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I'm not sure where the love for GW2 comes from, but I'm going to give my 2 cents of the game after getting 80 multiple times, dungeon running, crafting, world PVP and more.
Guild Wars 2 had a great deal of potential. It has beautiful artwork and great concepts to stem from. They had ability to tell a story to engage the player and do wonders for immersion, but it just seems undone.
First, there is no Guild Wars in Guild Wars 2. You don't fight other guilds, so you might as well just called it "Fantasy Land". You have no guild bases, so there is no rading of guilds, you can't even duel in the game.
The quest system of running around and exploring engaged me right away. Do a heart and get experience and rewards, seems great! At about level 40 you really never want to see another heart again, ever. They are no longer enjoyable and become even more repetitive than a normal quest system, because at least in a normal quest system you can follow a story.
The level capping so you can do whatever content you wish seemed like a great idea to play with friends when I'm lower level, but then I realized every zone I run through all the enemies want to kick my ass the same. This made me question the whole concept of leveling to 80! What was the point when at 80 all the level 30 content is near as powerful.
Realm vs Realm was annoying. Essentially it was Zerg vs Zerg, and PVPers know what I'm talking about. Bigger zerg pretty much always wins, and tactics are nowhere to be found. You sit beating on keep walls and doors for entirely too long and hope nobody kicks your ass while you do. It felt very much like the late Warhammer Fantasy MMO (RIP) which was dry in that regard. Only difference is you can setup seige equipment anywhere and it's a little more effective. It's also required for seige breaking. Yet the gameplay offered nothing over this. People sit on walls, shoot down at you, pour oil, you beat on keeps, kill keep lord, and it's yours.
The lack of class roles and variation is literally the most annoying part of the game and when you run a Dungeon this is where it becomes clear. Dungeons are sooooo much chaos due to this idea. A person pulls aggro and can't really take the damage so you end up getting knocked on your butt, pulled up, constantly running in circles and what not while your party attacks and waits their turn to do the same.
I could go on, the gear management and longevity are lacking as well. Especially when getting top gear takes a week.
Overall, lots of potential, but the devs don't seem to want to interact with the player base too much to get feedback and change things.