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yet all i have read, heard and experienced is that endgame people don't even bother doing invasions since they are useless once you get T1 armor.
Vigil - "Ascended we have brought you back to Telara so you can fight the invasions of the planes! ... or you can sit in dungeons and get better rewards I mean who cares those invasions will just disappear after a half hour".
good job keeping up with your story Trion!
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2 problems:
1. Raid rift gear is better then tier 2 gear and can be zerged. I suggest logging into the 1.4 pts or actually logging in tommorow. The rare planar good vendor now has "planar gear" sets that give set bonuses that is 100% obtained through rifting, so they are sort of listening to this request.
Also the best planar focus essences are obtained through Rift raids. One thing that confuses me also with this arguement and feel free to find flaw in this logic if you like. Hammerknell is freaking huge if you see the vids or the map. How would they make something that big in just a zone?
2. Invasions used to be permanent in Beta. The MMO community hated it with a passion, so Trion made the Rift last 80min and then despawn. If you want to get all RP in here technically it does fit because the WARD repairs the tear in space/time.
Of course the whole defiant story is that the ascended failed so they had to come back and give it a try.
I postulate that the ascended started ignoring the rifts and just doing dungeons and dailies etc and oops they lost.
Sometimes I wonder if the drop rate for the dungeons in the zone that has an invasion occur recently should go up 10% if a minor invasion fails, or 20% if a major invasion fails, and go down 20% if an invasion recently succeeded.
lol good luck hitting this mmo generation of players with actual consequences for their actions. That is not happening again anytime soon.
Raid rift gear should be better, invasion gear should be better again thats the whole point of the game the whole story to the game revolves around the players coming back and defending telara against the invasions.
I know most raiders would disagree because "OMG other people might have as good as gear as i do and be able to stand around cities showing it off, gah we can't let that happen" but Trion should have made the endgame all about invasions with dungeons as side content.
and yes the whole "omg it can be zerged" nonsense. i remember back in the day when raids use to be just basic "tank n spanks" and then they evolved over time to be much more challenging. the same can be done for invasions im sure just trion is too busy catering to the vocal minority (raiders) instead of sticking with their storyline.
Go back in time before WoW to the days of EQ and see why instanced content was made the size it is now. Actually go back to the WoW:Vanilla days of AQ40 to understand why it has to be instanced.
All open world content sounds awesome until you have to reward people for their time invested. I like the idea of end game based on mostly dynamic content like GW2 is pushing, but the major detail that is missing is what is the reward system for me leaving the city? If ArenaNET is smart they are watching Rift with a magnifying glass to see what works and what does not.