Sparkfly Fen, Splintered Coast Waypoint. I suggest being level 65 just to get to the area. 80 for being effective in the event.
If you analyze Teq, the fight itself is far from hard. If the scaling allowed it, it could probably have been done by 10-20 people. (6 on turrets, 2 attacking and 2 defending, etc).
Why? Because there’s really no challenge to him at all.
-Shockwaves? Dodge or jump. We learned this in Flame & Frost bosses.
-Whirlpools? Move or dodge.
-Poison? Easily cleansed by the turrets and avoidable.
-Mobs? Killable. Only champs pose any significant threat.
His moves are easily telegraphed and aren’t even that powerful. I’ve gone in with pure zerker gear and still managed to come out on top without being down or dying. Even with the poison cloud spam.
Want to know what makes this “hard”?
-His high health pool
-Time limit
That’s it. Those two combined have only made this a dps race. Simply because he isn’t challenging at all if you take a step back to look at things. The difficulty is merely a pseudo one because in order to counter the high health pool, you need more damage, and in order to counter the timer, you need to do that both strong and fast. Which requires people.
But I can be sure that a smaller team, scaled properly could easily manage this. I’m sure even some of the dungeon bosses are harder mechanically. I’m pretty sure Liadri is still tons ahead of Teq in terms of ‘difficulty’.
I enjoy challenging boss fights. But this wasn’t challenging at all on a personal level. Getting achievements for it is a bit of a joke. I put in less effort for this fight (because it really wasn’t needed) than I did for Liadri. The fight really just boils down this this;
“You had one job.”
If it weren’t for the turret mechanic (which is really just spam #2 to avoid the bone wall) and time limit. I’m sure he’d be just as soloable as before. He’s not complicated or requiring any forethought of awareness beyond your own personal bubble. The only thing that makes this ‘hard’ is whether or not others can follow suit. It’s not a real difficulty.
The only rage that comes from this event is;
-Overflows
-People away From Keyboard
-Not Doing Their Job
Besides people being in overflow, these exact same things would make people rage in dungeons as well. I can just imagine how lovely those would be with a time limit.
Add real difficulty before call it challenging content. Not a race where you are only as strong as your weakest link.
Sincerely,
Talonblaze, The Sunbringer.
That is harder to implement than it sounds. What is stopping people from running into the nearest building under attack and going afk? When does a player contribute enough? How do you measure it?
When you add a check that tests if a defender attacks other players then how much damage is enough?
People will find ways to abuse a reward system with cracks in it. A human being can glance at a fight and see who contributes. But i have never seen a game be any good at it.
Well so far, all of the rewards for defending are tied into making at least one kill. I would prefer if it was just downing somebody to count towards such, but even still, a kill should be enough at the very least for one to manage.
You can’t exactly get a kill while you are AFK. So participation in some regard is required. The only way I can see that method being abused is if the opposition allows one to do so.
But the reward still should reflect what you are up against. At the moment, it’s rather pitiful. You get more in armor repair costs than you do for the event failing to be defended.
I’m sure they could add incentive to defending without making it broken or overpowered. But to be honest, I highly doubt anything would be comparable to how OP just zerging something is in terms of success and reward.
Defending has become even less relevant with the latest patch. Better to cap the buff and go farming stomps.
Well, it has made defending important. Just… not the right things. Instead of protecting the vital holds, this buff is the focus of attention.
Honestly, if people were required to defend holds much like this point, I think it would be more beneficial. Along with actually make it rewarding to do so.
By claiming that Zhaitan was undead, then you must also claim that:
Jormag is ice.
Kralkatorrik is crystal.
Primordus is fire.
Mordremoth is a plant.
The deep sea dragon is water.And this fails because we know for a fact that Kralkatorrik is flesh and blood thanks to Edge of Destiny. Even if his blood crystallizes as it goes through coagulation, and even though his body can turn into a sandstorm, his body itself is still flesh and blood, still scales as skin. Not crystal.
However, those are just elements. They are still in fact living even so. I don’t think ‘undeath’ is really considered an element. More of a state of being. Yes, Zhaitan is of flesh and likely blood, but is not what one would call living, outside of being mobile.
Even dismissing that fact, it still doesn’t cover the other flaws that plague the encounter with questionable results.
not using warbanner because you are angry at PTV people asking you to defend turrets. You do know that when you are dead you aren’t dpsing or warbannering anyways?
I obviously wasn’t serious about that. It was mostly in response to your pvt issues of not even requiring it by the sounds of how oh so useful your stat is.
Guess what? I’m not dying. The only way anyone would die in this fight is from the Champ grub and even your PVT gear wouldn’t matter much there.
I’m not losing DPS, because I don’t let my lack of awareness be my downfall. I keep my 25 stacks of bloodlust because I make sure I don’t go down and even have enough room to pick up those who do screw up.
Endure Pain, Dolyak Signet and Shake if Off with Warbanner is all you need as a warrior. Regardless of stat type.
So you will punish the entire map because you are in zerker gear? Glad you aren’t on my server or if you are, can’t get into the main map.
Punish? How so? My damage is the exact same if it would be PVT gear. Only difference is, I’m also more useful during defense phases. A living zerker is better than a dead PVT, hands down.
Lazy as in we have to die and sit in tons of damage, have to zerg res, time warbanners, running decent distances and save batteries, then run back and try to do mega dps to win?
Right lazy. Its more forgiving because we decided to either build ptv (for various reasons, mine because i WvW) or have a 2nd set of gear which can literally cost you NOTHING gold wise.
It seems the zerks are lazy since they don’t want to adapt to a fight that doesn’t allow them to sit in tons of damage while spinning around going tons of damage and just having auto attack on.
You make it sound like I don’t do any of those things either. The only difference between your PVT gear is your HP pool. That’s all. In fact, if you arrange your skills properly or pay attention, you shouldn’t even go down in that fight if you have a competent team.
Goldwise, it might not cost anything, no. But karma isn’t exactly as easy to obtain as it once was either, now is it? Not to mention my karma is also being saved for more important things like my Legendary.
I adapt to the fight via my own personal skill. I don’t rely on gear to make up for my mistakes. You could do this fight entirely naked if need be and still survive. That’s how easy it is to pay attention and not get yourself killed.
I’ll remember not to use my warbanners and stuff the next time I see a ‘tough guy’ PVT though. Clearly you won’t need it. As all zerkers are good for his binding #1.
Obviously. The bleeds is stupid but so useless overall on TEq so its more laziness on ANETs part to now put that physic in.
The point is, its how it is, but zerkers don’t have the survivability thus stupid whining you can’t survive gigantic damage. Why should you be mega OP while others are then relegated to something else “not useful” as some of the posts have said.
Damage is damage, even if its minimal. At least one with bleeds can do something. Even if minimal.
“Don’t have the survivability.” Please, the entire fight is kitten. I was picking up more of these PVT baddies in my zerker gear. Your added hp and toughness don’t mean squat if you don’t pay attention or learn. Taking ‘gigantic damage’ shouldn’t be tanked, it should be avoided. I never had troubles surviving Teq on the frontlines. All it takes is some gamesense. Personal Skill > Gear when it comes to survivability.
Damage output however is entirely gear dependent.
Zerker’s themselves are not ‘mega OP’. Skilled ones are. Because they know how to play. But I see many fail just as badly because they don’t know how to adapt or learn. The only difference the Teq fight allows is for the PVT people to be a little more lazy in learning how to fight in this instance, because they have less to worry about. It’s more forgiving, thats all it is.
you are a fly to a dragon. Are you really going to crit a dragon with a tiny sliver of metal? no.
The fix is get a second set of gear with karma. But tbh thats how games are. You are still needed in the fight thus they aren’t breaking any builds. You just can’t sit in loltons of damage.
We’re also talking about a dragon that can also suffer conditions like ‘bleed’ (its undead…) and other sorts of issues regarding the gameplay mechanics.
We’re talking about a game where you can burn fire elementals and chill ice ones. Bleed rocks and poison them too.
Why is some logic applied and the rest thrown in the garbage? I would think finding a weakspot to crit is more likely than poisoning or bleeding an undead being.
The only thing regarding conditions that was crippling to those with such builds was the condition cap. Otherwise they were still a viable source of damage and effects.
you aren’t completely null. You are just null on a huge dragon. You can still murder all the mobs that spawn in the event which is extremely helpful
But that isn’t supposed to be my role. Yes, thats essentially what I’m forced to do. (even though I can survive alot more than those spamming “PVT for life, berserker is useless here!”)
Im not complaining about being good defense. But I dislike having to be pidegon holed into doing so when my role is clearly offense. But my entire tree is redundant. Much to the same grief that CC’ers have on anything above Vets.
That and its not just Teq. This goes for all the world bosses. where am I then?
Jormag? Can’t crit objects like ice spikes or him. Better to ignore the mobs.
Shatterer? Same story, only that the mobs are roflstomped if they get close to the zerg.
It’s not just Teq where this implementation is flawed, it’s every boss encounter with that mechanic.
From what I’ve seen, there’s little to no reward for being a defender. There’s less risk and more reward being an attacker, especially if there’s a bigger group.
So far it seems that the attackers get the benefits in this case. So I am curious, what is the advantage to defending? Compared to what you have available to you, defending a keep or a point is not really all that advantageous.
-The attackers can use the same equipment you (save for oil and cannons), but without placement restrictions due to structure limitations.
-Attackers can merely reset and try again within a relatively short time period. Making it highly unlikely that any resources are repaired or replaced in time. Especially since they almost always make sure supply is continually cut off from their attack point.
-Difficulty increases the more attackers there are versus defenders. Killing enemies from the keep position gets less and less likely the more there are. Even with powerful spells or equipment. Yielding less and less rewards despite the spike of difficulty.
-There is typically less cost involved to attack than it does to defend. (Siege, upgrades, armor repairs, supply etc.)
-Defender events only grant rewards on making successful kills, that and even if so, gain less rewards for doing so if they failed to retain the keep. Whereas the attackers are almost guaranteed rewards for doing both and merely capturing a point. (Also, escort events are almost laughable.)
In fact alot of the time, I see defense spots usually empty. Simply because it’s far more efficient and effective to counter an attack group with an attack group. With a rare case where there’s a significant strongpoint.
So I’m really curious, whats the point of being a defender? Why should I waste my time, making sure a point is defended when I’m not rewarded for it? If anything, penalized when confronted on most fronts.
So far the new Bloodlust points are a pretty decent start to making defenders actually important, but it still seems like a very far stretch. Even still, I think it still mainly suffers from the same notions as above.
Here’s a few things for you all to ponder;
“How can you kill that which has no life?”
Zhaitan is an Elder undead dragon. Now, take into account that this beast is more than a simple Thrall that WAS alive.
Just because we see Zhaitan’s corpse (canon or not) does not mean he is ‘dead’.
How do you know it’s dead?
It doesn’t move?
It has no heartbeat to check its pulse.
His minions haven’t dropped dead, so its impossible to say whether or not his influence directly controlled them.
A undead dragon hibernating is almost exactly the same as if it were dead. In fact, most of Zhaitan’s body is intact, that and the fact that the weapons that killed him were mostly comprised of Asuran tech. What does that mean? MAGIC.
Tell me, how can something that is magic based, truly kill something that feeds off it? Defeated? Yes. ‘Dead’? I highly doubt it.
He can’t drown if he went into the ocean and I highly doubt a creature that feels no pain would die from a crash landing. Especially since his body still remained in rather good condition (for an undead at least).
This MIGHT have been different if it was any other Elder dragon. But many seem to overlook the undead aspect combined with the magical elements.
It bites the big one for sure that two of my specs are useless against them. Not including half my traitlines geared towards ‘crits’.
It’s not a good idea to completely null a stat type from being a part of a major fight, especially with Anet’s ‘we encourage different builds!’ motto, its not looking fair for those who are built to do so.
They are the poison clouds they spawn. Those are the aoes. The fingers throw them at targets. Turrets are supposed to cleanse them.
These worlds are typically being beaten by concentrated organized guilds. I find it highly unlikely the servers themselves are doing it alone. I can be most of them are being assisted by BG and the TKS guild.
Anet’s thing on so many worlds winning is a bit skewed.
My record: I got thrown over 12 overflows, then i decided the game is trolling me and went doing something else.
PS: Getting on your own server is more challenging than Tequatl fight itself. :P
Might have ya beat for the record. But I lost count after jumping from overflow to overflow all day. XD I’m persistent I guess.
Yeah, its a tad silly for sure. The overflow situation would be alot easier if it was server specific overflows instead of a mosh pit one. Or something at least.
The queue system does work. It’s just that people who mash join are allowed to go ahead of you and, yes, even steal your slot as it pops.
That’s just as, if not more broken than one that doesn’t work properly. The point of a Queue is to save your spot until ready. If someone can just steal it by clicking first, then whats the point of that stupid timer bar eh? Doesn’t seem like it waits until it runs out for it to let people jump ahead.
Either way, its broken and needs fixing.
When you create a Queue system in place to travel people properly to the main server. Make sure it actually works?
Nothing is more frustrating than getting the window to transfer, only to have it lie to you constantly and just move you around the pool of overflows.
Honestly, I’d rather not even see the kitten thing rather than it give false ideas that its finally time for you to go where you belong. (Assuming of course you aren’t met with the “Network error”, which you should check your internet connection about. Cuz, you know, its not them that has the issue.)
This Queue system in place is quite entirely pointless given that all it does it waste time, give false information and the chance of it doing it’s job right is slim to none. I would have figured you guys would have realized this through several of the past massive events like this that have ended up being frustrating mosh pit failures.
Clearly it’s a bug that needs to be fixed because everyone should get credit. Give it time.
And I think you haven’t learned what it is like to do things simply because they need to be done. It’s called being selfless rather than selfish, to give rather than expect to receive. A lot of people seem to overlook this, yet appreciate acts okittendness without giving acts in return. Whatever. I’d gladly support even though I wouldn’t get one last chest, I can farm champs later.
Unfortunately this isn’t a bug. If you aren’t doing direct damage to ANY boss/creature, be it Teq, Kal, Claw or the like. You will not get credit. You have to tag in order to get anything in this game.
I love the support role, I’m typically a healer/buffer as my main roles in just about any scenario. However, in most games, even if you don’t kill it yourself you can still get rewards due to a team effort. In GW2, this isn’t the case.
In the case like Teq, it sucks quite alot, having spent hours in overflows, waits, dealing with whiners. All whilst doing your best to remain support and when you SHOULD get credit, you don’t. It’s not exactly fair. Control and Support are very much asked to take a back seat compared to what Damage can offer. It’s a bit demoralizing is all, that there’s literally no good karma to come from being selfless in these cases.
This credit issue is a big problem and becoming a plague for Anet’s ‘new trinity’. Why be a SUPPORT if you will never get rewarded for it? Fail.
I would manually select one of his limbs. If you let the autotarget do the work you are subject to it picking something farther than you can hit.
The fight has a few bugs, the targeting is a notable issue
You don’t need to win to get the wings. Just participate daily and if you feel inclined, look for the teeth and stuff scattered about the dragon maps.
But the other rewards… Well, not sure what the drop rate is, but hopefully you can get to 75% so you at least get one chest.
Het about 10 silver and then some.
Source?
/msg2short
This is merely a theory, hasn’t been totally practiced, but given a bit of information regarding the fight through some personal findings, it might fare better for some servers. (I’m not sure what the more organized groups are doing.)
Please reference the image below for notations.
This strat requires 6 people to be on the turrets (obviously). we’ll be under the assumption that they are competent and capable of knowing when and where to use their skills. They are highlighted in green.
Two groups (hopefully commander led for direction) will be organized to defend the turrets from any incoming mobs to draw angro and also destroy any close by fingers. These groups and the area are highlighted in purple. Given they are the main line of defense, their numbers should be significant.
Teq himself is highlighted in red and also with that odd marking on the map (which is actually on the world map for reference).
The two yellow dots BEHIND Teq are the attack force. This can be either one group combined (preferred, as is easier for the turrets to focus fire) or in two spots. On either his left or right side.
Why BEHIND? Simple. Much like every other stationary boss fight, most of Teq’s attacks can’t hit you from there. His only notable defense is a tail swipe that does insignificant damage and can still be avoided if positioned correctly.
This position the attack group has less to worry about.
-No worries about the shockwaves.
-No worries about the fear.
-No worries about the crippling poison fields.
This eliminates a good portion of the downing effects the players have to contend with. Which only leaves the Risen mobs and the poison clouds from the fingers to deal with. As a group together, the poisons are reduced in threat thanks to focused turret fire and the Risen mobs can be kited away by a single person or killed.
What this allows is less people being killed going offensive and allows the turret defense groups to be that much stronger in firepower with less resources needed at the front.
However, I’m not sure how effective it will be for the other stages. But I still feel it eliminates alot of the other dangers involved.
Thoughts?
So, after noting a few things requiring this new teq fight, the turrets are supposed to be the main source of damage. The zergs are the protectors.
So, it merely requires a bit of discipline if there’s a good solid group. Okay, not a big deal if one wants to succeed.
But the main question I have is… If everyone defending the turrets doesn’t harm Teq (to prevent the hardened scales buff), how does this affect credit? See, so far, from my experience in the game, it doesn’t matter how much you defend, heal/buff, cleanse, or provide any kind of support via trash mobs or the like. If you don’t land a hit on the boss, you don’t get credit. At least this is my experience anyways.
So, if the only effective way to kill Teq is by only 6 people, there isn’t going to be a very happy group of players camping to get no credit.
I would be happy if I was wrong, but so far it seems that the mechanics of the game prove to be otherwise.
They will probably be non-loot mobs just like Teq and Jormag.
Daily reset is just a few hours after patch goes live anyways…
I wouldn’t stress it too much.
Amn, if the server timer is correct. Reset is in roughly 8 hours as of this post. The hero tab seems to be so.
AFAIK, it resets every 8pm EST.
So, yeah, I’m a bit concerned.
A thought occurred to me that anyone who possibly did “Easy” Teq at any point after the rollover from the daily last night is probably screwed in getting any loot from Tequatl after the patch goes live.
Or at least, this is my worry. And I’m sure there’s gonna be quite a number of players who have done so.
Any confirmation if this will be the case? I’m not going to waste my entire day waiting, lagging and overflowing for a boss I’m not going to get anything for.
Tybalt was in a league all on his own, especially for charr standards. <3
Sieran was good as well, even if she was a bit more emotive than most sylvari.
Forgal is awesome and personally he’s what every norn should have been imo. He was my first, but he still stands out to me even with those two leading the ropes. Him and Tybalt hit me the hardest, simply because of their stories.
People do not like him mainly because they think he “stole their story”; that Trahearne is the main character of the Personal Story, not the player.
My only problem with him is the voice acting to be honest. He doesn’t sound inspiring, and as the leader of the Pact, he should be. I forgive him, though, because he loves the PC so much and he always make sure that we know how important we are for him. I used to hate him, but now I believe that there are characters that are worse than him (I am looking at you, Kiel). I am not a huge fan of Trahearne, but I don’t mind him that much anymore.
That and he’s probably worse than any of the open world NPC’s in terms of actual combat. <Shudders>
The key farming was the main reason for the drop rates of the chests to get nerfed.
I haven’t gotten a Box o Fun out of a chest yet, but its possible. There’s alot of useless junk in them though. (I’m looking at you Bag of Coins)
There’s still good stuff in them, but its a gamble. Always be aware of that.
The leaks were pretty much accurate so far compared to official stuff. I think people should go ahead and plan around those leaks being 100% accurate.
I know its pretty likely. But one can hope eh? I know in the previous leaked notes a few traits were something silly like 33% Faster projectile speed, which turned out to be false.
Still holding out hope, but already got a slight build change already for it if it does occur. But it’s kinda kitten how much my build gets hammered every few months.
Renewal currently does not work for elementalist. Use energy for evasive arcana.
Hrm, does Energy only work in combat? Tried testing it in PVP and got no results when swapping. Don’t really want to waste some gold on a sigil that won’t work.
Kinda sucks to hear swap sigils have such notable problems for eles as well as engies. Though it seems to affect elementalists even more.
So far no confirmation about Empowered Allies being bumped up a tier. Here’s hoping it stays where it is. Else they’d kitten me for a second time.
So I’m attempting to build a healer/support elementalist overall. More focus on healing than buffs, but something extra is always nice.
Main weapon I’m using so far is Staff.
Gear stats being Cleric’s unless there’s better suggestions.
Thinking of using Runes of Dwayna, but not yet set in stone thus far.
These are the traits I plan on using, but I wouldn’t mind some input on them either.
0/10/0/30/30
Air – II (Zephyr’s Focus)
Water – I (Aquamancer’s Alacrity), VI (Vital Striking), IX (Cantrip Mastery)
Arcane – V (Elemental Attunement), VIII (Blasting Staff), XI (Evasive Arcana)
My skills are mainly geared around defensive encounters;
Ether Renewal for heal, Arcane Shield, Armor of Earth, Glyph of Renewal and Summon Elite.
As for my sigil, at first I was contemplating Sigil of Life as my main, however, having a look at Sigil of Renewal I figured it would bode well with my attunement swapping buffs as well. However i wasn’t sure how effective it was overall. So was hoping there’d be a bit of input in that regard for this sigil. Given its rather newly introduced to the game as well.
Should be noted this is mostly for PVE/WvW
Any thoughts, tips or advice would be great. I’m far from a professional ele player.
I am not a die hard mini collector, I just collect the ones I enjoy or look cool. But I can understand the problem many are coming with that are upset in that regard.
However, for the ones that are scoffing this off as a trivial manner, look at it from a different view. This potentially could affect all sorts of collectors or users in the future. Sure, for now its just a shirt and mini pet. Later?
Why not an exclusive weapon skin?
Why not an exclusive personal instance?
Why not an exclusive stat combo?
Why not an exclusive skill?
Why not an exclusive title?
The list could go on. But it works just the same. also, before the argument comes up, it doesn’t matter if its game changing or not. Most games never cared. Why should they now? Look at it from that perspective in the future and realize how bad this method is when you separate more and more of the populace without them having any sort of control over it.
It’s not fair and it’s not right. Not for the community we have built for the game. If it becomes more so like this, it will cause quite a number of sour perspectives that will not plant a good seed in the community.
I enjoy my rifle quite a fair bit, but I’m also aware of it’s limitations.
However I’d have to disagree with your Rifle Butt suggestion. Aimed shot and that work pretty well together in keeping your enemy at bay, a longer cooldown would break that worse than it would be helpful, especially when there’s better alternatives.
What I’d like to see for the rifle is its projectile speed increased and cast time reduced. Like most of the warrior’s attacks, they are far too readable and the rifle suffers the most for it in almost all regard.
A mobility build is meant for running.
They usually lack damage and control.
So if you are spec’d towards damage, unless if they are foolish enough to stay around they will get away. This pretty much goes for any class, though its much more visually so for warrior.
However, if you are geared for control, you have a bit better of an edge staying on top of them. Constant applications of cripple, immobilize and especially knockdowns (probably the most effective) is quite imperative.
You will want to apply these things before they feel threatened and begin to bail. Once they begin their retreat, it’s hard to cut them down, mostly because alot of players are still expecting a confrontation, not a chase. So it’s no surprise few are prepared for it.
If you manage to do so, just harass. They lack the damage to be a considerable threat and you have control on your side.
This is something I often use for retreating players. Prediction is typically your greatest asset.
Seems as though the condition users and crit fighters can share the same boat. I’ve never liked that my high crit chance and damage was completely useless, but I still deal with it anyways.
It’s unlikely that there will be any major changes to the condition meta any time soon, so we’ll all have to take a seat next to each other for this one. It’s not like you still can’t contribute anyways, so I don’t see what the big deal is.
So I got my hands on some superior sigils of agony through some random chance and that made me really happy, remembering they were 1+ gold. When I tried to sell them on the TP I noticed they were beneath 20 silver. I thought I was delusional for not noticing the change. So I look it up on gw2spidy and I noticed that on the 4th of September the price dropped from 1 gold to 20 silver. Could someone please tell me what happened and caused this price drop?
Link to spidy: http://www.gw2spidy.com/item/24612
Pretty much all the sigils dropped in price when the update came around, mostly from people salvaging ans selling the sigils I would think. Otherwise, not too sure what the reason is.
Oddly found that sigils and runes went down, most mats and such went up.
kitten , that’s quite unfortunate. I would have figured it worked like the banker golem from the DDE upgrade. =/ Or at the very least, stack time.
Well, dungeons are comprised of mini-events are they not? Isn’t that where the bulk of dungeon will come from?
They pretty much did away with Karma consumables except in very rare instances, so its no surprise they are no longer in bags or dungeons. (Or are just very rare to get now.)
This is to make karma more valuable rather than a laughable, easily regain currency by doing little. Especially now that it’s becoming more and more used and needed.
It sure would be nice if the Living Story was actually presented…you know, in-game and not on a website. But hey, I guess there’s only so much you can do with such a short development time. And the costs of the voice actors for temporarily-available content…I get it. Quantity over quality is killing this game for me.
It’s a bit sad that Lord Faren was able to send out a personal mail, and yet the Queen’s messengers or such couldn’t hand some out for her heroes eh? XD
Heck even Scarlet managed! Tsk, she has alot more consideration than Kryta’s Queen. XD
All it did was make people go for events that can’t fail (which is plenty) or go for the easy ones in lower zones.
Events scale with your actual character level and not the zone. So, its actually not a big deal that this was changed. Hence why the trains will continue as normal.
The “speech” was a ploy to draw out Scarlet.
A very poor and pointless ploy. It achieved nothing.
Ironically, during the Priory story…
Spoiler
Sieren actually takes you to an abandoned cave where you see the ghost of a drake. Which was a -mount- to one of the great dwarves. So, its in the lore.
However, there’d be alot of mechanical issues with having mounts to be honest. The only reason I’d want them is for aesthetics. Beyond that would cause too many problems for how the game runs. Traveling isn’t a big problem to be honest, only underwater seems to suffer.
So, after all this invasion stuff and whatnot and the attack on the pavilion, I was expecting them to actually do the real proper speech she was supposed to after having driven off Scarlet. Even if it was just with another Mesmer clone. Instead….
Nothing.
Well, nothing significant or important anyways. Just a touching little note about our bravery for fighting off Scarlet. Which makes me think, there really was no great speech.
It was all just a lure to draw out Scarlet? That countless people DIED to hear this -very important speech- by the Queen and there never was one? The lure didn’t solve anything, it only cost people their lives. Angered the captain of the seraph guard and really changed nothing besides preventing her being kidnapped. The same result if she had simply cancelled the speech, but at least then civilians wouldn’t have died in vain.
This is a Queen? A person who is supposed to care about their subjects? It’s quite funny that her subjects care so much for her (heck even some trying to save her despite their own safety; ie Lord Faren), but yet, none of this is really returned in kind?
They were clearly aware of the issues regarding Scarlet, but instead the Queen and her subjects decided to go with the pointless ruse (not even a proper trap setup for Scarlet even).
Why?
The facts really don’t seem to add up.
Why do a speech you know will cost lives?
Why do a fake speech that will not increase your chance of capturing your assailant?
Why do a speech that was a lie to the very people that looked up to you?
To be honest, I would have been more amused if Scarlet hadn’t shown up, because I’m sure the Queen would be quite embarrassed at how very little she had to say to her fine subjects.
Of course, this is just my thoughts. Not sure if many agree or I’ve missed something, but I am of course quite disappointed in the overall result.