This release has been decent in my eyes since it at least changes things up. The LS mobs/events aren’t just tacked on to an existing zone of little consequence, they actually change a zone completely. Escape from Lion’s Arch is a step in the right direction, if Orr had been done in a similar fashion it would have been much much better. The transformation of the city is incredible and creates the atmosphere of war.
The problems though are with the events themselves. Most of them are just waves of trash mobs, which got boring months ago. Now I fully realize that you need trash mob events but there needs to be variety to offset the grind feeling. There needed to be a bit more structure to events and their chains. Currently I can see an escort event pop(lighthouse, moa, ogres) and by the time I even get there it’s over.
In my mind the way things should have gone is upon entering the first event for each entrance would be establishing a base of operations or a safe area so to speak. The 3 defense points that already exist work in this capacity already but you don’t capture them and they don’t feel like base operation area’s. The operation area’s would be constantly under attack dishing out a reward every 2-3 mins you defend them. Meanwhile other events would kick off, 1 for each of the 3 area’s. That way it’s never escort the XXXX, Escort XXXX, and stop the deployment all at the same time in the same area. Every 10 minutes or so there should be a boss event at the defense locations that becomes the only event running in that area.
The deployment of miasma should be a 2-3 part chain, the first part being scarlets forces have been spotted carrying a miasma tank stop them before they reach their target, scarlets forces have reached the target stop them from deploying it, and they have deployed the miasma destroy it! Obviously the first part would have the enemies spawn at random locations and path towards a target, this would split up the zergs into searching for the enemies.
To further develop the feeling of being pushed out of the city the events should get harder, right after the boss event is a perfect time. Now instead of stopping 1 enemy group deploying miasma you have 2. More mobs could spawn at escorts or the NPC’s could have the crippled debuff, which would give players the option of removing it or applying swiftness. Clearly harder bosses or multiple bosses. Once a defense point is lost and miasma fully deployed it should be gone for good.
Other changes would be no heirlooms. This just dilutes the population and they make zero sense. Most of the rubble piles are in off the beaten path places where citizens would never have been with heirlooms. It just feels tacked on for achievement hunters and brings nothing to the experience and actually takes away from it considering the scenario. When you have half the population running around sewers and caves looking for heirlooms it really kinds of takes away from the whole city in peril, rescue everyone thing.
The citizen rescue thing needs to be made into an event as well instead of a constant vague meta, It just isn’t very informative or intuitive in it’s current form that it is how you get the good reward. Make each event rescue 100 citizens, so if all 3 areas complete it that’s 300 citizens and make it run 4 times in the hour and there is your 1200 citizens.
Rewards should be better. Currently we get a lot of tokens (Shards, found belongings) but the rewards for them are bad. The marionette cyphers at least gave decent loot for a lot less work if I may say so. The best you can really do outside of the 1200 rescues is the endless quaggan potions and they really aren’t great loot for a lot of people. Let people turn in 25 found belongings for a “good service” bag that drops the same loot as the cypher chests. Make citizens give bags as a thanks for rescuing them.
If I had to sum it all up I’d say that the atmosphere is amazing but gets wasted due to hastily thrown together events and poor reward scheme.