You'll die a lot in HoT, too, but more often from going over a cliff as you search for hero points or mastery points without a landing spot in sight, hoping you can glide somewhere safe. There aren't very many waypoints, but you'll quickly notice that there are armor repair anvils next to them there's a reason for that: You're going to die a lot in PoF. Individual PoF mobs are overpowered and you'll usually find multiple veterans overlapping agro-ranges, and they'll chase you halfway across the map. They are both a complete departure from the original game concept, level designs obviously created by 12-year old kiddies who think impossible combat is fun you can't do much without a zerg in HoT and multiple other players in PoF. I didnt want to leave there, because of the sentimental energy I wasted climbing!! Nothing is more satisfying than getting that vista and strongbox, climbing the Great Tree, avoiding millions of hylek mordren shooting at you, climbing in mushrooms and running with your heart pumping blood like hell. (Although the mounts are a huge help in HoT too.) It wouldn't make sense since it's supposed to be arid grassland and desert, and it makes for nice variety. > But I am glad they didn't do PoF the same way. > Overall I think HoT is better once you get used to how the maps work - like a lot of GW2 it's as much about player skill (in this case understanding the maps and how to use the masteries to get around) as 'levelling' your character - in this case training those masteries - and also if you're willing and able to take your time to explore and figure out the way through instead of trying to get there as fast as possible. > (My only complaint is actually not about GW2 at all - HoT ruined Valenwood in Elder Scrolls Online for me, because based on the lore it should be like the Maguuma, but it's not - it's all wide open spaces under the trees, paved roads and clear paths from A to B across solid ground.and after seeing what could be done in a game that in many ways is very similar I just can't enjoy it any more.) Plus I love the feeling that you're totally out in the wilderness - there's no towns and very few safe spaces, almost no roads and the ones that are there were created by the hylek or exalted (or mordrem) so they don't follow conventional human logic and some aren't recognisable as roads until you're familiar with the jungle, and getting anywhere involves going around, over, under and through obstacles instead of just passing them by. It's not a problem for me because even when I'm doing map completion I rarely end up going where I planned (even in core maps) and just wandering around seeing where you can get to and what's there seems to be what works best for HoT maps. > I love the HoT maps, but I can completely understand why they're frustrating for other people. Overall I think HoT is better once you get used to how the maps work - like a lot of GW2 it's as much about player skill (in this case understanding the maps and how to use the masteries to get around) as 'levelling' your character - in this case training those masteries - and also if you're willing and able to take your time to explore and figure out the way through instead of trying to get there as fast as possible.īut I am glad they didn't do PoF the same way. (My only complaint is actually not about GW2 at all - HoT ruined Valenwood in Elder Scrolls Online for me, because based on the lore it should be like the Maguuma, but it's not - it's all wide open spaces under the trees, paved roads and clear paths from A to B across solid ground.and after seeing what could be done in a game that in many ways is very similar I just can't enjoy it any more.) ![]() I love the HoT maps, but I can completely understand why they're frustrating for other people.
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