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.
Perhaps you’re thinking of the rose compasses at the resurrection shrines across Kryta.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
As evidenced by the mursaat, it seems the dragons cannot reach into and spread their corruption to the mists. Since the souls of the dead belong to the mists, it’s fair to say souls cannot be corrupted.
This isn’t true…
- Svanir had skills named with “Spirit” including one stating he hides in the spirit realm. Those who know Norn and canthan lore will recognize that the spirit realm is just another term for the Mists. Basically, Svanir was able to pull a mursaat/spirit move, which becoming Ascended (or Weh no Su – them being the same thing through different means) is meant to allow one to see through (yet we couldn’t).
- In the Norn storyline, Jormag sends icebrood into the Mists through the Sons of Svanir.
- At the Frozen Maw meta, Jormag uses Portals to get he Mists – these portals share the same appearance as the Frozen Portal in Frostgorge.
- Snowblind Fractal deals with Jormag’s corruption at the end; it lies in the Mists. Unlikely to be his actual corruption, mind you, but worth mentioning in the chance it is.
- In the Cathedral of Silence PS step, Zhaitan is stated to have pulled a spirit, that of the Keeper of the Shrine, put of the Mists themselves. Stated by a Reaper of Grenth. I think the Reapers know their own business.
So Jormag has a huge influence in the Mists, and even Zhaitan could pull souls from there to inhabit his more powerful minions (his nigh mindless grunts like what Romke and crew’s bodies were into appearance soulless while the more powerful ones appear to have souls trapped within).
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Are you thinking of these pillars?
The area is off the map. I can’t think of any other unique stone in Kryta, let alone Talmark.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
The swords are said to come from Orr, but not from whom in Orr. They predate the Exodus, so it’s possible they were made with divine magic given the ghosts’ immunity to Kralkatorrik’s corruption (take note of S2E8 where divine fire is used to kill a said-to-be-immortal dragon champion).
As for dragons corrupting souls – Eir says Jormag does in one of the early PS steps, but this may be a simple metaphorical statement.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I recall somewhere long ago it was mentioned by the devs that it is a stone from GW1.
But it’s not a Bloodstone. Too different, no red.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
@Aaron: regarding the “Orr was built first, but became an independent nation later” thing, that’s actually an easy explanation:
King Doric ruled all three kingdoms at one point or another; he was crowned in Ascalon (King’s Watch), but had his palace in Kryta (Lion’s Arch), so it was likely that while Orr was home to the Six, Doric ruled from elsewhere. Thus Orr would split off from Ascalon/Kryta, and not the other way around.
The question, to me, is who ruled Orr before King Doric?
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Am I missing a vital piece of information here?
Yes. When humans arrived in continental Tyria (and Elona) in 205 BE, it was seemingly by boat and not by portal, which was how humans were brought to the world of Tyria.
This means that humans were brought to the world at Orr, then taken elsewhere – likely given the dragon corruption per the Orrian History Scrolls.
This is a topic that is brought up only in sparing details whenever it is brought up, and each time different details.
From what I gathered, Arah wasn’t build by the gods, but renovated by them. The Altar of Glaust that is in Arah was used to free Glint, and the ritual used by the Forgotten was said to require specific geological requirements (“There have been spells that could successfully cleanse a living thing of dragon corruption (see the Ruined City of Arah dungeon’s Forgotten path, or the climax of the Pact’s campaign in Orr) but they are not well understood, require significant resources to cast, and must be cast in a particular geographic location, so they are not universally available.”) – since the ritual was reused by the Pact, that means that it couldn’t have been moved. This also explains the line in the Orrian History Scrolls where Dwayna arrived on Tyria (“[Dwayna] placed her pale foot on the stones of Arah, opened the gates, and brought humanity to the world.”) as the city would thus already have been built.
After arriving, Balthazar and Melandru seemed to have cleansed continental Tyria of dragon corruption (“[Balthazar] swept Orr with a cleansing flame.” and “Wise Melandru, oldest of them all, made of Orr a green and flowering expanse.”). This was no doubt very dangerous work, thus it makes sense that the humans that the gods brought for sake of hopeful paradise (Dwayna/Melandru) or to conquer the new world (Balthazar) would be taken out of the most hazardous godly job. Furthermore, there’s heavy implication from GW1 lore that only three gods (maybe four given the removal of knowledge of Abaddon) were in Arah when Doric pleaded to them; this begs the question: where were the other two/three? Taking care of humans in lands elsewhere is a good chance, IMO.
Going off of the Durmand Priory map of Tyria, there are trade routes from the Battle Isles to the lands to the west. Jeff Grubb once hinted that the “human homeland” may be south of either Cantha or Elona, but he was careful in using “may”; there is no land south of Cantha, thus this was likely changed during development. Before the second world map (the Durmand Priory one), I had thought that the human homeland would be the land west of Cantha, but with the trade routes I am doubtful.
We know that when humans arrived on Cantha, they arrived first on Shing Jea (“Canthans settled the northwest coast and Shing Jea Island.”) – this indicates a good chance of direction that the humans came from the west, north, or northwest. Going off of the DP map, the trade routes from the western continent hits the Battle Isles then to Cantha; if humans sailed to Cantha, then that is a good chance for the route that was taken.
Of the place where humans were before Cantha, we know but two things: Chong – now the Celestial Pig – is of those times, and the Cliffside Fractal occurs during this time.
Now, for when humans arrived in Tyria and Elona in 205, we know three things:
- The Elonians built a city and social structure within five years, uniting into a single nation. This proves that they were advanced and united enough for such.
- Thrulnn the Lost claims they arrived by boat. While he’s wrong on the fall of jotun, this may be a field he has some merit in.
- Canthans knew nothing of their Tyrian (and likely Elonian) cousins during their establishment.
The rest, past this, is pretty clear to me: Humans established Orr, then Ascalon; Doric was crowned in Ascalon in the year after its founding; Kryta was established by Doric’s son and warred, for a time, with Orr/Ascalon, but before Doric died in 1 BE he ruled all three nations. After Doric’s death, the three nations divided over time, with Kryta recolonized by Elona in 300 AE (which was also the year that the Centaur War sparked).
Sources in order of mentioning their details:
https://forum-en.gw2archive.eu/forum/game/lore/New-lore-interview-to-Anet-lore-team/first
http://wiki.guildwars2.com/wiki/Orrian_History_Scrolls#The_Six
http://wiki.guildwars2.com/wiki/Cathedral_of_Silence_%28story%29#Dialogues
http://www.killtenrats.com/2009/09/02/guild-wars-2-interview/
http://wiki.guildwars.com/wiki/An_Empire_Divided#Late_Pre-Imperial_Era
http://wiki.guildwars.com/wiki/Lorespinner_Ri_So
http://wartower.tumblr.com/post/49691195928/in-this-lorespecial-episode
http://wiki.guildwars.com/wiki/Timeline
http://wiki.guildwars2.com/wiki/Thrulnn_the_Lost
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
There’s known churches to Grenth, Dwayna, and Kromir. I would suspect that all six gods have such.
Best bet at hierarchy that’s non-Orrian, since we don’t see any modern day High Priests, would likely be found at the Kormir monastery in Queensdale. We see various rankings to the members there, though such doesn’t give much.
@Mouvel was not a High Priest, but the “Grand Patriarch” of the Church of Dwayna. Though one may take both to mean the same in the end.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
There are indicators for the Nightmare being somehow related to Mordremoth, however it’s curious that they mentioned the Nightmare’s equivilant of Wyld Hunts for how Mordremoth is able to access sylvari. And it is curious for two reasons:
- Dark Hunts is a highly obscure piece of lore. It has one mention in the entire game – just like the norn forgiveness ritual or the Snafu Prize. To make mention of it means it has relevance for being mentioned – meaning Dark Hunts may no longer be obscure lore.
- If Nightmare was Mordremoth’s influence, then he would have no need to go about sending impulses through the Dark Hunts. He’d take control outright because they’ve fallen completely to Nightmare.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I am suggesting a fix: how about if you’ve been in same dungeon over 40 min and get kicked you automatically get half the reward money and full tokens….
That would be exploited by a group of friends or guildies so easily though. Afk for 40 minutes, come back, get some friends to join and kick you, free profit.
Yeah, no.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
@Windrasi: Willpower is a part of it. Where you got the Wyld Hunt thing was from the Points of Interest Episode 18. From the summary:
The Elder Dragon can implant thoughts in its creations—thoughts they may even believe to be their own—and only a combination of immense willpower and the protection of the Pale Tree can prevent Mordremoth from taking control. Sylvari receive calls to action in the form of the Wyld Hunt—or the Dark Hunt, for Nightmare Courtiers—and these compulsions act as an access point for Mordremoth’s influence.
https://www.guildwars2.com/en/news/points-of-interest-episode-18-summary/
So I would imagine that Soundless = no protection; Dream/Nightmare=Condom for Mordy’s mind penetration; Wyld/Dark Hunts=holes in condom.
And nothing says that the Wyld Hunts are a remnant of Mordremoth’s influence – just that he uses Wyld Hunts (and Dark Hunts) to implant his influence. Doesn’t mean they’re similar to his influence (like Qarinus claims), just that he uses them.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
To the folks talking about log-in rewards: that’s not what the op is talking about.
There is no “need” to log in every day, as the daily achievements don’t give anything other than a few AP.
And Karma, experience, WXP, and reward track progress.
A bit more than nothing, even if still non-detrimental. Still their very existence pits a piece of pressure to complete them for many types of prople, regardless of reward.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I don’t think Hayda knows what she’s talking about given that paragons have resurrection spells… and monks and ritualists. Heck, she even comes with a resurrection skill in her default bar.
And if you follow her quests and quotes, you can tell she’s not exactly what you’d call “smart”.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Necromancy was never evil.
There were evil necromancers, sure, but at the same time there were evil monks, mesmers, elementalists, warriors, rangers, ritualists, assassins, paragons, and dervishes.
It’s frowned upon only in the sense of people find necromancers weird and scary, due to how they deal with death so much and manipulate corpses.
It was even stated that in modern times, especially amongst humans, necromancers are met with disdain due to the undead of Orr (for humans, both from Khilbron and then from Zhaitan). Only exception to that would be sylvari.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Faces that are unique to a particular named NPC won’t be released to the players. They want those face to remain only for those NPCs.
Untrue. They actually said the oppiste: that all armor and appearances would be available to players. They botched that, of course, but Caithe is the one and only face that cannot be duplicated. Possibly Rytlock as well though I’m not 100% sure if you can’t duplicate Rytlock down to the face.
NPCs introduced in the Living World will (eventually) have their faces, hair, and armor available in style kits/gemstore.
If Eir’s and Rytlock’s faces are available at the default character creation, i’m not sure why Caithe’s and Logan’s faces shouldn’t be available. (I’m not even sure if Logan’s and Zojja’s faces are available or not, i haven’t really played around with asura and male human character creation)
Logan’s is. I think Zojja’s is too. If you say Rytlock’s is then I think it’s only Caithe’s that isn’t.
We don’t have Tybalt’s face either.
Pretty sure we do. It takes a bit of slider alteration, but one of the default faces is Tybalt’s I’m 99.999% sure.
Edit: Yup, Tybalt’s face is the bottom leftmost one here – requires slider tweaking to get that sad look to the face, but it’s possible to duplicate.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
I commonly get Mellaggan’s Whorl from fractals. But I do got any other as well. RNG is RNG and duplicates happen.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Too lazy to log in right now, are you telling me they’ve removed the water?
Cus that’s pathetic. Let’s just remove good parts of our game instead of fixing them.
No. They removed the heart, the events, and the hostile enemies.
They did this in Wayfarer Foothills and Caledon Forest as well – turned the skelk into neutrals in Wayfarer’s low level water, and turned the risen in Caledon’s low level water neutral (neutral risen! What ridiculousness to lore).
All because they’re under level 7 – and underwater weapons are first unlocked at level 7. Because it was “too confusing” for some kitten reason.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Too many things to pick from. But if I had to pick one and only one:
Challenging enemies.
Even the wildlife like skale had ~5 skills that they utilized, rather than the 1-3 that we see in nearly every non-boss foes pre-Living World in GW2.
Why aren’t wurms the megalithic threats they were in GW1?
Why aren’t bats (then called Stormcloud Incubus) such a pain in GW2?
Why are areas we’re told are nightmarish and true threats to all – such as Orr and the Dragonbrand – nothing more than minor annoyances or simple crowd control tediousness? They should be more like the Realm of Torment or Ring of Fire.
I guess this can fall under “build diversity” if such was expanded to both NPCs and PCs.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
The Six Gods only released magic from the Bloodstone, which was created by taking all non-corrupted magic in the world into the giant stone, done by the Seers during the previous dragonrise.
As for what will happen if the dragons are killed, we have a forboding from Hidden Arcana:
Ogden Stonehealer: Too much magic, and the world spins out of control. Too little, and it crumbles into darkness.
And common speculation from this other line of Ogden:
Ogden Stonehealer: The brotherhood believed that [Glint] would one day become an Elder Dragon. She was old and wise, well on her way.
Is that Elder Dragons can be replaced by other beings that can naturally regulate magic. Namely, dragons and dragon minions. Which would explain the most important yet unexplained thing from all of Season 2: why the heck is Glint’s egg so gosh darn important!?
Personal opinion: I would not call the Elder Dragons to be “the world’s natural ecosystem” – they take a job required by the world to survive, but how they do it is hardly a required necessity. They simply need to balance magic – there’s no need to let magic rise to a high point, wake up and destroy countless civilizations and cause mass genocide, and then when the world is nearly without magic go back to sleep to let magic rise again. They’re balancing from one extreme to the other – a balance in the middle ground should logically be possible to make happen.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
your*
/grammarkittenout
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I can’t give a “soon” on this one, but it is being looked at and the problems were identified and repro’d by QA. Once the bugs are written though it’s out of my hands until a fix is delivered to us for testing.
This chain and a few others that come to mind are a bit fragile and the team might opt for a better, but more time consuming to fix, solution. On our side we spent the better part of several months tracking this down this issue (and other meta chain bugs) from threads here, other forums, the wiki, and on live by debugging the chains that are stuck.
I wish I could give you much better news, but I also don’t want you to feel like you’re shouting into a void.
Any chance you can tell us of these other meta chain bugs that you’ve been trying to reproduce the bugs for (and whether or not you’ve gotten them written off for fixes)?
Personally, I’m really hoping that the Devouring the Brand meta in Iron Marches gets a fix. I’ve never been able to experience that chain properly. Don’t think anyone has been able to.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Charr mature at the same rate as humans. Humans live ~80-100 on average, so charr is likely the same but less common due to militaristic lifestyle.
Not in Tyria, here humans rarely become older than 50 years.
King Doric was over 115 years old when he died; Emperor Kisu was 106 years old when he died (presuming he died when Usoku took the throne).
There are many well-aged humans in Tyria. It is also a stated fact that asura live 5-10% longer than humans, with an exceptional lifespan of 120; meaning that an exceptional human lifespan would be ~100-110.
If the common age of death is under 80, it is not death of old age.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Actually, I think the new interview from Massively just proved Plagiarised right. To quote Scott McGough:
They occupy a place until they fill it up population-wise, and then when there’s no more room they fall into conflict with one another until a sub-group splits off to find new ground. It’s your basic migration/evolution, taking new territory, spreading out to take new ground.
So this is how the hylek became so widespread in the 250 years – they overpopulate, they civil war, they schism and establish new grounds. So the Eztlitl tribe is likely a brand new schism. If schisms are common place, it makes sense to name the tribe after the first leader after said schism.
Which in turn makes me think there were originally just four hylek tribes (one per color) rather than the hundreds we see in GW2 – which fits with what we see in GW1, where there were five tribes (Hylek, Gokir, Ophil, Agari); the entire race of then-called frogmen took on the hylek name (who were green in GW1), but we see nothing of the Gokir (red), Ophil (yellow), or Agari (blue) in GW1. Thus given the NPC line and Scott’s mention, I would argue that the four tribes saw in GW1 (which were in much greater number than any tribe in GW2 by what we can see) likely schismed several times over creating the modern GW2 tribes – Eztlitl is likely just a brand new tribe, not even a generation old.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I’d love for both to be available in both means (gemstore and basic gameplay), however if such isn’t possible, I’d settle for outfits in the gemstore and armor in gameplay.
However, I do wish that outfits functions like GW1 costumes – helm separated from the rest, and showing armor if either the costume’s body or the costume’s helm were hidden (while also able to hide armor’s helm).
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Charr mature at the same rate as humans. Humans live ~80-100 on average, so charr is likely the same but less common due to militaristic lifestyle.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I’m still confused about this. So the Gods brought the Humans to Cantha, from where they spread to Elona, and later to Tyria, but the Gods lived in Arah, so the Humans found them again later?
I think this is odd.
We don’t know where the gods took humans, but it doesn’t seem to be Cantha. Lore implies that humans sailed to Cantha just as they did Elona and Tyria. My guess based on the Priory’s world map would be that humans were brought by Dwayna in Orr, however the land of Tyria was still blighted by the dragon’s so the gods took humans elsewhere – mainly, Sunrise Crest to the west. While humans were there Balthazar and Melandru fixed the land (implying a godly government by Abaddon, Lyssa, and Dhuum – Dwayna was likely taking care of the surviving races hence why dwarves revered her and Grenth, her child).
But over time humans began sailing, landed on the Sunken Islands then Battle Isles, (per trade routes seen on Priory map) the the northern shores of Cantha (per lore) and later Echovald and Jade Sea (separate groups), and groups from Sunrise Crest traveled to Tyria and Elona, making the earliest kingdoms of Orr (royalty later going to Ascalon resulting in Orr becoming a colony to break off in 2 AE), Elon (Primeval Kings), and Margonites.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Seems like a logical conclusion. The tribe there recently moved to that location it seems.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I don’t understand why people asking or saying no to mounts. Because we already have mounts, they do not provide any speed bonus and they are not creature , but they are still mounts. You get Carpet, broom, siege golem (this one even come with combat mechanic). So asking for mounts seems a little weird to me because we already have them. Saying no to mounts is even more confusing because it is already in the game.
I guess some people say mounts when they actually want horses, well ultimately it’s nothing different than magic carpet so I don’t understand why not.THIS! Finally someone hits home! Also dont forgt the sonic tunneling tool too! It would be nice if we could get a golem mount, kinda like Taimi
What you guys are talking about are not mounts, technically.
The Flying Carpet and Broomstick are considered “Toys” – like the toy executioner axe or Bloody Prince’s Toy Staff. Same with the Sonic Tunneling Tool.
The “golem mount” is a form skill – little different than the Lich Form, Tornado, Locust Swarm, etc.
A mount, to most people’s mind, is not something that counts only to Costume Brawl or acts as an elite skill/a consumable siege item in WvW.
Note: I am neither for nor against it. But if it’s done, I want to see it done right.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Straylight, please read my post that’s over 2 hours older than yours. :P The Durmand Priory’s knowledge points to the orb being Zhaitan’s. I’d consider that the closest thing to official confirmation short of a later on “retcon” of the devs introducing new lore proclaiming the Durmand Priory mistaken (entirely possible to happen but no reason to believe such will happen at this point in time).
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
the big undead bone dragon from Guild Wars 1. http://wiki.guildwars.com/wiki/Rotscale
he supposedly awoke near Frost Gate and eventually made his way to The Mosoleum in Majesty’s Rest, where we, the players, defeated him for the Rotwing Recurve Bow. did we really defeat him? or will he reanimate again in GW2?
if he does reanimate, say, by the power of some eldar dragon, will he still be in Majesty’s Rest? will he become the champion of an eldar dragon? or will he be following Livia around, since she carries the Scepter of Orr (which controlled the Undead in GW1)?
then again, i suppose if Rotscale obeyed Livia, we would have heard rumours of a great bone dragon attacking Kryta’s enemies at some point, (since her goal was to defend Kryta at any costs) unless Livia is keeping him as a secret weapon. the way Adelburn saved his Sword’s magic as a last resort to use only when there was no more hope of victory
- It’s not really canon whether or not any of the bosses we can fight is canonically killed unless part of a quest or mission (bounties do not count, IMO). Rotscale could be fought – and killed – by Keiran in Hearts of the North indicating that Rotscale was alive at least as long as 1079 AE in canon lore; whether or not being able to be killed by Keiran is canon or not is unclear, however Keiran has a bow that shares skins with the Rotwing Recurve Bow.
Given the lack of proximity of any dragon activity in the area, it’s unlikely that Rotscale would be corrupted by a dragon – and if he were, it would have been by Zhaitan most likely. However, I should note that Rotscale was put on par to Glint and Kuunavang even after Glint’s reveal as a dragon champion – though whether the comparison was bringing this reveal into play is unclear, and the twitchtv video in which such was mentioned has been taken down by ArenaNet.
There’s no reason to believe that the Scepter of Orr can actually control the undead. Keep in mind that while Khilbron claimed such, he already had control of the undead and was already a lich lord by a full year before stating such. The only thing that the Scepter of Orr seems to control is souls (titans are twisted souls; the Sanctum Cay mission has a lost soul following you only if you have the Scepter of Orr; the only non-Orrian undead Khilbron summons and control is Shock Phantoms – ghosts – of the White Mantle). Going by that, Rotscale wouldn’t follow the Scepter of Orr – whomever held it. Also, Livia no longer has the Scepter of Orr; she had it, but only for a “short” time. What she did with it is unknown.
I think the chances are quite slim that we will get new zones that are located to the north of Brisban Wildlands, the Silverwastes and Verdant Brink. Thus I don’t think it’s likely that we will get to Majesty’s Rest. I hope to be proven wrong though.
For reference: https://ae6490f6243d357fa5f9be62dfa9e52777575bde-www.googledrive.com/host/0B9mf4AAIMRl1RzRpQkhTcFFXcms
We were originally to go west of Queensdale/north of Brisban but the zone got cut for time and plot-relation reasons. Most likely it was to be accessed via the broken bridge in north-central Brisban.
In the dat-pulled Verdant Brink map, there seems to be a path going north.
So going north of Brisban wouldn’t be an unlikely thing in the future.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Yes.
Hidden Arcana has an NPC that describes the Priory’s map of The All which can be seen here – each placement of the orbs from The Machine vision has a letter (in New Krytan) on the Priory’s version. Red=P; Blue=S; Dark green=Z; Lime = M; Purple=K; White=J; the center sphere is has a map of Tyria within it.
In Hidden Arcana, there’s also a generically named Historian which explains the ceiling design and confirms that S is the deep sea dragon, though its full name was untranslateable and even the S may be wrong.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
The dragons don’t really destroy though. It’s a side-effect, yes, but not what they’re really doing. Plus, the Six Gods aren’t native to Tyria, but another world.
And the cinematic from Omadd’s machine was Zhaitan’s sphere crashing into Tyria.
Any relationship between god and dragon is likely to be similar roles for different worlds.
In all honesty, it wouldn’t surprise me if there were other worlds – likely failed – where the survivors of their world’s The All came to Tyria – perhaps with refugee races, thus explaining how the Elder Dragons can wipe out the world yet have so many races populate the world within 10,000 years or so (or the other possibility of every 3,000 years which is even harder to explain for population). Would be a curious – if unimaginative – explanation for the other gods (Koda, Zintl, Mellaggan, Great Dwarf (if it was once a single being as still possible), etc.) who show occasional overlap with either the Six Gods and/or the Elder Dragons.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
This is not a random rotation. The wiki has a schedule for the dailies, and double fractals happens something like every ten days. There’s no way it’s unintentional.
I never said it was random.
If you played GW1, then you may be familiar with the Zaishen quests. Dailies are basically the next form of that. Both have a list of objectives (quests in GW1) that cycle through. The order is exactly the same, but the amount between Zaishen quests (Missions, Combat, Bounty, and Vanquish) are different; eventually you’ll get the same line up again, because it’s not random, but it’ll take a while to get that same line up due to the difference in numbers.
GW2 dailies differ slightly because of different amounts of numbers – there’s far fewer and they repeat a few times before the cycle resets. According to the wiki, the cycles are 29 days long (next time we’ll get the same set of dailies as we have today is in 30 days) – not the 10 days you claimed. And in that 29 days, daily fractal happens twice.
It probably wasn’t intentional. I never said it was random. And it could be fixed by simply switching those two days. But in all honesty, is there a need?
People will kitten and whine about anything, fixing this won’t end that, and it won’t make you happy, nor is it necessary – because it means you can get two dailies done in a single activity. I thought people liked doing that.
But seriously, this double-fractal-daily thing happens twice a month. That’s not all that common. That’s not every 10 or so days – that’s every 15 or so days – and that sure as hell isn’t going to both you getting three dailies when there’s usually 3-6 really easy ones.
I really don’t understand what the problem is. It’s a two fer, or a skip. When it’s more than 1-9 I skip it, cause I don’t want to do that. But when it’s 1-9 I’m all about it.
What I don’t understand is why you would not do a full fractal run if you’re going to do fractals. They take a bit, but it’s not actually that bad.
Just like I love when there is a Vista Viewer or harvesting in the same region as a zone event run. Knock off two things at the same time.
If you can’t do two, well you only needed three things in the first place. Do the basic fractal, then do whatever the other two PvE things were. Done, quit complaining.
My thoughts exactly, sans the “when it’s more than 1-9 I don’t do it” bit. :P
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
Centaurs don’t revere Melandru. Only one of the Six Gods centaurs have been seen revering is Balthazar.
http://wiki.guildwars.com/wiki/Eternal_Forgemaster
http://wiki.guildwars.com/wiki/Eternal_Paragon
Centaurs in general revere the earth. Similar, but also grossly different from, Melandru. Quaggans also don’t revere Melandru but Mellaggan – and it hasn’t really been confirmed that they’re the same (aside from in-universe arguments, the closest we got on the topic was Colin absentmindedly stating they’re the same, but he’s also been repeatedly talking about the Mordrem Court, despite other devs stating “there’s no such thing, the NPC called that was bugged and is meant to be Mordrem Guard”).
Only races known to revere Melandru were humans (and were the patron goddess of the druids, who yes were humans, per rumors) and Forgotten – both groups revered all six gods however.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Nothing says that chaots were Flame Legion. Keep in mind that the charr we encountered in GW1 were of all four legions but no clear indication of which. In GW2, the only legion that has kept the old GW1 naming style is Flame Legion – because they’re old fashion, more or less.
Mesmers are most commonly seen in the Ash Legion, but rare all together.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
If they coded Double Daily harvesting, Or Vista Veiwer or Double anything we have now I would be okay with it, this is the only thing t hat ever doubles up, Its just poor design no matter how you cut it.
The dailies function on rotations of each slot by my understanding. They placed Daily Fractal in a different slot because it requires doing a single fractal (not a fractal set like the others) on any difficulty – that means that it is easier than a set of fractals at a specific difficulty.
Since they’re in different slots, that means that they may double up. Unintentional but happens.
Given that there’s usually at least 1 very easy daily in each game mode (PvE, PvP, WvW), the Daily Fractal landing on a Daily Fractal Set is not very important to remove.
It’s a matter of cost/time of fixing versus necessity of fixing, and the necessity is near zilch.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
What they should have done is make the defend events progressively harder and frequent, so that they eventually will be retaken by the risen regardless of how many players defend them. Everyone is happy this way.
I like this idea and I think it should be implemented with any defense event in a captured location (e.g., originally belonging to the enemy). However, this will not solve the problem at hand. It reduces the problem by ensuring that a capture must eventually happen, but it doesn’t solve it outright.
The idea to remove the temple defense events is also poor, imo, as being unable to stop enemies from taking or retaking a location in events is something that can already happen… And I for on thehate when such scenarios play out, especially right in front of me.
The solution as I see it would be to increase the difficulty of the defense events and add the reward to it. Perhaps an entire chain for defending the temples ending with another fight against the risen priests in a different scenario. That way it’ll still be just as hard while just as rewarding whether taking or defending.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
ArenaNet already attempted random roles.
Codex Arena was practically dead within a few months. Proof that players don’t really like being forced into limited build customization.
Makes one wonder why they have so little build customization in GW2.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Would it be worth upgrading t the heroic edition?
AFAIK, the only thing heroic has that standard (no longer available) doesn’t is the three gemstore “heritage” sets (Primeval heavy, Krytan medium, and Profane light).
I don’t think you can upgrade to heroic, unless you’re upgrading to deluxe. Which I would say is variant to your interests.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
@Hayashi: The Story Journal only affects avaiable instances you can enter. It holds no effect on the open world, nor IMO should it.
Yes, player division does happen, but phasing doesn’t. And the entire purpose of the megaserver was to reduce player division in the open world. So why would they add phasing if they’ve been taking constant measures to reduce player division? Not to mention that if there’s a version of a map whenever it’s altered, that will greatly increase server stress and quickly add up over time.
@Brother Grimm:
Fractals are completely unnecessary and as recently revealed, something that Anet didn’t have when Gaile responded they now have – that is, the ability to use old maps. So the quote you pulled, about the Battle of LA happening in post-Battle map would no longer be an issue, because soon (7+ weeks), we’ll be having the personal story taking place in the original map, so if Season 1 ever becomes instanced and replayable like Season 2 (the ideal variation IMO, as it means you can solo everything so in years when no one cares about Season 1, you can still play it just like you can the Personal Story and Season 2) then Season 1 can simply use the appropriate map – pre-destruction LA or during-destruction LA.
Yes, there were variations of the maps throughout Season 1 but honestly they don’t need to store an entirely different map than the original just to have the Lion’s Court statue under construction post-Thorn breaking it, etc. – at most I see there being four LA maps in story instances: original, DragonBash, BfLA, and rebuilt… whenever that comes. Similarly, there’s no need for a pre-Tower of Nightmares map, or a copy of the map when the tower had the veil, because there’s no story instances that require that over the current version or when the Tower was up (for Season 1). Which one may consider a shame because they then can’t enjoy the lake, or Fort Salma, before they were destroyed.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I like a lot of that Konig. They could cut down some of the instance stuff by reusing the fractal instances that now exist as well.
As for teq, they could keep that as is. Sure it isnt soloable, but add a bit of story to it and just have it as an optional bonus mission to complete on a tequatl kill. A lot of the scavenger bits still exist.
Its the best idea ive seen yet for re doing s1, def something for our forum specialist to put forward anyway
The main issue with Tequatl Rising and how it is now is that Rox isn’t there now. That’s half of the (very little) story Tequatl Rising gave, and the relevant-to-Season-1 half at that.
If Rox were there – and nothing really prevents her from being there and claiming “that spot’s stuck in time” – then it can simply be a case of “participate in the Tequatl fight” much like the Marionette was for unlocking A Moment’s Peace. You didn’t have to defeat the Marionette, you just had to participate in the event.
-snip-
Your suggestion is called phasing and divides the playerbase far too much. And in general, phasing is something ArenaNet has stated to be against – and truth be told, something I and others would prefer not to see.
Not to mention that 29 server layers isn’t necessary – you just need one per map-effected per release (e.g., The Lost Shores affected 4 maps; Flame and Frost affected 8 maps; Secret of Southsun/Last Stand at Southsun affected 1 map). And even then, for some cases, that’s pushing it because the influence was often a couple NPCs.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
Will current precursors get cheaper on TP?
in Guild Wars 2: Heart of Thorns
Posted by: Konig Des Todes.2086
Most likely get cheaper. Supply will increase with people making them for money and demand will decrease with people making them for themselves. This is purely speculayion on my part though
Crafting precursors with the new collection system is only possible once for each weapon. Consecutive precursors need to be obtained the old-fashioned way, through RNG drops/Mystic Forge. Maybe some people who already have said precursor will make one to sell it, and that may affect the precursor prices on the TP for a while, but as time passes this effect will fade, since it’s not repeatable. Also, the new legendaries and their precursors won’t be tradeable, so everyone has to get those for themselves.
There’s also those who have no interest in the legendaries but will craft the precursor either for something to do or to sell the precursor if possible. I know I’ll be doing the latter in regards to Dreamer/Moot/Minstrel and others if they can be sold.
If they can be sold, then it might go back up after a while but it won’t be as much as before and it’ll be a long while, I’d imagine, until it does as the only point in buying a precursor would be to save the trouble of doing the achievement, or for the Two-Fold Legend achievement (or if you just want three legendaries of the same weapon).
I’m pretty sure the article said that journey-acquired precursors and the legendaries you make with them will be account bound. That means they won’t enter the market.
For the new precursors and legendaries. It isn’t clear about the old precursors, afaik.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
- Tequatl Rising would be hard to do, but detailing it happening is important as it gives insight on two things later on: Rox’s task to kill Tequatl and take its tail, and players thinking about why he got powerful (which may or may not tie into The All situation we got told of in S2). Perhaps an instance with a “weak” Tequatl could be done.
- Twilight Arbor’s always there. It should just be made known somehow that Aetherpath’s events happen between QJ/CC and ToN arc.
- As mentioned above, Tower of Nightmares arc could be a bit difficult to do due to the whole zerg-in-unique-instance focused content. And on top of that, there were the Nightmare Chambers and the final instances being at the top of the tower.
- First instance would be The Nightmare Unveiled.
- Second instance I would suggest to be a new one that focuses on the removed events and being able to get into the tower. Alternatively skip this line, go to the would-be third instance.
- Third instance would be traveling up through the tower. I would make the Nightmare Chambers part of the same instance (move to the same map out of the tower and teleport the players when they go in) with each level blocked off and needing to enter a chamber. If raid content ever came about, this would be an ideal “optional” raid content.
- Fourth instance would be The Nightmare Incarnate.
- Final instance would be The Nightmare Ends.
- The Origins of Madness/Edge of the Mists.
- First instance would be of the Twisted Marionette, rescalled for 1-5 players, with the proper before-and-after dialogues included. If raid content ever came about, this would be an ideal “optional” raid content.
- Second instance would be The Origins of Madness: A Moment’s Peace.
- Third instance would be Scarlet’s Lair.
- Fourth instance would be The Dead End: Advanced Warning
- Fifth instance would be The Dead End: A Study in Scarlet
- Escape from LA/Battle for LA
- First instance would be the Escape from Lion’s Arch, rescaled for 1-5 players and rewards altered. The entire city would be available. If raid content ever came about, this would be an ideal “optional” raid content.
- Second instance would be – as I envision it – via bringing back the purple teleporter that was near Lionguard Turma during BfLA which takes you directly to the old Breachmaker Platform. There you fight with all 6 NPCs from the three platforms against first the three Assault Knights (kill order/time irrelevant), then the Prime Hologram, then the three smaller Holograms (and if you don’t sync kill, the mini holograms), then Ultraviolet Hologram. No time in this unlike original.
- Third instance would also be via the purple teleporter, this takes you to Scarlet’s End.
And that’s Season 1, in instances with a few using the new tech that the Personal Story will be using with seeing the original LA map, and with just a few generic-to-timeline events readded. Everyone wins, it’s all good. And all the work would mainly be moving open world events/dialogues into an instance – no new VO or the like, and depending on how the programming for GW2’s design is done might even be simple copy/paste situations at times. And in the latter half, it’s literally re-using the old instances.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Is it even possible, given the changes that came about in the world?
I have thought it through personally, and the only “problem” I can see with converting the content would be Bazaar of the Four Winds/Cutthroat Politics since that deals with the voting thing and little actual new content, and the Tower of Nightmares arc since so much of that focused on a zerg going through the unique zone.
- The Lost Shores can easily be turned into instances + have a few returned events (mainly speaking the events you talked to the quaggan, hylek, and largos):
- First instance would include the dialogue between Mangus and the asura, ending with the first attack on Lion’s Arch.
- From there, you’re sent on the two scavenger hunts – Kiel’s is focused in instances while the asura’s is focused with returned events (could also return the karka events at Morgan’s Spiral and Garrenhoff just to show a permenance as the karka are still a threat and all, and would leave new players going “wtf is that!?”).
- Returning after the asura’s scavenger hunt, you deal with another invasion in LA, which also features the dialogues with Canach in LA.
- Fourth step takes us to Southsun, a singular instance following the original meta from the Pride/Lion Points to Camp Karka in the original map (technology that’s being brought for PS already).
- Fifth and final step is the fight with the Ancient Karka.
- Flame and Frost (all four in one “episode”) is a bit harder due to having to show the refugees and as such has instances from scratch.
- First story step would be focused on showing the refugees and the attacks. A new instance in Hoelbrak and/or Black Citadel at the old refugee camps. Bringing back the open world events and having them part of the story step (ending the story step) akin to Uprooting the Iron Marches.
- Third story step would follow Braham’s instances during part 3.
- Fourth story step would follow Rox’s instances during part 3.
- Fifth story step would be Molten Facility rebalanced for 1-5 players.
- Sixth story step would be following up on Braham and Rox.
- The Secret of Southsun/Last Stand at Southsun can be a single “episode”.
- First story step takes us to an instanced version of Kiel defending Steampipe Steading.
- Second story step is open world, and a repeat of the achievement to investigate the spores, reduced in number and guided (could be repeated for achievement of finding all extra spores, still in the open world).
- Third story step would be to assist the settlers. Bring back a few events that would still make sense to have, as we still see both settlers and consortium about, and have this step akin to Uprooting the Iron Marches – complete 3 or so solo events in a specific order.
- Fourth story step is Canach’s Lair (story) made one-time. Repeating achievement for challenge mote of fighting both Canach and Subdirector NULL. (note: that area should be opened up for the open world – it’s there, but it’s blocked off by steam).
- Fifth story step is the post-Canach’s Lair instance with blowing up the ship.
- Dragon Bash/Sky Pirates
- First story step would be the ceremony.
- Second story step would be meeting Marjory.
- Third story step would be open-world finding all the NPCs like before.
- Fourth story step would be the investiation instance.
- And fifth story step would be Aetherblade Retreat, rebalanced for 1 to 5 players.
- Bazaar of the Four Winds/Cutthroat Politics is a bit tricky one. Going to Labyrnthine Cliffs should be akin to going to Claw Island – an instance entered at an LA dock with it all auto-explored upon zoning in. And there’s the now-no-choice decision between Kiel and Evon.
- First story step would be the instance at Fort Marriner.
- Second story step would be running up Labyrnthine Cliffs – all original NPCs brought back (sans Evon and Ellen) and original map used – and the Meeting the Master instance is mixed into this.
- Third step would likely have to be from scratch or just a recreation of Candidate Trials.
- Fourth step is the “congratulations Kiel won” instance.
This is where it gets tricky, as open world content is now designed for huge groups and not small groups like before.
- Queen’s Jubilee/Clockwork Chaos is simple: re-add the instances made; only have to make one from scratch.
- First story step would be the Opening Ceremony.
- Second story step would be the Closing Ceremony.
- Third story step would be an instance in Gendarran Fields that is a miniature Scarlet’s Minions Invade! event (scaled down, ofc). If raid content ever came about, this would be an ideal “optional” raid content.
- Fourth story step would be Scarlet’s Playhouse, featuring Faren’s Fancy Panties.
-continued in next post due to length-
Edit: Forgot Dragonbash/Sky Pirates
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
Hi everyone, I think that the game needs a hard mode. It’s too easy.
I feel like I could play this game blind folded and not die a single time. Okay, maybe a few times, but generally, when playing the game I don’t feel like I am actually being challenged enough.If A-net would introduce a hard mode and even a Hardcore mode, I would probably delete half of my characters and start from scratch, just to get a real feel of what the game should REALLY be like. Because right now it feels like a bunny rabbit infiltrated A-net headquarters and set everything on “fluffy mode”.
PLEASE, give us a hardcore mode.
Is this a game, or is this a place we’re supposed to go to to chill out before we pass on?
Hard mode will never happen for the open world. ArenaNet has expressed dozens of times that they have no desire to split the open world playerbase, and that’s exactly what they’d have to do with hard mode.
Dungeons and story instances (at least the replayable ones) could arguably be given a hard mode. And some story instances already do. It’s called the Challenge Mote.
but Anet shouldn’t change the content we already have.
I disagree with this. I don’t know about you, but various parts of the personal story could use changes, the trait system can use changes, the dungeons (both story and explorable) can use changes, and most definitely world bosses need improvements (to be somewhere between Claw and Tequatl level depending on level of the boss).
I, for one, would love to see the Shatterer and Claw of Jormag brought to Tequatl level, and for the other world bosses to be improved as well to about where Claw is currently (but with only 15 minutes on timer) in regards to difficulty.
I, for one, would love to see all explorable dungeons rebalanced for level 80, receiving rebalances like Ascalon Catacombs got a long while back, and for story dungeons to be rebalanced to support between 1 and 5 players (much like Arah story will be getting, but preferrably without the one-time part). And I see no reason why the G-Lupe should ever be able to be killed in 7 seconds.
Explorable dungeons and world bosses should be considered end-game content just like Fractals, and should be relatively equal to each other with a few exceptions (mainly low level world bosses), and as such they should be the hardest content in the game.
And I for one would like some Personal Story bosses that are tougher than open world standard veterans (which are very much just slow-attacking decent-hitting high-health versions of the weak and simple standard mobs – the sad fact is that open world mobs are too simple with too few skills and too slow response, which is fine for low level content but I think those in higher level areas could use a bit of a buff), with their own unique mechanics – much like bosses in Season 2.
And I for one think that all events should be rebalanced in their upscaling to be able to survive a bunch of level 80s showing up for the event dailies.
I do not think that they need to rebalance everything, but pretty close to such. Players greatly surpassed ArenaNet’s expectations – or ArenaNet were greatly undermined in how much time they had to ensure their content was a good combination of challenging-and-unique and easy-and-simple, because too much of it leans towards the “easy-and-simple” end.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
@Foefeller: GW1 Orrian undead were not related to Zhaitan. There is currently nothing beyond the shared concept of undeath that connects the two. Khilbron’s appearance being draconic is purely coincidental and he – or any other Orrian undead – acts nothing like a risen.
The term “risen” isn’t even used in Sea of Sorrows – not even in the end that takes place in 1259 AE, roughly 30 years after Zhaitan rose.
The first icebrood that the norn ever encountered was Svanir. After that, it wasn’t until Jormag rose that they had such terms.
Destroyers come from the dwarven’s knowledge of the previous rise.
Branded is explicitly named after those of the Dragonbrand, well after the knowledge of the Elder Dragons was commonplace, and knowledge of Kralkatorrik was probably known by Priory and Whispers (though that the mountain was Kralkatorrik would have been unknown, naturally).
So the names are not a result of not knowing about the Elder Dragons. In fact, one of them (Destroyers) come from the biggest source of knowledge on the Elder Dragons.
@Donari: It’s already been explained how folks “suddenly” knew Mordremoth’s name. It was knowledge the characters had that the players didn’t. Poorly written but there you have it.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Though they’re titled the human gods, their existence is acknowledged by even the charr and they were worshiped by centaurs (some of them at least, specifically Balthazar though I wouldn’t doubt some revered Melandru), naga (supposedly), Forgotten, some dwarves (specifically Grenth and Dwayna), and likely more.
They’re called human gods because humanity is the primary modern race that worships them.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
@Tachenon: Outfits aren’t lore determining.
@Manimarco: Eh, since Living World was in production, I’d say.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
This was brought up the day that the video came out… It’s the main reason why folks say Longview for guardian.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.