As the name implies, I've some issues with the presentation of Warrior story and their Order in Legion.
The given idea behind the Order Halls is that we rally members of our class to fight the Legion, which leads me to my first point:
Vrykul are not part of our class. As a race they aren't even all Warriors, though some may be, but they have little in common with
player-race Warriors. The Valarjar don't even much look like Warriors, considering the overall lack or armor, big weapons, and those who wear robes.
Now I don't want to devolve into whether or not Vrykul should be central to the Warrior class, but I think it's important that Vrykul story doesn't supplant ours entirely, especially when it's not even distinctly Warrior related. This brings me to my second point:
little about our Order is unique to Warriors.
- The Valarjar are a faction common to all players,
- the Skyhold is a slightly expanded dungeon, aka the Halls of Valor,
- Odyn, our "patron saint", is a crash-test dummy for every 5 man group that goes through the place.
It makes sense to finish Skovolds story, but how does facing Odyn not undermine the point of giving us, his "chosen Warrior", his blessing to begin with? it only contributes to undermining Warrior lore; you don't exactly see us walking through the Trueshot Lodge killing all the Hunter Pets do you?
Then there are the inconsistencies.
The biggest one in my opinion being that
Skyhold is the only Order Hall without any player-race characters, members of the player-factions, or their heroes. While I'm not adverse to creating new lore, this already creates a disconnect from every other story being told, and doesn't lend itself to investing the player in the new story. It's easy to care about reoccurring characters, whom you've had a lot of dealings with over the years, but it's hard to care about a bunch of strangers who probably won't make it into the following expansion.
Along with that, the player is billed as
the only living Valarjar, strictly due to Odyn's impression of our abilities. This explains why there are no other player-race Warriors, followers, etc; but is immediately thrown out the window once other Warriors enter the area. Normally they are meant to be treated as "random" members of the class, but that doesn't work for Warriors, as they are told point-blank that they are the only one being allowed in.
Or how about the fact that Hruthnir makes a big deal out of the "great amount of energy" required for Odyn to send Valarjar out of the Skyhold, which would imply that it's not something that should happen wantonly,
yet the player does so regularly via the mission board? Truth be told it's a very minor inconsistency, but it is yet another contradiction.
My other major complaint is with the introductory scenario itself.
The player follows faction hero Trollbane/Saurfang on a scouting/kill-everyone mission which quickly goes south. Said hero gets shot down, yet instead of going to look for our longtime ally who seemingly crashed right around the corner from us, we randomly decide to join up with a group of completely unknown Vrykul (who, as a whole, we've traditionally not been on good terms with), because they "don't look hostile" which translates into "lets ignore our friend and get ourselves killed helping strangers". It's just poor reasoning any way you look at it. At the very least we should get some closure to the fate of our ally, rather than expecting them to hearth home. It's even worse when we find them in back in Stormwind/Orgrimar/Dalaran without any mention whatsoever of what happened whatsoever.
An alternate, very similar version:
- Follow Saurfang/Trollbane to Broken Shore.
- Join group of Ally/Horde Warriors fighting Demons.
- Lose badly.
- Vrykul show up and help us.
- Join Vrykul in pressing attack, while faction allies evacuate wounded and retreat.
- Fall in battle with Vrykul in order to save allies, impress Odyn with sacrifice, and go to Halls of Valor.
Basically the same sequence of events, but it:
A) provides closure for allies,
B) better ties the story to the player factions,
C) gives meaning for the player to throw themselves at an overly powerful foe, saving helpless allies rather than trying to impress a random group of Vrykul they should otherwise have no investment in,
D) reinforces Vrykul as powerful Warriors by having
them help
us, rather than the other way around. This better emphasizes it as a group you want to join, rather than another helpless faction that needs a PC savior.
I'm well aware that everyone can find
something to complain about with their Order Hall, but no other class has such obvious flaws.
I'm not asking to abandon Skyhold or the Vrykul theme, but I would like to tell a more cohesive story.