The Future of the Ascalonian Catacombs....?
Nothing. I’m just going to assume AC is set in 1325AE, while LS2 is set in 1327AE, so we won’t see any changes as they did never happen in the timeframe of that dungeon.
What if dungeons are actually in another section of Fractals and thats why it explains the repetitive nature of them and thus solving every story/time loophole?!
Wynd Cloud | Fierce N Licious
Speaking of fractals and stuff… Remember when Dessa appeared to be actually in a repeating fractal herself?
Isn’t that a theory? (I can of believe she is in one because she doesn’t know who is ellen kiel, but she knows about the thaumanova fractal… which is the weird part)
from wiki
In 1326 AE, Captain Kiel entered the Fractals of the Mists in order to commandeer the equipment therein, to aid in the investigation of Scarlet Briar’s connection to the Thaumanova Reactor disaster. Dessa was able to stabilize an instance of the disaster, but when the events there raised more questions than answers, Kiel attempted to place her under arrest. When Dessa entered the asura gate back to Lion’s Arch, she immediately reappeared in the Mistlock Observatory with no memory of the previous events, revealing that the observatory is subject to the same rules as all the other fractals, and that Dessa is just as locked in the same loop as all the other creatures in the fractals.
Wynd Cloud | Fierce N Licious
It’s been ages since I’ve done it, but isn’t Scarlet still alive in the aether blade path of TA? Or is she just holograms?
Holograms
We need more dredge.
We need more dredge.
We need dredge that turn into ghosts once we kill them so we have to kill them twice.
We need dredges that follow you the entire map and comes out from the walls like ghost before and after being killed… and a clown car that becomes a ghost clown car after being defeated(condition dmg only)
We need dredges that split into smaller dredges, Matryoshka-style.
We need dredges that follow you the entire map and comes out from the walls like ghost before and after being killed… and a clown car that becomes a ghost clown car after being defeated(condition dmg only)
Which then explodes into multiple lesser oozes which then collapse into giant pools of water which the player then has to dive into and fight against the HOTW end bosses, which are then replaced by aetherblade mobs who are upset that you killed their Sons of Svanir friends. After all of this a total of 1 copper is awarded per final enemy slain to make it worthwhile killing them. Anyone who skips this trash mob fight will be subject to banning as not killing these mobs is against how the game was intended to be played.
And all this are the first mobs of the new AC
We need dredges that follow you the entire map and comes out from the walls like ghost before and after being killed… and a clown car that becomes a ghost clown car after being defeated(condition dmg only)
Which then explodes into multiple lesser oozes which then collapse into giant pools of water which the player then has to dive into and fight against the HOTW end bosses, which are then replaced by aetherblade mobs who are upset that you killed their Sons of Svanir friends. After all of this a total of 1 copper is awarded per final enemy slain to make it worthwhile killing them. Anyone who skips this trash mob fight will be subject to banning as not killing these mobs is against how the game was intended to be played.
End boss will be a Mai trin that summons dredges during the canon phase that immobilize you while deadeyes parachute down.
If you die and try to disconnect so Kiel can res you, you will spawn in a room with inquest technicians that perms stun you when you res.
End reward will be 2 blues and 50 silver
[Dark Renegatus]
Now all we need is a room filled with 50 or so risen illusionists that cannot be pulled and chain agro each other.
You are forgetting an important factor… Add Retal/prot/regen totem against those 50 illusionists.
You are forgetting an important factor… Add Retal/prot/regen totem against those 50 illusionists.
*a set of those totems for every illusionist.
From a lore perspective, it shouldnt make much difference at all. The story path is set in stone – while the explorable paths are about us clearing out gravelings – we cleared out most of the ghosts in the story path. They could remove the random ghosts we run across in explorable and Lt Kholer, but that would be about all that would be warranted. The gravelings (last 3 bosses with possible exception of Ghost Eater) wouldnt really be affected by this occurence.
The bigger question is will they take this opportunity to give us a path in AC similar to Twilight Assault in TA. I really hope so. Ive been waiting awhile to see some new challenges in dungeons.
The thing about the ghost is that they literally respawn (If I remember correctly from the book). So, Kholer respawns, the lovers respawn, every mob respawn. It might take them days to respawn, but they do. So, AC ghost aren’t gone.
I don’t want unskipable cutscenes.
Considering there are lots of maps with Ascalonian ghosts, not only dungeons, I doubt the living story will affect anything.
New AC dungeon, filled with centaurs
“For the panini!”
It’s an instance, and therefore has no reason to be effected by LS. E.g. the current LS episode chapter instances will remain the same because they are instanced. They’re excluded from the ‘real open world’ and essentially can be looked at as an interactive story book.
What will, and has to change, however, is ghosts in open world. Just as the risen will eventually dwindle away (as Anet have promised us, god I hope they follow through), ghosts should also disappear.
I just hope they don’t pull another Aetherpath and replace P2 with a new one. >.> If they’re going to introduce a new dungeon path, it should be in addition to the old ones. (A completely separate instance that you can enter by talking to the NPC out the front.)
We need more dredge.
We need dredge that turn into ghosts once we kill them so we have to kill them twice.
Please, take all the cake I have!
I just hope they don’t pull another Aetherpath and replace P2 with a new one. >.> If they’re going to introduce a new dungeon path, it should be in addition to the old ones. (A completely separate instance that you can enter by talking to the NPC out the front.)
If FW/UP hadn’t be a broken mess, I’m sure it would have stayed.
-snip-
If FW/UP hadn’t be a broken mess, I’m sure it would have stayed.
I don’t remember it being a broken mess, sure it wasn’t a desirable path but there are a lot of paths that aren’t. To me Aetherpath is just if not more annoying to do than Foreard/Up was. You needed to be organized and know that path already somewhat. The bee part was always fun to do and I don’t remember having much issues getting that done. The spiders at the endboss were annoying but that’s only because mostly everyone just wanted to safe spot it and not take the time to find the proper strategy to deal with the spiders efficiently.
I hope it’s not something like LOTR:Return of the King where Rytlock releases the AC ghosts from their curse and surge out of the catacombs to help the war effort. That would be just too derivative.
Or he might raise Rurik from the dead who then rallies the ghosts from Plains of Ashford, Diessa Plateau and the WvW borderlands.
Or the return of the sword opens up a path to another ley line.
I hope it’s not something like LOTR:Return of the King where Rytlock releases the AC ghosts from their curse and surge out of the catacombs to help the war effort. That would be just too derivative.
Or he might raise Rurik from the dead who then rallies the ghosts from Plains of Ashford, Diessa Plateau and the WvW borderlands.
Or the return of the sword opens up a path to another ley line.
Your third point actually sounds like it could be plausible.
They could just remove all the ghosts and replace them with more gravelings or some LS mobs, there’s surprisingly few of them considering it’s their catacombs:
- a random hidden event
- Kholer
- a pack before essence collectors
- Grast
- event at P2 end
They might need to revamp the plot of P3 if they were to remove ghosts, though.
What opponents would you put into the catacombs, other than gravelings and insects?
(edited by Aleth.9630)
I hope it’s not something like LOTR:Return of the King where Rytlock releases the AC ghosts from their curse and surge out of the catacombs to help the war effort. That would be just too derivative.
Or he might raise Rurik from the dead who then rallies the ghosts from Plains of Ashford, Diessa Plateau and the WvW borderlands.
Or the return of the sword opens up a path to another ley line.
How can he raise Rurik from the dead? He was killed in the shiverpeaks to be necromanced by the vizier as the heroes’ fated opponent only to be defeated at the fire chain islands only to once again return to the norn shiverpeak arenas to say hello to you again and to see if you wanted to get some drinks after the match.
For all we know he’s still kicking as his skeleton form doing cross country skiing as he brings the pain to fated Jormag minions, challenging Jabroni Norn that he comes across randomly at resurrection shrines.
We need more dredge.
We need dredge that turn into ghosts once we kill them so we have to kill them twice.
You joke but this was possible in Gw1. Dredge could rez their allies if you didn’t interrupt their reviving skill.
On topic, I hope they don’t mess with AC. Its one of my favorite dungeons. I’d hate to no longer be able to experience the old paths.
I doubt we will have to worry about Anet changing the dungeon. Anet no longer has a dungeon team and most of the player base doesn’t even run TA aetherpath anymore.
They won’t remove the ghosts from anywhere.
I just hope they don’t pull another Aetherpath and replace P2 with a new one. >.> If they’re going to introduce a new dungeon path, it should be in addition to the old ones. (A completely separate instance that you can enter by talking to the NPC out the front.)
If FW/UP hadn’t be a broken mess, I’m sure it would have stayed.
It wasn’t even close to being a broken mess. It had serious issues with the final boss, but that was it. The rest of the path was fine.
It would be awesome if the LS made Rytlock inadvertently cast another Foefire instead of lifting the curse and they add a path in AC with SSJ3 haired ghost charrs and SSJ3 ghost Rytlock as the final boss.
It would be awesome if the LS made Rytlock inadvertently cast another Foefire instead of lifting the curse and they add a path in AC with SSJ3 haired ghost charrs and SSJ3 ghost Rytlock as the final boss.
If they added any SSJ3 mobs to the game it would take AT LEAST a few hours of dialogue before they would even turn hostile..then once at half health another hour dialogue of them powering up.
All this would be unskippable by the way.
Well at least dbz was awesome so I wouldn’t mind sitting through them charging up their spirit bomb over six living story installments.
Now all we need is a room filled with 50 or so risen illusionists that cannot be pulled and chain agro each other.
Make them all respawn if they don’t die within 0.1s from each other. Otherwise people might cheat with weakness and clerics builds.
Now all we need is a room filled with 50 or so risen illusionists that cannot be pulled and chain agro each other.
Make them all respawn if they don’t die within 0.1s from each other. Otherwise people might cheat with weakness and clerics builds.
We just need a guard in full nomad running hammer, a necro for the weakness and three eles for the fgs spam.