Above and beyond what I expected.
Thanks for clearing our inventory and just as importantly, keeping us informed.
Great work!
Contact support. If you have the gems and explain nicely that you missed the countdown to them being removing, there is precedent for them sorting it
Whilst I like the multiple choice dialogue thing, it works just as well now as it did at launch. The only thing that has changed is the personality tracker and that filled after a handful of interactions. It was clear they had grand plans for it, much like the lore books which were also scrapped. However, MMO’s are littered with unfinished ideas that never develop beyond the first itineration (I’m looking at you LOTRO) and if Anet felt they couldn’t maintain the system and build on it without sacrificing more important things, then it was a decision well made.
Doesn’t mean they can’t do other things mind you. Race specific dialogue is something they could really do more of in situations (eg last episodes reveal was prime for it).
Aren’t most of the choices still there? The only thing missing is the little icon on the Hero Panel. I imagine one could keep track of one’s choices and determine which icon would be showing, were said icons still there.
Good luck.
Not only are the choices still there, they use the choice system in new content. In episode 5, you use the choices to convince Phlunt to leave the lab. The conversation is surprisingly different each choice.
How many hours did it take you to get legendary weapons? I highly doubt you’re a casual.
Launch date was 28 August 2012, I’ve played for 1986 hours over 9 characters since then.
That’s a average of 1.14 hours each day (1745 days).
I think i have spent half of that time on the legendary KudzuIs that casual enough for you ?
So legendary weapons are out of reach for casuals too. 1000 hours is not casual.
Whilst I disagree with the OP and support the idea that Legendary Armour is designed for dedicated, skilled players (ie not players like me), defining a casual player purely by time played is inaccurate. It is also about the approach/mindset to how you play. There is no “once you have played x number of hours you are no longer casual”.
I have a lot more hours than the OP, but all I generally do is explore and mess around. It would be more than fair to label me a casual player. I could certainly care less about rotations, combos and theorycrafting and avoid gamemodes where such things are required.
Since you scale down to the level of the area you are in, you should never have issues gaining xp from from events from any map of your level or lower. Any event yields xp, so as long as you are exploring and utilising the map you are on or other maps, then you should easily find enough xp from events alone. You can return to your starter zone and level should you wish it.
Should for any reason you really struggle to level via events – hearts, crafting, gathering, vistas, boosters, hero points will all supplement the xp.
Theres a cowboy outfit in the gemstore??
throws money at the screen
I dont think ep6 is going to be Jormag related based on how ep5 ended. If this expac is going to the crystal desert, itll need ep6 to set it up.
I think we will get a meta boss map with more intense musi , but any return of the iasis track is welcomed, altho yes its not going to fit a trailer
I understand what you are saying, but GW1 was notorious for being unbalanced. It was in part one reason GW2 was developed – to avoid the nightmare of trying to balance a game that was essentially unbalanceable.
What it lacked in any sort of balance, it made up for in choice and “potential” in build variation and as you say, a sort of mimicry in the enemies you faced, making for more tactical skill selections (which made it both interesting for tactical players and cumbersome/less accessible for others)
Taimi
Dougal Keane
Forgal Kernsson
Canach
Hobo Tron and associates
Wide Eyed Miller
I vastly prefer GW2/s combat. It’s the action orientated, slight hack n slash style that appeals to me above all else. GW1 is and was great, but everytime I go back to it, it takes me so long to remember what skills do and what my heroes builds are meant to do..that I generally don’t end up doing much.
Like or hate GW2’s system, it simply is more accessible to a wider audience and that will usually always win out.
I noticed your other thread also mentioned Lake Doric. I’ve noticed both effects you describe, however not a regular occurences. My suspicion is that because the map is so small, mobs are more susceptible to nearby, roaming players scaling mobs and events up.
I had a real job breaking a Cannon down yesterday and then the next cannon was easy. Seemed like on the first cannon a lot of players were nearby but not participating in the event. I’ve noticed the same with random mobs health and damage too, which is likely down to the same factor.
So, as far as I can tell, there is no direct issue with breakbars/cc effects (I also was under the impression vulnerability never affected breakbars)
I know the story is meandering all over the place right now with no real sense of direction, but this wouldn’t make a lot of sense. Balthazar has no reason to go after her since he has gained what he appeared to have wanted – absorption of a great deal of magic from Dragons. Since Tarir has been attacked once this Season and with it also having been attacked during HoT (the meta), a 3rd attack is just re-treading old ground.
If episode 6 is leading into the expansion, then a big battle like this in Tarir unlikely to be a suitable lead in either. Besides, he’s had opportunity to do this already and hasn’t taken it. It would be pretty poor storytelling for him to suddenly decide to do it now. It’s not like he wasn’t powerful enough before having been able to enter that chamber at all and dispose of wave after wave of Destroyers.
Balthazar’s story has only just begun – whatever it involves seems to be outside of our current concerns and we’re going to be dragged into that new conflict.
It entirely depends when you arrive. Your server is largely irrelevant since megaserver tech allows for essentially layers of server shards which just fill up then create a new one and so forth. It is likely you ended up on an empty one. Your realm is largely for WvW purposes.
The get around is either arrive early or taxi into a better map using LFG
It isnt always like that, at least on EU. I logged into a full event map tonight, with every event going and scaled up pretty high. Got a few acheevos done too. Took advantage of the numbers and a lot of fun while I could.
You do make a valid point about the leather farming distraction pulling ppl away from events, but I wouldnt get too disheartened since there are times when Doric is awash with players doing the events.
LS1 was not this perfectly packaged season that everyone now thinks it was. There were more complaints in season 1 than I’ve seen during any other time in the life of GW2. People just forget how it really was back then. This reminds me of a comment WoodenPotatoes once made:
“One day we will all look back at season 1 with rose-tinted glasses and talk about how great it was.” (paraphrased)
I knew he was right then. This thread has proven that now.
Sort of yes. To be fair most people are pointing this out in the thread. I think the OP is looking at LS1 through a condensed video rather than firsthand experience, which means it is understandable they might look upon it wistfully without knowing what we know.
Oh kitten. Did the watchwork pick debacle teach them nothing?
I’m honestly not familiar with this, what is/was the issue?
There wasn’t really an issue, but a small set of ppl complained because at the time Watchwork pick was the only one giving something additional and thus made it best in slot and some even claimed it was pay to win.
Can’t say I agree with these being a bundle. It’s great they are a deal, but I;m not shelling out £30 when I prob only want one or two
You could get to that area before anyway, whether it through creative jumping (in Gilded Hollow anyway) or use of decorations placed as platforms (eg SAB clouds).
I doubt Anet will be too concerned. The further exploration just unlocks the waypoint and easy access rather than anything of note.
I don’t think they were a bad idea, conceptually – the idea of a great, primal force working in the background is a pretty solid one. I think the issue started when these ancient, seemingly Lovecraftian Beings were treated like something we could actually take down. If the Dragons were the background and stories were going on around them, there’s a chance it could have worked so much better. We could no more destroy them, than we could a hurricane. Once Zhaitan went down, they lost a lot of their mystique and awe for many people.
The flip side was if we are going to kill them, kill them sequentially. It’s a bit more predictable, but well structured campaigns could have been set up against them.
Instead, we’ve ended up with a bit of everything without any clear idea what direction those writing the story are trying to go in. This whole weakness or pairing Dragons off against each other feels like adding a convoluted layer unnecessarily. Fantasy doesn’t always need all that to work.
At this stage, the story is so all over the place, it’s a wonder they’ll be able to put it on track at all. I’m happy to delude myself there will be a recovery, but I do understand the wider and continued frustrations.
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Sometimes. I only really play 2-3 toons regularly. I enjoy all my toons, the issue is I have this mindset that I must progress each one through the story in the right order, trying to complete everything as I go along. With another 6-7 toons, that becomes a chore and i lose motivation.
I also dont raid, pvp or wvw. So apart from my fractals char, all my toons are essentially set up for the same game mode.
They do at least all look frickin awesome in my eyes and that’s the most important thing, right?
Right..?
If looking awesome is important to you, as it is to me, then this website here is for you:
Yes, an excellent site it is, although because I play on medium settings I can’t always do justice to my shots. Plus I’m too lazy…
What’s with the over abundance of tiered level maps? It makes exploring these maps not fun, boring, and pretty frustrating when you are trying to map complete and follow the living story. I’d be fine with the tiered level maps if they weren’t so crazy to get to – follow this daisy chain of updrafts and jumps just to get to a new tier; make a small turn and start over from the beginning.
The maps are nicely done but the fun factor in exploring them and having the same boring style is dwindling pretty hard.
You have to remember, the 4 tiered HoT maps were a selling point of the expansion and the use of masteries to access tiers a fundamental point of their design. The reception has been quite mixed, but certainly popular enough that they decided to pursue more with Draconis Mons and Bloodstone Fen. Draconic Mons was particularly praised on release by a lot of players, which is prob quite encouraging for the designers.
Are they for everyone? No. But, those, like myself who love the uniqueness and the myriad of exploratory pathways get something to thoroughly enjoy. In turn, we get maps like Lake Doric which I found incredibly bland, but others really loved. Not every map is for everyone, but HoT was built on the vertical map premise.
There is a trend of making them more accessible though. Draconis Mons has the most number of options of travelling between tiers, including updrafts, vents, oakheart essence and of course linking walkways. That should be a positive sign going forward that any future vertical maps (if any) will be easier to navigate.
What’s with the over abundance of tiered level maps? It makes exploring these maps not fun, boring, and pretty frustrating when you are trying to map complete and follow the living story. I’d be fine with the tiered level maps if they weren’t so crazy to get to – follow this daisy chain of updrafts and jumps just to get to a new tier; make a small turn and start over from the beginning.
The maps are nicely done but the fun factor in exploring them and having the same boring style is dwindling pretty hard.
you know over 90% of the maps are flat right? < 10% is not really overabundant. In fact there is a massive over abundance of flat maps.
Referring to the HoTs maps. They’re all tiered level.
Edit: And all of the newly released zones tied to the living story are tiered.
Auric Basin, Dragon Stand, Ember Bay, Bitterfrost Frontier, and Lake Doric are tiered? Ok…
Although less dependant on such, Auric and Dragon Stand are tiered.
No they’re not lol.
Yes they are, without any question. You start a bit under the canopy when you first arrive into Auric and you head down onto the jungle floor. Dragon Stand has a jungle floor, a small amount of undergrowth region and a small amount of canopy sections.
What’s with the over abundance of tiered level maps? It makes exploring these maps not fun, boring, and pretty frustrating when you are trying to map complete and follow the living story. I’d be fine with the tiered level maps if they weren’t so crazy to get to – follow this daisy chain of updrafts and jumps just to get to a new tier; make a small turn and start over from the beginning.
The maps are nicely done but the fun factor in exploring them and having the same boring style is dwindling pretty hard.
you know over 90% of the maps are flat right? < 10% is not really overabundant. In fact there is a massive over abundance of flat maps.
Referring to the HoTs maps. They’re all tiered level.
Edit: And all of the newly released zones tied to the living story are tiered.
Auric Basin, Dragon Stand, Ember Bay, Bitterfrost Frontier, and Lake Doric are tiered? Ok…
Although less dependant on such, Auric and Dragon Stand are tiered.
And if it does affect minimum game specs like has been suggested by them in the past, then they legally have to advertise the revised minimum specs on the site/game box. They absolutely would not be able to say it was down to in game discretion.
EU or NA?
If EU and I’m in game, just pm me and I’ll help (for free). I may be on later if I haven’t fallen asleep at my desk again
BAD- I was expecting to see mox in another instance, we found him and told him to come with us, he said yes and then there is no follow up for it in the story.
Basically, it is a lead in for him to enter your home instance. He does at least have some cool tunes to play you whilst there.
At the time, the Living Story Season 1 was the target of much negative commentary from the fan base.
At the time, I remember defending it, even though I agreed that having temporary content puts too much pressure on people and it’s not fair to people who can’t make it
I bet most of the complaints were about that, not about the story-telling itself.
And yes, I can imagine people hated Scarlet Briar (she was a sterotypical comic book lunatic villain after all), but all the story missions/events during the season per se must have been quite fun story-wise (at least that’s my impression from watching the three-hour video). Things including DR, LA, sudden occurances all over Tyria, the detective work during the investigation, Southsun Cove and the Consortium, the festivities, the election, etc. All that seems incredibly exciting and fun and much better story content than HoT and LWS3.
Edit: But regardless of whether one liked S1 or not, it is still vital content story-wise (I had so many “Ah!” moments watching that three-hour video), and not having it in the game right now for everyone to be able to fully access it as a whole is unacceptable as it ruins a lot of subsequent story content. A huge chunk of the GW2 campaign is simply missing!
I’m afraid the story was just as much panned as the antagonist and temporary nature. This isn’t us putting down on you wanting or liking what you are seeing from LS1- I do agree a return is necessary, regardless as to whether it will or not and can in some ways empathise with those who did like it
Just bear in mind, LS1, in the form it was put out, with the story (and very little it was) we were given, was utterly despised. So much so, the devs actually stated they had to adjust LS1 as it was being put out and placate the community to say it would all tie up at some point and the Dragons had not been forgotten about.
You are right though, that ppl did enjoy the events and open world content, but the story behind those events, the logic and the lore (or lack of mostly) – was heavily criticised.
The thing to bear in mind though, is that with the knowledge they now have, they would produce a vastly better LS1 reduxed story to be slid into the story journal as evidenced by the praise LS2 received at the time for producing a better constructed story overall. Episode 1 and 2 of LS2 did more to explain what was going on in LS1 than LS1 really ever did in 18 months.
Most – Anet included – recognise the gaping hole, but it is a time + resource matter, one which seems unlikely to be overcome in the near future, since the focus is on newer content.
Sometimes. I only really play 2-3 toons regularly. I enjoy all my toons, the issue is I have this mindset that I must progress each one through the story in the right order, trying to complete everything as I go along. With another 6-7 toons, that becomes a chore and i lose motivation.
I also dont raid, pvp or wvw. So apart from my fractals char, all my toons are essentially set up for the same game mode.
They do at least all look frickin awesome in my eyes and that’s the most important thing, right?
Right..?
That’s because a) it was new to people, and b) they didn’t know what was to come (had they future-peaked into certain parts and aspects of HoT and S3, they probably would have been most grateful for what they had at the time).
I disagree with this entirely. Some people still prefer LS1’s way of things, but the overwhelming negativity and hostility towards LS1 during its 18 months outweighs the amount we’ve had for HoT and LS3 combined in their own 18 month initial period.
The amount of positivity towards LS1 at the time was difficult to find (although it did exist and I think the dire story often overshadows some of those fun gameplay moments). The reception of HoT and LS3 is a lot more balanced to both sides of the argument in comparison.
Whilst it does make him an unsympathetic character, it also accurately portrays the type of grief people can and do experience. There is absolutely nothing abnormal or incorrect in what is being seen from him. Considering his youth, and his unstable emotional responses, not taking it out on us would have been more out of character for him.
I had the game during season 1. The problem is, I was in wvw during most of S1 working on map completion.
I know, it’s my fault for focusing on 1 mode and missing out on those other achievements. But, think about how much has changed in wvw since S1. 1) You no longer need map completion
2) You no longer need to spend so much time learning, because now, there’s always someone to follow.
3) Some no longer have a server to actually defend, thus no reason to care.As a side note, S1 was before PVE mega server and many servers had trouble with Triple Trouble and Marionette because of low pops. Granted TT is still playable, but Marionette isn’t. How many people actually got that achievement? I know a some of SF did because most of the wvwers came and helped a few times and once we beat it, but were the other servers so lucky?
So I’m wondering, although, people like me and even others that are sole PVE were technically there during the time, there were obstacles that prevented us from getting alot of those achievements. So, if those obstacles have now been removed, what’s so hard about bringing S1 back?
There is a quote in one of the links directly from a dev. S1 cannoy be rbought back as it was since it was largely open world, requires huge numbers of ppl to work and at least half was festival based content. In order for them to pull the code out and rework it into the current structure is a bare minimum of 6 months based on their investigations into it and that’s with pulling a significant number of devs off of future and live content.
They acknowledge looking from the outside it may not seem too hard, but apparently it is.
^
Did you mean “is not something that is, or will be, offered”
https://forum-en.gw2archive.eu/forum/game/gw2/Will-we-ever-see-LW1-again/first#post6589135
Or that one.
Anet have stated it is a bare minimum of 6months to remake Ls1 into a playable form. Since they are deep into expac and season 4 development, sadly I think Ls1 is unlikely to ever be seen again.
Even if they do re-make it, those original AP are gone forever – LS1 will need to re-structured in order to be playable again and thus much of the achievement points could not be brought back. It would have a whole new set instead that everyone would have access to.
We need one garbage eater with tabs like the ley line matter converter. That way we can still earn them via collections and save on invent space at the same time.
You will be utterly lost if you go straight into HoT without doing the core game first. You also cannot progresss HoT masteries inside HoT anyway.
Core masteries you can – not sure if you can start doing those now whilst you do your first story. If you can, then problem solved.
LW1 had its share of dungeons and standalone instances. Couldn’t they bring back the dungeons at least? Have some NPC fill in the holes before the party gets inside. It can’t be that hard… at least it would be something.
I mean, they kept one of them in Caledon… Why?
Aside from Twilight Arbor Path 4. the other dungeons and their main bosses are replicated via fractals
- Molten + Molten Boss
- Aetherblade + Mai Trinn
- Nightmare Tower (altered and scaled down, with story removed)
- Thaumonova (which was always a fractal anyway)
There were other instances (not dungeons) including either Scarlet boss fight, one of which was solo, one of which was large zerg and could conceivably we reworked for a smaller group and be quite a fun boss fractal and also the fight versus Canach.
Considering the improvements in Anets storytelling and gameplay implementations since S1
The what now?
Pretty much exactly what you quoted. Whether it is still “good” or “great” or not is a different subject, but there is noticeable improvement in the consistency of both story and dialogue since S1. An episode for eg no longer involves fixing signposts or map wide invasion events which progressed the story by almost nothing over a month+.
Gameplay mechanics in Silverwastes, S2, HoT maps and S3 also show varying degrees of gameplay improvements since S1.
Improvements vary greatly in these places, but it would be ridiculous to suggest Anet haven’t improved in these areas whatsoever.
I can’t talk about season 1 because I missed it, I’ve only seen some parts of it in different videos.
But I can compare season 2 and 3 as I played both of them. I noticed some sort of consistency in season 2 as it felt like if it’s been written mostly in one part. Characters had their personality, it’s been believable and interesting.
Season 3 however is an utter mess. There’s no consistency in the behaviour of the characters, everything feels completely unnatural and just makes sense if you look back (character 1 did this in episode 2 because he needed to find out things that will be clear in season 5 and the like). I didn’t notice any fixed style in the dialogue except for Taimi maybe. Plus, characters are just gone for no reason because of problems regarding the availability of voice actors and the like, so characters are missing the entire season and suddenly appear claiming: “I had stuff to do” makes it hard to believe. Your own character is constantly told to go there, go back to the other place, OH somehting else again happened there – only to justify the quantity of maps we’ve gotten
Oh look even more gw1 lore that’s been artificially put in there because people wanted to see more of it, go take a look! The entire season just feels artificial, like they’ve tried to put EVERYTHING in there from episode 2 on. The reveal of episode 5 – if it’s the truth as we know it at this point – is actually ridiculous if you look at the story as a whole.The design of the instances vary as well, they’re either interesting, showing some exploring, investigating, speculating as in episode 1 – Out of the Shadows or rather boring, endless enemies in waves (vanilla GW2 personal story) like in A Crack in the Ice or even something completely different in other episodes.
You can notice that as well as you read through the feedback threads of each episode. The reason could be that season 3 has been officially confirmed to be written by 3 different teams in a certain rotation. Pretty difficult to keep consistency up if the teams are working on their own.So I don’t agree to call season 3 an improvement over the other season(s).
You are right about the consistency of S2 over S3, although I maintain the dialogue is superior in S3. S2 didn’t have spoken dialogue and it felt wrong. S3 hasn’t all been bad though – the use of Current Events to aid storytelling between episodes has been a great idea and a couple of the episodes themselves (1 and 4 for me) have been exemplary.
I disagree about the characters though. They are (finally) showing some personal development and the reactions of Braham, Morjory and Kas have all been very much in keeping with with the influences paid upon them.
S1 barely had a narrative at times and was via strings of epic events and a herald and various others ways they were trialling. It was all experimentation and it flowed a lot less consistently than S3 does now imo. S1 was going absolutely nowhere until the final episode.
So despite the flaws of S3, there are structures in place that make it better than S1. But, you are right, it feeling like it is being written by different teams each time has hurt it badly and the overall narrative has got lost with this final episode. There is a strong argument for S2 being better than S3 as you point out, but much less so versus S1.
Considering the improvements in Anets storytelling and gameplay implementations since S1
The what now?
Pretty much exactly what you quoted. Whether it is still “good” or “great” or not is a different subject, but there is noticeable improvement in the consistency of both story and dialogue since S1. An episode for eg no longer involves fixing signposts or map wide invasion events which progressed the story by almost nothing over a month+.
Gameplay mechanics in Silverwastes, S2, HoT maps and S3 also show varying degrees of gameplay improvements since S1.
Improvements vary greatly in these places, but it would be ridiculous to suggest Anet haven’t improved in these areas whatsoever.
Funny, at the time, the story of Living World Season One was decried as terrible. Even after it finished. It only became ‘good’ years later. Might be a case of ‘grass is always greener’, or something.
That is simplifying the situation enormously. There were plenty of people who enjoyed S1 at the time and still hold that opinion. There are also plenty of people who never got to experience it who also would like to it return. It is those groups who tend to make these threads and a case for its return.
Considering the improvements in Anets storytelling and gameplay implementations since S1, even though I largely disliked all but a few aspects of it, I would actually be quite excited to see what they could do with the season using their built upon experience. That’s one reason I support its return despite being vocally against it at the time.
Regardless to the quality, S1 is still a gap in the story and having it return is only a good thing assuming they can ever allocate resources for it (currently unlikely).
According the AMA on Reddit, episode 6 will arrive in approx 3 months time, with the expansion and s4 ep 1 following the same approx 3 month cycle (allowing for potentially a small extra time on top of the 3months).
If they stick to that, the expac will be autumn
Should LS1 exist? Categorically yes.
Is it easy to re-introduce? Absolutely not. Firstly, I can imagine the issues bringing back 4 year old code which has had whole new code and tech lumped on top since.
Secondly, it was designed for large open world world zergs and had very little fleshed out story to accompany it. Whilst the gameplay had some truly fun and epic moments, it would need to be re-fitted into the story journal. That takes time and resources, none of which they have.
It can’t be released as it was – it would cause vastly more confusion than what we have now, but I do believe it should have been a priority fix by now. It’s big ask to recommend a game to people when a section of story is missing and replaced with a completely inadequate recap video.
There’s an argument that fractals is the answer to restoring LS1 ala Molten, Aetherblade and Thaumonova. That’s a third of LS1 right there. Unfortunately, Nightmare fractal brought none of the LS1 story over with it, so whilst it is a great fractal, it seems that isn’t the answer anymore either.
Ultimately now, I don’t think we will ever see S1. Expac 2 and S4 are on the horizon and they have settled into a pretty stable release schedule. With WvW also needing some desperate resource allocation, I can’t see where the time to re-make S1 will come from regardless as to whether it is needed to fill the story hole.
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Since no concrete info has been given on the new expansion, only unsubstantiated leaks we have no idea if such a statement could be true. Regardless, I have read nothing about it either
Tomorrow, go to the Pale Tree, do the final bit of dialogue interaction there, return to your home instance and spend 1000 unbound magic to change to a different weapon you like at the NPC who will have moved in there.
Dougal Keane
Kilroy Stonekin too if he hadn’t passed away
For me, instances should tell their own story and that includes building into the boss. The last episode and the Caudecus one are amongst my favourite fights, because of the build up, the time investment, tne story being told throughout. If it was just the respective boss, it would have been good, but missing so much.
Breaking them into two, breaks the flow of immersion for me and just waters it down.
Each to their own, but this is a direction I want to see Anet continue to get right.
The Great Destroyer was one of the easiesr eotn missions, i remember the complaints about it being anticlimatic at the time. And that is without the cheesy 10 second pain inverter kill tactic
As a very unskilled player, I am favour of longer end missions to encapsulate the epic feel. I’m not against maybe checkpoints, but I loved the mordy instance and the build into Zhaitan felt like the right way to build into the fight.
Having said that, Im not completely against your suggestion, even though I prefer the current way, it is just that the comparison to the way GW1 did things doesnt really hold up.
But Abaddon and the Great Destroyer were way too easy versus the previous mission, so nothing really changed except separating them. The difficulty wasnt upped in compensate.
Prophecies ended with one long mission though? It didnt separate as you suggest. It also felt the most epic of all, except maybe Nightfall since that was a God. The Great destroyer was a big anti climax for being so short
I think we have enough confusion going on in the story as it is keeps weaving new threads into the arc without resolving old ones, without adding in such a major overarching concept in a well.
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