It doesn't feel like advancing anymore
I have mixed feelings on this.
I think for the first half the story flows better. You don’t have any of those weird situations where one instance ends with a sense of urgency – your next task is to go and save children from the risen, or stop a bandit plot or save the queen from assassination – but you need to level up first so instead of doing that you go and help a farmer feed his cows or round up some lost dolyaks.
All the breaks occur at a point where you’ve finished what you were doing and then someone contacts you for help with a different issue. (At least in the stories I’ve tried so far, I haven’t played all of them yet.)
But I also agree that it was nice to be able to play through it at your own pace, to stop and start when you felt like it (and to be able to attempt it below the recommended level if you wanted to).
This way is better for story telling, but at a loss of the players freedom of choice.
And then there’s the second half…all the stuff after Claw Island, I’m not sure what they were thinking but I’m not sure I ever want to play through the jumbled mess it’s become.
“Life’s a journey, not a destination.”
See that’s the problem this patch solved. A new player finding out a story mission was to hard because of their level being to low, was to much for them to comprehend and grasp. Made them think to hard. So Anet step in and lock the story missions away until they reach a certain lvl so they wouldn’t be confused with the idea low lvl character vs higher lvl enemy = bad.
That and locking 90% of the game away from them.