Unlucky since launch, RNG isn’t random
PugLife SoloQ
The grind is in making those ascended mats into armor. Low level mats are either bought at insane prices of grinding the kitten out low maps praying for bags to drop since gear drops won’t be map level but character level.
Here is how I think Anet looks at this:
You need mats? Go do what you want and earn the gold to buy them. Or make a new character (if you want to) and level them, gaining the mats as you go.
This may not be your ideal solution, but the fact is you CAN do want you want (PvP, WvW, dungeons, fractals, world bosses, dynamic events) and this WILL earn you gold with which to buy whatever mats you need (with the exception of ascended, which can be aquired from drops in many different areas of the game and doing many different activities). You are not restricted to low level zones and you do not NEED to grind those zones and pray for the bags. This is a limit you have imposed on yourself, not one Anet has imposed on you.
Ascended mat acquisition, in my opinion, needs to be improved. It is getting better though, so I am not worried about this too much.
And now how it works in reality. People set them-self a goal like getting one of those items. They look what to do to get that item.. at that moment they are not interested in WvW, PvP, dungeons whatever but at there goal. To achieve this goal there is no specific content but there is gold, so gold becomes there sub-goal so the way to get to their goal would be to grind gold.
Still fine for the first item, but then the next item has the same subgoal (gold) and the 3th, and the 4th and the 5h and the 6th and…..
And that results in many people finding the game so grindy.
Where if the item / goal is behind specific content different content is the subgoal making the whole experience way more fun.
So maybe their attempt to make the game less grindy was one of the reasons the game became so grindy, and the cash-shop items (you can only get ingame by grinding gold) is the other big reason.
Well reasoned. I definitely believe the game was rebuilt around the TP as it shares a UI with the gem store.
New direction incoming.
This would make me VERY happy
A soft trinity could improve lackluster dungeons but would require serious development hours. Mob AI and threat would require a complete overhaul but it is very doable and would fix one of if not the weakest part of GW2.
A simple change to healing which would allow target to be placed on a player for direct healing, and a taunt for when agro breaks. The system would still allow all DPS runs but would allow for traditional style play as well.
If raiding is even being considered in GW2 then you should prepare mentally for this possible change. NA and EU are not the only consumer bases Anet need to appease and if the third player base demands raids, expect changes to be considered.
Because when they were here last people raged like mad about them and thus it is likely that they would wait to release it again until they have done changes based on that feedback. Making changes takes manpower, manpower that is currently being spent better elsewhere, such as working on the expansion.
People objected to the length and difficulty of world 2, which was largely though not entirely fixed. Even if that’s the reason, they could still turn on world 1 (though I don’t think even the most extreme “ragers” actually suggested that W2 was literally worse than nothing).
extreme ragers have to continue to farm dungeons and dailyes , W2 was perfect and fun
I wasn’t a fan of world 2 at all. I felt the insta die nature of the whole world was a shady attempt to get coins sold. Having said that, I loved W1 and hope SAB becomes permanent content.
i could be wrong on this but i think you can still get low level drops just a rarer drop compared to lvl 80 as i have gotten strong gear on my necro and i doubt i had been in the area long enough for DR
You most likely did an event.
To me, I don’t think it will be successful in terms of gameplay mechanics. It will just feel like another WoW clone.
You realize WoW is also a clone…. Well perhaps you’re too young.
of what everquest?
These
Just turn off show emotes in the chat pane. Seriously.
To me, I don’t think it will be successful in terms of gameplay mechanics. It will just feel like another WoW clone.
You realize WoW is also a clone…. Well perhaps you’re too young.
Thanks to DR after a while you start getting level appropriate gear. Trust me I’ve grinded the centaur population into near extinction after some wool.
Odd that we need to embrace DR to get what we want but your service to the Anti Centaur Alliance will never be forgotten.
The grind is in making those ascended mats into armor. Low level mats are either bought at insane prices of grinding the kitten out low maps praying for bags to drop since gear drops won’t be map level but character level.
Here is how I think Anet looks at this:
You need mats? Go do what you want and earn the gold to buy them. Or make a new character (if you want to) and level them, gaining the mats as you go.
This may not be your ideal solution, but the fact is you CAN do want you want (PvP, WvW, dungeons, fractals, world bosses, dynamic events) and this WILL earn you gold with which to buy whatever mats you need (with the exception of ascended, which can be aquired from drops in many different areas of the game and doing many different activities). You are not restricted to low level zones and you do not NEED to grind those zones and pray for the bags. This is a limit you have imposed on yourself, not one Anet has imposed on you.
Ascended mat acquisition, in my opinion, needs to be improved. It is getting better though, so I am not worried about this too much.
It costs roughly 500g to craft ascended heavy armor, significantly more for light armor. You suggest that I farm gold not mats so that it won’t be a grind. I say farming 500g to craft armor… Is also grinding.
Hey folks,
I just want to take a second to address this topic, because it’s something we state as one of our key philosophies – but don’t often clarify exactly what we mean we say it. And because everyone and their mother has their own unique interpretation of what grind can mean, it’s very simple for this to feel like we’re not following our own guidelines when we build and implement content.
When our company president said we have an anti-grind philosophy way back before Gw2 shipped, and when it has been repeatedly reinforced since then, our statement is simply:“We don’t think you should need to grind to get the best gear and stats in Guild Wars 2”.
So what exactly does that mean:
- The best gear/stats: This means to have statistically the best abilities in the game, you shouldn’t need to, by our definition of the word, grind. This goes for leveling and getting top gear (by our definition that’s ascended gear, legendary being an optional extra thing you can do, but don’t need to do.)
- Grind: To us, grind means being required to do the same boring activity over and over again. In particular, the biggest reference we’re talking about here in traditional MMO’s is having to kill the same creatures over and over again to farm for levels or gear. In Gw2, you can gain exp and levels from a massive variety of game play, game modes, and content types. Same goes for the ability to acquire the gear to build up your characters. Similarly, ascended mats can be acquired from a wide variety of content types and game modes to allow you choice and options so you don’t *need to grind* to complete those goals. Our new mastery system continues to this promise as well, which we’ll go into more detail on soon.
There are certainly optional activities in the game players can embark on that I think we’d openly accept fall into the category of our definition of more “grindy”. Earning certain unique skins, and in particular some titles absolutely qualify as things we’d put on this list. Legendary weapons have components to them that fall into this category, though we’ll be doing work in HOT to make this much less the case. We feel these are optional choices players don’t need to do, but can if they want, and because they are optional are acceptable within our statement that “Gw2 doesn’t make you grind to have the best gear/stats”. That doesn’t mean we can’t make those activities more fun as well, but when we say “no grind philosophy” we’re not including optional things you can do, but don’t need to do, in our definition.
Hope that helps a bit, that’s our philosophy and definition we’re going by when we make those statements. They may not align to your definition of grind, and that’s ok – we’re fine with that! It’s just important you know what we mean when we make that statement so you can make decisions about how you view Gw2 and judge us by our actions/words.
Thanks again for being so passionate about this topic and the game which ever side of the discussion you fall on. It’s something incredibly important to modern MMO’s and gamers in general, and we truly appreciate the dialogue you all are having on topics like this. It’s what makes better games for all of us.
The grind is in making those ascended mats into armor. Low level mats are either bought at insane prices of grinding the kitten out low maps praying for bags to drop since gear drops won’t be map level but character level.
You’ve stated you’d never use throw mine. Try it.
Evidence?
When our company president said we have an anti-grind philosophy way back before Gw2 shipped, and when it has been repeatedly reinforced since then, our statement is simply: “We don’t think you should need to grind to get the best gear and stats in Guild Wars 2”.
Thanks.
You’re welcome.
It would be lovely if you could actually follow the conversation. I’m referring to what was said at the time by Anet employees at numerous conventions after the manifesto.
Specifically about the line about not having to grind to have fun, a line from the manifesto itself. And in those instances, the Shadow Behemonth WAS used an example. Not a theory. Not a guess. It’s a fact.
The Shadow Behemoth is the type of encounter you might find late in other games, but in Guild Wars 2 they’re giving you those type of experiences right away.
They gave the example of what they meant at that time.
Whether you want to bring up something else is completely irrelevant to that point.
http://www.urbandictionary.com/define.php?term=built+like+a+brick+kittenhouse
SB has nothing whatsoever to do with grind. Try harder, this is too easy.
It’s easy, because you’re not actually looking at the words of the manifesto. It’s a good thing some of us are. What’s said is “in most games there’s this annoying grind to get to the fun stuff”
This was identified as leveling your character in order to get to raids, something else the devs said back then. They said that you go through this whole process to level as fast as you can to get to the good stuff at the end. This is the dev’s explanation from back then, not mine.
They used SB as a direct example of what they meant back then. If you don’t believe me, that’s fine. It’s true. You can argue with reality all you want.
I’ll argue only because you’re wrong, and I suspect you know it. The manifesto stated that all characters would have easy access to The best gear in the game right at 80.
I disagree. The current system gives new players the opportunity to make some gold early in the game by selling those mats. Now I’ve been playing since release, but when I imagine joining now and having no real way to make some gold until I reach level 80 because everything I can do, a level 80 can do better and with more efficiency… Nah, I don’t like that thought.
As for the “can’t level crafting if you sell” aspect… You can choose to level crafting, or choose to sell, or choose to sell half and level crafting with the rest. Maybe you only want armoursmith and chef, so you don’t need as much cloth and leather anyway, and ore can be farmed regardless of level. Maybe you want to wait until you’re 80 anyway, to see which crafting discipline you even need. Nobody forces you to sell your loot, but it’s good to have the option.
Besides, it’s yet another aspect that makes leveling an alt (leveling, not having, mind you) more fun and rewarding. And if you really, really hate alts, you can always convert karma into scraps, if need be.
Which they need to level crafting. If they sell while leveling they have no real option but to buy them at 80.
Evidence?
When our company president said we have an anti-grind philosophy way back before Gw2 shipped, and when it has been repeatedly reinforced since then, our statement is simply: “We don’t think you should need to grind to get the best gear and stats in Guild Wars 2”.
Thanks.
You’re welcome.
It would be lovely if you could actually follow the conversation. I’m referring to what was said at the time by Anet employees at numerous conventions after the manifesto.
Specifically about the line about not having to grind to have fun, a line from the manifesto itself. And in those instances, the Shadow Behemonth WAS used an example. Not a theory. Not a guess. It’s a fact.
The Shadow Behemoth is the type of encounter you might find late in other games, but in Guild Wars 2 they’re giving you those type of experiences right away.
They gave the example of what they meant at that time.
Whether you want to bring up something else is completely irrelevant to that point.
SB has nothing whatsoever to do with grind. Try harder, this is too easy.
I agree. I’m getting tired of two character slots taken by toons I can’t play so they can open bags and get linen and cotton. I don’t have a spare slot for a toon to get wool.
Down leveling loot is a simple fix to the old mechanic. If players like the new system then don’t activate the down leveling, simple.
Feel free to recommend another class too, looking for high damage decent survivability. Probably not going for elementalist cus they die too fast.
Eles can be tanky or the highest damage class but can also be spec’d some where in the middle. Tanky or glass I’d go elementalist.
What’s more likely to be accurate, something a dev said about something that was said long ago at the time, or something a dev said about the same thing five years later.
How about you answer me this. There have been a number of times, where, when the manifesto is brought up, you have stated that it’s intent and wording should not be weighed as heavily because it is a document that is 3+ years old.
Well, we have something like that happening yet again. The clarification has been clarified. Colin has stated what was meant by their anti-grind philosophy, all the way back to the manifesto.
Why exactly does the same not apply this time? Why is it suddenly okay to not weigh the newest statement more heavily? Colin has stated, rather definitively, what they meant by anti-grind philosophy.
One wonders why you’re so desperate to hang onto their past statements this time, when you tend to like to argue for ignoring past statements in favor of whatever is most recent.
Cause I gotta say, if it’s suddenly okay to hold them to past comments again? I’d just like to once again throw into the ring the quote about how every player, even casual ones, should have BiS gear by level 80.
While I can’t say what Colin does or doesn’t remember, I can be certain what I definitely remember.
And Colin apparently disagrees with what you remember. So once again, I ask you, who is more accurate?
The ANet dev? Or you?
As far as I know, Colin hasn’t disagreed with my memory of what was said. Evidence? Thanks.
Colin on The manifesto said things change. Can’t white knight out of that one.
All the talk of grind here really stems from content. Let’s see how HoT turns out and revisit the grind concept. I sure they learned a few lessons since launch, at the very least.
They’ve learned that they need players logging in every day and that poor players buy gems with cash. They’ve learned that releasing skins in game is less profitable than putting them in the gem store, and that they can promise no grind to sell the game and then add it later. The can say “system x” will arrive soon and never actually deliver it.
its a genius design.
As the Population reaches higher levels and higher level crafting, the older mats replace the newer gained mats as the new major mat. Acting as a endless time sink from level 1-80 and into Endgame.
The current system is a failure. Materials players obtain while leveling are now more valuable due to rarity than their T6 cousins. These mats can be sold to give new players an injection of cash but that comes at a price, as when they level crafting they have no real option but to buy the mats they sold on the TP as they’ve now out leveled their material gathering ability.
The system currently makes no sense as mobs drop items they cannot equip. A level 30 bandit when looted drops a level 80 leather armor.
(edited by Aidenwolf.5964)
Giving high level players character level instead of map level drops was done to populate empty maps but it has created a major problem. Cloth and leather are only obtained from bags and salvaging armor (ignoring item promotion as it also utilizes low level mats) and ascended crafting uses large quantities of low level materials that a level 80 cannot reasonably obtain.
On a level 30 map I can mine or harvest level 30 wood and ore but my armor drops are 75+.
With the introduction of the mega server system cancelling the need to incentivize high level players to populate low maps I ask that one of two fixes be put into place to rebalance the system.
1. Allow players to halt levelling on a character.
A button in the options menu or on the character selection screen that would stop a character from gaining XP. Players could have a linen farmer character and Anet could sell more character slots.
2. Enable downscaled loot in options menu. Players can enable this and then receive loot based on their down level making cloth and leather nearly as simple to obtain as wood and ore.
I recently saw an interview where Anet briefly discussed the precursor track and said they aren’t sure whether it will be one or a combination of 3 tracks. The main reason I’m hyped at all about the xpac which looks small and underwhelming by MMO standards is the (about kitten time) inclusion of the precursor hunt promised looong ago and at least in the interview I got the sense that they were backtracking.
When silk was virtually worthless the change in bolt of silk creation (it used to take 2 scraps to make a bolt) served to deplete the material from the game however, they also changed how silk was obtained when they changed loot from down leveled to level not map appropriate. These changes need to be addressed as silk, cotton, and linen should never cost more than gossamer.
Anet are quick to increase values but impossibly slow to react when a change unbalances in their favor.
Anet have announced that ascended will remain the top gear set for the xpac which has led to more people crafting it, increasing demand.
Post loot change that causes 80s to receive 80 level drops in downleveled areas it’s nearly impossible to farm enough low level cloth and leather from salvaged items, increasing demand for TP mats.
The volume of mats necessary to craft ascended was put in place before the change to level appropriate loot and when most mats were incredibly plentiful. Now that is no longer the case Anet have created the problem themselves. 100 bolts of silk a day is a ridiculous amount
Just give us the option to downscale our loot level to match the map level and this is solved. The change pre megaserver may have been wanted but now it isn’t by those of us who craft what we kill not what we buy.
A level 80 with downleveled loot could grab linen cloth or wool quite easily and prices would fall.
Hi,
I’m new to Guild Wars 2. I’m a long time WoW player (although never progressed beyond LFR there). I have the original Guild Wars on Steam, but never did much with it. Basically, I’ve heard good things about GW2, and since with the sale, the game cost as much as 1 month of WoW did, I decided to check it out.
So while I’m downloading literally hundreds of thousands of files, I wanted to ask the community what can I look forward to once I actually get into the game?
Coming from WoW there are a few things you should know.
1. Never use the mystic forge, it’s a trap. Farm gold not materials as some accounts like mine have been hexed since launch. Go and farm events not materials. Gold can buy anything you need on the trading post.
2. Never sell materials. You’ll need them later.
3. You can buy anything in the game with gold so buy low sell high in the trading post and spend your time in level 80 maps doing events and running dungeons.
Anet wants players kept poor so they’ll buy gems and convert to gold so amass a fortune and ruin their plans.
I disagree with this one. Precursors should never be just handed out for literally no effort.
Even though I don’t know what it consists of, since we know the precursor scavenger hunt is coming, I’m satisfied. Assuming, of course, the terrible RNG isn’t pushed to a particular component of the collection, like needing a different particular exotic to drop in order to get the precursor. Anything in the collection needs to either be craftable, purchasable from a vendor, or have fairly reliable droprates.
A minor internet “celebrity” was handed a legendary on his level 30 character so just stop.
Anet didn’t do the handing out, his fans did so just stop.
My point is that he did nothing
I have 12k ap and dungeon master and pug dungeons and fractals and always look at the ap of my party. I don’t do it to judge their skill but rather to see how many new players are in the game. I’m not a competitionist or an ap obsessed person I play what I enjoy and don’t judge players on skill based on ap. The majority of my pugs are fun and I run with sub 1000 ap to 26000 ap players. I care about a fun run more than an efficient one, perhaps the OP should examine why he plays.
I disagree with this one. Precursors should never be just handed out for literally no effort.
Even though I don’t know what it consists of, since we know the precursor scavenger hunt is coming, I’m satisfied. Assuming, of course, the terrible RNG isn’t pushed to a particular component of the collection, like needing a different particular exotic to drop in order to get the precursor. Anything in the collection needs to either be craftable, purchasable from a vendor, or have fairly reliable droprates.
A minor internet “celebrity” was handed a legendary on his level 30 character so just stop.
I wish………………….
I’d say engineer is an easy choice between the two.
Great in all areas of the game except speed run dungeons, but the necro is horrid at those so win engineer.
But in the future if you wanted to gear full ascended the engineer would also save you a fortune as light armor will bankrupt you likely.
This is an awesome thing for GW2.
Some clown with a week old account has a lagendary. This highlights the main issue with the game in my eyes Guild Wars 2 was designed to be cash wars 2.
He’s a streamer…. Yay.
Better part at 6:25 when asked how do you determine what is expansion content vs feature pack content? And Colin has no answer.
Living Story Season 3 aka Heart of Thorns now available in a box.
Sounds the exact same as unranked, you either get to fight a premade team or a team you’ll easily beat.
I get a few great matches (well balanced close score) but I get far too many faceroll one sided matches.
As usual, a customer has decided that s/he ought to be able to decide what the base game purchase ought to buy and what the developer is allowed to charge extra for. That’s not how it works.
You realize you’re a customer who just did the same?
Not even close. All I did was recognize that a business has the right to set its own prices and to decide what those prices buy.
Sure, customers can state that they think prices are too high, or they don’t like certain things, but when they start deciding the way it should be, they’re stepping across a line. I’m all for consumers speaking up and most importantly voting with their wallets. However, I do call people when they word things in ways that sound entitled.
And if customers disagree the company changes or folds.
This mechanic pays for the game your playing.
Odd since I paid for the game. Try to remember this isn’t FTP.
GW1 had box sales and no cash to gold.
GW2 was to survive on gems and have no expansions now however we’re getting box sales plus gems.
Never tell me someone else’s money is paying for my playtime as I’ve paid my own way.
I think disabling gems > gold would enable real money traders further if I’m being honest.
If you take away the players ability to get easy money through ways that don’t violate the games terms of service it can cause some problematic issues.
If you’re sick of gold sellers sending you messages now you’d be in for it a lot more. I’ve played MMOs where there was no premium currency you could trade for in game currency and the RMT harass you constantly.
Not to mention, if Anet removed this some would succumb to the temptation of buying from gold sellers and it could result in their accounts getting compromised. (Be it stolen or banned.)
I’d much rather Arena Net have this option than it not to exist at all. Every person in my Guild converts gems > gold for quick money and there’s nothing wrong with it!
I’ve always hated that they allowed it and tradable precursors and legendary weapons. I consider in-game gold something you only acquire in game and I’ve never converted my gems to gold. The in-game “economy” is designed to foster gem sales and the game’s worse for it.
/Rant
It’s not that bad honestly, it’s even somewhat of an improvement from the old soloq.
I’ve been flip-flopping on this lately because it can be hard to explain sometimes. So far this off season I’ve played over 500 games, the vast majority have been solo and a few duo and tri. For the most part, all my games have been fairly close. Of course there are exceptions, and I get games when I’m wondering why I’m playing with these players. I go against premades, sometimes even multiple times in a row, and yet the games are still fairly decent.
Compared to the old soloq, where the majority of my games were never even remotely close. Personally I feel the system is working great, when there are adequate numbers of players online within my skill level. Naturally, everyone is going to have different experiences, however for me; I’ve seen huge improvements since when they first introduced the new system back in December.
Or maybe I’ve just gone past the point of no return and I’m just rambling.
I do get some very competitive matches but I seem to be the go to player when Anet needs to fill a kitten team versus a premade buzzsaw
I seem to get the same “luck” in ques I do in the PvE portion of the game.
While I agree the sacks are ugly and make the engi less desirable they serve a fairly important purpose that ANet would need to solve to remove them. Due to the number of different kits ,the different playstyles and abilities of each, and the speed with which engis can switch between them, it is important that a large obvious visual queue as to which kit is currently in use is important for pvp balance reasons.
Therefore I would suggest you make your suggestion around some sort of fairly large hand based indicator for each kit. Each one would need to be large and unique enough to be easily seen and recognized from at least 1500 range. My concern is that grenades and bandages are not really that big, so either you will have an obnoxiously large, goofy looking grenade/bandage for those kits or you will need to find some other obviously connectable symbol.
Aura for each kit… No hobo sacks at all. /Solved
As usual, a customer has decided that s/he ought to be able to decide what the base game purchase ought to buy and what the developer is allowed to charge extra for. That’s not how it works.
You realize you’re a customer who just did the same?
OP – let me give you my opinion.
1. You got incredibly lucky to pull 2 precursors out like you did. Incredibly. I’ve known people who’ve flushed twice or three times what you used on the forge and have nothing to show for it.
2.You made a mistake not checking around and informing yourself properly. It’s not wise to list high price items near or during a period where huge game-changing things are being announced. It can have huge effects on the market and sway people to buy or not buy various items.
To be blunt – you got very lucky and then you failed to inform yourself and capitalize on that luck properly. There’s nothing wrong with the game or the market.
He got 3…
Garbage event. If they’re going to rehash content Dragon Bash is the event that should’ve been used.
Sorry but you stated you got Spark Dusk and Dawn from the forge…. Zero sympathy from me.
If they didn’t announce precursor masteries I wouldn’t even consider buying the expansion. My experiences with luck in the game are that bad. It’s a game forum so I get why some of you act like children but this game’s RNG beats some players like myself to a pulp.
I ran COE today and a sub 1500 ap elementalist with Bifrost asked what he should do with 1300g as he just got another Legend from the forge. He’s had amazing luck which made me want to kick him, I didn’t, but I wanted to.
TL;DR: I was a clown that gambled my money and now blaming Anet for being dumb and not using the sure methods already provided in-game.
I’m one of those clowns that played the forge to attempt to get my precursor (which is the ONLY method of acquiring one other than random drops… LOL) Anet designed a punitive system that OP hates and so do I.
If anyone is a clown it’s whoever designed the RNG
in Guild Wars 2: Heart of Thorns
Posted by: Aidenwolf.5964
Hey Joe, if I could ask them one question it would be this…
Do you have any plans on making the game’s loot feel more rewarding and overhaul the RNG that has made some players like myself lose hope that we’ll ever get anything cool or valuable playing the game?
Taunt is just reverse fear, stop thinking of it as a tanking tool.
Fear allows you to stay ranged taunt allows close combat with agro focused on the player which is called tanking
people need to realise that the word “taunt” is just a word. It can mean whatever the developers want it to mean. If you read the actual description you’d realise that in the case of GW2 it’s basically just the opposite of fear.
Taunt in GW2 won’t be like other MMO taunts because threat works differently in GW2 than other MMOs by that I mean threat in this game is poorly designed and once taunt wears off the mob will go back to doing what it was doing before it was taunted, meaning agro doesn’t exist in this game as it does in other MMOs. What taunt will do in this game is force a mob to attack you which is exactly what taunt does in all other trinity MMOs. The only difference is that it’s effects won’t persist past the skills duration.
which is exactly why taunt won’t bring the triangle into GW2. Did you misunderstood the intent of my post? Taunt in GW2 based on the description we have been given is a new CC. Nothing more.
You clearly lack a basic understanding of threat generation which is what I referenced in my response. In MMOs threat is generated by damage in GW2 it’s partly based on proximity which would allow a revenant to pull a mob near via taunt and hold the mob with proximity. This functions differently than most MMOs but the effect is similar.
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