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			#11  
			
			
			
			
			
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 re: Luclin - it wasn't all bad but it just wasn't thought out well. Personally I would have: 1. picked a different theme (Shadow World that exists in paralel with normal world and has multiple points of entry, rather than the moon) 2. even if doing the moon, I would have avoided outright sci-fi themes like bogling aliens, neitherian aliens etc. 3. Would not put insane XP modifiers on newbie zones, and would not offer so many new newbies zones to begin with - made the leveling up path just for Vah Shir, and make the rest of expansion in the high end. It was pretty clear that only 1-30 zones on Luclin were mostly in demand, and then most of 40-60 zones were majorly empty, except the raiding parts. 4. general level lay out of the zones was poor. Take Twilight Sea - its a 35-45 zone that is located in between of 3 45+ zones - how would you ever get there if you were 35? WHY would you go there? 5. Vex Thale - the end game zone was beautiful , but time sink to key for it, and play in it was retarded. I don't mind hard questing. I don't mind hard raiding. But what I do mind is retarded endless camp grind of of lev 20-40 mobs for some stupid shard, when I am lev 60. What they should have done instead is spread the shard between 10 RAID target mobs located all over Luclin which would be hard to kill (50+ raid force) but would have a 24 hours repop. It would have been much more reasonable. Good points: 1. Vah Shir 2. Beastlords 3. Spell updates to sucky classes like Rangers and Paladins 4. SSRA - next level of smart raiding content 5. Spires! (yes! spires!) 6. Bazaar! 7. Mounts! - however I would have made it so you cannot fight/cast from mount - so they are for travel only 8. New Models - I liked majority of new models, and disliked some of them, but model point being moot, since you can turn them off. 
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						Last edited by Kika Maslyaka; 08-12-2013 at 01:40 PM..
					
					
				
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