There are certain instanced locations (like dungeons, as well as certain story instances if I’m not mistaken) which activate the glow, but as far as open-world goes, its always been night-only as far as I’m aware.
The armor itself (the piece of armor with stats and runes and such) will be deleted unless you put it in the bank, although unless its Ascended it would still be soulbound even if you did bank it so it’d be as good as gone anyway. You should probably just salvage it beforehand for materials and runes before you delete the character unless its low level armor anyway.
The skin will be in the wardrobe like all skins, so you’ll be able to use the wardrobe to give that look to other sets of armor (even on other characters) in the future. Provided they’re human of course.
I think Revenants will still have access to racial skills. In fact, I think the only reason those arrows exist on the utilities is because of racial skills.
As to whether they’ll take energy or not, I suppose that depends on exactly how energy works. If energy works in place of cooldown ala Thief initiative on weapon skills, then they’d have to be reworked to accomidate that system.
I find it infinitely frustrating, which is funny because I actually enjoyed it the last time it came around. Not sure what exactly changed between now and then, but it seems nowadays I can’t hit anything nor can I avoid anything. My shots will constantly miss despite being 2 feet away from my opponent, but they’ll hit me with near perfect accuracy. All an opponent needs to do is run away when they get low on health and I’ll never be able to kill them as I’ll get obstructed by every wall, hill, and pebble as they run around and grab every health boost on the map, but if I try to do the same thing I die in seconds. Enemy hits a jump pad, they may as well be invulnerable. I hit a jump pad, I’m a flying target just waiting to be nailed by every projectile in the vicinity.
I don’t think its latency as I get no skill lag or anything of that nature (I can tell if my internet is acting up because I’ll get that sort of thing) but who knows, maybe it is. Or maybe there’s just some magical trick to avoiding hits that all the usual PvP’ers know and I don’t (wouldn’t surprise me, honestly). Am I supposed to be constantly mashing left and right to throw off the aiming or something?
Its a really odd design choice for the weapon if you ask me.
Its a ranged weapon in and of itself, and yet its going to force enemies (at least in PvP, PvE enemies will just stand there at range and ping off the shield) to come into melee, where the weapon itself isn’t ideal. And without a weapon swap, you can’t really use it to force enemies to close range and then swap to mace or something.
I basically only PvE anyway, so I guess it won’t effect me, but I’m not sure I understand the design choice there. Of course, we only know 2 of the attacks so far (well, 3 really, since the basic attack is probably the one that throws magic hammers) so maybe it’ll actually have something to take advantage of forcing enemies into melee. Maybe something strong enough to force them back out, which in turn leads to you forcing them back in in a sort of alternating position manipulation. I suppose that might be kind of neat.
Sounds like OP is kitten about condis… I highly doubt the resistance boon is going to totally nerf condis. Although, it will be interesting to finally have a boon that does reduce condi damage a little. One thing i’m confused about though, is that isn’t the Slow condi essentially the same as Chilled?
No. Chilled reduces your movement speed and your skill cooldown, but doesn’t actually change how fast you can use your attacks.
Slowed will actually make your animations slower, make your attacks take longer to cast, ect. And it probably won’t have any effect on cooldowns or movement speed specifically to keep it separate from Chilled (and because Quickness does nothing to either movement speed or attack cooldowns, and those are basically exact opposites according to the article).
Until we can actually PLAY as the revenant, I don’t really see the point of a dedicated sub-forum. Only once people get their hands on them personally will we be able to accurately have real discussions that aren’t just theory and speculation, and theory and speculation fit just fine in the core HoT forum.
I don’t expect multiple skills per legend. I think the only reason those arrows exist is for universal skills (like Anti-Toxin Spray) and racial skills, but that other than those each legend will get 1 set of utilities.
And I don’t see a huge problem with it. I mean, sure, IN THEORY it reduces build diversity, but lets be realistic here. How many people actually run multiple sets of utilities at the same time? Most of the time, you pick one utility “type” and run nothing but utilities that are part of that set, because most builds will include traits which buff that particular utility set. Cantrips, shouts, meditations, traps, minions, whatever. Most of the time you’re running 1 set, maybe with one outlier if a situation calls for a specific utility type but you want to keep your base build in-tact.
And you still have a choice of legends to run which will give build diversity in that way, since they said you can run 2 legends at once and have a choice to slot in those from a pool of various choices. I expect there will be at least 5 legends by default (possibly more) along with another one being given via specialization perhaps, and that’s where your build diversity will come from.
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-You can get credit for more than 1 boss fight by using the mortars at north. Angle it towards VW and fire the incendiary bombs at max strength. It’s very likely you’ll hit the boss. Note this will track you if you weren’t tracked already.
I suppose that explains the person yesterday who was doing just that. I thought he was just an idiot who didn’t know how to use the mortar and was rolling my eyes at him the entire time.
Can’t say I’m a fan of taking away some of the defense firepower for your own selfish reasons of getting multiple boss credits though, and its not really like you get anything substancial from it anyway, just an extra mordrem part I assume.
I really, really hope so.
We have gotten next to no new pets since the launch of the game (just the Reef Drake) and I’m hugely disappointed by that. I love me some pet variety, and there are so many creatures already in the game that we don’t have pet versions of (not to mention all the new creatures HoT will surely add). Wind riders, griffons, skale / shelk, crabs, fish, sea scorpions, grubs, wurms, raptors, hoofed animals like deer, beetles, the list of non-pets is very considerable. I remember back when I played Star Wars Galaxies, pretty much every type of creature in the game could be tamed in some fashion, and while hoping for that is probably a pipe dream for GW2, I’d still really like to see some growth in the pets available.
Now, that said, I do kind of understand WHY there haven’t been many added. Pets are in kind of a weird place where they apply only to one profession, and no other profession really has a counterpart to them. So any pets that get added is basically 100% catering to Rangers, and its not like they can really give other professions something else to balance it out as other professions don’t have any analogue to it.
But an expansion, where other professions are at least getting new skills and utilities and such to play with, that’s definitely a place where new pets can slip in without being too disruptive. I mean, its still catering to Rangers to some extent even then, but at least its not an addition to Ranger while everyone else gets nothing at all.
There will definitely be all new exotics for the new legendaries. The effects of just switching an existing weapon into a precursor would be crazy in terms of economy and just general chaos (people who recently salvaged one of those weapons would be angry, people who happen to have one would get a huge free boost, ect), and there’s no way they’d do anything like that ever.
The only thing I can see happening is them using old SKINS, but still creating new weapons as the precursor itself. Similar to the way that, for example, Tooth of Frostfang shares its skin with the Corrupted Axe. If there was, lets say, a water based legendary staff added, then they could create a new weapon called Downpour that would act as the precursor, but use the skin from Monsoon.
I could definitely get behind some dye preview improvements.
The main annoyance for me is that in order to get a dye into a slot that’s not #1, you have to fill every other slot first. Which means you either have to just repeatedly preview the same dye, then go back and delete it from other channels (so that it reverts to your default dyes that you’re already using in the other slots), or find and preview your own chosen dyes so that they fill those slots.
Being able to drag and drop a dye into a spot without all of that would be a godsend.
Though if they worked it with the actual wardrobe panel somehow (probably in a way similar to minis, where it shows ever possible dye and “locks” the ones you don’t have) that would solve that problem and add even more functionality, so yah, +1 to this suggestion, absolutely.
I’ve had the Platinum Thrasher bug out and give me nothing once before despite being there for the entire event and getting Gold participation (and having my extractor activated, of course), and when I mentioned it in map chat it seemed there were a number of others who didn’t get anything either from that particular kill. So its not impossible.
Cultural weapons are 100% free to use by any character anyway. You can even buy them on characters of other races. So this suggestion should be only about armor.
As far as your 2 suggestions go, #1 is nice, but it seems like it would be a logistical and programming nightmare to implement. Having the system check the wardrobe for matching armor of other types, apply them automatically, it just seems like it would be extremely complex.
The second suggestion is probably the much more reasonable one, since outfits and armors are already separate things and outfits can already hide armor as it is. It does leave out anyone who really wants to mix and match with armor and not be tied to outfits, but its better than the current situation with cultural ascended gear at least.
Trees are almost always placed semi-randomly (they have a set number of locations they can spawn, but they can be placed randomly between those set spots) so its kind of hard to give a concrete “best” spot. One zone may have a bunch of trees in one spot one day or in one specific shard of the instance, and only one the next due to this randomness. And since there are no rich tree nodes or tree “farms”, you can’t really rely on those either like you can with mining or harvesting.
The one main exception to this is certain statues in Orr, which always spawn a circle of 6 trees no matter what. To that end, Orr does actually have a “best” spot. Malchor’s Leap, Pagga’s Waypoint, head southwest (south of the Rayhan Baht POI).
For everything else, all you can really do is pick a zone and hunt. Just try to stay away from the starter zones, as they seem to have less nodes than most other zones (especially near the low level areas). I’ve had pretty good results with Bloodtide Coast for Kryta, at the entrance from Lion’s Arch. For Maguuma, I usually hit up Mount Maelstrom. Shiverpeaks, I’ve had decent enough luck with Frostgorge Sound or Timberline Falls. Ascalon is usually the one that takes me the longest, but I think Fireheart Rise or Blazeridge Steppes are decent enough.
I would be thrilled with profession-specific exploration abilities, but until we actually get something to suggest the NPC abilities are anything beyond that, I’m not holding my breath.
Masks are awful, IMO. Never much cared for that style. But I’m sure some will enjoy them.
Balloon is far inferior to the lantern they already added for the festival and looks rather out of place in general, so I’m kind of scratching my head on that one even existing.
Dyes… eh. Nothing really catches my eye except for maybe Golden Lion, but I’ll have to check it out in-game on my gear to see for sure. Mind you, even if I am interested in it I probably won’t get it until weeks / months down the line, assuming they eventually end up in the chests as normal drops like the other “exclusive” dyes.
Rognik is correct. Regardless of whether you have the LS chapters unlocked or not, those items won’t show up on the vendor until you actually complete the story line and get the item at least once. So in this case, you would need to do the story once first before the popped on the vendors.
You could technically still make them if you happened to already have the materials needed to do so from SAB. But I’m assuming you probably don’t, so no. You can only get the components needed to forge King Toad weapons by playing SAB Tribulation Mode, and SAB in general isn’t active right now.
As for other Green weapons, there’s not really a whole lot of options there, its one of the rarer colors. You could look into the Dragon’s Jade weapons, but they’re somewhat expensive skins to buy (though not quite on the levels of some of the really insane skins). There’s the Priory weapons as another alternative. And the Ascended weapons with Toughness primary stats. And I suppose if you’re just looking for “partial green” you could have a look at the plant based weapons like Warden and Verdant. None of those have any fancy particle effects like the King Toad weapons (or the green spinal blades) do, though.
I feel like either I’m missing the point of this thread, or other people are.
When I read the OP, I took “dots” to mean the 3 little circles that appear above the Mesmer shatter skills to indicate when you have clones or phantasms summoned. Empty with no clones, and then they fill in purple when you have a clone or phantasm active. And that the suggestion is to change those generic dots to actual icons representing which clones or phantasms are active.
Other classes don’t even have those types of displays for summons, so I’m not sure where people are coming from saying other classes should have it too.
And then some people are talking about dots on the mini map, which is an entirely different thing altogether.
There’s some new (added with the last LS patch I believe) bits of dialogue between Kiel, Magnus, Hero-Tron and Evon at Fort Marriner right now. Might interest you.
Why not just ask for more blooming passiflora plants in Southsun instead?
That. No reason to throw Passiflora into Maguuma or anywhere else when you could just pump up the numbers on Southsun itself. Let Southsun keep one of its unique resources.
Southsun Cove has other unique resources i.e Karka Shells
Sure, but the Maguuma Jungle will probably have its own share of unique resources. Probably a lot more than the 2 that Southsun has. Southsun needs all it can to draw people because its already fairly barren as it is beyond the Karka Queen and the occasional Karka farm train.
Gliding system and Armor set designs etc....
in Guild Wars 2: Heart of Thorns
Posted by: Electro.4173
I’d take most GW2 sets over those armor sets you linked in the video any day. Especially since they’re supposed to be plate armor (at least according to the video title) but they look thin and weightless.
But that’s my personal taste and opinion. If you prefer Aion’s design that’s perfectly fine, but you shouldn’t be saying things like “GW2 armor is terrible” just because you prefer another style
Go into Options, look for Content Guide, and hide Personal Story and Events.
That basically turns it to “zone completion mode” so it should lead you right to it.
Oh. My. Freaking. Goodness. Thanks for help my noob kitten lmao!!!
A lot of people aren’t aware of it. Which is a shame, its quite handy. But now you know
Go into Options, look for Content Guide, and hide Personal Story and Events.
That basically turns it to “zone completion mode” so it should lead you right to it.
Yah, I really don’t know what’s up with the River Drake pet. Why call it a River Drake but use the Rock Drake model? Why not just call it a Rock Drake if you’re going to use that model? Its not like the pet has a water-related ability (exactly the opposite, in fact), so it would make much more sense to just call it a Rock Drake.
I can hazard a guess that maybe they wanted to use the Rock Drake model because its a bit more unique than the other Drakes that Rangers have (both the Salamander Drake and the Marsh Drake are both spiked lizards, just like the River Drake would be, while the Rock Drake has a ridge instead of spikes). But again, just call it a Rock Drake then.
That’s not the only oddity Drake pets have, though. The Juvenile Marsh Drake uses the icon for the Scaled Drake in the pet window. It doesn’t use that model in the game world though, in-game it uses the actual Marsh Drake model. But what’s up with the pet window icon? I’ve heard mention that during Beta it actually used that model in-game as well but got changed for launch, but I can’t verify that as I didn’t participate in the beta. Maybe that’s what they did with the River Drake too, I dunno. Its all just messed up. And the mini Swamp Drake?
http://wiki.guildwars2.com/wiki/Mini_Swamp_Drake
Yah. Seriously, drakes are just messed up all over the place.
Yah, this is rather annoying, especially since I usually am selling from the bottom of the list every time I’m selling stuff. Not sure if I’d class it as a “bug” specifically, instead of just a helpful update for the trading post UI, but either way it’d be nice if it maintained its position.
I would love this change so much. +1, heck, +100 to this suggestion.
Particularly during large-scale boss encounters, I can’t remember half the time if I already have 3 Phantasms summoned (in which case I should stop using summon skills altogether) or if I only have 2 Phantasms and a Clone, in which case I can continue to summon more clones for on-death effects until I do finally get my 3 phants out. It would also be handy to tell which one is going to die if I summon a new clone.
Giving you a unique ability would still be vertical progress of a sort, as you’d still be strictly better off if you had the new tier. Unless you’re just talking silly aesthetic abilities or something.
Not true. Dtop, a dry top guild does T6 dry top runs friday and saturday 1 hour after server reset. I also know there are a few other dry top specific guilds out there.
That’s nice, but not everyone can play at those specific times. For example, I’m always eating dinner an hour after reset. And I’m not really interested in joining a guild just for the purpose of running one specific map, even if that wasn’t the case.
Besides, I assume higher tiers would still be cheaper, and its always beneficial to get to higher tiers to get more geodes per event, so its not like there wouldn’t be advantages to organized maps if they put the recipes into, say, T2 or T3 vendors. So I’d be all in favor of it.
I’d be absolutely on-board with older faces and body types being added. But younger? No thanks. There are enough games out there that cater to the “teenagers and children saving the world” trope (like basically any anime game ever) as it is.
And even beyond that, it doesn’t make any sense for a child or a teenager to do half the stuff your characters end up doing. A teenager as second in command of the Pact? As leader of a group of up-and-coming “legends”? Being one of the best fighters in the world? Nope.
Taimi is already pushing it, but at least she’s still treated like a child, whereas a player wouldn’t be.
maybe as a gold sink (again)
Oh my god I can’t even imagine how expensive T4 cultural armor would be if they actually increased the price comparatively. 500g? A thousand? Please no.
I run a pet-based build with 0-0-4-4-6.
6 Beastmastery is a given for any pet build. 3 in Nature magic gets you Fortifying Bond, which is amazing for pet buffing (every self-buff applies to your pet as well, and all AoE buffs basically double), and I threw in the extra 1 so I get another major trait for spirits. 4 in Wilderness is mostly for Offhand Training (which works great with Warhorn for more pet buffs). But you could also forgo Wilderness and go into Skirmishing or Marksmanship as there are some nice pet traits there like Malicious Training and Pet Prowess as well as Spotter which affects your pet as well. Or go full 6 in Nature magic as basically all the Grandmaster traits there would be nice for this type of build.
Personally, I play it pretty tanky, so for gear I run full Clerics weapons and trinkets, Zealot’s armor (I’d do Zealot’s trinkets too, but they’re too expensive) with Signet of the Wild, Healing Spring, and Natural Healing (or occasionally Nature’s Bond) for my Grandmaster Beastmastery trait for maximum self and pet sustain. With a decently defensive pet like a Drake, my pets can tank almost anything less than a champ (and even some champs). And while squishier pets can’t “tank” harder hitting enemies per se, they stay alive pretty well even during most boss encounters.
The other part of my build is buff-based. Altruism Runes for more buffs when I use Healing Spring, which itself is buff-related and heals pretty well with all the Healing Power I’ve got. Typically Warhorn for buffs, sometimes Battle Roar (Charr racial utility) as well (or instead of, when I don’t want to use horn). Axe with Fortifying Bond is amazing for giving your pet tons of might when fighting more than one enemy. I’d like to use Battle Sigils for more might buffs, but also too expensive at the moment. I also run Buff Duration food and even Platinum Dubloons as the upgrades in my trinkets for maximum buff duration bonuses, even though my stats take a hit from that.
I usually run Rampage as One for my elite since its synergizes so well with pets and gives me some handy stability, especially since I have crap condition damage, but its not like any of the elites are absolutely vital, so using Entangle would be fine.
And you could always go more offensive with the build anyway, run more condition damage and offensive gear. Which would make Entangle more appealing, and let you use traps if that’s the direction you want to go. I basically never use traps except for very rarely Frost Trap (mostly for the field), since as said I’ve got very little condition damage. I typically run either Shouts or Spirits for my utilities. Heck, you could probably go Apothecary / Settlers and combine both healing and condition damage.
Definitely not a “good” build for stuff like dungeons or the like, but I enjoy it a lot personally and it seems to match up with what you’re looking for quite a bit.
I believe you’re describing one of the plants you got samples from during Secret of Southsun, a past Living Story event.
http://wiki.guildwars2.com/wiki/Southsun_Volunteer_Fieldwork
The plants themselves were left in the world as persistent objects, though they don’t serve any purpose now beyond just being scenery.
Agreed, I want some ice armor. Or lightning armor. Or anything besides more fire / magma.
Ice in particular makes a lot more sense than fire armor anyway, since ice can actually protect you to some degree.
Mastery Points.Treated like Trait pts or SP?
in Guild Wars 2: Heart of Thorns
Posted by: Electro.4173
I definitely think they’re things you spend once and can’t “respec” much like Skill Points, otherwise they’d run the risk of people just dumping all their points out of certain masteries when they weren’t in use (like Precursors, which just unlock collections… so all you’d need to do is pump up the category for Precursors until you unlocked the collections then remove them and put them into something else once you were done).
I’m sure they’ll account for the possibility of someone locking themselves out of content by putting mastery points elsewhere, though. How they’ll do it, I don’t know, but I’m sure its something they’ll take into account.
Why not just ask for more blooming passiflora plants in Southsun instead?
That. No reason to throw Passiflora into Maguuma or anywhere else when you could just pump up the numbers on Southsun itself. Let Southsun keep one of its unique resources.
Personally, I’d rather have them “save” those weapon types in hopes of actual new weapons getting added than “waste” them on skins now.
They’re introducing a lot of core systems in HoT it would seem, which is probably one reason they aren’t too keen on introducing brand new weapons at the same time. If they have less of that sort of thing to worry about for future expansions, then maybe they can focus on new weapons there.
I certainly agree that lodestone forging (and pretty much any other item promotion type stuff) is extremely tedious and monotonous, given the numbers you have to put in. And I wouldn’t mind something to alleviate that issue on a personal level.
However, I have a feeling the tediousness is intended as a sort of “limiter” to the lucrative nature of those promotions. An opportunity cost, of sorts.
And if it was automated, there might be enough people doing it that it would cease to be profitable, so there’s also that. I mean, I know I’d be doing it a lot more often if it wasn’t so tedious (as it is, I only do it if I have something specific I need to buy and need gold for it ASAP), and I’m sure I’m not the only one.
Not to mention that doing so would require a complete rework of the Forge, which they may not want to do.
The most I can really see happening is perhaps “batch” recipes. Say, a recipe that requires 20 Cores and other corresponding materials and outputs 10 Lodestones at once. Would probably require a new item to be added to Miyani which would be used specifically for that recipe, since I don’t think the Forge can differentiate between numbers to make different recipes.
The Giver’s Intricate Linen and Silk Insignias are weird. There actually is no such thing as an Intricate Linen or Silk insignia, despite what the recipe names say. Those recipes actually give you the Embroidered Linen and Silk insignias.
And doubly weird, they DO make rare armor despite only being masterwork quality.
They’re strange and buggy, but you aren’t missing anything.
Solution: if you ever see it again pull a foe to it let it die and fail, then it will fix itself with a new bull. Not that hard people!
There usually aren’t too many enemies in the immediate area is the problem, though. There’s a Devourer that spawns down a ways and you can sometimes drag a few of the enemies from Indigo that way, but I’ve never had much success getting them to actually move that far and attack the bull, they usually give up and go back before that point.
I’m convinced the entire last spawn of enemies for this event is bugged, honestly. The fact that sometimes no enemies spawn at all and the event gets completely stuck is the biggest issue, of course, but I’ve also see times when only 1 enemy will spawn, where pretty much every other spawn for every other bull spawns at least 2 at a time. Something is messed up with the spawn code for the event.
People seem to be assuming that “precursors from collections” is going to be the same thing as just some other random collection in the game now. Buy a few things from the TP, maybe a few things from karma vendors, boom, precursor.
And I really doubt that’s going to happen in that way. More than likely, its going to be more similar to the Luminescent Armor collections, where you’re required to do specific tasks to get specific account-bound items that will span the whole of the game in order to eventually complete the collection and get your prize. And I’d wager its probably more involved than Luminescent armor to boot, I’m sure.
In fact, I remember the devs specifically comparing them to Luminescent Armor at some point, though I can’t be bothered to look up a source for that.
So no, its not going to be “easier”. In fact, I think its going to be more difficult and feel more rewarding than the current method. Its just going to be less “throw millions of items into the forge and pray” or “grind your butt off for gold to afford it from the TP”.
They told you in advance exactly what this POI was going to be about. Straight from the news post…
~ “We’ll get an overview of how the system works and what it does, and we’ll take a look at some of the Masteries in action"
And that’s exactly what they didn’t do. So complaints are valid. They only showed gliding, not the mastery system itself and how it works. I was expecting to see the Mastery UI.
I suppose it depends on what you consider an “overview”. To me, we got exactly that. They outlined the basics of how the Mastery system works.
You get your first Mastery point just by entering the area, get more points by exploration, story quests, ect. You can then use those points both on completely new masteries, as well as enhancing your existing ones with various upgrades. Different masteries will apply to different parts of the world, and the can be expanded upon in the future in Living Story updates and such. They will be entwined into the whole expansion pretty heavily, with masteries being required for exploration, events, combat, and so on. It sounds like some masteries may be hidden behind other masteries, not outright stated as such, but that’s what it sounded like when they said “You can learn from the native races how to better combat the enemies” (and you need Lore mastery to converse with those races).
That is what I’d consider an overview. The basics of the system with a few details here and there. What you’re wanting, a look at the actual UI and more glances at specifics system itself, that seems more like an in-depth look than an overview to me.
And we got a closer look at 2 specific masteries, gliding and mushrooms. For gliding, we saw that it was fully player controlled, heard about some specific upgrades such as upgrades to stamina, the ability to use updrafts, the ability to deploy your glider more quickly after leaving the ground (less delay). For mushrooms, we got a handful of different mushroom types (jumps, speed, healing) and saw one example of how a jump mushroom lets you access part of an event you normally wouldn’t be able to.
I would guess they’d be part of next weeks gem store update.
They told you in advance exactly what this POI was going to be about. Straight from the news post…
~ “We’ll get an overview of how the system works and what it does, and we’ll take a look at some of the Masteries in action”
If you expected specializations and Revenant gameplay, you overhyped yourself. Nowhere in the news post did they say or even vaguely imply there would be specializations and Revenant gameplay here. Stop expecting more than what they’re advertising. Go in expecting exactly what they say you’re getting, and then if they do show something else you’ll be pleasantly surprised, rather than going in expecting everything and being disappointed when you don’t get it.
I’ve been banned from the GW2 twitch chat for ages. Specifically, since the stream which showcased some of the changes to sigils and runes way back last year.
For what reason I’ll never know, as I’ve never said anything rude or trollish in Twitch chat (or anywhere, really, that sort of thing isn’t my cup of tea). And I know for a fact the only thing I said that day was something along the lines of “Maybe its just that specific rune and other runes will still have more boon duration” in response to a bunch of people complaining about how Boon Duration was getting massively nerfed when they showed one of the new runes with only 15% boon duration instead of 35% or whatever it was prior to that.
But oh well. I can live without chatting and just watch.
PvP isn’t mandatory for the dailies. You get your 10AP from the dailies for doing 3 dailies total from any of the 3 categories (PvE, PvP, or WvW) or any combination of 3 between all of them. You can do all 3 from PvE, do a mix of 2 WvW and 1 PvE, whatever.
Unless you’re talking about the Lunar Festival dailies and Dragon Ball, in which case, yah. I guess you do have to do 2 games worth of participation each day for that. But its not the end of the world if you don’t do the LF daily.
The Giver’s Darksteel Imbued Inscription isn’t discovered. You need to acquire and use a recipe sheet to learn to craft it.
You can get them on the TP for a trivial amount of copper. http://wiki.guildwars2.com/wiki/Recipe:_Giver%27s_Darksteel_Imbued_Inscription
The same applies to all the other Givers stat inscriptions (and insignias) that aren’t of low level. The low level ones are discovered as normal, the high level ones are learned via recipes.
I’ve seen it happen once, so it DOES have it. But there are enough people there that its very rare, probably just people doing other stuff or AFK’ing as mentioned above.