So this will be just like the 90 boost in wow, only with this boost you don't need to level the last 10 levels yourself.
So a new player buys this item having no experience with the game, gets some basic gear and fairly good runes. All well and good, and then you realize because they have done absolutely nothing in the way of combat or build testing etc they have no idea how to play.
A lot of people's first thing to do being a fresh 60 will be to queue up for PvP, and lets be fair, the Allods community in PvP isn't the most welcoming to new players is it? For the most part F2P has too many players with huge ego's who rather play for kills than work as a team to win. Anyway! New players with no experience join PvP, all egotistical asshats start to QQ about it and so begins an endless circle of crying about how everyone is a noob. + they'll just be oneshot material anyway.
The 60-65 leveling content is quite good in teaching players, that shouldn't be a problem + it's the best questing in the game ever - it starts you off in a nice, big zone, sends you all over, it even sends you in the first "Wild land" alone, and asks you to kill enemies there alone - which is doable with a bit of skill - that the game forces you to get to progress in this quest. Battlegrounds won't pop until players hit 65 anyway. It works out fine. It's much better than leveling from 1, finding yourself at 65 with 221/111 runes, like it happened to me. There's also a chest for reincs that levels them up to 60 and gives them gear, but no runes and costs 1500 prem crystals.
There's a hard reset on the gear - both gear and glyphs are new. <65 (req lvl 63) gear doesn't have glyph slots. All old glyphs are gone. The new system of getting glyphs is quite great - glyphs aren't upgraded, they are crafted with materials found in the wild lands (all new) and astral (tons of new islands) and you can sell your used glyphs through that new NPC in Yasker's tower to newer players for the new blue chips currency - with which you can buy glyphs. I think it works quite well, recycling gear is something I always wished was in the game.
One thing that *must* be noted is the level design this time around. There's actual verticality to many levels. It's like they got inspired by Dark Souls O_o . There's one allod that's a small ruin, and there are a bunch of ways it can be passed. For the first time I felt lost in an allod. There's also one where you help the demon hunters fight off a demon attack and the level design there is just... interesting. There's also one (where you can't mount) that's just going through a labyrinth of forests, after beating the first 3 bosses, you use a june ruin and go to the bridges on top of the forest - and you can fall off, which is very punishing, as you have to *run* back up.
The first wild land you go to has 2 levels - one is the snow covered top with weaker enemies that can easily be picked off solo, with bridges, and if you fall off an edge (and you can be pushed off an edge), you fall down where much stronger, aggressive enemies patrol. This interesting level design is something really worth noting this time around. They are also teasing a new instance, that will be either solo or group, with free mercenaries if needed, that will have randomly generated quests and one thing they are noting is the verticality of the level design.