Specializations
- Were they fun?
yeah, i like these concepts of a specific playstlye specializing in certain aspects of the game without forcing the player’s hand that they “gotta be this now mwahaha!”. - Did they Change how you play your profession in a meaningful way?
i spent most of my relatable profession-specialization time as a Necromancer-Reaper, and yeah, the new Shroud twas implemented does cement it quite clearly the Reaper encourages being this figure who takes down their foe with not just the forethought of a necromancer but also with the chilling presence that prevents their enemies to escape their oncoming doom. As a power-centric necromancer it gave pretty good options for staying in melee range and incentives to fight more than just one enemy at a time. - How were the improvements to the previous Specializations? (Dragon Hunter, Tempest, Chronomancer, Reaper)
Reaper’s Gravedigger (Greatsword #2) feels way better. The risk that was returned to it (8s cooldown or none at all) made for more careful choices for bigger rewards than the last iteration’s awkward skill rotating. Grasping Darkness (Greatsword #5) required less focus to pull off compared to last iteration’s aiming system. The Reaper Shroud’s Executioner’s Scythe (#5) felt more forgiving than the last, and I don’t run off cliffs anymore as a Reaper with Death’s Charge (Reaper Shroud #2). - Feedback on new specializations, as well as any changes to the old
Nightfall (Greatsword #4) has a new animation where the player character whirls, but no actualy whirl finisher. I personally liked last iteration’s stab-the-ground Nightfall. Nightfall also could use borders to indicate it’s actual AoE range in terms of clarity than the swirly lines that move right now.
Creatures
- How is the difficulty of the new hostile mobs, and are they fun and exciting?
The Bladedancers as a champion culls melee fighters who blob in front of it. That’s quite the new sight. They ARE fun, excitement was had, and will probably be had on the next encounters. There’s also that frog who eats airship parts.. or that Diarmid fellow. If at all, the new hostile mobs DO hit hard, but the telegraph of their attacks are also not quite un-obvious. Getting downed from their attacks (except for Diarmid, who’s very mean) felt more “ah, that was it’s attack” rather than “what was that knockdown? why does it look like a normal bite?”. There’s also Diarmid, who could fire faster than an arrow cart! Had a good laugh before using the waypoint again.
World
- With the Opening of two new outposts, we are adding in a bunch of new events. Are they fun?
While it was more or less “defend this” or “kill that”, I do very appreciate that when the event branches (Ordnance Corps tower building) they do not fail, only delayed. This made me feel better as an early player who attended to the event while the other players are busy doing their own things. - Do the new events bring you more into the world?
Both story of Shashoo and Jasmina do tell firm stories. but what I valued was the sense of a moving story that these events shared. These fellows were determined to survive, and we were there from dawn till dusk. There was definitely a sense of companionship while staying and struggling with their endeavors. - Are the new events challenging, meaningful, and interesting?
Challenging in terms of game mechanics introduced within Heart of Thorns, yes. Meaningful.. perhaps not at this stage of the BWE. Interesting? Yes, this is a whole new level of design compared to the open-world events that was introduced in the past year. To be meaningful, I believe, would maybe require the night cycle to be more than what it is currently on BWE2.
Mastery System
- How is the progression?
Still slow, still liking it. - How is it using the mastery abilities in the current area?
It helps. I really like how the map’s waypoints allow for easy gliding towards it’s key locations where players may potential be defeated while in on-going events. - Is the mastery system providing a meaningful area of progression?
Yes. Being able to glide gets you to ease from a lot of falling damage. Being able to bounce on mushrooms also really helps but never a must unless efficiency is the new fashion’s hot topic. - Do you care about experience and mastery points?
EXP not so much, mastery points a little bit more. I do value both of these but the voice-acting, the terrain, and the interaction against the new mobs bring more value to me (not necessarily in that order) than the two currently. - Does it provide a good framework to add more masteries in the future?
The whole EXP thing, yes. I think I’ll be OK to be doing this whole Mastery system again when the next expansion/mastery comes out, for as long as the content implemented is up to the standard. - Do you want to learn as many masteries over time to overcome challenges later in the future?
Yeah. I want to be awesome someday.
(edited by Waitseno.3865)