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Posted by: OanSur.4590

OanSur.4590

This may not be the best LS release so far, but for a start of a new season- its great. Remember when S1 started and we were wandering the land fixing signs and escorting refugee… comparing to that, S2 is going to be epic.

Also after many months of zerg wars content it is nice to see a map like that designed for smaller groups of players. Only thing i miss is some kind of repeatable dungeon path. Like in tower of nightmares part.

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Posted by: Lucius.2140

Lucius.2140

Totally agree, flame and frost first part was really short and and didnt have any “real” content.
In comparison a small map, new mechanics like the sandstorm and the quicksand (or how is called in english); some new monsters and fights like Aerin, the cormacal champ, the hylek and the moa are much, much better.

Also this small map has more events that sunset cove, even after revamp. Plus the coins and chests hunts make them much better.

LS quests are much better designed than first season and character profundization got a lot better, specially Taimi.

Not to mention that this map has a difficulty in mobs that is more according to a 80, at least i supose you need 80 rare equipment to have it easy, in comparison to Orr (pre nerf) or even sunset, also more knockback mechanics in most mobbs make thedifficulty bar a litle higher, making it more epic than the normal face tanking. If it goes up gradually with the maps, so most of the player base gets used, we could have a good difficulty map in the end of LS2

(edited by Lucius.2140)

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Posted by: Xenon.4537

Xenon.4537

The first Flame and Frost release was so small and uninteresting I didn’t bother to log in for any of the others. Dry Top on the other hand is pretty fun and the story was much more substantial than any other release so far.

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Posted by: Blaeys.3102

Blaeys.3102

This may not be the best LS release so far, but for a start of a new season- its great. Remember when S1 started and we were wandering the land fixing signs and escorting refugee… comparing to that, S2 is going to be epic.

Also after many months of zerg wars content it is nice to see a map like that designed for smaller groups of players. Only thing i miss is some kind of repeatable dungeon path. Like in tower of nightmares part.

The repeatable dungeon path is there – in the form of the 3 repeatable living story instances. there is just no incentive outside of enjoying the fights for going back in after you get the achievements. I would like to see them add some kind of minimal reward to them though – even if it were just some geodes or a champ box for the last boss. Either that or add some hardcore mode achievements with rewards.

And agree – great chapter so far.

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Posted by: SimBilly.8047

SimBilly.8047

I enjoyed it all very much (music, new maps, missions) except for the annoying boss fight with Aerin (was that his name?)

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Posted by: ricky markham.8173

ricky markham.8173

lack of reward hurts it but i think overall its better then anything they release for season 1

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Posted by: Ronin.7381

Ronin.7381

lack of reward hurts it but i think overall its better then anything they release for season 1

I think the problem is they took what should have been rewards and made them based on RNG.

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Posted by: sAdam.5876

sAdam.5876

As much as I loved newest chapter of LS I will miss such epic encounters as Marionette. Story wise it’s superb but there is not much of “living, breathing world” left in LS.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

As much as I loved newest chapter of LS I will miss such epic encounters as Marionette. Story wise it’s superb but there is not much of “living, breathing world” left in LS.

I don’t think we won’t be seeing such encounters in Season Two. We didn’t get a ‘Marionette’ with every Season One release, either.

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Posted by: sAdam.5876

sAdam.5876

@Inculpatus cedo
I mean mechanic-wise. If LS should be repeatable than it must not require zerg of players to achieve it. I mentioned Marionette, because it was best usage of masses of players I ever witness in GW2.

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Posted by: Filaha.1678

Filaha.1678

@Inculpatus cedo
I mean mechanic-wise. If LS should be repeatable than it must not require zerg of players to achieve it. I mentioned Marionette, because it was best usage of masses of players I ever witness in GW2.

Just because the story instances are repeatable does not preclude large-scale boss events. They could just be outside the story instances.

For example, the end of LS1. There was a big fight against the Assault Knights and the Holograms, but there wasn’t really any story development during that. It was fight fight, kill kill… until after you beat the Prime Hologram and enter your own personal story instance to kill Scarlet. That’s where the story happened.

Actually, it was the same for Marionette. Nothing significant to the story happened during the Marionette fight itself. It happened afterwards, when you enter Scarlet’s hidden base.

And to be fair, even LS2 has already given a “large-scale” event. You can’t get Favour tiers 3/4 with only a handful of people. You need map-scale coordination for Tier 4 at least.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

There will be Open World events as well as LS instances. Some will be permanent and some will be more transitory.

You can watch/hear the Devs speak about the upcoming season on the pertinent Twitch Livestream addressing the Journal/Living Story Season Two.

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Posted by: sAdam.5876

sAdam.5876

Thanks for clarification.

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Posted by: Crossplay.2067

Crossplay.2067

I think feel there is a misconception here. Stories have a flow that has to be respected. They all can’t start off with grandscale bang and those that do have will have the laborious job of trying to top the beginning’s wow-factor later on during the story’s climax. If they can’t manage that, the story falls flat.

Personally, I’d rather had a slow start than a slow end.