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The Guild Wars 2 site has been updated with a new post that shows off one of the members of the bestiary to come in the Heart of Thorns expansion, the Wyvern. Attached to the article revealing the Wyvern is the news that the Defiance System will be something wholly new when the expansion arrives.
Defiance will now appear as a bar beneath a monster's name if it utilizes the mechanic. Control abilities will knock some of the strength of the creature's defiance off, though it can and will regenerate over time. According to the post, coordinated efforts against some of the worst of the game's monsters will be required, as well as the precise timing of those control efforts to continue to bring the bar down before it regenerates.
The post continues by using a Wyvern's Defiance in battle as an example of how a coordinated effort at controlling the fight will come into play
Lastly, the blog details the creation of the Wyvern and how it was 'brought to life' by the Guild Wars 2 artistic team.
Read the full post on the Guild Wars 2 site and let us know what you think below.
Comments
What comes to my mind is the Moa in Dry Top and frankly.. I hate that one.
50 people around him spamming aoe skills - I never know when to use CC cause of all the action going on.
It reminds me of Wildstar. I just hope they will do the defiance better than this.
It's just simply a reduction by steps is all defiance is going to be in a 'given' time as explained in the post, and when all the defiance is reduced then the 'boss' is killable...nothing to it...a coordinated & experienced group should intrinsically have no real trouble with it as long as they know what to do and when to do it...
Strive to be 1st as all 2nd place is, is the 1st place loser.
Unfortunately, I have this feeling that it's gonna be like the triple wurm where you have a few massive zerg guilds locking themselves away in their own instances while the rest of us are left to fail over and over again.
Sure that happens sometimes, but you -the individual- have to make an outreach attempt in socializing with the community. When the Te'Quatl patch happened, sure there were guilds that flailed and failed with small numbers and tons of pugs surrounding them with nothing but 'Zerk mentality about them. But there were individuals and guilds that stood up and banded together the rest of community in efforts of organization and teamwork, even if they're mostly pugs. Volunteer VENT channels opened for commands, groups formed with specific raid groups with specific objectives of defense, offense, locations, timing, and so forth. The open world event brought together a vast majority of the community in an effort to overcome the obstacle that was the giant dead fishdragon. It was fun!
Or you could be on gw2communitys team speak for a coordinated group of players
I always knew when to use CC in that fight. I guess different people have different levels of visual occlusion.
I found the Moa to be a way more fun boss because of his mechanics. The coordination needed to take him did lead a lot of people away though.
This is not a game.
Then It's clearly my fault for not being able to mentally block the animations of raining fireballs, explosions, swordwhirls and whatever else is caused by 50 people.
SweetFX.
Is that your solution? Turn off animations or big fights are meant to fail?
I wonder how long this will last when the masses still want to show up, spam auto-attacks until boss dies, get their chest , but can't.
Ahh, but MMORPGs are evolving.
There are no lack of mega bosses like that. Heck, there may even be mega boss like that in HoT.
I dont really see what youre complaining about. They want to provide variety, and they do. now THATS the bad thing?
Open world content have it's advantages and disadvantages but the point of playing a massive online game is to play with others around you. Locking everything behind instances makes the game pretty boring.
And if you just want to play with a small group all of the time there are better games for that kind of gameplay than MMOs.
No, not what ANET is doing, What's bad is the player base they cater to isn't going to want to have to put in the effort and when they realize they do, they will complain and ANET will bend.
This is the "Evolution" of the MMORPG.
(reference to the other thread on this site)
how exactly is this system flexible?
SweetFX doesn't disable special effects. It improves them
I agree, but in GW2, openworld bosses is practically their only form of end-game content, besides dungeons. If there were other instanced raid alternatives, it wouldn't matter so much. This is why it works in WoW, because they offer alternatives to their world bosses. Before WoW's first raid, there was only world bosses, and there were many griefers and trolls, which made it a messy encounter, such as it is in GW2 currently.