Quote:
hahahaha it's trooooooooo
|
Well, since I posted immediately afterwards that I
love Factions, I hope everyone took that in the spirit of gentle satire in which I intended it.
Honestly, I think people lose track of how many of the things they complain about in Factions are carried over from Prophecies.
Too much time in Kaineng? You spent just as much time in (a) post-searing Ascalon and (b) the Shiverpeaks, both of which are just as ugly and repetitive. Heck, I /ragequit the game in disgust for
three days when my first character got past Glint, only to be dumped back in the freakin' mountains!
Bad voice acting? I take my headphones off whenever Danika talks, and I make fun of Shiro's surly muttering, but ultimately it's
Evennia who makes me want to stab her to death with a spork.
Lously plot? I find it incriedible that anyone can argue that the Prophecies plot isn't
worse. They're both banal and uninteresting, but at least the Factions one is properly structured and has a sense of pacing! I think it comes down to the fact that you can more easily
ignore Prophecies' plot - reduce it maybe to "OK, so we're fighting
these guys now" - so you can shove it out of your conscious mind and so not resent it as much.
PvP Focus? You can argue the semantics of whether the "core" PvP counts as being part of Prophecies or not, but the fact remains that more modes of PvP were
introduced in the original campaign. What Factions added was a tendency towards PvP-PvE
integration, which I personally enjoyed immensely (since I like dabbling in both but am not ready to take the plunge into hardcore stuff).
Badly designed monster mechanics? I've already hinted that I consider the
putrid soul explosions to be a huge design mistake, particularly in that they wrecked the Assassin's reputation prematurely. However, there's similar design problems in Prophecies - it's just that the effects are a bit more subtle. Examples include
Giant Stomps, mobs consisting exclusively of Mesmers (that one's quite a big deal if you played a caster as your first toon), bosses being virtually immune to hex or condition-dependent characters, and large areas of the game with massive resistances to a particular element (Shiverpeaks, RoF Islands).
...Oh, and the abundance of Afflicted is directly comparable to all those Devourers.
In conclusion? Nostalgia. It's been long enough since most of us played Prophecies for the first time that we've forgotten a lot of the petty annoyances.
(note that I think that all of the above are
legitimate complaints about Factions. Virtually all the others are what I'm thinking of as "swings and roundabouts" issues, where one segment of the playbase misses out but it benefits another - e.g. locked gates, lack of skill rewards. I just happen to be in the segment that benefits from most of them!)