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I binged an 8-hour session once and decided that the only part of it that appealed to me was designing an adorable asura dude. I don't know if it was that the completely open world made everything feel completely open meh, or the 'you have all these weapons with all these skillsets and all of them are boring' necromancer playstyle, but it really didn't have near the desperate, actiony combat appeal of the original guild wars and it didn't have the same sort of 'I can feel myself getting stronger' appeal that its contemporary mmo's had. All it had going for it was its admittedly innovative completely open world concept that just felt like an entire continent's breadth of milk delivery quests.
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