So, okay. I’ve seen threads on some topics that I will touch, but since I’m going to cut through a variety of topics, and some of them may not have had their dedicated forum thread so far, so I would have to make one for the “other stuff” either way… well… I’ll try to be concise, and I’ll try to make it… readable. I’ll use CAPITALIZATION (and bold) for general topic overview.
First up: Hello. This is Kranodor, I’ve been a Guild Wars 2 player since the first World Preview Event, which was an open beta weekend for Guild Wars, back then just Guild Wars, not Guild Wars 1 or Guild Wars: Prophecies. I’ve been on all GW games since release and I am rather amazed by what Arena.Net has cooked up so far. For the HoT BWE1 I had limited play time, and I did play some Chronomancer (my main is a Mesmer) and a tiny little bit of Reaper.
I did already submit a bug report about the ??? map reward that I got on a non-beta character, which was very likely the map reward for Verdant Brink, which this character never has been to, since she’s not a beta character. That was strange, in any case.
Now, to business:
The ATMOSPHERE is great. The whole thing feels like the Maguuma, but on steroids. The greater vertical traverse does add to the feeling of being in a jungle, and considerably increases the size the map feels like (and finally gives true purpose to the three layers buttons on the map, I presume). It’s hard to find your way around for the first time, which can be irritating, but I think this is how it should be. The DAY/NIGHT shift works well, but could be a bit more accentuated, at least visually (a little bit darker, more blueish hue for night). I’ve read that this night was “night light”, a relatively simple iteration. It already looked good for that. It’s an expansion of the Sandstorm in Dry Top, but it feels better done.
As far as ATMOSPHERE IN LORE goes, the ruins look great, the whole crash and shipwrecks stuff feels much better done than with the Zephyrites in Dry Top and… please, do continue to weave in character differences into dialogue options and voiced dialogue. I started playing my Chronomancer (a Sylvari) and made my Reaper an Asura to check a few things. The different bit of dialogue by Canach when finding the first survivors and having to decide if to scavange materials for defense or try to save the captives with Laranthir did NOT go unnoticed, as did the nifty little detail of a voiceover by an otherwise silent character (that is: unless Sylvari) in an ingame video sequence therafter. (Even though that voice sounded a bit too human, considering how different Charr sound…) – I already liked how the character race and bio was used for sprinkled-in little details in Living World 2 (a dialogue option with one of the Delaqua sisters referencing my Mesmers noble birth, for example) – to me this had a greater effect of making this bio felt than the first missions that depended on the choices.
In regard to NORMAL FOES encountered, it’s a mixed bag, really. I felt that there were a few too many launching foes, at least at times it felt like being a ping pong ball. I really liked the Pocket Raptors, on the other hand, and most foes seemed interesting enough to matter. The ones I liked least were the bugs, because the “vulnerable from the front” thing makes it hard for a mesmer to really dish out damage (all phantasms are basically useless, and any clone will incur the risk of having the bug turn towards it and making it immune to the Mesmer itself) and the spotted bugs have some very quick attack animations, and others that feel like ages, which means risking an initial hit, or maybe wasting a blocking skill.