221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Ok, so we have this raid and the theme is all over…
We have guardians blocking the passage designed to annoy players. Not really fun.
Gor is a cool spirit ghost whatever monster, ok cool kinda fits.
Insert random chick with flamethrower and bandits.
Slothasor, out of place.
Bandit camp ok, random.
Matthias, ok, you want a lead in to LS 3.
I don’t know about anyone else, but it’s like Anet just threw in whatever just to be different.
Like all this individual random stuff is Fractal quality. Even dungeons were themed better and that’s not saying much.
Y’all can’t throw a bunch of random things together, try to glue mismatched pieces together and form some interesting story. Are raids supposed to like Alice in wonderland, or an interesting place with a good theme and cohesive story with sensible bosses? Are future raids going to be a random mix of random elements and random bosses? Are players going to need to read the wiki to make rational sense of each story being told?
Honestly, this raid seems like you’re trying too hard to be different more than anything. It all seems rushed and poorly thought out and delivered.
As a player who enjoys a good story from time to time, and to get into character for fun, raids fail to deliver those. Players can’t jump in and have fun, they need to wait an hour for a team, use TS and remove themselves from the game world to listen to orders, we are met with random boss 1, 2, 3, 4, 5, 6… And need to spend time researching outside sources to understand what is going on. The whole thing fails to engage players who want to just play in the game world and have fun. Raids are a mess, and I’m not sure what the main goal of the raid really is.
(edited by Swagger.1459)
How many complain threads about raids do you have to make?
We get it, raids are horrible, go find a different game
You are trying a little to hard to troll, The first wing is suppose to be a mystery,and as you progress the details fill in. You are entering on a mission to find the missing squad. The vale guardian is something created to protect the entrance, sure no a great reason for it’s existence but it’s just an opener to the raid setting.
Gors you have is a creature of the combined spirits of the thousands of souls (which you learn were sacrificed) coming together for revenge. Sabetha the bandits who have captured the squad, Your mission? defeat her and release them, as it was from the start.
Only after defeating her (and details in pages along the way) you learn of more beyond the wall. You go through, run into slothosor, a mutated monster powered up by excess magic energy released with the dragons death. Move on to a fort… a bandit fort (not pointless, which i have no idea how you think it’s random) the home operation of the bandits (who you learn right after work for the white mantle). You defeat the bandits, release the remaining missing squad members (original goal). But as you move deeper, to go and find the squad captain, moving to the temple in the distance, the weather around changes due to the immense magic. You come to Matthias, a white mantle inquisitor. Even at this point you are still following the original goal of finding the captured squad. Now is where part 2 comes in, The white mantle are here and sacrificing people (Gorseval),…. Details to be in wing 3.
None of this as you claim needs to be found out in a outside source. As for the complaining of TS… well it’s still a raid, so you know AFTER you clear the raid, you can go in and find all the details, You know the pages of information? It doesn’t take much effort to pay attention to the couple sentences here and there before and after a boss fight for the extra details beyond that.
You seem in your OP to try extra hard to purposely turn down on how bad the raid story is. It makes sense and is all is available in the game if you actually took the time to listen and read to whats provided in game, compared to just complaining.
(edited by Leezy.4567)
You are trying a little to hard to troll, The first wing is suppose to be a mystery,and as you progress the details fill in. You are entering on a mission to find the missing squad. The vale guardian is something created to protect the entrance, sure no a great reason for it’s existence but it’s just an opener to the raid setting.
Gors you have is a creature of the combined spirits of the thousands of souls (which you learn were sacrificed) coming together for revenge. Sabetha the bandits who have captured the squad, Your mission? defeat her and release them, as it was from the start.
Only after defeating her (and details in pages along the way) you learn of more beyond the wall. You go through, run into slothosor, a mutated monster powered up by excess magic energy released with the dragons death. Move on to a fort… a bandit fort (not pointless, which i have no idea how you think it’s random) the home operation of the bandits (who you learn right after work for the white mantle). You defeat the bandits, release the remaining missing squad members (original goal). But as you move deeper, to go and find the squad captain, moving to the temple in the distance, the weather around changes due to the immense magic. You come to Matthias, a white mantle inquisitor. Even at this point you are still following the original goal of finding the captured squad. Now is where part 2 comes in, The white mantle are here and sacrificing people (Gorseval),…. Details to be in wing 3.
None of this as you claim needs to be found out in a outside source. As for the complaining of TS… well it’s still a raid, so you know AFTER you clear the raid, you can go in and find all the details, You know the pages of information? It doesn’t take much effort to pay attention to the couple sentences here and there before and after a boss fight for the extra details beyond that.
You seem in your OP to try extra hard to purposely turn down on how bad the raid story is. It makes sense and is all is available in the game if you actually took the time to listen and read to whats provided in game, compared to just complaining.
Ok so the theme is “save the pact members” with all sorts of random stuff thrown in with a lead in to white mantle.
Think the story would have been better if Sab and the crew were guarding the entrance.
More bandits stuff and creatures captured by the bandits to fight down the path.
Bandit camp.
Gor.
Matthias.
Random guardians and random Slothasor out.
Just saying, it all seems a bit messy here. There is not any decent flow or progression to the raid.
So what do we expect next? We fight Gaile’s mutated frogs? Then we find out how Rytlock became the first Revenant and have to fight him to learn the power of legends to take on Taimi and her golems? Do we find out that Svanir is the true leader of the white mantle and fight him? Does this all reveal that Evon Gnashblade is really Dhuum and using all these characters to feed Gor to fuel his strength?
I know I’m being goofy with the above, but honestly the story and enemies in the raid are just uninspiring. Wherever story is there is broken by raid boss designs and the need to pull yourself out of the world and listen to chirping on TS. The main focus of the whole thing has become… learn fights online, sit in TS, memorize mechanics inside of timers. It’s not about play and have fun, and anyone looking for a good story wrapped up in good enemies is not getting that out of raids.
(edited by Swagger.1459)
@swagger
I’ll ignore the silly bit since the general population doesn’t know anything of the next raid wing, but for the wing 3 I’ll just say wait until it comes out before making a judgment like that. Other than that I feel like you don’t understand that this is a MMORPG, and you are going into a raid….. I’ll give credit where credit is due, So I will say you’r right some may not like that to have the full experience of Lore and game play be separated by team speak. However I will disagree on the flow of the raid, If you do go in, and gather up the details around the wings, you will see how a “simple” mission lead to soldiers/creatures far stronger than you have encountered before.
As I explained in my earlier post, That is all from in game sources. You go in blind, with details filling in as you go. From my knowledge (did not play gw1) the white mantle is known for hiring bandits to help accomplish their goals. This detail may not be in game but you also shouldn’t expect it to. This lore is a continuation from GW1 lore, so a few gaps should be expected, but besides some white mantle specific lore, the story is all in game., and each encounter does serve a purpose to the whole story, even slothosor which is a representation of the excessive flow of magic creating (of white mantle case being used) to become/be stronger.
again now you just seem to purposely not want to see the dots connect in the story because you seem to dislike the fact that in order to progress in it you must be on team speak in order to defeat the encounters. So this isn’t a story issue, this is a “i don’t like raids” issue.
I will have to disagree. All the bosses right now are there for a purpose/reason.
I personally enjoy gameplay over story. It’s nice to have a narrative, but it shouldn’t be the central focus of raids.
This takes complaining for the sake of complaining to a whole new level.
Yeah “SPEAKING” with the players you fight with totaly removes you from the game. It’s not like you are actually playing with them!
The theme of the raid going over your head does not make it bad.
The story of the raids were never meant to be a major story line in itself because it would exclude the majority of the players.
Instead it looks like anet is using it to reintroduce the White Mantle. It’s them leaving little bread crumbs, probably because LS3 has them playing a much bigger role.
I remember when LS1 came out, I was like “why do I care about Eir’s son and this char? Where’s Destiny’s Edge?” That was the initial bread crumb that eventually became HOT.
@swagger
This lore is a continuation from GW1 lore, so a few gaps should be expected, but besides some white mantle specific lore, the story is all in game., and each encounter does serve a purpose to the whole story, even slothosor which is a representation of the excessive flow of magic creating (of white mantle case being used) to become/be stronger.again now you just seem to purposely not want to see the dots connect in the story because you seem to dislike the fact that in order to progress in it you must be on team speak in order to defeat the encounters. So this isn’t a story issue, this is a “i don’t like raids” issue.
Got to jump in here. Whilst the story is obviously a continuation from GW1, it’s shaky at best. The whole style of lore has changed dramatically and in it’s storytelling. I haven’t liked it since GW2 was released and keep hoping it gets better. Heart of Thorns was an improvement but still a bit shoddy. The raid lore can only be compared to that of dungeons and fractals; which is just discorded and has no real flow or presence.
The other comments on this thread, typical “go play another game”, is just naive. The game is still fun to play in other aspects, it’s just a massive shame that lore falls so short, especially for a game that originated and was centered around lore. (GW1) Prior to EOTN, I can’t name many areas that felt out of place for the world created. Contrast that statement to GW2 and you’d be shocked by the list of things that feel majorly out of place.
Yeah so this is how I would have told the story…
Part 1.
Cut scene upon entering… Pact scouts are missing, please help find them!
Look for clues… Bandits attack… Fight lots of bandits and recover some bodies.
Cut scene… Thank you for recovering their bodies. Your team must gain entrance to the vale because more are missing! There is a group of bandits blocking entry, you have to take them out before we can go further!
Go beat up Sab and her super crew. After killing Sab you find a white mantle symbol. Return symbol to historian and find out about white mantle.
Part 2.
Ohh spooky jungle. Fight cray undead “gorlings” controlled by bandits/white mantle. Find more white mantle clues.
Part 3.
Fight more bandits and a big kitten undead monster thingy (like a gorling abomation or something). Save pact members. Find out the white mantle are feeding the souls of the dead to Gor.
Part 4.
Fight bandits that were corrupted and mutated by Gor’s souls river, on our way through the soul river, and face the mighty and terrifying Gor.
Part 5.
Take on the bad kitten white mantle bandits at their camp. Save more pact people from becoming Gor soul food. Find out even more about white mantle.
Part 6.
Kick Matt’s kitten . Kick kitten cutscene. More to come!
Right now playing through it’s like “who are you and why should I care?” and “Do I really have to research dulfy, watch videos of fights and makes notes, wait hours for a decent group and sit in team speak listening to orders for this? And I have to do it how many more times?”
The raid here is not interesting comparatively. The design breaks immersion completely and is polar opposite of the “pick up and play” design which GW2 was known for.
I give raids a 3 out of 10 with all things factored in like story, immersion, combat, profession designs and their combat roles, replayability, inclusiveness…
The devs could do way better.
(edited by Swagger.1459)
I give raids a 3 out of 10 with all things factored in like story, immersion, combat, profession designs and their combat roles, replayability, inclusiveness…
The devs could do way better.
Yet most players who do raids consider it to be really great. At least compared to the rest of the game which is more lika a 1.5 out of 10.
I give raids a 3 out of 10 with all things factored in like story, immersion, combat, profession designs and their combat roles, replayability, inclusiveness…
The devs could do way better.
Yet most players who do raids consider it to be really great. At least compared to the rest of the game which is more lika a 1.5 out of 10.
That’s fine, but it’s not saying much considering most of the GW2 population doesn’t do raids, and some who have tried have had similar complaints as myself.
Raids could have been designed better considering they are end game content. Hopefully part 3 and any future raids are better.
I give raids a 3 out of 10 with all things factored in like story, immersion, combat, profession designs and their combat roles, replayability, inclusiveness…
The devs could do way better.
Yet most players who do raids consider it to be really great. At least compared to the rest of the game which is more lika a 1.5 out of 10.
That’s fine, but it’s not saying much considering most of the GW2 population doesn’t do raids, and some who have tried have had similar complaints as myself.
Raids could have been designed better considering they are end game content. Hopefully part 3 and any future raids are better.
If amount of players playing raids were a sign of how good the story is, WoW raids must have gone up story wise by thousands of % in quality since vanilla. Since Blizzard went from less than 5% of the playerbase raiding to over 40% of the playerbase.
Now that could be due to superior writing, or the massive decline in difficulty. Given the kitten story WoW has enjoyed over the last 3 expansions, I doubt it’s the former.
So no, the amount of players of the playerbase completing/playing raid content is not an indicator of how good the story is. Especially in a game like GW2 where raid content is the only content which deserves any type of mentioning combined with the word difficult or organised in pve.
I give raids a 3 out of 10 with all things factored in like story, immersion, combat, profession designs and their combat roles, replayability, inclusiveness…
The devs could do way better.
Yet most players who do raids consider it to be really great. At least compared to the rest of the game which is more lika a 1.5 out of 10.
That’s fine, but it’s not saying much considering most of the GW2 population doesn’t do raids, and some who have tried have had similar complaints as myself.
Raids could have been designed better considering they are end game content. Hopefully part 3 and any future raids are better.
If amount of players playing raids were a sign of how good the story is, WoW raids must have gone up story wise by thousands of % in quality since vanilla. Since Blizzard went from less than 5% of the playerbase raiding to over 40% of the playerbase.
Now that could be due to superior writing, or the massive decline in difficulty. Given the kitten story WoW has enjoyed over the last 3 expansions, I doubt it’s the former.
So no, the amount of players of the playerbase completing/playing raid content is not an indicator of how good the story is. Especially in a game like GW2 where raid content is the only content which deserves any type of mentioning combined with the word difficult or organised in pve.
There are multiple different reasons why raids aren’t good. Yes, the story is part of those reasons.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
That’s fine, doesn’t change my impression that the story is not good.
Most of the storytelling game wide hadn’t been that great either, so it’s not just me pulling things out of thin air.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
That’s fine, doesn’t change my impression that the story is not good.
Most of the storytelling game wide hadn’t been that great either, so it’s not just me pulling things out of thin air.
OK. As someone who raids though, this kind of criticism is on the level of: “I don’t like how Dessa looks in the fractals lobby.”
Even if anet adopted your suggestions, it would not make raids more fun, or pull in any long term players. If anything, the cynical side of me says that we would get more people complaining about being locked out of the story.
I’d rather have the developers focus on raid gameplay and mechanics, than make a story or cut scene of fleeting value.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
That’s fine, doesn’t change my impression that the story is not good.
Most of the storytelling game wide hadn’t been that great either, so it’s not just me pulling things out of thin air.
Your impression is your own and you have every right to it.
The story in HoT being to flat or not deep enough is a valid concern aswell, but has literally nothing to do with raids or how good raids are. The story told during the raid wing was always ment to be:
- a side story
- requied to be discovered (aka mystery and hint based)
- not to extravagant or “need-to-see”
Reason being that Arenanet expected raiders to be only a fraction of the players base.
Even with all the concerns and drama from people who do not raid, raids from a raiders perspective have been a success and most successful raiders will account to that.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
That’s fine, doesn’t change my impression that the story is not good.
Most of the storytelling game wide hadn’t been that great either, so it’s not just me pulling things out of thin air.
OK. As someone who raids though, this kind of criticism is on the level of: “I don’t like how Dessa looks in the fractals lobby.”
Even if anet adopted your suggestions, it would not make raids more fun, or pull in any long term players. If anything, the cynical side of me says that we would get more people complaining about being locked out of the story.
I’d rather have the developers focus on raid gameplay and mechanics, than make a story or cut scene of fleeting value.
I’m not the one trying to put the story there in the first place… Each raid will have some type of theme and story, so hoping they can make it better going forward.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
That’s fine, doesn’t change my impression that the story is not good.
Most of the storytelling game wide hadn’t been that great either, so it’s not just me pulling things out of thin air.
Your impression is your own and you have every right to it.
The story in HoT being to flat or not deep enough is a valid concern aswell, but has literally nothing to do with raids or how good raids are. The story told during the raid wing was always ment to be:
- a side story
- requied to be discovered (aka mystery and hint based)
- not to extravagant or “need-to-see”Reason being that Arenanet expected raiders to be only a fraction of the players base.
Even with all the concerns and drama from people who do not raid, raids from a raiders perspective have been a success and most successful raiders will account to that.
The raid is not a “side story”, it’s supposed to be THE lead in to living story season 3… The whole thing is just meh and mashed up together.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
That’s fine, doesn’t change my impression that the story is not good.
Most of the storytelling game wide hadn’t been that great either, so it’s not just me pulling things out of thin air.
Your impression is your own and you have every right to it.
The story in HoT being to flat or not deep enough is a valid concern aswell, but has literally nothing to do with raids or how good raids are. The story told during the raid wing was always ment to be:
- a side story
- requied to be discovered (aka mystery and hint based)
- not to extravagant or “need-to-see”Reason being that Arenanet expected raiders to be only a fraction of the players base.
Even with all the concerns and drama from people who do not raid, raids from a raiders perspective have been a success and most successful raiders will account to that.
The raid is not a “side story”, it’s supposed to be THE lead in to living story season 3… The whole thing is just meh and mashed up together.
This is where you are mistaken heavily, it’s not considered the lead to the living story. It’s considered to be a sidestory, based on the story of “Guild Wars:Beyond” (more specifically the War in Kryta).
Also it’s your own fault that you are unable to understand where the story of this raid might lead to and why the bosses are fought in the order they are in.
If you want to know more about it there should be videos about it (namely from WP, and also Deroir i think?!?)
Please stop making threads like these if you don’t understand what is going on in the raids in the first place, thank you.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
That’s fine, doesn’t change my impression that the story is not good.
Most of the storytelling game wide hadn’t been that great either, so it’s not just me pulling things out of thin air.
Your impression is your own and you have every right to it.
The story in HoT being to flat or not deep enough is a valid concern aswell, but has literally nothing to do with raids or how good raids are. The story told during the raid wing was always ment to be:
- a side story
- requied to be discovered (aka mystery and hint based)
- not to extravagant or “need-to-see”Reason being that Arenanet expected raiders to be only a fraction of the players base.
Even with all the concerns and drama from people who do not raid, raids from a raiders perspective have been a success and most successful raiders will account to that.
The raid is not a “side story”, it’s supposed to be THE lead in to living story season 3… The whole thing is just meh and mashed up together.
They’re functioning similarly to the dungeon stories.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
That’s fine, doesn’t change my impression that the story is not good.
Most of the storytelling game wide hadn’t been that great either, so it’s not just me pulling things out of thin air.
Your impression is your own and you have every right to it.
The story in HoT being to flat or not deep enough is a valid concern aswell, but has literally nothing to do with raids or how good raids are. The story told during the raid wing was always ment to be:
- a side story
- requied to be discovered (aka mystery and hint based)
- not to extravagant or “need-to-see”Reason being that Arenanet expected raiders to be only a fraction of the players base.
Even with all the concerns and drama from people who do not raid, raids from a raiders perspective have been a success and most successful raiders will account to that.
The raid is not a “side story”, it’s supposed to be THE lead in to living story season 3… The whole thing is just meh and mashed up together.
Correct, it’s supposed to be the lead in story which is in no way supposed to be required so the majority of players who do not raid are not confused once S3 hits.
That makes it a side story.
Y’all know what “prelude” is?
This prelude to white mantle and ls3 is not a very good one so far. Nor are the npcs and bosses interesting with the way they are presented and laid out.
(edited by Swagger.1459)
Y’all know what “prelude” is?
This prelude to white mantle and ls3 is not a very good one so far.
Assuming that LS3 will have anything to do with the white mantle.
Y’all know what “prelude” is?
This prelude to white mantle and ls3 is not a very good one so far. Nor are the npcs and bosses interesting with the way they are presented and laid out.
Question is, do you?
The term you were looking for is prologue (for literature) unless you were changing the subject to music.
Even if we were to take prelude and use it in context of narrative instead of choire, which part of short story, preface or introduction conflicts with the term side story?
Again, the entire raid story is supposed to be selfserving and not required for players to follow future content.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
That’s fine, doesn’t change my impression that the story is not good.
Most of the storytelling game wide hadn’t been that great either, so it’s not just me pulling things out of thin air.
Your impression is your own and you have every right to it.
The story in HoT being to flat or not deep enough is a valid concern aswell, but has literally nothing to do with raids or how good raids are. The story told during the raid wing was always ment to be:
- a side story
- requied to be discovered (aka mystery and hint based)
- not to extravagant or “need-to-see”Reason being that Arenanet expected raiders to be only a fraction of the players base.
Even with all the concerns and drama from people who do not raid, raids from a raiders perspective have been a success and most successful raiders will account to that.
The raid is not a “side story”, it’s supposed to be THE lead in to living story season 3… The whole thing is just meh and mashed up together.
This is where you are mistaken heavily, it’s not considered the lead to the living story. It’s considered to be a sidestory, based on the story of “Guild Wars:Beyond” (more specifically the War in Kryta).
Also it’s your own fault that you are unable to understand where the story of this raid might lead to and why the bosses are fought in the order they are in.
If you want to know more about it there should be videos about it (namely from WP, and also Deroir i think?!?)
Please stop making threads like these if you don’t understand what is going on in the raids in the first place, thank you.
https://www.guildwars2.com/en/news/state-of-the-game-update-q1-2016/
“Living World Season 3
You can look forward to the return of our Living World updates and the story picking back up in the world of Tyria. Warning: There are story spoilers ahead if you haven’t yet finished Guild Wars 2: Heart of Thorns.
With the recent death of Mordremoth, the Pact and its armies are in disarray with the vast majority of its troops dead or missing. Survivors have begun to regroup or gone home to mourn the dead while the heroes of the great invasion into the jungle investigate a strange disturbance to the north"
It’s you who doesn’t understand…
The raid is the “strange disturbance to the north”, and a prelude to events and such leading up to living story season 3…
(edited by Swagger.1459)
Y’all know what “prelude” is?
This prelude to white mantle and ls3 is not a very good one so far. Nor are the npcs and bosses interesting with the way they are presented and laid out.
Question is, do you?
The term you were looking for is prologue (for literature) unless you were changing the subject to music.
Even if we were to take prelude and use it in context of narrative instead of choire, which part of short story, preface or introduction conflicts with the term side story?
Again, the entire raid story is supposed to be selfserving and not required for players to follow future content.
Do you really want to niggle about prelude and prologue?
No it’s not “required”, but it’s part of the whole story being told, and an important lead in to ls3… This raid story “chapter” is not good.
The story makes perfect sense to me, and the bosses make sense too. I actually think the raid story thus far is more compelling than the base HoT story itself!
The main issue, and this was alluded too in a woodenpotatoes video, is that gw1 had fantastic story and lore. GW2 is, and lets be honest, a steaming pile in those areas. Its horrendous – we all know this. And HoT did nothing to improve this – it arguably got worse.
So, on one hand you have the GW2 story which the bulk of population despise/hate/dont care about, and on the other hand you have content related to GW1, which is what people really wanted & had been hoping for, locked away behind the raid – where that bulk of the population will never be able to go (for various reasons). Its a double whammy.
Does that mean all future content related to GW1 will be shut away in instanced raids? And everyone else gets the terrible GW2 story? That would be a shame.
Edit: Just saw the new raid wing trailer – more GW1 stuff. Le Sigh.
(edited by MashMash.1645)
The story makes perfect sense to me, and the bosses make sense too. I actually think the raid story thus far is more compelling than the base HoT story itself!
That just makes things worse really lol.
The main issue, and this was alluded too in a woodenpotatoes video, is that gw1 had fantastic story and lore. GW2 is, and lets be honest, a steaming pile in those areas. Its horrendous – we all know this. And HoT did nothing to improve this – it arguably got worse.
So, on one hand you have the GW2 story which the bulk of population despise/hate/dont care about, and on the other hand you have content related to GW1, which is what people really wanted & had been hoping for, locked away behind the raid – where that bulk of the population will never be able to go (for various reasons). Its a double whammy.
Does that mean all future content related to GW1 will be shut away in instanced raids? And everyone else gets the terrible GW2 story? That would be a shame.
Edit: Just saw the new raid wing trailer – more GW1 stuff. Le Sigh.
Seems we’re getting mixed signals in this thread. OP doesn’t like the raid story. Some raiders like it. Some non raiders (seem to) like it because it relates to gw1, but lament they’re “locked away” from it. (Spoiler: you’re not).
Seems like a catch 22 to me. Have a bad story non raiders complain. Have a good story non raiders complain.
In the end, story doesn’t really matter for repeatable content. Let’s pretend living world season 2 was good (and some was). How many times have you replayed it? Not many, is my guess.
I feel like this thread is full of complaining from people who don’t actually raid, and wouldn’t be affected by a story, good or bad.
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