Will Miss you F/U Path
I really did not undestand why they removed a path Is there any technical reason?
Of course. Its a path that bind the other two “what if” scenario. Without it, it felt like anet screw Fyonna out of the spotlight.
I really did not undestand why they removed a path Is there any technical reason?
Apparently, TA Forward Up is the least-runned dungeon in the game, according to Anet. This is because Anet never freaken bother to fix the bug where Fyonna-Tree spawn a gazillion spiders and these spiders made it impossible for normal players to complete this exp path.
Of course. Its a path that bind the other two “what if” scenario. Without it, it felt like anet screw Fyonna out of the spotlight.
I really did not undestand why they removed a path Is there any technical reason?
Apparently, TA Forward Up is the least-runned dungeon in the game, according to Anet. This is because Anet never freaken bother to fix the bug where Fyonna-Tree spawn a gazillion spiders and these spiders made it impossible for normal players to complete this exp path.
Idk what you are talking about, this was the path my guild ran the most. I will miss it for sure :/
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
Dear ArenaNet,
PLEASE BRING BACK THE FORWARD/UP PATH OF TWILIGHT ARBOR. There was no reason to remove it. You removed it because it was unpopular. It was unpopular because it was imbalanced to insanely difficult levels, and only at the boss. If you just fixed the boss instead of removing the whole path, the path would be run on a regular basis. I can promise that.
Besides, of all Twilight Arbor paths prior to this update, F/U was the most interesting (excluding the boss fight). You got to fight alongside Laurant, possibly even save him – there was a rumor I heard that if you did save him in the fight against Vevina, you’d get a special extra dialogue; sadly, I never saw this and there’s no documentation of this known (to me). This is also the one and only place that connected Torrential Husks and Flametouched Husks to the Nightmare Court – the only place they’re seen in the entire game is Crucible of Eternity. Furthermore, The Defiler uses a unique model shared with the Evolved Husk of Crucible of Eternity and the Avatars of Blight in Wychmire Swamp – both implied tied to an Elder Dragon. The lore implications this one Twilight Arbor path that you removed gave were huge compared to the others. And even excluding the plot and lore potential and implications, you had the most interesting mechanics out of all paths – the invisible nectar and the insta-kill bees, a simple yet also challenging thing befitting an explorable dungeon path.
And the one and only problem with this path was the boss fight. Yet you removed the whole thing.
Why?
Because you were too lazy to fix an easy-to-fix boss fight? Because you wanted to make “one path” to the Nightmare Tree (okay, that can be done… by having the choices going to the Nightmare Tree all possible within a single dungeon path, which would make it the most fascinating dungeon path of all since it wouldn’t be so linear)? There was no real need to remove it, not after it had existed. If you wanted there to be “one story” for how the Nightmare Tree is fought and destroyed, why make the extra two in the first place?
Personally, I want to see F/U path returned with a fixed boss fight. You only need to reduce the spawns, and it is fixed. It could be made better, of course, but it needn’t be just to make it popular again.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
The change was indeed rather unnecessary. Things shouldn’t be stripped away just because they aren’t popular, one should look into why its the case and find ways to improve it, even still, leaving it for those who did enjoy it.
What next? Charr and Engies? I hear they are pretty unpopular…
Dear ArenaNet,
PLEASE BRING BACK THE FORWARD/UP PATH OF TWILIGHT ARBOR. There was no reason to remove it. You removed it because it was unpopular. It was unpopular because it was imbalanced to insanely difficult levels, and only at the boss. If you just fixed the boss instead of removing the whole path, the path would be run on a regular basis. I can promise that.
Besides, of all Twilight Arbor paths prior to this update, F/U was the most interesting (excluding the boss fight). You got to fight alongside Laurant, possibly even save him – there was a rumor I heard that if you did save him in the fight against Vevina, you’d get a special extra dialogue; sadly, I never saw this and there’s no documentation of this known (to me). This is also the one and only place that connected Torrential Husks and Flametouched Husks to the Nightmare Court – the only place they’re seen in the entire game is Crucible of Eternity. Furthermore, The Defiler uses a unique model shared with the Evolved Husk of Crucible of Eternity and the Avatars of Blight in Wychmire Swamp – both implied tied to an Elder Dragon. The lore implications this one Twilight Arbor path that you removed gave were huge compared to the others. And even excluding the plot and lore potential and implications, you had the most interesting mechanics out of all paths – the invisible nectar and the insta-kill bees, a simple yet also challenging thing befitting an explorable dungeon path.
And the one and only problem with this path was the boss fight. Yet you removed the whole thing.
Why?
Because you were too lazy to fix an easy-to-fix boss fight? Because you wanted to make “one path” to the Nightmare Tree (okay, that can be done… by having the choices going to the Nightmare Tree all possible within a single dungeon path, which would make it the most fascinating dungeon path of all since it wouldn’t be so linear)? There was no real need to remove it, not after it had existed. If you wanted there to be “one story” for how the Nightmare Tree is fought and destroyed, why make the extra two in the first place?
Personally, I want to see F/U path returned with a fixed boss fight. You only need to reduce the spawns, and it is fixed. It could be made better, of course, but it needn’t be just to make it popular again.
+1. I completely agree with this.
Prior to that fated AC revamp which had the misfortune of overbuffing the boss encounter this was my favorite TA path and the second-most run path in the dungeon. The fact that that one change forced it to be the most rarely run path in the game doesn’t say anything bad about the dungeon. Just about the seemingly ill-thought change to the boss encounter. I can practically guarantee that if the path was brought back with a fix to the boss that it would become as popular as the F/F path again.
That path had some of the more unique mechanics in the dungeon. It had the previously stated boss fight where Leurant is an ally. It was always a fun game to try to keep him alive as long as possible. ^.^ It had the deadly bees invisibility section which, while not always successful, was an interesting and unique mechanic that I did enjoy. It had the Defiler and it’s bees DoT, which is used practically nowhere else. And it had Courtier lore.
I can understand and support revamping a path like was done in AC. I can understand and support adding new dungeons and dungeon paths. I can understand wanting to not expand too much to spread out the player base, but I can neither understand nor support removing long-term content from the game to do so. Especially in instanced content. Looking back at the past and early content is always a fun thing to do. But the precedent set here says that we won’t be able to do that and that anything could go on a whim. And that is quite frightening for people that want to experience everything in the game.
Main: Caeimhe – Sylvari Ranger
Alts: Charr Guardian, Asura Elementalist, Human Thief, Norn Necromancer
Having finished the new path, and it having nothing to do with the F/U path, plot or resources use, i really don’t understand why the F/U path was removed, the issue with the spider at tree just required a tweak on spawnings. Now there is an unbalanced lvl 55 expl mode with only 2 paths with the 3rd untold story consigned to history. the new path has no relation to the f/u path at all other than the location. there isn’t even a member of the NM court in the new path let alone any court politics.
I don’t in the slightest get why they felt the need to remove the former path to add a new one. It’s almost like they have an obsession with removing content instead of making it fit in and balanced.
Dear ArenaNet,
PLEASE BRING BACK THE FORWARD/UP PATH OF TWILIGHT ARBOR. There was no reason to remove it. You removed it because it was unpopular. It was unpopular because it was imbalanced to insanely difficult levels, and only at the boss. If you just fixed the boss instead of removing the whole path, the path would be run on a regular basis. I can promise that.
Besides, of all Twilight Arbor paths prior to this update, F/U was the most interesting (excluding the boss fight). You got to fight alongside Laurant, possibly even save him – there was a rumor I heard that if you did save him in the fight against Vevina, you’d get a special extra dialogue; sadly, I never saw this and there’s no documentation of this known (to me). This is also the one and only place that connected Torrential Husks and Flametouched Husks to the Nightmare Court – the only place they’re seen in the entire game is Crucible of Eternity. Furthermore, The Defiler uses a unique model shared with the Evolved Husk of Crucible of Eternity and the Avatars of Blight in Wychmire Swamp – both implied tied to an Elder Dragon. The lore implications this one Twilight Arbor path that you removed gave were huge compared to the others. And even excluding the plot and lore potential and implications, you had the most interesting mechanics out of all paths – the invisible nectar and the insta-kill bees, a simple yet also challenging thing befitting an explorable dungeon path.
And the one and only problem with this path was the boss fight. Yet you removed the whole thing.
Why?
Because you were too lazy to fix an easy-to-fix boss fight? Because you wanted to make “one path” to the Nightmare Tree (okay, that can be done… by having the choices going to the Nightmare Tree all possible within a single dungeon path, which would make it the most fascinating dungeon path of all since it wouldn’t be so linear)? There was no real need to remove it, not after it had existed. If you wanted there to be “one story” for how the Nightmare Tree is fought and destroyed, why make the extra two in the first place?
Personally, I want to see F/U path returned with a fixed boss fight. You only need to reduce the spawns, and it is fixed. It could be made better, of course, but it needn’t be just to make it popular again.
Nop u dun get extra loot :/
Is this really what we should come to expect from the game updates? That content is either temporary or must cause other permanent content to be removed? Even the last update which was only supposed to “improve” Tequatl effectively made him inaccessible content for the majority of worlds, requiring people to guest, fail, or just not play. These kinds of changes are certainly not what players asked for when they said they wanted more permanent updates.
If you look at the map in Twilight Arbor now, the new Aetherblade map overlaps the old forward/up path (the part where you choose up goes to the new Aetherblade path). It seems they literally deleted/overwrote the old F/U path.
Of course it was intentional and literal. Just unnecessary.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I think they removed due to TA don’t have “More tokens per day” than other dungeons. But seriously, all we claiming for more content, and A-net comes REMOVING content? Without explanations?
Haha, kinda nonsense.
I think they removed due to TA don’t have “More tokens per day” than other dungeons.
Arah.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Dear ArenaNet,
PLEASE BRING BACK THE FORWARD/UP PATH OF TWILIGHT ARBOR. There was no reason to remove it. You removed it because it was unpopular. It was unpopular because it was imbalanced to insanely difficult levels, and only at the boss. If you just fixed the boss instead of removing the whole path, the path would be run on a regular basis. I can promise that.
Besides, of all Twilight Arbor paths prior to this update, F/U was the most interesting (excluding the boss fight). You got to fight alongside Laurant, possibly even save him – there was a rumor I heard that if you did save him in the fight against Vevina, you’d get a special extra dialogue; sadly, I never saw this and there’s no documentation of this known (to me). This is also the one and only place that connected Torrential Husks and Flametouched Husks to the Nightmare Court – the only place they’re seen in the entire game is Crucible of Eternity. Furthermore, The Defiler uses a unique model shared with the Evolved Husk of Crucible of Eternity and the Avatars of Blight in Wychmire Swamp – both implied tied to an Elder Dragon. The lore implications this one Twilight Arbor path that you removed gave were huge compared to the others. And even excluding the plot and lore potential and implications, you had the most interesting mechanics out of all paths – the invisible nectar and the insta-kill bees, a simple yet also challenging thing befitting an explorable dungeon path.
And the one and only problem with this path was the boss fight. Yet you removed the whole thing.
Why?
Because you were too lazy to fix an easy-to-fix boss fight? Because you wanted to make “one path” to the Nightmare Tree (okay, that can be done… by having the choices going to the Nightmare Tree all possible within a single dungeon path, which would make it the most fascinating dungeon path of all since it wouldn’t be so linear)? There was no real need to remove it, not after it had existed. If you wanted there to be “one story” for how the Nightmare Tree is fought and destroyed, why make the extra two in the first place?
Personally, I want to see F/U path returned with a fixed boss fight. You only need to reduce the spawns, and it is fixed. It could be made better, of course, but it needn’t be just to make it popular again.
Nop u dun get extra loot :/
He said extra dialogue, not loot.
I’m really sad to see F/U be removed. Considering how it starts I actually thought they had removed it simply to remove it, not realizing that it does overlap where F/U used to go so I don’t have much hopes for them to bring it back, which is a real shame.
I am still holding on to hope ANet will bring this one back. At first, I thought they were going to use the physical location of fw/up, fill it with other things and call it the new path, so that’s why it went. But that’s not what they did at all – the new path is entirely new. This means that nothing was gained by removing it.
The path itself I found the most interesting and fun of all the TA paths. It used to be perfectly fine before they made the spiders never stop coming at the end boss. Even with that, if they made them reset after a wipe so people could try again if they fail the first time without running the dungeon, it would have largely fixed it. I sometimes ran this when the group was good enough and it was always a ton of fun.
I am honestly perplexed by this decision to remove perfectly fine / easily fixable content. OK, maybe it was the least run TA path, and even one of the least run dungeon paths in the game, but it did have it’s audience, and those people, myself included, can’t run it anymore because it was removed for the sake of removing it. Nothing was gained by this, as nothing would be lost by adding it back. Please, reconsider this rather strange decision and bring this path back. There are some dungeon runners who still like to run something that’s not skip-stack-skip-stack-skip-omg stack you noobs-kill boss-10 mins later ty bye.
Everyone who wants this added back should post their opinion on why this is the case. If there’s enough people maybe they reverse this horrible, ill thought decision.
(edited by Newman.6847)
I think if they do put back the forward/up path then it probably will end up in fractals. There will be some heavy modification so it can fit into the fractals line up. That is only if there is a high end demand for them to do it. I could just imagine they put out a vote system for the next set of fractals (after the next fractal set we get). One of the proposition would bring back and revitalize TA forward/up path. Or for them to create a fully new fractal.
I am still holding on to hope ANet will bring this one back. At first, I thought they were going to use the physical location of fw/up, fill it with other things and call it the new path, so that’s why it went. But that’s not what they did at all – the new path is entirely new. This means that nothing was gained by removing it.
The path itself I found the most interesting and fun of all the TA paths. It used to be perfectly fine before they made the spiders never stop coming at the end boss. Even with that, if they made them reset after a wipe so people could try again if they fail the first time without running the dungeon, it would have largely fixed it. I sometimes ran this when the group was good enough and it was always a ton of fun.
I am honestly perplexed by this decision to remove perfectly fine / easily fixable content. OK, maybe it was the least run TA path, and even one of the least run dungeon paths in the game, but it did have it’s audience, and those people, myself included, can’t run it anymore because it was removed for the sake of removing it. Nothing was gained by this, as nothing would be lost by adding it back. Please, reconsider this rather strange decision and bring this path back. There are some dungeon runners who still like to run something that’s not skip-stack-skip-stack-skip-omg stack you noobs-kill boss-10 mins later ty bye.
Everyone who wants this added back should post their opinion on why this is the case. If there’s enough people maybe they reverse this horrible, ill thought decision.
While I agree with you, I do wanna say, it does really look like this path does overlap the F/U path, doesn’kitten I’d need to look at a map.
I think if they do put back the forward/up path then it probably will end up in fractals. There will be some heavy modification so it can fit into the fractals line up. That is only if there is a high end demand for them to do it. I could just imagine they put out a vote system for the next set of fractals (after the next fractal set we get). One of the proposition would bring back and revitalize TA forward/up path. Or for them to create a fully new fractal.
Please, no more voting. As for fractals, I don’t think putting all past content into fractals is the answer. When I want to run fw up, let me run fw up instead of having to endure an unlucky dredge roll instead in a pug.
I don’t feel the F/U path fits as a fractal when we still have the dungeon available to us. That would be insulting. especially as the devs said it was all a what if scenario, not an event in Tyrian history. on a side note, yeah, no more voting please. however, I think they liked the bickering among players so it’ll probably be back.
I’m bitter
because I never got to experience this path. It was on my to do list (with the rest of the dungeon paths) but it just so happens that I hadn’t done this one, so I … just missed out.
I’m disappointed
because ANet didn’t give us advance notice. I would have made time for this (if at all possible) HAD I KNOWN that they were going to remove it.
I’m stressing out
because what this means is that even permanent content is temporary. While this is not a problem in itself, it is a problem if not announced beforehand. It is stressful enough to try and do all living story content before it goes away, I don’t need the additional stress of completing everything else in the game, knowing that it might be removed without notice.
This pretty much sums up all I have to say here.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
Anet dev post in the old thread:
From a lore perspective, the story of Twilight Arbor repeatable is a lot like a “what if?” situation. Who gets to the Nightmare Tree first? Scarlet is now present in the arbor, and that presence has a very tangible effect on how the Nightmare Court can pull off their race to the tree. Because of that presence, the possibilities are narrowed, and Fyonna will not be able to make it to the tree in time.
Source: https://forum-en.gw2archive.eu/forum/livingworld/twilight/TA-F-U-path-is-being-removed/2943234
There is no lore between Scarlet and the Nightmare Court to justify this besides generic favoritism/meddling. As the post was made before the release it suggested a tangible interaction in which Fyonna gets shafted somehow. This is not the case.
My only response is F/U BUGNET! HOPE THE BEES GET YOU!