Destroyers immune to fire etc

Destroyers immune to fire etc

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Posted by: Dantert.1803

Dantert.1803

I look forward to the day when some specific mobs will get the right immunities, like immunity to fire for the Destroyers, Fire imps and elementals , chilling for ice mobs and so on… It was a mechanic that I really appreciated in Gw1 that put 1 more step to the understanding of the enemies and their weaknesses.
Also it would be nice to see the reverse, for example, mordrem and orrians zombies get a % more damage from fire but mordrem heal from water, Destroyers get damage if chilled but restore health if on fire and so on.

It would be great…please think about it a-net!

Destroyers immune to fire etc

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Posted by: Khisanth.2948

Khisanth.2948

Retaining their immunity but losing their weakness was one of the most annoying thing about destroyers …

That sort of immunity would not work out very well either. Introducing mobs that are simply immune to certain builds is just a bad idea. Mordrem husks are close to falling into that category but at least they are not entirely immune to physical damage. Just look at objects vs condi build to see how crappily that works out.

Destroyers immune to fire etc

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Posted by: Danikat.8537

Danikat.8537

This is one thing I really enjoyed about GW1 as well and I was sad to see it didn’t carry over into GW2 (along with other things like arrows doing more damage if you were above your target).

But I can understand why they did it, it wouldn’t work with the design of GW2. Firstly GW1 is built for groups of 4 -12 players/NPCs, which meant there was more opportunity for variety. It didn’t matter too much if Jora’s physical attacks didn’t do much damage to an enemy because Vekk would rip them apart.

But more importantly GW1 is a lobby based game with much smaller maps, which means combat is more homogenous. There were usually only a few types of enemies in an area and only 1 or 2 with ‘special’ effects. So when you headed out from an outpost to do a quest, or even a series of quests, you had a good idea what you’d face and could plan for it.

Whereas GW2 has both bigger maps and more of a focus on continuously progressing through them rather than stopping to re-equip after each little bit. Which makes having to stop and change your build for the mobs you’re going to face next more of an annoyance than a normal part of gameplay.

Oh, there’s also the fact that most of your stats in GW1 came from which attributes you chose, even with runes and insignia/inscription armour and weapons were secondary to that, so even drastic changes to your build were easier to do on the fly. (Even more so if you stuck to generic bonuses like +energy or +health.)

Danielle Aurorel, Dear Dragon We Got Your Cookies [Nom], Desolation (EU).

“Life’s a journey, not a destination.”

Destroyers immune to fire etc

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Posted by: vesica tempestas.1563

vesica tempestas.1563

I also enjoyed it in GW1, it gave good tactical variations and therefore content. Could work really nicely in an instance, perhaps delving into destroyer story again and gives a nice variation from fractal play.


“Trying to please everyone would not only be challenging
but would also result in a product that might not satisfy anyone”- Roman Pichler, Strategize