that it makes every other class in the game boring to play.”
Hawks
Thanks for the solid feedback and spotting some unintended behaviors that I’ll be going over and modifying or changing, including things like the hammer autoattack aftercasts.
I’ll be checking what we can do on the AI side to help the appropriate gyros keep closer to you – this feedback and that rocket charge felt erratic are high on my list for today and tomorrow as modifying animation and AI can take a lot more work than other changes.
I’ll also thread in as many more easily implementable tweaks and bugfixes as I can (to several things like rocket charge being affected by movement-affecting boons and conditions). I’ll review gyro durations/recharge start times as well.
Please, Irenio, don’t forget about the F-Gyro mechanic. In my opinion is the only aspect of the Scrapper than CAN’T be fixed just by making adjustments.
It needs flavor, it needs to stand out, it needs usability, it needs to have impact. As it is now, it is just a weak gimmick. It HAS to be reinvented.
True but we want to SEE that horrid things happening on the screen, not deduct them because the aching little hops of our enemies.
The whole time I played the scrapper with gyros and hammer, I felt underpowered. When I stopped using the gyros and keep only the hammer, the spec became much more efficient, but still extremely clunky. The traits are great, but I don’t see the OP in there when my normal engie, without spec, is still better than the scrapper.
Buh, i’m going to miss it.
We don’t need “proportional realism”. We need to see the weapons we are using.
All weapoons must look bigger for asura. The hammer is just a really clear example, but the problem is there for most weapons.
Mordrem snipers just dissapeared.
Mob density was enormously reduced.
Boring!
HAHA, so that was the objective! Stronghold! Now I get it.
Very useful and gamechanging, yeah.
I forgot to mention that I completely forgot the existence of the Function Gyro. It doesn’t rez npcs, and people around were not dying enough to rez them, and I couldn’t really find enough stompable mobs in PVE. Also the range seems to not work at all…
In the end I just stop paying any attention to the new spec original gamechanging mechanic. Funny, don’t you think?
(edited by Ardid.7203)
Gyros are really fun.
I mean, they are hilarious, I can’t stop laughing when I see them trying to decide a route around a little rock in the ground, or just exploding in their place without doing anything, or when they decide to do the absolute opposite they should be doing, with no reason.
They are pure comedy.
I also laugh hard every time I fall from the cliffs on Verdant Brink when using hammer skill 3. It is specially amusing the 2nd leap never ever hits the target.
(edited by Ardid.7203)
I knew this will happen HAHAHA. (Insert neurotic laughing and the sound of a head banging a wall).
So, does anyone know if the bank was recloned this time?
I have a lot of questions to mke about the “new” guilds, but I’m going to pick just the more important.
1- Which is the official opinion of Arena Net about guild representation, and the 100% rep requirement that many Guilds use today?
2- Will representation still exist when HoT arrives, and if so, why? Will be posible to represent multiple guilds at the same time?
3- Will players be able to participate in multiple guilds without having to neglect some of them on a mechanical level?
Any serious time definition use the 24 hour format. Scientific, military, gubernamental, etc. Not doing so is just a bad habit.
Yesterday I hit my head against a door, and suddenly I got this really fun and extremely stupid idea. I don’t consider this to be a real addition to the discussion, but I need to post it somewhere.
Ride on Metal
- Whenever a gyro is active on the game, the Scrapper can jump over it, and stand on it as long as the gyro is alive.
- The gyro will move and execute its actions normally, carrying the Scrapper with it. The Scrapper can’t control the movements of the gyro.
- While standing on the gyro, the Scrapper can’t do or receive melee damage. The gyro will take all the damage directed to the Scrapper instead.
- While on top of the gyro, the Scrapper will be effectivelly at a higher ground, so it could be used to jump farther or to reach even higher ground.
- If there are multiple gyros in the area, the scrapper can jump one time on each.
- When the Scrapper jumps back to the ground, automatically apply Explosive Descent, on a 40 s CD, reduced to 20 if the normal Explosive Descent is also traited. Each gyro he stepped on before jumping down gives him an additional Explosive Descent effect on landing.
That is.
I hope you enjoy imagining your Scrapper using the gyros to jump across wide gaps in the path, appearing from stealth with multiple gyros to then step on them and fall with a big 3ple hammer jump spiced with a dozen grenades, or simply advancing randomly across the land over a tiny floating machine.
I have never said the Scraper is irrelevant. It is the more important of all specs to me, because I play Engie, and I want to get a fun, interesting spec to use.
It also doesn’t look bad: the Hammer alone is an incredible addition. We all know how bad AIs are, but skill gyros can still be useful for some builds, and I’m not forced to use them, so I can forgive that.
What is hardly impactful is the spec mechanic.
- Aesthetically weak (The gyro doesn’te even exists until you press F!)
- Useful in one mode only (And even then, the point is the stability, not the gyro)
- AI = unreliable (And, usually, dead)
- Will not be used as frequently as any other “spec mechanic”. (Are you seriously going to kill someone every 30 secs?)
- Doesn’t really change how you play (Ok yes, you will be pressing F now and then. IF you are not in PvE.)
As it is right now, the spec mechanic is simply weak. The reasons are many: the fact that they don’t afect some specific people (Those who prefer the new mechanic to be as invisible as possible, maybe?) doesn’t make that reasons less real.
Buh!…………
Agreed, the new icon color is almost invisible in some maps.
These should be changed to include Pets when you say Allies .
I’m pretty sure “allies” include your pet (and yourself) as well just like all other professions on gw2.
If it does, my mistake, when it says a allies one assumes other players .
Allies include everyone on your side, even yourself. It always has meant that in this game. Yes, your pet gets benefit from that too.
Why Fumigate don’t cleanse condis on my Engie then?
Then, what do we do with the infuence we still don’t spend?
You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right? Whether the gyro successfully stomps or not is irrelevant. What matters is that it gives you stability, too.
Thats exactly my point. All the “new mechanic” do right now is to give you an irrelevant gyro. The stability comes from a trait that depends on the use of the f-gyro, but the gyro itself is barely meaningful.
I never said the traits were bad. I say the “new mechanic” is too circumstantial to count.
Daredevil only need an adjust in the timing of the new dodges (so they actually happen when you input them, and not a second later), a few tweaks to the numbers and a better staff AA animation.
Aside from that, the spec is really good IMO. It has a proper “new spec mechanic” you can use every time (Unlike Scrapper, who uses his mechanic only if playing PvP, and even then not so frequently), a nice sinergy with some areas the Thief underutilize because of “stealth-stealth-stealth”, and some realy useful utilities, wich in the right hands could be even scary.
I liked the old Quaggan backwards walking accelerated animation. But now Quaggan can jump!
I must say I still like Chaith idea a bit more than yours, Kodama, but I think is only a personal thing because of my playstyle. The idea of using the fields is really, really good, and effectively make you work to sustain the advantageous effects.
We still need more applications for the remote F key, IMO. Stomp or Rez are still too narrow.
I think the main probem for the team is to determine exactly wich passive buff could these “inactive” Gyros give.
Yes i know, but every utility line has a stun breaker:
Turrets -> Thumper Rumble
Elixir -> Elixir S and Elixir U
Tools -> Goggles and Super Speed
Kits -> Elixirgun Toolbelt
Gyros -> nothingThis is true, but the new trait line gives a baseline stun reduction by 25% and a stability on evade trait to make up for it. I think people should be concerned less about full gyro builds being viable but what gyros and the new traits add onto what we already have.
I believe most of us are worried because a Scrapper that choose to not use Hammer or Gyros still get good traits, but end stuck with a totally irrelevant spec mechanic.
Improving the utility Gyros is way less important than making a better “signature mechanic”, at least to me.
Weirdest complain I’ve seen in this forums, so far.
But, since now the game have “play for free”, you can make as many accounts as you want, and they will keep everything separated.
Don’t hold your breath, Anet devs have been repeating that same old line for years now. They would like to do it, but you know, other priorities such as icebow nerfs are much more important!
Well, I have to admit it, sadly, was.
When the new Lion’s Arch was made public, I stationed my mesmer in the second chest of the new and long JP, and began to port people there, just for fun.
I was there teleporting people like 10 minutes when I received a mail from some girl that has just used my portal. Along a simple thankyou, she sends me also 1 gold.
Since I was doing the port for free, I really didn’t expect anything in return, much less a whole gold, much less without any interaction between us besides a hello and goodbye. It felt REALLY NICE.
After that I think I spent all my gift receiving rights for this game, and I’m happy with it, but since there’s no harm in asking, I will add my plea.
The only thing I really want and I know I’ll never get:
I just want the Aetherized Hammer Skin.
There is. I know is a complete impossible because extreme scarcity, incredibly high price and sheer demand, but one can dream!.
Thank you OP for the heartwarming and fun thread.
No, by that date all the races would have become some sort of Sylvari, so anything no Sylvari would lose any appeal.
Grenades are also slower.
BUT.
The only places I have felt the need of a true ranged weapon were Megadestroyer and Golem Mark II. And even then, only because nades were too boring…
I feel the mid range is perfect for engie, and for me. I wouldn’t know what to do with range.
I was waiting for this, as well as for the increase on speed for all the FT attacks (Yes, retaliation, I know… but when you are a FT lover, you know when to drop the kit and use the weapon). Very welcome and needed change.
Thank you deeply, devs, for finally bringing this back.
BTW Scrapper FT will be amazing!
Now the idea have been discused, I think I can add some ideas of my own.
1- First i’m going to say what I think the essence of Chaith mechanic is:
“To accumulate visible, automatically created, not-AI gyros, that the Scrapper needs to administrate correctly to gain passive bonus or to execute remote functions.”
2- Some ideas:
a- I know the passive bonus is not the most beloved mechanic in the game, but I think it is easier to implement than most, and of course is much, much better than any AI. The bonus doesn’t have to be pure damage, either. It could be damage, protection, swiftness, regen, etc. The point is to have something that make the fGyros desirable and relevant all the time.
b- I think the gyros should be damageable, to give counterplay and to force the Scrapper to keep an eye on them. But while they orbit around the Scrapper, they only should be damaged by damaging the Scrapper: tank as you might be, you still have to evade attacks and fight clever, because you want to keep your Gyros alive. This could be done by giving the Gyros a percent of the damage received by their owner. The gyros should also be damaged in secuential order, not all at the same time.
c- An UI similar to the one Miltek propose could be used to allow the player to keep track of their f-gyros status without cluttering the screen.
d- A couple of traits could be destined to fine tune and enhance the bonus the gyros give, and the gyro’s healt.
e- IMO, a lot of the new mechanics of the other specs doesn’t have a real trade off. They make the proffession better with no drawback, simply adding without taking anything. If this mechanic could be that way, It would be great.
However, If there need to be a tradeoff, I think, like others here, it should have to be related to the toolbelt.
f- Rez and Stomp aren’t enough. At least the activation of doors, consoles and chests should be added to the f-gyro.
3- What I Imagine:
The Scrapper has access to up to 5 f-gyros, which spawns at a rythm of 1 every 60 secs and float around him as visual effect, non targetable and non-AI objects.
By default, they give the Scrapper 3 passive effects:
- Panopticon Assistance: A cumulative bonus (2% dmg each, and/or 7% speed each, and/or 1 stack of superspeed each, etc.)% could be bigger if traited.
- Gestalt Field: Extra health, represented by a bar with 5 sections, one for each f-gyro. This bar absorbs a % of the damage the Scrapper receive(33%, maybe?), and the Gyros die when their respective section is wiped. More health per gyro if traited.
- Platform Exertion: Cumulative drawback of -5% toolbelt recharge per f-gyro. This should be used only if a tradeoff for the spec mechanic is really needed, but could add some interesting administration play when you need the toolbelt skills asap. If traited, convert the minus into a boon only for the gyro family toolbelt skills.
There is also the active effect:
When activated, the f-gyro leaves the Scrapper and become an AI targetable object, taking with it what health is left in the last section of the Scrapper’s Gestalt Field, and eliminating all its respective boons and drawbacks. It can activate some of the contextual f functions within a radius, ingluding rez, stomp and some devices (doors, consoles, etc). The effect radius and speed of the gyro grow if traited.
Chaith proposed this idea on the red thread, I think it could be gold.
Function Gyro needs to be pillar for the identity of the Scrapper, what really sets apart a Scrapper from an Engineer. This is the class mechanic we get from the first minor trait, a parallel to Reaper’s Shroud, Celestial Avatar, Overload Attunement, Continuum Split, Dragonhunter Virtues, Legendary Dragon Stance, Primal Bursts.
Other than the Engineer, only the Thief’s third dodge bar doesn’t really alter the playstyle significantly.
Currently, the Scrapper defining minor trait reads this: “You gain access to the Function Gyro, which can finish a foe or revive an ally at range.”
What I would suggest is:
Function Gyro: Gain access to up to 3 non-combative Function Gyros which encircle you. Periodically construct a function Gyro every 60 seconds. Command a Function Gyro to join the fray to finish foes or revive allies. (20s CD).
Reworking Impact Savant, the last Minor, as well:
Impact Savant: Deal 4% more damage, and reduce the duration of incoming stuns by 10% for each encircling Function Gyro.
What this accomplishes is creates a system of Gyro management that Scrappers in all game modes would be able to manipulate to their benefit. PvE Scrappers would enjoy great uptime of a 4-12% damage modifier. Non PvE Scrappers would get help from a Function Gyro every 20 seconds if they managed production well, and didn’t deplete resources.
Best of all, it’d be a constantly present theme that adds a bit more substance to the Scrapper’s core class mechanic, keeping it closer to the same feel players had when watching the Scrapper in the HoT trailer.
I think this is the good one.
It makes the F-Gyros useful in all the game modes, adds a real new mechanic to play with, gives the Scrapper a truly distinctive aesthetic component, and can be implemented without Irenio’s team having to start from scratch.
Of course it should be tweaked and adjusted, but I think the core idea nails it: to accumulate automatically created, not-AI gyros, that the Scrapper needs to administrate correctly to gain passive bonus or to execute remote functions.
Chaith proposed this idea on other thread.
Function Gyro needs to be pillar for the identity of the Scrapper, what really sets apart a Scrapper from an Engineer. This is the class mechanic we get from the first minor trait, a parallel to Reaper’s Shroud, Celestial Avatar, Overload Attunement, Continuum Split, Dragonhunter Virtues, Legendary Dragon Stance, Primal Bursts.
Other than the Engineer, only the Thief’s third dodge bar doesn’t really alter the playstyle significantly.
Currently, the Scrapper defining minor trait reads this: “You gain access to the Function Gyro, which can finish a foe or revive an ally at range.”
What I would suggest is:
Function Gyro: Gain access to up to 3 non-combative Function Gyros which encircle you. Periodically construct a function Gyro every 60 seconds. Command a Function Gyro to join the fray to finish foes or revive allies. (20s CD).
Reworking Impact Savant, the last Minor, as well:
Impact Savant: Deal 4% more damage, and reduce the duration of incoming stuns by 10% for each encircling Function Gyro.
What this accomplishes is creates a system of Gyro management that Scrappers in all game modes would be able to manipulate to their benefit. PvE Scrappers would enjoy great uptime of a 4-12% damage modifier. Non PvE Scrappers would get help from a Function Gyro every 20 seconds if they managed production well, and didn’t deplete resources.
Best of all, it’d be a constantly present theme that adds a bit more substance to the Scrapper’s core class mechanic, keeping it closer to the same feel players had when watching the Scrapper in the HoT trailer.
This is by far the more clever and creative idea I have read so far.
It makes the F-Gyros useful in all the game modes, it adds a real new mechanic to play with, it gives the Scrapper a truly distinctive element to be recognized as different from the Engie, and no doubt, sounds really cool.
And I think is a feasible solution Irenio CAN really use.
Indeed, going from Engineer to Scrapper will have extremely little learning curve, basically none, if you don’t take hammer.
Function Gyro needs to be pillar for the identity of the Scrapper, what really sets apart a Scrapper from an Engineer. This is the class mechanic we get from the first minor trait, a parallel to Reaper’s Shroud, Celestial Avatar, Overload Attunement, Continuum Split, Dragonhunter Virtues, Legendary Dragon Stance, Primal Bursts.
Other than the Engineer, only the Thief’s third dodge bar doesn’t really alter the playstyle significantly.
Currently, the Scrapper defining minor trait reads this: “You gain access to the Function Gyro, which can finish a foe or revive an ally at range.”
What I would suggest is:
Function Gyro: Gain access to up to 3 non-combative Function Gyros which encircle you. Periodically construct a function Gyro every 60 seconds. Command a Function Gyro to join the fray to finish foes or revive allies. (20s CD).
Reworking Impact Savant, the last Minor, as well:
Impact Savant: Deal 4% more damage, and reduce the duration of incoming stuns by 10% for each encircling Function Gyro.
What this accomplishes is creates a system of Gyro management that Scrappers in all game modes would be able to manipulate to their benefit. PvE Scrappers would enjoy great uptime of a 4-12% damage modifier. Non PvE Scrappers would get help from a Function Gyro every 20 seconds if they managed production well, and didn’t deplete resources.
Best of all, it’d be a constantly present theme that adds a bit more substance to the Scrapper’s core class mechanic, keeping it closer to the same feel players had when watching the Scrapper in the HoT trailer.
This is by far the more clever and creative idea I have read so far.
It makes the F-Gyros useful in all the game modes, it adds a real new mechanic to play with, it gives the Scrapper a truly distinctive element to be recognized as different from the Engie, and no doubt, sounds really cool.
@Chaith, I suggest you to make a thread with this idea alone, so the devs can see it in its own context, and hopefully take something from it to improve the Scrapper. Truly smart approuch, and much more constructive than most opinions in this thread (including mine).
Most specs only need some polishment and balance. Scrapper needs a whole new class mechanic.
1. Reaper
2. Chrono
3. Daredevil
4. Druid
5. Herald
6. Dragonhurdurr
7. Tempest
8. Berserker
9. Scrapper
Sorted from the better done to the worst solved.
Whithout directly testing Scrapper and Druid yet, but confident because large experience suffering bugs and failed mechanics.
What about a class mechanic that only let you summon a killable AI to rez or stomp people? Will that be more usable when exploring/playing alone/etc?
The hammer is great, some ideas on the toolbelts are good. The elite looks ok, too PvP focused, IMO, but ok.
The whole gyro skill collection, however, is uninspired, unreliable and barely different from turrets (those we already have and try not to use).
Worse of all, the new spec mechanic is useless in 90% of the game, closer to a PvP dedicated skill than a gamechanging addition, totally situational and not striking at all.
I don’t see any use on being mad, but it truly feels wrong. Its like they say “Hey, we did a lot of work fixing mortar, medkit and erasing those backpacks you don’t wanted, so you should be happy we give you an elite spec at all!”
I’m more sad than angry.
I’ll just quote myself from the other post:
Daredevil’s dodges will be usable in every aspect of the game: open world, dungeons, guild missions, personal story, journal achievements, world bosses, sPvP, WvW, etc. Also, it will be equally usable if you play with a party, in the middle of a zerg or solo. Also, it will be used quite frequently. This applies to most “new mechanics” from the other Specs, too. Maybe I’m wrong, but I can’t see this being true for the FGyro.
I haven’t seen the Druid presentation, but what you are saying just confirm what I already were thinking: Instead of a gamechanging new class mechanic, we have a glorified PvP utility skill.
No new mechanic
I was thinking about the problem with the extreme narrow use in the base mechanic of the spec, and suddenly got it:
Its not a base nechanic at all. Its a utility skill, maybe an elite one. I feel Anet is forcing a skill on us and claiming it to be a “game changing mechanic”.
Please transform the FGyro in a optional skill, and give the spec a real new mechanic. Anything that we can use with some impact on every mode. Not something that feels like an optional tool that is only good for some builds on certain modes.
Well, I participate on the events on my main guild whenevr I can connect. The vast majority of those events are held in a fixed time: close to the saturday reset. There are other instances when we gather to work, like thursdays for WvW and sundays for PvP private turneys, and sometimes Dungeons late night in wednesday. Those are also held on mostly fixed times.
I’m drawn to these activities with the guild because I like doing them with the guild, not because im forced to, and I really don’t need any rule to connect to the TS at those hours when I can.
On the contrary, the rest of the time I spend mostly solo or with my girlfriend crafting, leveling alts or simply exploring, and I barely even see the guild chat. During that time, my repping doesn’t really add anything to the big guild. But it could be very valuable for RPing or sharing with the tiny guild.
This is why I think the 100% rep rule is flawed, and I’m grateful Anet seems to be discouraging it.
Another thing I must mention is those “plenty of different guilds” you take for granted are not true for everyone. Here in my country (I would dare to say, in all Southamerica), good natured, active and welcoming guilds aren’t common. My guild is a notable exception, and I must say, I doubt it have to do with the 100% rep, because I’ve seen the same rule on very bad guilds.
Beautiful?
/15 chars
Daredevil’s dodges will be usable in every aspect of the game: open world, dungeons, guild missions, personal story, journal achievements, world bosses, sPvP, WvW, etc. Also, it will be equally usable if you play with a party, in the middle of a zerg or solo. Also, it will be used quite frequently. This applies to most “new mechanics” from the other Specs, too. Maybe I’m wrong, but I can’t see this being true for the FGyro.
I don’t play too much PvP, really.
(edited by Ardid.7203)
Hello, Irenio.
I’d like to thank you for the communication. Its a small gesture, but it is so much more than we normaly receive. I hope your posts became a normal sight in the forums.
I’m also going to congratulate you for the work with the Scrapper’s Hammer, wich looks really fun, and give us Engies a lot to learn in the new spec.
Finally, i’m going to ask you a couple questions about the rest of the Engie’s Spec, which I honestly don’t understand.
1- Why is the Scrapper so strongly PvP focused, with a core mechanic that would be totally useless in 95% of the actual PvE content, and an Elite skill that focus on stealth and reveal, wich are hardly needed in PvE?
2- We already have turrets. Why did you decided to create yet another set of AI dependent, easily killable summons?
Thank you again for reading, I hope you can answer too.
(edited by Ardid.7203)
My main issue is how underwhelming the new mechanic funtion gyro is compared to the other classes. I mean most of them inwas like wow thats cool. But funtion gyro just a rez and stomp device i dont even see how that connects with the scrappers theme.
This. 1000 times this.
Engie+Thief would be mine.
Teleporting + Bombs?
FT blast you can use twice with Initiative?
Even more sources of vigor, and fury?
Easy thief condi clean + engie tankyness?
Engie might stacking plus thief high damage?
Gold.
Ok, guys.
First I want to thank you all for sharing your opinions and going deep on this topic. I’ve learned a lot just by reading these few posts.
Second I want to make clear why I stated I felt the game encourages people to stay in one guild:
I felt this because rep transform into relevant currency (Influence). This means having someone rep has a concrete, cold numeric value for guilds, and so guilds would naturally compete for that. 100% rep requirement is a logical result of this system.
Now I see there are also other aspects behind rep: advertising, ease to make activities on the fly, control the space available in the guild, number of faces on chat, etc. I can understand much better now why our guild leader consider this so important, and that is not only about influence.
Sadly, understanding it doesn’t make the system any better, because there is a huge inconsistency in its core.
The system reward guilds for having people to passively rep, allow guilds to arbitrarilly put 100% rep rules, and allow people to have multiple guilds. Problems are inevitable. One of these 3 should go.
I know the 100% rule “is up to each guild to decide”, but I see it like commercial monopoly: law watch over and discourages it, because it is nocive for the economy. If Anet were to actively combat the practice I probably would support them.
Other possibility is to completely remove the option of multiple guilds. This would be difficult because the extremely diverse playstyles the game offers. I think no guild can offer all of them, even a really big and organized one.
The last option is to stop rewarding currency for passive representation. This, I think, is the best option, because then guilds would try to get players to actually DO specific, concrete and time-limited things, instead of trying to rule over the whole time the players are connected.
Third I must mention the 100% rep is problematic not only for players, but for guilds too:
There are a lot of people that doesn’t understand what rep is. Agreeing to a 100% rep rule doesn’t make sure people actually observe it, less when they don’t know what they are doing. While I choose to investigate thoroughly before making any choice, most players I know would simply break the rule whenever they want and eat the warnings later. This means the leaders have to be constantly confronting people.
Also there is the recruiting issue: of the last 5 guys that ask me to enter the guild, only one choose to stay. The other 4 don’t like the 100& rep rule, so they left asap. While it could be true that the ones who left were “not fit” for the guild, I think the guy that stayed do so only because he doesn’t really care about rules. So which is worst?
What Im trying to say is rules too strict tend to not be respected, and that is worse in the end.
Personally, I feel my problem is bigger. I was almost prepared to judge my guild leaders as the baddies on the movie and left for good, but now I see their standing (if “monopolizing”) is totally legit.
My ideal solution was to convince the leaders to soften the rule to a 90% rep, but they stayed square in their “rules don’t change” policy (Wich they have the right to do).
So, for now, I will wait. if the incoming changes make the currency less associated with dumb time and more with specific activities, maybe they relax the rule. If they don’t, I think I will have to say goodbye.
Thank you again for your opinions, and please, keep the words rolling.
Hammer! but… AI?
Not Turrets Again
Interesting FT possibilities
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