Anti-Sulphur Mask for NF
Andemius
Hey, I think once you've completed NF (hence shown you can use the Jundu Wurms), you ought to be able to travel through the sulphur without dying.
It doesn't have to be a mask, that was just the best way of writing what I meant. Could do something like infused armor, or a costume hat which crafters in DoA craft or something.
TLDR: I'm sick of Jundu Wurms, they suck, I'd do better with my hero team, let me use it.
It doesn't have to be a mask, that was just the best way of writing what I meant. Could do something like infused armor, or a costume hat which crafters in DoA craft or something.
TLDR: I'm sick of Jundu Wurms, they suck, I'd do better with my hero team, let me use it.
Maya Cerestiez
Yes please, let me do desolation without ever having to be inside a worthless wurm. The wurm riding is what I hate the most about all of NF and all of the game. Everything where I have to run a pre-set skill bar is what totally kills my game experience.
Auron of Neon
The worms that do infinity damage, aoe knockdowns and auto res other worms?
Those are the worms that "suck?"
Those are the worms that "suck?"
Cuilan
I grew tired of being in wurms after the first time I used them. They are boring and are the part of Nightfall I hate with the same bars you're stuck with. Playing in them just feels like auto-attacking and running to auto-attack another group.
Kook~NBK~
/not signed. I'm not a fan of the Wurms, either. BUT - there is one feature that they have that gives them the survivablity that a wurmless player does not (normally) have: 3,000 HP.
Andemius
Quote:
The worms that do infinity damage, aoe knockdowns and auto res other worms?
Those are the worms that "suck?" |
"Infinity damage"??? lol, their damage output is terrible.
Sagittario
/signed
Wurms may have 3k hp, but they have no healing during combat. You can handle the same groups of foes out of sulphur, so you would handle with them on suplhur too.
I'd prefer the mask to be an item given during GWB in Elona instead of giving it after completing NF.
Wurms may have 3k hp, but they have no healing during combat. You can handle the same groups of foes out of sulphur, so you would handle with them on suplhur too.
I'd prefer the mask to be an item given during GWB in Elona instead of giving it after completing NF.
Mintha Syl
Not sure. I hate the wurms with passion for they're terribly boring (pemade bar and no party diversification ftl) even if I find them very strong, with the elite.
But at the same time I don't know if it would make sense lorewise. I mean, no living men ever crossed the desolation, that's why you have to do that deal with palawa...then you all of sudden come out with a solution for it?
But at the same time I don't know if it would make sense lorewise. I mean, no living men ever crossed the desolation, that's why you have to do that deal with palawa...then you all of sudden come out with a solution for it?
ogre_jd
Quote:
/signed
Wurms may have 3k hp, but they have no healing during combat. You can handle the same groups of foes out of sulphur, so you would handle with them on suplhur too. I'd prefer the mask to be an item given during GWB in Elona instead of giving it after completing NF. |
Mintha Syl
mage767
I was doing some chest running the other day in the desolation and used a bunch of running skills (with me and heroes) like Incoming + Fallback + Charge + Dark Escape etc.
I noticed that I could travel a significant portion of the desolation without dying as long as I kept running. I could even open a chest, pick an item and then die. I suspect that the death due to yellow sands takes some time to trigger but if you are in a state of "running heals", then you won't die.
Try it our and see if this works. My usual ping is 150-300ms so this might be a factor too.
I noticed that I could travel a significant portion of the desolation without dying as long as I kept running. I could even open a chest, pick an item and then die. I suspect that the death due to yellow sands takes some time to trigger but if you are in a state of "running heals", then you won't die.
Try it our and see if this works. My usual ping is 150-300ms so this might be a factor too.
_Aphotic_
Quote:
I was doing some chest running the other day in the desolation and used a bunch of running skills (with me and heroes) like Incoming + Fallback + Charge + Dark Escape etc.
I noticed that I could travel a significant portion of the desolation without dying as long as I kept running. I could even open a chest, pick an item and then die. I suspect that the death due to yellow sands takes some time to trigger but if you are in a state of "running heals", then you won't die. Try it our and see if this works. My usual ping is 150-300ms so this might be a factor too. |
http://wiki.guildwars.com/wiki/Desolation_Run
That being said, wurms have the ability to resurrect ALL fellow wurm allies to FULL health DURING battle. It's much better if you do it yourself than hoping your heroes won't get rupted.
As much as I enjoy the idea of this,
/notsigned, because runners need to have challenges too- and that is one niche of the game I can respect despite how small it is.
MithranArkanere
I'd rather have the Junundu skills fixed so they become fun.
Look at siege devourers. They have neat armor, not too much health, and they are good for the party. They are fun.
Junundu in the other hand are DP-gathering machines. With sluggish skills that people just randomly spam.
The only way to heal oneself is retreat out of battle and wail. But during the time it takes to wail, an enemy may easily get within earshot.
They also have incredibly low armor that changes depending on profession base armor, and most enemies you'll face around there have elemental or physical damage.
With the lack of dedicated healing, they just lose health and die, to be resurrected all the time.
They need to have some things changed:
* Reduce HP to 1000.
* Fix armor at 70 instead having -20 armor.
* Give permanent 10 damage reduction.
And also the skills. Something like this.
* Strike: Change type to 'melee attack'. Reduce recharge to 1 second. Change functionality to 'steal 50HP and gain 1 adrenaline'.
* Smash: No change.
* Bite: Increase recharge to 10s. Reduced damage and health gain to 250. (No hp stealing this time, you'll get 250HP even if the enemy is low on HP.)
* Siege: Reduce energy cost to 5, activation to 1, increase recharge to 20, add 10 exhaustion, reduce damage to 250 Earth and make it hit foes nearby.
* Feast: Heals for 250 HP when consuming a corpse and change into another skill for 60 seconds. Functionality of the skill depends on profession:
** Warrior: Rock Skin. 4 adrenaline. +250 max HP, +30 physical armor and 20 damage reduction for 10 seconds.
** Ranger: Obsidian Skin. 5 energy, 25 recharge. +75% block and +30 elemental armor for 10 seconds. 15 damage to adjacent foes each time you block or take elemental damage.
** Monk: Junundu Prayer. 10 energy. 1/4s activation 20 recharge. Remove one hex from all Junudu allies. Transfer 1 condition from each Junundu ally to self. Heal self 50HP for each condition transferred.
** Necromancer: Junundu Summon. 15 energy, 3s activation. 15 recharge. Consumes a corpse summon a Junundu Young from the sands that stays with the party until they die. Only one Junundu Young can be controlled by a player at a time.
** Mesmer: Chocking Breath. Interrupts target. Knocks down for 1 second if a skill was interrupted. Knocks down target and adjacent allies for 4s if a spell was interrupted.
** Elementalist: Burning Breath. Increase cost to 10. reduce damage to 150. Make it hit also nearby foes.
** Assassin: Ebon Jaws. 10 energy. 3/4 activation. 15s recharge. For 10 seconds, next 10 attacks deals +100 earth damage and have 50% chance to double strike when wielding daggers.
** Ritualist: Wurm Bile: 5 energy, 1s activation. 15s recharge. Hold a blob of wurm bile for 10 seconds, and your junundu skills deal poison for 5 seconds. When you drop the wurm bile, all adjacent enemies take 150 damage and suffer poison for 10 seconds.
** Dervish: Blinding Breath. Reduce cost to 5. Reduce damage to 150.
** Paragon: Junundu Chant. 10energy, 1s activation, 20 recharge. Each junudu ally within earshot gains 1 adrenaline, 2 energy and 50HP the next 3 times they use a junundu skill.
* Wail.
** Resurrect junundu allies within earshot with 50% health and energy if any is dead.
** If no allies are dead, wail heals 200 other junudu allies, but not self, even if there's enemies around.
*** If there are no dead allies and no enemies are around, also heals self 125 for each Junundu ally within earshot.
Hm... yep. Something like that would make them fun. At least for me.
Look at siege devourers. They have neat armor, not too much health, and they are good for the party. They are fun.
Junundu in the other hand are DP-gathering machines. With sluggish skills that people just randomly spam.
The only way to heal oneself is retreat out of battle and wail. But during the time it takes to wail, an enemy may easily get within earshot.
They also have incredibly low armor that changes depending on profession base armor, and most enemies you'll face around there have elemental or physical damage.
With the lack of dedicated healing, they just lose health and die, to be resurrected all the time.
They need to have some things changed:
* Reduce HP to 1000.
* Fix armor at 70 instead having -20 armor.
* Give permanent 10 damage reduction.
And also the skills. Something like this.
* Strike: Change type to 'melee attack'. Reduce recharge to 1 second. Change functionality to 'steal 50HP and gain 1 adrenaline'.
* Smash: No change.
* Bite: Increase recharge to 10s. Reduced damage and health gain to 250. (No hp stealing this time, you'll get 250HP even if the enemy is low on HP.)
* Siege: Reduce energy cost to 5, activation to 1, increase recharge to 20, add 10 exhaustion, reduce damage to 250 Earth and make it hit foes nearby.
* Feast: Heals for 250 HP when consuming a corpse and change into another skill for 60 seconds. Functionality of the skill depends on profession:
** Warrior: Rock Skin. 4 adrenaline. +250 max HP, +30 physical armor and 20 damage reduction for 10 seconds.
** Ranger: Obsidian Skin. 5 energy, 25 recharge. +75% block and +30 elemental armor for 10 seconds. 15 damage to adjacent foes each time you block or take elemental damage.
** Monk: Junundu Prayer. 10 energy. 1/4s activation 20 recharge. Remove one hex from all Junudu allies. Transfer 1 condition from each Junundu ally to self. Heal self 50HP for each condition transferred.
** Necromancer: Junundu Summon. 15 energy, 3s activation. 15 recharge. Consumes a corpse summon a Junundu Young from the sands that stays with the party until they die. Only one Junundu Young can be controlled by a player at a time.
** Mesmer: Chocking Breath. Interrupts target. Knocks down for 1 second if a skill was interrupted. Knocks down target and adjacent allies for 4s if a spell was interrupted.
** Elementalist: Burning Breath. Increase cost to 10. reduce damage to 150. Make it hit also nearby foes.
** Assassin: Ebon Jaws. 10 energy. 3/4 activation. 15s recharge. For 10 seconds, next 10 attacks deals +100 earth damage and have 50% chance to double strike when wielding daggers.
** Ritualist: Wurm Bile: 5 energy, 1s activation. 15s recharge. Hold a blob of wurm bile for 10 seconds, and your junundu skills deal poison for 5 seconds. When you drop the wurm bile, all adjacent enemies take 150 damage and suffer poison for 10 seconds.
** Dervish: Blinding Breath. Reduce cost to 5. Reduce damage to 150.
** Paragon: Junundu Chant. 10energy, 1s activation, 20 recharge. Each junudu ally within earshot gains 1 adrenaline, 2 energy and 50HP the next 3 times they use a junundu skill.
* Wail.
** Resurrect junundu allies within earshot with 50% health and energy if any is dead.
** If no allies are dead, wail heals 200 other junudu allies, but not self, even if there's enemies around.
*** If there are no dead allies and no enemies are around, also heals self 125 for each Junundu ally within earshot.
Hm... yep. Something like that would make them fun. At least for me.
Ayuhmii Shanbwa
wow, this is a nice idea i never thought about o_O (i thought about lots of stuff, but some may not come anytime soon, and others are never comming
when completed NF and then you gotta do some funny quest (palawa joko acts kinda funny)
maybe use some junundu aura (not showing, or only showing when you walk on that sand)
my reason for /signed is NOT about making it easier or harder (depends on what you think it is), but for having a normal way to walk there
just dont let Anet make it after DoA or anything, cuz finding a good team is hard for normal stuff already, and always having to pay for stupid runs is NOT my idea of playing a game
nothing hard, just fun, like maybe fighting a group of 8 of those wurms in some mini-mission or exploreable area, then take quest reward and done
when completed NF and then you gotta do some funny quest (palawa joko acts kinda funny)
maybe use some junundu aura (not showing, or only showing when you walk on that sand)
my reason for /signed is NOT about making it easier or harder (depends on what you think it is), but for having a normal way to walk there
just dont let Anet make it after DoA or anything, cuz finding a good team is hard for normal stuff already, and always having to pay for stupid runs is NOT my idea of playing a game
nothing hard, just fun, like maybe fighting a group of 8 of those wurms in some mini-mission or exploreable area, then take quest reward and done
Wyndy
I wouldn't mind the option of using wurms after completing NF. I like to use them to level up heroes but they make me sleepy to play.
shadeblade47
Why not just add some extra wurm skills that can be learned/capped to fit various play styles? The mobs are huge and run into each other often, so not having 3000 hp and aoe rez would make it really hard to fight them. The mobs you encounter outside of the sulfur are much smaller and usually more spread out. And you can run the desolation without a wurm, hell I do it for people all the time and I haven't even beaten the gate of desolation yet on the character I use. Being a lore-minded person, I'm going to have to say /notsigned
sjr
/signed (not that this means anything)
I hate the worms. Doing vanquishes in those areas is a pain. I can go through without dying and maybe 1 or 2 heroes in the non-worm areas but not so much in the worm areas, everyone in party dies a couple times and usually myself as well.
In nm it is cake in worms or out but in hm they blow chunks.
I hate the worms. Doing vanquishes in those areas is a pain. I can go through without dying and maybe 1 or 2 heroes in the non-worm areas but not so much in the worm areas, everyone in party dies a couple times and usually myself as well.
In nm it is cake in worms or out but in hm they blow chunks.
MithranArkanere
Well... now that I think of it I wouldn't actually mind losing the deadly sulfurous effect, if something like WiK or WoC was made in Nightfall.
But it would probably take a lot of time. Years after Shiro's final defeat, the Jade sea is still stone.
But it would probably take a lot of time. Years after Shiro's final defeat, the Jade sea is still stone.
cosyfiep
/not signed....not that I am a fan of pre-set skills sets (see april fools last year), but its part of the lore...no MORTAL can walk the sands...unless they make us gods (which they should for all the [email protected] we have done for tyria), I dont see a reason.
Also there is not much wurm only areas...so just find a different way to max your lb/ss.
Also there is not much wurm only areas...so just find a different way to max your lb/ss.
Swingline
There's actually a texmod that shows the safe areas of the desolation. However it would be cool to have a gas mask head piece.
The Super Chilli
I just want them to improve the hero's AI within worms
EPO Bot
Didn't SOS see enough abuse yet? Now you want to do EVERYTHING with it?
Mintha Syl
Ayuhmii Shanbwa
lore? if you have done NF, that story is done
so what would be a problem?
abuse SoS? where do i start with this?
now that i think about it, its gonna be some harder, due to wurms being able to keep up with a desert wurm + a whole group of margonites
dont people want the game to be harder?
i dont mind this lil challenge
and its not that i hate wurms, its just that i want both ways to be possible
and making it possible to walk AFTER NF completed, makes another reason to complete NF (another reason would be to get razah)
no mortal can walk on it, but times change
i dont remember what it was, but not long ago, something changed like that with some certain update
i remember talking about it to someone else, but no idea what it was o_O
so what would be a problem?
abuse SoS? where do i start with this?
now that i think about it, its gonna be some harder, due to wurms being able to keep up with a desert wurm + a whole group of margonites
dont people want the game to be harder?
i dont mind this lil challenge
and its not that i hate wurms, its just that i want both ways to be possible
and making it possible to walk AFTER NF completed, makes another reason to complete NF (another reason would be to get razah)
no mortal can walk on it, but times change
i dont remember what it was, but not long ago, something changed like that with some certain update
i remember talking about it to someone else, but no idea what it was o_O
ogre_jd
Quote:
Didn't SOS see enough abuse yet? Now you want to do EVERYTHING with it?
|
Fortunately, the holiday ones are optional and only a couple of times a year, Siege Devourers only need to be ridden in two short missions, and Ursan is the only Norn Blessing that actually needs to be used (usually takes only 3 activations 'cos I don't like running ahead to the 3rd set of doors), and that for only one mission. Unfortunately, the Wurms are mandatory for travel and questing through most of the time in the Desolation. If it had been just for, say, getting to the Bone Palace (leaving the sulphur as just another impassable terrain feature like hills and mountains in any other zone for the rest of the Desolation), probably no one would have any problem with it.
Was bar replacement new with Nightfall's development or something? I get the same "Ooh! Look what we can do now! We did all this work on it, so you HAVE to use it!" vibe from it as I got from the vehicles and gravity gun in Half-Life 2... (and guess which parts of HL2 I didn't like :P)
Dewshine Wildclaw
If they make it part of Beyond NF and gives a good reason lore wise for the change, then cool.
Just suddenly add it for no good reason besides some people not liking the wurms and with no decent explanation on the sudden change for those who care about lore, please no.
Just suddenly add it for no good reason besides some people not liking the wurms and with no decent explanation on the sudden change for those who care about lore, please no.
agrios
A junundu update, like the one Mithran suggested woulnd't hurt. But..
I'm not saying junundu are weak, they are just boring to play with. As said, they are the worse (bar none) part of Nightfall. I hope they dont come back when/if GW:Beyond reachs Elona.
I'm not saying junundu are weak, they are just boring to play with. As said, they are the worse (bar none) part of Nightfall. I hope they dont come back when/if GW:Beyond reachs Elona.
Evaine
I like the idea of an anti-sulphur mask if it comes with an outfit and gear like Corporal Bane's. But that will never happen, so ...
I haven't had any problems with heroes getting out of wurms but I used to. I think it had something to do with the timing of whatever skills they were trying to use when I clicked on the spore - like Death Nova or Life.
I notice they constantly spam skill #6 to capture a skill from a dead thing and then they rarely use the skill they were so quick to capture.
I don't mind the wurms - I think they're an interesting change of pace.
I haven't had any problems with heroes getting out of wurms but I used to. I think it had something to do with the timing of whatever skills they were trying to use when I clicked on the spore - like Death Nova or Life.
I notice they constantly spam skill #6 to capture a skill from a dead thing and then they rarely use the skill they were so quick to capture.
I don't mind the wurms - I think they're an interesting change of pace.
Andemius
Okay, people seem to have a lore issue here. Lets not forget, that in NF you killed a GOD, not some kind of demon, not a spirit envoy, a god. Also we put Kormir in Abaddon's place. Also note that my suggestion is for AFTER you finish nf, so it's not removing them, you ought still need to use them to complete the campaign.
If you really want a lore reason to be able to cross the desolation, here's a suggestion.
Kormir, being the new god of secrets, allows you (people who has completed nf) either a "blessing" which allows you to cross, or allows you to know a way to cross (being the god of secrets and whatnot, she ought to know something like that).
If you really want a lore reason to be able to cross the desolation, here's a suggestion.
Kormir, being the new god of secrets, allows you (people who has completed nf) either a "blessing" which allows you to cross, or allows you to know a way to cross (being the god of secrets and whatnot, she ought to know something like that).
Sagittario
Quote:
If you really want a lore reason to be able to cross the desolation, here's a suggestion.
Kormir, being the new god of secrets, allows you (people who has completed nf) either a "blessing" which allows you to cross, or allows you to know a way to cross (being the god of secrets and whatnot, she ought to know something like that). |
EPO Bot
Quote:
No. We just don't want to be forced into the Wurms for the entirety of the Desolation. They are NOT at all fun. Frankly, none of the bar replacements effects are fun - snowball fights, Underworld holiday missions, Siege Devourers, the Wurms, the Norn Blessings, etc...
Fortunately, the holiday ones are optional and only a couple of times a year, Siege Devourers only need to be ridden in two short missions, and Ursan is the only Norn Blessing that actually needs to be used (usually takes only 3 activations 'cos I don't like running ahead to the 3rd set of doors), and that for only one mission. Unfortunately, the Wurms are mandatory for travel and questing through most of the time in the Desolation. If it had been just for, say, getting to the Bone Palace (leaving the sulphur as just another impassable terrain feature like hills and mountains in any other zone for the rest of the Desolation), probably no one would have any problem with it. Was bar replacement new with Nightfall's development or something? I get the same "Ooh! Look what we can do now! We did all this work on it, so you HAVE to use it!" vibe from it as I got from the vehicles and gravity gun in Half-Life 2... (and guess which parts of HL2 I didn't like :P) |
bleh
Like the idea but, I would take wurms anyway : O.
Besides the monster groups are huge! all it would be is SF assasins with tank n spank groups.... is it really worth it?
Never had a problem using hero-wurms HM/NM, why the hate lol ?
Flag them in the middle of the group>eat noodles>flag them at next group,
Best way to get easy HM stuff without any effort
and it makes an otherwise boring desert much more interesting and accesable.
Otherwise it'd just be like Elona desert (proph) a stepping stone to the next area.
I dunno, this is all IMO but i think allowing players in the sulphar just means everything will take longer to kill... so whats the point? if the DP gets annoying keep some clovers : /.
/not signed
Besides the monster groups are huge! all it would be is SF assasins with tank n spank groups.... is it really worth it?
Never had a problem using hero-wurms HM/NM, why the hate lol ?
Flag them in the middle of the group>eat noodles>flag them at next group,
Best way to get easy HM stuff without any effort
and it makes an otherwise boring desert much more interesting and accesable.
Otherwise it'd just be like Elona desert (proph) a stepping stone to the next area.
I dunno, this is all IMO but i think allowing players in the sulphar just means everything will take longer to kill... so whats the point? if the DP gets annoying keep some clovers : /.
/not signed
Mintha Syl
Quote:
Okay, people seem to have a lore issue here. Lets not forget, that in NF you killed a GOD, not some kind of demon, not a spirit envoy, a god. Also we put Kormir in Abaddon's place. Also note that my suggestion is for AFTER you finish nf, so it's not removing them, you ought still need to use them to complete the campaign.
If you really want a lore reason to be able to cross the desolation, here's a suggestion. Kormir, being the new god of secrets, allows you (people who has completed nf) either a "blessing" which allows you to cross, or allows you to know a way to cross (being the god of secrets and whatnot, she ought to know something like that). |
Gli
/signed
They were an interesting novelty at first but they got boring fast, and for a long time now, I can't stand to play in them anymore. When I do stuff in their areas, I just flag all 7 heroes in the middle of the enemies I can't avoid, and alt-tab into something more interesting for a few minutes.
Being able to do that just isn't right anyway: you can't lose any fight with wurms, but you can only win very awkwardly, never with any kind of sense of accomplishment.
They were an interesting novelty at first but they got boring fast, and for a long time now, I can't stand to play in them anymore. When I do stuff in their areas, I just flag all 7 heroes in the middle of the enemies I can't avoid, and alt-tab into something more interesting for a few minutes.
Being able to do that just isn't right anyway: you can't lose any fight with wurms, but you can only win very awkwardly, never with any kind of sense of accomplishment.
StormDragonZ
I guess using 3000 HP wurms that just one single wurm can resurrect your entire party is just far too much problem, but the situation with Infusion in Prophecies is perfectly fine and totally is no problem at all.
Seriously.
/notsigned
Seriously.
/notsigned
Gli
Andemius
Quote:
Erhm...tailoring the will of gods or even the lore in general to change a mechanic just cause a mechanic is boring...would be very very bad imho. I'd probably lose any trust left in the live team, personally, for a thing of that kind.
|
Quote:
I guess using 3000 HP wurms that just one single wurm can resurrect your entire party is just far too much problem, but the situation with Infusion in Prophecies is perfectly fine and totally is no problem at all. |
Correct, there is no problem at all with infusion, as it is not necessary. It helps, sure, but if you wanted you could ignore it completely. Wurms HAVE to be used if you want to do quests/VQing in nf. The difference is Infusion helps, Wurms detract.
----------
I belive my heroteam, or any decent player's heroteam would work better than these 8 wurms. I think my crowd control, protting/healing, and damage would be better.
bleh
Quote:
I belive my heroteam, or any decent player's heroteam would work better than these 8 wurms. I think my crowd control, protting/healing, and damage would be better.
|
Can you do it wurmless:
a) with 5-8 party members? ( I mean easily, not 3x the time)
b) without death being ANY issue at all?
c) with ZERO setup cost.
I understand most, if not all the areas will be doable but if your just doing it slower whats the point?.
Yes its annoying doing a Vanq and having 58% dp cause they are so intent on killing the wurms over and over.(even if its avoidable)
But...Take a Clover... do the non-wurm bits first... Try more casters in wurm party ( more elite spam).
I dunno maybe i just LUB those wurms to much >_>.
But ill take 3000hp at 98dmg sandstorm over 550hp at 50 dmg anyday
Wurm survives 30 hits and has insta res the other........
Dewshine Wildclaw
I honestly don't see why some people have a problem with the wurms in the desolation. The places you have to use them is sorta few, I know you can't avoid them entirely if you are hunting titles, but what is it? a few vanquishes, not really that many quests, and you can just get lightbringer points elsewhere, if you don't like it.
The lore IS an issue, just because you don't care about the lore doesn't mean it doesn't matter to others. Some of us love the lore of the entire game, the lore is one of the reasons for a lot of people to play this game. Can't just change the lore around for little reasons. I don't mind adding to the lore, that is how the story develops afterall.
Make it fit with the lore we got, add it in some way that makes sense, perhaps with a NF part of Beyond, could really give a nice twist or something there. I'd rather not see it added just for completing NF, it doesn't seem all that right to me. I might be weird like that, but so be it.
The lore IS an issue, just because you don't care about the lore doesn't mean it doesn't matter to others. Some of us love the lore of the entire game, the lore is one of the reasons for a lot of people to play this game. Can't just change the lore around for little reasons. I don't mind adding to the lore, that is how the story develops afterall.
Make it fit with the lore we got, add it in some way that makes sense, perhaps with a NF part of Beyond, could really give a nice twist or something there. I'd rather not see it added just for completing NF, it doesn't seem all that right to me. I might be weird like that, but so be it.
Ayuhmii Shanbwa
remember people, the OP said "once completed elona"
so it wouldnt do anything bad to the lore we have in elona, or anywhere for that matter
we keep doing the same until elona has been completed, then we can walk over it, or just keep using the wurms if we wanna
Quote:
Hey, I think once you've completed NF (hence shown you can use the Jundu Wurms), you ought to be able to travel through the sulphur without dying. |
we keep doing the same until elona has been completed, then we can walk over it, or just keep using the wurms if we wanna