Really? One of the design goals for missions in EU 3 was giving players an idea on what to do and make countries somewhat follow historical borders, hence all the claims on X and conquer Y missions (incidentally, almost all of the missions when EU 4 released were from EU 3). The issue with having these missions locked behind RNG gives you 3 missions and you can pick one had some issues. It was opaque and heavily incentivezed looking stuff up outside of the game, was easily missable, could be frustrating when you were trying to follow along the mission and you'd not get any TAG mission just generic stuff.
When the new mission system came along with 1.25, it resolved all of these issues; now you knew all missions that were TAG related without having to look up the wiki and you could follow the tree without having to constantly re-roll missions and wait for the one you wanted. On that end, I think the new mission tree works.
So, I don't exactly dislike it's implementation as a system but rather what is has become over the years.
It was also dynamic with your gameplay, applicable to every tag (although there were tag-specific ones) and notionally inexhaustible (although as others have commented you eventually got to nothing but legitimacy, prestige, conquer X bordering province). None of those things were carried over in the new feature, and all of them were strong points of the old system. Mission trees have taken the worst aspects of EU3/4 missions and made them into something even worse.
Mission trees do not shift with gameplay: an Oldenburg which escapes to the Caribbean will go right on having missions to do German things and claim German provinces instead of getting missions to claim neighbouring provinces. They are not tag agnostic: some tags don’t have missions and so they just don’t have missions. As a consequence, the never ending cycle of developing new mission trees and obsoleting or devaluing old ones is built into the new system. They are not inexhaustible: once you’ve built to your force limit it’s done. The game will never again reward you for doing so, even if your army is stomped into the ground by coalitions (or you lose all your allies because you switched faith) and a reward and impetus for building back would make sense.
They also run counter to the central purpose of EUIV as a sandbox experience and the much-touted Paradox specialty of emergent storytelling. Mission trees tell a predetermined story the devs have decided they want to tell.
And the other thing is they don’t even tell it
well. Completing missions doesn’t feel significant. It’s a single click—and a click you hold off for decades or centuries to use the modifier when it’s most useful at that. It’s got no weight, significance or departure from standard gameplay and operates as a gotta-catch-‘em-all meet-the-minimum-requirements modifier-collecting mechanism rather than a substantial and added-on challenging storytelling tool.
it's funny seeing people praise the "dynamic" missions from before the trees considering how much people hated them at the time. they often presented tasks to the player that made little sense or were entirely uninteresting, or just impossible. so many times you would run out of any unique ones for your country and just get the "get to 25 prestige" or "raise legitimacy" missions repeatedly. very exciting, immersive gameplay!
I agree, and this is a good argument to iterate on the dull, repetitive and poorly balanced aspects of the old system, not a good argument (indeed “the old system was bad” isn’t an argument at all) that the new crap system is any better. They have different weaknesses and I’ll be the first to say the old one had a huge amount of room for improvement, but the old one wasn’t
inescapably trash that warped the rest of the game
by dint of its bad design. There is no way to improve mission trees beyond making them into something that fundamentally
isn’t mission trees. They add nothing to the game that couldn’t be added better in some other way (including by using the old mission system), and they are corrosive and damaging to the game’s integrity to boot.
There is literally nothing to recommend mission trees except as DLC bait. They are strictly worse than the previous system and have been nothing but bad for the game.