It’s not always about winning, sometimes its about losing without feeling used.
i understand the abilities, aoe and drop ratio becoming a bit nerfed. i do not understand how and the reasoning behind it. what i suggest is that if the game developers are going to have their minds as the way they did in gw1, that in fact not so much to disrupt pve, as much as to switch the skills (like in gw1) upon entry to World VS World, in saying that also, dungeon co-related skills. the pve is overrated and over powered in the sense that additional monsters near nodes, but with snares on the nodes or all around them to help prevent overfarming. as it is people are running past monsters (champions and veterans) that do not drop hardly anything. fighting the monsters around a node or in a cave is generally not worth anyone’s time. on another note, another idea, is that if i save a town from being contested, how does that help get my guilds name out? my suggestion is that the guild most beneficial to the de-contested waypoint, rather have that guilds tag on it. if WvW can do it why not pve? why not add a bonus to influence as a reward rather than a silver? the focus has become in my opinion, the players play settings, if we are to have fun we need something more beneficial than a drop system.
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