HoT – 7.5 metacritic score. Good, but not great.
Mastery system – great idea, so-so implementation. The naysayers touch a lot about it being “Grind Wars 2” with it’s release and there is some truth to that.
The culprit here is the mastery system. Is suffers from quite large design flaws that should be addressed to make it what it really should be.
#1. Masteries are just few skills miles apart rather then a true mastery
Currently instead of having a lot of small steps to make, that over time, build a strong mastery in given discipline, we’re stuck with very few, often logically disjointed ones, that by their nature have huge gaping holes of nothing in between (long hard grinds for a level up).
How much fun would it be if we had 24 points in a given mastery instead of 6, each less meaningful then current ones, but 3 times easier to level up and as they pile up on top of each other something powerful would be happening?
For example the glider. Why do i get extra endurance with step #4? If it’s mastery then shouldn’t it be that i start with really small endurance pool but with every or at least most steps of the way i get a little more until at the end or near it it becomes unlimited? Why does it have to be a sudden leap and at that particular point?
And why are my mastery points only about flying with it? What about getting friendlier with pact engineers and getting some extra visual perks or additional boosts for the glider? There’s room to improve and speculate!
#2. Meaningless masteries We all know which masteries we need to get most of hero points. And 3 of these 4 are forced on us by personal story. Why the others mean so little and offer so little value, especially since they’re higher up in the mastery tree?
And why is it so easy to get a hp without proper mastery for it? I want a verdant brink hero point behind a poisoned bush. No problem. Grab your glider and just glider over the bush into the point. So why should i care about that itzel poison mastery again?
Now using another mastery to get past such obstacle can be good design, as long as priorities are respected. If it’s designed for itzel mastery users, then other masteries should require far higher level on them and much more working around to get it. If let’s say poison mastery was a level 2 itzel lore skill, and to grab it with glider i would need lvl 5 gliding mastery, that would be fair game. But it’s not.
3. Boring acquisition – getting mastery points is cool. Complete your story, glide, do mini-games, search for hidden areas. But leveling mastery levels is boooring. Why? because there’s no diversity!
I want to level Exalted mastery. What do i do? Grind map events. Which map? Any.
Itzel? Same! Glider? Same!
No wonder people complain it’s grindy! Why can’t we have specific masteries be affected more by specific events and activities and others less. And while we’re at it, why not have certain actions influence more then one mastery!
I go to auric basin and help defend it. Is it not obvious that my exalted mastery should shoot up from it, while others not budge one bit or only a little? If i get a mastery point reachable only with glider, should i not get some sweet glider points for it? And if i’m on verdant brink and doing mission for the Pact, like taking out lot of modrem, should i not receive major love from pact engies (who upgrade my glider in this scenario) and a bit of love from the Itzel (because while not directly helping them, less mordrem is always good news).
If we had a system like that i think players would feel their event and map choices are much more meanigful and while still being there and doing the same map events, they would feel their choices matter!
If you agree +1 this sucker, and post below to keep it afloat, if not feel free to correct me or let it die out;)
(edited by ZeftheWicked.3076)