Prophesies was harsh, and tragic, and dark, and full of twists. By Grenth, we were the villains!
Everything that happened in Factions.. and in fact on Cantha at all.. was terrible. To put it mildly. Not a bad story.. a really good, horror story… Nothing good happens in Cantha. Ever.
Nightfall was exciting and dark. Then darker. And Darker. And “oh… no…..”
All the other storylines after that, were, to one degree or another, tragic at their core. Desperate, often struggling to find the last glimmer of hope.
And they were all beautiful.
Guild Wars 2 has not been the same kind of story.
It’s been an action adventure flick. There’s been moments of tragedy, little bits of sadness in the living story. You will often be responsible for bad things. But it’s overshadowed by the high fantasy story that’s sweeping along. And that’s not really a bad thing, per say, it’s just different from before. The bad part is, it was built up to be a story of desperation, about races facing utter annihilation, and it has really not delivered that feel as effectively as it could have.
The living story, and I have always believed it was all connected, has crept over us slowly. Maybe too slowly. It has tried to have that flavor that Guild Wars had. I’ve seen the echoes of stories past. And I have high hopes for the twists that I sincerely hope are coming. But the impact has been lessened by the episodic presentation – and not enough obvious, permanent changes in the larger world. If the living world story arc had been released as an expansion, with the whole thing there, so we could play the story at our own pace, I think it would have had better reception. But then, the little alterations in the larger world wouldn’t have been possible.
Guild Wars 2 is a different kind of game, with a different kind of presentation, and a different kind of story. But I agree, I would love to see a more tragic turn.
Enough is enough of the always goody goody innocent style of stories.
You better start writing some more dark themed stories for the people that played GW1 and are no longer puberty teens anymore, you know, you remember them, the ones that actually started this whole GW universe revolution, remember how cruel and dark themed GW1 was ? we want more of that at least story wise !
I’ve had enough of trahaerne, logan, kiel and now jennah !
give me some darker stories please for the love of Abaddon !
see what I did there :P
Hello there fellow players,
As the Living Story trudges ever on in Tyria, there is something that feels.. off.. for me, about the whole thing. For some reason, I can’t really allign the events in the Living Story with the already established world of Guild Wars, and somehow I think it finally dawned on me.
I have been looking at Guild Wars as a fantasy MMO, where ancient gods and malevolent spirits plague the world, and battles are fought over ancient strifes. However, with the development in the Living Story and events in the Personal Story, I can’t help but feeling that they are upping the science fiction themes of the game. We are being invaded by Aetherblades, who are steam-punk inspired air-pirates cruising the skies in top-modern air-ships and what looks like cyber-punk attire. Jennah’s new bodyguards are even fully fledged robots more akin to cyber-punk than any golem-technology currently known in the game. Even during the Personal Storyline, there are countless examples of how new technology triumphs over myth and ancient powers, and with the fractal of the mists research going into the Thurmanova Reactor, the emphasis on high-technology is rather big.
Personally, I found that I yearn for some classical fantasy tropes. Knights, large battles, dragons, ancient horrors and hidden treasures. At the beginning of Southsun there were theories of a new dragon moving in the depths, and I felt a curiousity I hadn’t in a while. Finally – myserious and untold horrors were coming to face our heroes! But then it turned into an odd political play where we had to blow up some contracts to free some oppressed workers. And now, we “eagerly” await a political speech from the regent of DR herself. Somehow, the fantastical and mysterious nature of the game has dwindled in my eyes, and I’m feeling the story slip further and further away from what I had thought it was going to be (which was dragon battles, bloodstones, origins of the Humans, expeditions into the Mists to look for the human Gods, etc).
Now, of course, I ask all of you: What are your feelings on this? Is this a natural progression? Are you enjoying GW2 as an interesting blend of fantasy and cyber-punk? Or is it just mis-matched and chaotic?
Also, I’m asking because I’m honestly curious about the views of other players, so don’t see it as a rage post over the story. Yes, I’m a bit disappointed, but this is not what it’s about. I want to hear other people’s perceptions of the theme of GW2.
PS: My English is quite terrible, so please excuse any errors and such.
2 points determine a line. basic math. :p there are lot of skills what use line targeting to hit.
Just the WvW
R3200+
In gw1 we had pet leveling and evolution, with different possible outcomes depending on way we leveled our pets. That concept was abandoned in favor of pet mechanics we have now. Just like card in a deck, you take out your pet and replace it with another.
Instead of pet evolution we have traits that enhance abilitys of pet families, which in some cases is lacking. I.E. trait that gives k9’s cripple when F2 is used is usless, to say at least. K9 skills are: chill, fear, immobilize, regeneration, and summoning (hyena)…so only in 2 out of 5 cases this trait is semi-useful while in rest its hinderane.
My suggestion is, replace this kind of traits with traits that in some way evolve pets (like evolving wolf into dire wolf, which boost pet in some way while offering visual enhancment too). Im sure it would help rangers making emotional attachments to their pets if they choose to spend trait points on their pets.
Toughts?
Signet of Undeath is rubbish. If it happens at all that a couple of allies are downed, they are rarely close together. And the cast time of the signet is so slow, that you might as well just revive normally. In fact, 2 players reviving a team mate together, is faster than 1 player casting this signet. What they should do is make the effect radius bigger, and make it a fast casting skill. What always confused me the first times I used it, is that it didn’t revive dead players, only downed players. I always wondered…. then what’s the point?! And I realize that ressing dead players during combat is probably not how Anet wants their combat to work. But it fits the necromancer, and it was what I initially expected this signet to do.
Signet of the Locust, I like the speed boost, but the life steal is pathetic. When activating this signet, I’d rather see it apply a temporary effect that makes all our attacks steal a little bit of life while it is active. That would make it perfect for life stealing builds: You lose the speed boost when ever you go in for the kill. But you gain a boost to your life stealing abilities.
Plague – Very well designed, but I think it should pull 1 condi from 5 allies nearby every 3 seconds instead of only 1 ally.
Agreed. And I think the effect radius should be larger. If I equip this for a boss fight, I want it pulling conditions from all allies around me.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
(edited by Mad Queen Malafide.7512)
Your queen is in another castle!
What if that pavillion start not a real queen? What if it is watchknight with illusion and Scarlet puppet?
You got it all wrong. There will be no voting on the father. Obviously, the baby that she drops will depend on RNG.
and after diminishing returns? will she only drop crumbling bones after the first few babies?
most likely a blue because as anet says, “one cannot have enough blues as drops even when farming for days.”
Of course, it’s all so simple! Enraged at the comely Queen’s betrayal, Logan teams up with Anise, who naturally turns out to be bad to the bone. They have a daughter named Scarlet, and with the aid of cutting-edge Asuran technology send her into the future to grow and train (in a series of action-packed montages performed to a suitably pumping soundtrack) and finally Scarlet uses said cutting-edge Asuran time-bending technology to return to our present and ensure Queen Jenna’s speech goes off with not one but several bangs.
No make it TeamQuaggan, that would raise so many questions!
No no, we get to vote on who the real father will turn out to be. #TeamRhytlok.
The problem is that they can’t seem to design hard encounters without resorting to lame instant kill AoEs. Yes, we get it, dodging is cool but isn’t it time we start making fights about more than just dodging the evil circles of death?
… And if not can we at least make pets take significantly less damage from them? While I’m not a ranger I do miss my minion master build.
Ok, so what i do with my pets, and this is a HUGE secret that only very few know, i SWAP my pets between fights!, so let’s say the big bad boss has AoE at his feet, i will use a ranged pet, if it’s random then i have easy access to protections through traits and pets, the uniqueness is you can CHOOSE the pet for the encounter! I know it’s a shock to most people that just use 1 pet, never swaps it, like people that never swap utilty skills either, it’s a secret though so do not tell any one!
Oh, but they did make it scale. They gave us a whole +6 extra life siphoning from our Vampiric trait. All of that for the low, low price of maxing Healing Power. There you have it; the necromancer’s attrition and sustain solution.
Darn it! I keep forgetting to toggle off /sarcasm mode. When are we going to get a hotkey for that?
I don’t always play PvP, but when I do, I’m baffled by Anet’s decision to set our LF to 0 at the start of every match.
(It’s an old point, but I think it deserves being brought up again from time to time.)
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
Conspiracy theorists say the bleed cap is to ensure bosses are not taken down solely by ranged attacks and kiting.
You really don’t want a build with both flamethrowers and grenades. Each is wonderful in its own right, but they are fairly subpar put together due to prohibitive stat combos. FT requires 20 points in firearms and another 20 in alchemy to be optimal, while grenades require 30 in explosives to be good.
That said, you have a number of options:
-PVT gear, also known a Soldier’s or Invader’s, is a good defensive option. If you are looking to survive melee combat, this is the best option. It synergizes most with the Flamethrower, and the defensive stats are somewhat wasted since the range of grenades keeps you safe.
-Rabid gear is your optimal condition-based damage gear. Also, for engineers, there is no excuse to ever pick Carrion instead of Rabid, for a number of reasons. If you’re interested in the reasons, I can explain further. Rabid synergizes acceptably with the Flamethrower if you focus on a crit and proc based build, but it synergizes amazingly with grenades due to the Shrapnel trait.
-Berserker gear is your optimal direct damage gear. It is the absolute highest damage output available. Unlike any gear aside from Rampager’s, it has only offensive stats. Furthermore, unlike Rampager’s, its offensive stats are all completely synergistical with each other. Berserker gear is decent with grenades, but shines with the Flamethrower. Keep in mind, however, that if you use it with the flamethrower, you’re putting yourself in significant risk of death.
-Celestial gear, only available through crafting, provides every stat, and is actually quite valuable to engineers. I personally do not like or use it for a number of reasons, but I will not deny that it works well for some people. It would work equally well with your two weapon kits.
Overall, I would steer you towards PVT, unless you are extremely confident in your ability to dodge incoming damage. The defensive stats give you something to fall back on, and the damage isn’t too poor either (though it certainly is less). The current meta in sPvP relies heavily on conditions, but because there are limits on the number of conditions you can apply to a target, large-scale fights (such as open world and WvW) strongly discourage condition damage builds. As such, I would not recommend Rabid gear. If you just hit 80, chances are you won’t have the capacity to create Celestial gear, so that’s also out. Finally, as I said, Berserker gear is extremely risky, so I wouldn’t advocate it for a fresh 80.
TL;DR: Go Invader’s.
Ferguson’s Crossing
Dagger 1 is great, dagger 3 is good but with a tad long cast, dagger 2 is a poor skill with no synergy with the other two skills. It’s a low powered ranged channel that give low amounts of hp, you literally benefit more from using the 1 skill due to the much higher damage inflicted and great LF generation. If you’re in a position where you don’t want to be in melee range, then that’s what your second weapon set/death shroud is for.
Dagger two should be a melee skill of some sort, I would of course love some heart seeker ranged leap (so gain less hp, but faster action, so it’s actually worth using, and could allow to close after the immob etc), but honestly so many things would just work better with the other two skills then what we have now.
Thief dagger doesn’t have cleave, no reason for us to have it either, if we want to be doing multi-target damage we’ve already got plenty of tools for that as is.
I tend to side with the people who say that dagger is in a pretty good place. The auto-chain hits like a truck, especially when going glass cannon. Melee range might be problematic at some places, but risk vs reward.
Regarding the lack of cleave, I do see that as a problem for power specced necromancers and I am hoping this will be aided in future, by increasing the weapons a necromancer could use.
After reading some of the ideas for torch i thought mayb a pure minion based weapon might b a fun. What would you necros think of having a weapon that summons additional minions, direct heals minions and mayb a skill that makes minions immune to aoe for a short time(acting like a dodge), a sacrificial skill to buff minions? I missed my old pure MM based build in gw1 so i would think this would kinda salvage it.
Add a reason to report somebody: Leeching, with the new daily activity, it’s starting to get annoying if 2 guys in your team are just afk’ing to get their daily, same problem in dragonbash, general sPvP, etc.
It was in GuildWars
why not in GuildWars2?
-wouw
Don’t get me wrong, I love the new wallet. It has saved me so much inv and bank BUT..
I really don’t want all my toons to have access to ALL my money ALL the time. The risk of me frittering it away is just too kitten high.
Would it be possible to bring back the coin section in the bank so that I could have more that “a rat in a blenders” chance of saving?
I know legendary skins have been brought up before, but my thoughts on it are this…Themes. Why not have several different skin choices for the legendaries upon creation to go with a theme. If I want an evil look, I could just go with the evil themed weapon skin choice. If I wanted a rainbow bow, go with the current dreamer skin, or if I wanted to look steampunk, a steampunk legendary. It would add way more personality and choice to those weapons.
Let me think…. some oaks near jungle wurm, some near behemoth….. i think there are a few more. But generally the idea itself its nice. Although not much resources there if any. So rage about casual players is nonsense. It would be fun though if there was some kind of link between oaks, shepards of the forest (it’s not lotr though xD), and then actual woods :P Quite an interesting idea.
ummm… oaks and pinesouls are not around wood harvesting places that much, infact they are usually only around in the places that are harder to farm or you need to be a higher lvl to get to, so it really wouldn’t affect it that much, but would add in extra dynamics to it.
After all, didnt you see what the forest of Fangorn do to the orcs that chopped down their trees? it would add in a bit of reality, besides its not like they cant move spawn points to make less/more of them around. it may actually be good, they can add more wood in to harvest, just add it in to the areas w/ oaks or pinesouls.
besides, why cant you just run past them like all the enemies around the ore nodes? isn’t that harder since they aggro you before you even start to harvest?
This one’s simple and excellent.
If you are harvesting trees within range of an OAKHEART, PINESOUL etc it will aggro and attack. You are, after all, trying to take it’s childrens!