First Impressions
Forgot my opinion on my 1st impression, (and 2nd and 3rd attempts) just because of the forced jumping, —-— crap!
It must really be hard for some to use an aoe skill to get to a position or run against a wall while pressing jump. Or is it maybe you complain because there isn’t really anything to complain at all?
Haters gonna hate
You’ll be amazed at how hard this can be.
Just google “GW2 Lightning Pull bug”.
1. We got new, region-stricted currency. yay! but..wait…WHY THE HELL IT ISNT IN WALLET to share across alts / save inventory slots?
2. Vendors with exclusive items. awesome. but why so crappy items? why all new skins got to be bound to gemstore? why cant we EARN sth instead of jsut buying it? discount for regular items are laugh (saving couple of coppers is really awesome feature)
3. jumping…and all..cool if it was just some mini dungeon / jumping puzzle. it should be rewarding, but 100% optional
4. story is nice so far (ive done 1st instance) but why there’s no loot from mobs only some…erm…reward at the end?
some great ideas, that are wasted right now (region-locked currency, region-locked vendor – few improvements needed to make it work. like unique skins / minis / whatever), interesting, yet small map with too much jumping included
waiting for more
And last of all… LLAMAS.
All hail the llama vortex and herald its return . . .
That’s probably there to gate those who have to buy it from the gemstore in the future.
Isn’t it already gated so you need to complete the first story before you can walk through? I may have missed that though.
All in all, after a few hours of kicking around, liked the Zephyrite crystals being used sparingly (they are used sparingly enough), liked the sandstorm mechanic and needing to climb tiers for better rewards to purchase, liked the mining town’s bit of dialogue and such from when I hung around . . . big fan of them deciding to stop the brakes on the lore and drop in enough to raise questions . . . one of which for me was “wasn’t the fight with Glint in the east instead?” but as I never read Edge of Destiny . . .
Not so much a fan of the “Inquest mine rescue” as it seems there’s not quite enough time and getting to the other half is tricky. Not a fan of the devourer queen not showing up on the map when it spawns. Not a fan of the timing-out of crystal skill uses so I have to keep going ahead on the JPs. Not much of a fan of the Geode-based economy (thanks Oba- . . . Kiel).
First night’s impressions? I give it a 6/10. Good start. Will hope I don’t throw a keyboard doing jumping puzzles.
I have one word Sandstorm :-)
Initially I was very disappointed when I saw that it was not a fully realized map with the works (Points of Interest, Vistas, Hearts, Skill Points, and new creatures, tamable pets). My feelings toward the new content continued to worsen as I found out that I would be forced to traverse an almost insultingly small new zone via the Zephyrite Aspects, something I never enjoyed in previous Living Story content. What topped it of and made me literally stop playing for like thirty minutes was that annoying Jumping Puzzle right off that with horrible collision issues. Utter disappointment met frustration.
After I managed to resist buying a Warcraft time card I went back and focused my attention on the Story aspect of the content and was rather pleased with it. The delivery and pace was an improvement and as it came to its conclusion I found myself wondering if Scarlet had other attentions for her research. While skeptic I am curious to see how it will unfold.
The events are easy enough and alright, if not lacking rewards that made it feel like your time was well spent. The Achievements look easy enough and there is a legendary Llama, what is not to love about a Legendary Llama? The Meta reward was underwhelming though and again begged the question if my time was well spent.
Still feel that is an underwhelming and disappointing introduction to Season 2 giving me little reason to believe that the community will receive anything new or exciting. As others have said there so much lore and content from the original that could be transferred to this game. This content patch could have had a similarly small map but gave players a look at new and or returning creatures from the past, a real zone, a look into the area’s own lore, and perhaps hinted at a new permanent dungeon, giving them a reason to look forward to future updates. Currently all I see is Labyrinthine Cliffs Version 2.0 with some interesting tacked on story with potential and a SAAAAAAAND STOOOOOOORM!
Bit annoyed that Knockback is the new meta, sucks for my thief and necro, so boring when every mob in the zone uses it. Devs get way too hooked on their FoTM.
First impressions … I’ll keep it short, bullet points
- Story Missions, nice! Did not care for the length of the episode in scarlets old house though. Last boss fight boring, over emphasis on sanctum movement skills, felt cheap.
Engagement with the “team” a lot better, nice moving forward and working together vibe.
- Mob skills – where did that assassin go? Lol, funny at times, forgot to bring stability, well done.
- New Zone, nice look, very good environmental effects – good atmosphere, lots of lovely details. Frontloaded JP major turnoff – first thought literally – why recycle sanctum cliffs? Just wanted to get to second waypoint to be done with it – don’t care about vista and skillpoint especially since there is no zone complete
- New crafting material, ok, sounds good. Why more currencies? Another major turnoff – I seem to remember Anet wanted less currencies and not more. Lackluster vendor.
- Collect 10 sand … yawn.
- New Achievements – 33 points total – disappointing, chests that look like the regular RNG chest with most likely a few crafting materials, maybe new currency and a regular champ bag … boring – I will probably do them but … not looking forward to it.
All in all, despite noticeable efforts being taken, many lovely details – the end effect feels unsatisfying, more tokens and currencies, more chests that need keys that you buy with tokens … collect 10 sand, achievements with more chests … It feels like a “controlled” environment, not a playground. At least there is no time limit and the permanent nature is a step in the right direction. Apparently there are some “adventurers” rewards hidden somewhere.
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
I have really enjoyed this patch, looking forward to more. This has been a definite improvement over season 1.
I am terrible at getting my jumps right the first time and would even spend gems on a way to increase that.
there are still Mesmers, you know?
The funny thing is, my main IS a mesmer! So yeah, I know I can use a portal, but I’d much rather earn it myself somehow. Back in GW1 I’d pay people to run me through the campaigns because I got so tired of trying by myself, and it never really felt the same. Even with a handicap, I’d like to try and earn it on my own.
I enjoyed every bit of it. Definitely my favourite release since the game launched. I just can’t say anything bad about it except some little flaws. I could also have some suggestions but nothing is perfect.
. . .
ban galla nir
I would kill for them to have sandstorm/snowstorm effects in WvW