It's definitely a disheartening adage, even if it's supposed to take the pressure off young creators.
Unfortunately, no matter how good your starting point gets - and you can get it very good, don't get me wrong - you are still going to find it unbearably bad when you look back on it with experienced eyes. You might eventually circle back around to finding it impressive, considering it was your absolute first starting point and you had no experience, but you still won't be able to see its merit the way your audience will.
The thing is, your first project is going to teach you a lot of things you couldn't have known you needed to learn beforehand. This means everything you make after learning those things is going to be smoother in process and better in result. There's also just the fact that the more you do this sort of thing the more practiced you'll get at the mechanical side of it, making it faster and easier for you and leaving you with more energy to punch things up. Compare the Big Fight Scene from chapter 3 with the one from chapter 17 in terms of visual complexity:
Particle effects, ambient glow, soft lighting, atmospheric depth, metallic effects, light and shadow. The seeds of these ideas are present in the earlier shot, but executed in a much clumsier way. Fourteen chapters of gradually increasing complexity and just raw practice got me to the point where drawing that second panel was fun rather than exhausting. If I'd tried that in the first chapter I would've probably been so worn out just trying to finish the lineart that the quality of the rest of the image would've suffered from sheer exhaustion.
And even before that, those first chapters only flowed as well as they did because I'd been drawing hundreds and hundreds of video frames for years at this point, which had gotten my lineart muscle memory polished enough that I wasn't agonizing over every single stroke.
I was absolutely determined to start this comic off at the best level of quality I could, and that determination kept me kicking the can down the road for a decade. I think this was a good thing; if I'd started it any earlier I think I would've been a slow enough learner that the quality increase over those first few chapters wouldn't have been as steep as it was. And that first chapter was as good as I could've made it at the time; I didn't take any shortcuts or laze around, and I used every skill I'd learned over the previous decade of physical and digital art. Of course, if I knew then what I knew now there's loads of stuff I'd have changed about the way I handled the intro. In fact, I'm going to break my One Rule about "never going back or redoing things" and I'm going to walk you all through chapter 1 and what I would change/fix if I was drawing it now.
Remove the outline on the background mountains, add color variance to the further mountains so they appear farther in the background, un-muddy the color of the sky and make those clouds a little more impressive; this could've looked like a full glorious noonday sun. The forest was drawn with an experimental brush I'd created for foliage that I ended up deciding didn't produce the effect I wanted; I'd probably go through and use the technique I developed for Gleicann's forest to cel shade blocks of foliage.
Add at least the bare hint of buildings behind the sword pedestal - just gradient outlines would be fine, similar to the extended backgrounds in Zuurith. Also slap some blue cinder-y particle effects coming up off the sword. Clean up the shading layer so there aren't as many holes. Add metallic shine to the blade and marbling/stone texture to the pedestal.
Un-muddy the colors on this background; they match The Collector's color palette but that matters less than looking nice. The background needs something - speed lines, the implication of foliage - etc. The poses could also be more dynamic and drawn with more confidence. To show the power behind the blows, re-choreographs the fight to show more of the damage it does to the environment - the sword carving through rocks, ploughing furrows into the ground, starting to spark with starfire, etc.
Same problem with the foliage; the special brush adds too much detail, drawing the eye away from the important parts of the scene, and the colors are muddy to cover that up. Brighter greens and cel-shaded layers would produce the effect I actually wanted and be faster than hand-drawing every treetrunk and then shading them so they're indistinguishable anyway. Also, more intense shading on the foreground figure - a neutral tan shadow layer is functional, but it could look a lot more dramatic, and he's shaded much more lightly than the extremely muddied background is.
Of course, "if I knew then what I know now" is a meaningless turn of phrase. I needed to draw these pages this way in order to learn what I know now. If I had jumped straight into the shortcuts I've painstakingly developed without having had that intervening practice, the end result would've been just as bad - if not worse, because it would've been executed shakily, without the confidence that accompanies muscle memory. The techniques I used in this first chapter had served me well up til that point. The techniques I use now were built on these foundations. Lamenting that I could've done it better if I'd started now is like saying the pyramids would be so much taller if they'd laid the foundations at the top part instead.
There's a degree to which this work is sisyphusian. You do your best, you push yourself, and then your "best" gets better. At some point you have to accept that what was your best is still okay, even if you can't see it that way.
When I was working on this comic in the pre-actually-drawing-it years, I came to a realization that helped me get unstuck: "good enough" is a mask that "perfect" wears. Striving for perfection is a pointless task, and this is pretty well known, but it seems a lot more reasonable to just try to get "good enough" at art to guarantee that your work will be good enough. But if you unpack that concept, you likely find that your definition of "good enough" is basically "without flaws." Which is "perfect." Which is, as mentioned, unattainable. Those pages are as good as I could've possibly made them at the time, and they aren't perfect, and I never thought they were perfect, because I knew if I waited for them to be perfect in my eyes I'd never make them. I just had to grit my teeth, make them public and hope that people got something out of them that I couldn't.
There is a baseline level of artistic skill and preparation that I do recommend cultivating - figure and life drawing, anatomy studies, landscapes, reading Scott McCloud's "Understanding Comics" cover to cover - but there is no hardline starting point at which you are guaranteed to be good enough to make the story and art good. This is because "good" is subjective, and as long as you are improving as an artist, your own perspective on your old work will never be that it is "good." You have to trust that the audience that likes your story likes it for their own valid reasons.
The thing is, I know this is a bummer. This whole thing is a bummer perspective. Artists want to make good art and the nature of artistic creation is being unable to see your own art as good for long. If you believe that your art must be a certain baseline level of Good to be worthy of existing, this truth seems to be a condemnation to an eternal and pointless purgatorial struggle.
The most valuable skill an artist can develop at this stage is strangling that insecurity with their bare hands.
Trust your audience! Trust that they enjoy what they enjoy, and trust that they see something in your art, even if all you can see are the critiques you'd use to polish it! "Perfect" and "good enough" will tell you that your creation will always be hideously unlovable and must be hidden from scrutiny until it's "ready", but like all insecurities, underpinning this is the axiom that anyone who likes you or your work is lying. Strangle this falsehood, trust freely and openly that your audience is being honest with you, and while you work to improve on the creation side of things, trust that in the eyes of the people who like your work, it is Good Enough.