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Music Day in LA

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AlexisToran.5719

Well, if we want to do 21 June, it’s coming up! Anyone else still in? EU or NA?

(edited by AlexisToran.5719)

Music Day in LA

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AlexisToran.5719

I’d be up for coming along if the date works out! I’m a member of [Cmaj] and have a harp on my NA side account, so I’m good to go on either side of the divide, though on NA my higher ping makes it harder to play without errors.

And you should totally try learning to play by hand, it’s a lot more fun that way!

Winter Blunderland 4

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AlexisToran.5719

I don’t usually take screenshots at the events, but this was worth it.
(By the way, if anyone recorded the concert, I’d like to see it!)

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Winter Blunderland 4

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AlexisToran.5719

Number 60 for Aleyra the Azure, please!

The King and Queens Horrorween 2016

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I think it was 33, 47 and 127, but that’s just from trying to remember names on the list pleasedon’ttakemeasanofficialsourcekaybye

The King and Queens Horrorween 2016

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AlexisToran.5719

I’ll take number 39!
- Aleyra the Azure

Eeaster 2016

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AlexisToran.5719

Hey, is there a video of the event up anywhere?

Eeaster 2016

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AlexisToran.5719

I’ll take number 36 for Aleyra the Azure, please!

Winter Blunderland 3

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AlexisToran.5719

Glad to see all is well! I’ll take number 8 if I may, please!

Victory or Death: Creative Character Contest

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AlexisToran.5719

I like your characters, Ryoku, but isn’t this going to be about the fight against Zhaitan, not Mordremoth?

Victory or Death: Creative Character Contest

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It’s great fun to see the characters everyone else is coming up with. I can hardly wait for the results, let alone the story itself!

Victory or Death: Creative Character Contest

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AlexisToran.5719

Hey, I love the idea you’re working on here. Here are my submissions. I’m trying to dictate as little as I can of what happens after the formation of the Pact, and instead focus on how they came to be there and outline what their place in the Pact is.

Also, a quick, friendly note to Unfathomed about Matthew the Voiceless – using separatists like that in his story suggests that the current truce between humans and charr has been there for nearly 30 years, but in fact the ceasefire was only signed a year before GW2 launch. Before that the humans and charr were in open war, there was no treaty for the separatists to oppose.

Anyway, submissions:


Human – Megan Reedly

A descendant of the Ascalonians who followed Rurik over the Shiverpeaks, Megan (Meg to some of her friends) is a cheerful, playful woman with a love of music. She is 22 years old, born and raised in Rurikton, Divinity’s Reach. When she was young she would spend hours listening to musicians playing near the statue of Dwayna, and when she was six, her parents bought her a cheap lyre to play on, and she managed to get some basic lessons from a charitable minstrel.

When she was sixteen, she got a job as a minstrel at the Maiden’s Whisper. She was given an adequate lyre for this, but after some years she was able to buy a much higher-quality one. Since the development of Uzolan’s mechanical orchestra, she has been worried about what music-playing machines will mean for minstrels and the art of music itself.

Eventually Megan began to feel stagnated and wanted to travel, but she didn’t have the impetus to do so until Corporal Kellach’s attack on the city flooded the streets with undead and pushed her out of her home. She journeyed to Lion’s Arch and had a brief job playing at the Crow’s Nest before Zhaitan’s attack once more threw things into disarray. After the recapture of Claw Island, she decided to travel with the Pact and help to keep morale up.

For the most part she intends to stay within camps, playing music and conversing with resting soldiers. However, she wants to help any way she can and is not wholly useless in a fight, as she learned mesmerism to enhance her performances, and is able to adapt it to combat purposes. She will do whatever she can to prevent anything from happening to her lyre. She also happens to be afraid of spiders.


Charr – Varina Brightburn

An impressive Blood Legion charr veteran equipped with a mace and shield, Varina was assigned as a legionnaire to the siege of Ebonhawke and later field-promoted to centurion, but in 1320 AE she was ambushed by Vanguard guerrillas and took a blow to the head from a mace almost as soon as the fight began. As a guardian she saw the protection of her fellow soldiers as her responsibility, but this became impossible as her concussion all but blinded her and left her unable to do more than flail wildly as her warband was cut down around her. She herself was recognised as a valuable prisoner and captured rather than killed.

Varina spent some months in Ebon Vanguard captivity but refused to break under their interrogation. She still bears scars from this period including an unsightly burn on her face which she usually keeps covered out of courtesy to her comrades. She was eventually freed by Logan Thackeray in the Ogre Revolt, but was stripped of rank on her return to the Black Citadel and relegated to scrapper duty. She spent months living on as little money as she could until she had saved enough for a one-way gate trip to Lion’s Arch where she began a new life far from the stigma of her past failures.

Still capable and eager to fight, Varina joined the Lionguard and protected Lion’s Arch for years. She was one of the survivors of Claw Island, and after its recapture she was one of the many Lionguard who joined the Pact, in her case the Vigil. She is a strict but fair leader who looks after her troops, secretly terrified of suffering the same loss as at Ebonhawke. She still struggles to trust humans, and she is deeply wary of fire.


Norn – Inga Arnisdottir

Inga is an independent norn woman born 28 years ago in Njordstead, in the north of the Snowden Drifts. She is a curious explorer, and as a kid one of her favourite pastimes was to explore the nearby dwarven ruins of Grooble’s Gulch. Though she didn’t understand anything she found there, this did little to quell her fascination with the ruins. She also learned hunting as a way of life, and became versed in the use of the longbow and the warhammer.

Shortly after Inga came of age, the Durmand Priory came to Njordstead to mount a proper expedition into the Grooble’s Gulch ruins. Inga’s childhood interest was rekindled and she offered to help them in their explorations, finally learning about the dwarven civilisation which had lived there. Excited by the prospect of learning more about the dwarves, Inga joined the Durmand Priory herself. When the Pact was formed, Inga gladly joined the fight against Orr, feeling a similar passion towards learning Orrian history to that she had long felt for the dwarves.

Inga is friendly and reliable but also competitive, and enjoys drink as much as the next norn. She does not feel affinity towards any one Spirit of the Wild in particular, though if asked she would choose either Bear for her self-reliance or Raven for his valuing knowledge. She keeps her blonde hair short. Since joining the Priory she has largely abandoned the longbow in favour of her hammer, which she can wield with devastating force.


Asura – Kraxx

Kraxx is an excitable older asura and an alumnus of the College of Synergetics. From a young age, he was fascinated by the Elder Dragons, and he dedicated much of his life to studying them. His early works attempt to examine their place in the Eternal Alchemy, drawing comparisons and contrasts with other powerful forces and entities. Later he moved on to trying to understand the magical processes behind their abilities, particularly their corruption and minions.

Perhaps predictably, he joined the Durmand Priory to gain access to greater resources for his research. Though much of his work is undertaken in secure laboratories, it also necessarily involves a large amount of field research. Despite the danger, he is excited by the prospect of observing dragon minions first-hand, and is reluctant to trust the accuracy of second-hand accounts. When Kralkatorrik awoke five years ago, he dropped everything to be among the first researchers to study the Dragonbrand. When fighting, however, he keeps his distance and uses pistols and alchemical compounds.

He makes no secret of the fact that he is more interested in understanding the dragons than in destroying them, which sometimes puts him at odds with other scholars. Nonetheless he takes part in large-scale projects to combat the dragons. He is a proficient alchemist, working alongside the likes of Professor Gorr (whom he looks up to) and Researcher Maeva on the compounds used against dragon champions and later Zhaitan himself. He has a wife who is also in the Durmand Priory, though she works in the field of history rather than that of alchemy; the two met when Kraxx requested her notes on Alkar’s Alchemical Acid.


Sylvari – Gethin

Gethin is an aloof eight-year-old sylvari ranger of the Cycle of Night. He is quite tall by sylvari standards, and has dark, barky skin. He is a loner and a wanderer, who left the Grove early in his life and joined the Soundless at Naulshead Refuge until he had learned to distance himself from the Dream, after which he eventually moved on. His sole constant companion is his black stalker, Umbra, who often remains out of sight, waiting to take by surprise anything that decides to attack her master.

Though he is uncongenial, Gethin is not uncaring. In his travels he witnessed first-hand the dangers presented by the dragons’ minions and, recognising them as a global threat which needed to be fought, he began taking action against them when he got the opportunity, relying largely on traps and ambush tactics. His favoured weapons are a sword and a parrying dagger.

In 1322 he caught the eye of the Order of Whispers when he unknowingly interfered with but ultimately helped one of their operations. He joined the Order as a reconnaissance agent and occasional member of small strike teams. While he is slow to bond with others, those he works with often enough will find he warms to their presence, engaging more in team tactics and sometimes joining in celebrations and other off-duty gatherings, though he remains quiet and contemplative throughout.

(edited by AlexisToran.5719)

Pink Day in LA - Official Event Thread

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AlexisToran.5719

Are there any official event taxis?

The King and Queens Horrorween 2015

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AlexisToran.5719

ArenaNet, better have your nougat removers on standby in the server room!

The King and Queens Horrorween 2015

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AlexisToran.5719

I’ll take 135 for Aleyra The Azure, please!

Jungle Jubilee (October 16th 2015)

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AlexisToran.5719

I’ll take number 92 for Aleyra the Azure, please!

Summer Beach Party!

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AlexisToran.5719

I’ll take #138 for Aleyra The Azure, please!
Will the contest/raffle winners be picked during the first event or the second?

Eeaster 2015

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AlexisToran.5719

Excellent, excellent! Now we can label it the Prizewinning V.O.E.G.G.! This will be a considerable boon to sales… ahem, I mean our reputation.

Eeaster 2015

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AlexisToran.5719

My entry for the invention contest:

Sick and tired of searching high and low for Easter treats when all you want to do is tuck in? Well, search no longer!

Pokka’s krewe, in collaboration with Magister Tassi of the Durmand Priory, have developed a marvelous new invention to aid the Easter egg-hunters of Tyria! The Visually Obscured Egg* Gatherer’s Glucometer (patent pending), or V.O.E.G.G., is a device which scans the immediate vicinity for hidden confectionery. Using reanalyzed data gathered by the Durmand Priory during the unfortunate debacle with Bloody Prince Thorn, we have determined the aetheric frequency of common sugar and tuned our invention to detect high concentrations of the substance, thus singling out any sweet delicacies in the area (excepting Zhaitaffy; we’re still not sure why).

Like its predecessor, the V.O.E.G.G. consists of a portable unit which when activated sends out a scanning pulse and displays any findings on a top-down representation of the surrounding area. The underside can be opened to expose an array of configuration settings, in particular the glucometer sensitivity slider, used to fine-tune the threshold concentration for detection, from dark chocolate to Kadd’s Berry-Cream Egg filling. Note that this defines a minimum level for detection; in other words, it will detect any confections with a similar or greater amount of sugar, e.g. Kadd’s Eggs while on the dark chocolate setting.

Other features of the V.O.E.G.G. include a hook to carry the wicker baskets commonly used by egg-hunters, a gyroscopic angular displacement sensor which allows the device to be held at any inclination without disturbing the readings, and an extendable stand to allow the device to rest on the ground at a comfortable height if required. The display can also be customized with a wide variety of visual themes, from the colourful Infantile theme featuring images of Easter eggs to the minimalist Military theme modeled on Charr submarine instruments.

The V.O.E.G.G. comes in standard, large and extra-large sizes to cater to all races. Buy yours today, for only 49.99.99!

*Disclaimer: The V.O.E.G.G. does not detect actual eggs, only symbolic seasonal confections.

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(edited by AlexisToran.5719)

Eeaster 2015

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Number 128 for Lumi Albindottir, please!

Angry Bearded Hobo's Valentine Adventure (EU)

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Sign me up for #33!
- Lumi Albindottir

Winter Blunderland 2014

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Thank you for arranging such a wonderful event again… and for getting Beard Accessory Store stuck in my head on-and-off for four days! I was too busy enjoying the event to get any screenshots, but I did get plenty of the afterparty, so here’s my favourite. I think Errannar’s description is very apt

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Winter Blunderland 2014

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The Elder Dragon must fear King Frozenwind’s power if the Sons of Svanir had such a presence around his resting place.

Winter Blunderland 2014

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AlexisToran.5719

I will make every effort to attend! Hopefully no one will have to die.
And I will take number 84, please – you may hold it under the name Lumi Albindottir.

The King and Queen's Horrorween 2014

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AlexisToran.5719

I reckon 349 is my lucky number ^^
Make that out to Lumi Albindottir.

(edited by AlexisToran.5719)

Post Patch: What do you plan to do?

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AlexisToran.5719

I’m not greatly affected by the update, but I might just leave if they don’t fix the end portion of the personal story. There’s really no excuse for what they’ve done to it, and it kinda makes me lose faith in their ability to respect their own lore.

My take on the new update

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AlexisToran.5719

I can see what you’re saying there, Vayne, and I have thought about it before. I’m not suggesting ArenaNet go back to the old pacing for the story, but if each instance within a chapter were just one level apart – perhaps some on the same level – I think it would still be possible to do the whole chapter in one go, and one would be able to access it that little bit sooner.

I’m not sure it’s a good idea to have new players unaware of the personal story in the first hour or two. It’s one of the most powerful assets for getting a player invested in the game, and for making them want to keep going. And yes, level 10 is a lot faster to reach now, but my personal experience was that it was still too long to have only one gameplay option open.

First of all, the personal story is not probably a selling point for a good number of people, maybe even most. I don’t have numbers, so I can’t say. But there are many people who don’t like the personal story at all, don’t do it, find it boring. So I don’t think bringing it in two hours into a game is all that bad.

More to the point, I know of no one that plays MMOs that doesn’t expect things to unlock as you level. I mean the first dungeon doesn’t unlock till level 30 and at least some people play MMOs for dungeons. Should we have the first dungeon at level 3.

There’s a lot going on when you start this game for the first time. And Anet wants the attention focused events, more than the personal story, I think. Because events are always there and were meant to be the meat of the game.

It’s not for everyone, nothing really can be, but for some it’s the driving aspect of the game. People who are there for the story might stop playing if they don’t see it for two hours.

The point is to give players options. By the time you’re level 5 you’ve probably done at least two renown hearts. You’ve seen that side of what the game has to offer, you should be allowed to try out the personal story.

The game shouldn’t make anything mandatory, and if the player decides that the personal story isn’t interesting to them, they’re free to go back to exploration. There’s even an option to exclude personal story from content direction. But the game ought to make it clear early on that they have options.

My take on the new update

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I can see what you’re saying there, Vayne, and I have thought about it before. I’m not suggesting ArenaNet go back to the old pacing for the story, but if each instance within a chapter were just one level apart – perhaps some on the same level – I think it would still be possible to do the whole chapter in one go, and one would be able to access it that little bit sooner.

I’m not sure it’s a good idea to have new players unaware of the personal story in the first hour or two. It’s one of the most powerful assets for getting a player invested in the game, and for making them want to keep going. And yes, level 10 is a lot faster to reach now, but my personal experience was that it was still too long to have only one gameplay option open.

My take on the new update

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AlexisToran.5719

Let me first quickly take the opportunity to say that I think most of this update is marvelous. The Trading Post is so much more well-oiled now and I found it genuinely enjoyable to use.
The addition of miniatures to the wardrobe was, at least in theory, great. I often got annoyed with myself for never remembering to lay mine out. I haven’t seen to what extent the latest patch has fixed the mini-hiding issue (considering megaservers).
The update to the crafting UI has made such a difference. Just last night I tackled the last 80-odd levels of Chef to hit 400, and I was surprised by how much of a difference nesting recipes made. Kudos!

The Personal Story is rather a shambles, though, and the NPE is at best unrefined. I can respect the intentions of the NPE, but I think it’s gone a little too far – admittedly I can’t look from the perspective of a new player, I never really had that viewpoint even when I was new. Still, I’ve thought calmly and rationally about it, and I believe it can fit with some adjustments.
This is based on having leveled a new character to 10 in the new system, and on reading forum posts (but taking everything with a grain of salt – way too much rumour and hyperbole going around…).

This is just my opinion, one of many, but the changes that I believe need to happen, roughly in order of importance, are:

  • Undo the changes to the end of the Personal Story’s narrative. I considered the story to be the strong point of the Guild Wars series, but cutting parts out and switching others around in my opinions shows rather a disregard for that, and leaves the end of the Personal Story, well, a tangled mess. So, most important adjustment right there!
  • Spread out the Personal Story a little so that we can access it a bit earlier, perhaps around level 5, and give back the option of accessing it early. Player choice and diversity of activities is what makes the game great. More on this below.
  • Make profession mechanics available sooner. Seriously, some (if not all!) of those are kitten important!
  • Put the bundle items and underwater combat back into the early game. I just don’t see the sense in removing them when they were delivered in an intuitive way which was just fine for teaching new players about them, and they made renown hearts much more interesting.
  • Find some system which leaves the first three weapon skills accessible during the tutorial. They’re important to give new players a sense of agency.

As I say, I’ve been thinking long and hard about it, and I think the Personal Story issue (second bullet) is at the heart of why so many players consider the new leveling experience boring. It still takes about an hour to reach level 10, and until then you only have one real option to play.
I also believe that the Personal Story is a large part of what hooks new players, so it would help player retention to have it available to them quickly. Gating it for about 5 levels would be fine, in my opinion – that’s roughly equivalent to how you used to have to do a renown heart first. It gives the player a chance to understand that the Personal Story isn’t the only mechanic of the game. I just think that level 10 is too late.
As for making it accessible when the player is under-leveled, I don’t think this would impact the experience much for new players as long as the content guide didn’t point them to it. A lot of older players, myself included, like to try to get through the story early as a challenge, and it can be especially useful to offset the advantage of having a large group of friends. Like I said above, player choice is a very big part of this game, which is why I think this option needs to return.

I hope you will take this into consideration, ArenaNet. I fear my words carry little weight, as I have no real game design experience, but after giving it a lot of thought this seems to me the best way to adapt the current system.

Halloween 2014?

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AlexisToran.5719

Probably the fact that SAB is dead made him think that Halloween is dead, too.

Yeah… that’s kinda what I thought when I heard that SAB didn’t ‘fit easily into the narrative structure’… it’s not supposed to. It’s more like Halloween and Wintersday. And there’s a nice gap in the festival events around April if you want to schedule Living Story around it…

It would take more development time than most festival events, though – perhaps that’s where the line is drawn.

Halloween 2014?

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AlexisToran.5719

They’re not dropping it. What gave you that idea?

I'm Confused

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AlexisToran.5719

The hylek is an NPC who can give you a skill point, but skill points aren’t available until you unlock your first utility slot (to the right of your healing skill). Level up and come back later.

As for the lake, it’s empty because it’s close enough to the starting area for new players to reach it before they’ve been taught about underwater combat and given their first underwater weapon. (It’s not a change I agree with – I don’t see anything wrong with being able to fight underwater as soon as you get underwater…)

What did you do to Metrica Province

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I really don’t understand removing bundle items from the starter zone hearts. Wasn’t that the best place to teach people about bundles? Slow-paced, with plenty of opportunity to ask the NPC what’s going on or, heck, even experiment. And if you really couldn’t figure it out, no problem, there are other ways to complete the heart.

What is "Match My Level" For?

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I’m not sure why it includes levels higher than your own (I guess because in theory you could easily enough level up to use it), but the purpose is to find gear appropriate to your level. The reason why it’s a level range instead of a single level, I believe, is to avoid being over-specific and missing items which might still have been useful to you.

My Greatest Fear Plotline

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AlexisToran.5719

I don’t have much to say which hasn’t already been said, but I want to add my voice to the crowd.

ArenaNet, exchanging chapters 7 and 8 has left your story a complete mess, with cause following effect, dialogue referring to future events and lesser achievements (beating the Eye and Mouth, pushing the lines to Arah) following greater ones (beating the Sovereign Eye and cleansing Orr).

The removal of supposedly permanent content which was considered by some to be the best part of the story and had in some cases a great effect on it is completely unacceptable. You’ve removed a part of your content for no known reason, a part we expected to enjoy for many years to come, and left a gaping hole in its place.

The end Personal Story is a tangled, nonsensical mess thanks to this update. Please, ArenaNet, in the name of the Six True Gods, do the right thing and revert the changes to the Personal Story’s narrative.

NPE is a step in right direction

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AlexisToran.5719

I think the first three weapon skills ought to be available during the tutorial – the whole instance (and especially the boss fight) is bland when all you can do is auto-attack.

My opinion is that the old system for weapon skill unlocking was vastly superior to this one. It ensured that you could practice with each new skill in turn before unlocking the next, and more importantly it extended that opportunity to every new weapon you got, whereas now getting a new weapon after level 10 means getting accustomed to all five skills at once. It also made logical sense that you unlocked weapon skills by practicing with the weapon.

I think the changes to downed state are unwise – adding a delay before the player can experience it doesn’t make it any less confusing, and probably makes it more jarring if the player is given the understanding that once their health runs out, they’re dead. It would be much better to add a tooltip so that the player will know what to do, and perhaps unlock the 2nd and 3rd skills after the player has been downed a few times.

As for the personal story (specifically the level gating, not the ridiculous continuity shuffling at the end), I can see the merit in removing it so that the player isn’t confused by it when they aren’t a high enough level, but I would have thought it would be enough to simply exclude it from the new content direction system until the player is the right level, so they aren’t getting pointed at something they aren’t ready for. If they stumble across it, the recommended level warning ought to turn them away.

This would avoid restricting the options of the player (something which seems to go against what this game stands for), while still making it clear to new players that there are mechanics beyond just the story, and keeping them from getting confused when their story ‘levels up’ faster than they do.

Feature pack 9/9: feedback

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AlexisToran.5719

I tried to properly review the feature pack and it came out way too long, so I’ll cut to the important parts: skill/ability locking and personal story. This is from the perspective of a semi-veteran PvE player who has created a ranger since the patch and played to level 10.

Skill and Ability Locking: I seriously question the decision to lock skills so extensively. While I agree having all your skills available at once could be overwhelming, this was not the situation. I believe the previous system for unlocking weapon skills worked admirably: it was refreshingly unique, it made logical sense (you’re practicing and figuring out new techniques) and it gave you a chance to figure your skills out gradually, one at a time. Furthermore it gave you that chance every time you picked up a new weapon, something the new system denies you.
The new system fulfills only the third of these, only for your first weapon, and in my opinion much too slowly. It is now practically impossible to unlock even your second weapon skill during the tutorial area, yet the second and third skills are vital to give the player a sense of agency in battle. Instead of an epic and engaging fight, the tutorial boss now becomes a simple auto-attack battle, which cripples the experience of those vital first few minutes.
My recommendation would be to use the old system to unlock weapon skills, at least for the first three, fast enough that the first three unlock before the tutorial boss.
Not only that, but the ‘downed’ state seems to me far too important to leave out in the first few levels. The 2nd and 3rd downed skills are important, but can perhaps be delayed a few levels to make the whole experience less overwhelming. The only way for players to learn this is to experience it, so stopping them from doing so won’t help anyone. I also think not allowing the player to die in the tutorial is a bad idea – it cheapens the experience if the player notices they have that safety net.
Finally, not giving the player a starter underwater weapon just seems silly. I don’t see why you should remove it when it starts with learning one simple skill just like everything else. It makes the lower levels that bit less varied, and leaves low-leveled characters defenseless should they meet a hostile creature underwater, unless they are savvy enough to purchase an underwater weapon themselves.
All in all, while spreading out the learning curve is all well and good, you should make sure you aren’t taking all the engagement out of the lower levels and hiding the ways your game stands out by doing so. Remember that these levels are where you are making your first impression. The tutorial is short, but there is plenty of room for spaced-out tooltips to explain these most vital features.

Personal Story Changes: I can completely get behind the idea to shorten the gaps between story instances in the same chapter. In my opinion the personal story works a lot better without so many fits and starts. However, I feel this change is too heavy-handed, and removes any aspect of choice the player has. I think it should be possible to go into your next story instance while slightly under-leveled if you really want to – I have recently started playing through the game with three friends, and we make such easy work of the story instances that we have often gone in early to make it a challenge.
Perhaps a better approach would be to “bunch up” the recommended levels of instances so that you have one-level increments within a chapter, and perhaps a five-level gap between them. This makes the story run more smoothly while still leaving the ultimate choice of when to attempt it to the player. It would also pull forward the starting level requirements for each chapter, and thus get rid of that unfortunate ten-level gap before the start of the Personal Story.
And why oh why did you switch chapters 7 and 8? This creates all sorts of inconsistencies in the continuity – now you ‘meet’ Sayeh after already having fought beside her several times, you defeat the Sovereign Eye of Zhaitan before the original encounters with the Eye and Mouth, and you airdrop into the heart of Orr long before securing the area on foot, not to mention ending up wandering the Cursed Shore at level 70.
I really think the only remedy for these consistency problems is to switch them back. Changing the order of Personal Story events now would require serious rewriting, and just isn’t worth it when the story isn’t actually in any way ‘broken’ to begin with.

In summary, this is by and large a very good feature pack, with some technical hiccups particularly with miniatures, but the level-based skill locking replaces a perfectly good system with something worse and ruins the tutorial area, and the Personal Story changes remove too much player choice and create sweeping continuity problems.

(edited by AlexisToran.5719)