
Originally Posted by
Duelle
To be fair, the PLD and WAR 30-50 quests had a goal in sight. What made the DRK 30-50 questline so memorable to people was the sort-of-surprise at the end.
*Heavily implied spoilers here, for anyone who has not yet completed the Drk quest line. Just a heads up.
I think it was around the disgruntled merchant part of the pre-50 Drk quest line in which a bell started to sound in my mind ringing the tune of: "The first rule of fight club is ..."
I was pretty well hooked at that point. Drk's pre-50 quest line quickly became my favorite quest line in the entire game ... which only served to make the post-50 quest line that much more disappointing. It goes to show how much they can do with a short number of quests, should they put the effort in.

Originally Posted by
Duelle
I think the problem was the lack of risk in the 50-60 questline. Risk and conflict are what make a story interesting (not to say a story should have risk and conflict all the time, as that would devalue everything), and the one assumed risk by the player was taken away and replaced by something else.
Lack of risk definitely was a part of it. During the post-50 quest line for Paladin, I felt more like a bystander, or witness, than an important part of the quest. They do give you a substantial role at the end of it, but it was lacking impact because it seemingly came out of left field. Further, there was a lack of general intrigue in that quest. For me, one of the biggest short comings was that there was a lot of mixed messages coming out of the confused Pld identity. For example,
Pld's are supposed to be noble defenders, but there was a heavy implication that their strength comes from defeating enemies and overcoming rivals. There was a mentor/apprentice relationship being played with in several parts of the quest, as well as a general attitude of nurturing and cultivating a new generation of Pld's (it's actually outright mentioned that recruitment has gone up as a direct result of your influence), but by the end it falls down to a matter of dominance and superiority. They flip the tables and imply that strength equals worth, and worthiness is elitism (simplifying this quite a bit).
Worse yet, it's difficult to care about what any of the Npc's have to say about it, because none of them seem to have any idea what they're talking about. The mentors that are supposed to be your guiding examples of what it is to actually be a paladin lack the experience to fill that roll, and in the end your left wondering if any of them have the right of it, or if you're better off walking a completely different path entirely. This is a big reason for why the Pld quest is so lack luster. By the end, you don't feel like your character has grown in any way shape or form. The quest actually solidifies that you're just the best by default, and you didn't grow in any way. Even the new job abilities you get seemingly come out of nowhere. You're arbitrarily handed them because you're supposed to be the best, not because you grew as a Pld or had any logical/circumstantial reasons for pushing your limits. It really devalues the entire experience.
Like I said, there's a lot to pick apart in the Pld quest line, and there's some serious implications depending on what kind of reading you take away from it (sympathetic or cynical). The fact that there isn't a strong sense of closure on any of the key issues surrounding the Pld, let alone a clear image of what those issues actually are, leaves the player a little out of sorts. Personally, I don't feel like SE has done the Pld job justice with the current quest line. They really need to buckle down and hash some things out by the next arc.