User blog:Tecku/TT: Top 10 Worst Things About GW2

It is time. With the new Gnome Trials upon us, I must now devote myself to discussing the darker side of GW2. This game is one of my favorite, but in order to fully enjoy it, I must acknowledge its flaws and well as its strengths. Join me now, as I talk about the worst of GW2.

This time, anything goes. I can talk about things from GW1, things that weren't brought over from GW1, bad new stuff, anything.

Runner Up: Trapping, Walling, and Flow

Okay, this one is hard to explain. Trapping and Walling Flow is my description of how traps (Spikeweed, Sonic Mine, etc.) and walls (Iron Maiden, Tackle Dummy, etc) have had trouble with the flow in the new maps. In GW1, zombies always attacked and plants always defended. This was reflected in the way traps and walls worked. Plants got big shields to seal off points, and high-damage mines to catch attackers by surprise. For zombies, the shields went to All-Star to be quick, short lived defenses, and Engineer got Sonic Mine to prevent attacks from behind from Chompers.

However, this has not carried over to GW2. Zombies have few mines to lock down the point, and plants with traps are almost useless on offense. In theory, a Cactus who makes it to the Herbal Assault point could lock it down, but in reality, the risk outweighs the reward. Now, this could be interesting if Herbal Assault and Garden and Graveyard maps were built specifically to cater to each flow, but they don't. I really do hope that if we gets a GW3, we see some alterations to this.