Showing Highly Rated Posts By MithranArkanere.8957:

Make Courtyard a different que

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I would add to the buttons to queue for hotjoin and unranked a small option panel you can open with a button on the corner of their queu buttons. Similar to the chat and inventory options. Click on one, a small list with checkboxes pops, and you can pick the game modes you want to queue for:

  • Conquest.
  • Annihilation.
  • Stronghold.

Uncheck the ones you don’t want, and you’ll queue just for those.

As for ranked, unless they adapt the leaderboards to also filter by map, I would not give the option for it.

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(edited by MithranArkanere.8957)

Goggles Failure

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Same here. Extremely annoying. All my characters are over the level at which you unlock them, so now I can’t even unlock them by leveling up.

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The New GW2 Flavor Rocks!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

You can’t add a change like this partially.

When you add something like this, you have to make also retroactive changes.

This happened all the time in GW1, as better drops and more skills and armors sets get added to the new content, without updating the old content.
People ended up gathering in the latter areas, leaving the newer areas empty.

Then, those who arrived later to the party and came from the older areas to the new ones would hit a wall as they didn’t have that tittle or PvE skill that allowed them to join, and those who rushed to the new areas and visited the old ones found that they were either boring, or unrewarding, or both.

They say they plan to add other ways to get precursors and ascended gear. I say they should have prepared those other ways before adding ascended gear at all.

Now the other dungeons feel less rewarding for the troubles they take (as you can see from how often people skip parts of them if they can), and those who arrive late to the fractals after playing other things first will have problems getting into pugs. Making ‘freelancer’ players that decide to avoid guilds feel like second rate players.

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(edited by MithranArkanere.8957)

Enemy Nameplate Format Change Overdue?

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’d rather just have each world get a different Emblem, and show just that emblem colored to their team’s color, next to just the word “Invader”. Something like the world completion badge, just slightly bigger and before the word instead after.

For example, Baruch Bay would have Stefan’s chain coif as an emblem, Isle of Janthir would have the Eye of Janthir as en Emblem, and so on.

There could even be “WvW” armors that show your world’s emblem, the same way Guild armors show your guild emblem.

Why just “Invader” next to the emblem? Because Invaders Must Die . That’s the sole purpose of their existence. It should be made very clear.

Then selecting the enemy would show the full nameplate, world name, guild name, titles, and the like in the ‘selected target’ UI element.

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Why isn't Lord Faren's Speedo in the Store?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

First we need more thing to do in underwear other than diving goggles.

Beach minigames, social beach-like areas in cities and other locations, force underwear in Crab Toss and Sanctum Survival, etc…

Once you have reason to get people naked, then you sell underwear/swimsuit customizations.

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Zommoros told me a secret

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Hm…

Eldritch Scroll
Mystic Forge Coin
Orichalcum Dagger Blade

And…?

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conditions so much stronger than glass

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

PvP should not be about using some meta build until there’s an update, and then again with the new meta until the next update.

It should be balanced enough that if you played in a mode in which you get random skills and traits, you would still have around 50% chances to win.

If conditions overpower direct damage builds, you nerf conditions down until they are in equal footage to direct damage.

One or two professions with certain weapons and traits still being able to manage with direct damage is not enough either. Any profession that chooses to go “no condition DPS” should be viable. Like a vulnerability necromancer with axe and focus, or a guardian or warrior with a hammer.

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Daytime (and Weather) should affect gameplay!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Yeah! And weather too!

Blizzard? Random chilled when standing still for too long!

Rainstorm? 10% less movement speed and random knockdowns while moving with a total speed of over 20%!

And so on!

Not too often so it isn’t that annoying, but still happening!

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Will Bolts of Damask ever drop in price?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

So, because it can be bought at insanely absurdly unreasonable prices that makes it right?

Those prices are a symptom of the problem: No guaranteed node source for th basic material.

Buying from the trading post should be the quick and expensive way to get something, not the only way to get something.

And you still need to get the coin for it. For iron you don’t even need coin for the tools if you were around during wintersday.

It IS a bottleneck. And only those who want to exploit it at the expense of the players affected by it would want to keep it that way.

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Clocktower Way To Fast

in Halloween Event

Posted by: MithranArkanere.8957

MithranArkanere.8957

Exactly. Ive beaten all time challenges in games like Assassin’s Creed.

But in games like those, movement is fluent, and the camera is very responsive and smart.

I’m not playing the puzzle here. I don’t have problems knowing where to jump. The problems are jumping and the character not going there, because it collides with a minuscule corner and goes just up instead going up and forward.
And then there’s the camera, that I must keep within a small and precise angle at all times, or it’ll collide so I’ll end up seeing only the floor, and in some spot no angle will prevent that.
And then there’s everyone covering the view so you can’t see a thing unless you bring permanent passive speed boosts to skip ahead of everyone.

Frustration isn’t the same thing as difficulty. Frustration isn’t the same as challenge.
Frustration is the ANATHEMA of fun.

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Why play thief when you can play ranger

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Mainly because of two reasons:

  • Thieves do not have weapon skill recharges in the few thief weapon skills that need skill recharges of at least 1-5 seconds. Thanks to that they can spam too many things that should not be spammed, which is happily exploited by unscrupulous players.
  • Stealth is more broken than immobilize, and must be fixed:
    • The more damage your hits do, the longer revealed should last. A revealing hit for very little damage should last less than now, a revealed from a massive critical should last more than now. Instead 3s in PvE and WvW and 4 in sPvP, it’ll be 1-7s for both. Since WvW and PvE have more stats and higher damage numbers, there won’t be any need to have different rules. So the more damage you are doing, the less you can rely on stealth to disengage and run away.
    • If you attack someone in melee range, if the attack fails for whatever reason, you should still get revealed for minimum duration (1s). You can’t attack without risk of being discovered. That just doesn’t make sense.
    • If you fire a projectile, even if that hits nothing, as long as there someone with a character facing where the projectile is coming from, you should get revealed for minimum duration. This won’t be about the camera, but character positioning. If a player sees the projectile because of camera orientation, if the character is not facing that direction and has line of sight to the cloaked creature, the cloaked craeture won’t be revealed. So being mindful of your surroundings and enemy orientation keeps you from being discovered if you miss a hit.
    • Being revealed repeatedly within a short time against the same target should result in revealed lasting more and more when hitting that target, up to a cap. So stealth is used strategically, to gain combat advantage and to disengage, not to constantly attack-stealth-attack-stealth. Taking longer breaks between Revealeds would bring back Revealed to its normal duration. This could be done with an effect the target gets called something like “Catching up” or “Learning patterns”: “This foe is learning your movements, and it’s getting harder to hide from them after attacking.” Each stack would last 10 seconds and increase Revealed duration against them by 3%, up to 30%. If you are a thief that jumps in to finish targets after your allies have taken their health down, you will be completely unaffected as you hit those enemies very little.
    • If someone is channeling on you a skill that requires a target to have an effect (e.g.: Mesmer sword 1, elementalist scepter air 1, neromancer axe 3, elementalist scepter fire #1, etc.), or activating a targeted skill on you (e.g. Dragon’s Tooth, phantasm skills), and you go into stealth mid-activation, the channel should get canceled, and the rest of the skill fail without triggering an ‘interrupt’. A channel should require you to be able to target the enemy for the whole activation. That means having both line of sight and being able to target them during the whole skill. The moment that stops, the channel should stop. All other skills will go on normally, but those that would lock on the target as it moves like ranger longbow #2 will lose the lock on and just go on like when you fire them without a target, and the user can reorient them with the camera, so enemies firing a projectile barrage at you will have to guess where you are and aim manually there if you go into stealth mid-channel.
    • Skills that cause revealed on enemies like “Sick’em” and “Analize” woud get their revealed durations down to compensate a bit, since with these changes revealed would be a bit more troublesome and may last longer on average.
    • Being damaged in melee range should make stealth ‘flicker’, making the cloaked creature partially visible but still not targeteable only to the attacker, but not their allies. This partial visibility would be less clear an noticeable than the translucency seen by the thief’s allies. Because of this, approaching enemies from behind under stealth will be much safer, and having your back to a wall may be useful against cloaked enemies.
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Where's the love for Spvp?

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

1. You already have skins. There can’t be skins unique to sPvP because no one should be forced to do sPvP to get a visual appearance. To show off your PvP rank, you have the /rank command.
Dyes already drop from PvP glory chests. The wiki does not show the rewads, as reward chests link to a “PvP rewards” page that only has equipment rewards, instead listing all the possible drops like the other package items.

2. I totally agree with adding more modes. The main reason I do so little PvP is because having the same mode with slight variations gets old very quickly. Among the modes we could use here’s some I would like to see added, at least for custom arenas:

  • “Capture the flag”. Each team most go to the enemy base, and use an object that puts an effect on the user with a very clear visual appearance. The player most go with that effect on to their own base to score. When teleporting, shadowstepping, cloaking, downed, etc; the effect would be lost, and they’ll drop an object in the ground that will give that effect again on pickup.
  • “Reverse capture the flag”. Somewhere in the area the effect object appears. A team must grab it, bring it to a drop point, and defend the user with it there for a short time to get score. If the user with it is downed or defeated at any moment, they’ll drop the effect into an object, and that resets the counter for the score. After a short time, the object in the ground can be picked by the other team too. Longer, and it’ll reset, going back to the item spawn point.
  • Tug of war. The map has 5 capture points. Each team starts with the closest 2 points captured, and the middle one is neutral. To capture a point, a team must capture the previous one first. This means that only up to 2 points can be contested at any given time.
    A team wins if they capture all 5 points, or if they hold more points for more time than the enemy team when the time runs out.
  • “Kinf of the hill”. A single capture point in the middle of a very small map. Score is based on how many people of your team is within the capture point.
  • “Pressure”. Two-round matches. In each round, one team attacks and the other defends. The attacking team must carry a beat of burden (bull, siamoth, dolyak, etc) to the enemy base. The beast of burden is immune to damage and untargetable, and acts like a capture point. While capture by the attacking team the beast walks towards the enemy base, and when capture by the defender it walks back. On each match, the attacking team must bring the beast to the enemy base before the time runs out.
  • “Double pressure” Like Pressure, but with a single round, and both teams have a beast of burden to protect, and both must attack and defend at the same time.
  • VIP Defense. Each team gets a random player tagged, and they must defend their own VIP while trying to defeat the enemy VIP.
  • Deathmatch. Free for all just for fun madness with no glory or any other rewards.

3. I believe that’s something we could use paid arenas for.

4. Either paid arenas again, or some sort of method to set duels would be nice. I believe they have considering it, but I don’t think it’s high in the list of priorities.

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Please Add a Solo Mode to Dungeons

in Fractals, Dungeons & Raids

Posted by: MithranArkanere.8957

MithranArkanere.8957

Although I think Story paths should be put as part of the personal story and scale to party size like Arah, I’d rather keep the explorable paths for parties.

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Mad Memories is back!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

They should have remade the stories into temporary journal entries.

Complete the Story 1, get token you can use to get Mad Memoires or something else if you already got it. Make bonus achievements for story 1, get token you can use for Complete Edition or something else if you already got it.

Complete Story 2, get 1 Corn cob. Complete bonus achievements. Get 2 corn cobs.

Next year, bonus achievements reset, can replay again for stuff.

Kind of like GW1’s festival quests, but using the Story Journal.

That way we could replay the Mad King’s dungeon again. It’s a shame having lost that.

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WvWvW Jump Puzzle Greifers

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s already an existing Siege lock-down effect.

It should be used in those areas.

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Skin acquirement needs to stay hard

in Fractured

Posted by: MithranArkanere.8957

MithranArkanere.8957

In the end people don’t get these skins to show off, nobody goes aroud looking at other people’s gear. People get the gear mostly for themselves. To make their character look the way they want to.

The only change these skins need is some sort of non-RNG alternative to let people chose the way they want. Like tradable crating recipes for skin appliers, that use amongst other things mists essences and pristine relics as a material (pristine relics would get a material slot).

Then you can either keep trying until you get the one you want or the recipe with RNG, or buy the recipe in the trading post, then gather the material y player, get a weapon you want to apply the skin to, then craft the skin, then apply it to the weapon.

Ascended rings should also be salvageable into account-bound materials such as mists essences to help people gather materials for that alternative method without grinding too much.

That lets people choose the one they want without directly purchasing it and without doing fractals endlessly, by making the most of the extra stuff they may no longer need after doing enough fractals.

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Why there should be a dps meter

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

A DPS meters others can see would be used by bad players as an excuse to be even worse, kicking those who favor other things.
A DPS meter only individual players can see would confuse neophytes. As you can’t measure control and support, new players will merely see damage and defense, and that’s it.

One of my elementalists has soldier gear, and is 30/0/20/20/0. That’s in no way optimal for damage. But do you know how many times I was the last one standing, finished a boss and revived the rest? I don’t. I never counted. I don’t have such a good memory for that.
And I have a guardian with freaking cleric stats, on my own, it takes me about 15 seconds to kill just a single orrian in Cursed Shore, I have to gather them and kill them together in at least groups of 6-7 to save time. Do you know how many times I babysat pugs through a dungeon, keeping them alive with support and control (mace+shield, staff) to compensate for their silly greatsword berserker builds and their habit or standing still all the time? How do you measure that?

In GW1 there was once the master of damage. A guy you could visit to see how much damage you could do per second with a build. But just that. You had to actively know about the guy, get there, and take your time to test your build there. And that worked more or less fine.
But in GW2, there’s no “holy trinity” like in GW1. An elementalist, assassin or warrior could focus on spiking enemies down, confident that they’ll have a spike healer behind, keeping them alive.

In GW2 the one that should worry the most about keeping you alive is yourself. One can’t rely on allies healing them and reviving them all the time. Builds are no longer a mere calculation, but they are tested more organically. If you get downed often, you add more survivability. If you do fine, you can focus more on damage.

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Equipment UI stopped filtering gear

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Yup.

One of the latest patches changed these:

  • In the bank panel, double clicking on an item no longer moves it to the bank unless it’s a stackable item and there is already a stack of that item in the bank.
  • In the Equipment view of the Equipment panel, all other item types are no longer hidden when a specific slot is selected.

It is rather annoying having a filter that doesn’t filter, and having to manually move stuff to the bank.

Not only should come back item filter in the equipment tab, but also the bank panel should send items inside again with not just double clicks, but single clicks, and ignore closed tabs so you can close previous tabs an put all the stuff you want in the bank quickly with single clicks in the first open tab.

SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

The Amulet!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Well, it should have been like this from the start.

But “it should have been like this from the start” updates aren’t always well received. It usually depends on how the transition is done.

Remember when they removed MF from gear? Then people could at least pick the new stats for their gear.

Rather than getting a few relics backs, I would have preferred to exchange all these surplus +5 and +7 versatiles I got for +5 and +7 agony ones I can use to craft me some +9s.

Also, the enrichments need more variety, like WvW Rank, WvW Reward, PvP reward, map bonus rewards, exp from events, and map currency.

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(edited by MithranArkanere.8957)

Item's removed from game stil on TP.

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Items with no use or that become account-bound listed in the trading should get their entries canceled, and both fees and items refunded, even if the account doesn’t log in.

If they do log in, they’ll simply find the stuff in their inbox.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

Suggestion: Favorite builds button

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

First, we need a weapon preset system, something that lets you set a series of weapon presets from your inventory, and quickly change between them while out of combat, and that is saved separately from PvP and PvE.

For example, another tab in the equipment panel, with a list of slot pairs, one for each combination of weapons the current profession can have, plus two single slots for the water weapons.

Putting weapons there remove them from the inventory.

Players would be able to chose the currently two equipped pairs by clicking and right clicking that list, and would be able to sort them manually like the achievement watch list. Click moves to the top of the list, right click moves to the second.
The first two slot pairs in the list would be the currently selected ones, and will appear in the wardrobe an equipment views like now.
Non-swapping professions would be the same, but without the second set.

Players would be able to quickly choose while out of combat by right clicking the weapon swap button, which would show a small panel with a list. Click a slot pair for the main weapon set, right click for the alternate set.
Non-swap professions would get the swap button while out of combat too, but would only be able to click to get the one set in the panel.

Without something like that, templates would have to be “blind” to your items, and simply load the first two weapons of that type found in your inventory.

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Why Burst Meta is Bad.

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

people talking about a ‘meta’ for a 4 day old patch.

The meta changes at an alarming rate.

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No love for condition builds?

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

My main issues with conditions are:
- They are not properly counted towards event participation. Pop a signet of fire on an enemy and take 50% of their with burning, and you may not get exp at all from it when someone comes along and deals a finishing blow.
And if an enemy has already many stacks of a condition, or its max duration, yours many not be counted.
They should be counted properly.

- Objects are simply immune to them.
Damaging conditions should be turned into a generic ‘erosion/degradation/corrosion/whatchamacallit’ condition on objects, or simply make them as any other creature, allowing certain conditions on them:
→ “Burning” on any object that looks like it could burn.
→ “Acid” when using poison on anything that could be affected by acid.
→ “Degradation/Erosion/Etc” for any object when using bleeding.
→ Vulnerability should work on them too.

- They do not trigger the Weapon Master achievements, making even harder to get kills counted for certain offhand weapons, and forcing you to stick with those weapons and change your style of playing to deal finishing blows of very little damage. That or go to a place filled with critters and grind the title pointlessly.
Achievements may be something secondary, but they should encourage playing the game to get them, not doing weird, grindy things.
How these achievements are counted should change so doing them it’s natural, without forcing you to change how you play too much. With one or more changes like these:

  • Properly count deaths generated by that weapon, including pushing the enemy into environmental damage, conditions, and summoned creatures like illusions. To put it simply, if they die right after being target of one of your skills or under one of your conditions or effects generated by that weapon(including being target of one of your illusions or shattering illusions made by that weapon), that weapon should get the kill.
  • Give all off-hand only skills some damage, even if it’s just a little, so at least they can be used on critters.
  • Rework some of the off-hand only skills to be better finishers.
  • Make it so no weapon is offhand-only, by giving them to some professions as main hand weapons (their prices would also get balanced, of course).
    • Shield – Engineer. With skills inspired by Tron’s disks and Captain America.
    • Horn – Engineer. With sound-engineering based skills, with names like “Up To Eleven”,.
    • Torch – Elementalist. With skills with names like Obsidian Flame, Rodgort’s Invocation, Mark of Rodgort, Flame Djinn’s Haste, Rust, Storm Djinn’s Haste and Crystal wave.
    • Torch – Thief. For main hand and offhand. They have acrobatics, why not throwing some juggling with torches in there? The dual Torch-torch skill would be a juggle and all.
    • Focus – It’s really hard to come up with one theme for these since they can have practically any shape. But it should be done still. Maybe mostly PBAoE skills and direct hit skills, no projectiles.
  • Or just simply change those achievements to could any kill done while the the weapon equipped, even if it wasn’t directly caused by any of the skills from that weapon.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Underwater Skins --> Land Skins

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

There should be more cross-item skins.

Currently you only get things like headgear and shoulders unlocked by all 3 armor weights. But it should be applied to more stuff.

Gas Mask? Forgeman headgear? Other head skins that look enough like breather? Also unlocked for breathers.
Rifles? Also unlocked for harpoon guns.
Harpoon guns that have a rifle instead a harpoon? Also unlocked as rifles.
Staves? Also unlocked as tridents.
Tridends that look enough like spears? Also unlocked as spears.
Tridends that look enough like staves? Also unlocked as staves.

And so on.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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I quit

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’m not going to fall for that.

That’s a clear attempt of murder against this forum’s readers.

Look at that. Not a single punctuation mark. If anyone were to read that out loud, they’ll die of suffocation.

Anyways, if you want to give feedback, just give the feedback. Nobody is going to listen to you more because you say “I quit”. You already bought the game, and even if you really did quit, which you won’t, you will come back.

They always come back.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

While Ossan Quarter has some Elonian inspiration in its architecture and Rurikton Ascalonian, there’s no Canthan.

So it’ll be nice if now that there’s no Zhaitan, human refugees started appearing in the coasts, and traveling to Divinity’s Reach, and they ended up in the Western Quarter. And since there’s not enough buildings, well, they would build, slowly turning the quarter month by month, into a more Canthan-like district, starting with the wall section, that would get ragtag houses attached one another with uneven architectures and mismatching materials, and some more houses on top of the existing ones as added floors, with green roofs with vegetable patches that remind of Shing Jea. And as roofs connect to each other with boards and create a shade, mushrooms and ferns would be planted by those who came from Echovald, creating underground gardens that remind of Echovald. And in the middle of the district, reminding of the Jade Sea, a green fountain shining with with a jade floor, made by people who brought small pebbles of jade with themselves, one by one.

Just imagine the slow process, almost unnoticeable over the years.

That’ll make 3 districts inspired in the other 3 known remaining human civilizations, in alternate sections of the city.

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Interesting community reactions

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

Plus, you guys do realize, that it is only inevitable that they will add a gem-store purchase for unlimited xmute charges. Anet knows whats up when it comes to making money.

If they ever add an unlimited charge consumable, it’ll probably be in the stupid RNG chest, like with the unlimited makeover kit.

And if it was a consumable that can be used on a single skin, it’ll probably be prohibitively expensive. Like 600-800 gems for 5 skins.

If I like a skin so much that I want to unlock it permanently, I want to do it by paying directly for it, but paying reasonably, not freaking 10€ for something that should have a 0.99-2.99 skin DLC price.

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Inactive accounts character names whiping

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

GW has no inactive accounts. Only inactive players. The accounts are always active and ready to use. And players should not get some silly message telling them they have to pick another name just because they were in the hospital for 3 months after being run over by a car when they were jogging in the park. That’ll only add to the offense.

It doesn’t matter if the character was level 10 or 80. They could have only played PvP and have only level 2 characters. If they want to do that, it’s their business.

They got the name first, it’s theirs for as long as their account exists. Period.

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CDI- Guilds- Guild Halls

in CDI

Posted by: MithranArkanere.8957

MithranArkanere.8957

Guild Fractals

  • Unlocking
    • Guilds would have to research guild fractal access. This allows guild members to talk with Dessa and visit empty guild fractals to check them out.
    • Then they craft a Fractal Challenge ticket, and talk with Dessa to choose the fractal they are aiming for. Spend the ticket to create an attempt. Guild Members and Guests can then go to the Fractal of the Mists gate and use it, and they’ll see there an additional option to join the Guild’s Fractal challenge instance they all will travel to the same private fractal map. When they are ready, they can start the event, a guild challenge. These challenges are often scaled versions or world bosses and open world guild challenges. If they complete the guild fractal challenge, they earn that particular guild fractal, influence, merits, commendations and other guild challenge rewards. Guilds can craft more tickets to attempt different challenges to unlock additional Guild Fractals, but the rewards are only weekly. These challenges also work as a form of “Private Guild Raid”.
  • Progress
    • Guild fractals will start with just a generic merchant, portals to Lion’s Arch and The Heart of the mists, and the NPC.
    • Guilds can spend influence and merits to slowly unlock all sorts of functionalities and NPCs.
    • Some would be added for free as players perform tasks. For example, unlocking a different fractal will add the NPC with that provides the service to switch between unlocked fractals, and enough guild members completing that story chapter will unlock a gate to Fort Trinity (still only usable by players with permission to use the order’s asura gates)
    • Some researched guild upgrades would also add the services. Unlocking the guild vault would add it to the guild’s fractal.
    • Guild members can pool together gems to get fancy decorations and unique version or NPC models, like Wintersday themed NPCs. The system would work like this: “Leader or official with permissions chooses the upgrade to ‘propose it’, guild members check the panel and see the upgrade, then they pay anonymously as many gems as they want” if the transaction is canceled before enough gems are pooled, the gems are refunded.
  • Ties to content:
    • PvE. Guilds would get a third ‘currency’ variable that reprensents their PvE rank. Called something like “distinction”, “prominence”, or “acclaim”. This PvE rank is based on influence earned per day. Similar to Faction in GW1, it goes up as the guild earns influence and merits, and down over time. Guilds claim PvE one single hub among all the allied locations like Lionguard havens, order outposts and pact forst. A claimed outpost gets the guild’s banners, gives a free waypoint to the guild, a discount merchant, and guild members can travel to and from their guild hall though a private portal. Outposts are not automatically given, guilds have to manually claim them (they’ll get 1 hour of protection), and a higher guild can always claim an outpost claimed by a lower rank guild after the protection is over. Outposts are claimed by region, so a guild will have their claimed outpost across all chapter of a map. This allows guild members to save coin when traveling to distant regions if their guild has an outpost claimed nearby.
    • PvP. A form of GvG would be introduced, or at least a tournament system with normal PvP maps with existing PvP modes, but only for teams composed exclusively of players of a single guild.
    • WvW. Guilds would be able to choose home worlds/alliances. Bloodlust obtained directly by controlling ruins would be replaced by hourly GvG tournaments. In WvW, each borderlands map would have its own hourly tournament with 24 slots for Guild teams. First 14 min round of 12 2-way battles, then 6, then 3 and the 3 remaining teams fight in a 3-way battle in the last 15 minutes. Each round gives PvP track rewards to all teams, and whoever wins the last round gets some nice personal rewards, 1/3 supply drop for their world’s Citadel, and also claims Bloodlust for their world. Each world would get 3 guaranteed slots in the tournament, and the remaining 15 slots are obtained by controlling ruins, 3 slots per ruin. These slots give priority when joining tournament to guilds from that world, but if a world does not present enough guild teams for their reserved slots, the slots become “free for all” and are randomly given to the other 2 worlds. Guilds with enough members who participated in a ruins control event also get priority over one of that ruin’s slot for as long as they have enough members within that runs, and their world controls that ruin. Players that have won the last match of the hourly tournament more often will get slightly decreased priority, to leave room to other guilds and guild members.
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(edited by MithranArkanere.8957)

White Feather Wings

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The black wigs are likely to come back during Halloween, related to Liches and Raven and things ‘spooky’. They are clearly part of the Lich outfit, after all.

The white ones are likely to come back during Wintersday, related to snow, and Dwayna and things ‘white’, as Dwayna’s avatar has wings and she’s related to Wintersday.

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More seductive outfits for charr

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The problem here is that you can’t see what makes a charr sexy.

As long as the tail and horns are visible, that’s s sexy charr. So to give charr more sexy armors, they need to fix tail clipping and horns being cut. So the tails and horns are seein better, thus giving them the charr-grade sexyness clipped and cut armors lack.

For asura, that’s the ears. So any armor that hides the ears MUST get fixed so the ears are not removed.

For norn, sexy is not what they look like, but what they do. Do some deed great enough, or get drunk enough, and that’s sexy.

For humans that’s greatly varied but it usually involves showing lots of skin.

Now, if you are some human who’s into charr… well… I don’t think ANet should help you with that…

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(edited by MithranArkanere.8957)

Ascended Gear - Anet please fix this.

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I wish instead just replacing the item, the stat became unlocked for that type of item, so you can switch between unlocked stats without having to constantly spend insignia.

Unlocks are always better.

Still, this is better than what we have now. That’s for sure.

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Recurring Monthly Subscription

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

You can just get Gems for those 14.99, and call it whatever you want.

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Gargoyles mysteriously vanish from Ascalon.

in Lore

Posted by: MithranArkanere.8957

MithranArkanere.8957

They had to go, their people needed them.

I’m assuming something called them somewhere. Like a sense only gargoyles have. Maybe some kind of primordial gargoyle or queen gargoyle or something.
It’s unlikely that an entire family of species got wiped all of a sudden within a year.

My gold is in them being somewhere deep underground.

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Why does this game even have "Shortbows"?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…] Why do guns conflict with “nature”?

For the same reason dredge and their machines and guns conflict with nature.

They are noisy, they disrupt the environment, startle animals.

With a bow a ranger can take out a poacher without bothering the animal they were stalking. With a rifle the poacher and his friends get a warning, and the animal gets startled and may hurt itself.

On top of that, a ranger can make bows with sticks and stones. But gunpowder and bullets aren’t something you can make just about anywhere when you have been ranging deep in a forest for months.

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Why is silk going up in price?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The argument is simple: Consistency.

It makes sense for a basic material to be acquired at more or less the same rate as other basic materials, when all armor equipment uses this material. The same way it doesn’t make sense for leather armor to only salvage into leather when leather is used less than the other materials.

Forget the cost in the trading post. It’s just a reflection of how much it is used and how little it is obtained.

Fix things, and all basic materials will be acquired at more or less the same rate and used at more or less the same rate. Keep them consistent, and less people will feel frustrated and punished for picking a light armor profession. And when less people feels like that, the game becomes more enoyable and has more fun, which is the whole purpose of the game.

There’s plenty of ways to adjust this. Here’s some examples.

  • Reducing crafting costs.
  • Altering recipes. E.g.: leather instead cloth for insignia.
  • Adding cloth nodes, so there’s ways to intentionally acquire cloth instead acquisition being limited to randomness and trading.
    This adjustement also includes making leather more in line with other basic materials, since it tends to be lower.
    Adjustements would not be something you do just once and that’s it. Prices and the evolution or the market should be watched to see if all 4 kinds of basic materials get more in line to each other in both acquisition and use, and keep adjusting until they are within reasonable limits.

There’s also things to fix for other materials, though.
For example, to make berserker gear, you use just blood.
Instead of that, there should be one on material per stat, to make things normalized and consistent, so old materials still work with new stat combinations. To keep the activators like ambrite, use those extra materials to unlock the recipes rather than to craft the items themselves, so you still need to visit and complete the new content to craft the stuff.

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(edited by MithranArkanere.8957)

Will level cap raise?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Highly unlikely.

The closest thing they could do is “epic levels” like in D&D. Extra leveling up for profession specializations without increasing effective levels. So being level 100 would actually be level 80 + 20 specialized levels, and max gear level would stay level 80.

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BRING BACK point-click for movement [like in Guild Wars 1]...

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

Click to move was removed because it is incompatible with the new combat system.

It also helps bots to move around easier., and requires pathfinding. If you remove point to click, you get rid of those annoying issues, and the impact to players is minimal.

We’ve been using WADS since before DOOM, and everyone has been able to get used to it.

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Orr temples and toxicity among players

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

There should be no defense events.

The events on each orr map should go on a cycle of one hour, with map rewards in events and meta events like in Dry Top and Southsun.

At the end of the cycle, Determined risen would spawn and completely take over the areas, forcing players and NPCs to fall back to their starting bases, and the cycle starts over.

Also, the bugged fine variants of all the boss trinkets sould be either removed or improved.

Level 80 items with Malign level 0-14 stats? Seriosuly? If that is not a bug, the only other explantion possible is some disgruntled employee trolling players by not just making those drop instead the exotic ones, but by also adding injury to the insult by blatantly showing their Malice by picking that stat combination specifically.

An example of improvement would be:

  • Give them proper stats matching the exotic trinket.
  • Add also masterwork and rare versions to the drops.
  • Add recipes that uses the fine ones to make a masterwork, masterwork to make rare, and rare to make an exotic, along other materials. So if you are no lucky with that one drop, you can at least be dedicated and make them from other drops.
  • Add a final recipe that uses all 4 rarities to make an ascended version of the item. The ascended one will be the one used for the treasure hunter collection. Those who already got the collection entry with the exotic one will not lose it. The ascended ones when acquired will become unlocked to purchase from laurels.

Making them easier to get would reduce the value of the treasure hunter achievements. The droprates would have to be adjusted to keep the amount of items coming into the economy low.

Too late. There will never be any value in anything exclusively grind-based or luck-based.

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(edited by MithranArkanere.8957)

Unlock Past Achievement Skins

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

No skin or toy should be limited in time permanently.

Once the original content is gone, there should be still be eventually a way to get them.

When the content is cyclical, some of the stuff should stay as rare, and the rare stuff from past cycles should become incrementally harder to get every cycle, up to a reasonable cap.

And when the content is a one-time deal, there must be residual content (e.g.: fractals, the aetherblade puzzle and dungeon path) and in that content there has to be chances to get part of the rewards unique to that content. The rarer the reward originally was, the rarer the chances to get it in the residual rewards. So one can’t just o there and eventually get it by grinding because it may take eons, but someone who happens to be there may get really, really lucky and get one.

Why? To keep all of those things in play.
If you completely remove the source of an item, those who got it will eventually move to other new things, and they’ll be gone and forgotten. But if there’s a chance to get one back once in a while, what is old for some becomes something new for others, and there’s more variety in the game.

Kind of how BL weapons became permanently available but increasily rare instead being only a limited time thing.

As for people who earned items with achievements and quests (both living story and personal story if they can check which choices people took when getting rewards), they should make a pass, check those achievements, and unlock the corresponding skins for those who don’t have them. Accidents happen, you know, and regret is never fun.

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[SUGGESTION] Hats must come back.

in Black Lion Trading Co

Posted by: MithranArkanere.8957

MithranArkanere.8957

The suggestion was to allow us to use outfits with armor helmets, not armors with outfit helmets[…]

This particular suggestion asks for making them hats that work in a similar way to GW1’s hats:

  • In one hand we have the armor pieces
  • In the other hand we have ‘hat’ and ‘outfit’.

The hat covers the head if active.
The outfit covers the body if active.
If either isn’t active, the armor underneath is shown, which is helm for the hat, and the rest of th armor for the outfit.

So players would be able to do all four possible combinations:

  • Helm with armor.
  • Hat with outfit
  • Hat with armor.
  • Helm with outfit

So, mostly 3 things would be added from the player’s point of view:
- Hat slot.
- Hat wardrobe with a list of existing skins, plus any new hats added.
- Hat checkbox to hide the hat.

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Seriously... What is this...

in Account & Technical Support

Posted by: MithranArkanere.8957

MithranArkanere.8957

Try the following paramentes:
First, gw2.exe -diag
Then, gw2.exe -repair
If that doesn’t work, rename the gw2.dat to something else, then restart the game and let it download everything. If that worked, you can delete the old renamed gw2.dat and keep the newly made one.

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15 kills in Aspect Arena

in Cutthroat Politics

Posted by: MithranArkanere.8957

MithranArkanere.8957

If it’s like any other kill count in game, just enough damage to tag them should do as long as they die.

No, it doesn’t count properly. If you throw them and get a kill, the achievement does not register the break, even though you got a kill.

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Please add Gathering tools too

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Not just gathering tools! All account bound permanent stuff should work like that!

If you can swap them between characters in the bank, they may as well let you get copies of it with any character altogether, getting rid of the annoying bank-juggling.

That’ll make ascended even more rewarding, increase sales of tools and toys, make permanent tonics and other permanent stuff from BL chests more appealing…

All pros.

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Selling final boss in Arah Path 4 spots.

in Fractals, Dungeons & Raids

Posted by: MithranArkanere.8957

MithranArkanere.8957

I would not go as far as punishing this behavior, but I don’t think these posts should be allowed in the official forums.

I’d rather keep GW1’s stance on running to locations and rushing missions:
- Not supported, neither forbidden.

If they ever add a proper LFG tool that allows a line of free text on entries, then they could use that in-game.
But imagine if people started making posts to sell runs in the forums.

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200k on so called "pros", why?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Marketing thinks they can make things happen with money.

Remember their stupid ad?

Well, turns out you can’t.

Do you have proof that the number of players in pvp has gone down since the introduction of larger cash prizes?

Everyone knows it has gone up. But because of the other rewards, like extra achievements and the back item, not because of the cash. Very few players expect getting there. They know it’s always the same few guys the ones getting it all.

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Lunatic Inquisition Unreachable Cliff?

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

It’s a spot out of bounds.

They well know that place is unreachable through conventional means, which should simply not be required in an activity map.

They are cheating by exploiting a fault in the design of the map that was not fixed (a few other spots where fixed with invisible walls), and they well know it.

Report those players by taking screenshots and sending them to exploits@anet.com

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PC Gamer poorly reviews Feature Pack 2

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I don’t think this review will change much. The corporate overlords in suits have decided this is what must be done. Probably trying to get people to buy XP boosters.

Luckily veterans got their scrolls and tomes to get through that faster.

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On failing events purposely

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

This is an important issue. Events do not reward participation properly.

Someone instrumental towards the success of the event may not even get a bronze badge, while someone who merely runs around spamming some large aoe cleave will get tons of stuff even if the event fails.

When assaulting towers, someone rushing to kill the lord will get guaranteed bags and materials and stuff, someone holding the enemy by the door get none of that. They may not even get participation in the event if they do not manage to kill an NPC or player before the rushes kill the lord.

There’s even player who will fail events on purpose to generate more drops. And they have been doing this for so long that they have grown so accustomed to such aberrant behavior, that they consider it normal, when it’s completely absurd.

That is simply inadmissible. Contribution and success are the things that must be rewarded, not laziness and mindlessness.

There’s only one way to solve this across the board:

  • Transfer all drops from enemies spawned by events to the success of the event. No enemy in the entire game will drop anything if it’s spawned by a mission, event or other content with a plot. Drops would not disappear, but they will no longer be in the enemies. The ‘drops’ will be delayed to the end of the event, up to a cap, and delivered to players only if the event success. When the event ends, players will get the unclaimed loot panel with all the drops assigned to them by the event. Players will not know the cap so they don’t just kill the precise number of enemies, then leave. The unclaimed loot panel will also keep the drops even if they disconnect, even if the event finished after they disconnected, as long as they contributed enough towards success.
  • Give more and better rewards at the end of the event, only on success, based on participation and contribution towards success. This will include things like giving support to NPCs other than reviving, and also giving support to players doing tasks that count towards the event (e.g.: Protecting someone carrying some bundle that disables weapon skills). A revenant keeping alive 2 guys fighting a champion with ventari and staff would get as much rewards as the two guys that did the most of the damage.
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(edited by MithranArkanere.8957)

Suggestion: Female/male armour toggle

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s several sets that share name but are nothing alike between each other. It’s one of the many inconsistencies you’ll see in Guild Wars.

I would really love more consistency between items.

Look at cabalist armor:

For female human, norn and sylvari, it has a victorian look that features a skirt with bloomers underneath. While males, and both genders in charr and asura have some sort of cultist long tunic.

Why not making them two separate armors, and make a male victorian look with breeches (who doesn’t want to see a charr in breeches?), and also the victorian female look for asura and charr?
Then make a female version for the cultist-looking for female human, norn and sylvari.

Or look at the feathered armor. The male version has a hood. And the female version has a hair ornament. Why can’t there be a way to let females have also the hood and for males to have the hair ornament? Where is written that a guy can’t go around with a feather brooch on their hair?
Males have rune-like pieces of metal in the torso, and the back covered, females have that triangle-trimmed pieces of cloth that look like handbras, and the back revealed. Why not a version for females that looks more like the males, with runic metal pieces and a covered back, and a male version with the spike-trimmed cloth and a free back?
And females have those tight culotte shorts, and males have long pants. Why not shorts and pants for both?

Why? Not enough resources. That’ll be making 5 new sets for males, and 5 new sets for females. Anyone would say by looking at the flamekissed armor that they sometimes barely have time for gemstore armors. Where would they find time to make two versions of those armors that look too different.

And they’ll have to make versions for both. If an armor has a female version with skirts and a male version with pants, you can’t make a new pants version for females without making skirts for males. This is Guild Wars, manly men can wear skirts, and long tunics and still be manly. Just look at the paragons in GW1… well.. better just look at several heavy and light armors in GW2, like the gladiator armor.

I do agree that gender versions between armors should be much more closer, and that way too many look like completely different armors, and that charr and asura should have the option for the female version too, instead only having the male version.
But you can’t simply put the skins from one armor in another. There’s changes in the model, and various changes in the textures and shaders and the like.
It won’t be making new armors from scratch, but adapting versions of existing pieces for both genders and all races, but it would still be a lot of work.

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(edited by MithranArkanere.8957)