Guild Wars 2 Extra Credits – F2P Is Currently Broken

And then to an actual pay to win game that caters not only to casual whales but also hardcore whales. Maplestory.

Sure, you might say that Maplestory isn’t a pay to win game, that you can get entirely to endgame without being “funded” (not entirely true, as long as we’re talking about GMS, and yes I have played on KMS where it isn’t pay to win).

The reason why Maplestory is pay to win is because after a certain point, to improve, you must spend real money. It is technically possible to improve through drops, however you’re relying on RNG drops that are intentionally low to the point of non-existent bar that one guy everyone is yelling at, to have a chance, just as low, of improving your items.

The reason why not all Maplestory official servers are pay to win is because in KMS (I have not played JMS or TMS or EMS or MSea, although I hear bad things about TMS, EMS and MSea) basically every event shop comes with these pay to win items, meaning it’s entirely possible to “create” a godly weapon over time. It’s not reliant on super low RNG (although it technically is, since you are still re-rolling your stats, but so are the people that pay real money) and it isn’t unreasonable to obtain.

And for the casual whales, they have “gem store outfits” which you can put on over you clothes to improve you visuals. There are some items that give stat advantage or gameplay advantages, such as pets who can loot, buff, and even use potions for you. However, they are also attainable ingame as drops. In KMS, the outfits are permanent (bar the ridiculously cheap sales which are about 1/10 of the price and last for 365 days). In GMS, the outfits last 3 months (last I checked) at the same price. Additionally GMS used to (still does, maybe?) have skill books that required you to use the gem-store equivalent to purchase them as certain classes, meaning that if you were playing those classes you could not progress your skills past a certain point, thereby creating a paywall. In KMS, the skill books were not implemented in the gem store and were released as boss drops.

Do note that KMS came out before GMS and is the furthest out of all Maplestory servers. It has also been the most fair of all Maplestory games, even though Nexon has a lot of sneaky schemes with the game. A LOT. I can keep going on about how Maplestory is bad (even KMS has bad, I just didn’t touch on it).

Tl;dr: GW2 is not P2W, not even with the Watchwork Mining Pick. I bought one and while I do admit that it is silly that it has an advantage over all other mining picks, it isn’t pay to win. If they change it, I will be fine, although I would like to ask for a refund because I bought it specifically for the fact that it has an advantage since I have a legacy Molten Pick. Just my few cents… or dollars, I guess..



The Future Of Low Risk High Reward Builds In Guild Wars 2

With the latest installment of the skill bar changes, I am voicing my concern for the future of pvp in GW2.

I fear that low risk, high reward builds are a bit disenheartening, and while most of us complain about P/D thieves or turret engis, anet isn’t doing much to make higher risk, high reward builds more viable than their low risk high reward counterparts.

The biggest offender I see in for the future is PU mesmer. Right now, it is regarded as the most toxic build in the game, and anet is buffing it with torment on autoattacks. Thankfully, its overreliance on stealth will still cripple it in higher level spvp, but we didn’t need this build to gain more condition output.

The adrenaline changes will likely make more warriors thanever cling to their longbow for condition clearing, as cleansing ire procs will be less reliable with other weapons, and the longbow apparently has the best adrenaline generation of any warrior weapon (correct me if I’m wrong about that).

P/D Thief is in a similar position to the PU mesmer, and now many could run venom share instead of maxing out trickery or shadow arts to provide group damage benefits with their buffs.

D/D elementalist is another low risk high reward build, albeit with a higher skill cap than most of the others, and I’m glad that it won’t be facing any major changes, although staff ele, a more complex build may be less viable without meteornado. Turret engineer seems to face a minor nerf, and other than that will remain a somewhat braindead build.

Finally, spirit ranger, a build said to be cheesy for spamming 1 while being in a perpetual state of evasion and protection. With the new axe, their mightstacking potential with a celestial amulet and appropriate runes, or a more condition focused build, will beanother low risk high reward build. I am more okay with rangers getting crazy might stacking, because D/D eles pretty much ousted spirit rangers out of the meta, and now with might, they’ll be able to compete for that team support role more, albeit with lower mobility. And with axe being so great in that patch, the issues of autoattack spamming with shortbow will likely disappear.

And then theres the necro and guardian, and we don’t know entierely what they will get guild wars 2 gold, but I’d be kind of sad to see buffs to minions or spirit weapons made viable.

The builds a tend to run in pvp right now are glass S/F ele, glassish power necro, and some hybrid/condition ranger with traps or spirits. S/F ele is very high risk, high reward, while powernecro is barely even viable and simple at that, while the type of ranger builds I play will be extremely buffed by the new axe, while I don’t think the longbow changes would entice me enough to make a high risk high reward ranger build.. since it barely works compared to thieves, mesmers, guardians, or eles with that mindset.

What are your thoughts on the future meta, given that most of these changes effect underused skills and traits, many of which will remain underused, or simply encourage low risk-high reward builds to flourish?