If you mean the launch-era trailers, they have nothing to do with “Living World”. The personal story is indeed affected by your choices, the ones you make at character creation and your choice of order.
yet in the end nothing affects the story, ether way the story barely to not changes whatever you choose.
i finally hat the time to get trough the 1:30 last mission (kill zaithan) and there was nothing to be found of my choices.It affects the progression of the history, not the ending.
Expecting a personalised ending in an MMO where everyone shares the same story is quite delusional.
the personal story is instanced, there is nothing shared about that.
try again please but this time research a bit more.It’s still the same story regardless of whether you’re in an instance or not.
and that’s exactly the problem, we have choices but not really.
you choose one thing, get an outcome, nothing changes and you end up with exactly the same.
if the personal story really gives choices make them visible, have them affect the story and later on see the results for your efforts.
ps. the change only happened AFTER cryptic left, it was never an issue of time but knowledge.
time is always an issue for development — there is never enough time to do all the things that people want. (Knowledge is sometimes a blocking issue, sometimes a time-consuming or time-saving element.)
ofcourse it takes time, but constantly claiming it’s impossible to do but after a dev team switch it’s most certainly possible does make some heads turn…..
if you’re going for a legendary, you must do some things you might not enjoy. for some, that is wvw, for others it is map completing zones, and for some it is achievements.
if Anet removed all the things that people may not like when it comes to making a legendary, there would be nothing to do and they’d just mail you one.
they are not really legendary if anyone can craft them now is it…..
city of heroes had the same roadblock with power dye’s, didn’t stop them from making it eventually. (then again, cryptic is just lazy, when NCsoft made paragon studios things all of a sudden became possible)
The key word there was eventually. People asked for it since day one and it took them until Issue 16 (5 1/2 years in) to deliver on it after many years of playing down the possibility. Likely it was part of the longer term planned side switching that led to Going Rogue.
Plus it wasn’t the same roadblock. We are talking about adding color channels to a set of skins that currently don’t have any PLUS the UI change to the dying panel to include backs. In CoH it has a graphics programmer issue to adjust particle effects while here it’s primarily an artist issue.
CoH didn’t just have particle effect issues, they added whole different effects in it, they also had to change the character creation screen so it fits the UI.
ps. the change only happened AFTER cryptic left, it was never an issue of time but knowledge.
IMO all of the voice acting in vanilla GW2 is horrible, when i want a story i expect the characters to sound like that, however, all the characters (including the PC) sounds like they read everything from a book.
the tone they use and speech they use ruins the atmosphere of the conversation, normally i like to listen to the story even when i know the text from start to end but GW2 voice overs are so bad the skip button is always pressed.
If you mean the launch-era trailers, they have nothing to do with “Living World”. The personal story is indeed affected by your choices, the ones you make at character creation and your choice of order.
yet in the end nothing affects the story, ether way the story barely to not changes whatever you choose.
i finally hat the time to get trough the 1:30 last mission (kill zaithan) and there was nothing to be found of my choices.It affects the progression of the history, not the ending.
Expecting a personalised ending in an MMO where everyone shares the same story is quite delusional.
the personal story is instanced, there is nothing shared about that.
try again please but this time research a bit more.
i would like to see “upgrades” to be split in two categories, service and upgrades.
service: stuff like bank expansions, name changers, character slots, total makeover kit, etc..
upgrades: LS episodes, HoT upgrade, digital deluxe upgrade, etc..
and please, put mail and glider skins in style, they are all cosmetic and nothing more.
Did you even look at the new Gem Shop? Upgrades are split into a number of sub categories (Account Upgrades, Character Upgrades, Living World, Mail Carriers and Upgrade Combos) with items appearing in multiple sub categories.
Also gliders have been moved to Style (Armor Skins, Outfits, Glider Skins, Weapon Skins, Style Combos and Seasonal Style Swap).
Honestly, if you want to criticize, at least explore it first.
i did explore it, the filter doesn’t excuse the lack of proper categorization.
city of heroes had the same roadblock with power dye’s, didn’t stop them from making it eventually. (then again, cryptic is just lazy, when NCsoft made paragon studios things all of a sudden became possible)
If you mean the launch-era trailers, they have nothing to do with “Living World”. The personal story is indeed affected by your choices, the ones you make at character creation and your choice of order.
yet in the end nothing affects the story, ether way the story barely to not changes whatever you choose.
i finally hat the time to get trough the 1:30 last mission (kill zaithan) and there was nothing to be found of my choices.
just in open world ppl are helpful, talk about raids or dungeons and you will get backslash after backslash.
i ones asked in the raid lobby what the shortcuts mean in LFG, all i got are “noob, kitten off” or ïf you don’t know that you’re not good enough anyway", i play GW2 from beta and saved ppl in dungeons that was otherwise doomed to fail but yeah, i am the noob here……
i would like to see “upgrades” to be split in two categories, service and upgrades.
service: stuff like bank expansions, name changers, character slots, total makeover kit, etc..
upgrades: LS episodes, HoT upgrade, digital deluxe upgrade, etc..
and please, put mail and glider skins in style, they are all cosmetic and nothing more.
It’s not about “finding the next game” …it’s about false advertisement. I understand him.
@op good part is this game doesn’t “tie” you to it…you can go on long breaks, come back and be as powerful as when you left it.
When and where was it advertised that gw2 is a game where individual choice affects the story? This is not a telltale game. And it’s an MMO on top of that, where thousands of players are sharing that story.
watch the early trailers, they actually said exactly that.
we need really long beards for humans, it is getting quite depressing when i want to make a wizard and all i can make is a short bearded ape. (and give the wizard hat long hair, we don’t want bald wizards)
oh believe me, with all the back items already available it is more then worth it.
we now have glider-backpack combo’s that just don’t add up when you can dye the glider but not the back item.
last bundle that bugs me is the vile wing bundle, my glider is nicely dark purple but the back item is still green. (and ruins the concept i have)
it’s there because it fits the glider, a small thing that can deploy a glider.
they could keep the skills balanced but add some anyway, one way would be on weapons.
currently if anyone wants to make a frost mage they are pretty much stuck with ether support or healing spells, the attack spells that already exists are quite lame and way to weak to even consider.
However, if you could choose alternative skills (like 2 per skill slot) you could change the healer role in to a damage dealer or mix around to suit your style.
same thing with engineer rifles, you could use it as a tool gun like it is now or change it in a long range rifle.
i love the outfit, it fits my halo themed character perfectly.
however, i personally am not a fan of the helmet front, a more functional eye window would be more my style. (even in halo there re some illogic helmets, never liked them)
i actually think there are way to many plain armors, even the newer ones look really plain to me and don’t invite excitement behind it, (some look really good but Anet has a grind and craft fetish so out of reach for me)
i think some really good looking armor that is more nordic needs to be added, only norns have them as cultic armor but IMO any race should have something more in that line.
show all equipped weapons, it feels so lore unfriendly if i can only see one weapon.
Rumor is we’ll be getting Wintersday in July. It may not be the festival that the OP wanted but it’s something.
that’s only BLTP stuff, nothing really event-like
There is only one warrior race: Charr.
All of the others are just small humans, big humans, weird gray kids and walking salads swinging a sword and pretending to be a Charr.
you mean the kitty cats running around trying to be tough, pffffff
the best thing you can do right now is first play around with all the professions, if you don’t like a certain profession and you used the booster you’re stuck with it and no rerolls.
better test it before you regret it.
Suggestion…in the Gem Store…sell a breather skin that turns the character into a Mermaid/Merman when underwater…pretty sure it would sell like hotcakes and my wife would adore it ;-)
Valdergare
Ranger, Isle of JanthirI have a strange feeling that to keep things more GW2ish, you’re more likely to get a krait or largos transform tonic that works underwater and allows combat. I don’t think there are any transformations in game that turn you into something that does not exist in the world in some form already, and merfolk just aren’t part of Tyrian lore afaik.
Also, if whatever form it takes it does sell like hotcakes, odds are everyone will look exactly the same when using it. Same mer-hair, same mer-tail, same mer-skin tone, same mer-channel (oops, ignore that last bit, flashed back to Adam West’s Batman). I don’t see that as a good thing. I mean, I am happy to wear outfits even though they get a bit “samey” but at least I can dye those to stand out.
Well, there are different colored quaggan tonics, as well as the various Mystery tonics that can turn you into a random tree, a random piece of furniture, etc. So there are already methods in-game to make peoples’ looks differ using tonics.
Yeah, but all that stuff is already in game (and trees and furniture tonics can’t be used in combat, correct?), mermaids have no models in game at this time.
we have our own version of a mermaid
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/131656/tumblr_mjz0q51urH1rtdsh3o8_1280_1_.jpg
well, a living breathing world can be done without big announcements, if the areas don’t depend on hearts and dynamic events it would be more dynamic.
for instance, events could happen without anyone knowing about it, when events fail things could change in the map that advances an attack.
an example:
centaurs attack a town, when the town is overrun they try to fortify the town for their own, ones fortified they continue on to the next town and do the same.
that way the world is ever changing, the players can change all that by taking on the centaurs, destroy the fortifications and by driving them back.
this will make the world really dynamic because of something really simple, as long as players are not around enemy NPC’s can just take over tyria.
to me hearts are blank and boring, they just stand there and ones it’s done the area is depending on events to run, otherwise the area is just useless and has nothing to offer.
the living world we have isn’t really true right now, without the kind of events i am talking about (without all the bells and whistles attached on it) GW2 will just be an empty world without really anything to do.
Perhaps, then, that should be their lament, rather than saying there was much choice with armor at launch, and now, even though no (or nearly no) armor has been removed, there is less choice.
I mean, there is still 2000-3000 pieces of gear. In fact, there are more than there were at launch.
i look at it as sets instead of pieces and keep them per weight class, so i think the 2000-3000 part is exaggerating it quite a bit.
if we could literally use all of them regardless of profession then yes, right now it’s barely hitting a 100.
well, the selling point of GW2 was exactly what the OP doesn’t see anymore, right now it’s nothing more than a glorified WoW without quests. (which would be really fun to have, renown hearts are allot more boring and useless then quests)
ignore random NPC close to important NPC’s, it’s getting really annoying that after almost 5 years i still talk to a random NPC when i just want to get to my bank.
and also, make head armor available to mix.
it would be nice if i could have my sunglasses on while wearing an outfit.
(edited by sorudo.9054)
Weird, I distinctly remember farming for years in gw1, for items linked to specific areas or mobs, and not getting the drop. Hundreds of hours, no luck.
Funny bit of trivia, “almost impossible,” means, “not impossible.”
what about the part that i have bin playing GW2 from the get go and no pre-cursor yet a snob who plays just a week get one dropped, that’s the true problem with loot here.
Yep that happens here too. No precursor yet for me either.
I was kind of responding to someone claiming that it was (almost) impossible to farm for something in a game with specific drops tied to specific areas or mobs, as was the case in gw1, and never get the drop.
Why does being a new player (having only played a week) make one a snob?
the snob part is more the “13 year old getting it without any effort at all”, at this point they should just give ppl who played in the first year a pre-cursor of choice even if it’s account bound.
Weird, I distinctly remember farming for years in gw1, for items linked to specific areas or mobs, and not getting the drop. Hundreds of hours, no luck.
Funny bit of trivia, “almost impossible,” means, “not impossible.”
what about the part that i have bin playing GW2 from the get go and no pre-cursor yet a snob who plays just a week get one dropped, that’s the true problem with loot here.
as long as they can’t even get hair in hoods i can’t even take Anet seriously, skyrim modders have done this for years yet they never even got one simple hat right…
now we just need more high heels of various varieties across all weight classes.
Nooooo! On the contrary, we need less of those! (shudders) It’s so hard finding good flat boots/shoes for female characters as it is.
wait what?
it’s actually really hard to find shoos with heels, all i see are flat boots and low heeled boots.
when i hear heels for shoos, i am thinking of this.
seriously, they finally made condi damage better and now you want to worsen it again?
let’s destroy zerger builds, let’s see how you feel about that.
i do think that when you reach a certain milestone masterwork and lower doesn’t drop for that character anymore, i have a maxed out character (like so many others) but masterwork and lower is pretty much a normal drop while rares and really rare and exotics are non-existing.
also, it would be more rewarding if legendary enemies actually drop useful stuff, you have no idea how many legendary enemies i have killed, doing pretty much 30% of the total damage on my own, only to get a masterwork chest piece and an obsidian shard with some junk next to it. (if only i could sell them, they are junk to me)
GW2’s control scheme would not work with consoles. Too many buttons.
Final Fantasy 14 for consoles actually uses the controller with the shoulder buttons as action bar swaps. It works fairly well because FF14 is much more static, despite having quite a few rotational damage skills and defensive CDs.
GW2 has a lot more twitch, and some skill shots, so a controller would be a bit unwieldy. I don’t think the number of skills is the issue, but rather the need to hit a few simultaneously.
the big difference is that FF 14 is made with the console in mind, GW2 is completely made solely for the PC.
making GW2 for the console requires a huge amount of rework, even changing it so the console doesn’t miss anything.The other games listed here and those that have been ported already such as Star Trek Online, were never designed for the console at all. This title as I recall was stated to be developed for a possible port in the future which I believe was the reason for the limited number of abilities and the simple ui design.
and STO sucks on console, i have a maxed out character on PC and it works somewhat fine, on console it just doesn’t work at all.
they can keep the waypoint thing, it’s junk to me.
i do hope they up it a bit and give lvl 60 tomes instead, rather want a lvl 80 booster but not seeing that.The 4th year was a lvl 40 scroll. I wouldn’t be surprised if this year had a
lvl 60lvl 50 scroll.Edit: lvl 50 is more likely than a lvl 60 scroll.
i know, i said that i a way but i rather they skip it and go for a lvl 60 scroll
GW2’s control scheme would not work with consoles. Too many buttons.
Final Fantasy 14 for consoles actually uses the controller with the shoulder buttons as action bar swaps. It works fairly well because FF14 is much more static, despite having quite a few rotational damage skills and defensive CDs.
GW2 has a lot more twitch, and some skill shots, so a controller would be a bit unwieldy. I don’t think the number of skills is the issue, but rather the need to hit a few simultaneously.
the big difference is that FF 14 is made with the console in mind, GW2 is completely made solely for the PC.
making GW2 for the console requires a huge amount of rework, even changing it so the console doesn’t miss anything.
they can keep the waypoint thing, it’s junk to me.
i do hope they up it a bit and give lvl 60 tomes instead, rather want a lvl 80 booster but not seeing that.
1. Monk – maybe not identical to GW1, but close
2. Ritualist – as it was in GW1
3. Necro – revert minion summoning to like it was in GW1
-only summon from corpses
-bring back the minion army (with cap of course)
-teleport to heal via corpse
-minions degen and die (the degen timer like in GW1)
4. Mesmer – keep portal; make the rest like it was in GW1
I don’t agree with minions needing corpse, except for big group skills like Aura of the lich it was a hell to get enough for a flesh wall. (and i am quite a good MM in GW1)
Also, in GW1 you had big groups walking around, in GW2 there are times where you have barely any enemy at all so in the time you need minions they are already dead.
However, i do think there should be a way to increase the amount of minions to summon, something like a mastery that replaces the secondary skill with a summon skill so you can continue to summon or a utility skill that allows you to infest the enemy, when you kill this enemy fast enough it spawns a new minion beyond the limit. (but only 5 can be active at any given time)
Maybe something like this with mastery:
-Bone minions explode by them self but you can’t control the explosion, in turn you can summon them one at a time and with every 10 levels you can summon an extra minion
-Bone fiends slow instead of immobilize, does minimal damage and can’t be controlled, in return when you summon a bone fiend there will be 2 of them after reaching lvl 70
-Shadow fiends remains unchanged
-Flesh wurm doesn’t allow teleportation, instead you can call it to your side. (and keeps following you when you run to far out of it’s reach)
-Blood fiends is unchanged (maybe a little healing boost but that’s it)
-Flesh golem is unchanged, however, when you use charge and the enemy is immune to KD and/or KB it will not charge trough it but keeps on charging at the enemy’s body.
now minion masters have a choice, more minions or more power.
(i do want the bone horror to return, one that can be summoned like minions but you can only summon more every 15 levels)
i had a concept for a monk/ritualist that uses bracelets as weapons, this profession (in GW it’s not called class) uses the spiritualistic powers from the ritualist but has Indonesian monk training and discipline.
the one thing different about this profession is that you can use both heavy and light armor but they give their own disadvantages and you can’t switch in combat and there is no hot key for it. (so quick switch isn’t a thing)
this is kinda the weapon and specialization idea, FAR from finished but it was a spur of the moment thing:
Monk/Ritualist
Weapons:
Greatsword
Longbow
Dagger
Staff
Bracelet
Sword (elite specialization)
Specializations:
Serenity
Spiritualist
Aggression
Concentration
Samurai (elite specialization)
The bracelet:
Punch -> jab -> power fist
Fist of fury
Bull storm
Grab -> smash/ground pound/uppercut/side kick
Fist of the dragon
(edited by sorudo.9054)
yep, i just bought the new sunglasses and bang, crash on command.
I’m saying that HoT is not much different from Orr on release, or at least, I remember seeing the same kinds of posts about it.
There is some truth in that, but there is also a fundamental difference between HoT (VB) and Orr:
For Orr, you could always go back to the previous and easier maps and build your character and abilities until you felt ready for Orr. In contrast, for HoT, you had to play in HoT to prepare for HoT. You had to prepare in the same area you were preparing for. That’s one of the crucial downsides of HoT.In a way, I did go back and prepared elsewhere: I played Fractals for a year instead of HoT. But I don’t think that was expected and intended gameplay. It was expected that if a player buys HoT, he will play HoT and not an old game area.
you just summarized exactly my problem with this, a new expansion can add new stuff but should never scare player away just so they can prepare.
one thing i really don’t like is the part where masteries are region locked, there is absolutely no reason why i can only learn masteries in HoT maps but nowhere else.
that’s like saying i can only learn to ride a bike in a city instead of down town, really makes absolutely no sense.i can understand linguistics, you can’t learn a language in an area where they never use it and have nothing to learn from.
same with the toads, it only grows there so you can’t learn how to use it unless you have it close by, that’s logical.The reason masteries are region locked has to do with gameplay not with logic. That is to say if you have easier places to get mastery a percentage of the playerbase will take the easy road, even if they might enjoy the harder road. It’s just human nature.
You make an expansion and you need to give people reason to play/farm that expansion. Being fun isn’t enough for everyone. Perhaps it’s not enough for most people even.
if they need a reason they need to do a better job, locking it down in an expansion that already scares ppl away shows lack of reason and bad design.
also, everyone has a different idea of fun, my fun is to have a goal and story to follow, the HoT maps are so chaotic and the story is so locked down behind masteries that fun isn’t high in the list when i run around there.There’s always going to be something that scares someone away. Take away stuff that scares people away, and you might as well close the game down.
As an example, when this game launched, people were scared away by dungeons,. scared away by Orr and even having to complete WvW to get world complete.
There has never been a time when people weren’t scared away.
Make a game that has nothing that scares anyone and it’s a game I probably wouldn’t play.
i never ever asked to take things away, i ask to put some masteries in a global category (that works in both core and HoT).
in HoT and LS3 the further you go the more you need your glider, it would be a really good thing to make gliders global so when you’re high enough (or maxed out) it’s less a choir to play ether and more an enjoyment.Yep, I know what you asked for and I believe it would be bad for the game.
Part and parcel of making any MMO is traffic control. You have to direct people where you want them to go, mostly through rewards. People say they love challenging content but without reward most people wouldn’t do it. They want their time and energy to be rewarded.
The MMO player base is its own worst enemy. Where as you personally may really want to just stay in core Tyria forever, others may say they want to and yet they’ll get bored not being forced into that new zone and they’ll leave the game. Not everyone is analytical enough to know why they stay or why they leave a game.
The need to put people in new zones, means you have to make sure the rewards are exclusive to those zones. Which is why what you’re asking for isn’t likely to ever happen.
And when the new expansion comes out, should there be masteries (and I’m guessing their will be), then they’re going to make leveling those masteries unique to those zones.
there are plenty of masteries that only work in HoT maps, gliding works globally.
it is actually a good idea to put gliding as a global mastery.
i know HoT needs something to lure ppl in, personally they hold ppl back and scare them away when it’s something that keeps them alive in an expansion.
one problem i see with masteries globally is that it’s a huge time consuming thing, something not made for ppl that barely have enough time to even get one mastery max within a year or so.
it needs way to much dedication, this is nice for ppl who are jobless with nothing else to do anyway but ppl with a full time job and just 2 hours a day to play on the PC masteries become a hell.
if you want at least one comprimise, make gliding faster and easier to max, that way a global mastery can be used faster by anyone regardless of time restrictions.
something like that you need less XP (if possible, half of what we need now) and less mastery points.
I’m saying that HoT is not much different from Orr on release, or at least, I remember seeing the same kinds of posts about it.
There is some truth in that, but there is also a fundamental difference between HoT (VB) and Orr:
For Orr, you could always go back to the previous and easier maps and build your character and abilities until you felt ready for Orr. In contrast, for HoT, you had to play in HoT to prepare for HoT. You had to prepare in the same area you were preparing for. That’s one of the crucial downsides of HoT.In a way, I did go back and prepared elsewhere: I played Fractals for a year instead of HoT. But I don’t think that was expected and intended gameplay. It was expected that if a player buys HoT, he will play HoT and not an old game area.
you just summarized exactly my problem with this, a new expansion can add new stuff but should never scare player away just so they can prepare.
one thing i really don’t like is the part where masteries are region locked, there is absolutely no reason why i can only learn masteries in HoT maps but nowhere else.
that’s like saying i can only learn to ride a bike in a city instead of down town, really makes absolutely no sense.i can understand linguistics, you can’t learn a language in an area where they never use it and have nothing to learn from.
same with the toads, it only grows there so you can’t learn how to use it unless you have it close by, that’s logical.The reason masteries are region locked has to do with gameplay not with logic. That is to say if you have easier places to get mastery a percentage of the playerbase will take the easy road, even if they might enjoy the harder road. It’s just human nature.
You make an expansion and you need to give people reason to play/farm that expansion. Being fun isn’t enough for everyone. Perhaps it’s not enough for most people even.
if they need a reason they need to do a better job, locking it down in an expansion that already scares ppl away shows lack of reason and bad design.
also, everyone has a different idea of fun, my fun is to have a goal and story to follow, the HoT maps are so chaotic and the story is so locked down behind masteries that fun isn’t high in the list when i run around there.There’s always going to be something that scares someone away. Take away stuff that scares people away, and you might as well close the game down.
As an example, when this game launched, people were scared away by dungeons,. scared away by Orr and even having to complete WvW to get world complete.
There has never been a time when people weren’t scared away.
Make a game that has nothing that scares anyone and it’s a game I probably wouldn’t play.
i never ever asked to take things away, i ask to put some masteries in a global category (that works in both core and HoT).
in HoT and LS3 the further you go the more you need your glider, it would be a really good thing to make gliders global so when you’re high enough (or maxed out) it’s less a choir to play ether and more an enjoyment.
yeah, until they turned it in to tile fetish disney land…..
if they want realistic wildlife they need to do it like in skyrim, any skittish wildlife runs away from players and predators don’t just attack, they really wanna kill you.
I’m saying that HoT is not much different from Orr on release, or at least, I remember seeing the same kinds of posts about it.
There is some truth in that, but there is also a fundamental difference between HoT (VB) and Orr:
For Orr, you could always go back to the previous and easier maps and build your character and abilities until you felt ready for Orr. In contrast, for HoT, you had to play in HoT to prepare for HoT. You had to prepare in the same area you were preparing for. That’s one of the crucial downsides of HoT.In a way, I did go back and prepared elsewhere: I played Fractals for a year instead of HoT. But I don’t think that was expected and intended gameplay. It was expected that if a player buys HoT, he will play HoT and not an old game area.
you just summarized exactly my problem with this, a new expansion can add new stuff but should never scare player away just so they can prepare.
one thing i really don’t like is the part where masteries are region locked, there is absolutely no reason why i can only learn masteries in HoT maps but nowhere else.
that’s like saying i can only learn to ride a bike in a city instead of down town, really makes absolutely no sense.i can understand linguistics, you can’t learn a language in an area where they never use it and have nothing to learn from.
same with the toads, it only grows there so you can’t learn how to use it unless you have it close by, that’s logical.The reason masteries are region locked has to do with gameplay not with logic. That is to say if you have easier places to get mastery a percentage of the playerbase will take the easy road, even if they might enjoy the harder road. It’s just human nature.
You make an expansion and you need to give people reason to play/farm that expansion. Being fun isn’t enough for everyone. Perhaps it’s not enough for most people even.
if they need a reason they need to do a better job, locking it down in an expansion that already scares ppl away shows lack of reason and bad design.
also, everyone has a different idea of fun, my fun is to have a goal and story to follow, the HoT maps are so chaotic and the story is so locked down behind masteries that fun isn’t high in the list when i run around there.
I’m saying that HoT is not much different from Orr on release, or at least, I remember seeing the same kinds of posts about it.
There is some truth in that, but there is also a fundamental difference between HoT (VB) and Orr:
For Orr, you could always go back to the previous and easier maps and build your character and abilities until you felt ready for Orr. In contrast, for HoT, you had to play in HoT to prepare for HoT. You had to prepare in the same area you were preparing for. That’s one of the crucial downsides of HoT.In a way, I did go back and prepared elsewhere: I played Fractals for a year instead of HoT. But I don’t think that was expected and intended gameplay. It was expected that if a player buys HoT, he will play HoT and not an old game area.
you just summarized exactly my problem with this, a new expansion can add new stuff but should never scare player away just so they can prepare.
one thing i really don’t like is the part where masteries are region locked, there is absolutely no reason why i can only learn masteries in HoT maps but nowhere else.
that’s like saying i can only learn to ride a bike in a city instead of down town, really makes absolutely no sense.
i can understand linguistics, you can’t learn a language in an area where they never use it and have nothing to learn from.
same with the toads, it only grows there so you can’t learn how to use it unless you have it close by, that’s logical.
all of the legendary armors are ugly, it’s as if, when you go for ascended and higher they only get uglier.