly going up and that is really exciting for us.
    • We are the fastest selling MMO ever made – to get to 3 million copies (maybe not including China). The game is doing better than we ever imagined it could

    Where did you guys think you would be after launch at this point?

    • We definitely didn’t expect to have this many sales, this many concurrent users, this many logins. Our goal is to hit our base user and then build on that every month and have it go up. We definitely seen that.
    • The actual sales and actual numbers are much higher – a big chunk higher than where we thought we would be right now. Can’t say the details.

    How is the Black Lion Trading Company working out?

    • In GW1 we had a really small live team because the game wasn’t big enough to generate a consistent revenue. The gems/micro-transaction based model allow us to have a much larger live team in GW2, allowing players to see much more content on a monthly basis.
    • Our live team in GW2 is 15-20 times larger than the live team in GW1."
     
    It is good to know it was still increasing by August 2013 and it matches my in game perception even though there has been several complains about "the game direction".

    Unfortunately, my link is a little more current than yours so it is probably a little more relevant. There is quite a bit of time between January and August and the statement in the link I posted is quite clear. 

    James T. Kirk: All she's got isn't good enough! What else ya got?

  • Gaia_HunterGaia_Hunter BristolPosts: 2,828Member Uncommon
    Originally posted by stevebombsquad
    Originally posted by Gaia_Hunter
    Originally posted by stevebombsquad
    Originally posted by Gaia_Hunter
    Originally posted by stevebombsquad

    The game did lose a lot of players after launch. That is the reason they went to the two week release schedule for the Living Story. They had evidence that it was bringing some people back. They then stated that the game was growing "slowly but steadily." 

    Actually, Living Story was announced in October 2012.

    The growth of players they talked about was around January 2013.

    The 2 week Living Story release was around April 2013 or something like that, after the players complaining 1 month was too long to wait tof the new Living Story. Then they complained 2 weeks was too fast.

    Actually....No. 

    The two week release schedule was an attempt to maintain current players and most likely to bring players back. Here is a link: http://guildwars.incgamers.com/blog/comments/guild-wars-2-player-base-continues-to-increase

    I actually commend ArenaNet for doing it. They realized they had an issue and tried to fix it. They are trying to give players something. It may not have turned out quite like they expected, but at least they did something. Lots of other companies just let their games move on to life support. 

    Actually... Yes.

    http://www.twitch.tv/mmorpgcom/b/358339359

    Transcript from dulfy.net from the MMORPG,com MMOFTW 18 January 2013.

    http://dulfy.net/2013/01/19/gw2-colin-johanson-mmorpg-livestream-transcript-jan-18/

    "How are things going in GW2?

    • Interesting life cycle in a MMO – once a MMO comes out, you immediately become a MMO service provider. Once a MMO launches, you have that peak concurrency right off the bat, then population drops down and it settles into the core player base, then that core population slowly decline every month after that.
    • If you look at EVE, WoW, those are great examples of games that settled into their base population after launch and then every month start to grow a bit. All the other games that weren’t as successful hit their base point and started to drop off a bit.
    • We actually hit our base point with GW2 where for a month we saw the same login numbers and every week for the last 5 weeks it has being slowly going up and that is really exciting for us.
    • We are the fastest selling MMO ever made – to get to 3 million copies (maybe not including China). The game is doing better than we ever imagined it could

    Where did you guys think you would be after launch at this point?

    • We definitely didn’t expect to have this many sales, this many concurrent users, this many logins. Our goal is to hit our base user and then build on that every month and have it go up. We definitely seen that.
    • The actual sales and actual numbers are much higher – a big chunk higher than where we thought we would be right now. Can’t say the details.

    How is the Black Lion Trading Company working out?

    • In GW1 we had a really small live team because the game wasn’t big enough to generate a consistent revenue. The gems/micro-transaction based model allow us to have a much larger live team in GW2, allowing players to see much more content on a monthly basis.
    • Our live team in GW2 is 15-20 times larger than the live team in GW1."
     
    It is good to know it was still increasing by August 2013 and it matches my in game perception even though there has been several complains about "the game direction".

    Unfortunately, my link is a little more current than yours so it is probably a little more relevant. There is quite a bit of time between January and August and the statement in the link I posted is quite clear. 

    In January they were increasing their player base even before releasing any Living Story.

    So basically you are saying they went for 2 weeks Living Story releases because they were losing people before that.

    That 2 week release started in May or June.

    In the article it states about the population drop after launch, not after the release of Living Story in January.

     

    The reason they went for two weeks release Living Story was due to player feedback saying that they finished the Living Story content in a day or two and then had to wait a full month.

    Of course now they are slowing down the releases and allowing each individual release to stay longer, with the last content release dated from 10th of December.

    Again that is due to player feedback.

    Currently playing: GW2
    Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders

  • stevebombsquadstevebombsquad Orlando, FLPosts: 843Member Uncommon
    Originally posted by Gaia_Hunter
    Originally posted by stevebombsquad
    Originally posted by Gaia_Hunter
    Originally posted by stevebombsquad
    Originally posted by Gaia_Hunter
    Originally posted by stevebombsquad

    The game did lose a lot of players after launch. That is the reason they went to the two week release schedule for the Living Story. They had evidence that it was bringing some people back. They then stated that the game was growing "slowly but steadily." 

    Actually, Living Story was announced in October 2012.

    The growth of players they talked about was around January 2013.

    The 2 week Living Story release was around April 2013 or something like that, after the players complaining 1 month was too long to wait tof the new Living Story. Then they complained 2 weeks was too fast.

    Actually....No. 

    The two week release schedule was an attempt to maintain current players and most likely to bring players back. Here is a link: http://guildwars.incgamers.com/blog/comments/guild-wars-2-player-base-continues-to-increase

    I actually commend ArenaNet for doing it. They realized they had an issue and tried to fix it. They are trying to give players something. It may not have turned out quite like they expected, but at least they did something. Lots of other companies just let their games move on to life support. 

    Actually... Yes.

    http://www.twitch.tv/mmorpgcom/b/358339359

    Transcript from dulfy.net from the MMORPG,com MMOFTW 18 January 2013.

    http://dulfy.net/2013/01/19/gw2-colin-johanson-mmorpg-livestream-transcript-jan-18/

    "How are things going in GW2?

    • Interesting life cycle in a MMO – once a MMO comes out, you immediately become a MMO service provider. Once a MMO launches, you have that peak concurrency right off the bat, then population drops down and it settles into the core player base, then that core population slowly decline every month after that.
    • If you look at EVE, WoW, those are great examples of games that settled into their base population after launch and then every month start to grow a bit. All the other games that weren’t as successful hit their base point and started to drop off a bit.
    • We actually hit our base point with GW2 where for a month we saw the same login numbers and every week for the last 5 weeks it has being slowly going up and that is really exciting for us.
    • We are the fastest selling MMO ever made – to get to 3 million copies (maybe not including China). The game is doing better than we ever imagined it could

    Where did you guys think you would be after launch at this point?

    • We definitely didn’t expect to have this many sales, this many concurrent users, this many logins. Our goal is to hit our base user and then build on that every month and have it go up. We definitely seen that.
    • The actual sales and actual numbers are much higher – a big chunk higher than where we thought we would be right now. Can’t say the details.

    How is the Black Lion Trading Company working out?

    • In GW1 we had a really small live team because the game wasn’t big enough to generate a consistent revenue. The gems/micro-transaction based model allow us to have a much larger live team in GW2, allowing players to see much more content on a monthly basis.
    • Our live team in GW2 is 15-20 times larger than the live team in GW1."
     
    It is good to know it was still increasing by August 2013 and it matches my in game perception even though there has been several complains about "the game direction".

    Unfortunately, my link is a little more current than yours so it is probably a little more relevant. There is quite a bit of time between January and August and the statement in the link I posted is quite clear. 

    In January they were increasing their player base even before releasing any Living Story.

    So basically you are saying they went for 2 weeks Living Story releases because they were losing people before that.

    That 2 week release started in May or June.

    In the article it states about the population drop after launch, not after the release of Living Story in January.

     

    The reason they went for two weeks release Living Story was due to player feedback saying that they finished the Living Story content in a day or two and then had to wait a full month.

    Of course now they are slowing down the releases and allowing each individual release to stay longer, with the last content release dated from 10th of December.

    Again that is due to player feedback.

    He states in the link I posted, "We ended up thinking that if we got to making these updates more often then players will stick around longer...." You of course are welcome to believe what you want, but this is pretty much it..... Of course it is based on feedback as they had evidence that players logged in more often with each release....

    James T. Kirk: All she's got isn't good enough! What else ya got?

  • Gaia_HunterGaia_Hunter BristolPosts: 2,828Member Uncommon
    Originally posted by stevebombsquad
     

    He states in the link I posted, "We ended up thinking that if we got to making these updates more often then players will stick around longer...." You of course are welcome to believe what you want, but this is pretty much it..... Of course it is based on feedback as they had evidence that players logged in more often with each release....

    I guess having a month with no release since 10/12/13 means they want players to stick less time?

     

    Currently playing: GW2
    Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders

  • grimalgrimal Stamford, CTPosts: 2,873Member Uncommon

    It's a fun game, but for me the game was rather short lived.  I think the overwhelming hype on this game really had a lot of people thinking it would be more groundbreaking and have a greater playerbase than it actually did.

    I had a lot of fun for a couple of months but then I grew tired and haven't had even the slightest impulse to check it out again.

  • loulakiloulaki PatrasPosts: 918Member
    its worth even for a sub ...

    image

  • marsmercermarsmercer Smyrna, SCPosts: 24Member Uncommon

    I would say "Absolutely"! It has more inherit value than many subscription games. If you are a player of Guild Wars, it is an adequate homage that has you constantly reminded of Old Tyria. It took me some time to get into, but after the sixth or seventh hour (according to Raptr) then I was hooked. I love the Living Story and combat. I wish sieges and pvp (wvw) had more relevance. I will check-out The Elder Scrolls Online when it comes out due to the promise of three faction pvp. At the moment, splitting my time evenly between GW2 and Rift--now if I only had time for my wife and kids :P

     

    image
  • simpliussimplius nakskovPosts: 1,043Member Uncommon

    IMO, yes

    the immersion is great, many hours of fun for a few $$

    its not PERFECT, but pretty close

    the downside, for me, are  the dynamic events

    they make a lot of builds/playstyles invalid

    giving the player the option, to turn off those events, would prolly boost the playerbase by 10 %

     

     

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