Here’s a general rundown of what we are working towards over the upcoming months:
- Revamping all of our existing dungeons (Story and Explorable versions) through rebalance and overhauled encounters.
Dungeons haven't been good press for GW2, what with complaints that they're too hard, too chaotic, and play like WoW Dungeons after the Tank has died. Then there's the feeling they're a pain to get groups for, what with no Dungeon Finder and all, and there's no loot in them worth having anyway. Not to mention the very valid concern that groups for Story Dungeons will soon become impossible to find, if they aren't already.
A revamp is unlikely to make things worse so this is probably good news but it's a shame they got it so badly wrong the first time round. I'd far rather they were adding completely new content than re-doing stuff on which the paint's barely had time to dry.
- Adding new dungeons to the Fractal of the Mists.
More of a good thing is generally reckoned to be a good thing, unless it's too much of a good thing, which this almost certainly isn't. So, a Good Thing , then.
- Adding more variation to creatures, enhancing our open world scaling system, as well as evolving many events and experiences across Tyria.
|Of course it's a new species - just look at the blue scales...|
I don't have a problem with the scaling system although I know some people do. It seems well-balanced to me. I also haven't noticed a particular lack of variety in creatures, or at least not any more so than in every MMO ever and I can't say I've felt short-changed on events either. As for "experiences", I have no idea what that means!
That said, it's all "Mom-and-Apple-Pie", isn't it? Hardly going to say "No Thanks" to more kinds of things to kill, are we? Or more events, evolved or otherwise. Or "experiences". We all want those, I guess...
- Fixing and improving existing content throughout the game, and better tying it into the overall sense of player progression within Guild Wars 2.
- Building on the Southsun Cove’s persistent content.
|Where are the donkey rides?|
I kinda like it, meself. It does remind me of Ember Isle in Rift a bit, - some parachuted-in high-level content that feels a tad artificial and not entirely connected to the world, but I do like to kill me some Karka. I was expecting some more light-hearted content from the pre-release publicity, though. Perhaps that's what's in the pipeline.
I'd rather they opened a new area on the mainland than expanded on this, really, but hey, I'll take new overland content where I can get it.
- Adding new Guild content and Guild progression features.
- Continuing to evolve PvP into an E-sport as outlined here: https://www.guildwars2.com/en/news/structured-pvp-iceberg/
- Adding brand new content to World vs. World as well as adding new reward progression.
Details please. And soon.
- Continuing to build upon the story and adventures of Guild Wars 2.
Overall, I think it's a bland and disappointing list. No expansion of the world, not a word on crafting, not the slightest hint on Housing of any kind. Looks as though it'll be down to the Holiday events to draw in the crowds because this kind of general par-for-the-course consolidation work isn't likely to light much of a fire under anyone. Fortunately I'm having a great time with the game as-is so my fire's lit already.