I need to check with other classes, but I can confirm this with warrior weaponry.
At certain areas of walls (I believe it may be linked to where siege can be built/upgraded)
It COMPLETELY impedes skill usage, at first I thought it may be a LoS bug, but it prevents the majority of skill on my bar from being used (including heals, signets, elite, etc. etc.)
This does not affect stances, and shouts, only skills that require some kind of activation timer.
I can create a brief video showing some of the locations this is happening if needed.
I’m really surprised about the amount of people that state there is no counter to stealth, or that it comes at no cost.
Weapon Skills
C&D: Not the easiest to land, comes at a high cost of initiative, and the thief has to come into melee range. Dodging, blinds, distortion, invulnerability, aegis, cc’s and teleports all counter this skill from landing.
BP + HS: Comes at a massive initiative cost but is easier to pull off than C&D because it requires no target. Can be countered by interrupts, and push/pulls, leaving the thief with next to no initiative.
Utilities
Most stealth providing utilities cannot be countered easily. This is like any profession’s utilities, a warrior’s endure pain cannot be countered, and an engineer’s invulnerability cannot either. Shadow refuge can still be countered by using a push or pull in the field, or laying down multiple aoe’s. All utilities come at a cost, which is using a space on your limited bar.
Countering stealth in general
The best, yet hardest way to counter stealth is to predict the opponents movements while they are in stealth. The thief usually has 3-4 seconds to make an attack from stealth, so predict when they will attack by their distance from you when entering stealth. A well timed dodge or block will waste their attack, then they will have limited time or they will be revealed, and then you attack them.
I find it funny that people complain that they can’t track a thief in stealth; that seems like it would completely defeat the point of stealth wouldn’t it? Predicting a player’s movements isn’t the easiest thing to do, but it’s definitely possible, and is a skill that is acquired after familiarizing yourself with your enemy.
Other simple things are using your auto attack to hit them while in stealth, laying down aoe’s underneath yourself, and popping invulnerability utilities.
Stealth is hardly a free, un-counterable mechanic, and is merely in line with the numerous other survival traits that other classes possess.
Nothing you listed counters stealth, they are simply things you can/should do when someone stealths. You seem to not understand the difference that lies between the mechanic and the person using it. Laying down Aoes etc. is not a counter to stealth, this is something used on any player regardless of class, or abilities, just like a guardians circles or engineers turrets, you simply do the same thing because their skill “localizes” their location for you briefly.
Yes you can throw down AoE…stealth has nothing to do with this, yes you can try and use CCs, again, stealth has nothing to do with this. The issue isn’t the thief, it is the stealth. You completely missed the point of the thread.
Being able to instantly drop target, re-position, and gain the many many advantages of not being seen or tracked is just too much for how this game is currently built. And for thieves in particular, gain speed, healing, condition removal, etc. etc. etc. is putting it even more over the top.
All of your thief counters are viable, but they are more appealing on paper than in practice…and they are thief counters, not stealth counters.
I like your comparisons to other utilities, but there are fundamental flaws with them. Endure Pain? Blocks physical damage….thats it, you are still free to be conditioned, pushed, pulled, blinded, knocked down, immobilized, slowed, and basically everything EXCEPT take physical damage…this has nowhere near the utility of stealth. Engineer’s invuln? (and Guardians) Last a couple seconds….on a massive recharge, and pretty much disable you for its duration….still nowhere near the utility of stealth.
Then there are the applications of stealth-stomping….why this exists is beyond me, I am sure they must have left this balance decision to a kittened monkey in the Anet closet somewhere. There is pretty much no reason to even have a down state if a thief is nearby, unless you want to troll him for a few extra seconds as an ele ;/
Predicting an enemies movements is a counter? It is strange I tend to do that with any ground targeted abilities regardless of class….stealth has an impact on this how? Oh right, because you have to randomly swing in a direction you think they went. Because god forbid you shouldn’t be aloud to track a player using a basic human sense called vision, that is reserved for fighting the lesser classes of GW2.
Stealth is hardly a free, un-counterable mechanic, and is merely in line with the numerous other survival traits that other classes possess.
I need to re-quote this a second time….Yes it is, an no it is not. Stealth is not a counterable mechanic, but a thief is. There is a difference.
It looks so dumbed down and basic, just disappointing really. The extra exit is good, and if there was another way to fix the camera issues, that would be all that needed to happen
poison and weakness
I am betting on Kralk and the Crystal Desert.
Mainly because a lot of the latest non-HoT maps they have made have all been testing grounds for Desert style terrain (Dry Top, Silverwastes, Skyhammer, Lost Precipice)
There is alot of entrenched lore already for the entirety of the Crystal Desert, we have glint’s egg, we have plenty of structures in HoT and the pvp backpiece all relating around “The Ascension” which was pivotal for the Crystal Desert, as well as loose ends from the books.
Even the latest profession, the Revenant, revolves around a gateway to the mists and its legends. Plenty of that in the Crystal Desert as well, Hall of Heroes, Tome of Primeval Kings, Augery Rock, etc
when all players loaded in it was 1 mes, 1 engi, 8 necros. EIGHT NECROMANCERS….Anet what happened to class based Matchmaking?!
EDIT: Next match, 6 necros
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Now they just need to add more than 1 game-mode to solidify the deal for me, this is definitely on the right track.
But going from GW1 where we had GvG (important!), TDM, Flag stands, Node Control, Kill Count, Relic Runs, Ghostly heroes and a massive variety of maps to play on…to a handful of maps and a single game-mode….
I’ll just say variety is the spice of life :p
The Fragility circles last quite a while, and they are what cause the insta-gib, the actual attacks he spits out are easy to dodge, side strafe, and just walk away from, and if you dont have Fragility, it won’t kill you in one hit either.
People just tend to be very impatient, wait for the right moment to grab the boon instead of recklessly running into it the moment you see it.
Heart of Thorns shows up for me at GameStop US when I click the link on the retailers page. Same for Amazon. (EB Games is not listed as an official retailer.)
Did you put Guild Wars 2 Heart of Thorns in each retailer’s site page search bar?
(I can send the links if you so desire.)
Good luck.
Ya, I was just using the Canadian equivalent Gamestop = EBgames, Amazon.ca vs .com
And ya, they just aren’t listed
Anet already has architecture for in-game web browsers for their TP, why can’t they just make a locked window that accesses their Twitch stream? :/
Then you could even watch it in-game.
Fully support 100%
They should just link it lore-wise to the books, it sounded kitten in the books :/
I vote that Super Adventure Box is an upgrade available for guild halls as well!
Maybe even a super adventure themed Guild Halls as well
>.>
lol the warrior build has been around since launch, in fact it was the meta at launch with how strong eviscerate and HB were, they just used Frenzy+bull’s….literally an ancient build
the fact u cant drop tiers is bullkitten, how is it a measurement of skill if u only can go up lol?
^ Sage advice from someone still in Sapphire ^ lol
Queue Bug:
- After a couple failed match starts due to player not accepting a queue, the timer will infinitely run until the queue is restarted.
- After leaving a queue, the game may not accurately remove you from the queue, and may still give a game prompt regardless of where in the game world you are.
- Reports of queues from Ranked matches placing players into unranked Queues and vice versa instead of their intended Queue.
- Players will be removed from queue or not be pulled properly into a match upon queue completion when in a party.
Spawn Bugs:
- Players first joining a match may be placed in the opposing teams spawn area.
- When players are placed into the incorrect spawn locations there is a chance they are placed outside map limits.
Death Bugs:
- When a player enters spectator mode after dying in a sPvP match, and rejoins after the death timer would expire, they rejoin the map dead, with no possible way of respawn.
- Server Desync causes players to be in a different position than your client views them. Causing hitboxes to be in areas they shouldn’t be / vice versa.
Map Bugs:
- Leaps are now more responsible for more map breaking on uneven ground and corners, such as hills, and collision items (such as the minecart on Foefire)
- Players dropping to the bottom of the map in Skyhammer colliding with terrain in unexpected ways cause the player to either stay alive, or fall through the map into the water below.
- Audible queue from capturing/losing objectives can become increasingly delayed and sometimes occur without it properly matching in-game. (“X was captured!” but still neutralized, or was captured minutes prior.)
Skill Bugs (sPvP related):
- Previous delay to downed skills, that prevented unintended use, has been removed.
- Immobilization on uneven ground will count the player as “falling” preventing them from using any actions, including stun breaks and instant cast abilities.
Autobalance Bugs:
- “X Team is too big!” will be listed for both teams, including the team with the lower numbers.
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Wait wait wait….so they added an item into the gem store that actively HELPS BOTS?!
I see the teleporting node mining bots all the time….this would just mean the bots can make more gold!….to sell!
You have to remember that they rigged the vote in the LS when we had the option of Abaddon and the Reactor, they chose the reactor, and they want to use Scarlet to be the reason the reactor blew up.
This entire LS is a pigeon holed mess that holds no ground, no lore, and no interest to the players. And they will defend it to the end…
it is no wonder Anet dont give a kitten about sPvP with these morons at the top of the boards…
im getting through t4 of d2 currently, i have been getting alot of the dreaded “1 win away from next tier, lets start a losing streak” kind of luck tough each tier.
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It seems alot of the time, when I waypoint, and log off / change characters, it will not save my previous location and randomly teleport me somewhere else (ex: I waypointed to the Factorium waypoint in Black Citadel, and quickly logged, when I came back in, I was in Lion’s Arch near the old Mystic Forge)
Also when using the Heart of the Mists portal to Lion’s arch on newer character, they get teleported to the city portals, instead of the pvp portals.
I kinda wish they would make the MMR visible somewhere, even if on the leaderboard website or something.
I made a F2P account to see what low MMR matches were like, and they were so insanely different, everyone has a different mindset, and the games play out much much different than Diamond+, maybe even high Ruby. The players just do…different thing.
You should not depend on someone to “carry” you out…if you do, then you are probably where you belong unfortunately, you need to believe you can carry yourself out and know how to carry yourself out, read your enemies movements and adapt.
This gamemode punishes a players mistakes alot, which is why every game comes down to rotational play, and teamfights. So master the rotational play early, because team fights change heavily as you climb the ladder.
In emerald, players tend to react strangely to what you do, if you play a mobile class, you can effectively pull the enemy team around like a kite because they tend to tunnel vision.
I made a non-HoT war on the FtP and got to Sapphire with 2 losses total, then got bored and went back to my Diamond Grind.
You can pull yourself out.
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HAMBOWS. i’ve had enough.
DECAP ENGI. i’ve had enough.
BUNKER GUARDIANS. i’ve had enough.
SPIRIT RANGERS. i’ve had enough.
PISTOL WHIP. i’ve had enough.
MINION MASTERS. i’ve had enough.
PU MES. i’ve had enough.
Ele….wait nm
Ya, that is understandable, but it still seems strange that they have a list of trusted retailers on their site, with a wide list of countries, but exclude Canada, and have no ties to Canadian retailers…like we don’t exist
Even a blog post about what they are planning would be nice, but hopefully when it happens, it works well
We got so hyped up over how these ancient powerful beings awakening lost continents and causing great devastation, but it really, REALLY does not show…
Somehow I doubt Zhaitan caused the damage we see, the Arah battle proves that, it just does not add up….he doesn’t have what it takes, hopefully the dragons we fight in the future are actually a threat, and don’t just cling to a tower and yell at you to stop pelting them with rockets.
I saw the trailer for the FFXIV server shut down (they needed to destroy the world because they were shutting the servers down, so they did it in trailer format)
Bahamut puts Zhaitan to shame in terms of threat / kittenery / and just overall fear and emotion that would be attached to a creature that could cause something like this.
Please make us fear the dragons at least a little bit, our current format is too cliche, sometimes it is better not to be the nerves of steel, afraid of nothing, type of hero.
Also…2h Axes for warrior plox
[moderator edit]: content removed
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There has always been a PvP team working on features! (I know because I’ve been on it forevs)
We live in the real world though, and “too little, too late” is a thing when in a service industry.
You need to whet the appetites and keep people interesting, lest their interest wanes and people come to a point where they move onto something that they know exists. Like changing jobs, if something better comes along without change from the former, they will leave.
“We are totally working on things!” doesn’t do much when it has rarely ever been seen… spvp features are kinda feeling like vaporware…
Screenshots, blog posts, mini videos, etc. all go a long, very long, way.
Tick Tock, 2 years and counting for 1 gamemode from launch and 2 added maps total.
https://www.guildwars2.com/en/news/structured-pvp-iceberg/ (We have taken steps backwards it seems)
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intraserver gvg?
Or even something similar to what was in the books, it could be anything from 1 on 1 to gvg style combat, but placing bets, and having observers would give it that extra umph
A couple norn hunters in Hoelbrak are still talking about the “Hole” in Divinity’s Reach and how there might be something living down there to hunt and the entire area is “roped off”.
…Apparently the NPCs in this game live under a rock and are not so helpful to the immersion sometimes.
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Ah, that fabled CDI that was mentioned a while back ago…..
Lots of one’s I like in here. Agree would love to see more upgrades in WvW that players can create. Sentries in particular should be upgrade-able, that way you can also blockade a camp even if for some reason you can’t take it. Additional guards and roaming patrols would add a lot to those areas of interest. Could go on the others as well but will save it.
Would also love to see some upgrades that use harvestable mats to complete. Example take your barricade idea, cost ‘x’ coin to build, or 50% of the price if you provide ‘x’ amount of units of lumber or 25% of the price in coin if you supply lumber and ore.
Anyway, general +1 until we can talk more in depth in a CDI. Good hunting!
Could be a good way to start slimming the market on Mithril, that’s for sure…now if only these upgrades could use Thick Leather Sections :p
I am seeing alot of “top 3” type posts, cmon guys, put some deep thought into what that ONE thing you feel is the best from Season 1.
I could easily say the marionette style multi-team fight, or the gauntlet 1v1 challenges, or the Legend of Zelda-esque crystal hunts from Bazaar, boss battles from the F&F dungeon, etc. etc.
I wanna see more #1, the most important thing to the player.
getting 30 points with heroes/hench is fully possible, getting 40 even
Longbow F1 is in a strange spot, it will always proc cleansing ire, but it will never proc berserker’s power.
The skill activates (counts as a hit) and uses adrenaline, which is why it procs Cleansing Ire. But when it hits a foe (even directly) it will never, NEVER, proc Berserker’s Power, meaning you will never get the damage boost.
Just remember that there is this thing that happens in people’s brains called “Buyer’s remorse” where someone is overly stimulated and excited to get something, then after a short time regret their decision.
Personally I would not spent 250 on a legendary, even if it sounds reasonable as a “its only a few hours of work at your job” thing.
250 can buy you a new video card, or a months worth of food for yourself, or countless other things that can simply have more “meaning”
If purchasing the legendary will fill some missing void in your life, then do it, because it will have meaning to you. If you want it because it is shiny, that is a dangerous slope to continue down.
Unlike a shop in town, where you can return something, this will be pretty much permanent.
destroy part of yet another one of GW2’s most pristine and serene zones…first Kessex, now Timberline….please stop.
I think they should just remove leveling all together, have a mastery system for all traits/specializations/etc.
Start players with the base stats of an 80, but not have traits/etc. and rename the levels of zones to “Easy, Medium, Hard, Difficult” of how the level of zones used to be to represent the difficulty of events and completion.
Add an interesting meta event to every single zone and be done with it.
Then do the same for personal story, but let players attempt them at any difficulty they choose, same with zones….if a new players wants to try Frostgorge, they should be able to, they won’t get 1-shot by a deer but will have a much more difficult time without traits etc.
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new crafting recipe for cooks…..do it~!
we need a bit more humour in the game here and there
It’s a joke don’t get all upity!
Zhaitan rose Orr though, a primary human capital for the Gods (which only Humans really revere) so I think Zhaitan fits human more than Steve would (quaggans!)
There was so much time to get to legendary….This is like complaining that you didn’t finish your homework in high school because you were procrastinating. I got to legendary easily within the given time. Next time don’t wait til the last minute.
It’s more of an example of what happens when a company promises something and then does not fulfill said promise. 25th is not over. Why is the season over. I would have asked this if I were legend.
Promise? The 25th ends at 00:00 UTC (reset time in-game, 4pm)
In case you didn’t catch Evan’s post last week, I just wanted to remind everyone that PvP League Season One (including the Guild Challenger League) will end on January 26 at 00:00 UTC (4pm Pacific on Jan 25). There will be a one hour grace period after 4pm to allow any in-progress matches to complete and then the season will officially end.
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I use a power reaper build in pretty much every gamemode (can do Fractal 100 pretty easily, maybe not as super effective as viper’s) and primarily use it in PvP, not quite as effective in WvW, but works.
the entire trait system is in need of some serious revision
I agree with you there.
I also agree. The game would have been so much better with no trait tree and a pool of skills for each weapon from which players could choose.
Pooling all the 5/15/25 traits into 3 buckets from which you could choose would be a good first step towards giving players more meaningful build choices. Another obvious candidate for improvement would be allowing players to equip another utility in the elite slot as a lot of classes have really crappy elites and/or elites that don’t fit into builds at all.
Instead of being so conservative with changes at this point I’d say it would benefit the game a lot more if bolder changes and balance changes were made more regularly because let’s face it: the ultra slow approach is still producing huge metagame changes and tons of bugs/imbalances are slipping through.
So basically….GW1, agreed, that would be a great step in the right direction.
Not a chance in hell I am buying it for that much, no. way. in. hell
Someone asked them on facebook if this was legal an apparently they’ve even registered the logo. What a joke lol
2014 register, GL with that guys ;p
PvP perspective: (power based) The entire line does not offer anything worthwhile to be worth sacrificing any of the 3 main power specs (Str/Def/Disc). All 3 meld and synergize so well with Berserker, but are better than berserker when combined with eachother.
I’ll go into more detail.
The main draws of Berserker(power) : Stability, adrenaline initiation, burst recharge potential, Crit damage, minor taunt.
Sacrificing Strength: Strength currently adds enough utility and damage to power specs that the Elite spec cannot in any way shape or form overtake it in terms of usage. Damage on dodge, several damage% modifiers, endurance recovery and physical boosts. Berserker’s Power ’nuff said.
Sacrificing Defense: This is the main form of condition cleanse and management with a power spec, Cleansing Ire and Dogged March (unless running shield) are vital to this playstyle, especially with the additional adrenaline gain with CI. If you are running shield then the extra defense is crazy good, reflects, stuns and might on demand. This is the second spec I can see being replaced by Berserker, but gives up so much defense (i know…) + Defy Pain ’nuff said.
Sacrificing Discipline: This is the primary spec I can see being replaced by Berserker, but what do you lose? Quite a bit of quick burst potential, the combination of Berserker + Versatile Rage + Burst Mastery means you can get 4-5 Primal Bursts off within a decent time frame with added damage. So replacing this means you have to play a playstyle that sits on one weapon set for a while, without Fast Hands, Versatile Rage and HF/Burst Mastery it drops that potential greatly.
So what would you give up to have what Berserker can give you? I say nothing really…
TL;DR: Berserker is super fun to play, but offers nothing worthwhile to help you.
You already paid for it, got exactly what you paid for, and then got something extra….you want another bonus 800 gems on top of your 4000? The bonus wouldn’t even have existed and you would have been fine with it before this announcement…
Click on the meta achievement, it will list all the requirements.
There should be a Gauntlet Mode/Hardcore Mode where you could have the queue start right when the match ends (no need to exit match) and you would not be able to change your builds between matches (RA/HA)
I think with the current queue times and community size though, 25 is a bit much. Make it 15, and after the 15th win, perhaps some unique PvP rewards/chest.
The issue I see with rewards though, is that you want to incentivise people to go for the long haul, but you don’t want people to try and match manipulate for “free wins”
This is an open letter: ArenaNet, your new players joining PvP STILL do not know how to set up their builds, STILL some beleive that armor (armor rating) has 0 effect on their character in PvP and STILL do not understand some basic fundamental design principles in place for the PvP environment!
- The most important issue that needs to be addressed currently is that players are not properly reminded or directed to the PvP Builds window, and since the new patch makes you unable to open this window (without a hotkey) during a practice match, most players stumble into sPvP with the pre-build traits/runes/amulet/etc. thinking they are running what they have in other game-modes.
But on top of that, I still see we have this not-so-great PvP tutorial, and pre-set pvp builds that players don’t even know they have loaded, because the game doesn’t tell how anything works in the sPvP lobby. (See: Any Class with Soldier’s Amulet w/ Rune of Lyssa)
Players are never directed to the training grounds properly either…SO how about:
For the very first time (prior to ever joining a pvp match/ranked/unranked/practice)
(Optional)All PvP reward tracks are locked until you complete a basic “Training Track” that would involve mechanics in the training area and progress something similar to: (excluding cannons…because no current maps use them)
Each of these will have a popup window (like hints) that would describe actions and rewards for these mechanics. (the hints/popup descriptions will be in bold)
- Visit the Training Grounds area.
(Here, we will learn about the basic mechanics of the various PvP Environments.)
- Open your PvP Build window.
(This screen will help you build your character to fight alongside teammates in PvP matches. The Traits, Sigils and Amulet are all you need to get started in PvP. These will change as you swap between PvP and PvE areas, so be sure to open this window when you enter any PvP zone to double-check your setup.)
- Rally an ally in the Training Grounds.
(Keeping your allies alive is important in all game-types, but even more so in a PvP environment, so be sure to revive fallen allies to keep your team strong.)
- Stomp an Enemy in the Training Grounds.
(Just as important as reviving allies, defeating an enemy is also a great way to strengthen your team, and make your enemies rethink their strategy.)
- Use a Trebuchet in the Training Grounds.
(This secondary objective is located on the Battle of Khylo PvP map and allows you to bombard an area with heavy hitting Trebuchet shots to give your allies the edge in battle.)
- Destroy a Trebuchet in the Training Grounds.
(Both teams in Battle of Khylo start the match with a trebuchet ready for them, so destroying the enemies is a great way to reduce any advantage they can gain from it.)
- Repair the broken Trebuchet in the Training Grounds.
(Even if your Trebuchet is destroyed, or you destroy the enemy team’s Trebuchet, the Repair Kit is a tool that can make it usable again during a match.)
- Gain a temporary buff by defeating The Chieftain or Svanir in the Training Grounds.
(By defeating these neutral monsters on the Forest of Niflhel, you will grant your team an instant 25 points as well as a helpful buff to boost your team’s power and stats.)
- Kill the enemy Guild Lord.
(On the Legacy of the Foefire map, there is a powerful NPC heavily guarded in each team’s base. By defeating this NPC you will grant your team an instant 150 points.)
- Channel and capture a neutral node in the Training Grounds.
(Many maps in PvP require you to channel for a brief moment in order to capture an objective or buff. Such as the Orb of Ascension on Spirit Watch, the Cannon on Skyhammer and various buffs on Temple of the Silent Storm.)
>>This is where the Training Area stops, and the in-game training begins<<
- Capture a neutral capture point in any PvP match.
- Capture an enemy controlled Capture Point in any PvP match.
- Defend a capture point your team controls for 10 seconds in any PvP match.
- Rally an ally in any PvP match.
- Stomp an Enemy in any PvP match.
-Done-
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-Where did the battle take place?
as said: Crystal Sea / Desert slightly into the reaches of Elona….it was literally just in the sea though, don’t get snippy. It may have been near a location where the Forgotten had residence. Not much is known about it.
-Were all the gods fighting, even Dwayna? Then how did she contribute to the battle? Healing other gods or..?
Simply because her followers were mainly healers, does not mean they are pacifists, also stated: she is the goddess of air as well (in turn lightning and air magic)
-How was he defeated? A hammer blow, a godly spell or something else? Maybe Abaddon’s predecessor came back somehow for a final stand and sacrificed himself?
Abaddon himself has no predecessor, although it was hinted at through dialogue, it may simply be untrue, as far as we know he was one of the true six gods. Also he was not necessarily defeated, simply imprisoned because of his actions, although it was a war he waged against the remaining gods.
-Which army fought the margonites? Forgotten only, or Orrians too?
The margonites were created when abaddon bestowed the magic upon them. The margonites are simply devout to Abaddon so when he was imprisoned they were the vessel to seek revenge on everything he wished. So in turn the margonites were potentially enemies to all, including the devout of the other 5 Gods.
-Did all orrians opposed Abaddon?
Abaddon was the one who gave the power behind the great cataclysm that sunk orr, to the Vizier Khilbron in order to defeat the Charr who were invading the human kingdoms….although the Vizier may not have know the power was from abaddon when he acquired it, turning himself into the Lich in the process.
Interesting notes:
- Abaddon granted the Vizier the power that sunk Orr, in order to stop the Charr invasion.
- The Charr gained their power from Abaddon through the Titans released from the realm of Torment
- The humans used the gift of magic Abaddon gave them to try and claim Tyria for themselves, which began The Guild Wars.
- The Charr invaded when the humans were weakened by war.
All of these are linked to abaddon, and there is so much more content we could possibly get that focus around the Gods and Orr.
Abaddon gives magic > Abaddon becomes imprisoned > humans use magic to wage war to conquer Tyria > Abaddons power is acquired by the Charr via the Titans > Charr invade the human kingdoms under war > Upon the steps of Orr, Abaddons power is used to sink the nation and cause the Cataclysm.
Not 100% but I think King Adelbern’s sword was Orrian in nature, meaning it too may have been infused by a certain god’s magic, and causing the Foefire.
Simply put, Abaddon is awesome
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The PvP team has spent all of its time ignoring what the community wants (balance, more game modes, GvG, 3v3, basic PvP foundations, tutorials, rewards, fun…) and ran PvP straight into the ground.
It would be nice to think this may be recoverable over time, but with how much they hemorrhaged the playerbase and skill balance with power creep, it never will.