Showing Posts For Medlar.7450:
I would rather see it treated as an exotic crafting material, like globs of ectoplasm. Surely this could be used in some interesting recipes.
There happens to one collector who wants it, but that doesn’t make it a currency.
+1
Changing them into a crafting material solves the main complaint and I can’t imagine it’d be a huge amount of work.
I also noticed the Ele downed 2 skill, mist form, functions while falling. The player can even activate their glider in mist form which, if timed correctly, can be used to glide to a ledge and rally.
While these are amusing workarounds, they do not solve the problem.
My thoughts are quite long, so spoiler tags so folks can ignore them if they like.
Things the episode was missing:
1. Lazarus needed a more substantial entrance. Something like, stepping onto the platform to Caudecus’ outrage. “What are you doing? I’m the Confessor, I /am/ the White Mantle!” “You are a heretic, kneel before your God.” Lazarus slaps/throws/kicks Caudy to the floor to put him in his place. Lazarus delivers a foreboding, if vague, threat to the player character and co., who maybe try to throw fireballs at him, only to glance harmlessly off.
A more meaningful appearance, rather than floating up behind Caudecus “I heard that, m8.”
2. Some acknowledgement of Trahearne’s demise beyond his position in the pact being vacant. Love or hate Trahearne, it was just bizarre to mourn Eir, when races other than Norn met her only a few times.
Things that were done well:
1. Pacing. This felt good, I didn’t feel like everything was soaring over my head(even as someone who missed seasons 1 and 2). The lead-up to the final confrontation with Caudecus was great, it was working at a nice flow.
2. Voice acting. Loved it. Great work from everyone. Great little back and forth between the player-character and Caithe.
3. The White Mantle foes are fabulous. They feel like the old White Mantle having evolved with the times i.e. Professions, armour. They look good. Very happy with this, aside from the absurd range and accuracy of those homing rocks.
4. The map. Fun. Great way to keep gliding relevant and not some toy we’ll never touch on again. Having so much vertical space is enjoyable.
(edited by Medlar.7450)
+1 to OP
I’ve been pelted by multiple mobs apparently, which rapidly chews through my health, forcing me into a downed-state I can’t recover from. Normally, this wouldn’t be much of an issue, but since I’m then stuck plummeting a substantial distance before I die and can waypoint, this becomes extremely frustrating.
Not to mention that when I’m gliding to reach blood crystal nodes, I’m then having to make the same trip multiple times, only to be insta-rocked and die repeatedly.
The range and accuracy of these uber rocks is absurd. It’s not even an arrow from an experienced archer. It’s a bloody rock.
Sorry for necropost, but I actually really enjoy this build for world bosses.
Because the zerker meta is strong in the majority of open world pve, some characters are very fragile, so it’s just fun to keep everyone up and running through the passive heals.
The projectile block from the shield is good against say Claw of Jormag. Just my 2 cents.
Aaaah, I just found this today.
Shame I missed it, but it’s great to see the pictures and hear support from the playerbase.
:D
I notice that groundtargets and effect circles don’t appear during times of high activity(world bosses for example). They just don’t appear on occasion, meaning I’m virtually insta-rekt by Tequatl’s poison fields.
I feel like this is a render/load priority issue? Like the game is trying to render player models before the groundtarget indicators, which would be kind of unintuitive.
Was really hoping there’d be a mini-disc music option.
:/
Having missed seasons 1 and 2 of LW, due to a lack of investing myself in the game (I’ve only recently completed the personal story, despite owning GW2 since just after launch), I’m looking forward to climbing onto the bandwagon.
Coming back to the game a various points and finding the world changed in a number of ways was 1. Interesting but also 2. Kind of alienating. I completely approve of naturally evolving the game world through dynamic story-telling, but being able to get on the story train at the first station is infinitely more enjoyable.
So I’m looking forward to that.