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Many others enjoy it for exactly what you find as bizzare and bad.
Can't speak on crafting, I've never enjoyed crafting in any MMO, so I straight up ignored it here.
If you enjoy PvP then no need to go grind for gear, just go play and have fun. If you enjoy PvE you have your choices of open world, meta's, raids, strikes, fractals. If you enjoy crafting and playing the market then it's serviceable and can be all you do in-game.
For most players they mix and match. Maybe they might go do the Drakkar dragon meta, then go hit up the daily fractals before a buddy calls them in for a an organized raid in WvW and then cap off the night just being chill and doing some map completion or screwing around in a random map. No matter what they choose they're still making gold, or currencies, or progress towards something. Your goals are your own choosing.
If you don't find any activity fun then this might not be the game for you.
Well what is the point of anything in a video game? It's all just infinitely reproducable digital items that will eventually wash away in the sands of time. An MMO is just a recreational fun toy, nothing more nothing less.
This makes me wonder if the game is for you or if you need something simpler.
Otherwise, I don't understand your question. Do you have a specific question?
This is pretty silly. I'm playing the game specifically because it does have at least a LITTLE engaging gameplay meat and to it, and the fairly low number of options and low variations available on any given class is hardly grounds to wail about overcomplication. It's much more an issue that everything is such a package deal than that there are a few different packages to pick between. Be patient and learn to play the game in front of you. Don't expect to instantly pick up everything at once. Enjoy the journey rather than say the rest of us shouldn't get to have as much fun.
Those are there to waste inventory space and consume player attention. Anet loves to consume inventory and leave players getting less if they don't invest attention in knowing and jumping the right hoops. Not defending them, just you're acting like this doesn't make sense. It makes perfect sense, it's just purposefully anti-player. Like the new 10 year celebration stuff: sure, it would be trivial to put that new currency in the wallet like lots of other currencies, to to put it in material storage like lots of other currencies, but instead they chose to waste inventory and make us manually track and move around the new currency. That's celebration to Anet: wasting just a little bit more inventory, just because.
Is it ever anything else? Crafting is a blight across gaming, and no one thinks there's any chance Anet would leave that player time/resource sink untapped.
The point is insuring PvP is actually about PvP and not about gear vs gear. Y'know, fairness and all that. WvW uses gear in a PvP context, so you have options for both ways available.
The point is to have fun as best you can around the crap the dev puts in your way. I enjoy playing, and by that I mean I enjoy the various gamey acts of using abilities to fight enemies, and exploring and playing in lots of different spaces. My characters are fun to fight enemies with and have nicely different ways of being engaging to play.
If you wanted something super grindy, I'd recommend basically any MMO out of Asia.
IDK what you are asking - it sounds like you aren't pacing yourself and are trying to figure out every faucet of the game before you've even interacted with it. Just worry about what you are doing, don't worry about what you aren't doing until you start doing it.
And my advise for the many currencies would be to simply ... ignore them. You will usually only need like 2 or at most 3 of them at a time while you're doing something. They recently even merged all of the 8 dungeon currencies into a single dungeon currency. You can worry about if you have enough of some currency once you need it. And when you get a currency you currently don't care about, just ignore it and be glad you got it for when you maybe want to use it later.
And abotu it not beign like WoW and not aggroing much lower level enemies ... that feature woudl be entirely useless in GW2 since they never are much lower level than you since the game always adjusts your level so that you are not much overleveled for all the enemies. Even a lvl 1 enemy can always kill you when you are too careless, even when you are at lvl 80 with ascended gear. Admittedly very careless but still, enough veteran or even a champion enemy will still always be an at least small threat.
And yeah, the heart 'quests' are often quite boring and repetitive, but at least you never have to talk with the quest giver. The base game has way too many of them, luckily they become a lot less common after central tyria. And in general they're rather irrelevant, they're mostly needed for map completion, so later on you won't do that many of them anymore. Unless you want to craft really many Legendary weapons, since map completion is required for crafting them.
Also, about weapons ... I play an elementalist ... I have 4 different skills with every single weapon. Though I guess usually I don't have very similar skills on the different elements, so no reason to put any of them on the same number ... only having 2 weapons to switch between sounds like weirdly few skills to me.
Btw ... I think the order of the skills was very simply determined by the cooldown of the skills. So their effect was pretty much irrelevant for that, they probably simply wanted the players to know that the higher numbered skills simply need a higher cooldown. So some weapon might have a weaker or shorter fear skill than some other weapon, so they're on different slots.
The weapon skills is actually one of the strong aspects of the game. Each class uses their own weapons uniquely so not one class is similar to another. For example, one class can use a staff as a typical magical weapon while another class will beat you in the face with it. Underwater combat is pretty fun once you understand your weapon skills and can be pretty intense especially in WvW.
Different currencies for different maps and modes. It is pretty straight forward as you learn more about the game. Many of the currencies are also crafting materials for powerful gear as well.
Crafting can overwhelm you at first, but it is easy to pick up and is quite good to take advantage of even early on if you decide to. But it may not be for everyone which is fine.
Amulets are standardized stats so no one has the advantage to one another. Your builds and skills matter most.
I played Vanilla WoW and what intrigued me was end game (did some PVP, but mostly PVE). As my guild progressed through end game, we had to work towards obtaining gear to progress in raids and to go to the next raid your guild had to have such and such capability. After a while Blizz nerfed the entire game. Leveling, raids, attunements, reputation, all became easier. In Vanilla, for example I had a gnome with a horse mount. I was like 1 of 2 people on our entire server who put in their time (or wasted my time..although i really hated the mechanical chicken?) obtaining the exalted with stormwind. Then later on it became something you could do in a night. It took me weeks. But at least it felt like an accomplishment.
This is not accurate. When I see people on mounts they still agro mobs. I run past the mobs just like someone on a mount (can use the Locust thing which increases speed).
If the weapon options were significantly different it might make sense. But they aren't. I have a staff and a main hand/off hand. Because 2 spells have different name, they are still the mechanic "fear". Then there say some kind of "silence" a mob can apply to me, and it switches my current weapon selection but after the "silence" ends it doesn't switch back. That's just **** annoying. Again, if you see a huge variety because some attacks are named something different, LOL OK.
If we could pick and choose and re-order them it might not be so bad, like whatever the difference between the left and right bars. The right bar, I can choose many different things. Why not the same on the left?
It's weird because I get it's supposed to be an open ended game. But then there's this and that that's not. Why can't I configure my weapon skill bars? Again, not necessarily asking for an answer, more like does this really make sense.
I just don't think you understand the game well enough and that's fine. In this there are no hard holy trinities and you can build classes to suit your playstyle or party needs. The weapon swapping and main/off hand allows you to create combinations that make sense for your specialization. If you're a tanky supportive specialization then weapons that provide defensive and supportive effects would be better for that build. Also, having multiple fear options isn't a bad thing since Fear is useful in PvP and also in PvE encounters due to the defiance mechanic. I can't tell you that you're wrong -- but there's definitely a reason to the system. You probably don't have enough experience with the game to realize the utility and that's fine.
You almost never see any of the currencies unless you're in a vendor that uses the currency. All the other stuff is tucked away in your wallet. But things have actually gotten better over the years -- they've been condensing currencies more recently. There used to be way more than there is now.
One thing a lot of people say (and I agree) is that in games like WoW you only get better with gear and levels. In this game you get better by actually getting better. There's a low ceiling for gear, the top tier levels of gear aren't very far apart in terms of stat percentages, so everything comes down to your ability to play the game effectively.