Thief
Venomous Aura was very difficult to use, as the radius was fairly tight. We’ve now increased that radius a bit, so that it’s easier to share venoms with allies without huddling closely together.We’re also looking at shaving the efficiency of Flanking Strike slightly, so that it now only removes 1 boon instead of 2.
Also, pistol main hand may see one of its skills reworked to better support allies. We have multiple prototypes that we’re trying out, so we’ll have to see which we settle on by the next release.
While I welcome any changes to main hand pistol to actually make it viable aside from niche condition builds, I’m a bit disturbed about the flanking strike change. It seems that once you make a non dagger thief weapon good, you repeatedly nerf it until dagger is the best option again. If the effectiveness of flanking strike needs to be nerfed, reduce the initiative cost again.
Is this a powerup in a future world?
in Super Adventure Box: Back to School
Posted by: Devildoc.6721
Or are we intended to get this with our current powerups? I can’t figure it out.
As title, with traps going out of NOWHERE, crappy jumping puzzle and a lot of latency (rocks have already hit WHILE they jump) Tribulation isn’t challening it shows the bad side of GW2.
It’s seemed like the dev team though: Hey, we know our platform is crappy as hell, let’s make it more annoying by placing invisible and unpredictable traps.
I can’t even think how unfair and stressing will be world 3 Tribulation.
And just a final word:
Games are ment to enternatin, be challening hard (not unfair hard) and be something to relax whit.
I’m fine with trial and error, but before you can figure it out how long is the trap where are safe spots etc, it just become annoying.
Tribulation mode is MEANT to be unfair.
Hmm, I had the textures spawn for me in normal mode, but the floor didn’t actually damage me.
Beat Zone 1! Dart traps... Really? :(
in Super Adventure Box: Back to School
Posted by: Devildoc.6721
I love 2-2 and 2-3, 2-1 had some issues but 2-2 and 2-3 are fun.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Devildoc.6721
I’m fully okay with trib mode being unfairly and ridiculously hard. I’ll still give it a try even though I’m not sure after my earlier try (interrupted by a net disconnection) thakittens my cup of tea, and I’m okay with the concept that it may just be too hard for me to do.
Normal mode, I think a good progression from easy to hard is a good idea to pursue. World 2 is not the last world, so the difficulty jump should be more gradual. the new 2-1 I think accomplishes that.
Beat Zone 1! Dart traps... Really? :(
in Super Adventure Box: Back to School
Posted by: Devildoc.6721
seriously only change I’d make is to put a body pinned to the other side of the door by arrows at the first dart trap. That should clue in people that it’s maybe dangerous to go through.
Yeah I figured, but this is normal
Uh, the hotfix patch put massive lava pools in zone 1-2. Is this intended?
it doesn’t do damage, and is a purely visual bug.
But check it out.
(edited by Devildoc.6721)
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Devildoc.6721
I’m seeing a trend here…
“The second I got into the game, I purchased the infinite life coin. I had a ton of fun playing World 2!”
“I ran out of extra life coins while trying to get past the rapids. This is so hard, I am done.”
Anyone else see the difference? Having infinite lives suddenly makes death trivial, making a stressful part of the game (running out of lives) suddenly stress-free.
This is partially true. The rapids can be frustrating even with infinite lives. Mostly because the rapids take forever to kill you but in a lot of situations you can’t salvage a missed jump.
I will have to try 2-1 with the hotfix changes, though I’m a bit worried about the fact that the rapids will NEVER kill you, unless they drag you all the way off a cliff. We’ll see. I have associate of baubles and secrets so I’ll be okay either way.
Well.. all the water spouts are gone.. Though I did not check side paths and secrets this run through. On the plus side, this feels closer to in line with “world 2” in progressing you towards harder challenges after world 1, on the minus side, I actually did like the spouts having patterns you needed to pay attention to, I just didn’t like how slow the water killed you if you missed a jump, i wanted to be right back trying it again. The knockdown from the water spouts falling hitting you in mid air was kinda wonky too..
I do hope in a future world that a segment like the water spouts returns in a future world Josh, it reminded me of the disappearing block rooms in Mega Man games, which I enjoyed, just maybe take out the knockdown and let people just fall normally if they’re on a spout when it stops? Just make it lava or a bottomless pit if you fall for them, no banging head on keyboard waiting to die
(edited by Devildoc.6721)
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Devildoc.6721
It’s just hard enough, though I think it ramps up too drastically. More levels in between World 1 and 2 that ease into the higher difficulty.
2-1 is something of a level I’d expect like, towards the middle of a platforming game, not the first level of the second world. World 1 has only a few jumps that will kill you if you miss them, most missed jumps even into the poison water are salvageable, just missing a few hearts if it takes you awhile to find solid land.
2-1 is a massive leap in difficulty where missed jumps are generally not salvageable because of the constant knockdowns while in moving water (the instant you gain control and can move again you’re knocked down again) that leads to most missed jumps being essentially deaths, albeit slow agonizing ones. Enemy combat goes from 1-2 hits on things that mostly melee or shoot slow projectiles at you, to 2 bare minimum (toads, white assassins), or 3 (hillbillies, red assassins, bananas) to 5 or 6 (bears, polar bears) in world 2-1, and the enemies often have more complex attacks, that are harder to dodge or you’re in situations where dodging is not feasible (such as the raft or narrow bridges), enemies also have attacks that continuously damage you until you break out of them.
I guess from a design standpoint, I would have expected another world or at least zone between 1 and 2’s difficulty, where more missed jumps are sure deaths but some are salvageable, and for combat, 2 hits on most enemies but 3 hits on some of the harder ones.
Like if I were to suggest it specifically.. world 2-1 could be adjusted to be a better gateway in difficulty. The rapid water could have a limit to how often it knocked you down, giving you maybe 1s between knockdowns (after your standing up animation) would allow you to recover from a lot of missed jumps as long as you didn’t just stand there and take the knockdowns. I’d have set the hillbillies to 2 hits rather than 3, and smokey bears at 3 hits. In 2-2 I’d change one thing, and that is, the first few arrow traps, make them more visible, show arrows stuck in the other side of the doorway on the first one, for instance, or better yet, show a dead body pinned to the wall with arrows. That’ll engage people playing to suspect something deadly and they’ll keep their eyes peeled looking for the traps.
Currently your method of learning what the arrow traps look like and learning to avoid them is trial and error, you walk through the first one and lose a life and think “what? why did I die?”. THAT should be reserved for tribulation mode, or maybe later worlds.
They just need to fix them so they won’t knock you down in midair.
Nah, cause even if you just plain miss a jump, it really sucks to have to WAIT for the inevitable death.
Though that would be nice as well if the water spouts didn’t knock you out of the air 10 feet away from them.
For me it was 2-1, the very last checkpoint, it bounces you up, and if you hold forward during the bounce you will go over a trigger point. just go on ground level forward past that point and it’ll trigger.
Kind of seems odd, that Moto, inspired by Shigheru Miyamoto is portrayed as a bit of a thief, stealing the ideas for the super adventure box from his old krewe and then sabotaging their future projects when Shigheru himself is a pretty original guy who created several genres of games on his own, even if they’re called rehashes now, they were original and uncharacteristic characters and franchises at their conception. The hero is a plumber and the bad guy a giant turtle in a kingdom of walking talking mushroom people? That’s pretty dang original. Also Nintendo generally as a company has taken a very blue ocean approach, especially their greatest successes, where they did not directly compete with their competitors but rather attempted to expand the market to people who did not currently play video games, sabotaging their competitors seems uncharacteristic of them.
Hit detection for everything needs to be increased with the exception of the jumping rocks, those will hit you if you’re not in range as long as you were within range when they hit their apex instead of when they hit the ground.
… and the waterspouts.. you can be in mid air about to touch ground on the next solid rock when the waterspout goes down, it will knock you out of the air into the water to a slow death of spammed knockdowns.
Seriously. The most frustrating part of this entire world is the water spout segments of 2-1. Not only is a missed jump usually unsalvagable, knocking you way down river, but it takes forever to kill you, that aspect of it makes me want to tear out hair and start punching holes in walls, at least if it was instant kill you could get back to trying again rather than waiting, and waiting, and waiting, for your character to die.
suicide button would be nice for rapids segments too, often a missed jump is unsalvagable because of the knockdown spam of the water, but it’s a pain in the kitten and miserable to wait out the slow death.
The timing on the flute songs seems a little bit tight, given that we don’t get played an example of the song when we learn it to give us a tempo or show us how the melody goes.
In Ocarina of time and other Zelda games where you are taught songs, you are given an example of how the melody goes and the tempo, and even then, the timing on the ocarina songs is not important when you play them, as long as you play the right notes in the right order the exception being Skyward Sword where there are no notes it is purely tempo/timing, but even then you always have some visual cue to go on.
Here the flute songs… I don’t know, I just spam them over and over until I get the timing right and get an effect. Sometimes I think because nothing happens that I must be not at a location to use the flute afterall, even though it looks like a stone head that can be opened with Guardian’s Lullaby. But it always bothers me that maybe it IS a place I can open and I’m just getting the exact milisecond timing off.
Another thing that is a bit too exact is the dig spots for treasure chests. I can often go to a place I KNOW a chest is at and dig 3 or 4 times and not get it. It makes me wonder how many times I’ve gone to a spot where I think a chest MIGHT be but nothing happened when I dug there a few times.
So.. I suggest, either a visual marker of some sort (ie the ground looks a bit different), or wider range on the detection for the dig spots, and either making the timing on the flute songs not matter, or giving us an example for tempo so we have something to go on other than “spam it until it works”
Uhh… disregard my guildmate’s language please.. I didn’t realize it at time of screenshot.
…. and I didn’t die.
Let myself take a tumble off a waterfall in 2-1 after I missed a jump and knew there was no way to recover from it.
I don’t know if there is a way for me TO die here.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Devildoc.6721
Smaller team, actually. And the length was my own desire to get as many ideas as I could in there. I spent several months pulling 16 hour days and a couple weeks where I did a couple 36 hour stretches, went home, slept and came back and did it again. No one else wanted me to do that. In fact those sort of crazy hours are discouraged at ArenaNet. I did that because I freeking love what I do and wanted this release to be the best thing ever. Turns out I pushed too hard to get those new mechanics in there and I’m being told here over and over that all that work was wasted and it’s making people miserable. I’ve learned my lesson. Won’t happen again! And for that, my family thanks you!
Now see, this is sad to read
. I hate that anyone could spend so much time and put so much effort into something they love, only to be shrieked at by everyone and feel like it was “a waste”.
SAB is something special
and forget anyone who can’t see it’s something that you’ve been absolutely dedicated to. W2 definitely needs some tweaks, but that’s all it is. Tweaks. Tweak it a bit, and it’ll be fun again, and we’ll all have a good time.
I’m sure MORE work is not what you were looking forward to, but it’s all that stands between this release and perfection.
As for everyone having a meltdown… maybe we should all relax for a little while, and go back to having fun after the tweaky-patch hits.
Hm. Let me specify, lest I be accused of whining. I meant all the EXTRA hours I poured in was wasted. I just put in too much stuff. I’m not crying here. I’m learning a lesson.
I like the new mechanics and puzzles put in, just maybe spread over multiple levels/worlds, the zones run a bit long in the tooth is all. I do appreciate the work you put into it though.
Tribulation mode is based on Torture Platformers like I Wanna be the Guy or Kazio Mario. Those games are entirely rooted in trial and error, the real skill tested is patience and resolve.
Not 100% patience and resolve. Lets take Boshy or IWBTG, I would not able to beat them on hardest difficulty mode even if I would play them for 8h every day for an entire year. My hand-eye coordination and “twitch” is just not as good. From same reason I will never be able to have 300+ APM in Starcraft no matter how much I train. Of course IWBTG also requires that patience and resolve but without decent level of mental and physical abilities it wont be enough to beat it.
In this case for the most part the difficulty comes in 1 shot kill invisible hazards that you have to learn by trial and error, the jumping itself isn’t all that much tougher than normal mode.
Again, do we have any data on what has been changed, if a change there was at all?
There are no specifics on the exact nature of the change and what was supposively causing the inflated damage. However, pulling out a conjure and testing it in real world situations it is doing significantly less damage.
I’m doing about 30% less damage on fiery rush.
@Boonprot: You can put spoiler content inside spoiler tags to avoid spoiling it for others.
Well aware, just think it’s lazy to beg for spoilers. People seem to have this ridiculous need/drive for immediacy instead of just waiting and discovering yourself.
Sometimes you can have “discovered” it already and not really know what exactly it was you just discovered, sometimes it can be pop culture references to things you don’t know about, like if there was a Dr. Who or Breaking Bad, or Game of Thrones reference, I wouldn’t get it because I don’t watch TV.
So here, I’m still wondering if there’s some significance to these Asura’s names, if they’re a reference to something, and the things Ketto says during the little mini event whether or not that’s a reference to something too.
Thats why I ask for spoilers. I found the genie, did the instructions, and saw the event, but was confused as to its significance.
Is that still lazy?
I’m also stuck at 31/33
Where are the 2 points that have been corrected ? (don’t want to go through the whole thing again if both are in zone2 for example)The two problematic tiers for this achievement were located in 2-3. There were also areas that you could easily jump over and miss triggering the achievement. We’ve increased the area that triggers these so they should be pretty impossible to miss. Another run through Infantile Mode should net you the achievement.
I just did a run, got 32/33, still don’t know what I’m missing.
I think TM is exactly in the right spirit as Cat Mario and IWBTG. I had a lot of laughs with it. I just wished the infinite continue coin wasn’t a requirement…. cause basically it is.
Yeah infinite lives should be a standard of tribulation mode.
Inspired by this:
this actually
and the Cat Mario game
I’d say all of them.
Note that in the IWTBTG run, the guy has played it before so he knows where all the instant deaths are, otherwise it would have been trial and error the whole way through and lots of deaths.
So…. flute, medium potion, push, numchucks, dig upgrade, torch, 5th heart, and some mystery upgrade I’m not sure.. log’s secret? Only song I got so far..
What are the last 2 upgrades?
Goodbye bad hitbox and miss miss miss, hello numchuck skillz
Tribulation Mode is not very hard mode. It’s “Surprise You’re Dead for NO Apparent Reason Mode”.
Players want a challenge they at least have a chance of avoiding based on skill. But Tribulation Mode is only trial and error until you learn where the hidden traps are.
Why not use something like the gambit system from Crown Pavilion.
*one heart gambit
*no continues gambitI’m not saying Tribulation Mode shouldn’t exist. But it isn’t hard based on skill.
Tribulation mode is based on Torture Platformers like I Wanna be the Guy or Kazio Mario. Those games are entirely rooted in trial and error, the real skill tested is patience and resolve.
If it was easy, everyone would be complaining that Anet didn’t make it hard enough and that the title was too easy to obtain.
Very few people complained about World 1 being too easy, just a few “MLG XHardcoreXGamerzX” really. First level of a game is supposed to be fairly easy.
This content needs to go. I tried it and find it boring as anything tbh ha. I really didn’t sign up for this haha. For player like me do not like or enjoy that kind of game update but are either forced to grind at it for what the game relies on for account bonuses for coin/karma, experience plus mf bonuses. SAB only contains nearly 400 achievements points I know some are in very hard modes but for living story update what adds nothing to lore of the game or real content it needs to go. I know it’s not lol but it has to be said. Feel free to add your rages and rants and maybe developers will see our opinions on it and maybe n the future restrict aps too types of content per patch when things like his happen. I’m not sure of great game developer ideas but all I know is un fair on player who don’t want to participate in a add on completely related to the gw2 story(where’s the dragons lol!). The aps only are worth the time of about 20 days worth of dailies lol. I’m sure many will come here a defend it like the holy grail of aps and super awesome fun but its just another lame content update to get people grinding in my eyes while players who play for fun and with integrity suffer once again like me. ;p.
You know where you can stick this post.
SAB is some of the best content we’ve gotten all year and people couldn’t wait for it to be back. Now mind you I’m a little bit disappointed by some of the decisions made between SAB’s first appearance and now (dig spots nerfed, once a day per account, some items removed from Moto’s shop (obsidian shards, etc), and not being reset to 5 lives when you quit, necessitating continue coins and pushing for the cash shop infinite continue coin), but the core gameplay of it is still fun and nostalgic and there’s a story involved in the Asura krewe who made it.
Same issue, huh, sounds like a bug.
All I need is the hidden code on the rock.
That’s the most obvious part about the whole thing…
What other code using those button choices comes to mind when you need it all?
Perhaps this ambiance will jog your memory:
Where does this come from? I see the slot in my bank collectibles… we know that bloodstone dust comes from champions, empyrean fragments come from dungeons/jumping puzzles/chests, and dragonite ore comes from world bosses and wvw keeps… does anyone know where you get crystalline ore?
Looks like the damage from LH and FGS were “unintended” so Anet just nerfed them. By how much? Or was this a thing of the original patch accidentally buffed the conjures and this patch just restored them to what damage they were a few days ago?
I got the locked achievement, and I got the reference to an infamous code.. but.. I’m kind of lost as to what I just witnessed with the 4 named Asura and their little device. Some references I’m missing?
If someone wants to avoid spoiling please send me a message or whisper Zapp in game?
The baubles you get in world 1 are enough for the torch and the flute.
I got 500 in one run of world 1, got the torch, and I had ignored almost all chests.
what’s the flute even do?
Not only can you not get the dig spots more than once a day account wide, but they only reward 20 baubles each.. How ARE we intended to afford the torch and other upgrade items? I got stuck on 2-3 because I couldn’t afford the torch. Had to go back to world 1 to get baubles, but there are fewer to get now.
I’ve spent a lot of time with heroes, trying to figure out how their ai works and what skills work best with them. re: targeting, the heroes are actually very good about this. you don’t even need to have a target called, they will prioritize whatever you’re attacking at the moment. i run all discord necros and they immediately attack my target, even if i haven’t called it. there are some exceptions depending on the skills. for instance they save anti melee skills for melee enemies that are attacking us, and some hexes such as parasitic bond they won’t cast until the target is about to die. a clever trick i learned was that they will cast life siphon on every target almost immediately, so this is a pretty good spammable hex for their discord.
heroes do have trouble with aoe, so i always prioritize aoe enemies. i have lots of party heals and party regeneration to counter the inevitable explosion from an aoe that lands on my hero pack. i also run an imbagon so that helps tremendously. and you are right the heroes may or may not interrupt skills properly. they used to be better actually, but they were deliberately nerfed because they were too good. panic is probably the best skill for interrupting. the heroes do use heals on minions, but only when your team is idle. i use neros for healers anyway because their innate energy management is simply too good.
They’re never good about focusing on my target. My Rit will hex the target I want dead, and autoattack it, and like my spirits, they choose a completely different target. instead of targetting the monk healing everything they target a warrior because it’s closer. Instead of targetting an elementalist that is about to nuke you unless you burst it down, they target a warrior.
The only way I’ve found they lock on my target is well, individually 1 by 1 locking their target manually, which is a real pain.
Discordway works because they will of course, target the target that is both hexed and has a condition, the prerequisites for discord to do damage. Since you’re supplying the hexes and conditions, you’re calling their target by way of their main damage skill can ONLY hit that target.
I hate discord way though because you can’t even play YOUR class, you play a build entirely of PVE skills and assassin’s promise.
To me they were like the worst PuGs ever, just at different things.
Even a completely brain dead pug will hit T if you spam control T on a high priority target 10-15 times in a row, heroes will not. However heroes usually will focus on one target of their choosing, it’s just not of MY choosing, PuGs often won’t focus one target unless you spam control T so much it makes their ears bleed before they pick up the hint, but once they do, it is your target they’re on.
PuGs won’t just stand in aoe and die, if there’s one thing PuGs do do, it’s flee when they see they’re dying. They may flee into other packs and cause a wipe, but they won’t stand in the aoe and die, and 7 of them won’t all stand in the same aoe and just die.
PuGs will for the most part TRY to interrupt priority skills, they will however, suck at the timing of it, and probably just try to guess/anticipate a skill and waste their interrupt. Heroes have the timing to interrupt everything and anything with enough interrupts at their disposal, on multiple mobs at once even if you’re not targetting them… just sometimes for whatever unknown reason, they let a spell go through despite having a bar full of interrupts not on cooldown, hey Gwen, you want to get that Deep Freeze from the boss ice elemental? … Gwen? GWEN?! This is possibly the most frustrating simply because it’s unpredictable. Sometimes they nail it right away, sometimes they wait until its almost cast, other times they just let it go through and blow your party up or res the enemy’s ally. Your only real solutions are to well, mark the target you want interrupted with pain inverter, because for whatever reason they ALWAYS interrupt a target hexed with pain inverter, or carry an interrupt yourself. I go /Me and use web of disruption, just as a backup in case the heroes won’t interrupt it.
Flagging.. like I said, if there’s a lot of elementalists in the enemy group you literally do nothing but flag heroes around and autoattack, because it’s just aoe after aoe that they will stand in and die. Flagging for a retreat, I find that heroes tend to stop running and cast spells, getting themselves killed. Speaking of casting spells, they will waste all their energy casting heals on minions, and then let me die. Even the worst of PuGs knows not to bother healing minions.
- Every map will be invaded at least once per day, probably twice. In some cases, three times.
- Builds do not affect the rotation.
- The rotation is the same across all servers.
- If you play at the same time every day, you will see all 13 maps by the end of the Clockwork Chaos release.
I’ve literally seen Gendarran fields be invaded twice in 3 hours. I’ve logged on about the same time in the day and at various times in the day and always see the same maps (up until today where I actually stayed on for 5 hours straight).
This event requires people to stay on for several hours in a row in hopes to get new maps. Very poor design, and I hope that message is taken home on this.
Suggestion: Multiple maps invaded at the same time, giving a chance for people to choose which one they need, or a set schedule so that people can find out when they need to log in to do an invasion on a particular map.
Requiring long periods of time constantly logged in to monitor these events ruins the event.
Why is the SAB supposed to be 8-bit? As someone who grew up on both 8-bit and 16-bit systems I have to say the screenshots I have seen for SAB look decidedly more 16-bit than 8-bit.
It’s like a mashup of 8 bit pixels with 16 bit colors and 64 bit 3D environments, really.
It’s all just to evoke a feel of retro goodness.
I’d say I miss heroes and henchman, but it’s more the ability to not have to rely on other people to play the game. Also the depth of builds and being able to freely experiment.
I for one do NOT miss heroes. I don’t miss their complete inability to focus on my target unless I manually lock each hero’s target on the target I want (just hitting control T on a target does not work, they target whatever they want unless you lock a target for them 1 by 1), I don’t miss their inability to move out of AOE on their own (you pretty much can’t even play your own character, you just have to flag heroes out of AOE as a full time job), or their inconsistent interrupt abilities (one time they’ll completely ignore a group wiping aoe, the next they’ll interrupt a big aoe while I have pain inverter on the boss, fml.), I also don’t miss their stupidity of stopping running towards the flag to cast a spell on a minion while I’m trying to retreat to prevent a wipe.
right now GW1 is so underpopulated that you HAVE to use heroes for a lot of its content, and dealing with Hero AI ineptitude is hair pulling frustrating. I wish Anet would go back and improve hero AI to be kind of like enemy AI (moving out of aoes automatically), because it’s basically a single player game atm (a decent single player game actually). When Anet pulls the plug on gw1 servers I hope they can release an offline single player version. It could totally work and be an enjoyable game.
Ya know, I never really had these issues with my heroes. The only time I had to flag them was when I wanted to the get the heck out of the way and stand back. Otherwise, well….it was paradise
You must not have vanquished sacnoth valley or done a lot of the dungeons in HM.
if a boss casts one of those big aoes like firestorm, savannah heat, breath of fire, etc, your heroes will stand in it and die.
So all I could do is constantly flag them around because they’re too stupid to move out of the way on their own, and inconsistant with interrupting them (unless I had pain inverter on the mob casting it.. then Gwen interrupts almost every time)
anet dropped the ball on all pve content, all pvp content, all wvw related content and you’re surprised about them dropping da baaaall for our bday? I’m not.
I wouldn’t go that far, but in this case, they most definitely dropped the ball on the birthday present minis.
I’d say I miss heroes and henchman, but it’s more the ability to not have to rely on other people to play the game. Also the depth of builds and being able to freely experiment.
I for one do NOT miss heroes. I don’t miss their complete inability to focus on my target unless I manually lock each hero’s target on the target I want (just hitting control T on a target does not work, they target whatever they want unless you lock a target for them 1 by 1), I don’t miss their inability to move out of AOE on their own (you pretty much can’t even play your own character, you just have to flag heroes out of AOE as a full time job), or their inconsistent interrupt abilities (one time they’ll completely ignore a group wiping aoe, the next they’ll interrupt a big aoe while I have pain inverter on the boss, fml.), I also don’t miss their stupidity of stopping running towards the flag to cast a spell on a minion while I’m trying to retreat to prevent a wipe.
right now GW1 is so underpopulated that you HAVE to use heroes for a lot of its content, and dealing with Hero AI ineptitude is hair pulling frustrating. I wish Anet would go back and improve hero AI to be kind of like enemy AI (moving out of aoes automatically), because it’s basically a single player game atm (a decent single player game actually). When Anet pulls the plug on gw1 servers I hope they can release an offline single player version. It could totally work and be an enjoyable game.
Purple is one of my favorite colors, I’d be happy if it changed to purple. Purple is the color of royalty and pimps.
And I hope they include an optional purple versions for players who prefer it.
I would not deny you an item that suits your taste— I just hope the same courtesy is afforded to me.
Dyeable weapons is something everyone wants.
Purple is one of my favorite colors, I’d be happy if it changed to purple. Purple is the color of royalty and pimps.
Achievements from World 1 Open Again?
in Super Adventure Box: Back to School
Posted by: Devildoc.6721
Hmm… guessing that means a new meta. And the reward is… SAB Home Console? Infinite Princess Tonic? BEES?!
a home console for your home district would be Rad. I don’t even care if I didn’t get skins/bubble baubles from it. It’d just be cool to have and maybe play through once in awhile.