A little request!
Yeah, it was pretty frustrating to have the very first aspect jump put me completely where I didn’t point it. I know there are a ton of people that can explain how to get around the bad mechanics of the jumps, or how its my fault because I am stupid enough to have high latency or lag or whatever….but the reality is that this is a problem with design.
Zoning in to the exciting new map that we have been hoping for and talking about for some time and almost immediately being punished for something that i cannot control kind of spoils the moment and colors the rest of the experience. I’m not big on the anet apologists, but I’m also not big on the complain about everyone crowd, but this was just a frustration that did not have to be there. We already know they can place invisible walls to limit where you can aspect jump to (the spire that the frog guy fights you on in the new zone is a good example, when jumping from the bigger spire, you can place green crosshairs right on the main spire, but you hit an invisible wall and land on the shelf around the spire). So put an invisible backstop on these problem areas.
To those who will say its not a big deal, or you can get used to the quirks and bugginess, its not an enjoyable challenge, it is artificial difficulty.