To be honest, I actually would prefer a Scarlet legend. Largely because there aren’t that many ladies who qualify in the lore (Kormir might count but she’s a god now and Livia, Cynn, and Jora were more side characters to our narrative), and unlike Tybalt, Scarlet definitely made a massive impact on the world by heralding in a new Elder Dragon.
Granted she’s so unpopular I doubt Anet would risk it.
This is amazing.
I hope they find a way to fix the game breaking problems without removing the combo. But I’m sure they’ll go the easier route and destroy it.
Ah well.
The HP of our pets is cut in half in SPVP so they aren’t too tanky.
Take your Bristleback into Heart of the Mists. It will have 16,243 HP. At least with the buff from Beastmastery. Less without.
Ofc same armor like bunker Guardian and more HP and DPS in s PvP GJ =)
There is DPS test
1 – Bristle DPS only – 1300/1620 DPS
2 – Bunker Guardian with Staff – Cleric amulet – 860/920 DPS/Spike DPS
3 – Bunker Guardian with GS – Cleric amulet – 1280/1320 DPSGuardian Armor 3242 and 12895 HP
Bristle Toughness without Armor stats 3348 and 16243 Hp !!!This is balance !
I think you missed the part where the bristleback can’t dodge or use any defensive skills at all. It can’t even remove conditions from itself. Want to kill the pet? Drop a condi bomb on it. The ranger basically has to switch out or it goes on a 60 second cooldown.
There is more to survival than numbers.
But of course that’s inconvenient to the point you’re trying to make.
The HP of our pets is cut in half in SPVP so they aren’t too tanky.
Take your Bristleback into Heart of the Mists. It will have 16,243 HP. At least with the buff from Beastmastery. Less without.
I was sad. I was on a pretty strong win streak right when Ranked was removed.
Ah well.
Um. It has 16,243 HP. And that is with Beastmastery.
It’s health pool is split between PVE and PVP like all other pets.
Go into the Heart of the Mists and test it yourself. The lightning storm does insane damage, and since the pet can’t dodge and doesn’t move out of AoE it’s as huge risk.
Which is easily the biggest weakness to having your burst connected to an AI. The AI won’t proactively defend itself or relocate when it’s current position is compromised. As a ranger you can either switch the pet out which puts it on a 15 second cooldown, tell it to stop attacking and return to you, or change targets and hope the pet moves.
Turrets were condi immune, crit immune, produced boons, could reflect projectiles, and exploded when destroyed causing AoE knockback.
The pet is not even in the same ballpark as the pre-nerf turrets.
I wouldn’t say Stronghold needs to be fixed. I rather like it the way it is, and have had some of my funnest PVP fights in it due to having open roaming and not being confined into an AoE infested circle.
That being said these changes sound interesting at the very least. As much as I enjoy wiping the guards out with utter ease it isn’t very good for the gamemode as a whole.
Tybalt isn’t anywhere near the level of the other legends. His only contribution is dying so that other more important people could go on and do important things. By that logic we should also be channeling every great heroes’ mommy because without her they would have never been born.
I would be extremely disappointed if, out of all the amazing lore characters from the Guild Wars franchise and all the epic heroes and villains who truly shaped the world through their own actions, Anet wasted an elite specialization on a character that was only relevant in a few early personal story missions and then died.
It would be senseless pandering of the highest level. Tybalt is not deserving of the amount of attention he’s given over the other mentors as is. I definitely do not want him being honored along the same level as Shiro Tagachi, Jalis Ironhammer, and Glint. Characters that shaped the course of history itself.
The amusing part of all this is that the practice NPCs are better at playing against a BM druid than actual players are.
The NPC will actually go after the Bristleback when it starts attacking. The elementalist actually killed it with it’s Glyph of Storms before it could kill her.
Sieran pre-purchased HoT before HoT was even a thing. Confirmed.
The fact they didn’t bother to add Sieran and Forgal miniatures. I doubt they’ll go to the trouble of making Mist Champions for them if they couldn’t do that much.
I’ve been accused of camping longbow while holding a shortbow in mine hand quite a few times.
I admit, the return of Forgal when I played as my Sylvari ranger was a surprise. The only real surprise during that fight.
I kind of wish they had done more with that. Pulled out more characters from your past that had died.
The races aren’t perfectly symmetrical. Have you ever compared the personal district for humans and Sylvari? The human area is substantially larger with far more interesting locations and empty houses you can walk into.
I enjoy them. the detail is amazing. The art team did a very good job making sure the feathers and wing structure looked realistic.
Not any more so than the other mentors.
But then the Mist Champions are clearly meant to cater to the MOBA-style “dress up your hero in silly outfits!” crowd, so adding one that is a fan favorite from the story makes sense for a business.
It’s why we don’t have a Sieran or Forgal mini, but we have one of Tybalt. Tybalt is really, really popular.
Interesting ideas Chokolata, but what if our shortbow plays on the revenant’s ability to create spirit rifts as well?
Tormenting Shot – flanking attacks inflict 3 seconds of Torment.
Rift Shot – Fires an arrow into the air that enters a rift and emerges from a second rift above the target’s head. Inflicts burning.
Mist Arrow – Encase yourself in a cloud of mist as you fire an arrow. While inside the mist cloud evade attacks for 1 second. The arrow chills the target.
Spacial Misdirection – Fires a volley of arrows into a mist portal that opens up behind the target, sending the arrows into the target’s back. Stacks bleeds.
Spacial Reversal – Fire an arrow at your target. If struck you and your target swap locations. Works as a teleport.
The weapon would heavily involve changing your position and attacking the opponent from odd angles. It’d work pretty well with Shiro or Pyre. Spacial Reversal would also be deadly if Pyre gave us traps like you suggested.
For animals you could set up a petting zoo full of your guild’s ranger pets!
Make it like the Zaishen Menagerie. Your guildies can tame pets from the wild and leave them in the guild zoo area so other guildies can tame them without hunting them down.
Good idea, in theory, but how is progression then determined? Just skills? People seem to love/hate masteries and the whole Metroidvania style, so where would progression come from?
The obtaining of skills through exploration as I mentioned below. Better equipment can also be a form of progression similar to how it was in GW1. No gear treadmill obviously, but have some of the more protective armors a bit harder to obtain. Have weapons with unique effects that are earned in more difficult content. Or perhaps have the higher end equipment be obtained by crafting or going on a quest to have an NPC craft it.
Honestly though, you don’t need THAT much progression. Once you hit max level and have the best gear do you just stop playing? Some do, I’m sure, but not most. Otherwise GW2 and GW1 would both have been dead in the water shortly after release. Cosmetics are an oddly sufficient goal for people to strive toward.
Effectively the difference between a maxed out character and a noob would be the maxed out character wearing crazy golden armor with a flaming sword and a huge kitten nal of skills from which to craft their builds, while the noob would be wearing rusty old chainmail with a chipped sword and only have the basic skills available.
Then just add achievements that you earn by doing difficult content, some designed to be done by everyone and some needing more optimized builds and a great deal of practice, and you have the carrot on the stick for players to continue playing. To develop actual skill at the game rather than better stats.
First part, impossible nowadays. The internet is much more refined than it was before, easily giving you locations of items and things. Something “hard to find” would stay hidden maybe a week before everyone knows it. As for the second part where skills are equal, easier said than done.
Difficult to find doesn’t necessarily mean difficult to locate. It could just as well be difficult to reach. In GW1 hunting the elite skill you wanted required you to fight through groups of enemies and kill a mini boss, stealing the skill from it once it was defeated. You could do something similar, but to add variety place skill teachers in similar areas and set it up so you need to earn the skills either with difficult content or with a small, and I do emphasize small, grind. So some skills are learned by seeking out masters and others by defeating powerful foes.
To prevent people from getting hung up on a specific type of content they are bad at and being unable to get the skills they need you could just make multiple redundant methods of getting them too. Don’t want to completely exclude casuals.
Yes, it was stupid and bad, hence why it was removed and we have what there is today.
And to combine the two quotes above, how can an elite be build defining, yet at the same time have equal ingenuity? Either the skill works with one skill, or doesn’t. And then there are the metas, and one skill working TOO well with another skill, causing one to get nerfed, which can hurt other skills…etc…etc…
A meta will always exist. However the creation of meta builds and the evolution of buildcraft to find a way to counter that meta is itself ingenuity. I personally like to have a wider range of options in what skills I’m taking, as it leads to a more diverse range of playstyles.
The problem with one skill over performing in relation to the others is a problem in every game ever created that gave different players different tools. It wouldn’t be unique to a skill based progression system. And of course, ideally you would obtain every skill your class is capable of using anyway as that is how you “max out” a character. At that point your character is flexible enough to weather even the harshest of nerfs.
Not so in the current system where a nerf to a trait or skill can render your entire build obsolete, along with the expensive gear you’ve worked toward getting. Burst guardian no longer viable? That armor just became useless, and you now have to buy a new set of gear all over again.
But at the same time, doesn’t this also remove creativity with builds? What about the people who run pure damage builds but use defensive armor (I use to in the beginning of GW2)? How bout an area where you can experiment with stat combos for free, but out in the environment, have to attain it? Part of experimenting is failure and the loss from it.
Not at all. It removes the impact gear has on your build, but replaces it with a different kind of variety in the form of more varied and impactful elite skills.
My biggest issue with gear isn’t just how prohibitive it is for testing builds, but also in switching them. As I said in the above segment it’s entirely likely that a single nerf to a skill may render your entire build ineffective, and thus your armor as well. Now you have to endure a multi-month long grind to get a new set of ascended gear.
If you truly want stats to effect the strength of abilities you can also just have a stat spread where you distribute points to different stats that are connected to the character, not their armor. That way if your build gets nerfed you merely need to re-allocate your physical stats to reflect the new build. No massive grind or huge money sink required.
It’s more realistic too. You train your body to be stronger or more nimble, not put on new pants.
I agree with this. If you build mostly for AOE, your single target suffers, and vice versa. Same with dmg and survivability, boons and debuffs. I like to think of it like a scale; when one side goes up, the other is going down.
I agree completely.
Body blocking NO. just no. its horrible.
Every game I’ve played has only been better without the ability to ghost through people to get to other people. It adds a new layer of strategy when you can’t just rush through that stalwart warrior with a tower shield who’s standing in a narrow passage. Naturally this would have to be turned off in towns, cities, and with non-hostiles to avoid griefers in PVE zones.
For rare I’m going to assume by your earlier statement in harder to obtain, which again, it won’t be harder to obtain, unless its RNG based. And there is a whole new can of worms making a skill RNG based capture.
In this instance by rare I mean less of them in the game. Just like the sliding scale of AoE vs Single Target damage, so too should there be a sliding scale of Damage vs Control. If you make a build dedicated to chain controlling someone so they can’t move you better have an ally dedicated to damage because you sure aren’t going to kill them like that.
Isn’t this already in the game? I mean, I know the skills may not all be different, but I feel this is already in the game.
To an extent, yes. But for the most part the game relies on numbers to keep lower level players from exploring areas they aren’t ready for. I was never found of training wheels. If a player is skilled enough to survive the upper level zones they should be able to play there without every creature being immune to their damage output and being one shot by every stray bunny that crosses their path.
There are two game modes. A third would be nice, but atm, improve on what they have before making anything new again.
Two game modes NOW. Three years later. Ideally there should have been at least three on game release. Having more gamemodes cuts down on frustrations with developing metas and “cheese tactics” because each gamemode would have it’s own meta. Don’t like playing against the meta of a particular game mode? Try Capture the Flag instead of King of the Hill! In Capture the Flag fast moving, agile builds are more viable than beefy bunker builds, and there’s less AoE spam.
Don’t feel like I’m picking on you, I just saw this was a detailed post and wanted to point at what flaws and problems you need to forsee when coming up with ideas.
In a creative process, the first step is to come up with something cool. Then the next step is think how can it be abused, and finally if it can be done at all.
Do not worry. I am not offended. Every human has their own view of what they might like, and having differing opinions is what makes life interesting.
No levels and progression based on obtaining more choices in skills would be my ideal GW3. Take the best part from GW1 and improve it. Have elite skills be big and powerful but hard to find and build defining. Not like in GW2 where we each get one elite and most of them aren’t even better than standard utility skills. Crafting your perfect build should be equal parts ingenuity and adventure as you try and find and earn the high end skills you need to complete it.
Don’t implement it in the same way GW2 tried though. Locking every single minor trait behind that sort of Easter Egg hunt was more frustrating than anything. Just the elite skills.
No stats on gear aside from armor value either, again similar to GW1. Runes and inscriptions are fine as long as gear doesn’t become the defining factor that determines what your build does. Make changing your build as easily done as changing your traits. No massive resource sink in getting new gear or having to carry multiple gear sets to support multiple builds. All that does is punish people for experimenting with new builds.
GW2 was a huge step backward in that regard.
Aside from that keep GW2’s more active combat system, but MAYBE slow it down a bit by reducing the availability of AoE attacks and cleaves. If you want AoE you should have to build for AoE, and suffer a loss in single target potential as a result.
Keep dodging as a mechanic. Shoot, IMPROVE on dodging. Maybe bring back Body Blocking (If the new game’s servers can handle it) and allow certain professions like thieves/assassins or rangers to jump over enemies to get to the people in the back.
Make control skills much more rare but much more valuable. Chain controlling someone should involve team coordination, not a single person throwing out a ton of hard control effects one after another.
For PVE make certain maps harder than others in terms of difficulty so the player still has a sense of progression when starting out. Maybe low-end zones are more peaceful with farms and such that get attacked by the occasional band of bandits, but higher end zones are more like Maguuma where the map is layered and complex and everything in it is trying to kill you, with only a few truly safe spots. Without levels there wouldn’t be a power difference between a single bandit in Queensdale and a single bandit in Harathi, but the Harathi bandit would have more skills to use and be more reactive to the player, and would always have a few friends.
For PVP just open the game with more than a single gamemode. PVPers like variety too.
To be honest, the fire wyvern really just needs it’s F2 to stack more burning for those who sit in the fire field. It would make a pretty strong area denial skill. Maybe have the field act as a fire combo field near the start of the channel instead of at the end too.
The biggest issue with wyverns isn’t their skills at all though, it’s the speed at which they are delivered. Wyverns need to be able to stick to their target at LEAST as well as our other pets, and that isn’t saying much.
If the wyverns can’t land their hits then the ranger is taking a large damage loss for bringing them.
Or even have a “Particle Effects While Sheathed: On/Off” switch in the game menu.
I agree with the OP. It looks silly to have an active flamethrower attached to your leg when you’re not fighting.
It’d also make drawing your dragon sword look so much cooler if the flames ignited as you drew it.
I am excited to use the new Protect Me and try out Search and Rescue.
Imagine being able to double taunt someone with a pet swap followed directly by Protect Me. Maybe chain it into a long daze or immobilize.
It will frustrate many people.
“We can rebuild him. We have the technology.”
If only I was a bit faster. All those bonus points. T.T
It’s also worth pointing out that build matters a lot too.
The reason having two thieves on your team isn’t very good is because just about every thief build in SPVP fills the same role. Back capping and +1. So having two means they will end up getting in each other’s way, and having someone for sustain is always superior.
With ranger it is very different. We have at least some degree of build diversity. Druid support bunker is very strong, and our longbow burst build might not be top of the line meta but it’s still quite viable if played well. Then trapper ranger is at least decent, though admittedly overshadowed by dragon hunters.
So having two rangers on your team isn’t necessarily the same thing as having two people trying to fill the same role, and our strongest build right now, and thus most common, actually benefits the team if it’s stacked up to two.
I’ve been in PVP matches with Anet devs before. If they are bots they are really, really good bots.
Definitely not true. On my ranger I often pair up with another ranger friend when we mess around in PVP. Granted we tend to run different builds with different playstyles.
I’ve also won games with up to four rangers on my side before.
So yah. Definitely not a case of automatically losing.
Pretty excited to see the shouts changes. I’d love to be a beastmaster style druid shouting commands at my animal companions to fight for me as I support them with control and healing.
That’s pretty much the playstyle I intended to use when I made my second ranger.
Ranger probably has more ways to deal with stealth than most other professions.
We have access to AoE fear and taunt, depending on the pet we choose. We have Spike Trap which is an excellent way to prevent a thief from getting off their initial backstab. We have Rapid Fire which tracks targets who try to use stealth to avoid it and Barrage on the same weapon for AoE cripple. Our pets will automatically respond by attacking a thief even if we’re immobilized. The sword’s auto attack can also be used to stick to stealthed opponents to keep up pressure. And of course we have a 2,000 range instant cast 6 second reveal.
Ranger is pretty good at hunting thieves, all things considered. If they didn’t have their crazy disengage potential and mobility we’d probably have found a niche as a thief hunter a long time ago.
Fixing Ventari is my top priority. Staff is still decent, but Ventari has so little options to deal with pressure it really can’t fill the only role it’s suitable to perform.
Being able to get a tonic for each transformation that at least let’s you keep your weapon in your hand would be splendid. Make it function mechanically like an outfit so you keep your profession skills.
It won’t effect SPVP because they already have standardized models thanks to everyone exploiting how hard it is to see asuran animations.
Speaking of asura, give them a tonic as well so they can transform into a golem battle suit skin and fight.
I’d be pretty surprised if they added a whole new Mastery for Tyrian gliding instead of just making it a thing you unlock in Heart of Thorns regions that carries over to Tyria when you leave it.
Because the two game modes share the same league system. Why should someone who cheeses stronghold be considered legendary?
…. Why should someone who cheeses Conquest be considered legendary?
You have people exploiting the match making system and game balance in both game modes. Saying one is more legit than the other seems like faulty logic to me.
If you are solo and you feel you are at more of a disadvantage in Stronghold than in Conquest just don’t queue for it. There is an option for that. If everyone did this then suddenly people playing Stronghold would be going up against other premades, and everyone would be on equal footing.
Personally I like having the opportunity to play Stronghold matches to break up the endless stream of Foefire matches I have to put up with. And I like being able to get or lose pips as I do it.
STOP sending all the fun content to unranked. I want to play ranked games too, but I’d like to also not be bored as I do it.
To be honest, I’d like the ability to ride a mount.
I can’t think of a more interesting way to use the Mastery system. Mounted combat could function like aquatic combat now and give us profession specific list of mounted skills that become more effective by unlocking masteries for your mount (Just make the mounted skills be based on the mount’s stats and not your own so you don’t have to be wearing a specific gear set to maximize your mount’s damage or survivability). Masteries could also make your mount faster, more resilient, and more capable of traversing terrain you can’t cross on foot.
The big combat change for the expansion would be knowing when to get on and off your mount to fight certain enemies, as well as the ability to be dismounted by enemies or knock them off their mounts.
Some examples:
Nothern Shiverpeaks mount – Dolyaks or a new breed of giant mountain goat that can walk through blizzards unhindered, scale steep cliffs, cross ice without slipping, or leap up to higher peaks.
Crystal Desert mount – Some form of camel or giant beetle/scorpion that can walk through sandstorms unhindered, leap over quicksand rivers, and cross blistering hot regions without dying.
Aside from mounts if we ever go to Cantha a good mastery line would be the use of grappling hook technology. Cantha is mostly cityscape, and swinging around those massive apartment complexes with a zip line would be fantastically fun. Bonus if you keep your glider from Heart of Thorns and can combine the grappling hook swings and zip lines with the glider for even more mobility!
(edited by Ehecatl.9172)
Thank goodness. I am sick and tired of falling to my death in the Grove because I swan dived off the ledge thinking I had my glider.
That city looks like it was designed with gliding in mind. The sheer verticality of it would make my glider a welcomed addition.
Why on Earth would you want to remove the OPTION to do ranked Stronghold games?
If you’re solo queuing just uncheck the box for Stronghold. Suddenly the premades can’t “cheese” the game for easy wins anymore.
I’ve often found it strange that Marksmanship seems focused around benefiting a single large attack (Moment of Clarity, Remorseless, Opening Strike minors) when our actual bows both rely heavily on multiple hits to dish out damage.
You’re actually better off taking Marksmanship if you don’t intend to use a bow at all.
I always feel weird knowing my character is specialized in Marksmanship to improve his skill with the greatsword. But I guess a major trait overhaul that makes Marksmanship focus on long ranged strikes and kiting tactics and Skirmishing our control based melee line isn’t going to happen.
To be fair to Khilron, Shiro Tagachi is basically stealing the same gameplay a thief enjoys minus the stealth. High mobility, lots of evades, lots of teleports, and the elite is basically an AoE Basilisk’s Venom. This is obviously because Shiro was an assassin, which thieves are the direct descendants of.
Revenant as a profession kind of requires to steal themes of other professions. We’re channeling legendary figures from the lore, most of whom fall under one of the available professions.
Similarly Khilbron would have a heavy necromantic theme, but without access to death shroud and likely with different minions. Maybe ghosts of Orrian soldiers who were once bent to Khilbron’s will. In fact we could even summon the undead spirit of Prince Rurik. That’d be interesting.
I feel like the Bane and maybe some other places in the world could be designated as PVP dueling areas so that anyone can go and duel there if they choose to.
It would solve the problem of there not being a more accessible way to do PVP for those without a guild arena and who aren’t on the proper server and who still want to use their WvWvW builds.
It would also give the Bane and other such places a use. Come on, the Bane is a huge gladiatorial arena! Wouldn’t it be epic if you could sit in the stands and watch the duels below to pass the time as you wait for your WvWvW queue to pop or for a dungeon/raid party to organize?
I always feel like the tablet should cause a knock down when it passes through enemies when you command it to move. It shoots across the field and is a giant stone structure, after all.
Granted it would need an ICD so you can’t just spam it and so that moving the tablet normally wouldn’t be hindered to accommodate the new mechanic.
But being able to smack people away by moving the tablet at them would help with keeping pressure off us, as well as open up some interesting tactics like using the tablet to interrupt a stomp on an ally.
We’d just need a way to track that ICD. Maybe make it a boon we get upon calling the tablet and after a set amount of time to let us know we can use it for that purpose again.
I don’t think Scarlet is a well liked character. Who would actually want to channel her?
“What is THIS? Your runes aren’t 100% optimized!”
“Please sir, no! I promise I can DPS! My runes are from the last meta, and I can’t afford the new ones!”
“TOO BAD. GTFOYPOSWDIAF!”
This is disappointing. I really enjoyed their GW2 songs. Now I suspect they’ll never make one for ranger.
With a little playing around with a bunker Revenant using Ventari/Glint, it’s flaws became very evident very quickly.
Mainly the fact that it doesn’t have enough sustain to properly bunker with. I can be unkillable against a lone enemy, but the second I come across two I explode. And while it has good healing output for groups the radius of the heals aren’t enough.
It also doesn’t have many ways of dealing with melee. If someone get’s close to you the only thing you can do is defend with staff and try to kite, but moving the tablet while kiting is extremely difficult. Staff especially doesn’t work well with the tablet because staff 5 moves you out of it’s reach.
For Ventari to be worth using I feel the tablet needs a way to punish enemies that melee under it. Ventari was a pacifist. It seems strange enemies can run right under the focusing point of his power and attack you uncontested.
Ideally an enemy should look at the tablet and go “I need to separate the Revenant from that or I’ll never kill him.” Not “If I get in close and hit him hard enough he’ll fall over and die.”
What do you mean much larger? In the game Teq is tough, but in the story it wasn’t that much of a threat.
An empowered dragon champion that is attacking the mainland is a bigger threat than a fleet out at sea not bothering anyone.
So did the Risen for quite a few times.
The Risen aren’t a major threat anymore. Zhaitan was dead by that point, and his fleet is nowhere to be seen.
I’m not saying just the Pact, pretty much everyone wants to get rid of the Risen Fleet.
Who? Point out to me the NPC who says he feels the Risen Fleet, now without a commander, needs to be made a priority over the minions of dragons that are still alive.
Kryta has a major fleet even before 100 years ago, they once tried to block LA and force it to obey the king. Read SoS.
Before 100 years ago is a long time ago. Do they still maintain a massive fleet? And even if they do they still need to take their ships quite a long way before they can challenge Zhaitan’s fleet. And of course those fleets need to be manned with troops. Kryta can’t spare soldiers so easily.
What are you talking about? The Risen Fleet and Zhaitan was that stupid?! They spent their forces for decades wandering at places which nobody comes?
No, Zhaitan was preventing us from interacting with the other nations of the world. At the time it was a good strategy. But now Zhaitan is dead and his fleet isn’t getting any new orders. No one has used those waterways in 100 years because of Zhaitan’s blockade. So long as no one tries to sail through there the fleet is effectively doing nothing.
Of course we chose to fight the Risen, they were the most aggressive dragon minions, which is why we chose to fight Zhaitan first.
So you would allow Jormag to progress south, potentially destroying the Norn completely and finding a position between the Charr and the rest of Tyria, so that you can destroy those ships and MAYBE open trade between two nations that, historically speaking, aren’t very friendly at all?
They did, did you even play the story?
No, read EoD and see what did Zhaitan’s champions do to the ships.
Yes, they DID. Past tense. As in it happened in the past. Now tell me what the Risen Fleet has done within the last year that makes them a bigger threat than the still living dragons that are pushing down on us from all angles?
(edited by Ehecatl.9172)
Infiltration as secondary objective. I liked it
But it’s not infiltration. The gate goes down and you just keep running through and attacking the lord, which LOUDLY announces your action to the enemy team OVER AND OVER AND OVER AND OVER AND-
… Ahem. Sorry about that.
There is no sneaking in. No deception. No strategy needed to bring down the lord solo. What is worse is that if you’re a bunker the enemy team has to send two or three people to take you out because no matter how little damage you deal, you WILL get that kill given enough time.