Guild Wars 1 fans.
The first game was gimmicky and broken garbage. Then GvG got added. Then GvG got rebalanced. Then the game was still gimmicky and broken, but every gimmick could be countered and out-strategized. Tombs pugs sadly still had to deal with IWAY and Blood Spike, but that didn't matter to GvG players.
Then comes GW2. All of a sudden, the same company that punished you for smurfing in the first game let's you join more than guild, completely destroying the concept and pride of having your guild tag/cape. Speaking of guilds, WHERE ARE GUILD HALLS? Picking your Guild Hall was a whole other layer of strategy in itself. Small group PvP is turned into capture point trash. Removal of a healing class infuriatingly limits build/group possibilities. Most importantly, the setup of s/tPvP didn't lend to actual strategy, but simply readjusting your splits to capture points or kill an NPC. Most points were just a 2v3/3v3/1v1 race to see who could cap and get their Retaliation Guardian on it first.
WvW is seriously fun. It has the elements that made GvG fun........except......by it being realm-based, you can't go in with your own group, and you have to deal with pugs leveling/blindly following the zerg/screwing up ninja attempts. I played on Sanctum of Rall, a tier 1 realm. I was one of the key Mesmers in one of the most prolific WvW guilds. Being the top in WvW requires a time investment akin to raiding, which GW1 players would rather not deal with.
There are an extreme minority of good GW1 PvPers that could stand to play GW2 for more than a month. It still makes me sad when I log in and see my guild of 80 something people that I had been high level PvPing with since 2005 completely grey. They were all high level NA GvGers and refuse to even acknowledge that this game exists......the sequel to a game that was unique and beloved by it's hardcore fans for years.
The first game was gimmicky and broken garbage. Then GvG got added. Then GvG got rebalanced. Then the game was still gimmicky and broken, but every gimmick could be countered and out-strategized. Tombs pugs sadly still had to deal with IWAY and Blood Spike, but that didn't matter to GvG players.
Then comes GW2. All of a sudden, the same company that punished you for smurfing in the first game let's you join more than guild, completely destroying the concept and pride of having your guild tag/cape. Speaking of guilds, WHERE ARE GUILD HALLS? Picking your Guild Hall was a whole other layer of strategy in itself. Small group PvP is turned into capture point trash. Removal of a healing class infuriatingly limits build/group possibilities. Most importantly, the setup of s/tPvP didn't lend to actual strategy, but simply readjusting your splits to capture points or kill an NPC. Most points were just a 2v3/3v3/1v1 race to see who could cap and get their Retaliation Guardian on it first.
WvW is seriously fun. It has the elements that made GvG fun........except......by it being realm-based, you can't go in with your own group, and you have to deal with pugs leveling/blindly following the zerg/screwing up ninja attempts. I played on Sanctum of Rall, a tier 1 realm. I was one of the key Mesmers in one of the most prolific WvW guilds. Being the top in WvW requires a time investment akin to raiding, which GW1 players would rather not deal with.
There are an extreme minority of good GW1 PvPers that could stand to play GW2 for more than a month. It still makes me sad when I log in and see my guild of 80 something people that I had been high level PvPing with since 2005 completely grey. They were all high level NA GvGers and refuse to even acknowledge that this game exists......the sequel to a game that was unique and beloved by it's hardcore fans for years.