This patch was a mixed bag, especially with regards to the low-level zones and leveling experiences that were drastically changed, which is really what I want to address here.
The Good
-Initially I found the dodge-roll tutorial a little silly, but then I remembered the only reason I knew how to dodge-roll was because a friend had already taught me. I think it’s a simple, unobtrusive way of teaching the mechanic.
-The new compass is clever and actually rather cool. I do think it has gone a bit too far in pointing out POIs as well as hearts and the storyline, and I think it would also be nice if it could be toggled on and off as well, but in general, a neat little feature.
-Level- pop-up window is also nice. It nicely introduces the rewards chest/trait/etc feature at an early level and explains the perks of the next level rather than having it just show up without any player interaction.
The Not-So-Good
-The level-locked weapon skills. I ran a new character through a tutorial to see how it was, and it was frustrating only being able to spam 1 throughout the entire thing. Perhaps it might not have been so bad if it was one weapon skill slot per level, but having the 5 slot unlocked at level 10 and the 7 slot at level 13 looks to be quite grind-heavy. It makes low-level combat tedious, since you cannot really experiment with even your basic skills until level 10.
-the level-locked story. I understand this might have been an attempt to discourage keyfarming, but in the process, it hurt the story experience. When I began playing, I was not a big gameplay person and was rather drawn in by the story, and that’s what got me past the first few levels until I started to understand gameplay enough to enjoy it as well as the story. It was also a mini-goal, so if I was frustrated by the area I was in, I would continue so I could get to the next story instance. However, 10 levels to get to the first real bit of story seems a bit steep. Plus, it makes every 10 levels seem like a big grind, especially for story-driven players. Four levels was a large grind to get from instance to instance, but ten seems insurmountable.
-the combination of all the changes If you had changed one feature of the low-level zones and kept one the same, this might have been an alright patch. However, the combination of making low-level combat more tedious with limited skills, restricting story progression, and even changing hearts (I’ve heard of the infamous cow heart) removes both the fun combat aspect and the story aspect from low-level player experience. If all players receive for the first ten levels of hard work is the ability to finally use their weapons to their full extent, then it’s not going to be easy keeping people around past the first few levels.
The Summary
-new players may have a nicer walkthrough on basic mechanics, but the early gameplay itself suffers because of it.
-veteran players must now go through a tedious grind if they make new characters and have no way of truly utilizing their prior experience and knowledge to make their level progression easier because everything is level-locked (and the locks are steep).
(continued)