I’m guessing they are the Hylek/Heket tribe that was seen in the announcement trailer.
Oh, but I do think the devs teasing about players ought to have a Sylvari char ready for when HoT releases points in the direction, something might occur to your character from time to time… maybe there’s a debuff that will trigger occasionally, or certain encounters will have phases where Sylvari players are “corrupted” like the branded in that beta finale event. Who knows…
I think their remark points more towards Sylvari-specific dialogue or at most at Sylvari-specific story but not at Sylvari-specific gameplay mechanics.
In Hidden Arcana you can talk to Ogden about the Dragons and the All at the end:
Please, tell me about the Elder Dragons.
Ogden Stonehealer: You already know much about them. But for Miss Delaqua’s benefit…
Ogden Stonehealer: The Elder dragons may be as old as the world itself. They’re more than creatures.
Ogden Stonehealer: They’re part of nature’s workings. They rise and fall on a cycle that spans millennia.
Ogden Stonehealer: Much of what we know about them comes from a document written by the first humans to walk the face of Tyria: the Scroll of the Five True Gods.
Ogden Stonehealer: It is written in an ancient dialect, therefore it is subject to interpretation.
Ogden Stonehealer: In it, the gods revealed the names of the Elder Dragons: Mordremoth, Kralkatorrik, Jormag, Zhaitan, and Primordus.
Ogden Stonehealer: There is one other name listed, but it is illegible, lost to time. I suspect this is the deep-sea dragon.
Ogden Stonehealer: The gods expound on how Tyria’s health is tied directly to them. This portion is somewhat abstract, however.
Ogden Stonehealer: There are varied theories on what it means, but I believe it refers to the natural balance of magic.
Ogden Stonehealer: Too much magic, and the world spins out of control. Too little, and it crumbles into darkness.
Ogden Stonehealer: The last time the Elder Dragons awoke, they wiped out almost every intelligent race on the planet.
Ogden Stonehealer: It is from this low-magic environment that the gods built the world as they wanted it.
Ogden Stonehealer: They are the ones who brought humans to Tyria.
Ogden Stonehealer: The gods shared the magic stored in the Bloodstone. That is a complex tale for another time.
Ogden Stonehealer: Slowly, more magic seeped back into the world from the dragons, over thousands of years. Cultures evolved again.How does this all tie into the Eternal Alchemy?
Ogden Stonehealer: Ah yes. Only you asura would attempt to quantify nature itself. But then, your people are somewhat limited. No offense.
Ogden Stonehealer: By attempting to define the undefinable, you actually move further from the truth rather than closer to it.
Ogden Stonehealer: The Eternal Alchemy, nature, our world, the All—however you want to name it—is beyond understanding.
Ogden Stonehealer: We can only grasp portions of it. Even the Elder Dragons are small relative to the All.
Ogden Stonehealer: We see only certain layers of the Mists, the Elders, and Tyria. Anything beyond that is hidden from us.
Ogden Stonehealer: We must content ourselves with first understanding what’s before us.
Ogden Stonehealer: Right now, the Elder Dragons are the most critical to understand.
It’s not just breaking out of the map, it’s also related to making jumping puzzles and vistas way more easy. The old content just isn’t designed with gliding in mind.
Although I do remember Colin saying in an interview that they may add gliding to more areas in the future (whether that means gliding in areas currently in the game or gliding in areas that are added after HoT is something I don’t know).
Its kitten hammer. Stop with that nonsense called staff already.
It looks way more like a staff than like a hammer to me (to be fair, it looks like a polearm even more but we know that’s not going to happen).
Early february is what I’ve heard. However, I don’t know what constitutes ‘early’. Somewhere in the next two weeks is my guess.
Rangers have never had actual enemies as pets.
The following groups of ranger pets can be found as enemies (as far as I know): Canines, Felines, Spiders, Bears, Devourers, Drakes, Jellyfish and Sharks. Thus there are many enemies that a ranger can have as pets. Or I am misunderstanding you?
Griffons, Skelk, Raptors and Skales are all pretty high up on my wish list.
I’m pretty sure there are train tracks (I think in the southeast of Gendarran Fields for example?). However I am also pretty sure there are no selfmoving trains, just carts which can manually be moved over tracks.
I’m assuming you haven’t played GW1? A lot of what you’re saying could be said about the Necromancer and Ritualist there (http://wiki.guildwars.com/wiki/Ritualist).
The difference between necromancers and ritualists (and by extension probably between necromancers and revenants) is that necromancers focus on the physical aspects of undeath, such as undead-ish minions, blood, decay, rot, disease, shivers, weakness, pain, fear and so on (oh and shadows). Ritualists on the other hand focus on souls, ghosts, spirits, ancestors and the mists.
Now obviously there is some overlap there which might be one reason why there was some rivalry between necromancers and ritualists.
And maybe I’m just blind, but I see no mention of a new race anywhere in that interview. So where are you getting that little race blurb from?
If it IS true, then that’s super disappointing. Because even if they said its not strictly off the table, if they specifically said its too much work for too little reward I doubt it’ll ever happen. Mah Tengu ;.;
huh, that’s weird. i could’ve sworn i read it in this interview, but i guess it was somewhere else. i’ll take that part off the OP, ‘cause even if i’m 100% sure that was said to someone on an official channel (read: not an afterparty rumor), it’s not in this interview.
You probably read it in this interview: http://www.shacknews.com/article/87848/guild-wars-2-director-discusses-heart-of-thorns-revenants-guild-halls-and-more
Shacknews: You’ve added a new profession, however you did hold off on adding a new race. What led to this decision?
Johanson: For this one, we looked at what we would get out of adding a new race and what benefit it actually brings to the players from a gameplay standpoint. It’s very limited in Guild Wars 2. A new race adds a racial skill or two and a little bit of story, but it doesn’t give that much meaningful gameplay in the grand scheme of things. The race is more context for the early story that you experience. So we wanted to focus things that would provide a lot more gameplay and address parts of Guild Wars 2 that we felt like we really wanted to be able to make a better experience and grow. So right now, we didn’t feel that a new race was a key need for the game, whereas the other things that we’re adding really provide fundamental building blocks for the future.
These specializations sound just like simple class updates.
“Your ranger can now use a staff or be the same old same as the last three years. Yeah, sounds like a tough choice. Be a new druid with new skills and stuff, or still be a ranger. The choice is yours!”
What kind of choice is that. The only thing I see here is:
A. Buy the expansion and have a one-way progression on your class by becoming a druid or
B. Be left behind.Can’t wait to get more details on this kind of stuff…
That’s not how I understand specializations. As far as I know choosing a specialization gives some new options but also limits some of the old options.
That’s why the the mmorpg interview (http://www.mmorpg.com/gamelist.cfm/game/473/feature/9340/Guild-Wars-2-Our-PAX-South-Interview-With-Mike-OBrien-and-Colin-Johanson.html) talks about changing between ranger and druid. That wouldn’t be an option if there was no reason for changing back. Quote in full:
MMORPG: You compared specializations to secondary professions from Guild Wars. Would I be a ranger/druid in the same way I might have been a warrior/elementalist? Can I use powers from both, or do I press a button to switch from being a ranger to being a druid?
CJ: When you are a druid, you have the capacity to use powers that a ranger cannot use, but while you’re a druid, you can still take advantage of the abilities that a ranger has available to it and use those to mix and match. There are some key fundamental differences [from GW secondary classes], but the concept is very similar.
MMORPG: That’s a one-time thing, correct? I’m a ranger, I do my stuff and bam, I’m a druid, I can use druid powers?
CJ: Correct, and then you can swap back and forth, you can say “My character’s a druid, but I’m going to play as a ranger today.” It’s very similar to changing out your skills and traits, you can go in and change whenever you want, as long as you’re out of combat.
I think it’s not meant to be taken literal there. The HoT site talks about maps plural.
Relevant quote:
Specializations is a new system that allows you to take each of the professions we have in the game and grow them almost into a new sub-profession or secondary profession. An example of this is, a Ranger can become a Druid. Once a Ranger becomes a Druid, they have the ability to use the powers of the jungle and that gives them new skills, new traits, they can use a new weapon that a Ranger could never use before, and they get new profession mechanics that fundamentally change the way a Ranger plays when they become a Druid. Each of the professions will be getting one of these Specializations and this also is a framework that we’ll use to grow the professions in the future. This will be the way we add more skills, traits, and abilities to the game moving forward. That’s how we’re growing our existing professions.
Edit: The interview also confirms (explicitly) that there is no new race coming with this expansion and it explains why this is the case.
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I’m predicting something more Assassin like, but still heavily emphasizing the spiritual nature of the Revanant.
Wraith or Specter sounds like a likely name, and daggers would be their game.
I heard someone talk about Dervish-like specialization, that would be cool… Trying to find some lore on Revenant btw…
Well, people are suggesting a link with the Dervish and the Ritualist so:
http://wiki.guildwars.com/wiki/Dervish
http://wiki.guildwars.com/wiki/Ritualist
But we don’t know how much of that, if anything, is relevant for the revenant (pun not intended).
I think it will count as a specialization, even if there is only 1 because:
1) It seems to be the case that choosing a specialization does not just give you options but it also takes options away (specifically, it limits your options of traits).
2) Now that the system is in place they can add more specializations with future updates/expansions.
It is not like one has the luxery of choosing. Factions and Nightfal were much bigger than EotN thus they cost much more resources to produce.
The fair question to ask is thus: Do you want more frequent but smaller expansions (like EoTN) or do you want less frequent but bigger stand alone games (like Factions and Nightfall)?
As far as I’ve heard a specialization includes the following:
- New traits.
- Limitations on the use of old traits.
- One new weapon.
- One new healing skill.
- One new elite skill.
- A few new utility skills.
- Changed profession mechanics.
That sounds like enough to me. That is much more than just a ‘ranger with a staff’.
Maybe the events where the pact fleet are destroyed (as seen in the trailer) do not happen right after the events of chapter 8. In other words, maybe there is some time between chapter 8 and the events of the two trailers we’ve seen at the end of it. Though it seems unlikely that it would take the fleet two months or more to get to the jungle. I honestly have no idea how they are going to handle this.
We don't want to upset the class "balance"..
in Guild Wars 2: Heart of Thorns
Posted by: Diovid.9506
But here’s a new class, and still no priest/monk-like class even though there are such NPCs strewn throughout the world.
Also, does anyone know if the expansion will come with free character slots like they did in the original Guild Wars?
The Guardian is pretty close to the Monk. Altruistic healing, tons of boons and defensive skills.
Even lore-wise it is an evolution of the Monk.
Besides, a Monk/Priest wouldn’t work due to Anet’s anti-trinity stance (which I applaud).
So your choice is to either advance your class or not advance your class?
That isn’t a specialization choice, that is a forced decision.
Everyone will choose to become the specialization because it will be better. If it isn’t better then no one will become the specialization and it was a waste of time.
You left out the option that the two choices might be equally strong, just aimed at different things.
I just hope each profession gets more than one… Otherwise it’s not really a specialization — it’s just a maxed out base profession.
As I said in another thread: maybe in future updates or expansions more specializations will be introduced. Which will be somewhat easier now that the system is in place. Therefore it would still make sense to already call them specializations now, even though there is only one per profession.
The announcement repeatedly talked about specialisations as if there was one per profession — e.g., “the necromancer specialisation will be able to use greatswords”.
.That would be silly and a complete misnomer to call them specialisations.
Unless future updates/expansions introduce more specializations.
Something worries me.
Rytlock is the first Revenant in the history of Tyria, am I right ? If I reroll as a Revenant, my character would have been born in a world where Rytlock is still a Warrior.
Nope. The ‘current date’ of the world is the moment in time in which the current living story takes place. In other words, when Guild Wars 2 first launched the year was 1325 AE, while now it is 1328 AE.
I was also kinda hoping for the tengu to be included but I think they made the right choice by not including them in the end. The tengu do not fit the direction the story is currently taking.
If I would have to guess I’d say that the tengu will play a bigger role only when one the following happens in the story:
1. Primordus becomes more important, because we know the tengu have destroyer problems.
2. The Deep Sea dragon becomes more important, because the tengu are close to sea.
3. Cantha plays a role in the story, because the tengu obviously have a strong connection with Cantha.
Balancing issues won’t go away whether or not new classes are added. That’s not really a good reason to not add things.
Of course it is a good reason. The more things are added (whether in the form of new weapons or skills or traits or classes), the bigger the issues become. Just because there are balance issues now and just because there will always be balance issues doesn’t mean that the issues can not become bigger.
So you’re saying it’s better to not add anything because it may get worse? Let’s just stick with the tired, unbalanced mess we have now.
That’s a wonderfully pessimistic outlook. I’ll pass on that.
That’s not what I’m saying. I’m saying that one should be careful with adding gameplay-options. I think that new professions are potentially much more damaging than a few new skills or weapon options.
Balancing issues won’t go away whether or not new classes are added. That’s not really a good reason to not add things.
Of course it is a good reason. The more things are added (whether in the form of new weapons or skills or traits or classes), the bigger the issues become. Just because there are balance issues now and just because there will always be balance issues doesn’t mean that the issues can not become bigger.
What I hope is something along the lines of the following:
- More weapon types for all professions, specifically:
Guardian: Longbow, Warhorn. No off-hand weapons for guardians please!
Warrior: None (of the current weapons types, I’d like them to have a polearm though).
Thief: Off-hand Sword, Rifle.
Ranger: Staff (for Druid-y skills).
Engineer: Hammer and/or main-hand mace.
Necromancer: Off-hand axe, maybe torch (for creepy light stuff)
Mesmer: Main-hand pistol, off-hand dagger.
Elementalist: Off-hand scepter.
- More traits for all professions.
- More skills for all professions so that every profession has one healing skill and one elite skills of all the utility skill types that profession has access to.
- One more utility skill of each utility skill type currently available.
- More ranger pets, specifically: Bats, Raptors, Skale, Skelk, Griffons and Crabs.
- A way to make all builds equally effective against objects. Builds that rely on critical hits and/or conditions (and/or certain skills such as marks) are disadvantaged right now.
- A way to deal with the condition cap in PvE.
- A way to give the ability to have a seperate build for land and underwater.
- A way to increase skill availability underwater.
- Make all stat combinations (both those already in the game and those not yet in the game) available for crafting.
- No new professions.
- No higher level cap.
- No equipment with better stats than ascended / legendary equipment.
If I would make the expansion I would include the following:
- Tengu (including biography, personal story, capital and so on).
- More weapon types for all professions, specifically:
Guardian: Longbow, Warhorn. No off-hand weapons for guardians please!
Warrior: None (of the current weapons types, I’d like them to have a polearm though).
Thief: Off-hand Sword, Rifle.
Ranger: Staff (for Druid-y skills).
Engineer: Hammer and/or main-hand mace.
Necromancer: Off-hand axe, maybe torch (for creepy light stuff)
Mesmer: Main-hand pistol, off-hand dagger.
Elementalist: Off-hand scepter.
- More traits for all professions.
- More skills for all professions so that every profession has one healing skill and one elite skills of all the utility skill types that profession has access to.
- One more utility skill of each utility skill type currently available.
- More pets, specifically: Bats, Raptors, Skale, Skelk, Griffons and Crabs.
- A way to make all builds equally effective against objects. Builds that rely on critical hits and/or conditions (and/or certain skills such as marks) are disadvantaged right now.
- A way to deal with the condition cap in PvE.
- A way to give the ability to have a seperate build for land and underwater.
- A way to increase skill availability underwater.
- Make all stat combinations (both those already in the game and those not yet in the game) available for crafting.
- No new professions.
- No higher level cap.
- No equipment with better stats than ascended / legendary equipment.
- In terms of maps I would include all the areas marked in the attachment in light green. If I had enough resources I would also include the areas marked in red (courtesy of that shaman: http://thatshaman.blogspot.nl/p/historical-guide.html).
(edited by Diovid.9506)
Yes it was mentioned in Ghosts of Ascalon, which takes place in year 1324, so it collapsed in 1324/early 1325. Still want to get lore on this.
Whether it appeared in the book and in dialogues or not, it was changed to being the arts district in the end. That might be considered a retcon. However, as it stands now, in lore there never was a Canthan district.
I wouldn’t mind seeing an anti-Sylvari faction popping up, afraid of all Sylvari, people who have lost family members to Mordremoth ( like Marjorie and her family) or ex-pact soldiers for example.
They start spreading anti-Sylvari propaganda, harass innocent Sylvari, Publicly hang them (like Mordremoth does to his victims). Maybe even a civil war in LA, when the anti-Sylvari league tries to take over (Maybe Kiel turns out to be Anti-Sylvari and Gnashblade takes over?).
Could be an amusing living world story to see the anti sylvari support gets bigger and bigger until it ends in a grand final fight in LA (or the grove)
I do think that if tensions are going to be rising somewhere that LA will be the place. It is multi-racial after all. And now there is talk in LA about a risk of riots.
However I think Kiel will sooner be pro-sylvari, with Gnashblade being anti-sylvari than the other way around.
I thought this would be about social networks, instead of about social network websites. Doing something like this: http://www.theverge.com/2014/7/15/5898653/mapping-mythical-social-networks but then for Tyria.
In addition to what PetboyJoshua said, wasn’t it pretty much established that courtiers are as anti-dragon as the other sylvari?
I understand that Scarlet knew the fate of sylvari, or their ‘destiny’. I guess I didn’t what to be so specific cause of SPOILERS and all but here it comes.
I was wondering how Scarlet knew that Caithe killed Wynne. She specifically said “I know your dark secret”.
Scarlet also said that Faolain did not know the secret so the secret can’t be the fact that Caithe killed Wynne, it has to be that the Sylvari are (or were supposed to be) dragon minions. Which is a rather dark secret I think.
However, as FlamingFoxx said, while it makes that both Scarlet and Caithe know about the relationship between Modremoth and the Sylvari, it makes a lot less sense that Scarlet knows that Caithe knows about it.
God people, when will you finally give up this Paragon Junk??? this class will never ever reappear. Deal with it.
Although I agree with you, you might want to relax a bit.
No I think your thinking of a Warrior. Paragons are like warriors but are more focused on range but I can understand why someone like you doesn’t understand the difference. Warriors imo should be focused more on melee kinda sucks that all viable builds for warrior ALL use longbow. Feels like warriors are rangers with hammers lol
So the warrior in-game does not fit your idea of a warrior? Well… what can I tell you.. that must be hard for you.
I played GW1 a lot and enjoyed playing a paragon but I always thought that the paragon could’ve easily been added by giving the warrior an attribute called spear mastery and adding a few more skills to Strength and Tactics.
Furthermore, lore-wise the paragon evolved into the Guardian. It’s gone.
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1h or add paragons! Guardians are magic; paragons are more like warriors but support based.
You mean like warriors who use warhorns, shouts and banners?
Why not add both?
Guardian: Longbow, Warhorn. No off-hand weapons for guardians please!
Warrior: None (of the current weapons types, I’d like them to have a polearm though).
Thief: Off-hand Sword, Rifle.
Ranger: Staff (for Druid-y skills).
Engineer: Hammer and/or main-hand mace.
Necromancer: Off-hand axe, maybe torch (for creepy light stuff)
Mesmer: Main-hand pistol, off-hand dagger.
Elementalist: Off-hand scepter.
It surprised me, more than a little, that rangers could use staves in the original game, but not here.
Everybody could use staves in GW1, however there were no ‘ranger staves’ as far as I know.
(edited by Diovid.9506)
Well my go to races are usually Norn, Charr, followed by Human.
If we get some Shadow Knight Class as the Rytlock spoiler photos indicate then it might be a Charr then since I imagine Rytlocks Shadow Knight armor wouldn’t clip.
??? as the Rytlock spoilers indicate? Looks like a Ritualist blindfold to me… the shadow knight thing is so cliche and played out I highly doubt this is the case.
It’s not just Rytlock though. The fact that Trahearne and Marjory both use a greatsword now while they are necromancers is also used as ‘evidence’.
Personally I hope this speculation turns out to be wrong. I hope that instead it’s just a headpiece and an armor set or at most something like subclasses.
Furthermore, the Eye of the North hero may not be the Chosen of the Flameseeker Prophecies. We had heroes from all three continents, and the Young Heroes of Tyria storybook implied there were three such heroes. ArenaNet has intentionally left it vague in GW2, who that PC of GW1 was, or what their accomplishments were.
Wasn’t there some dialogue which seemed to imply that the EotN hero and the prophecies hero were the same person? Or am I misremembering that?
In “reality” though, between two equally skilled Warriors, an Asura would have zero chance of defeating a Norn in combat unless the Asura had some kind of extra advantage such as a Power Suit to make up for the Norn’s much greater size and strength.
Intelligent and agile fighting also counts for something you know.
The henchies AI was so bad in Prohecies and Factions that you pretty much had to grab other players for missions. It wasn’t until Nightfall and Heroes that people began grouping less and using AI to fill out their parties.
I did completed most of prophecies with henchmen alone (before Factions was even released). I think the exceptions were Thunderhead Keep and some of the bonus missions.
Another thing from the GW Missions that I’d bring into the LS would be mandatory grouping. The first LS Missions could be 4-man, middle missions 6-man, and the final missions would be 8-man. They could also add a 8-12 man dungeon after each story-line ends like we had with UW/FoW/Urgoz’s/The Deep/DoA.
A couple of points:
1. There was no mendatory grouping in GW1 because of henchmen and heroes.
2. Making grouping mendatory in GW2 would be met with a major backlash.
3. Groups of more than 5 people make little sense since all grouping content currently (dungeons, fractals, pvp and so on) currently is aimed for and balanced for 5-man groups. See for example the effect of AoE skills.
Golden City being the Hall of Heroes? Will the portal that opens get us into the Christal Desert and beyond?
I think the golden city is actually the ruin of the Mursaat city. And I think the portal is just an intrance to the inside of the rock.
(hey, we now are able to produce some sandstorms. This could have been a field test for the desert areas)
I think the desert-y stuff in the maguuma wastes is actually a sign against us going to the crystal desert any time soon.
Do you all want a new level beyond grandmaster
NO! In that direction lies power creep.
Do you all want more trait lines added to the lines we have now?
I’d rather have this than another level. However I’d even rather have them add more options for the lines and levels we already have. Specifically I want more decent options for the lines and levels we already have.
Both fit quite nicely, although Balthazar also fits. The Guardian is an evolution of Guild Wars 1’s Monk and Paragon professions. Both Monks and Paragons were related to both Balthazar and Dwayna (Kormir wasn’t a god back then). Kormir herself was a Paragon.
See also the links below (note that the first 4 links are from the GW1 wiki):
http://wiki.guildwars.com/wiki/Balthazar
http://wiki.guildwars.com/wiki/Dwayna
http://wiki.guildwars.com/wiki/Goddess_of_Truth
http://wiki.guildwars.com/wiki/Gods_of_Tyria
http://wiki.guildwars2.com/wiki/Six_Human_Gods
http://wiki.guildwars2.com/wiki/Guardian#Background
Well, since we already have 3 professions with light and 3 with medium armour, it speaks for itself that the ‘new’ profession would have to be a heavy armour type..
How about a Battlemage? A heavy armour user that can wield some devastating spells (so quite tanky and potential for some decent DPS)..
Inspired by Dragon Age I once made the suggestion of traits which modify the armor class of a profession (this could be seen as a way of introducing subclasses): https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-armor-class-altering-traits/first#post3883665
(edited by Diovid.9506)
Ive been convinced that due to the childhood friend thing and a lot of other suspicions Countess Anise “is” the “real” Queen Jennah and Jennah is actually her body double.
-snip-
No. No no no, we’re not doing Padme Amadala. We are not.
. . . and now I’m having Episode 1 flashbacks. It’s time to find the charr whiskey.
That would make the Caudecus = Palpatine stuff even more obvious.
What big new content pack?
That’s speculation based on this: http://south.paxsite.com/schedule/panel/guild-wars-2-beyond-the-point-of-no-return
Personally, I’m hoping that they never introduce new professions. Just more weapon options, healing/utility/elite skills, traits and one or more races.