Pros: * Lovely Scenery * Great Graphics in General (armors, weapons, etc..) * Dye preview window * Insignias ~ good idea. * Inscriptions ~ good idea. * New classes are fun. * Salvage choices are great. * Decent quests & story. Cons: * Insignias ~ Poorly implemented. Should be fixed price 500g each. keeps armor costs same as in other chapters. * Drop Rate sucks ~ non max weapons constantly in areas of L20+ monsters. Weapons with no default blank insignia slots dropping, Armors not dropping enough. * Salvage Choices ~ pathetic coin toss chance of salvaging something making the new system terrible. Needing over 6 mil gold if you want a decent chance at salvaging from a favorite item without destroying it. Pathetic! Chance should have been 70% base and gone up to 85% with title maxed. * Armor potentially being destroyed when wanting to swap in and out insignias making the system not userfriendly. * Older armors / weapons NOT converted to new system. Making new system less appealing to others. I like my older chapter armor look and would like to change it's inscription now and then without having to go make a full suit yet again. * Not enough storage for all the new stuff thats introduced, as usual. * No auction house making selling items to other players a study in frustration and time wasting. * Map transition between different continents not party friendly nor are they as easy as they could be. * Pathing in some areas is terrible & /stuck doesn't seem to do much at all. * Some bad graphic glitches in some areas with holes through the world and weird pieces of geometry that don't belong in other areas. Not really a con but... * Dye window would be even better if it had the ability to be brought up with no dyes and allowed you to mix dyes without owning them to see what you would need to buy in the future for a specific combination. |
Also,
Pros: - To those of you claiming Prophecies was nonlinear... Yikes! The Nightfall storyline does a lot of U-turning (and figure-8-turning), but at the same time manages to keep your character in the spotlight rather than just having them carried along by events. - In spite of all fears, the two new classes didn't ship nerfed into unusability (Paragons may need softening a bit, actually). Their gameplay also feels different enough to the other classes that I was moved to start one of each. - The African flavour is really well done. Just enough references to cultures we don't see much of to strike a ballance between the familiar and lush exoticism. - Did I use the word "lush" yet? Then let me re-use it for the art style. "Really well done" to the art director! - The voice acting is much improved, and the writing is moderately improved. A couple fewer I AM EXPOSITING THE PLOT NOW moments, and it'll be perfect! - The new skills are a very good mix in general. New play and build options plus others that just refine existing builds, all at a fairly appropriate power level with minimal creep. Cons: - RIP PuGs. Which is a pretty major con for those of us who don't live and breathe our guild. - Inscriptions and insignias frankly just feel like goldsinks. Factions offered virtually the same functionality, only you didn't have to pay extra! - I'm not a huge fan of all the PvE-only functionality (Lightbringing, Rebirth signets); but I guess we'll have to wait and see what that means in the long run. - The twisting plot has one major downside - I have to stop and help someone figure out what they have to do next every five minutes! - While I praised the skill selection, they're still struggling to get around the fact that the lack of Meteor Shower is still almost as damaging to Elementalists as the lack of Crushing Blow is to hammer warriors. - Sundering mods dominate the endgame (weapon) greens. Moral: don't listen to your community, ANet! I wanted a 5/1 vamp 15>50 spear! |