I can report the following:
The game can still be fun, and you can still get around a number of the restrictions if you already know how to play. Some of the features that are hidden I didn’t mind being gone. Other things like gathering I did miss, but I was able to purchase and use tools long before the level up notification. There are some issues with the changes, they are not game-ending but I think they need more work.
First, regarding story:
Level gating the story means that when you interact with npcs there is lack of continuity, as they will refer to you as “prize winner” (if asuran), etc. When you have not even been informed of a contest until level 10.
Also in metrica province, finding enemies of the appropriate level progression is completely unclear without the story guiding you first south, then north east, etc. The story used to give you a reassuring path- yes, this is a comfortable place for you to play. Without that I found myself quickly against high level enemies and without the help of my friend I would have become very discouraged, felt trapped, or forced to backtrack in a seemingly open game.
Second, regarding level up notification:
-Purely aesthetically, the animation and graphics are jarring, and sort of spook me and my friend when they ZAP out at you. (WHAPPOW YOU’RE 9)
Can also get cluttery when you’re getting additional chests/notifications.
-The information provided on the notification itself is simplified/vague to the point of saying nothing. Some menus just provide a link you click to take you somewhere else to learn. I thought I earned an unidentified dye, but apparently I had “unlocked” the dye menu, and I misunderstood this graphic entirely because I didn’t think to click on it for more info. I can see how this shows people around the interface but the notification itself is intrusive for how little it actually teaches. I think it was an attempt to be a text tutorial but they’re so fast/small/vague and easy to miss entirely that they are poor replacements for an actual tutorial.
-It’s easy to skip the notification to quickly get back to the game/clear your screen to see incoming action, resulting in- “what did I unlock..??”, feeling you missed something important without being able to check what it was.
Third, regarding story reward:
I received four staves within five minutes, two of which are essentially identical and both from story reward (so not random), image included. This is a lot of clutter and confusing, especially if you’re assuming a new player isn’t salvaging.
Fourth, weapon skill unlocks:
I found it more confusing to have my new skills unlocked without having ever used them. Rather than getting one skill at a time, suddenly I had 4 new skills without ever touching the weapon. Lot more information to deal with all at once. I think this change is a step away from user friendliness. I was also very, very bored with the high-hp starting boss when i could do nothing but click it and wait.
Last, about bundles- the fear of bundles has led to some convoluted work-arounds, and bundles will quickly appear later on, or in the case of some quests, you will be transformed and have a completely different skillset. My guess is that the goal is to avoid players having to read their tool tips. Whether it’s worth this tango to remove all bundles from early quests and then have them appear out of nowhere anyway… idk. It has just made some things less immersive and more tedious for the earliest levels.
tl;dr I found some of the changes fine, others work-around-able, and others seemingly incomplete or ineffective for the goals the dev team seems to have. The cries of “the game is over forever” are a bit too dramatic but I would like anet to work harder on true tutorials if they are worried about new player experience, rather than this somewhat sloppy and confusing notification system.