Mumble is currently down, we're investigating. We're getting the "Unknown" status which usually points to a network outage or DDoS attack.
Haven't played in a long time. Longed in and had a boost to 20. Now I have a ranger but Grank Kaar lives again!
Let us know if you want an invite to GAFGuild, just post your name.####.
So heres a question to kill time :
When we go and beat up Mord , should the fight be a world event ( like teq ) or an instanced one OR be the story part of a new 5 man Dungeon ?
In my opinion, we shouldn't ever fight him.
Elder Dragons are supposed to be like hurricanes or earthquakes, and you can't just punch them into submission. All you can do is ride them out and minimize the damage they cause. That means killing off their minions so they cannot be effective and cutting off their supply of magic until they starve and fall back into slumber. They awaken as a response to too much magic in the world, which they devour until it's gone. It's sort of an environmentalist angle; give up magical advances or face the dragons (and on that note, I don't think Zhaitan is dead so much as depleted of energy).
So how would I handle the eventual defeat if not as an outright confrontation? Containment at two points; rebuild Lion's Arch as a shining, floating Bastion of the Free Races of Tyria. Elder Dragons can strike from anywhere, even the ground the city is built on, so the city should simply float like Rata Sum. At the core of this new city would be a tower that draws energy from the Ley Line and keeps it from flowing towards Mordremoth.
Then have events in Mordremoth's home zone(s) where his forces are constantly pushing out and being driven back in. Orr feels a bit like a constantly reoccuring D-Day where the various pact forces are organizing to land in enemy territory and establish a toehold on the beachhead. Mordremoth's territory should feel like the Maginot Line; an enormous defensive perimeter, attempting to hold down more territory than is realistically possible. The Meta event in that area should be the exact opposite of Orr; instead of pushing in, you're facing constant incursions across the line that have to be driven back in, fortifications that need to be recaptured and rebuilt, sorties out into enemy territory to weaken their offensive positions.
Basically an ongoing Siege of Maguuma to keep Mordremoth from ever awakening again.
Do you folks think ArenaNet would will ever add new classes to the game? XIV's next giant update is adding one, kind of got me wondering if that'd ever happen in GW2.
Yes, eventually. But when they do it will be a much more substantial chunk of content, not because GW2 is better than FFXIV but because the way GW2 handles professions is different and much more complex than in that game.
Classes are very different in FFXIV; you can change classes as many times as you want on the same character just by changing your weapon. That's actually how they handle crafting and gathering too; stuff like Blacksmith and Miner are considered classes as well that you independently level. Your class really just determines your stats and about a dozen or so skills you unlock as you level. There aren't any unique class mechanics like adrenaline, clones, life force, etc. to add, and since roles are heavily tied to the Trinity all you need to do is make sure it fills one role (the new Rogue class is strictly DPS).
Adding a new class to FFXIV is probably on the same level as adding a new weapon choice to each class in GW2 (there's just a lot less skills to add). Adding a new class to GW2 would be a heck of a lot more involved because you're not just adding a new flavor (FFXIV already has 5 DPS classes), but an entirely new gameplay type that has to fulfill all roles while avoiding feeling like any of the other existing professions' play style. For example, it would be very hard to add a "Death Knight" profession that doesn't feel like it's stepping on either Guardians (the heavily armored "Magic Melee" profession) or Necromancers (the "Fear / corruption / evil" profession).
It has been mentioned at some point, yes (and we are missing a Heavy Armor, Medium HP class), but it's hard to say if it's truly coming. I picture we will get stuff like more weapon options for each class before that though.
Yep, in terms of difficulty it goes;
1. New weapon option (all skins and most animations exist, 16-40 new skills and trait revamp required.)
2. New weapon type (new skins, animations, 16-40 new skills and trait revamp required)
3. New Profession (all new gameplay mechanic, new animations and effects, new weapon / aquatic / heal / utility / elite skills, all new traits).
On a similar note, I wondered if they will ever add new areas as they did with expansions in GW1. We're two years (?) after release now, so we're due aren't we?
If I remember right, the reason they broke away from the GW1 model is that they burned out too quickly and couldn't spend the time they wanted to really flesh things out. They also felt that the tutorials required to explain the new layers each release added were going to become problematic.
Remember that over those two years we've seen a ton of small releases with rarely more than a month between them (and in some cases, less than two weeks). Their approach is to deliver healthy portions of content on a regular basis rather than periods of famine punctuated by feasts. They just need to work on the portion size so that they last longer than a weekend and make sure that there are things to do in the longer gaps.
I know ArenaNet probably wont do an expansion, but I really wish they would. Would be a great way to draw in a lot of new players.
There's no point in releasing an expansion if the same problems with the game that drove players away initially still exist. They need to release some kind of update that contains a bunch of features aimed at improving the new player experience...
/wink