Personally I think HoT overall is pretty decent. I like parts of it a lot. It also has some serious flaws. A lot of people have made countless forum threads about these so I won’t go into to much details. Instead I want to look at what makes a good expansion to a mmo and I personally believe one of the best examples is actually the first gw1 expansion Factions. I realize some may find it comparing apples to oranges since gw2 is a different beast than gw1, but as both are the first expansions to their respective games it also seems logical to compare them.
1) The number of zones: Currently HoT has 4 zones, 12 max if you count the multiple tiers. (though canopy and underground aren’t nearly as big as the main) Factions has 4 distinct regions, all with a ton of zones/maps. Included here is a link to just one of the regions Kaineng Center just to give a small glimpse of the major difference.
http://wiki.guildwars.com/wiki/Kaineng_City
I’m not even going to bother adding up all of the maps/zones/outposts/missons/challenge missions/pvp zones etc for each of the 4 regions, but as you can clearly see from just one of them the huge difference in the size of the expansion.
2) Story. Personally I loved the story in factions. Shiro is an iconic legend that still has influences today, everything from Kormir becoming a human god and the revenant invoking his powers. While the story was not received as well as say Prophecies (the core game) Nothing really compares to prophecies story, the searing alone had huge emotional responses for a lot of people that still linger to this day as many gw2 players side with the separatists and still don’t like charr. But we aren’t comparing the factions story to prophecies we are comparing it to HoT. I actually think the story of HoT is one of HoT’s stronger points, except that it could have been a lot bigger (again the size of the expansion) Failon at one point says “you know little of the nightmare court, we seek freedom and mordremoth is worse than the pale tree.” A lot could have been done with that. Including a temporary alliance with them to bring him down, later betrayed of course by them. Just an idea, but fleshing out the story more would have helped. Maybe see Braham actually become a dragon hunter instead of just alluding to it. Maybe have the choices of say mission 1 of helping the sylvarri or not go past mission 1, but instead unlock different missions for a bit much like gw2 core’s “my greatest fear” mission line. In one of the last missions in factions each class gets buffed by a dragon and not like a “might buff” but each owns unique skills that were very awesome and fun to play. Similar to HoT’s mission with the egg where you get a few new cool skills to run away with. Well what if we got a mission like that but we got to fight and enjoy it, different cool OP skills for each class. Like in gw2 core game where we retake that island, one of which got to channel balthazaar and got awesome op skills and made it a very cool and unique mission. Something like that for each class would have been very well received. Or what if we got to see more from the sylvarri’s traitors point of view. Currently we just see them as traitors. But technically since mordremoth made them the ones fighting for the pact are the real traitors to him. In the same way as the humans worship their gods or the asuran believe in the eternal alchemy, or the norn their spirits. Someone like a tragic hero fighting for mordremoth with good intentions and ideals would have been very interesting. Like the random dwarf that fought for the god Tash in the last narnia book. Again just throwing out ideas I’m just saying the story had so much potential if it was just fleshed out more. Instead of what many people are calling it as a “living story” that we would have got anyways.
3) PvP: With factions we saw a huge upgrade to the pvp system. We saw new match types for casuals and average players with very different type of map objectives. We had 2 faction specific maps that had completely different gameplay mechanics as well as alliance battles that were extremely popular for years even for pve players that normally didn’t care for pvp.
4) Classes: Factions introduced 2 new classes, the assassin and the ritualist. The assassin being the forerunner to the modern day thief and the ritualist according to the books being a forunner to the modern day guardian (along with the warrior and monk) Don’t get me wrong the revenant is pretty cool. And adding in elite specializations helps. But in reality its still not even close. GW Nightfall also had 2 new professions the dervish and the Paragon, both highly requested in gw2. Elite specializations may “change” the way professions play and give them more options but so did the hundreds of new skills in factions, if anything that had much more of a major change. Speaking of skills.
4) Skills: According to the wiki gw factions had 570 new skills total.
http://wiki.guildwars.com/wiki/Guild_Wars_Factions#4_distinct_regions
(scroll down to see it)
Now with gw2 each new class has what? 3-5 maybe. Along with elite specialization changes. That’s nothing compared to the sheer amount of skills in factions. Granted again different game different combat mechanics, but adding a few wells for say the mesmer and a shield is still very small in comparision. This doesn’t even factor in the fact of having dual classes and the countless combinations that brings since again different battle mechanics. Still worth mentioning though.
5) New weapon and armor skins. I haven’t bothered adding up the total new armor or weapon skins for factions, but just remembering the green items alone I know its a lot. Adding in both the normal and the 15k versions of armor too even more. That’s sure a lot more than say the couple we got in HoT (leyline, mistward, bladed) its not even close. But hey we keep getting new gemstore items at least lol. (sarcasm)
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I’m not saying factions was perfect, it maybe unfair to compare them b/c to me except the idea of dynamic combat and graphics I find gw1 superior in almost all ways. The later expansions even improved it further with heroes, and eotn had over 20 new dungeons/paths I believe. (compared to HoT’s zero…it has raids but so did factions) Just using examples of the past to hopefully shed some light on how to make a great expansion. Obviously anet can do it they’ve done it several times before. Really hoping in future expansions we get a lot more content. I think if anet goes back to their roots, really digs deep as far as creating content, having a very strong focus on story, and also goes back to their manifesto that was mostly abandoned in almost all ways but still strongly supported by their players we could have some more amazing expansions in the future.
(edited by Chrono.6928)