(edited by MightZila.3729)
Showing Posts For MightZila.3729:
I knew somehow that this issue was known I just wanted to make a post to be 100% sure it was reported for the devs to fix it as soon as possible.
I’m sure a lot of people are a little disappointed about the number of skills in Guild Wars 2. Especially people that have played the first one, because of the incredible variety of the skills in that one. Of course, the game just went out, but I think changing the system a little could add a lot of variety.
Here’s my idea. By adding 5 skills to each weapons sets (main hand 3 and off hand 2), the player should be able to choose between 2 skills for each of slots from 1 to 5. It would add skills to the game, be a lot more customizable and add a lot of variety to the builds.
Second professions’ return could be something to think, but it could break the balance of the game so I don’t know.
That’s it I hope something like that will be implemented, although I’m sure devs are already working on the skills.
In Citadel of Flame in Explorable mode when you pick Magg, it is possible climb across the wall that is supposed to be exploded by Magg’s explosives. By doing so players skip a part of the dungeon. In addition, it is possible, after the mission is done, to destroy the wall without defending Magg, and get one chest for this part and another for the final part that can be redone. As a result, players get one additional chest. The total tokens rewarded when this is exploited is 30 instead of 25.
Edit: It’s 25 instead of 20 my bad.
(edited by MightZila.3729)
Here is the bug, the Warhounds in the heart “Help Kennelmaster Warsnout” in the Iron Marches map seems buggy. They start tracking and end up froze at some place doing the same action repeatedly. Therefore separatists rarely spawn making the heart really long to complete. I experienced this bug on Fort Aspenwood America.