I read the title expecting a proposal to eat babies. I am disappoint.
But +1.
The new Krait are kittenedly broken compared to other mobs, even at low levels like Kessex Hills.
Charr seem to be generally stuck with cultural armors, heritage armors, and a few other sets if they want armors that fit their body type. I wouldn’t call it a reason to not play a Charr, as there are a lot of good things about Arenanet’s original race, but it is a limiting factor in character customization.
“Some choose not to believe in gravity. I choose to make it my kitten.”
Armor Type – Heavy
Profession Mechanic
The Controller can only use one weapon set, but has the unique ability to defy gravity and fight in midair.
F1 = Gravity Shift
While grounded, use the input to reduce the effects of gravity on your character and jump into the air for an absurd period of time. Your weapon skills change to an aerial setup with a new purpose. While in the air, this input can be used to restore the effects of gravity on your character to normal.
(And yes, this does work underwater, via causing your character to rapidly sink or rise. Your Trident only has one function though.)
F2 = Crater
If grounded, slam the ground, knocking foes into the air. If airborne, increase gravity’s effects on your character, rapidly slamming into the ground to knock foes away from you. Both versions share a cooldown.
Weapon Sets
Hammer
The Controller’s central weapon set, complete with heavy hitting attacks and excellent crowd control.
Greatsword
On the ground, the Greatsword is a defensive utility set. The aerial Greatsword brings absurd mobility.
Longbow
The Controller’s ranged weapon is highly unorthodox. Cause your arrows to float in the air and collect a large number of them before firing them all at once to burst you foe down. Cause opposing projectiles to fall harmlessly to the ground. Being able to fly gives the longbow alternative arcs, allowing it to ignore a lot of ground-based obstructions.
Staff
The Controller’s staff is a channeling utility weapon that allows them to focus their gravity-bending powers on specific locations, lifting or knocking down foes and lifting or granting stability to allies.
Trident
Because there is no aerial (or perhaps no ground?) combat underwater, your underwater weapon is locked into one set of skills. Your F1 skills allow you excellent underwater mobility, however, and the hybrid of melee and range on the Trident takes excellent advantage of that. Specializes in making foes float and sink while you wear them down.
Sword (Mainhand and Offhand)
Mace (Mainhand and Offhand)
Axe (Mainhand and Offhand)
Scepter
Shield
Focus
Utilities
Banners
Unlike Warrior Banners, which inspire allies, Controller banners mark areas for him to change the gravitational field of. This tends to be sustained area crowd control, but his cc effects are unique in that they can be moved out of.
Example – Place a banner that lifts foes into the air if they enter its radius. This shuts their skills down, but they are able to control their character and exit the field. Note that a Controller carrying this banner would look hilarious.
Conversions
A foe hit by a conversion becomes a mobile aura that effects his own teammates, damaging them, knocking them into the air, sinking or floating them, knocking them down, or making their projectiles harmless, etc. if he gets too close.
Example – convert the effects of gravity around your foe, giving them an aura that grounds the projectiles of their allies.
Control Skills
A direct, short-duration effect on the target area that generally counts as a combo finisher.
Example – Hit the target area to damage foes inside and pull them towards the center.
Signets
Generic passive buffs for the Controller that can be activated for miscellaneous effects.
Elite Skills
Gravity Bomb (Elite Control)
Lift all foes in the target area into the air for x duration, then slam them all to the ground, dealing damage and knocking them down for y duration.
Orbit (Elite Conversion)
Increase the target’s weight by such a hilarious degree that their allies are forced to orbit them for x seconds.
And yes, this would be as awesome as it sounds.
One Small Step (Elite Banner)
Turn the target area into a gravity field that allies can choose to interact with by pressing the F key on it. This sends them airborne and gives them an aerial skill set based on their profession. As an added bonus, this field nullifies projectiles and counts as an Ethereal combo field.
D/D Ele is really fast-paced with superb mobility and damage. It is hands down one of the most fun builds in the game.
Elementalist. I enjoy D/D, D/F, and Staff. Not too keen on the scepter – I think it’s clunky and incoherent.
It’s a HoM skin transmuted on top of a legendary.
Only explanation I could see for it is that the guy didn’t like the look of bolt and wanted to have a weapon that will always have BiS stats when ascended weapons come out. Incredibly silly nonetheless.Not silly at all. It was incredibly foolish for ArenaNet to base the value of Legendaries on their appearance – it’s very subjective.
The value of a legendary is not just in its appearance. It also lies in whatever new particle effects, sound effects, animations, and other features the legendary in question might have. That has value and prestige, even if the legendary may not appeal to a particular person. In the future, when more legendaries are added, the greater number of options will appeal to additional subjective tastes, thereby increasing the value of the skin-based prestige system.
If the value of a legendary was based on stats, I would quit. The amount of grind required to obtain most legendaries is absurd – any significant statistical advantage placed on such a grind would have disastrous effects on the community and balance.
8/10, She’s cute
Here’s my mesmer, my first character. 900+ hours on her. Recently got a makeover kit from a BL chest, can’t bring myself to change anything about her.
She’s gorgeous.
Huh. On my laptop (i7, 650, 8G ram, HSI) I don’t experience that. I hear that people sometimes do, and I usually write it off to underpowered systems or a poor connection (or at least a poor path to the servers). I don’t find that happening to me. I figured if it was a problem with the game itself, EVERYONE would experience it.
If the OP is on a high population server and there are huge numbers of players (more than on your server), that could have an effect on performance from server-side. I have a nice, fast computer on a medium pop server and don’t experience issues. I can see how population density would be a factor.
I’m a Blackgate player… so that would be ….. a tier 2 server?
It’s still a complete joke that I can’t reasonably participate in the events on my own server without wanting to pull my hair out.
You guys do realise that the Sylvari is a playable race, right? They wouldn’t make an entirely corrupted playable race.
If the Pale tree has anything to do with dragons.. the Pale tree is the Sylvari capital! We would have to destroy a capital city of a playable race or what?
Umm, no. Glint already set a precedent for dragon champions turning against the Elder Dragon they are supposed to serve. The Pale Tree, assuming she is a champion, is similarly harmless to the other major races of Tyria.
What we don’t have a precedent for is the nature of minions controlled by a converted champion. Glint did not have any dedicated minions in Guild Wars 1 – the closest thing to servants she had were the Forgotten, which were not creations of her or Kralkatorrik – instead being one of the five races to have fought against the dragons in their last rise. In fact, the Forgotten were responsible for freeing Glint in the first place.
Because we don’t have a precedent for what the minions of a converted champion would be like, it’s impossible to judge whether the Sylvari’s mental natures support or contradict the theory of them being minions without Word of God to confirm or deny the theory as canon.
Isn’t it just because of the computer or internet connection you have
I run an i5 570 with a high speed connection. In other words – a pretty standard gaming setup. It has nothing to do with it.
Having one’s fps drop below 30 at the very minimum and being disconnected about 5 times from any given Claw of Jormag encounter is not a fun experience. Standing still and autoattacking on a boss because there isn’t enough responsiveness to use other skills is even less fun, as is watching dozens of players get downed because they were lagging too badly to react to damage dealt by being near Jormag.
Simply put, if the current state of world bosses was in any way, shape, or form the image that Arenanet had in mind for them, then I can’t help but question the sanity behind that image. There is nothing fun or functional behind any of the dragon encounters, which were designed to handle 10… 20… MAYBE 30 players – certainly not the absurd mob sizes that camp them now.
Unless there is some major rework done to the way map bosses are handled, they will remain unplayable until they are no longer rewarding enough to warrant the torture of experiencing them.
By rework, I mean to say that there needs to be some sort of hard limitation on player sizes, multiple simultaneous encounters of a boss, and/or instances associated with the boss. Even greatly increasing the guaranteed reward to multiple rares/exotics and only allowing you to gain it once per week per account would do something to alleviate the issue.
Male ponytails too, please.
This. Oh, and none of that short crap. Make it reach the shoulder blades at minimum.
Journalists pay good money for information. Arenanet really needs the cash.
What makes you say that? There has been no evidence that Anet is cash-strapped. Sure, people have quit, but “quitting” is a meaningless term in a business model that not only allows, but encourages you put down the game and pick it back up as you please. The gem store is the only deciding factor here, and there is no evidence that it isn’t doing well.
Can you please take my name XxSasukeUchihaXx out of your post, I don’t like being called out
I hope you’re joking. That was a satirical example of the typical MMO player name. I must have seen at least 10 variations of it from my Alliance Battles experience in Guild Wars 1 alone.
I love how:
Amazing the soundtrack is
It makes my every action feel more heroic and my truly heroic actions feel monumental.
The unique and stunning artstyle
No fictional world can compare to the beauty of Tyria’s landscapes, clothing, or architecture (with the obvious exception of the hideous Orr).
Adventuring is a delight
While the rewards for adventuring and playing the game as it was intended to be played are currently too low, the experience is incredible. There is so much open world content. There is such a large variety of dynamic events. There are so many sights, so much amusing ambient dialogue, and so much to experience.
The combat can be awesome
Oh sure, it’s no Devil May Cry, but that doesn’t make it lacking. As an Elementalist, nearly every fight is a dance of spells and dodges. If I go out of my way to challenge myself, I’m going to have a good time.
The community is generally pretty friendly
It has its bad apples, but not very many.
It’s actually fun to make alts.
A large variety of maps and striking differences in playstyle between classes and even different builds within classes make the leveling process for each character unique.
The Personal Story may not be great, but it’s such a vast improvement over what the genre has been giving players.
Being able to make my own choices to any degree is a significant improvement. In most MMO’s, there is little to no context to what I’m doing, very little in the means of coherent story and lore, and next to no choice.
I love the lack of a trinity. So much.
When the system works, it’s beautiful. It’s always more organic than the trinity system, IMO, but the game could be refined to compliment the system better.
Separate loot, nodes, and rewards was the best idea ever.
No more arguing over loot through the use of some archaic “Need, Greed, or Pass” system. No more stealing mobs or bosses. No more arbitrarily losing a resource node because XxSasukeUchihaXx beat you to it. Everyone participates, everyone gets rewarded.
The monthly updates have been awesome.
Halloween in Guild Wars 2 was hands down the most epic patch to an MMO ever released. It was exciting, original, and fun. Each major update has added something of significance for no charge (even if that something could often use more refining) and with promises of more to come.
Oh, sure, the game has its issues, but I give it a 9/10. I earnestly hope that it will improve over the coming months and years so that it can be a nigh-perfect experience.
In terms of appearance, minions, territory, lore, abilities, etc.?
Mine’s Kralkatorrik. I think the Brand is gorgeous in its own eerie, corrupted way. The branded are more fun to fight than Destroyers or Undead, IMO, and I find the general theme of the dragon to be awesome, especially his champion, The Shatterer, his connection to Glint, and the fact that he was hiding under the Charrs’ collective noses the entire time as a supposed mountain range. Hell, he corrupted an entire strip of Tyria by flying over it.
The incredible Merlinus Rook. Master of elemental magic, smith of words and wit, and part time pastry chef.
All pieces are tier 2 human cultural light armor, except for the shoulders which are acolyte’s.
Dyes are Midnight Ice, White, and Sapphire. Hair was dyed Midnight Ice via a makeover kit, as were the eyes.
the outcome of having no Trinity. Everything becomes dps
Still more fun than mindlessly whacking on an enemy, knowing that it will be safely held by the tank and that the consequences of your actions are made irrelevant by the guy spamming heals on you.
Builds like bunker eles and guardians work because they are extremely well designed. They should be the standard of balance, with lacking builds brought up to their level.
Well if you want to run some of the most competitive PVE highways and endgame turnpikes, you’re going to have to face the fact that currently, full speeder’s set lends more to the group with a skilled driver.
Only because groups – and, unfortunately a lot of game mechanics – put too much emphasis on damage as the standard for contribution. Boons, healing, etc. don’t receive enough credit in the loot system, boss design, and player mindsets. I’d still prefer to have a well played P/V/T Ele over a Berserker Warrior in my dungeon group any day of the week.
The difference between the two is there is no real consequence for wearing Berserker gear. ;D That is, unless Anet decides to make the rule, “You die in the game, you die for real.”
Increasing repair costs considerably would also discourage Berserker gear in all but the most confident of players, but that’s hardly good design – one should never have to grind to pay for their grinding.
I personally find that Berserker’s gear is overrated, but useful. It’s best suited to characters with high bases, such as Warriors, or classes with naturally high defensive mechanisms – such as the offtanks provided by Mesmer illusions. I dislike having Berserker Thieves or Eles in my dungeon group 9 times out of 10 because most of them just don’t play well enough to make up for their squishyness.
I don’t know. Queensdale is a decent zone, but Harathi Hinterlands appeals to me more than any other human zone (and probably any other zone, period), because it has that same beauty with the addition of dynamic battle lines.
Play the way that is most fun to you – if that way is an Ele, make it work. Elementalists are very effective at just about everything. A Power/Toughness/Vitality Ele, especially on D/D, which is quite easy to play, encompasses every role at the same time – they can take a beating, dish out a beating, support allies through healing and boons, all while being one of the more mobile classes.
There’s a reason I main Ele. It’s hands down the most fun class, on top of being able to do everything. And while it’s not difficult to learn, it has an enormous potential skill ceiling because of the sheer number of skills, skill interactions, combo fields + finishers, and unique traits that you have to work with.
Warrior, by comparison, tends to be very faceroll-y. If you want to mindlessly dps in PvE, this is your class. That isn’t to say that it doesn’t have a skill ceiling, but it’s just not as pronounced as that of a Necromancer, Elementalist, or Engineer.
Jade Sea, but that’s obviously not going to happen any time soon…. so Ring of Fire…. also probably not happening soon. Screw it, how about some more Maguuma Jungle.
My favorite is this scene with Forgal
That’s my favorite line too. Forgal is the best.
You’re making a few mistakes in your knowledge of the lore, primarily by calling Sylvari ‘minions’. They are the furthest from that if the pale tree being a champion is true, because they are fully capable of free thought, expression, and movement; unlike all other minions.
But do they really? Everything they are is shaped by the dream, which is in turn shaped by the Ventari tablet. Those that have fallen into Nightmare have only done so because they’ve experienced enough torment to corrupt their view of the dream.
And then there is the Wyld Hunt, which is literally the dream telling the Sylvari what their goal in life is.
You could always play around with character creation screen and then make the final product on ur desired character.
That doesn’t factor in how it looks with your current armor choices, nor how the new hair and eye colors look. In addition, it won’t factor in any future non-standard choices they add.
New armor skins should be available in the game, not exclusively from the gem store.
Obviously, but there are certain advantages to expanding on the number and variety of armor skins available through the gem store, and it would be a good way to separate the new skins (those available through drops, crafting, dungeons, karma, etc.) and legacy skins (those gem store skins based on Guild Wars 1 armor sets).
It’s no secret that Trahearne is a character the community loves to hate. For him to not become (or stay) the Wesley of Guild Wars 2, he will need to either die or be improved upon, fleshed out, and given some real conflicts.
It is an interesting fan speculation that the Pale Tree is a champion of the hinted elder Jungle Dragon, much as Glint was a champion of Kralkatorrik. Through the Ventari Tablet she, and her minions, the Sylvari, came to peace with the other races and fight the elder dragons. The Nightmare Court, however, show the cruel potential of the Sylvari should they turn towards their true nature.
If the next expansion (or mega update) to feature an elder dragon is the jungle dragon, it will result in the following for the game:
1) Expansion into the Maguuma Jungle. We currently don’t have anywhere near the access to this part of the map that we should.
2) A continuation of the fight against the Nightmare Court. Faolain did survive TA story mode. As Caithe’s love, her continued existence creates conflict with Caithe’s allegiance to Destiny’s Edge.
3) A huge moral complication on the part of the Sylvari that tests the resolve of Trahearne and Caithe, allowing them to become more interesting characters.
4) If Faolain is killable in this part of the story, it opens up options for Caithe to find a new life. Perhaps she can become Trahearne’s love in time, giving him an opportunity to show more emotion and come out of his shell as something other than a boring, stiff, pompous character.
5) And, of course, the revelation and defeat of the as of yet unnamed Jungle Dragon.
Quaggans are the new white meat.
Foooood.
Aside from costume brawling, town clothes tend to go virtually unused. Why? Because they serve no function and often look less impressive than your character’s armor. In short, if you want to make more money in the gem store, shift the resources that go into making town clothes towards making armor skins instead.
Even if you have to re-release visually upgraded forms of Guild Wars 1 skins, it’s still a better outcome than what we’ve got now. Hell, there are a good number of Guild Wars 1 armor skins that would make best sellers.
I know this isn’t what you were thinking of, but Fort Aspenwood had to be my favorite in the alliance type battles. It was fun and had multiple things you need to focus on. It also gave you personal rewards that you could use to make gold as well.
The Kurzick faction had such a kitten advantage on that map though.
That said, I’d love to see the game’s official pvp mode worked towards something like Fort Aspenwood, with a symmetrical map. Defend your keep, destroy your foes’ keep. Direct siege npc’s to follow specific pathways. Sort of like a League of Legends/DotA style game where you tell the minions where to go.
I wouldn’t mind some buffs to Fire, though what I would really like is for Lava Tomb to be moved down to a 10s ICD (or have it removed altogether).
The latter might be better. Is it even used for anything other than rallying off of weakened mobs?
I wasn’t even aware people took it for that much. The only reason I didn’t take it out is for consistency. Every profession has useless downed traits like that.
Fire is the selfish trait line. It offers very few traits that synergize with other lines and, despite being the only trait line to buff Conjures, doesn’t offer enough Conjure support to warrant using.
So here’s my rework.
Minor Traits
Boiling Blood (Adept)
When you burn a foe while attuned to Fire, you have an x% chance to inflict bleeding for y seconds.
Sunspot (Master) (Unchanged)
Deal damage around you when attuning to Fire.
Burning Rage (Grandmaster) (Unchanged)
Deal 5% more damage to burning foes.
Adept Majors
Removed the following traits – Burning Fire.
Added trait:
Flame On!
When you attune to fire, allies in range of you gain a Fire aura for 3 seconds.
Master Majors
Removed traits: One With Fire, Fire’s Embrace.
Conjurer (Improved)
Conjured weapons have 10 more charges and their skills recharge x% faster.
Persisting Flames (Moved)
Fire fields last 30% longer.
I’m of the opinion that this is too weak to be a grandmaster trait. If it’s a Grandmaster, it should include all combo fields.
Shining, Burning Fingers (New)
You and all allies deal 10% more damage to foes within melee range.
Grandmaster Majors
Pyromancer’s Puissance (Reworked)
Whenever you cast a spell on a burning foe, you gain Might for x seconds.
Conjure Responsibly
When you conjure a weapon, you gain Retaliation for x seconds and Stability for y seconds. This applies to the ally who picks up your other weapon as well. Conjured weapons have 20% lower cooldowns (not the same as Conjurer, which effects the cooldowns of the skills ON the conjured weapon).
My Thoughts
The reworked Pyromancer’s Puissance will allow long duration burns (such as Drake’s Breath) to stack burning on a foe long enough for the Ele player to swap attunements and wrack up might while waiting for the Fire Attunement cooldown to come back. This change will let it synergize better with other attunements.
Boiling Blood will make Fire more self-sufficient as a condition damage line – and well, Flame Barrier pretty much sucked.
The new Flame Barriers is a major trait that grants allies a Fire Shield when you swap to Fire Attunement. This provides some nice offensive team support that should synergize nicely with more mainstream Ele builds.
The new conjure traits are meant to improve their overall effectiveness and support capabilities through lower conjure cooldowns, lower conjure weapon skill cooldowns, and boons.
Shining, Burning Fingers is an interesting way to provide offensive support to allies and buff yourself in a D/x build (or any Ele build when a foe is chomping on your face).
Will William Shatner and Brian Blessed star in the movie?
William Shatner should totally play Trahearne.
It’s easily one of the best items in the gem store right now. Why?
1) It is a prestige item with a reskin and new particle and sound effects to let you show off while you mine.
2) It provides convenience by eliminating the need to replace your mining picks, as well as being able to mine any ore.
3) It can mine any ore at any character level. My level 30 Ele can mine Mithril and Orichalcum.
4) It saves storage space. You can get rid of those replacement mining picks.
5) Its price is retroactively reduced as you use it. Eventually, if you use it enough, it may completely pay itself off.
How many prestige and/or convenience items do you know of that can retroactively pay for themselves.
Or maybe just don’t save up 1 million karma and spend it more frequently. Although a mass buy option would be nice for the game.
That’s less profitable. By stockpiling earned karma and saving any karma potions you get, you can use a karma booster (alongside other karma buffs) to greatly increase your profits. In addition, you make the karma potions from the orrian jewelboxes far more effective by using a large number of them with a booster on.
It’s an unbelievable pain to click for a half hour or more, but it nets you a much higher return on your karma.
I support a mass buy feature completely.
I was really hoping that this would be http://en.wikipedia.org/wiki/Rampage_ starring Rytlock.
Elementalist needing more weapons? Considering that each weapon has four sets of skills I find this hard to swallow, but an addition of a normal sword could be stomached I guess. Greatswords…no.
Engineers need more weapons or at least make their weapon kits more viable so they have more options.
I’ve never understood this argument. The Elementalist may have 20 skills per weapon, but they pay for it through:
1) Being locked into one range based on their single weapon set.
2) Having their utility divided over 20 skills. With other professions, you’ll often find that one skill is very much multi-purpose and serves multiple functions without the need for traiting. In the case of the Elementalist, one (weapon) skill generally has one effect.
3) Cooldowns that are generally too long for the effects of the skills. You have more skills, yes, but that doesn’t make that Meteor Shower, Earthquake, Healing Rain, Windborne Speed, Gale, Static Field, Shockwave, Unsteady Ground, Burning Retreat, Magnetic Aura, Fire Grab, Cleansing Wave, Frost Aura, Updraft, Freezing Gust, Fire Shield, etc. recharge any faster.
4) Traits that are clearly intended to encourage sitting in one or two attunements – you can’t get cooldown reduction for your weapon, only for individual attunements. Damage increases are for individual attunements. Etc.
It’s not a matter of “this class can’t be allowed as many weapons because their weapons have more skills.” For any benefit gained from the attunement system, there is an equal part of payment. Furthermore, they would not benefit more from additional weapon sets than any other class. That they are currently locked into a mere 5 weapon set options is an arbitrary result of needing to program more skills into each of their sets, as they still have plenty of unfilled roles that new sets could fulfill.
I actually did that too, but as a Norn. My Norn has the same name as my character from GW1 and is the great grandson of my old character and Jora. I liked Jora. So I made him the smallest Norn possible.
Humans and Norn can’t interbreed (despite Olaf’s assertions to the contrary in GW1), so unfortunately having a half-human, half-Norn character is not possible. That said, I’m not going to be too fussed if you want to stick with that story for your character. People can roleplay whatever they want to!
Yeah, I read that somewhere else the same day I posted this.
My entire life is ruined.
Technically, they can “breed”. It just won’t be (re)productive (and would probably be more than a little bit painful, but that’s beside the point).
Personally, I think each class should have access to every weapon.
That’s the spirit!
I rather see new SKILLS (weapon skills to select 5 out of 10) then to see new weapons beign added to a class. Though to keep to this topic, I reckon engineer. Mesmers are pretty okay and eles don’t need extra weapons thanks to their attunements which is what they whole class is based off.
I believe the lack of skill choice options in the weapon sets is intended to allow players with knowledge of the professions to instantly identify a foe’s weapon skills based on what they are wielding. While I would most definitely love to see the ability to select multiple templates on each weapon, as that would add a sense of excitement and guesswork (and variety, of course) to combat, it would probably go against Anet’s design philosophies.
One advantage of weapon types over multiple template options per weapon is that it adds more customization to characters. More skins. More ways to roleplay and define your character. A sad thing about the Elementalist, for example, is that their low weapon variety results in a lack of satisfying weapon skins and the loss of popular roleplaying options, such as the spellsword. I would wager that even players who do not label themselves as roleplayers have a certain image that they project onto their characters and how they desire to see them and play them. This is, at the very least, the case for players who are attached to their characters – those players that give their characters serious names rather than something like XxNarutoUzumakiXx.
Mesmers need main hand range weapon – pistol
and a lnog range 2h weapon – bow
(staff doesn’t count as long range, 2h weapon)
Why doesn’t the Staff count? It’s got good condition damage, great team support, and a very potent skill set. It’s probably the best of the Mesmers weapons in terms of design and utility.
And for that matter, why doesn’t the Greatsword count. It’s probably one of the highest ranged damage weapons in the game, even if its phantasm is rather lacking.
I like the character too. That said, I also liked the second book, Edge of Destiny. I liked it for different reasons. But it would probably make more sense to make an Edge of Destiny movie, just because of the direct link to the game.
On the other hand this is all theoretical because I’m pretty sure there’ll be no movie. Still can’t wait for the last book.
Oh, I like Edge of Destiny as well. I merely acknowledge that it isn’t well written. It’s full of inconsistencies and poor characterization that make me wish that Jeff Grubb and Matt Forbeck would have written it instead. The parts with Eir felt slow and tedious to me, even on my first reading of the book. I thoroughly enjoyed the friendship between Rytlock and Logan, however, and the background of the characters was interesting to experience, if nothing else.
The storyline and characters aren’t fleshed out enough to warrant a movie. They would definitely have to expand on certain parts of the lore (such as the Pale Tree possibly being a champion of the jungle dragon), improve certain characters (Trahearne, namely), and slow the pace down into multiple movies to warrant a film adaptation.
But they could make movies from the books.
True enough, but only Ghosts of Ascalon was good enough to make a good movie, IMO. I loved the character of Dougal Keane and was extremely disappointed in the fact that you can’t go on adventures with him.
But you can find him in game….have you spoken to him?
It’s nothing more than a cheap cameo to acknowledge the existence of the book series. As one of their few good characters, he deserves an actual role. Like a big part in a future living story update.
The storyline and characters aren’t fleshed out enough to warrant a movie. They would definitely have to expand on certain parts of the lore (such as the Pale Tree possibly being a champion of the jungle dragon), improve certain characters (Trahearne, namely), and slow the pace down into multiple movies to warrant a film adaptation.
But they could make movies from the books.
True enough, but only Ghosts of Ascalon was good enough to make a good movie, IMO. I loved the character of Dougal Keane and was extremely disappointed in the fact that you can’t go on adventures with him.

