In hindsight, you are somewhat correct. With experience it’s easy to see the paths and options HoT presented to a fresh player, despite how limited they were. However this was all but drowned by a tidal wave of negative reinforcement for trying to do anything BUT those couple of options, either by constantly pointing to the mastery page in the most obnoxious fashion or outright killing the player with no warning and then pointing to the mastery page anyways.
HoT stopped being about things I could do and became about everything i couldn’t do and the mastery system wasn’t about unlocking cool abilities to open up the world, but about removing unnecessary barriers to actually playing the game. Luckilly once completed, those masteries stay on my account forever and I never have to bother with it ever again, which is one of the only reasons I sat through it.
Let’s just call it what it is. The HoT maps were too much for you. The exploration, the combat. It was too difficult and frustrating for your tastes. The complaints about masteries being a barrier are all in your head. You need only 3 masteries to explore the vast majority of locations in all of the HoT maps: gliding, bounce mushrooms, and updrafts.
Yes, you need expensive masteries like Itzel poison lore and leyline gliding to reach a handful of locations and achieve 100% map completion, among other things. But there is no reason you need to have 100% map completion the moment you enter HoT. There is no reason you need to complete every single objective from the moment you walk in. That was an expectation you had which was not met, but you were not in fact prevented from exploring these maps by the mastery system.
When I did HoT, I actually loved VB and the intro to the jungle that I just stuck around there until I had that map figured out. Then I went to AB, played around a bit, wasn’t really feeling it and went on to TD. 6 months later I have 102 mastery level, all of the more relevant masteries unlocked, 100% map completion on all maps, but I did it my way. I love VB and TD more than DS and AB, so those are the maps I spent most of my time on.
You have freedom in HoT. It sounds like you simply chose not to use it. Perhaps you listened a bit too much to the whining on the forums? A lot of the complaints here are very similar, but seem to originate from players who never liked HoT to begin with and don’t know what they’re talking about.
I wish the combat and exploration had presented even a minuscule challenge or it might have given at least some small sense of satisfaction. It did not. The combat was bog standard Gw2 fare, not bad at all since I like the way the game handles combat, but no real test of ability.
The exploration people seem to think was in early HoT consisted of two linear paths. That’s it. Then when I did get mastery points I still had no sense of exploration at all as I had already seen where the game wanted me to go next , how to get there and what reward i’d be getting when I did, but had told me to either buzz off till I had ground out the required master or outright killed me. Negative reinforcement at every turn.
“Oh but all you need is gliding updrafts and mushrooms to explore” thank you for validating my point. How long it may or may not have taken an individual player to unlock those masteries is wholly irrelevant when that exploration and the majority of the content was gated off behind masteries for everyone from the get go and instead of saying NO bad player and bonking them with a rolled up newspaper when they tried to see what was over the next hill, reward that curiosity instead.
So if a player tried to use a jumping shroom before mastery acquisition, have them play a directional minigame to keep their balance on the mushroom. It’s far too slow to use in a combat situation but gives the player a direct challenge to overcome in order to use the mushrooms till they unlock the trait rather that just telling the player to get lost till they clubbed enough pocket raptors to magically realise how to use mushrooms.
Masteries were a tour guide system that fed content to players in the most nonsensical way , unlocking a few scraps of additional content one mastery at a time in a manner that made no contextual sense. Instead of bashing monsters over the head for a couple of hours and suddenly being immune to poison, why not have an area of VB with a large cloud of non lethal but debilitating poison in it and players can actively survive in there by doing events, maybe gathering medicinal herbs and the like to build up a poison immunity? Then have a meta event there where they need poison mastery to access a special chest that can give them an armour skin? There you have logical, contextual , thematic acquisition of a Mastery skill with a very tangible reward at the end other than another couple of mastery points.