HoT progression is impeccably designed
in Guild Wars 2: Heart of Thorns
Posted by: Duke Blackrose.4981
There is a great deal of controversy surrounding mastery and elite spec gating with Heart of Thorns. And here’s what I have to say about it.
Masteries and Elite Specializations are an important compromise.
Guild Wars 2’s vertical progression and horizontal progression crowds have forever been at eachother’s throats to the detriment of the game. Make no mistake – this is the cause of Vanilla Guild Wars 2’s biggest flaws, because compromise between these two diametrically opposed crowds has been thought of as impossible.
But with Masteries, we see something different. We see progression that isn’t just numbers. It doesn’t affect balance. It’s manageable. It doesn’t invalid old content. It is a system that can only improve with time.
OPTIONAL WORK IS NOT GRIND
Grind is a repetitive task that one is forced to engage in for the purposes of progressing one’s character statistically. That is the only definition. If you CHOOSE to engage in work, it is not bad design. If you CHOOSE to engage in work, the game is not forcing it on you. And if the “grind” at hand allows the user a free choice of tasks in order to achieve it, IT’S NOT GRIND.
Progression in Heart of Thorns is not a power curve.
Masteries do not in any way improve the performance of your character. You are not dealing bonus damage to mobs and, more importantly, other players universally.
While elite specializations are more of a grey area, they are not explicitly designed to be a flat power increase, and they are taken at the loss of a third core specialization slot, which can be quite detrimental to a good many classic builds.
So what are they?
Horizontal progression. They expand what you can do, without expanding your combat proficiency. This is good design. It gives the player something to work towards while not reducing the game to a gear treadmill. All content remains valid and the game becomes something more rather than different with each future expansion.
Thematically, Heart of Thorns Masteries are incredible.
It is rare to see mechanics married so well to story themes. Think on it. You’re in the jungle. It is a hellish warzone. Navigation is confusing and dangerous. There is a pronounced feeling of dread everywhere. This difficulty lessens, but remains relevant, over time as the player character learns to survive in this content. This is incredible.
The design of mastery “grind” IS fair.
The most important masteries are typically front-loaded. Gliding and Bouncing Mushrooms, the two most important masteries, are also the easiest to obtain. These are the core of Heart of Thorns travel, and players can get them within the first hour or so.
Everything after these is more situational and even optional. You don’t need to fight the Exalted champion for rewards, but if you work at it, you can earn that right. That is good design.
In closing, I personally believe the outcry is absurd.
The game has always lacked something to work towards. We have that now, and we have that in a fair and fun form that improves the game. But a certain very vocal crowd doesn’t seem to comprehend this. No, I am not a hardcore player. I work a full time job. I don’t get to play half as often as I’d like and these masteries will take me a long time. But I see this as motivation to make this game something great for the extended future – because that’s what it is.
(edited by Duke Blackrose.4981)