While I’m on the subject of pacing, I want to address the interweaving of Dungeons into the personal story. Frankly, this was a poor decision, or at the very least, was poorly executed. The problem arises because dungeons themselves are optional regarding story progression – up until the final dungeon. While technically speaking dungeon completion is not necessary for the final dungeon/mission, there is another level of immersion breaking that occurs because of this decision. Foremost, players who have opted not to do dungeons but wish to have the Destiny’s Edge experience will now have to go back and experience each dungeon in turn, when the primary focus is the immediate threat of Zhaitan. This problem is needlessly compounded by dungeon structure. A single-player storyline is turned into a pick-up-group event which creates even more problems. While I was able to do Ascalonian Catacombs, Cadecaus’ Manor, and Twilight Arbor – many following dungeons were completely abandoned. I was unable to find a group to complete Sorrow’s Embrace, Citadel of Flames (due to a glitch, which is forgivable), Honor of the Waves, and Crucible of Eternity. That is 4 story missions that I was unable to complete due to lack of grouping and is a SERIOUS flaw in the story structure that personally gave me a very poor experience with the game – one that I am honestly surprised occurred given the obvious reliance on Heroes and Henchmen in Guild Wars 1. This should not be a re-occuring problem in later expansions of the game. Dungeons need to be either a total non-requirement with regards to story, or there needs to be an option to experience the story without looking for a group. I feel like this was one of the larger oversights of the story structure.
I have two more issues I wish to discuss with regards to mechanics, and they’re much more brief. First is the mechanics of the missions themselves. This problem reveals itself in the form of difficulty. I’m not going to go too in-depth here, because I believe this issue has been firmly touched upon and acknowledged by Arenanet, but still I can chime in with my thoughts. Playing as an Elementalist, I found many missions to be frustrating in their difficulty due mostly to combat mechanics or the ineffectiveness of combat AI. I consider myself an experienced game player (HA , RA, and Elite Area running in GW1, tournament-level League of Legends play, among other things) and even I felt the single-player difficulty was over-tailored for me – I shudder to think of the experiences of players who are much more casual in their play and experience level. I often found myself downed by mobs that would endlessly swarm me even as I kited to the extent of my energy and zoning abilities, and allied NPCs felt wholly ineffective at anything other than tanking (when I wasn’t being targeted). This led to frustrations over either A) being downed too much in a story where I am supposed to be the hero, or B ) being the only “reliable” damage force in a large-scale mission (Claw Island, for example, where every mob was just endlessly fighting until I came along to clean up). The structural problem I’m sensing here is that mission difficulty does not feel adequately tailored to my class. Foregoing specific instances of difficulty, the overaching theme was that I felt like I should be playing a warrior – mobs would rush me instead of my allies, my allies would never tank so I could employ true Elementalist-style play. I’m not sure how extensively this was tested, but the main point is that I felt out of class. This is understandable given the limited experience of the Personal Story team, but should be addressed in the future.