- Primordus on Faith: After seeing Kasmeer fail to handle the unmasking of [spoiler redacted], an Elder Dragon writes a self-help book for the spiritually bereft.
- Principles of Fear: Be afraid, be very afraid.
- Popsicles or Fudgsicles: Jormag goes into the quiescently frozen confection business.
- Postscripts or Superscripts: Confusion over naming conventions leads Taimi to quit
Dragons WatchDragonswatchDragon’s Watch and write about grammar.
Dev sneezes
Half hour video by Wooden Potatoes and a datamined compilation of that-shaman
Want to know how I measure my success in game?
Did I have fun playing during that session? If I did, then that was a successful gaming session.
It does not matter if some person has more gold, shinies or AP because at the end of the day, we all play the same game. Although how we choose to play may be different.
if the only way to get legendary armor is with raids ( that lets a lot of people out of the option)
why the raids dont have a fractal treatment , this is my proposition:
4 tiers
T4 harder than actual for hard core raid players ( more loot, the only way to get more magnetite shards above the cap and maybe another bonus )
T3 the actual raid
T2 litle bit easier more pugable ( half loot, half magnetite and you get 1 coin if you colect3 gives you 1 legendary insight )
T1 easy mode ( no loot just a history mode)
plus we can have sometimes a daily that gives you one extra insight
a friendly idea to get more people in to the raid and you can go up gaining exp actually playing the raid and learning the mechanics
Can’t levitate though :>
Or just make the night a little bit darker
… a suggestion I made about 2 years ago…
Please.
In the name of all that’s holy…in the name of the Six…to honor the Spirits of the Norn…as a necessary part of the Eternal Alchemy…as a valiant protector of the Dream…to defend the independence of the Charr…
Make this a reality!(But with legit skills…:) )
Killroy Stonekin is a Legend among Legends.
You opened the door…now, lets get this thing made into a reality!
FOR KILLROY!!!!
I can because I want to
I want to because you said I couldn’t
My first guardian’s name is Out Of Good Names. You can guess why I called her that.
The day the wardrobe came out I made loads of characters to unlock all the starter skins. Which of course meant coming up with lots of random names quickly.
When I got frustrated and tried ‘Alreadyinuse’ I found it highly amusing (and unsurprising) that it was already in use.
“Life’s a journey, not a destination.”
hello,
first of all I sincerely admire the decision to post such news in the forums during a certain toxicity in the community. While these are quite sad news I do agree with the this decision, as new legendary weapons only add a cosmetic value in the game and LWS3 will provide more content in regards to the story and possibly playable areas which are the main criticisms of HoT. I’ve been a huge fan of this series (since the original GW) and I would like it to succeed, therefore, I want to share my opinion on the matter. I believe that the huge backlash from the community from this decision comes from the promise of more content on a particular aspect which is now gone and replaced with the promise of something unknown. However to rationalize the issue I personally believe more story and more explorable areas will add much more value to the HoT price than new legendary weapons since we already got the precursor collections and thus we could start working on legendaries that were inaccessible previously. Now on the other side of the coin many people might have been excited with the new legendaries as some of the existing ones may not be particularly appealing to some such as the legendary mace. Despite this criticism someone has to bare in mind that if developers spent more time in new legendary weapons, which not everyone will eventually craft, and less time in up-coming expansions or quarterly patches then we will be in a situation were the community complains of a lack of content such as in the case of the HoT expansion, which at the end of the day is much more damaging. I understand that these are my personal opinions and I don’t expect everyone to agree therefore I would like to suggest two options for the legendary problem since the major issue the developers seem to have is with there collections:
1. Add new legendary weapons without a precursor collection.
I’ll be honest, I don’t like this solution but it will allow players who really care about the aesthetics of their legendary weapons to get an alternative option thru the mystic forge
2. Re-use the existing legendary precursor collections to craft alternative weapons of a pre-designed legendary. Now I am not talking about re-skins but designing legendary weapons based on existing themes. For example since HoT is based heavily on the jungle what better excuse to have to design a set of legendary weapons baring a nature theme. These weapons would share the same collection as with the legendary bow kudzu and once the collection is completed the player could chose to transform the longbow precursor to a sword for example. I for example would love to have a legendary staff based on astralaria! Now there are two criticisms to this solution first the issue of some players having to wait until there favorite legendary theme to arrive and second that some of the excising collections are be a bit broken. On defense to the second criticism Arenanet already stated that they will be fixing the existing collections.
Again these are personal opinions therefore I would love to hear other opinions. Now on the last aspect of this backlash that Arenanet fails to meet their promises, well hostility in the forums doesn’t really help and also development does take time as I would rather have more quality than quantity. That been said I do value constructive criticism although I would hate if this hostility ends up destroying the recent transparency from the developers. I know this is a lengthy response but I would appreciate if anyone reads it and give me their thought.
regards,
a fan of the franchise
President -- ArenaNet
Thanks for all the comments. I know there’s nothing I’m going to say that will make you feel better, but I’ll share some final thoughts for the night.
I said three weeks ago I’d focus on sustainability and quality. I want to reiterate the part about sustainability. Be angry about legendary weapons, sure, but how about the recent drought of content? That kind of thing happens when we spread ourselves too thin, and when we let the content development pipeline empty out so we can fight fires. What I think we actually owe you is sustainable, predictable, high-quality content. I’m making a decision that’s painful in the short-term so we can position ourselves to deliver that.
Consider this… HoT currently has: 3 new maps (which are still buggy looking at DS) which are grindy as hell, Elite Specs which are heavy powercreep (pay to win in PvP…), a Story which is short but at least good (if you ignore the myriad of bugs f.e. in the Mordi battle), Guild halls, 2 Raids with 5 1/2 bosses, a new PvP map (which is quite unbalanced) and now only 4 legy weaps (3/4 being rarely used thanks to being underpowered or buggy)… That’s it?
I previously addressed the “half an expansion” thing, and I can point you to pages like this one and this one (https://wiki.guildwars2.com/wiki/Guild_Wars_2:_Heart_of_Thorns), but that doesn’t matter because it’s just arguing. My job is to entertain you, not to argue with you.
I strongly believe that we will in fact entertain you. We’re a team of people who love the game that you love, and are working on things we’re confident you’ll love. But I’m not here to convince you of that, and I wouldn’t expect you to take my word for it. You can make that judgment in April, and each subsequent time we ship. I will work to make you happy, and I’ll do it by making you happy with what we ship, not with what we promise to ship.
Mo
(edited by Mike O Brien.4613)
At this point, I am not exactly surprised. It is what it is, and I hope that we will see additional content faster for this decision.
I will however add that while I was more than willing to pre-purchase HoT as an act of faith in a developer I believed in, Arena Net has long since burned that bridge. I won’t say that I will never purchase an expansion in the future, but given the amount of promised yet unreleased content, gutted content, and bugs that came with HoT, I will not make the mistake of pre-purchasing one again. That was my mistake, and it will not be repeated.
Vayne congrats btw on your thread getting so many view so early. By forum standards that makes you a Rock Star now LOL.
BTW I’m also on TC and WvW often late night or early N.A. times.
Oh my gods! They are sitting in chairs!!! How I wish I could do that with my characters.
I too am from the “old days” of PnP RPG. I play for the enjoyment of the story and world, not being a cost accountant and use reward per hour of play to dictate what aspect I play.
I prefer games where teaming is NOT mandatory because if you are forced to team, the team lets one member dictate that play session. Of course I’m talking about PUG teams, friends can debate and agree, in PUGs the dissenters are kicked. It was worse in older MMOs with traditional quest logs and nobody wants to help you with yours vs theirs but that’s not the issue here.
In the three years, 2700+ hours prior to HoT I essentially soloed which means no dungeons, no fractals, no large organized events (TTW, Teq) that you couldn’t simply wing it. So I’m quite disappointed that so many core Tyria master points are tied up in the activities I never had the motivation to do. This includes the personal story because I like to make up my own head cannon although I do enjoy the LW stories.
I’ve only stepped into HoT at launch and it was a lot more, intense, than anything I experienced in core Tyria. Waypoints are few and far apart, there are virtually no “safe” areas you could hold up in to go AFK for a few minutes without returning to a body, which means another trek from one of those few waypoints to get back to where you were.
I don’t mind the improved AI and some difficulty but it’s night and day from core Tyria. It’s intense and not relaxing with the lack of lulls in action. Plus HoT is less about flash mobbing events than running in a group simply to transverse the map.
But I never harbored resentment for Raiders, PvPers, Dungeon speed runners. Those are legit communities and I can see why they occasionally need dev love.
I’ve seen friendly guilds who enjoy raiding as an activity to be done weekly and not as an efficiency exorcise. Nobody is punished for messing up, nobody is ejected for not running a specific load out on specific professions or elites. That isn’t always the case and some raid teams, like dungeon teams before them are quite militant about maximizing their performance. And those groups aren’t for me.
The issue on the forums is players believe that “everyone” plays the game just like them and if you disagree or downplay that aspect of the game is a personal affront. Lighten up Francis. Just realize not everybody is as much of a zealot for X or dismissive of Y as you are and everybody can get along.
RIP City of Heroes
If you’re craving old-school pen and paper RPG style gameplay, I have two recommendations. Shadowrun Returns: Dragonfall Director’s Cut,, and Shadowrun Returns: Hong Kong. They are really old school in how they work, and the writing, world building, and choices you have to make on your first few playthroughs are enthralling. I like the series so much that now, as I am playing through the hong kong campaign blind, I’m narrating all of the characters in character to my sis as we go through.
I suppose that is where I come from. Long before I played games online, playing a videogame was a social thing. My father would play top gun and airplane games on the NES, my siblings would sit down and try to think of ways to find hidden dungeons in Legend of Zelda, and we’d come up with elaborate fantasies together on the game itself. I suppose that’s why I like lets-plays so much, long before they were popular. A lot of it was childhood bickering, but the fact that me and my brother beat Ocarina of Time by alternating dungeons was something beautiful.
But if I were to summarize my earliest true “mutliplayer” experiences in RPGs, that would come three examples: Phantasy Star Universe, Runescape, and City of Heroes.
I had played PSO, but not online. PSU, I managed to play before the servers shut down. For quite some time, too. And, the thing with PSO and PSU was that, though it used many systems that would be archaic by today’s standards, there’s was one simple truth to the game that I have not seen since, and I miss the fact that this is no longer true. Let me pose it as a question:
You are in a game with no scaling whatsoever. You’re level 100. A random level 60 player joins your instance. Do you:
A) Yell at him because he is lower level until he leaves.
B) Kick the n00b without saying a word.
C) Be totally cool with him joining anonymously.
D) Keep him around but lament that he’ll leech rewards from you.
In every single MMO I’ve played since PSU, the answer was never C. But the way phantasy star handled stats and equipment, it wasn’t such a big deal if your teammates were lower level than you. There was no “min/maxing”, only level. The challenges were hard and didn’t scale, so every body you had helped. It was an action game after all, so if the lower level guy could handle himself, you were happy to have him around, at least to be a decoy.
So many games I’ve played are built to be the exact opposite. City of Heroes, even GW2 have systems built in that discriminate specifically against level itself, to avoid the pratfalls of a system that inadequately handles stat progression and open world challenges. With the way events scale, you can’t have lower level players joining and scaling up, because then they’re a detriment to the whole thing. The levels are superficial. But, I miss that. I miss both being the new guy everyone welcomed. I miss being the experienced guy who helps the new guy out.
The challenges of the game weren’t accommodating. They existed, whether you had a full party or not, if you had the levels or not, or if you had the gear or not. Seriously, for anyone who still has the old game, try a low level rush to ultimate difficulty in PSO going through both episodes, and suddenly it is one of the most tense and entertaining things you’ve done. You’ll learn that the first time an invisible robot one shots you with a flying head-bash out of stealth.
Second is Runescape.
Now, runescape is a very old game, and it is a very simple game. An utter grindfest. Built out of Java, it is literally a point and click adventure. You click somewhere, then your toon walked there. You clicked on a thing, then your toon did a thing. Very simple. Some would say very boring. They’re right, of course, but there was an advantage to this system. Because the interface was so simple, nearly anything could happen. The range and diversity of skills and minigames and environments, the general interactivity of the world is unlike anything I have seen since.
Want to manage your own kingdom? You could do that. Host an international port for trading and exploration? Got it. Hunt reptiles for voodoo witchdoctor potions? Got it. Manage a multi-person industrial sized blast furnace? Had that. Grow tomatoes and make pizzas? Do that, too. Delve into a roguelike randomly generated dungeon? Got it. Wander a dangerous PVP wasteland? It was there. Command armies in a turn based strategy game? Had it. And the quests… the storyline and the quests in the game are great. They’re funny, they’re interesting, they’re tense, and they add just a bit of mystery, and doing them gave you rewards other than “loot”. I still quite vividly remember having to navigate a parkour maze of a shanty town that was ruled by flying vampires who would demand blood tributes if they saw you in the open.
Nearly anything could happen, because it is just point and click. I miss that open diversity. Though the playerbase was young and the community was hostile, it still had that “the challenge exists, whether you’ve got enough people or not” system, and sometimes when a random dude ran by, you were glad he happened along. But modern MMOs aren’t like that anymore. If anything happens in GW2, 99/100 times it’s just going to be combat, where nameless loot rains from the sky, and the only thing that is important is that you survive the encounter.
The last one is City of Heroes.
Now, City of Heroes had level restrictions (and a way to bypass them eventually), a slightly shallow loot system where drops rained from the sky (but not as randomly), and a crafting system that was basically a components check. But there is something that City of Heroes did that other MMOs don’t, and that is character customization.
I’ve talked about it numerous times in the past. But basically, the character and build customization, both functionally and aesthetically, was exponentially higher than any other MMO I’ve ever played. Exponential is not an exaggeration. By today’s standards, it was literally a hundred times deeper. Every single skill was highly customizable, every skill set was highly customizable, every class had a highly customizable list of skill sets. You didn’t just pick your class. You picked your class, the skill sets that were available to that class, the skills that were in those skill sets, and then every little facet of every single skill could be customized. To top it off, after making each toon you could write a character bio and a catchphrase.
Also, you could completely design your own instanced missions and stories from scratch, and then put them up for the public to play, using either established characters or your own designs. Never has their been a game where I was more attached to the player characters than in CoH. Each one was truly unique, and many were extremely memorable. One of my favorites was a gigantic African-American guy named Hare Splittor (or Douglass Bane). He was dressed up as a gigantic pink and purple bunny with a battleaxe, and his origin story is that he is just a normal tough guy on a crusade to make it socially acceptable for men to like bunnies and tea parties by being the most aggressive and frightening vigilante possible. Anytime anyone would say anything, I’d RP a pseudo social-commentary conflict where I’d aggressively demand people be accepting of men dressed as pink bunnies. You can’t get that in experience in most games.
I’m going to paraphrase Arin Hanson here: Though videogames are covering more and more adult subject matters, by design they are catering more towards kids. They are being streamlined and simplified, and that isn’t a good thing. GW2 is not a complete “MMORPG” in the sense that I grew up with and am familiar with. It is an MMOG that stripped away a lot of the features that I’m familiar with, and it happened to take away enough of the right ones to resemble a playable game that has other people running around.
And that is it. “People running around”. I am a nameless (insert class here) using one of 3 peak builds as I traverse the world filled with people I will never remember, who will also never remember me. Whether someone is nearby or not doesn’t matter. The systems the game is built upon seem like vestiges of previous designs where those archaic systems actually mattered. Raids are more of a build check than anything else, having rigid structural requirements instead of an experience you can go through. Yes, the combat is solid, but that’s all there is.
There are a number of different ways to play an MMO. Consequently there are a number of different factions who expected different things from an MMO. I’ve danced around a lot of these ideas in posts prior to this, but only as I was waking up today did some of these ideas gel. This post is about the disconnect between different groups of players.
I’m an older gamer who cut my teeth on pinball long before computer games or even video games were a thing at all. My introduction to RPGs was through pen and paper, not arcade games. As a result, PvP isn’t infinitely fascinating to me, nor is raiding. Not because I want to take the easy road, or because I don’t want to put effort into something (anyone who knows me can vouch for that), but because my entire approach to gaming is based on trying to recapture pen and paper Rping, rather than playing a video game.
Actually single player games are more suited to my personal taste than MMOs. Because when we got together as a group to RP, with a real life GM, we didn’t play for dice rolls, or trying to the same D&D module over and over. In fact, we didn’t have modules at all. We had a dungeon master who created a world/story that we moved through. It was much more like a single player game, but with friends.
Here we are, now, 40 years later, and I still want to capture that experience, and for a long time, that’s precisely the experience Guild Wars 2 delivered for me. A living, breathing world I could move through, with friends, exploring, hanging out, having a great time.
Never in all my years of Rping did we fight the same battle over and over again until we beat the boss. That simply wasn’t the game. I guess I’ve sort of thought of MMORPGs as a massively multi player RPG, rather than a massive multiplayer war game (PVP), or a massively multiplayer dungeon crawl, because my D&D group wasn’t really about dungeon crawls. Dungeons were never an end in themselves. Dungeons were a way of telling a story that furthered the campaign we were playing. The Fellowship of the Ring didn’t repeatedly try to get through Moria until they made it. They got through Moria as part of the story. This is why I come to MMOs. I want to play through a story with my friends.
As such, it’s less about putting in effort to beat a single boss over and over and more about enjoying a living breathing world, as much as that’s possible in a computer game. That’s what drew me here. That’s why dungeons and fractals were never my focus. Not because I’m lazy. Not because I can’t beat a dungeon or a raid or a fractal, or I’m not good enough to PvP. It’s because my entire approach to the genre comes from what I want out of a game. I’m pretty sure I’m not alone in this.
I played games like Dungeon Master, the old infocom games, Prison (on the amiga). Prince of Persia. I liked puzzle games, and later games like Tombraider, which again, told a story. Which is probably also why I like jumping puzzles so much.
“Go play a single player game” is one of the comments I see a lot of these forums, followed by comments like “you want the rewards without doing any of the work”. The funny thing is, yeah, because I didn’t come from a game with challenging content that gave me better rewards. I came from a game where you progressed through the story, with friends, and got rewards as you played…not played the same dungeon over and over again, which we never did.
Some people might ask why I don’t RP in Guild Wars 2. Because RP in Guild Wars 2 is less like the Rping I did with pen and paper and more like cooperative writing. Rping has evolved into a very different beast, and it doesn’t fulfill me in the way that an RPG would. Games like Skyrim or Dragon Age or The Witcher are far more the type of experience I’m looking for…but with friends. And in none of those games are the best rewards locked away from me. And I’d be pretty annoyed if they were.
I’m sure people who came through mobas or FPS’s are more likely to not worry about dying in PvP. But I hate dying in PvP, because of where I came from. I’m sure people who came to this game from raiding in WoW are more interested in challenging content that they have to bang their head against by memorizing a pattern and moving out of red circles while attacking a boss before the rage timer goes off. . But I don’t think anyone should assume that because some of us want to play the type of game we’ve seen MMOs to be that we’re lazy, or we’re entitled or we want to deny people challenging content. We simply don’t want to be locked out of story and lore and loot because we’ve come here by a different route, and we’re looking for different things from our gaming altogether.
If years ago, a DM came to me and said, you can play in my world, but you can’t the best drops unless you run this one dungeon over and over again until you beat it, I’d have told him I wasn’t interested in playing in his world. This is where the disconnect between me and some other players come from. This is why I’m passionate about how this works in Guild Wars 2.
I’m going to stay away from future debates on raiding, because raiding is like a completely different game than the game I started playing. Dungeons were too for that matter, which is why they were never my focus. But if you want to beat raids, it’s sort of hard to do that without focusing on them and that would ruin the game for me.
Guild Wars 2 was once the game I wanted to play because it filled the need for an online RPG better than any other MMO. And that’s still largely true. Out of all the MMOs on the market, nothing fulfills me like Guild Wars 2. But with the addition of raids and the focus on PvP, something admittedly lacking in the early years of the game, it’s also moved away from my ideal.
Does everyone deserve content for them. Sure they do. Does everyone deserve exclusive rewards just for their content that no one else can get because they’re looking for a different in game experience? That one I’m not so sure about.
Either way, I’m going to be posting less here, because raiders aren’t wrong for wanting focus on raids, PvPers aren’t wrong for wanting focus on PvP and people like me, we’re not wrong for not wanting to be driven into game modes that do not interest us just to get specific rewards.
Edit: typo
(edited by Vayne.8563)
I’ve wanted to play Tengu since Guild Wars 1.
I’ll be surprised if we ever get to.
If Tengu ever make it in as playable, I want a Penguin Tengu.
“A Pengu.”
hey man,
thanks for sharing your feels. its not always easy to put yourself out there in public, in fact it takes some courage. i agree with you in not agreeing with every decision anet makes, but hey at the end of the day its still a great game and a great community. thats what it is all about, right? anyway, i just want you to know that no matter how hard it gets theres always a sunrise the next day. i know this.
cheers~
edit
do not go gently into that cold night
rage, rage against the dying of the light
one of my favorite poems
(edited by Stand The Wall.6987)
For those not familiar with the first Guild Wars, in Pre Searing Ascelon there was a group of npc’s in the middle of a forested area with only bears to kill. These were the original Bearhunters who just stood around, getting drunk and talking about how great they were at killing bears. They also offered a quest to kill a bear in a certain amount of time.
In Eye of the North, they were repeated with a group of drunken Norn (a redundancy I know) talking about killing bears.
PLEASE BRING BACK THE BEARHUNTERS!!!
I miss those drunken old sotts, and would love to see them again. Recently there was a Guild Chat with an animator on the panel. He mentioned that he had animated a scene of Hylek of various ilks sitting around a campfire. I think these would be great to place in the game as the Bear hunters.
Of course, there are no bears in the Maguma Jungle. Why would there then be Bearhunters?
Cause they are that good. There are no bears in Maguma cause the bear hunters killed them all. Right? (Well, I think its a good joke.)
The recent news that the effects are coming back – and will be optional – makes me ..cautiously optimistic. It certainly seems to have placated this thread into silence.
And yet.. I can’t help feeling like this thread really deserves two things before it feels like there’s closure:
i) we need to see the proof of the pudding, so to speak. We need to see what the effects look like once they’re “restored” and we need to see what options are available. There have been no end of rational, useful ideas presented here. Will the visual options be comprehensive, or merely a check box that toggles between “original” and “nerfed” states? This will say a lot about whether real future-planning has gone into the visual effects system, or if this is a knee-jerk reaction to placate the playerbase.
ii) there needs to be an official response here. It needs to be here. And it needs to confirm anet’s commitment to Colin’s statement: that any future visual adjustments will be provided as options via this new visual options system they’re developing, rather than globally enforced. There needs to be some indication that a lesson has been learned here, that progress has been made, that a thread like this will never ever have to happen again, at least on the subject of visual adjustments. There will always be areas of the game where developers and players butt heads, have lengthy discussions and come to some middle-ground. The game will continue to evolve and there will be hiccups. That’s normal. But let it not be on this one subject. Let this particular subject be concluded here. Let this be an achievement we’ve all reached after a long journey. That would be closure.
I agree wholeheartedly.
The recent news that the effects are coming back – and will be optional – makes me ..cautiously optimistic. It certainly seems to have placated this thread into silence.
And yet.. I can’t help feeling like this thread really deserves two things before it feels like there’s closure:
i) we need to see the proof of the pudding, so to speak. We need to see what the effects look like once they’re “restored” and we need to see what options are available. There have been no end of rational, useful ideas presented here. Will the visual options be comprehensive, or merely a check box that toggles between “original” and “nerfed” states? This will say a lot about whether real future-planning has gone into the visual effects system, or if this is a knee-jerk reaction to placate the playerbase.
ii) there needs to be an official response here. It needs to be here. And it needs to confirm anet’s commitment to Colin’s statement: that any future visual adjustments will be provided as options via this new visual options system they’re developing, rather than globally enforced. There needs to be some indication that a lesson has been learned here, that progress has been made, that a thread like this will never ever have to happen again, at least on the subject of visual adjustments. There will always be areas of the game where developers and players butt heads, have lengthy discussions and come to some middle-ground. The game will continue to evolve and there will be hiccups. That’s normal. But let it not be on this one subject. Let this particular subject be concluded here. Let this be an achievement we’ve all reached after a long journey. That would be closure.
I bought several games on cdkeys already, never had a problem, the key is sent by email immediately after the purchase. The only odd thing is they send them as scanned photos.
that is a good thing they are doing that. sometimes the company wants to see prof other then just the key itself. main reason i know this is i had to do this many years ago in gw1 when they changed the login process to must know character on account. needless to say i had more then just a few for the monthly zkey rewards till that got removed~
Three words: Khaki. Cargo. Shorts.
I’ll add in my two cents.
I think all existing backpieces should have a glider come with it. I know that’s A LOT of work to do on anet’s part, but having a glowy purple vine Mawdrey glider, a slick, mechanical Tempered Spinal Blades glider, and an angelic Light of Dwayna glider would make me (and a lot of other people, I’m sure) very, VERY happy.
There’s so much potential for good looking gliders. I hope anet can find it in their hearts to create something other than just plain old wings. (Although to be entirely honest I wouldn’t mind a silver version of the wing backpack/glider combo…)