Where to start? There are so many things I love, but also want improved upon. Let’s see:
Dynamic Events
I’m in love with Orr, haven’t been there long, but man, it feels like you have so much to do. It’s happened more than once where I stood at one spot and had three or more DEs happening all around me.
Here’s my gripe, the low level zones don’t feel close to this. I don’t think it should reach that level of hecticness, but it definitely could do with more. I especially love the way how events feel entwined in Orr, one effecting another, or two crossing paths. Sadly, it just feels like the low level zones sorely lack this.
Upkeep costs
I’m fine with repair costs. It should feel like a hit to your pockets, because it’s something you should avoid, but still not too harsh that it cripples you. And it feels just right at present.
Waypoint costs, on the other hand, make no sense. It feels like your being punished for using this system. A few days ago I went to help out a friend struggling with his new character. It cost me about 3s to get there, and the same to get back, and a lot more by following him around. Since I got bad drops it hurt me by doing so. How does that make sense? Wasn’t it supposed to be a feature, to go help out low level friends and still enjoy a challenging experience? He pays a few copper to travel, while you pay a few silver. The events and drops covers his expenses, but doesn’t come close to yours. Right now it doesn’t feel worth it to quickly help out where it’s needed.
I mean, at level 80, costs of a wayploint when you’re standing right next to it is 1s39c… It makes me wonder how these things scale in distance, cause it seems so wrong. Let’s use an example:
When I’m at Vigil Keep, travel cost to Dwayna’s waypoint at Divinity’s Reach will cost 2s13c, which is one zone over, while traveling to Pursuit Pass at Cursed Shore costs 3s36c… on the other end of the map. How does that make sense?
I seriously think the distancing needs another look at. And I also think the costs shouldn’t scale with your level, but rather be determined by the level of the zone.
Dungeons
Dungeons are great, a lot of fun. I just find rerunning them are a lot more tedious warranted. This can be solved I think. Maybe dungeons should have more random events inside of them. I also think that there can maybe be some randomization between bosses. What would be great about this is that groups will need to be a bit more flexible before the fights.
What I would also like is if some bosses received another look at, mechanic wise. Too many of the fights feel a bit too “tank” and spank, where you ignore the mechanic of the fight and just fight to get it done. Especially in story mode. I’d like it if bosses are less huge damage with huge health pools, and more tricky mechanics that requires the players to focus on them and what’s happening.
Underwater Combat
At times the underwater combat feels a bit too hard, especially the events. I think it’s just the fact that enemies aren’t attacking you on a flat plane, while having enemies all around adds an extra layer of challenge. It’s especially easy to draw unwanted adds, but all in all the underwater combat feels great, definitely the best I’ve ever seen.
I just avoid the events though :P
Those are my only thoughts. Some will agree, some wont. That’s just the way it is.
(edited by Azjenco.9425)