Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
I will be going into the raid expecting the same careful measures taken about the lore and keeping it irrelevant to the main story. Forsaken Thicket carefully avoided this, but something as simple as a line from an NPC can utterly break the continuity for those who don’t raid from those who do.
If it is something tangential and doesn’t impact how the main story plays out whatsoever, fantastic, keep up the good work.
If there are actual ramifications for the raiders that directly cause events to play out different in the Living Story and future Expansions, I’ll demand a Story-Mode. No question about it. It would break the rule about raiding being a Side-Story.
Having the Lazarus ‘unknown condition’ occur at the end of Forsaken Thicket was a very clever and important plot point to ensuring the raiders and non-raiders were on the same page about Lazarus’s condition until he showed up in Living Story alive. So I expect that same level of care to be put into the new Raid. And with the immense amount of lore in Guild Wars to pull from, I believe it wouldn’t be hard to avoid causing a divide.
Just my 2 cents, I don’t think I am being too harsh about this.
honestly who cares, if people want to experience hard content, then spend some time learning it. they don’t deserve the missed out story if they won’t put in effort
Quite on the same page here since i dont have that much free time to invest into finding stable group / learning each boss encounter / gathering perfect EQ / learning a specific build or profession since META in raids is so limited.
Even though i wouldnt consider lore in raids to be cannon it surely contains some interesting information every now and then.
Would love if raids had some seperate story mode which can be done solo or in 5 man group. It would give out all the lore information about the raid and thats it. That way both sides will be happy. I dont see a reason why the hardcore pvers should have a problem with that.
Having the Lazarus ‘unknown condition’ occur at the end of Forsaken Thicket was a very clever and important plot point to ensuring the raiders and non-raiders were on the same page about Lazarus’s condition until he showed up in Living Story alive.
Not quite. Non-raiders had no reason to even expect that anything with Lazarus was going on at all. Raiders on the other hand were thrown a lot of hints pointing to the LS story.
That’s not “being on the same page”.
Having the Lazarus ‘unknown condition’ occur at the end of Forsaken Thicket was a very clever and important plot point to ensuring the raiders and non-raiders were on the same page about Lazarus’s condition until he showed up in Living Story alive.
Not quite. Non-raiders had no reason to even expect that anything with Lazarus was going on at all. Raiders on the other hand were thrown a lot of hints pointing to the LS story.
That’s not “being on the same page”.
And yet Arenanet could have decided to say ‘Screw it, Lazarus isn’t coming back in GW2’ and that’ll be the end of it. The fun thing about making these kinds of plot devices, is that if written right no matter how one could rationalize, the efforts of the raiders or the ‘squad’ going into the Forsaken Thicket was utterly useless in preventing Lazarus’s return. They could have tossed the entire raid, our first glimpse of the White Mantle would have been Episode 1 where we could have gotten a briefing just before going to the Fen.
Lazarus had invincible plot armor well before Raiders even got to him.
They could have tossed the entire raid, our first glimpse of the White Mantle would have been Episode 1 where we could have gotten a briefing just before going to the Fen.
Yes, as far as introduction to the story goes, that would have been a more equal approach.
Except that non-raiders who care about the story wouldn’t have cared for the introduction of the White Mantle Sect in Forsaken Thicket. LS3E1 made sure to drill into everyone’s heads that they were a non-factor, and whatever influence they had could be covered by Bennett.
I’m going to expect more Raid Releases touching on GW1 lore before the main story does, and as long as the lore dump Raiders get from the main story is unfazed by the raid story itself, that doesn’t break any protocols however many hints or speculations they leave around. Because that GW1 plot point could also END with that raid and never see the main story.
The only issue I would have is what I have said above. And I’ll be looking for it, Bobby made a post on reddit to WoodenPotatoes about there being a lot of stuff to look at within the first couple minutes of entering the raid. It sounds like they went a bit more ambitious which leaves the question of if they crossed that line.
Except that non-raiders who care about the story wouldn’t have cared for the introduction of the White Mantle Sect in Forsaken Thicket. LS3E1 made sure to drill into everyone’s heads that they were a non-factor, and whatever influence they had could be covered by Bennett.
It’s funny, because i got the exact opposite message from it. And infodumps by proxy made me feel even more sidelined.
Few things:
- The new raid wing concludes something from GW1, that’s all I’ll say. That’s not even close to related to the Main GW2 story (unless they decide to do something stupid down the road).
- The latest Living Story episode actually makes the raiders who did Forsaken Thicket’s efforts even MORE in vain. Not to spoil the story, but a big twist just made our exploits even more pointless than they actually were since things were going to play out that way anyways.
Good work.
if you want to experience raid story, learn to play and do it. dont get bitter, just get better.
Having spoiled the raid content for myself, I don’t think it’s particularly egregious. It doesn’t appear directly relevant to the Living Story as it stands.
Honestly, if you’re a lore hound, just nut up and do the raids.
if you want to experience raid story, learn to play and do it. dont get bitter, just get better.
No one has managed to get through the raids by just getting better. Encounters are literally impossible to complete without needing other people to do things for you.
The encounters aren’t incredibly difficult, if they were soloable and had NPCs that did the job of other players, pretty much every role would be incredibly easy content.
The difficulty isn’t in the gameplay, but in the fact that you need to rely on other people to do it, and thus spend way more time actually trying to make and maintain a group than you do actually playing the game.
(edited by Eponet.4829)
The difficulty isn’t in the gameplay, but in the fact that you need to rely on other people to do it, and thus spend way more time actually trying to make and maintain a group than you do actually playing the game.
thank you Captain Obvious. welcome to group content
The difficulty isn’t in the gameplay, but in the fact that you need to rely on other people to do it, and thus spend way more time actually trying to make and maintain a group than you do actually playing the game.
thank you Captain Obvious. welcome to group content
You’re the one that implied that people could get through it by just playing better.
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