I would like to start off by saying that the praise this patch is receiving is much deserved, and I hope to see future patches of the same quality. However, nothing is without its faults, and so I’d like to detail what was done well in the patch and, most importantly, what wasn’t. The purpose of this post is to promote constructive criticism and discussion.
THE GOOD
- The new map – Adding new permanent content to the game is always a good thing, especially when it can expand the world and, more importantly, player interaction and choice. The map may be small, but it does everything right and is full with content.
As many have said, this new map is everything Orr should have been, and is a testament to how successful and engaging dynamic events can be. And the pillar of its success is the implementation of WvW mechanics into a PvE setting, which work wonderfully. This addition allows a real push-and-pull mentality that emulates the feeling of a war or conflict. And, the usage of only a single waypoint makes pushing out into the map and holding the forts all the more important and engaging. The frequent attacks on the forts by the Mordrum and the intelligence of attacking from multiple angles with different forces, tactics, and siege make for engaging experiences. It’s just fun, and I would love to see more of this in the future. GW2 has a very active combat system, but it has been unfortunately hindered by the poorly designed encounters. Experiences that promote movement, positioning, and teamwork are a step in the right direction.
- The rewards – While there are many forms of content in the game that are more physically rewarding than what this patch has to offer, the difference is the rewards here feel good to receive, both from the achievements and the events. Getting a new currency from participating in events that you can spend for unique rewards is what gets people to go and stay on your new map. The only nitpick I have is having to open the chests each and every time I do an event and that the currency is not automatically put into your account wallet.
However, the real success here is the rewards you get from the story and achievements. Getting a new skin is always an incentive to do something in this game, but utilizing the collections mechanic to drive players to different form of content on a scavenger-hunt mentality is something we need more of. For the last 4 patches, I didn’t even touch the new achievements for the story because I didn’t see a reason to do so. I didn’t get anything out from it except some trash loot and a very small amount of AP. This time, however, it felt extremely rewarding to do everything, from the new titles to the new armor pieces. It’s unfortunate how a reward-mentality is used to drive people to do content, but as long as it is going to be done, it should be done like this.
- The story – I don’t need to say this, but the story this patch has been significantly higher quality than anything else we’ve seen in GW2. And one of the main reasons for this, I feel, is the call-backs to the already established lore from GW1. As Wooden Potatoes has said, It feels like Anet suddenly remembered they had a previous game already filled with a ton of engaging lore and mystery they could tap into and utilize, and the many, many references to that lore gives me hope for the future. I understand that GW2 is a new game and is its own thing not to be compared to its predecessor, but when you already have interesting and detailed lore in your hands, it doesn’t make sense to not use it. I’m glad to see that, if nothing else, Anet remembers and acknowledges the lore of Tyria that so many of us fell in love with in GW1.
- The mechanics – Mostly found in Glint’s lair, how the new mechanics that were added was handled exceptionally well. While the vortex crystals, fragility, permanent area debuffs (call-back from Glint’s lair in GW1), black areas of doom, and the colored aspects needed to traverse those areas of doom are all unique and interesting, what I find more impressive is how Anet handled introducing these new mechanics. In each area, you were given a new mechanic to deal with, and to progress you had to learn, understand, and show mastery over it to progress. Then, after you learned how the mechanic worked, you had to then utilize that mechanic to defeat the boss waiting for you. No damage sponges here. There was no tutorial, no NPC you had to talk to to explain how everything worked, no holding your hand the entire way though. Everything you learned, you learned through the gameplay. And I appreciate that.