No, it’s a subterranean zone that isn’t a large cavern but a tangled mess of tunnels that the world map fails to depict in any useful way, often showing you the tunnel system two layers above the one you’re currently lost in.
It’s also too steep in most places to be navigated by foot, so you need to have invested mastery points into the gliding system and figured out how to use it properly. This isn’t a problem these days, with the inclusion of flying mounts in later expansions, but it still remains the most frustrating zone I’ve ever had to navigate, far worse than any underwater zone.
This feels like a perfect way to shoot yourself in the foot.
It’s not like challenge-oriented players have a shortage of activities to do. They have fractals, raids, SPvP. They will keep doing that content regardless of the difficulty of the story, because they’re here for challenging gameplay, not the story.
The only thing raising the difficulty of story content accomplishes is punishing and pushing away story-oriented players who are already your customers because they’ve bought and played the base game.
Admittedly I also quit GW2 because its RP scene dwindled thanks to megaservers. The story of HoT apparently isn’t even particularly good, so there was no reason for me to stick around. I bought the expansion, but soured by the difficulty of living world season 2, I never actually played it.
I suppose I could skip straight to End of Dragons, which is supposedly easier, but it feels weird to play the first and last act of a story while skipping the middle act, and without an RP scene, there’s no compelling hook for me to play GW2 anyway, even if I like many things about its gameplay and environment design.
It’s noteworthy that bows are also magical and a number of magic imbued arrows are equivalent to firearms. Now, whether warcraft guns can have special bullets cast and enchanted to special ends is a different matter.
I don’t know about all that. There are plenty of players for whom (like myself) both challenging gameplay and a good story are of interest. And it’s not like the two are separate; in fact, the story beats hit all the harder when paired with challenging mechanics you have to overcome. Like the Red Prince in Remnant 2 on the hardest difficulty, now that was a banger.
Tbh I completely zone out when the “casual” or “story” content just has me blast through everything. No! Let me be immersed, let me fight for this world or whatever I happen to be fighting for.
This kind of ties into the whole KEEP PVP AND PVE GEAR SEPARATE debacle, which imo heavily contributed to ruining the game. No. It’s all one thing. Stop it. Story and gameplay are interwoven.
Then we have different preferences. And that’s okay.
My main interest in any RPG is the story. I don’t want the gameplay to be too easy, because that’s boring, but neither do I want it to be so frustratingly hard that I keep dying/reloading, because I’m not here for the challenge.
To give you a general idea, I find BioWare games on normal mode just right. Not too hard, not too easy. Easy mode feels too easy. Hard modes I’ve never even tried.
For Fallout/Elder Scrolls titles I set the difficulty to normal or above, but I also console command on god mode. Enemies don’t crumble but I’m not gonna die.
That doesn’t sound fun to me but I’m glad you enjoy it
There’s a cool console command I like in Fallout, immortal mode or something. You can’t die but your gear can still degrade and your limbs can still get crippled. So I’ll run out of stimpaks and have to hobble my way to society to fix my exploding head