Well, it’s a tough call on what exactly Anet “learned”. The problem with the whole “learn from mistakes” thing is that there’s a million ways to rationalize, deny, and explain things away. There’s arguments that somethings are wrong, and yet there are arguments that those same exact things are right.
I’m in the camp that HoT was alright:
Difficulty: Solid. I liked the need for cooperation, the harder mobs, and a terrain that isn’t just a flat plain that is easy to navigate. About this level is where I think the game should stay, but I could still see the difficulty bumped up a bit.
Story: A bit anemic. It was fairly fast and bare bones, and it felt like the story was purposely avoiding a lot of things that it should’ve covered for the sake of “mystery”, but we all know that’s just lazy writing. Probably the weakest aspect of the expansion right here.
Mastery System: This was pretty good. The masteries need to be a bit more creative, since a lot of them were “You’re now allowed to press F on this object”. It seems like an unassailable and daunting task at first, but I soon found myself capping out points and having no use for experience again. The gliding mastery was pretty awesome, though. It really did change the way that I looked at the game.
Events: Solid again. Though a lot of people hated this because it was on a timer, that is exactly what I like about it. I like the fact that I can glance at a clock and know what is going on, and what will be going on. There’s daily rewards for hero points encourages players to group up for them, and I’ve found the awards for most of the map metas to be satisfactory and the events entertaining.
Elite Specializations: Here is the prime example of ambiguity in “learned” here. The elite specializations were way too hard to acquire at first, and this was changed. It wasn’t changed because Anet thought it was a wrong decision, but because a mass of people gave GW2 a bad metacritic score for being unhappy about how elite specs were handled. So, what did Anet learn? Did they learn that their decision was bad in the first place, or are they going to try the same thing again and just convey the grind earlier in the future?
Regardless, this was initially a mixed bag, but now it is great. Getting the elite specializations at first was like pulling teeth. You had neither the masteries to get the skillpoints, nor the knowledge to get mastery points. Running through tangled depths at launch with basic gliding and mushroom jumping is the definition of grueling. But now that the requirements were lessened, it is much better. The specializations themselves are fun, and the only bad side to them is that they eclipse the other specializations.
Precursor Journey/Legendaries: Not going to lie, I haven’t done this. Once I learned that it was a massive gold and material sink, I said goodbye and never looked back.
Guild Halls: Haven’t touched this myself. But it seems awesome, at least from what WoodenPotatoes shows in his vids.
WvW Map: Haven’t really gone here myself. I grew tired of PVP and WvW awhile ago, so this remains neutral for me.
Gear Prefixes/Runes/Sigils: These are pretty good, too. As always, there’s a bunch of “play how I want” sets in the mix, but I can legitimately see players running around in Marauder, Trailblazer, and Viper. Most of the runes are pretty meh, but Berserker and Chronomancer Runes have made it on to a few builds.
New Skins: On these I’m pretty indifferent. This is a matter of aesthetics, so it’s subjective here.
Revenant: Love the new class. Though its build possibilities are placed squarely in a box, it’s a good box. And hey, thanks to Ventari I managed to reflect the dreaded Schrodinger Wurm (A triple trouble run where the server had an aneurysm and the in-server lag was several minutes long. Named so because the server’s processes were lagging so far behind that, at any point in time, you weren’t sure if you were alive or dead).
… I think that’s most things. There are somethings I’m not sure whether to include or not (raids and squads, for example), but generally I think they did things right.
. But seriously, I mouse my skills and imported the old control scheme from city of heroes, so I use the keyboard primarily to turn. I imagine watching me play would be actually frustrating to someone who’s good at the game, because to change my camera I end up having to anchor myself in place for a few moments. I learned to play this game on a track pad. Granted, it was a Mac trackpad, which is the Cadillac of the trackpad world, but still.