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serious.9730

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  1. As usual a lot for PvE, plenty of jam today and tomorrow here. A little for PvP and for WvW, maybe someday. PvE bit sounds great. The starter raids are something that could and should have been done earlier. Simply putting in a normal mode and hard mode would have been enough. Plenty of us have wondered over the years about the Norn spirits and if the lost ones could eventually be recovered. Will the Norn be able to change their animal spirit to owl or eagle? Will other races be able to adopt a Norn animal spirit (I want BUNNY! :P )? There are plenty of skills that were modified or introduced in HoT and PoF which are problematic in sPvP It cannot be subjected to the same skills set as PvE. WvW also has huge problems with some skills. If the requirement is simply activating AoE skills and charging in then it's far too much cheese. Then balancing skills in WvW is going to be much easier than balancing numbers. I'm still not convinced that making it even more guild based is a good idea. There has to be options for everyone in WvW from roamers up to full guilds. Putting a place for GvG in Obsidian Sanctum was a good idea, implementation made it much too small. The Guild hall version was nice, but again, far too small for GvG. There still needs to be a bigger area where this can take place that is not WvW. A GvG lounge would be nice too so that individuals or groups could meet to fight each other without entering WvW, although the implementation would need a lot of care and thought.
  2. The real deal is fighting other players. WvW at it's best could be massive team vs team vs team warfare. It might be 1v1 or 2v2, small group action. WvW is incredibly variable, you can even try avoiding other players if you want, running back routes, taking sentries, killing supply dolyaks and taking camps. There is much less pressure than sPvP, and much more variable than fighting purely NPCs in PvE. The big advantage is you can choose how to play, so not everyone will give you the same answer. It's strategy, build and using the right skills at the right time. The ones that die most don't think enough. Unfortunately Anet in it's lack of wisdom didn't balance for WvW, a lot of the skills used now are just activate and run your zerg at the enemy. It's a lot like Jurassic Park. "Your scientists (Devs) were so preoccupied with whether or not they could, they didn't stop to think if they should."
  3. Everything is connected through the dream, including other races, so chances are Mordy knows too. Which could really screw up Moedy's death. Why link Trahearne when the elder dragon knows he could be a way in? And why just put a 'seed' in Trahearne when there seems to be more than one Pale Tree? This opens so many questions.
  4. Minions are mostly collected by corrupting an individual or corpse, the exception is Mordremoth being able to produce new minions from pods and plants. The production of Sylvari from the pale tree is definitely different. Caithe made a choice whereas others do not. After linking to Caithe Aurene developed an ability to communicate that she did not have before. Unfortunately this was not explored before they temporarily killed her.
  5. Signets, shouts and banners all have magical properties, but even if you excluded them you still have Rampage.
  6. If he doesn't accept the 10 Bloodstone bricks send them to storage so you don't have any in your inventory. Talk to him again and he should offer a reminder of what he wants. Click through it, then go and get the bricks and try again. This worked for me. Seems it's temperamental, rather than totally bugged.
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