Thank you all for the cogent responses. After reading the comments to date, I would like to make a few small clarifications. My primary concern is not one of difficulty. Well conceived challenging content is a good thing. I don’t want additional nerfs. What I ineffectively articulated was that the design choices in the expansion diminish population access, and when people express their frustration, it is not productive to engage in ad hominem attacks about their skill or understanding of what an MMO is.
Consider the first HOT map zone for example. Run out of endurance while gliding and fall to your death in pulsing vine twitch. This insta-kill feature is not present on later maps. Seems like an upside down design choice. Consider all of the character trapping map features in the wrecked ship canopy areas in the first zone. I typed in /stuck many many times. Consider all of the locked waypoints on all of the HOT maps (there has been improvement with this). Consider how movement becomes easier as you become more experienced – (an upside down player skill progression imo) when accessing areas. (Doesn’t it make more sense to need to develop skills to access the most challenging areas on later maps rather than the first map!) Consider how the terrain mesh and the 2d layered maps / minimap are purposefully obscure to make pathing difficult. Compound those concerns with convoluted 3d maps, group timer meta events, megaserver and lfg challenges, and it feels – that by design – HOT does not invite casual player drop in, play, drop out experiences.
Mob attack mechanics,placement and strength will always need to be tinkered with, so that’s not what I consider a HOT specific design issue. People are frustrated to some degree with that, I get it, but I think the underlying source of frustrations are about design choices and not difficulty.
I think I see where you’re going with this, but I’m not sure I agree. Let’s take it from a different angle.
The gliding in the early area of the zones is supposed to be an attrition mechanic. It’s supposed to make you think before you glide. Judge distance. It makes the first zone a puzzle and adds interest to it. You think that dying is a really bad thing, but there are tons of people who play this game who don’t care if they die. In my experience, older school RPG gamers really hate dying and people who play FPS games don’t care as much because dying is expected. The idea of making it death is to make you think. It’s only a problem if you keep doing it.
But you need some gliding to get around in VB and you work on gliding and jumping mushrooms to get there.
What you don’t need in VB is nuhock wallows. But you absolutely need those in TD….without Nuhock wallows, TD is a nightmare to navigate.
The point is, the game isn’t designed so you can do zone 1 and zone 2 and zone 3 in sequence. It’s designed more holistically. You do what you can in Zone 1 and then you go to Zone 2 to do the next things you can do. There’s a mastery point in the second zone that requires poison resistance. If you don’t have it, you can sit there and wait till you get it, but why not just go to the next zone. You don’t need to get it today.
If you approach each zone from a completionist point of view, you’re making the game harder for yourself. The idea is to see something really cool, know you can’t get to it so when you can later on, it feels like an accomplishment. This is something that’s absolutely missing from the earlier zones.
My guess is completionists have a very hard time with this game anyway. Try getting every minipet or every skin. It’s just not really designed for that. The idea is to get the stuff you like hopefully it’ll be different from the stuff I like and we will then look different, have different minipets, different glider wings, different back items.
The new zones were, in my opinion, well designed, because they make you wait to get certain things. That’s intentional. It’s a design decision. It’s obviously not a design decision everyone likes
However, when I was in VB, seeing it as a puzzle, not having unlimted gliding made it more fun for me. Unlimited gliding, for me, gives me more freedom…but I had a blast figuring out the limits of where I could and couldn’t go.