I wanted to post some constructive criticism of the play concerning the three Orrian zones. Having spent many hours there, I can say that the zones need quite a bit of refinement. My primary concerns are thusly:
Moving around in the zones is too difficult.
The map is, relatively speaking, solo-unfriendly.
The information about blocking DE’s for the zone meta is poor.
I’ll go over these one by one.
First, movement. Now, when I say that the zone is difficult to move around in, this is both singling out the map itself (this place has been on the bottom of the ocean for 250 years? It definitely seems like it) and the way DE’s interact with waypoints.
The map is very twisty and has a great deal of points to get to, that aren’t really all that obvious looking at the map screen itself. For example, the large “plain” from the shrine of Lyssa southeast to the rally waypoint and the shrine of Melandru in Straights of Devastation is pretty easy, but the areas around are very circuituous. It takes a good while to move around, and the the dense placement of mobs, many with slows or CC make it worse. It is definitely a test of your situational awareness to move around the non-zerg areas without excessive aggro. I realize this is probably intentional. However, it’s also pretty inconvenient, and the game typically removes things that are “inconvenient.”
The mob density causes ancillary problems as well, which I’ll touch on in a moment. What exacerbates the map’s slow movement is that it is frequently the case that waypoints are simply unavailable because of the contested state. This means that if I want to see why a waypoint is contested, I have to determine my route through a twisty, non-obvious map, and face the prospect of wading through a great deal of aggro.
In short, it’s bad.
This leads to the next point: The maps are solo-unfriendly.
I realize this is also intentional. The whole kit of these zones is that this is the stronghold of power for Zhaitan, and that you shouldn’t …well, one doesn’t simply walk into Orr. That’s a lore/thematic thing that I totally understand.
The practical problems are pretty irritating though. For example, we’ve been in several other zones at this point that are central to a given race’s power, and they still afford a feel of “I can do something as an indiviual to push this stuff along. Just not everything.” Renown Hearts are really the center of this. Naturally, there are no renown hearts in Orr. So instead of being guided in a natural progression around the zone, I…can’t do much. Enemy NPC’s holding friendly camps are essentially impossible/very very difficult to solo. I can’t push forward most DE’s because of the amount of standing aggro plus event spawns. I HAVE to find a team, and that’s that.
Honestly, I would be totally fine with that if the team gameplay were something exciting and natural. Unfortunately, the systems actually get in the way here. Allow me to explain.
Since there are no renown hearts, there’s no natural “funneling” going on in these zones. NPC’s will tell me, for example, about the three invasion points on the Orrian side of Straights of Devastation. However, I can’t see the state of these pieces of the meta event past the small amount of instruction given in the current meta update. So if I’m at, say, the Sentry Waypoint, I have no way of determining what the current blocking event or hotspot IS for the northern invasion; any such orange circles and their corresponding descriptions are literally out of my range.
That is really the crux of the issue with these zones. There simply isn’t enough information. The answer to the question “Where can I go, right now, to make the most difference?” is essentially unanswerable without asking in chat. I can’t think of another zone where I have to ask chat “Hey, what’s going on right now?” It’s Really Bad.
Further exacerbating the issue is that, even if I know WHERE I want to go, I probaly can’t GET there because the waypoint most convenient is contested. And I have to ask the question “why?”
(edited by Tanhorechi.7631)