Can anyone riddle me this?
Dredge are already blind, ergo making it impossible to blind them again. They’re mole-men.
And how do you blind Icebrood exactly?
Either remove Dredge blind immunity and rename the blind to idk…misdirection OR do the logical thing and make more things immune to blind…
Does this really require a complaint thread on the forums? It isn’t a big deal.
Dredge being immune is a fun lore-based exception.
Antonius Duarte – Elementalist – Kaineng
Nah. I was just curious. It seems illogical.
You don’t always need eyes to see.
Blind creatures use their senses to “see” you and interact with you.
You don’t blind their vision but their senses.
WvW – Structure Upgrade Re-Work idea!
WvW – Art of War Guild Buffs & Keep Claiming Re-Work idea!
I’m more bothered by the fact that nothing is immune to bleeding. earth elementals, ghosts, golems…they all bleed. I figure if they were going to give the dredge an immunity based in lore they should have been more consistent with it as an over all design.
It isn’t anything game breaking. Obviously it comes down to a game play based decision taking precedent over lore. But I can definitely relate with you being puzzled by it.
I’m more bothered by the fact that nothing is immune to bleeding. earth elementals, ghosts, golems…they all bleed. I figure if they were going to give the dredge an immunity based in lore they should have been more consistent with it as an over all design.
It isn’t anything game breaking. Obviously it comes down to a game play based decision taking precedent over lore. But I can definitely relate with you being puzzled by it.
I’m sure more exceptions exist. Off the top of my head, there’s the Destroyers (fire-based) who can be immune to burning.
Antonius Duarte – Elementalist – Kaineng
There was another topic about dredge and their blindness, with regards to stealth:
https://forum-en.gw2archive.eu/forum/game/gw2/Why-does-stealth-work-against-dredge/first#post1154385
There may be a more practical reason besides just “lore” though — the dredge are an entire race, found in many places all over Tyria. Most players will encounter them throughout their adventures. Making them immune to blind will be an unpleasant surprise the first time, but because they are so commonplace players can get used to the idea, and word will spread about them (like in these discussion threads). It’s not a big deal to grant sweeping immunity to a certain common effect to a well-known race, but if you start micro-managing each individual kind of enemy and selecting a few conditions that may be incompatible with not-so-obvious details, it’s just going to confuse and frustrate players in desperate situations.
Can an abstract elemental with no eyes be “blinded”? Who knows? Surely it must have some mechanism to sense its environment, but the particulars of it are pure speculation and probably not even worked out in detail by ArenaNet themselves. Saying they sense by “magic” is not an answer. They could still have “magical sensors” that receive and process light, and therefore would be susceptible to clouds of dust that obscure light.
Different types of enemies should have unique behaviours and a “flavour” to their tactics, but dumping on too many complications and caveats all throughout the game’s bestiary won’t improve the game.
I’m more bothered by the fact that nothing is immune to bleeding. earth elementals, ghosts, golems…they all bleed. I figure if they were going to give the dredge an immunity based in lore they should have been more consistent with it as an over all design.
It isn’t anything game breaking. Obviously it comes down to a game play based decision taking precedent over lore. But I can definitely relate with you being puzzled by it.
Ghosts bleed ectoplasm, golems bleed oil, earth elementals bleed…… hmm, out of ideas here.
I’m more bothered by the fact that nothing is immune to bleeding. earth elementals, ghosts, golems…they all bleed. I figure if they were going to give the dredge an immunity based in lore they should have been more consistent with it as an over all design.
It isn’t anything game breaking. Obviously it comes down to a game play based decision taking precedent over lore. But I can definitely relate with you being puzzled by it.
Ghosts bleed ectoplasm, golems bleed oil, earth elementals bleed…… hmm, out of ideas here.
earth elementals bleed – lava.
WvW – Structure Upgrade Re-Work idea!
WvW – Art of War Guild Buffs & Keep Claiming Re-Work idea!
Lol! Earth Elementals bleed Dust? LOL!
Dredge always reminds me of moles. We all (should) know that moles have poor eyesight. Perhaps, the developers just thought of it that way; hence, why dredge can’t be blinded.
P.S. Risen are an infestation/pest, hence they should bleed 8bit viruses.
Do not click this link!
I’m more bothered by the fact that nothing is immune to bleeding. earth elementals, ghosts, golems…they all bleed. I figure if they were going to give the dredge an immunity based in lore they should have been more consistent with it as an over all design.
It isn’t anything game breaking. Obviously it comes down to a game play based decision taking precedent over lore. But I can definitely relate with you being puzzled by it.
Bleeding is a major mechanic for a lot of playstyles, being immune to bleeding will cut the damage output of condition builds by a lot… And if they make these immune to bleeding, there’s much less of a reason to play a condition based build, and there will be MUCH more people complaining about this.