Next up is our new level-up notification, which is a shiny badge that sits down where bouncy chests go now and pops up each time you gain a level. Clicking on this notification will open a brand-new reward screen. There are three major purposes for this level-up screen: to make gaining a level feel truly rewarding, showing you what you’ll get at the next level, and teaching important game systems.
Ok…so, does it give us a piece of equipment or loot we can use at that level each time we level up? Neat, but I don’t really care (especially as nearly all of my characters are 80 at this point). A “meh” impression from this.
For experienced players, most systems are still available as they are today; we will simply introduce these systems more gradually to new players and allow them to learn our game at a reasonable pace. For example, WvW and PvP will be messaged to players via the level-up notification system at levels 18 and 22, and the buttons in the top left will be hidden until then, but experienced users can use the portals in Lion’s Arch or use hot keys to access those game modes immediately. Once the buttons are unlocked for one character on your account, they’ll be visible to all future characters as well.
…Why? One of PvP’s nicest features was that you could do it regardless of your PvE level. Same with WvW, (although there’s really no point going there until you’re an exotic geared Lv70+, otherwise you’ll be slaughtered in a fight). Why gate those behind levels now? Was this a change people demanded? I mean, it doesn’t affect me, but I don’t see why it needs to be put in at all.
Some systems have been layered further along the leveling progression and will become fully unlocked when you reach those levels to help give players more time to learn the core game systems. For example, rallying from the downed state can be overwhelming to a brand-new Guild Wars 2 player. We’ve moved the downed state to unlock at level five so players have time to learn the basics of combat before they experience this system. We also made the downed state give you additional health early on to help make it easier to learn. As we layered in systems and new rewards across the levels, some other features like weapon swapping and skill slot unlocks have been moved a bit to fill in better with the progression of mechanics we’ve established.
First off, rallying from downed state (or trying to) tends to feel overwhelming most of the time anyway, especially in dungeons where it rarely happens without revival from someone else.
Secondly…why gate it at Lv5? I don’t get how running out of health and dying straight off before that is supposed to help them understand it better later. I just don’t.
We’ve also taken some of the systems that felt needlessly complicated or obtuse and simplified them to make them consistent, so leveling is the big way you gain new abilities. Our last feature pack also changed traits to no longer require going to a merchant and buying a book at each tier to unlock them; you unlock a tier for free as soon as you reach the appropriate level. Now, new skill slots for weapons will be unlocked for all weapons simultaneously as you level up. This means that if you pick up a new weapon for the first time after already unlocking multiple weapon skill slots, you’ll automatically learn the skills for that weapon, rather than having to learn each weapon’s skills individually.
No. The tier was unlocked for free, but the traits weren’t, gated behind tasks ranging from simple but sometimes obscure (find some chest somewhere) to tedious things like beating certain world bosses, champions, and 100%ing certain maps (I still haven’t forgotten about the 100% Frostgorge for an adept requirement, before it was taken out). The levels for the tier unlocks were also bumped up needlessly as well. Being able to change trait setup outside of combat and simplifying the points were good touches, but everything else the trait change did somehow turned out worse than the original system.
As for gaining weapon skills all at leveling up….that depends on what levels they pick for this. But once again, nothing seemed wrong or tedious about the way it works now (except for elementalist…unlocking for all those attunements was annoying!), so why change it?
Note: below the above quoted text is a picture showing the new leveling screen, showing that you apparently do get choices for a piece of loot/equipment eery time you level up. That is neat, I guess. Attachment below.