Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Not really, it’s just that the Forgotten went to Lost Precipice. The curious thing to note is that the Forgotten point out Lost Precipice by name, but just describe Gilded Hollows instead of naming it.
The architecture between the ‘sandstone’ ruins and the ‘golden ruins’ differ fairly greatly too.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
“Sea Dragon”
The S documented by the ancient races and Six Gods wasn’t the beginning of a name, but a description – Sea Dragon – called such because this final dragon is so great, ancient, and powerful compared even to the other five Elder Dragons that it has long ago shrugged off the identifying nature of a name. After all, when one rules the unending depths of the ocean unrivaled by karka, krait, or other Elder Dragons (note how not a single one has spread into the ocean despite having navies (Zhaitan) or having assaulted floating iceberg cities (Jormag)), what is a name to such a beast? A name is but a limitation to describe its power. It gives it a label that makes lessers think it can be brought down.
Thus it is simply nameless. The Sea Dragon.
Ah yes, the nameless named one, its’ name a reminder that it has no name. Thus unnamed, we cannot name it, so we name it a name that isn’t a name.
You’re mixing ‘names’ with ‘labels’ there. :P
While names are, effectively, labels, not all labels are names. Descriptions, titles, names, and pretty much any form of identifier is a label in the end, but not all are names.
;)
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
“Sea Dragon”
The S documented by the ancient races and Six Gods wasn’t the beginning of a name, but a description – Sea Dragon – called such because this final dragon is so great, ancient, and powerful compared even to the other five Elder Dragons that it has long ago shrugged off the identifying nature of a name. After all, when one rules the unending depths of the ocean unrivaled by karka, krait, or other Elder Dragons (note how not a single one has spread into the ocean despite having navies (Zhaitan) or having assaulted floating iceberg cities (Jormag)), what is a name to such a beast? A name is but a limitation to describe its power. It gives it a label that makes lessers think it can be brought down.
Thus it is simply nameless. The Sea Dragon.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Mordremoth didn’t really need anything – he grew his corruption out of his own body and merely made mimicries of the living races from what he took. Primordus does the same in the latter case – his minions are mimicries of living races.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Really that’s what most dragon minions are – any that are corrupted living beings are individuals who are forced (via a form of brainwashing and magically enslaved will) to serve their respective dragon.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Don’t recall seeing “depictions of dragons or creatures that resemble dragons” in Lost Precipice – where do you refer to? Or do you mean the various eagles that can also be seen on similar ruins (seen most obviously in Silverwastes but also Verdant Brink)?
I haven’t seen runes known to be translatable, and none seem to show in your album link.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Given that the “special skins from living world events” were continuously back to back and always temporary, I’d honestly rather have the masteries that, while only obtainable in a small amount of area of the game (that will grow over time as new maps are added), is actually permanent.
But in all honesty, I would not do farming if I prefer – and since I can go after masteries at my own pace, I don’t have to farm them; I would have to farm for the skins, since they’d be temporary as a true “living world” would be.
I prefer their current set up – Season 2 styled living world that fills in gaps of otherwise no-content between expansions. It just needs to be more content in future expansions than what we got in the rushed-feeling HoT.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Dialogue without an NPC is always spoken by the PC. For example, in Battle of Kyhlo whenever you hear the person shouting “Catapult!” etc. it’s actually your PC, regardless of race or gender. This is done to not require an NPC shouting such, and to ensure all players hear it as any such NPC would be far away – or causing a dialogue box to appear in the walls/floors.
Since the revenant legend comments are the same as player characters’ voice when using certain skills, then it doesn’t surprise me that the PC’s mouth moves to it just as it would when a charr necromancer shouts “Come forth, my minion!” when using a minion skill.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Even if ley lines are everywhere, if you pay close attention to the cinematic depicting Mordremoth’s death, and the explosion of energy, you can denote that his energy traveled along four ley lines that roughly head north, south, east, and west.
The north burst of energy went through Tarir and the Forsaken Thicket. The southern one would have gone in the general direction of Abaddon’s Mouth, unlikely to have gone towards Kralkatorrik or the Shatterer afterwards. The western one definitely did not go to Kralkatorrik unless he swooped around the entire Central Tyria after killing Glint and Snaff. And the one that headed east would pass through Rata Sum and The Grove before anywhere else – and it would be surprising if the Pale Tree didn’t at least attempt to absorb all that magic. By the time it would reach Kralkatorrik (if it did), it would have been diluted by distance and having passed through so many waypoints (that run off of ley energy without realizing it) and the Grove – if not other magic consuming entities or objects.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I’m trying to play HoT but its taking forever to get to hero points and level my masteries and stuff. It’s taking hours just walking around to find out how to get to the hero point/mastery locations. Wut do?
One of my two biggest concerns about HoT was that most players would feel like there’s a massive gap in difference between core content difficulty and HoT content difficulty, caused by how S1 was temporary and thus could not bridge that gap, and S2 didn’t add that much content to the game in large – and even then only half of S2 was really more difficult than most of the core game.
The only real answer to your dilemma is to either party up or learn the new mechanics of foes. Try changing your set up – if you’re going full berserker or otherwise glass cannon (all offensive stats), that doesn’t really work for HoT maps.
As for masteries – be sure to do the story, as first run through gives a good boost. Do the meta events, as they give good experience (especially Mouth of Mordremoth). And don’t worry about maxing the masteries – you have time.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Except that tequatle was UNCRITTABLE ever since his revamp. Unlike any other world boss. This was by design.
All “epic” (by wiki’s classification ) bosses were immune to critical hits. Tequatl, Great Jungle Wurm, Triple Trouble Wurm (pre-decapitation), Shadow Behemoth, Fire Elemental (all three of them), and so forth.
ArenaNet made them susceptible to critical hits not as a way to make the bosses easier but to allow a bigger build variety when fighting them. They did this the same time they revamped condition damage, giving higher stacks possible and doubled their health pools to allow the bosses to survive better to the buffs to player-enduced damage.
This was not caving in. Their goal wasn’t to make the bosses easier – if that was the intent, then they would not have doubled their healthbars.
Tequatl was being done easily before that, with a high success rate. The reason for the high success rate was because people figured out how to fight the boss with a good strategy – not because Tequatl got nerfed.
Okay, then let’s look at activity and amount of people doing Tripple Trouble. Or how about we look at Tangled Depths? That one just got nerfed recently due to difficulty.
The Chak Gerent didn’t get nerfed so much as a bad scaling set up getting fixed. The only change was the add spawns – if making the amount of spawns to not be ridiculous when upscaled is nerfing the boss, then you have a wide definition of nerfing bosses and no such nerf happened to Tequatl despite your claim.
Pugs don’t do triple trouble due to the amount of organization and communication needed for it. For that same reason, it’s rare to see folks pug T6 Dry Top or T4 Verdant Brink night time.
That’s a very different form of difficulty, however, and would be akin to having to fight the current Claw of Jormag on three+ different points of the map and sync kill.
What about the general complaints about HoT difficulty?
The complaints of HoT difficulty are not very common compared to the amount of praise for HoT difficulty.
Most complaints for HoT difficulty comes from either trying to solo content not meant to be solo’d (e.g., champion hero challenges), or from bugged events (like the Mordrem Wyvern Matriarch spawning under her platform).
Fact remains, the moment open world content becomes even remotely challenging, the cries for nerfs grow.
Of course there will be cries for nerfs.
There’s cries against anything ArenaNet does. No matter what. Just like you’re crying against them doing this now.
And you know what? If ArenaNet doesn’t buff the world bosses, there will be cries for more difficulty – just like there are now. And those people crying for more difficulty will enjoy the new difficulty.
I know it’s hard to keep track when you have thousands of folks, but there are folks who don’t cry no matter what. And those who cry no matter what shouldn’t be catered to.
The thing is that most people loved Tequatl. Most folks I know only do Tequatl out of all the world bosses – or did, before HoT at least (and with HoT, a lot of folks I know do Tarir and Dragon’s Stand regularly). Part of it was because it was doable but challenging – no matter your task, you had to remain active – and rewarding – hopes of those Tequatl Hordes were probably the biggest motivators.
If all bosses got put on par to Tequatl, Tarir, and Vinewrath I doubt there’d be much complaining in the long run. Without nerfs to them.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
I would love to see a revamp of the Shadow Behemoth. With so much interesting lore tied to that area of the world, I’ve always found that fight to be a little disappointing
When they told us S/Behemoth getting a rework, I was hype but then…
I know reworking the low lvl WBosses might not b high on their list, but they can give more mechanics w/o making them hard. The portals and meaningless mobs -_-…but more than anything…im tired of Champ mobs not drooping loot
The champions not dropping loot is to prevent farming the event for the champ bags instead of fighting the world boss. If they did drop loot, and were considered easy enough kills for such, the wb farmers might consider farming the champions as long as they can (especially since the SB dies fast), and if there are folks who don’t follow this then like your typical champ train there will be brewed hostility.
Any world boss that had champion mobs added since Tequatl Rising has them not dropping loot for this purpose. Instead, the champion loot is meant to be replaced by the event reward.
The low tiered bosses do need some buffs though, if only to keep people mobile and to have them last longer when a mob of level 80s wearing exotic and ascended gear come marching in.
Something I’d like to see more of is the fail state of the triple trouble wurm, but around when the boss is “alive”. Similar to the Shatterer’s patrolling of the Dragonbrand for ~30 minutes – 1 hour before its spawn, if the triple trouble wurm isn’t killed then it’ll pop up and send out a few attacks then submerge. If all world bosses are on a 2 hour timer than for the hour before its spawn it should appear and attack players with one-shot kills/spawning adds.
There are some events where The Shatterer and Claw of Jormag swoop around and spawn minions, so things like that.
Imagine if for the hour before Tequatl spawns, he’ll periodically swim up and down that river across the zone, poisoning and launching all players it swims past. Or if the Shatterer drops crystals as it patrols, trapping players they land on and spawning mobs when they don’t land. Or the Megadestroyer, smaller than its final fight form (the story of the event chain is that in trying to quell the volcano and destroyer surge they end up feeding one of the destroyers thus making it the Megadestroyer), it would cause the volcano to spew rocks from the summit.
So on and so forth.
I personally think that Claw should be able to leave FSG and move to other areas to spread the influence of Jormag, during the Claw’s Spawn cycle. But I know, thats asking a bit much.
The Claw of Jormag actually can be seen in Snowden Drifts when the event Eliminate the corrupted ice cores spawns. It flies in and drops the corrupted ice into the area. The Claw does this for a few icebrood spawning events too – any event that has you destroying clumbs of corrupted ice has the Claw flying overhead as it starts.
There’s at least one similar event for The Shatterer in Blazeridge – Defend Kinar Fort – where the Shatterer flies over and drops minions into the area.
It probably isn’t what you mean, but those dragons do appear to start events. They just need to be more noticeable when doing it, IMHO, as well as be present in the map outside of those event spawning points.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
Yeah, but how you unlock S3 isn’t ‘what will S3 include’ :P
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Could go either way, I just hope its the former. If we get no announcement when Q2 comes, then I’d say that they decided not to rework Season 1.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Level 80 is really just the beginning.
- You’d likely have more of your personal story to go through, since the final chapter which is three times longer than any other chapter is for level 80s.
- Season 2 story, as well as the Heart of Thorns story, if you bought them (Note: the personal story, focusing on Zhaitan, is not Season 1 – Season 1 was a series of temporary content updates which are not accessible anymore, though there is a Season 1 recap for half of the story – the half that gets continued in Season 2).
- Map completion
- Achievement hunting
- Working on Ascended gear
- Dungeons/fractals/raids
- Level 80 zones, such as Cursed Shore, Southsun Cove, Dry Top, Silverwastes, and all HoT maps
And more.
One important thing to note is that in GW2, you get downscaled so anything you can do at any time will still be a ‘challenge’ (in that you aren’t invincible to everything underleveled). So really anything in the game is “what to do now”.
You also don’t need to be level 80 to PvP or WvW as you get upscaled, though in the latter case being level 80 does help quite a bit.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Zhaitan is a Personal Story boss, not a World Boss. And the fight takes place in a 1 to 5 player instances, so they’re limited in what they can do. Yes, the fight has always been disappointing, but what can they do, make him a World Boss? Then you’d finish your Personal Story at a World Boss event, that you’ve probably already done.
Sovereign Eye of Zhaitan, Toxic Hybrid, Shadow of the Dragon (both times), Faolain, Mordremoth
Those were all boss fights that were far more interesting than Zhaitan in a 1-5 player story instance. Just because it’s a 1-5 player story instance doesn’t mean that it has to be a “spam 1 to win” fight.
Even the Mouth of Zhaitan fight in the same instance is more interesting, and probably closer to what I’d expect.
I can see two problems with this suggestion:
Each character can only do the Zhaitan fight once because it’s a story instance. Which means upgrading it has very limited benefit compared to a world boss fight that many people do every single day and even people like me who don’t bother unless it starts while I’m there have done multiple times.
Secondly ever since Victory or Death was made soloable some people have been complaining that it’s too difficult (particularly the Mouth of Zhaitan fight which involves ‘phases’ and special tactics similar to the upgraded world boss fights). Even when it was a 5-man instance some people had real trouble with it. So upgrading it to make it harder or more complicated for those people who find it easy is going to exclude even more of the people at the lower end of the skill spectrum. I know some people’s response to this will be various forms of ‘learn to play’, maybe backed up by arguments that it would be good for them to learn. But I don’t think it’s unreasonable to expect that everyone should be able to to complete their personal story.
Your first issue is legit. Until/unless they go and make the personal story replayable, their desire to improve it will be limited due to the amount of effect it has.
Your second issue is not legit. No one is saying to improve all fights in that story instance – just Zhaitan. Though I think the three dragons should be improved too. I would like something more akin to Hearts and Minds – you have some easy mobs (the three champions and their adds), then a couple mini bosses (Mouth and three dragons), then the Elder Dragon.
Make the airship move faster from fight to fight to shorten the duration of the waiting, and make the non-three champions/Mouth of Zhaitan fights (aka the valley of giants, the three dragons, and Zhaitan) more interesting than press 1/2 to win (I suppose the three dragons is more interesting just due to adds, but still). That’s all that’d be needed. But primarily fighting Zhaitan himself.
But the Mouth of Zhaitan can be left alone, no one ever said to buff the entire instance, just Zhaitan.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
We actually don’t know why The Shatterer is stronger yet – after all, Mordremoth is a far distance away from Kralkatorrik, and per the final cinemtic of HoT any magic heading in Kralk’s direction would pass through/nearby Rata Sum, the Grove, and Tequatl’s hunting grounds first. However, the articles release do indicate or at least imply that it is story relevant.
We’re always open to opportunities to go back to existing content and make improvements. The game has evolved a lot over the years and a lot of the new systems or mechanics we’ve developed could absolutely be incorporated into existing content to make it more fun and challenging. That would especially be something we’d pursue in situations where we can tie it in with the story we’re telling in a Living World release, either directly or as an ambient reaction to what’s going on in the world. So while this wasn’t intended to be a “test” it may not be the last time we do something like this, and like with any project we undertake, we’d certainly use the lessons learned during this project to improve how we accomplish similar goals in the future.
Emphasis mine.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
They said that the Shatterer inspired that song – if you read the article linked to when they said such, you’d know the background and use of the song. It’s from Dragon Bash – back in summer of 2013 – which was a recreation of a fan-made song ‘spawn the dragon’ that was based off of The Shatterer during the 2010 demo at conventions.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Their news post of things to come in 2016 elaborates a bit on it.
@PyrateSilly: That’s not what the OP was asking.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Got a reply from Bobby:
Hi Konig,
I’m glad that you and others are passionate about the game and interested in seeing Season 1 restored in some form or fashion, but that’s not something I can comment on. I’ve stated in the past a personal desire to work on such a project but ultimately that decision is out of my hands, as is the outward messaging. I know it’s not the answer you and others were looking for but I wanted to reply, just the same.
Thanks,
Bobby
So basically “cannot comment on it” – but what’s odd, to me, is that he commented on it 2 months ago. Which implies to me (tinfoil hat time) that there was a change on the subject matter.
Whether there was or not, however, I feel that 2016 with its focus on improving content over making new content, reworking Season 1 into a permanent format would be more than fitting.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
1) Yes. This got confirmed quite some time ago, though I don’t recall where exactly.
2) Yes. And I believe the current plan that all future LW seasons will be like Season 2 in release format.
3) Seems you will need HoT to unlock.
LIVING WORLD
Of course, the story of Tyria will continue beyond the launch of Guild Wars 2: Heart of Thorns.
If you own the expansion, you’ll be able to simply log in to the game to gain free access to upcoming Living World releases!
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Any boss that predates the Tequatl Rising update – open world and instances – needs a revamp. Even Tequatl could use a small one given new additions from HoT and the upcoming gliding update.
But the ones I want to see the most are Karka Queen, Megadestroyer, Zhaitan, all dungeon bosses (sans TA and Fractal bosses), Claw of Jormag, and The Shatterer, so at least I’m getting one of them!
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
Trophy rewards from world bosses is coming for guild halls via decorations on the Jan 26 update. Any world bosses with a unique chest model – currently afaik being Tequatl, Triple Troubles, Mouth of Mordremoth, and soon The Shatterer.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Why make ANOTHER mount thread? Theres already a thread for mounts.
He isn’t after mounts to just make travel faster. His idea is to use them to advance the combat system…. I think it has merit.
Honestly, having it as an alternative combat system is the only merit mounts have in GW2. However, that’s a lot of balance work or a very lacking in uniqueness system. To the point where I don’t think it’d be worth it.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
The map of the world actually has an interesting tidbit to it – you can very easily reposition the continents to fit together in a pangea-like state. It’s not very odd for continental Tyria to be so huge – I mean, look at our world and how big Eurasia is compared to any other continent.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Edit: I sent Bobby Stein a PM hoping for a new update given a few months passed and we got that plans for 2016 blog post out. So hopefully we’ll get a dev’s word on the matter.
I just want to confirm this:
When you PMed Bobby, did you ask him to update us regarding Season 1 remake in season 2 format for 2016? And did he say to you he has the plans regarding season 1 remake in the future 2016 blog post which will be released later?
I asked him if he could post here to denote whether or not there’s been an update in the plans for Season 1’s return, figuring there might be one worth mentioning because 2 months have passed since last update on the matter and the blog post was released.
He did not reply to my PM.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
The Mouth of Mordremoth talks, and it is Mordremoth’s physical body.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Despite being account bound, ascended gear (and gear in general) isn’t really intended to be shuffled around to multiple characters on a regular basis due to variance in builds. They made it account bound so that you don’t have to lose that investment if you decide you want to get rid of the character. It wasn’t really intended to be a “craft one set and never again” thing.
Which has become a bit unnecessary since you can now salvage the ascended gear I and into useful stuff.
Still feels silly that masterworks, rares, and exotics are soulbound while ascended are account bound.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
It’s just another of the hundred-and-some plot threads that seemed to have been intended to be dug into with HoT but wasn’t.
Who knows, maybe we’ll see it with S3, since the raid (which deals with bandits – aka human storyline) leads into it.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Colin (game design lead) and Bobby Stein (writing team lead) both established a desire to rework Season 1 in Season 2’s format. I was kind of hoping for it to be placed with the “upcoming in 2016” notes, but no luck there.
Either way, the devs want to do it. It’s just a question on if the effort is worth the outcome. Last time it was asked about, shortly after HoT release, the answer was basically no change from before – the things they want to do was being considered (in retrosight, for the recent blog posts’ plans) but no confirmation if S1 revamp has been accepted as a project.
And before anyone says: No, the main story of Season 1 was not primarily in the open world – despite continuous belief that it was. Most of the main story was in fact spread in roughly 30 instances and 2 dungeons. Only The Lost Shores, Cutthroat Politics, Tequatl Rising, Origins of Madness, and Escape from LA/Battle for LA was primarily open world (and would be the hardest to translate into S2’s format) – and while listing 6 releases may seem like a lot, unlike S2’s 8+prologue releases, S1 had over 20 releases (even counting Flame and Frost as one update). Most of S1’s open world events were not designed for zergs – only 4 updates (Lost Shores, Origins of Madness, Escape from LA, and Battle for LA) had temporary zerg events – and as such could be readded to the game with little continuity issues (no more than Season 2’s added events in Iron Marches that’s for sure).
Most of the work would be converting the story from instance types A and B to instance type C. But, in theory from a player’s standpoint, the hardest work would be converting Cutthroat Politics into the format, given the election and how little content to it there was.
Sorry to detract, but it does get tiring when people make posts sounding as if there wasn’t any (or at least far to few to matter) instances in S1.
Edit: I sent Bobby Stein a PM hoping for a new update given a few months passed and we got that plans for 2016 blog post out. So hopefully we’ll get a dev’s word on the matter.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
We actually don’t know why Tequatl got a power boost. Players speculate that it’s due to Zhaitan’s death, but ultimately we don’t know – we just know that Tequatl getting a power boost is not only mechanics but also lore. We, however, do not know if The Shatterer’s rework will be part of lore.
So I wonder if the damage Destiny’s Edge done to Kralkatorrik was actually fatal or another Dragon saw him in his weakened state had killed him.
Actually, Destiny’s Edge pretty much did no damage to Kralkatorrik. It’s a bit of a misconception due to those who read the book saying that they almost killed Kralkatorrik and it fled, and those who didn’t read the book taking this to mean they did a lot of damage to him.
Truth is, while Glint and Eir did manage to hit him, all that damage was like scrapes.
Destiny’s Edge’s battle plan was to have Snaff mentally pin Kralkatorrik down so that Rytlock can one-shot kill Kralkatorrik. To lure Kralkatorrik, Eir shot exploding arrows at it; to allow Snaff access to Kralkatorrik’s mind, she wrestled Kralk to put a yoke on his head; to pin him down Snaff basically made Kralk’s muscles free causing it to crash to the ground, and Rytlock’s attempt at a one-shot kill missed entirely.
So all the damage that was done to Kralkatorrik would be no worse than a household cat batting at you with claws a few times then you tripping and landing while on a sandy beach.
Which is not much harm at all.
If the Shatterer’s power boost is related to the story, there’s two explanations:
1) Kralkatorrik absorbed Mordremoth and/or Zhaitan’s released magic and transferred it to his (currently) strongest champions to make them stronger (remember that each Shatterer fought is in lore different – they’re killed each time at the end of the fight).
2) Kralkatorrik found a different magical buffet unrelated to the release of magic from Mordremoth and Zhaitan – the Crystal Desert is known for being a very magical place, after all.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I’m not particularly sure how many Ascalonians migrated to Kryta during GW1, seemingly only a small village worth which later turned into a towns worth. Unfortunately after the Foefire there wasn’t too many Ascalonians left (of course after the Searing there wasn’t too many left either).
Well it’s just a bit odd how much Kryta has changed in the subsequent 250 years, racially and culturally. Which is kinda sad since the Krytan aesthetic from GW1 was fairly interesting.
Ascalonians continued to flee to Kryta even after the initial surge that we escorted in Prophecies. Exact numbers unknown, but it was enough to merit a full sixth of Divinity’s Reach established for them.
Honestly, most of the cultural change is from the fact that the White Mantle were financially oppressing those who weren’t faithful to their religion, as denoted in the Prophecies manual. The White Mantle took all the good clothing and buildings for themselves, leaving everyone else with rags and huts.
People think that because all non-White Mantle in GW1 were in huts that that was the Krytan cultural structure, but people forget that the White Mantle had nice polished stone structures and that some Krytan villagers (many of whom had White Mantle ties via supporting them and receiving their aid) had structures like those seen outside Fort Salma in GW2 (when they’re not burning due to centaur sieges).
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I got caught on the bit in the first paragraph going
while the heroes of the great invasion into the jungle investigate a strange disturbance to the north.
I posted this in the State of the Game post too but the reply from one guy there suggests it’s only “north in the jungle” as in focus on the raid releases… I’m not so sure though; could it be LS3 will have us investigate a disturbance in the north as in going to Shiverpeaks to check out Jormag finally surfacing?
I took it as north of the jungle/raid wings too, since the raid focuses around a Pact squad scouting the area and going missing.
Maby that portal north of Brisban Wildlands will get a use!
/also confirmed tybalt is dead dead :/ (escaping claw island fantasy crushed! /thx anet)
The Mists can create copies of living beings and beings not yet born, since it ties all times and places, and those champions aren’t souls of the dead (given that multiples of the same hero can exist kind of points that out).
Not to say that Tybalt isn’t dead… just saying that him being a hero for stronghold isn’t confirmation. I’d say the confirmation came with the PS. :P
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
ArenaNet doesn’t have any bots and I’ve never heard of such. They don’t need bots to record chat since they can pull all chat logs out of their servers (this is how they verify reports – they even pull up whisper conversations for such).
When you see an Anet tag it’s a dev playing an actual account, and if they’re not moving then they’re just afk – nothing fancy about it.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Charr in general don’t have a strong care for relationships. Almost everything for them is pretty much a one-night stand for the greater population of charr – though having long-lasting relationships isn’t unknown for charr.
As for sexual orientation, we really don’t see any homosexuality outside of sylvari and humans in the game, afaik, but that doesn’t mean there aren’t such, and even our known cases can be counted on one hand – and most such cases are sylvari which have a long established case of “no gender roles in their society” – for sylvari, it’s not uncommon for males to wear dresses, homosexuality, even nudity is seem as natural and normal (they only wear clothing to help other races be at ease around them).
Ultimately there’s nothing to use to support to deny such a claim.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Yeah, I wouldn’t expect S3 until Q3/Q4 of 2016. Presuming they can indeed release wing 2 before March ends, we’d see wing 3 before August ends if they take the same amount of time. S3 would likely release either at the same time as wing three of Forsaken Thicket or sometime after.
Which seems silly to me, but waiting so long to release each wing is also silly to me. It really feels like ArenaNet’s lacking in capabilities across the board.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Why does everyone assume that the elite specs need or are even relevant to the lore, revenant is one thing but all the others dont need some special story line, they can just be considered variations in fighting styles for the existing classes and dont need to have any outside reference and simply exist as the way your player character fights
Its almost cringe inducing when i see people trying to force some storyline for each elite spec and whine at anet to add them when its not at all necessary
People “assume” such because ArenaNet explicitly stated such.
Marjory becomes the first reaper; Dragonhunter was made based off of Braham’s story, Scrappers are derived from the charr engineering and social class of the same name as they determine to get into more combative roles, etc. etc.
Just as Rytlock is not only the first revenant but first herald, Marjory is the first reaper and Braham is the first Dragonhunter.
Devs had long ago stated it – the very first thing we knew about reapers back in January 2015 was that Marjory starts it. They said there’d be lore on the elite specializations. They said one of their biggest regrets with GW2’s professions was the lack of lore and story around the core professions in the game.
So it’s only natural people are expecting Anet to fix “one of their biggest regrets” and fulfill promises that the elite specializations have lore to them.
Blech. Not ’til April at the earliest? I was expecting a break, but given how small HoT was, six months seems… excessive. Especially given the nine month lull preceding it.
Yup.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Just another one of the dropped story arcs.
I was honestly looking forward to them, and I think they were intended to be present in Tangled Depths’ nuhoch stuff.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
No, because despite ArenaNet’s original claim of a living, breathing world they could not accomplish such without having massive continuity errors in the form of players who haven’t played through the personal storyline yet in the fact that while not explicitly shown (in that it’s not stated like it is in HoT with the Mordremoth campaign), the Zhaitan campaign is delivered in both open and instanced world.
In other words, cleansing Orr means removing the risen events and the Pact invasion events which in turn removes the story. And removing the story is a bad idea.
The only way to get it to work would be to have phasing maps where you get sent into different Orr maps post-PS completion, however these new maps would be utterly different and result in missing 6 world bosses and several other unique events that have achievements related to them.
Best chance we have of ever seeing a cleansed Orr would be if Anet added a map or two around the Arah dungeon map which is set to be further into the future to the point of being cleansed and shows different things. But the question is: if there’s no or few risen, what’s the map going to be focused on? Keep in mind that in a game like GW2, maps need to have events which in turn need enemies. What kind of enemies would we see? What would the maps’ story conflict be?
Not much really works unless they decide to add a naval invasion or having us meet Joko’s forces in SE Orr.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
There was a map with Season 2 that had labels on far off lands. Most of them seem descriptive, and one such label was “Not Real”. The map belonged to the Priory, so the meaning behind the name is unknown.
Though two double-continents are named after two artists at ArenaNet: Gwen Yeh and Kim Dahye
Here is a fan-made recreation of the map, with English labels instead of New Krytan
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Yeah, the pale tree, the nightmare court and sylvari in general really need more aftermath story.
As well as the nature of the Dream and Nightmare, and Malyck, how Rytlock became a revenant (beyond ’he went into the Mists and came back as a revenants) and a Herald, what Braham and Marjory do to spread their new specializations, the lore story for the other 6 elite specializations being spread, and many more.
And pretty everything that should have been in HoT in the first place, but was not for the obviously rushed nature of the story.
Impact of Mordremoth’s death? Absolutely nothing, because Zhaitan’s death caused a whole lot of nothing. Although it could be seen that Zhaitan’s death meant enough magic was sloshing around inside the Leylines to wake him up using Scarlet. Steve might have some more relevance since theres a lot of leylines in Mordremoth’s Lair, and it’s right by the coast. He might come inland to absorb some of it.
You forgot about Tequatl Rising update, which was a post-Zhaitan event of Tequatl getting a mysterious power boost.
And, humorously enough, now we have a different dragon champion getting a revamp – the Shatterer.
It’s possible they’ll tie that into Season 3 in a similar light, especially given the line about how the other Elder Dragons will react to the deaths of two other dragons. Zhaitan’s death did have an effect, but negligable. However, the death of two dragons is a bit different because the death of one could be a fluke, the death of two wouldn’t be – the other Elder Dragons cannot deny that the Tyrians are a threat this time around, and not only that but the world’s magic which was being split six ways is now being split four ways – a significant enough boost to make the four remaining dragons stronger given magical consumption = power levels for Elder Dragons.
What will Taimi discover? Well, considering the Rata Novans spent their life figuring out “Elder Dragons have weaknesses”, probably not a lot. If anything, I feel like it’ll just provoke a lot of deus ex machina. When ever a mild problem crops up: “Oh! The Rata Novan files told me how to solve this problem!”
That’s not really a dues ex machina. Dues ex Machina – “God from the Machine” – is a term originating from Greek plays where they’d literally have a god figure (either done mechanically or via actor) who would appear out of nowhere, without having prior influence in the play’s story, and solve all the issues of the plot.
The first real dues ex machina of consequence in GW2 was Rytlock’s return. In that instance the PC is having troubles with the cavalier champion – forced by mechanics, even if your good enough to not have issues with the champion – and Rytlock comes in despite being MIA longer than the Mordrem Guard exists, knows the entire situation (from what Mordrem Guard are to the fact that Destiny’s Edge is missing) and removes the champion’s invulnerability. The second real dues ex machina of consequence was the PC’s revealing Mordremoth’s weakness – literally coming out of nowhere, this sudden revelation.
Taimi coming around saying “oh the Rata Novan’s research has the answer” is crappy writing, but not a dues ex machina.
Zojja and Logan: There will probably be a story step in LS3 that is dependant on our choice at the end of HoT. One of them will probably get sick, or become an ally for LS3 while the other leaves to rest up, only to turn up again later on.
Wouldn’t surprise me, but if they had good writing they would have it where one of the two (the one you saved second) has residual effects of being imprisoned. Minor things that make people wonder things like ‘is Mordremoth truly gone or did it plant a ’seed’ in Logan/Zojja’s mind too?’ or ‘will Logan/Zojja turn against us?’
Rytlock: A lot of Charr will probably have problems with the fact he uses magic, not that anyone will have anyone to say about it, since he’s a Tribune, and a very dangerous one at that. Smodur definitely won’t care either, since he’s the most chilled personality in all of GuildWars history. Some of the lady-Charr might try to go after Rytlock after finding out hes into blindfolds though.
I’d love it if they brought in Bangar Ruinbringer (Blood Legion Imperator) who strips Rytlock of his ranks because of becoming a traitor to use magic (out of all legions, Blood seems to have the fewest magic users, and Bangar is already called a wildcard who is only allying with humanity to avoid fighting Iron and Ash on top of the other threats to the charr).
Also, Eir’s Bow Backpack Skin. I know you have it, Braham. Gimme.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Back when elite specs was 400 points, people complain they don’t have enough points to max out the elite specs. When the made it it 250 points people complain they have useless extra points.
Anet simply can’t satisfy everyone , can they ? What do you guys want actually ?
The reason folks complained at first was that they couldn’t get the elite specs right away. It was a silly complaint, really, as folks had the (imo at least) unrealistic expectation that they would be able to max out their elite specs from just the central tyria mapping hero points, without having to do any such work in the HoT maps.
There was always a complaint that we had useless hero points, since they implemented the latest redesign of the trait system.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I was told, though I don’t know of a source so take this with a grain of salt, that they want to have 3 elite specializations before the second expansion, whenever that will be, including the first set we already have. If they keep to 2 seasons before each paid release then it’d be an elite specialization set per season/expansion.
And such would be easily maintained if they continue adding 2 maps per season andh having each hero challenge give 10 points, with 14+ hero challenges across all four maps.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
yesterday i was reading ls2 on wiki, and they name the HoT egg as “last one intact”, as if the others was “smashed”, but for who?
The wording is from Ogden in LS2, So it’s possible he is wrong, but the word intact doesn’t mean the others were destroyed necessarily, as a hatched egg is no longer infected either.
Given the Glint’s Challenge challenge in gw1, destroyers and other dragon minions are a good bet for those who might have destroyed the other eggs, if they were destroyed.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Gleam is the “Baby Dragon” from Eye of the North. It’s not even clear to have been one of the eggs seen in Prophecies as we do not know when it was born.
But iirc, there were 24 or so eggs seen. All we know of them is that the one in S2/HoT is the “last one intact”. This means that all the others were either destroyed or hatched in the 250 years.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
- A story that is not full of a series of short-lived plotlines never picked up again (PS), terribly inconsistent in the lore (S1/S2), or giving an obvious rushed feeling (HoT).
- No obvious plot “twists” (Eir and Trahearne’s deaths were terribly obvious) and no potential unfulfilled story hooks (Malyk, Faolain/Caithe fighting Mordremoth, Nightmare/Dream/Mordremoth relation, Nightmare Court fighting Mordrem, etc.). ESPECIALLY when such unfulfilled story hooks are explicitly stated to exist (Nightmare Court fighting Mordrem was stated pre-release to be explored in depth in HoT, but we barely scratched it).
- Retroactive improvements to prevent powercreeping.
- Tengu and/or largos playable race.
- New weapon types – not just new weapons available to professions (warrior’s gonna run out of sensible weapons without new ones soon).
- A revamp of the Guild World Boss ‘missions’ that make them actual medium/hard/opportunity missions (instead of tokens as they are now) which takes a bunch of current and old world bosses and makes them truly challenging in an instance (e.g., a Shadow Behemoth that is on par to Mouth of Mordremoth/Tequatl or Triple Trouble/Chak Gerent).
- More than just four maps – I’d like six at least, preferably eight though, given HoT’s maps.
- Maps which have more story to them than the meta event. Dry Top worked because the sandstorm wasn’t ‘the story’ of it; Silverwastes worked because it wasn’t on a timer, was well balanced, and was one of a kind at the time; but five such maps? Boring. Especially when one limits exploration and map completion based on meta progression. I’d prefer a mix of Silverwastes/Auric Basin and Orr maps. A central meta to guide players, but plenty of exploration outside of the meta, with full exploration access from the get go (if necessary, maybe except one or two easily-reached things).
- A raid that is more reminiscent of Underworld or Fissure of Woe – not just miniboss-boss-miniboss-boss-miniboss-boss.
- More fractal maps.
- More dungeons. Fractals are NOT a proper replacement for dungeons.
- Tier 4 Cultural armor/weapons, which sell as exotics.
- Legendary trinkets
- 500 Jeweler/Chef
- More means of Crystalline Ore
- Larger in-game world map. There’s no reason for ArenaNet to squeeze their maps into the current world map. It made the location of Mordremoth seem silly due to the proximity to Rata Sum but lack of attack on it, which wouldn’t have been an issue if ArenaNet expanded further west in the world map.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
He’s not gliding, he’s skydiving… without his parachute.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Joko was always interested in ruling Elona – it’s what made him a threat 200 years before GW1. However, he never showed interest in ruling outside of Elona.
Maybe he just isn’t a ‘world domination’ warlord, which is uncommon for fantasy tropes to settle with just one nation.
Of course, we don’t know Joko’s origin. For all we know, Palawa Joko was a Primeval King or something and saw Elona as ‘rightfully his’ and thus wanted to take only what is ‘rightfully his’.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
If they can disable it in certain sections of maps then there’d be no issue, as they can disable gliding in JP and dungeons (including fractals – which is the spot I would consider the biggest hassle since most jp go upwards, not downwards – gliding would allow shortcutting the ‘climb down cliffs’ part of Snowblind and Volcanic and trivialize some of the jumps in Solid Ocean). It won’t be a big deal to glide elsewhere, except for breaking out of the map – and in those cases, ArenaNet will fix when they’re found.
It’s no doubt going to be a bit of a patchwork job unless they put a lot of their overtime working on it, but that doesn’t mean it’ll be bad.
It wouldn’t surprise me if, over time, they intend to add updrafts, speed mushrooms, adrenaline mushrooms, and bouncing mushrooms to the original maps. It would make sense, in fact, for them to add such over time.
It wouldn’t surprise me if they’re waiting on Season 3 to release such.
But honestly, all I want is gliding in cities. And fewer invisible walls in the Grove and Rata Sum. Give us more to explore there…
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)