Q:
…Because I was expecting very little. Very little AT ALL. It was still rather poor, though. Here’s my opinion, chapter by chapter:
1. Gates of Maguuma: in which we first enter Dry Top. In the original release of Guild Wars 2, the meta events were aiming to be epic – the meta event in Frostgorge Sound builds to a multi-staged dragon fight, for example. In Dry Top, the meta event builds to… Loot. It cycles like a clock, with the same few events repeating over and over, without any kind of branch or any progression between each other, between champions appearing here and there and the sandstorm that is basically a moment to farm champions and chests.
In other words, it’s basically a box made for grind. Repetitive, shallow content focused on rewards with little to no polish – and there are few things less polished in this game than the incredibly immersion-breaking yellow announcements in the middle of the screen saying, “champion X is up, go farm it”. Looks like ArenaNet knows how much of their playerbase is made of grinders, but it’s interesting to contrast this with how the enemies in the storyline instances don’t drop any loot. The developers want people to farm Dry Top, not the instances, it appears.
It’s also worth noting how ArenaNet took a fun mechanic – the Zephrite Aspects from the Labyrinthine Cliffs – and made them into something annoying by both adding a timer (while keeping the limit of uses, because having two handicaps is great) and by using them in the middle of combat. The mechanic of entering and leaving a transformation is not smooth in GW2 – often, clicking on the skill to remove the transformation, or in this case leaving the aspects, simply doesn’t do anything. That wasn’t an issue in the Labyrinthine Cliffs since there were very few enemies there, but in Dry Top, well…
Speaking about annoying, one way to judge the quality of encounter designs in a MMORPG is how much the designers rely on stuns (as in, knock backs, launches, daze, stun, and everything that prevents players from doing anything). It’s a very simple mechanic, often with few counters (Stability is not readily available, and stun breakers have long recharges), that is often used by developers when they want to make combat more than just receiving damage, but can’t think of something with some actual degree of complexity.
The fight with Aerin is ALL about stuns. Worse, it’s knock backs from platforms, highlighting how the NPCs can knock our characters from highs but we cannot do the same to them. This fight also uses very clumsy the aspects in combat, often with bugged results. It’s as if ArenaNet tried to design a fight to show us the flaws in their game.
2. Entaglement: this chapter begins with our characters saying “Oh no, Mordremoth did this!”… But from the point of view of someone who’s playing the Living Story now, there is no “this” – the village was already destroyed in the previous chapter, so there’s no change to actually show us the attack. Worse, Mordremoth’s identity comes out of thin air – he’s not mentioned once in the previous chapter, it’s not said how our characters learn that the dragon’s name is Mordremoth, or how it has been learned that the dragon Mordremoth is the source of the attacks. For the records, when the NPCs begin talking about the Mordrem, they never mention that it’s how they have decided to call Mordremoth’s minions.
In other words, the identity of the main villain is said as if it were already known. This is very poor storytelling, considering how important this plot point is.
The boss fight of this chapter, against the Mordrem Thrasher, has some issues as well. Kasmeer’s shield is somewhat useless, considering how it’s far more effective to avoid the red circles and keep defending the explosive bone minions than hide in the shield and allow the minions to die. That’s actually a great thing – considering how this fight is bugged and the NPCs can simply not be there, if the shield were required, this fight would become impossible to be won.