For example, instead of slogging through the entire length (and taking in lore along the way) of Cursed Shore to meet Romke's ghost and his crew, now I just board the airship at Fort Trinity and bam, I'm suddenly in the corridor with Romke's party and traveling north to find the map. I again board the Fort Trinity airship and bam, I'm now fighting at the Source of Orr. No travel, no exploration; I'm apparently a HALO orbital drop shock trooper by the end of the personal story. This change is baffling, to be honest.
Orr has to remain in its corrupted state as long as the personal story has you constantly trekking through it, otherwise when you went to do the story the disconnect between "Personal Story Orr" and "Present Day Orr" would be jarring. Even though the Living Story behaves as though Zhaitan has been dead for over a year, Orr remains frozen in time. By having the airship port you, you're effectively being dropped into the past, away from anything that might ever change in the future. It seems kind of obvious that the changes made to the Personal Story are to bring it in line with the Story Journal, but this seems more like they're taking the opportunity to make sure the game world isn't hamstrung by previous decisions. If the Living Story needs to go to Orr, there's no reason it can't now.
Pretty sure the Apatia/Tonn story is just bugged, as I've seen just as many comments that it's still working as I have that it's gone and nobody can really say why.
I do find it semi amusing how there's this huge wellspring of concern over the Personal Story when we've spent two years hearing how godawful it was.
Edit: To clarify, I'm not talking about you, I'm referring to Reddit / Official forums where it's being used as fuel for the mob even though 3 weeks ago nobody gave a rat's ass.
The update from Colin was an interesting read.
Kind of want to roll another alt just to see how I feel about the changes first hand. As someone that obsesses about zone/world completion though I really hate that things like points of interest are hidden initially.
I created a new Charr Engineer the night the update went live and from 0-10 took about an hour or so and was incredibly smooth. Skills unlocked quickly and it actually feels less tedious now (once you unlock a slot, all weapon skills for that slot are unlocked; no need to go through every single weapon to unlock them now).
POIs aren't hidden if you already have a high level character, same with Vistas and gathering nodes and all that. Those being hidden is literally for the 100% GW2 virgins and no one else (despite what you may have read in all caps to the contrary).
I always thought it would be interesting to let us choose between damage, control and support versions of all existing weapon skills, so we could spec for specific ways of fighting and playing the game.
Basically give each skill 3 variations that fit into ANet's trinity they originally outlined way back before the game was released.
The rational behind tying specific skills to specific weapons is two fold.
First, it allows you to equip a new weapon and instantly change your role. "
Does this fight require single target damage instead of AOE? Swap to rifle. Would you benefit from more support? Grab your staff. Would it be helpful to get more control-oriented skills? Go Hammer." Every weapon is essentially a new set of tools, useful in some situations and less so in others. Each profession's tool set is also balanced against each other for flavor and balance reasons, so that even a Thief with the optimal setup for Support will never be as good as a Guardian doing the same thing. That's the "Guardian Niche", so to speak, and this goes into whether you think homogenized classes is a good thing or bad thing; given the setup of GW2, it skews towards a bad thing even though my own preferences veer towards classless systems.
And yes, I know that the way traits currently work pushes you towards using specific weapons, and that's a complaint I've voiced many, many times before. (Also, every weapon suddenly having three sets of skills means three times as many things can now break.
The second reason specific skills are tied to specific weapons is silhouette (mostly a PVP concern). You can readily identify what weapon your opponent is using and change your tactics to suit. You don't fight a Hammer warrior in the same way you fight a Greatsword warrior, right? It remains important that enemy silhouette never becomes muddy, where a Greatsword Warrior only
looks like a Greatsword warrior but plays like something completely different. It's the same as spotting a Sniper in a FPS because he has a Sniper Rifle on his person.
The better solution: more weapon choices for each class, with each new weapon adding in new tools. The weapon assets and animation are all available (obviously new spell effects and icons are required), it doesn't require an overhaul of how skills are assigned and it doesn't conflict with the two points above.