Showing Posts Upvoted By Beta Sprite.4169:

We don't like Trahearne *Spoiler Warning* [merged]

in Personal Story

Posted by: CC Meinke.2749

CC Meinke.2749

Community Coordinator

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This thread is meant to collect feedback regarding Trahearne and includes spoilers.

(edited by CC Meinke.2749)

Game breaking mesmer bugs/nerfs/issues...

in Mesmer

Posted by: jportell.2197

jportell.2197

7. Blinding Befuddlement-This put the nail in the coffin on confusion builds in general… Anet seemed to overlook how many builds relied on this… not everyone that took this trait was a glam nuker… Some ran scepter torch and signet of midnight so they could try to stack up the blinds/confusion super fast hoping the players would nuke themselves…. But no… they put an ICD on it cutting a confusion mesmers DPS in half also severely hampering their defense… This nerf needs reverted now… The 50% damage reduc in wvw was enough.

8. Signets… When ANET said they were going to improve the passive stats on signets they only did it for one of ours… Signet of Dom… Which people usually take for the active… What about Signet of inspiration (Double the amount of time said boons are applied?) Midnight (This is an actual stat Boon duration it is in our traits… but signet of midnight is still only 10%… why not 20%?)

9. Mantras-Even with the 1/2 second decrease on cast time for mantras they still have no place in tournaments every mantra a Mesmer charges is about 3s they are not in the fight… and that is 3s too long… Cast time needs greatly decreased and the bonuses from activation need looked at… As well as the GM traits… They are still… not worth taking

EDIT: #10 Deceptive evasion- In a previous patch ANET said that clones/pets/summons will no longer aggro on targets that have not agrroed on the master… This is not true for deceptive evasion for mesmers… And is very annoying for us.

That is what I can think of for now my fellow mesmers… I ask you to post more if you can think of it… As for a dev response… I am sure this like many other posts we have made regarding how much damage they are doing to this class are going to fall upon deaf ears.

Johnny The Gray
GASM’s Bunker Mesmer

(edited by jportell.2197)

Game breaking mesmer bugs/nerfs/issues...

in Mesmer

Posted by: jportell.2197

jportell.2197

So since November when I started playing Mesmer I am seeing more and more bugs that get introduced to the class that never seem to get addressed…. These are bugs that hurt the Mesmer in some way and never seem to be high on the priority list. Some of the bugs give us absolutely no use for a weapon anymore… Some are just making things not working as intended and are annoyances.

1. Phantasmal Berserker-I cannot begin to describe how infuriating this is for most mesmers that relied on greatsword to catch thieves/eles/rangers…. hell even necros can reliably out run a Mesmer…. ANETS inability to fix this issue has been game breaking since Feb 26th and we have only received a total of 3 dev responses in that time… Great customer support right? Well the thief hidden killer trait was hotfixed w/in 2 days of a patch as well as engi and necro in this most recent patch… Is our coding that much more complicated? Something needs to happen to make our power weapon do damage… Currently the iWarlock does more damage on a target that has no conditions… I have even seen iMage hit for more damage than phantasmal berserker lately.
Update: I used this skill on a Mob in COF… It spawned and DID NOTHING… Stood there… stared at the mob then died

2. Bouncing Attack Bounce Logic- This most recent patch introduced a bug with bouncing attacks where the character closest to our intended target received the bounce that used to go right to us.. This means that the GS can give clones 12 stacks of might which pretty much puts the nail in the coffin for that weapon… It won’t even go to a friendly player if they are closer or an enemy… This is detremintal because the GS does more damage the further we are… So in order for us to receive the might we have to be closer than our #2 Clone which spawns in melee range and then cut our AA damage to 1/3 or we have to facepalm while our clone gets an absolutely useless 12 stacks of might… Bounce priority needs to be Enemy>Casting Player (ME)>Friendly Player>Enemy… Clones should only get it if absolutely nothing else is in range. I used to be able to stand behind 3 staff clones at 600 range and receive all their winds of chaos bounces… Now they get all mine with or without iElasticity. when we said we illusionary elasticity to work with illusions that isn’t what we meant

3. Useless traits-Any traits that have anything to do with interrupts are absolute garbage. Builds revolving around interrupts don’t bring anything to a team. Apparently interrupt builds were worth something for mesmers in the BWE’s but they were nerfed… The several traits revolving around interrupts (I can think of 5-6) are now just kinda useless. Are we ever going to get something in place of these traits to make compete with the ones we HAVE to take because of lack of better options?

4. iMage Bounce Logic-Currently its enemy>ally>ally… Why? It should be enemy>ally>enemy… This would make the torch more useful and maybe make the iMage worth its obscenely long cooldown when compared to a traited iWarlock (12s for an average of 4-5K depending on conditions)or any other phantasm for that matter.

5. Obstructed- Because people griped and moaned about us spawning phantasms on walls when we still had LOS ANET nerfed summoning phantasms. Now even if the enemy is standing on a ledge like an engi lobbing grenades and Mesmer casts iWarden over half the time they will get the obstructed message… even if they clearly have LOS… Even a pebble or slight change in terrain gives us that a lot.

6. Scepter-This whole weapon needs looked at… If you want it to be condition damage ANET then put confusion back in the auto attack chain…if you want it to be a power weapon then scrap skill 3 all together and put something else there while increasing AA speed.

Johnny The Gray
GASM’s Bunker Mesmer

(edited by jportell.2197)

Why no Range indicator for portal ?

in Mesmer

Posted by: Shiroichi.5432

Shiroichi.5432

So why is there no range indicator for our Portals ?
A simple red line under the skill icon would be very easy to implement in the game right.

I find the story to be disjointed

in Last Stand at Southsun

Posted by: Stormy Dragon.9210

Stormy Dragon.9210

What the… So am I supposed to spends hours of my time reading every single forum thread in case Arena.net decides to stick part of the story in some random post instead of in the game…

PSA - Consortium Chests

in Last Stand at Southsun

Posted by: Mastruq.2463

Mastruq.2463

Bottom line is they’ll keep doing the RNG-trap style sales as long we you keep buying into it.

Dont buy RNG cash shop items at all. If enough people abstain from that then after 2-3 such offers failing to generate the expected revenue they’ll start to try other ways of generating the income, hopefully through direct sales. If you buy the RNG items in the store (no matter if you bought the gems with dollars or gold), then you are the reason we cant have nice things.

Dragon Bash - Living story or annual event?

in Living World

Posted by: ColinJohanson.2394

Previous

ColinJohanson.2394

Game Director

I posted this in another thread, but I’ll copy and paste here. Content like recurring holiday festivals are absolutely part of the long term living world strategy, though the story and some of the content may change each year a bit to provide variety. So the answer is really yes to both, it is living world content, and it could come back again in the future with new rewards.

What is the upcoming celebration and how does it play into everything? You’ll just have to wait and see, we have more Southsun coming first!

Can find the more detailed post on page 1 here →

https://forum-en.gw2archive.eu/forum/game/gw2/Official-explanation-for-temporary-content/first

PSA - Consortium Chests

in Last Stand at Southsun

Posted by: rizzo.1079

rizzo.1079

I have to assume that the RNG boxes bring in a fair amount of revenue for a.net, or else they wouldn’t be doing it this way. People were talking about spending literally hundreds of dollars to try to get the fused stuff, so I’d believe it.

IMO Toss Crab minigame isn't fun!

in Last Stand at Southsun

Posted by: Celestina.2894

Celestina.2894

The only flaw with the mini game is the lag, everything else was easy to figure out within…..what…10 seconds?

Also I’m not sure how people keep getting ran over by the karka, I find them easy to avoid.

Also: Pro tip, if you don’t have the crab, find the fishing pole. Either swipe it from someone or break crates till it drops.

Sclerite Back piece: too easy to get

in Last Stand at Southsun

Posted by: BlasiuS.8961

BlasiuS.8961

Why are you letting rarity of an item change your opinion of it? You said it yourself: it’s so sweet that it blows you away. Even if every single player on the server had it, it would still be so sweet that it blows you away.

What do I do if I get banned for no reason?

in Account & Technical Support

Posted by: Gaile Gray

Previous

Gaile Gray

ArenaNet Communications Manager

Next

Bad language. Really bad language. It’s this simple — you need to be more respectful of other players, which I am sure you will be in the future.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Will Southsun end in a Group Dungeon?

in Last Stand at Southsun

Posted by: Creeper.9360

Creeper.9360

Perhaps they could have a scalable dungeon? Especially for any story related stuff.

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: scizwig.5492

scizwig.5492

I just heard news that Cantha might not ever be making its way back into GW2 as an unnamed artist for Anet has said: "NCsoft was firm in its decision to stay away from “Asian” themes and keep it “universal.” ArenaNet had to make adjustments quickly. A small number of you may recall that the human story was originally split by Canthans/Elonians/Ascalonians instead of the current Streets/Commoner/Noble paths. Divinity’s Reach originally had sections dedicated to the three cultures as well (Ossan Quarters & Rurikton are the current “versions” perhaps?) ArenaNet obeyed NCsoft’s suggestion and halted all Canthan productions, including the once-existing Canthan sector of Divinity’s Reach…. Because of time restrictions, they had to erase the Canthan sector of DR quickly. The current result is “The Great Collapse.” It’s an inside joke now, she says. The “Collapse” symbolizes what was once an idea that didn’t make it all the way. She further states that ArenaNet had to come up with some new lore to cover up the lack of Canthan content — hence the Emperor’s decree (read lore on Wiki). That’s all I have."

Regardless if this true or not, it is ridiculous. The game world is made universal because it has more than one type/race of human. In GW1 I saw it like this:
Kryta= Greece, Ascalon =European, Istan and Kourna= African, Vabbi and Orr= Arabic and lastly Cantha represented Asia, mostly China/Japan/Korea. That universal diversity is what made Guild Wars such a compelling game. By trying to represent most cultures, you created something universal. I think it is a huge mistake that NCsoft think that universal should mean some sort of one ‘common race’, that because of sexual mingling has come about. That being the only way for it to come about… It is unbelievable to think that entire continent can be erased from a game for the sake of PR.

Cantha and Factions had some of the very best concepts about it in terms of map design and cultural lore. From The training Island to the main land the entire game was beautiful, and the giant city, felt like a giant city. I have actually gotten myself lost in it many times. In fact for quite a lot of people I know, Factions is what got them playing GW in the first place… I know that doesn’t count for much but still.

But what I am most annoyed about, is that you guys (anet) have always been ‘we talk to our player-base’ If this about Cantha is true, then surely this is something we need to talk about. As this is no small thing, it is an entire section of lore and some of your best work going down the drain for no real good reason. Even if this is a thing set in stone, I think it is unfair that the player-base’s opinions go left unheard. It could even be possible that if NCsoft realise how much we love that part of the game, they might change their minds. After the whole Mass effect thing, I think anything is possible with enough voices.

Anyway I just thought I should say something and hopefully people agree and that we can rescue Cathan from the ideas bin.

(edited by scizwig.5492)

[Guide]The Chaos Maestro (Support Builds)

in Mesmer

Posted by: Chaos Archangel.5071

Chaos Archangel.5071

UPDATED 8/21/13 (Note: The comments are filled with useful additional info)

Love using Mesmer? Love playing support? Introducing the:

CHAOS MAESTRO

Dramatic, I know, but it got your attention didn’t it? It’s an appropriate title, both lore-wise and given that though it seems as if you’re just casting spells randomly, you’re actually picking and choosing whatever boon/condition you need for any situation.

- The Build
- Build Variants
- The Boon Storm (w/ video demo)
- Support – Mesmer Style
- Proper Boon Application
- Support Skills

Mesmer? Support?
I’ve had the opportunity to speak with several other more popular support classes and compare data. I can confidently say that Mesmer support is up there with Guardians, Elementalists, and Engineers in regards to boons, healing, and other utilities while being able to quickly adapt to many situations with unique skills like Portal, Feedback, and Signet of Inspiration.

But how useful could that be if Mesmer boons do not last long?
In most cases it does not matter how long they last (they DO last long here, though), but how often you can keep them up. A competent Maestro will have his allies:
-Moving faster(Swiftness)
-Dodging twice as often(Vigor)
-Constantly healing – resisting bleeds/burns (Regeneration)
-Doing more damage than normal (Might&Fury)
Among a myriad of other things without being forced to require a major damage sacrifice. Any armor, from Zerker’s to Cleric’s works fine.

How do I do it?
Staff, 20 Chaos / 15 Inspiration (III), 45% boon duration, and Signet of Inspiration. These ingredients are the core of the Maestro build.

PROS
- The more the merrier
The more enemies are near, the stronger you become. The more allies are near, the more impressive you look compounding their boons.
- Strong regeneration (300-350per tick) and burst heals
With Mantras, we can heal 2800HP every 3 and a quarter(3¼) seconds. In that time, Regeneration would’ve ticked three times(900-1050HP) Allowing us to heal for nearly 4000HP every3 seconds.
- Able to provide nearly EVERY BOON everytime you cast Signet of Inspiration.
Out staff alone can grant 6 of the 9 boons in the game. When played properly, every 2nd Chaos Storm will provide every boon except Stability for atleast 5 seconds.
- High defense with strong reflective abilities.
/dance While enemies own themesleves off your retaliation and projectile reflection.
/dance Even if they don’t, because they probably can’t kill you anyway.

- Persistent Combo Field Generation
Ethereal Fields are almost exclusively provided by Mesmers, and Chaos Armor is one of the greatest buffs.
- Versatile trait selection.
The build is flexible enough to add your own flavor, ‘cuz not everyone wants to be a carbon copy.

CONS
- Below average damage output.
The other Mesmer-types (Shatter, Condition, ect.) will still out-damage you.
- Communication is Key.
It is much harder to assist people when they don’t know how you help them

In battle, your attention will be on preserving teammates rather than finding the best place to directly do damage. You’ll be preoccupied with constantly staying near allies to supply them with boons and heals while controlling enemy attacks with mass reflects, dazes, and pulls. The larger the group, the more powerful you become, using interrupts, heals, and sigils to easily gain 20+ might stacks ontop of your considerable defense.

In addition to being able to apply any boon you want whenever you want, perhaps the most unique strength of this build is it’s ability to apply every boon at the same time (For now, we’ll call it the Boon Storm.) to up to five people. Every minute.

(Warning: This build takes practice and communication. If you are new to the Mesmer class, I would not recommend it.)

(edited by Chaos Archangel.5071)

why does the game point out the downed clone?

in Mesmer

Posted by: Aveneo.2068

Aveneo.2068

To me, the following changes could improve our downed #2 ability and make the decoy clone actually work:

1. remove the stealth portion
2. give the ‘teleport to random location’ to the decoy
3. give the Mesmer a 450 range ‘teleport to target location’
4. give both Mesmer and decoy a ‘downed enemy’ marker

Attachments:

Valiant Aislinn – Aveneo Lightbringer – Shalene Amuriel – Dread Cathulu
Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more

Highly Over Powered Explorers [HOPE] – Desolation EU

Yeah, i'm going to stop doing dailys

in Guild Wars 2 Discussion

Posted by: darkace.8925

darkace.8925

You’re going to stop dodging? And killing things? And gathering? What, exactly, are you going to do when you log on?

An option to disable right click targeting

in Suggestions

Posted by: Sin.1524

Sin.1524

I target something with left click and as I’m constantly moving the camera with right click, it’s constantly targeting things I don’t want targeted. I’d love it if ArenaNet disabled right click targeting or at least added an option for it, because it’s really annoying.

Suggestion: At the topic states, a toggle to disable it. A HUGE amount of people believe that simply making right click target on mouse release instead of mouse down, that it would fix the problem, but I still feel I would randomly target things. Example being when I target something, turn my camera just a little to get a different view, and release on a huge group of people (that I obviously do not want to be targeted.) Perhaps we could have an option for all 3?

Here is the Reddit thread (I would have posted here earlier but was unable) if anyone wants to read more feedback:
http://www.reddit.com/r/Guildwars2/comments/105hmc/is_it_just_me_or_should_right_click_not_target/

Things to improve

in Super Adventure Box

Posted by: Josh Foreman

Previous

Josh Foreman

Environment Design Specialist

Next

Well that will be up to other teams whether they want to implement some SAB ideas and mechanics into their content. But a lot of our mechanics can only be done inside an instance with limited players, and our aesthetic is helpful for communicating some of those mechanics clearly as well. And the fact that everyone has the exact same skills! So it’s not like they can simply be copy/pasted from SAB into other content.

And I will say that all the designers I know DO want “Faster action, less auto attacking, and more thinking about enemy weaknesses and strengths.”

It’s just not as easy to pull off in an MMO as it is in other genres. I think we are making progress on this front. Compare fractals to our launch dungeons and you’ll see that. We are constantly striving to improve.

To sum up: Real GW2 has FAR greater challenges that make the simple, old-school mechanics of SAB much harder to do.

(edited by Josh Foreman.8250)

Things to improve

in Super Adventure Box

Posted by: Josh Foreman

Previous

Josh Foreman

Environment Design Specialist

Next

Thanks for all the suggestions, folks. We do appreciate it. The vast majority of issues have to do with building a platform game in an MMO engine. We’ve been attacking as many of these problems as we can, and our programming genius, Dan, has really done some amazing things. But we still have a ways to go before we can get most of these quirks out of the system, and I suspect some of them will simply always be there. Some of them are conscious decisions, such as the way jumping works. We scaled everyone down to Asura size (more or less) which means your collision box extends past your feet a bit. The down side is that you can effectively float off of edges a bit, and this can make jumping seem a bit wonky at first. But honestly, you just get used to it. It’s like whenever I start playing Super Mario Bros. or Sonic after not playing them for a while they feel terrible, but after a little while you change your perception and start working WITH the system rather than against it. The reason we like the smaller size and feel that it’s worth the floatyness is that you FEEL like you are jumping much higher and further than you normally do. And that feel is VERY important in jumping games. So that’s a preference thing, and as such, some will like it and some won’t. We can’t please everyone. Same goes for jumping distances. I created a tool that I use that is basically a big measuring stick with a rainbow on it, so I have all the jumps color coded from easy blue to very hard red. I made the critical path never get above yellow in world 1. But optional secrets and such I used a couple reds.

The reason bombs and slingshot are swapped out is because those will have upgrades in future worlds that cost more to use, and we don’t want you to be forced to throw 10-bauble bombs to open a secret door. (The Super Finisher you can get for PvP is the explosion for the final bomb upgrade btw.)

The powerup barrel placement simply suffered from being too last-minute and Lisa and I never got coordinated enough to get them in proper useful spots. Top of my list for the next release.

I love the idea of a different outcome for NOT destroying the guy’s cart. I think we’ll have him tip you for keeping it safe.

No one on our team is having the problems listed here with the King Toad. I always click on his face to select him before I throw the shard and I’ve never had any problems. Also, in an attempt to to get that retro boss feel, I specifically designed the arena is such a way that you HAVE to use it. (unless you are really good at dodging) It’s got a couple safe spots. It even has a safe spot from the tongue in case you miss your window to choke him and are bad at dodging.

We’ll look into the shovel issue. None of us have experienced this problem, but I have seen a Youtube vid where someone dug twice on a spot that I know we put a treasure and they got nothing. So research is required.

Queen Bee Dog will go unwhippable.

I’m compiling a list, so if you feel like I didn’t address something that you brought up, let me know. Thanks all! I’m very comfedent that World 2 will be much better than 1 since we’ve learned so much, and we’ll be updating 1 as well.

Nifty Warrior tricks:

in Warrior

Posted by: Shinki.8045

Shinki.8045

Maining Warrior since release has taught me a great number of lesser-known Warrior tricks and I figured this would be a good time to share some of them. Hopefully there are more out there we can add to the list.

Eviscerate can actually be used in conjunction with 2 other Burst Skills, Combustive Shot (at the right disance) and Kill Shot (traited and at the right distance). Evisc into Combustive Shot not only hits like a truck but also applies Fire Shield. You have to Evisc while the shot is still in the air, so it’s basically, Burst/swap/Burst. For what it’s worth, Kick also knocks someone perfectly into Evisc range for a nice undodgable Evisc.

Tremor hits twice in melee range, once as a melee hit and the second time as a piercing knockdown projectile. This is a projectile finisher also, adding some nice flavor to an already impressive skill. Fighting a blind spammer is where this is really nice, the first hit will miss while the knockdown will still disable the target.

Quick Breathing is a better-than-advertised condition removal skill. Charge first removes all snares from your team then removes a condition, turning it into a boon. This will turn Burning into Aegis, Vulnerability into protection, bleeding into Vigor, Blindness into Fury and if you’re really tricky, Fear into Stability.

Missile Deflection changes Parry and Counter Blow into 3 second long missile blocks, rather than blocking only one attack. If they only block missiles, you still get adrenaline at the end making the skills win/win/win in those scenarios.

Smoldering Arrow explodes on impact, making it a great aoe blind spam. Particularly shines when pulling Warrior groups in high level Urban Battleground fractals as it can negate several of their charges simultaneously. IMO proper use of this skill separates the men from the boys with Longbow.

Leg Specialist has a much farther reach than realized, making it a nearly invaluable trait. This allows Throw Axe, Crippling Slash and Bladetrail to immobilize. It also allows your Spear Chain to immobilize 3 targets. It also allows Hammer Shock to immobilize 5 targets making them unable to avoid (or at the very least burn condition removal making them vulnerable for) an impending Earth Shaker. I need verification, but I swear I’ve seen targets get immobilized in a crippling arrow cart field, but my field of vision was obscured by castle walls in almost all of these circumstances.

Earthshaker is a Blast Finisher from the point you leave, not the point of impact. On paper that’s kind of a bummer as some fields would be nice to blast when you get to those fools, but when you think about it area swiftness or weakness or even 3 stacks of might pale in comparison to blast healing your ele/ranger buddy or even better, AOE stealthing yourself and your team turning into a giant AOE Stealth Stun Bomber.

Backbreaker someone in WvWvW and they will not survive. May be confirmation bias.

Inspiring Shouts is handy in a shout heal build and rather versatile owing to the nature of shout skills. If 3 shouts are about to be up, you only need 1 bar of adrenaline prepped to fire a fully charged burst skill. You can charge it the rest of the way during the animation of an Evisc, while charging a Kill Shot, while leaping for Earthshaker, while swinging a Skull Crack (very small window though) and while a Combustive Shot is still in the air.

Savage Leap will allow you to finish the EB jumping puzzle in record time, allowing you to skip the dark room almost entirely.

(edited by Shinki.8045)

Don't understand how Guns/Tanks fit in this game.

in Lore

Posted by: Charr Guardian.1497

Charr Guardian.1497

Don’t get me wrong, I love running around with pistols or rifles etc. It makes for great gameplay—so I’m not critiquing their addition to the game.

But from a gw2 universe/lore standpoint, I try to rationalize how this all fits together and it doesn’t make any sense to me at all…

Back in Guild Wars 1, cannons were already available, although limited, to certain human groups (luxon siege turtles anyone?). It would make sense to assume that, before their fall, the ascalonians became even more desperate, and did everything they could to put this foreign technology to use against the charr.

Now, regarding explosives technology in the Guild Wars 1 timeline: the dwarves had reliable powder-based explosives, and the charr had ooze-based explosives (which were difficult to handle).

With explosives technology available, it would seem a natural evolution to attempt to employ such technology in different ways, thus the arrival of personal firearms.

After the Iron Legion reacquired its former territories, and the success of the rebellion against the Flame Legion, charr culture changed deeply. No longer were they willing to rely upon the mystic power of other charr who merely wished to use this power to preserve their privileged position in charr society, but also were unwilling to allow themselves to be manipulated by any kind of greater power, such as a god.

These two events combined, were all the Iron Legion needed to push forward with technological development, thus seeking to harness their very own power. Not granted to them by a god, or acquired through any obscure means, it was simply power created by the charr, and mastered by the charr.

Back to the fireams: history shows us that whenever someone makes a weapon with the potential of changing the outcome of an entire war, everyone will do their best to acquire or replicate the capabilities of such weapons. Thus, were the charr firearms copied by the other races.

And now, regarding the use of bows and melee weapons when firearms are already available (and I mean the real world human history): when firearms were first introduced, they were less desirable than crossbows (which, at the time had already replaced bows). A crossbow was much more precise and would pack more punch, than any pistol available.

A lot of refinements had to be implemented, in order to turn firearms into reliable weapons that could potentially outmatch every other available weapon in the battlefield, such as the introduction of rifled barrels (which is available as a trait to engineers, and thus suggests that the vast majority of firearms currently in use in the Guild Wars 2 universe, lack rifled barrels – this severely cripples their accuracy and effective range).

Now, regarding firearms and armor in real human history: at the beginning, plate armor would still provide protection against firearms, and bullets would not penetrate it unless at short or point blank range (it also depended on the caliber and the amount and type of gunpowder used, but plate armor was still the only thing that provided protection against bullets). As the weapons evolved and were more broadly accepted, certain types of armor were eventually phased out (such as chainmail) as they were completely useless against the increasingly common firearms.

Plate armor was the last one to be phased out, and it happened not because it no longer provided protection against firearms, but because it had to be too heavy and cumbersome to provide an acceptable degree of protection against the ever increasing power of the firearms. It became too expensive and impractical.

Regarding the existence of tanks within the current Guild Wars timeline, this doesn’t seem like a strange idea to me. We know that Leonardo da Vinci drew sketches of a tank, during a time when firearms were available, but some of the most common methods of land-based transportation, were still carriages and carts.

Granted, the charr tanks are nothing like da Vinci’s sketches, but there’s one thing that must be taken into account: the charr industrial revolution. Steam drives charr machinery.

We know the potential of steam to produce work (the mechanical definition of work) was discovered by the ancient greek. Unfortunately, at this moment I can’t remember the name of the man who discovered it. Some historians believe the true potential of steam could have been discovered earlier in history, if certain social conditions had lent themselves to that; among them, the need to find an alternate means of producing work, that outmatched animal power (granted, eolic and hydraulic power were in use, but in a very limited way.).

The charr met precisely the right combination of conditions they needed in order to take the next leap forward, to their industrial revolution.

(edited by Charr Guardian.1497)

Don't understand how Guns/Tanks fit in this game.

in Lore

Posted by: Embolism.8106

Embolism.8106

In real life, the primary reason guns replaced bows was not power, in fact for a long time bows were better weapons than guns. The reason guns replaced bows is because using guns require minimal training, while a good bowman requires years and years of training.

Can you buy gold??

in Players Helping Players

Posted by: lordkrall.7241

lordkrall.7241

You can trade gems for gold via the Black Lion Trading Post (o) yeah.

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

Living world Orr

in Living World

Posted by: Essarious Quw.8946

Essarious Quw.8946

They could add new maps to Orr that you can only access once you’ve defeated Zhaitan/completed Arah explorable. We have only skirted around the edge of the peninsula after all.

Cursed Shore completion bug

in Bugs: Game, Forum, Website

Posted by: Gill Halendt.2038

Gill Halendt.2038

Not a bug.

You likely had completed the whole map before the introduction of the new waypoint and received rewards for it.

Unlocking the new waypoint won’t award another chest for completion.