I tried GW2 when it first came as a WoW alternative.
I quit after less than a month because rolling around in dungeons due to no aggro management was stupid as fuck. Wonder is she had anything to do with that design.
A dungeon run was basically a WoW raid when the tank died, mobs running wild.
GW2's best features were in how alive the world was while leveling, something WoW would eventually copy with things like WQs. And jumping/exploring puzzles were kinda fun.
Once you had to actually engage with the content deeply and hardcore it fell apart, at least on launch.
It has aggro management. If I'm solorunning I go Celestial Druid (Staff/Longbow), and I'll aggro manage for pick-up parties and groups. Just because aggro management is ever so slightly non-intuitive (as in nothing says overtly "this skill draws aggro. This skill removes aggro") doesn't mean it doesn't exist.
I tried GW2 when it first came as a WoW alternative.
I quit after less than a month because rolling around in dungeons due to no aggro management was stupid as fuck. Wonder is she had anything to do with that design.
A dungeon run was basically a WoW raid when the tank died, mobs running wild.
GW2's best features were in how alive the world was while leveling, something WoW would eventually copy with things like WQs. And jumping/exploring puzzles were kinda fun.
Once you had to actually engage with the content deeply and hardcore it fell apart, at least on launch.
It has aggro management. If I'm solorunning I go Celestial Druid (Staff/Longbow), and I'll aggro manage for pick-up parties and groups. Just because aggro management is ever so slightly non-intuitive (as in nothing says overtly "this skill draws aggro. This skill removes aggro") doesn't mean it doesn't exist.
There is aggro management in raids, very hard high-end content. takes a while to learn all the stuff.