This review contains spoilers, click expand to view.
I've been playing this game for a long time (since launch, basically), and my feelings about this expansion are mixed at best.
Story writing improved, though still has this trademark New Era GW2 Writing - villains are stupid and pretty one-dimensional, with Ankka being positively someone's deviantArt OC who feels "hollow inside", and that's supposed to be taken seriously. Unfortunately, I'm not 12 anymore to find something like that compelling. Yet again they do dispose of a character with interesting potential shortly after their redemption/progression or high note that could be a turning point - this time, literally killing her off instantly. Would've been fine if they haven't done it several times with Demmi, Blish, etc. Dragonvoid is both basic and lazy in execution as a main threat - recolors of previously-encountered enemies, all in all. Still, it must be noted that character writing has improved tremendously, especially since such shining stars as Braham aren't nowhere to be seen. Yes, this fact alone would sell this DLC to somebody, I know. Stakes of the threat are so overblown I'm not sure we'll ever top them anymore, which just makes it seem like a checkbox thing by now. Overall, mixed opinion on it - usual Anet writing shortcoming are there, but I did find myself not hating characters this time, and we did get a lot of Canthan cast being actually relevant, which did not happen with Elona.
Map design is a hit or miss, but mostly miss. Color palettes are bad, shader work is underpolished, you can clock a TON of overused assets (they made a bunch of window blocks and built a huge, inconvenient city out of them - you can't really unsee the repetition in designs once you catch it), and generally a look more in line with amateurish maps in Second Life. Trees glow in the dark in neon pink still, and I play with maxed everything, and yes, my drivers are up to date, and no, it's not a DX11 bug (by the way, maps are prone to those more than usual, because they're oversized for no real reason and game chugs chugs chugs trying to keep up). What's original - separate architecture and seldom attention to detail - is good, but I honestly find myself disappointed by how... cheap the big city feels. Like something you'd build in Minecraft with Worldedit on, if you're catching my drift, and wouldn't know when to either stop or add something else. Final map should be considered visual terrorism.
New skins are pretty good, and include some casual clothing options for all armor classes, so art department isn't really slacking off - I fully expect to find out that this was the result of time constraints. Overall, let's just call visual design subjective - I tried to supply my points with some reason, but there's plenty of people who find overly loud colors everywhere appealing and enchanting.
Gameplay - New strikes are okay, but not /great/. Distinct lack of rewards tied to them is felt right off the bat with just a new set of ascended weapons boasting unique skins. Nothing impressive. These strikes also could use a little bit more prelude with some running up to the boss, but nope - they just dump you into the middle of the arena and you walk into a circle to start the fight.
Metas - no idea, map matchmaking was broken and seems to not be good still, which I found quite bumming for an expac launch and thus I'm noting it. From what I've seen, final meta involves some raid boss mechanics, and general open world crowd happily failed them repeatedly while not dealing enough DPS. Probably a scaling issue, but also a bit mean to throw raid mechs such as Largos bubbles at poor openworlders, but they probably need it.
Elite specs (aka subclasses)
This time around, these mostly suck. Most of them lack anything creative about them, are either overly simplistic or just shallow. They're obviously underdeveloped, judging by how not all trait interactions with core get explained in tooltips on multiple classes, how little have changed since last beta (and we had quite enough time to get them into something better), how they introduce little to none new character animations and reuse the rest heavily (new FX is there, but actual animations are very lacking), and most of player feedback regarding all of them got discarded as per usual. On top of that, balance team also did some strange balancing decisions to "make space for new elite specs", which includes heavy-handed bandaid nerfs to things that either weren't at all a problem, or were just... in the way?.. for new niches for those elite specs, which to me personally is quite tiring by now. I really want the balance team to do/try/perform better, yet it'd seem they're doing balancing decisions based on Reddit complaints, some mysterious private discords, and a roll of dice. They did promise a bigger balance update later on.
Grain of salt as usual, but ultimately it's a good thing expac happened at all.… Expand