In this thread i wanted to discuss a bit of the imagination that tickled everyone from beta till now.
Since i had a reall vision on what i expected and what i got.
Well, let me tell you, as a gw1 veteran the first things that came to mind was the same type of playstyle, progression wise in the endgame but even bigger and better.
I thought that ‘The mists’ was some desolate place where only the best of the best eventually COULD get to. Where there where special dungeons specificly made for hardcore people with loot ‘reall heros’. Someone who just got to lvl 80 could never reach this unless he/she learnt the game inside and out/ got certain ‘map’ completion achievements. That it was the place where you needed to travel through some open world pvp(wich in the end became WvW irl), but had to be really carefull, Where you really needed to showcase what you got to proceed to the ‘hall of treasures’ where behind lots of mobs/dungeons/bosses and various different un-WPable points there where some guys who sold some special loot (legendary equipment) and with un-WPable points i mean you had to play for atleast a couple of hours through some epic dungeons/mobs/bosses and when you had to go you could get to a camp and logout there to do the next part the day after that. But you actually had to commit to that 1 piece of adventure. So it’d actually feel like an adventure and not something you could just WP to.
Like a progression dungeon with open world resting places to go to the next area. Aka gw1 style storyline but with less WP.
I thought jumping puzzles where instanced things you had to do to get to some really interesting/rewarding points like a camp where you could learn some recipe noone would ever get unless they travelled through that JP (account bound).
I hoped for the idea that i would get stuck at some point (like a really hard boss/dungeon etc) So id have a reall challenge to learn some mechanics or needed a really good group where every member was tested (split party dungeons) to proceed.
General idea was that i thought endgame in gw2 was the entire learning experience youve had with JP’s dungeons and bosses from 1-80, where crammed together into 1 blob of hardcore content where you needed to know exacly everything the game had to offer. like Do dungeon :Starting with a jumping puzzle with a long route and rest spots to some kind of split road scenario where you picked either the mining field with 5 rich orichalcum nodes or the imba boss noone knew howto defeat. (choices for ppl who want gold vs ppl who want challenge)
What i got was literally everything i wanted but… in seperate content. Wich in the end was kind of a dissapointment to me. But expected sort of.
I really love the aspect of an open world with gw2 unlike gw1. It feels like a one of a kind propper PvE fast-skillbased MMO . It gets you going when you decide to find a party who DOESNT just use a WP to go somewhere but actually travel the world through portals and caves on foot. Once i learnt that WP’s where totally ruining the immersion i came up with my own ‘questline’ (go on a map with commander tag and first guy who gets to me needs to show me the way to the nearest town/bank without WP and id give some exotic over the top loot with the special agreement that we’d do all the events that come in our way)
At that point i realised how magical Gw2 was. I hope everyone gets to experience it once mordermoth destroys all WPs for a few weeks in LS. Then everyone will complain and after those few weeks the reall adventurers would come!