Sigurd Greymane, guardian
~ Piken
I don’t get this complaining about the new dailies. Are you guys serious? Do you not realize you can pick and choose which dailies you want to complete? Or even just pick the ones you complete by accident while playing, as I often do, and then just do the one or two that are left which suit you best?
How is that worse than having no choice at all? Maybe I don’t want to gather, or craft. With the old system, well, tough luck, I had to. Now, I don’t.
That’s called an improvement. End of discussion.
The new design is really awesome. I love it!
I get that some people are variety averse and that when they go to the supermarket they always buy the same type of cornflakes and the same brand of beer but let’s just forget that this a change and admit that the new design is a huge improvement over the old one.
Not at all. Now you have less variety. Air elemental was, appropriately, a wisp, and it looked like one. Google “will-o’-the-wisp” if you don’t know what it is. Now, all elementals have legs, even the one which by definition should be as far away from earth as possible.
As for design, I’m sorry, but I could have made you a 10x better looking air elemental with a “character”. Sticking a karka skeleton onto the existing elemental orb just makes it look silly.
And there is a general rule in game design that you never force an arachnid or an arachnid lookalike on players in form of mandatory pets or other integral gameplay elements. Some people have a problem with that, as you can see in this thread already.
So no, not a huge improvement from a designer standpoint. It was a quick slap-job with subpar results.
Since the appearance of the Air Elementals was thoroughly changed in the last update, I feel obligated to point out that some people have spent a very large amount of karma on Orrian Jewelry Boxes in order to get one of these prior to the last patch (now, you can buy them on TC).
Keep in mind that people who specifically aimed to acquire a Charged Potion (which lets you transform into an Air Elemental and has unlimited uses) did so because they wanted the old look of the Air Elementals.
This change pretty much made their karma investment wasted, since they no longer have the item they wanted. In some cases this investment is extremely large due to RNG involved in getting a potion from the box.
So I suggest that the Charged Potion transformation effect be reversed into a “classic” Air Elemental look.
At least don’t apply the tail and legs to the endless potions that we threw millions of karma into getting. They use the same character model of karkas, which are ugly. The change doesn’t make any sense to me. It was never problematic in any situation beforehand.
Pretty much this. Transform into a floating orb of light? Cool! Transform into an electric crab? Not so much.
I guess I lucked out since I only bought mine last night, but I feel sorry for people who dumped tons of karma into getting one.
But the main thing is… of all the art issues they could be addressing, they go and change that!? I do 3D and game art professionally, and I can tell you that creating a whole new model with a different skeleton rig, textures and effects, even if you already have most of them in a library is way more time consuming than creating a few particle effects for an existing model or ability.
In the time they took to make this completely unnecessary (and you could also say unwanted since noone had an issue with how the Air Elementals looked before) change, they could have fixed Obsidian Skin plus at least two legendaries that lack their particle effects.
This, plus that bow shooting unicorns with ANet logo on their butt, makes me believe that the art department consists of one very bored person without supervision.
Same here. And yeah, a really important change. I am sure they could not have used the time needed to create this new model, rig the skeleton with animations, texture it etc. to actually work on something important.
just pointing out… the redesign was probably done by art department (or something)… the only other ‘important’ thing they’d be doing is creating/redesigning/concepting other stuff (as ‘something important’ seems to be synonymous with bugs/balance)
Then I have a nice suggestion for the art department; how about you guys artsy up the horrible/non-existant Obsidian Skin spell effect before you go and “fix” stuff that isn’t even broken?
And last I heard, there are several legendaries still waiting for their beautification. Those particle effects sure won’t make themselves, guys!
Same here. And yeah, a really important change. I am sure they could not have used the time needed to create this new model, rig the skeleton with animations, texture it etc. to actually work on something important.
Hate it. Previous version looked like an Air elemental, not a Lightning Crab Elemental. Don’t know whose bright idea was this, especially since it is a waste of time better used elsewhere.
Maybe I made myself not clear yet: NOT ENOUGH PEOPLE. is that clear yet ?
So if you got 10 people, how does that make you capable of doing anything but run away from enemy zergs? This change doesn’t concern you since you can’t do anything anyway, head on.
OR. You could all split up in teams of two-three, roam the map, take camps, spot trouble, regroup and attack.
And you could take your small group and use the new system to your advantage, since you can hit objectives now without being immediately zeroed on by larger forces.
If you have fewer people, this actually helps you. This change is beneficial for small groups and you complain about it, as if seeing those orange swords pop up when a zerg is attacking a tower will somehow help your 10-man group stop them.
Take their boots! Their boots!
Haha, this is too funny. How about you guys look where you’re going? What, you see the little swords on a keep, you go in to check it out and… get surprised by finding enemies there? Were you not expecting trouble, since you’re going to check out why the keep is marked as under assault?
Look on your minimap less, look around you more. And with 25 people, you can’t blame culling unless your comp is from the nineties.
And yeah – as others have said, how about ceasing to run like a big huge herd of zerglings around the map, and actually splitting up? Maybe have a few scouts going around the map and relaying information instead of all of you following your commander like a bunch of zombies on speed?
Man, people will complain about anything. Put a little effort in it, get out of your comfort zone for once. It’s WvW, not PvE! There is no “proper way” to do things! Your enemy uses the new mechanics to their advantage? And you can’t? Why?
Adapt!
I actually think people will split up ,less in the zergs.
Simply because they will realise that the swords they run towards have at least 25 people there…Any smart group will try to stay under 25 of course, and to catch these small groups in the act, you’ll need to spot them indeed.
But this won’t happen by zergs spliting up.
It will happen by the same people doing helpfull stuff now, not by the zergers splitting up.We are boh from Piken, and he core of Piken WvW (ignoring the recent shifts back and fro) has a very good mentatility towards being helpfull and doing the supportive stuff.
So I think for our server the change won’t mean that much, if anything it could be a good change for all of our smaller groups who do specific tasks and co-ordinate well.But in general, as far as ‘zergs’ go… no: I don’t believe this change will split up zergs.
It probably won’t, but it will make them much less effective in keeping the map locked down. Now, you can do a lot more by having several smaller groups assaulting multiple goals at once without the issue of having a huge blob simply wipe them out one by one by default.
This will encourage communication more than anything else, which is good. The maps are not that big, and there are always roamers about, so all they have to do is call it in. Instead of automatic red flag in the form of orange swords, now actual players have to do the tiny amount of work required to alert your big zerg where the enemy is.
And on the other hand, guerilla warfare is made practical. Servers with fewer people can and will do more damage even when outnumbered. Small group fights will not instantly attract the zergs to them, allowing for more frequent duels and small group action, which is always more fun than zerg clashes.
A good change whichever way you turn it.
And as for people worrying about the lack of reward for scouting… think of it this way. Guide your big groups to victory and join in when the fighting starts. You will be in the prime position to participate, since you’re the one who called it in in the first place.
Haha, this is too funny. How about you guys look where you’re going? What, you see the little swords on a keep, you go in to check it out and… get surprised by finding enemies there? Were you not expecting trouble, since you’re going to check out why the keep is marked as under assault?
Look on your minimap less, look around you more. And with 25 people, you can’t blame culling unless your comp is from the nineties.
And yeah – as others have said, how about ceasing to run like a big huge herd of zerglings around the map, and actually splitting up? Maybe have a few scouts going around the map and relaying information instead of all of you following your commander like a bunch of zombies on speed?
Man, people will complain about anything. Put a little effort in it, get out of your comfort zone for once. It’s WvW, not PvE! There is no “proper way” to do things! Your enemy uses the new mechanics to their advantage? And you can’t? Why?
Adapt!
I enjoy this game, please give me a reason to continue playing it.
I bolded the reason for you. :p
why should our guild be at a disadvantage compared to other guilds? is it fair that we have to spend our hard earned gold to do new released content because anet caters to large guilds? please stop trying to give suggestions or advice. We do not want to do that and will not do that. We want to be treated fairly and these guild missions are not doing it.
Actually, they are. Guild missions are supposed to reward a certain level of investment with appropriate level of reward.
I guess you would be happy if they allowed your 4 man guild to complete a “lite” version of the quests with appropriately poorer level of rewards? Because that would be fair.
Wait it out. There is a rush for guild missions now since they’re new, in a couple of weeks they won’t be and things will settle down. Smaller guilds with an active player base are more fun to be in than large ones where you’re just another face in the crowd.
People forget that when you wave shinies in front of their face, but once the novelty wears off, they’ll remember.
Allright, finally something you can’t kill while sleeping!
And aren’t vets and champs supposed to have better loot tables than ordinary mobs?
In theory. In practice? Not so much.
Well, at least you get to have an actual fight with more vets around. People farming ordinary mobs like lawnmowers was always dull, at least to me.
Thanks for the info. Not sure about the potion now… kinda liked the glowing floating ball look, was about to use it for a RP “travel mode”, but now I just don’t know. Well at least I can get one off TC now and don’t have to blow a ton of karma on it.
Allright, finally something you can’t kill while sleeping!
And aren’t vets and champs supposed to have better loot tables than ordinary mobs?
Huh. So I guess that means that this is also what you get turned into when using Charged Potion? Can anyone verify, since I’m thinking of buying one now that they’re available on the TC, but am not sure if you get to look like an electric spider thing.
It passes through enemies, it’s in a frontal cone.
Go and try for yourself on the Mist Golems, I’ve hit 2 Golems behind one that I was attacking by using it and got 9 hits, Golems that were out of range for Attack #1 and 2, but in range for #3 because it’s 300 range.
Well I haven’t used the sword in a while maybe it was fixed but back when I used it the sword would only hit the first target.
This is still true for binding blades, if for example you have three enemies in a cone relative to you, some blades might hit a single enemy two or more times, resulting in fewer “tagged” enemies… something to keep in mind when choosing the time to use the skill.
Guardian Shield #5 also works, afaik. It is just that Swirling Winds are really easy to use, since they don’t require any precise positioning or timing.
I propose they decrease the scepter autoattack projectiles to a crawl, but make them last infinitely until they hit something and make them homing projectiles.
So once we let them fly at someone, they can laugh, they can point… but they cannot stop moving. Ever. Because Justice never tires. :p
On a serious note, no, this does not hinder you in WvW. During sieges, when attacking you can help keep defenders off the walls by using scepter – you won’t kill anyone but that’s not the point, the point is to make them move all the time so they can’t focus on one area and do actual damage. You can also protect or man the rams since you can take the hits.
When defending, you can use staff to wreck siege equipment busting the gate, or even have some fun with Tome of Wrath. You can also man the walls and combo ground targeted consecrations (if you have that traited) and scepter/torch for some decent AoE and single target damage. Also in case of zerging mobs all frenzied and attacking the gates, you can drop Wall of Reflection in front of the gate and watch hilarity ensue.
And you’d be surprised how many people don’t realize you are chucking scepter #1 at them until it starts to hurt. Plus, once they’re downed, it’s a good way to finish them at range, since they can’t move (heh heh) and the damage isn’t at all bad.
I tend to look at greatsword and hammer as our main weapons, because they have big damage and impactful utilities. Sword and scepter/shield is our “sidearm”, something to complement the big weapons. And when used in conjunction with greatsword, there is simply no way you can outperform that by just using a greatsword.
So yeah, it would be nice to be able to style our characters with a certain weapon set and look, but it seems to me ANet envisioned it differently.
Which doesn’t mean you can’t have fun playing with sword and shield, if for example you need a change of pace. Its not like switching to sword/shield from greatsword will hinder you that much.
Also, you have to keep in mind that weapons in Guild Wars 2 correspond to a playstyle, and the Greatsword offers a popular playstyle. This doesn’t mean the Greatsword is a better weapon than all other weapons, just that what it offers is more popular.
No, this means exactly that the Greatsword is better than other weapons.
If you give masses of people 10 choices of something, and they’re going to use these something for an activity, after some time you’ll notice which something is the better choice for the given activity.
Well, that’s expected afterall, Greatswords deal great damage, AoE, boons, blinds, controls, wide swings, that’s plenty of advantages over other weapons (arguably the Hammer is close to it).
It’s like asking “You have to kill monsters. What do you prefer, killing 1 monster every 15 seconds, or killing 5 monsters every 10 seconds?”
I picked the latter one and I’ve been using the Greatsword since launch… even though I’m sorta tired of it already.
Try soloing veterans five levels above your own with a greatsword, or certain champs on your own level with it.
Sword/focus or sword/shield are much better in many situations, especially when you are fighting a single, tough opponent.
Personally, I utilize the hidden skill called “weapon switch” and use BOTH the greatsword and a secondary weapon set. It is said that greatsword/sword/torch can really light things up!
I mostly just Spvp and I use scepter/torch and staff. Going melee usually spells death for you unless you have some sort of escape mechanism.
Ehh… not sure about sPvP, but you don’t just die in WvW if you go melee, if you know what you’re doing (and no, just blindly charging into a dozen angry warriors is not it).
PvE-wise, Sword/Shield is best used in groups when you need to go defensive, since #5 counts as a nice AoE interrupt, and if you ever had seen one of the gravelings munch on your squishy friends to death, you know what a godsend an AoE interrupt can be.
When solo, I’d take focus over shield since it is way more useful defense-wise, you get two blinds, a three-strike block and a damage skill. But shield has it’s uses.
I am in RNG hellocrappydropagain and every day it is a fight with myself to not quit entirely.
And it is not that I want a “Legendary”—I have always been a kind of plain jane looking character. I just want to be able to get EXOTIC statwise (and I could care less what they look like) on my alts so they can go to other places and not die and then just go stand in LA or go back to Queensdale….
I also would like to see some drop cross my screen that is not in grey text. Heck on some of my worst days a WHITE text item makes me go: OMG something! Something!!!
I would like to not feel like I am in a dead end job, or a unpaid worker to those who are “playing the market”. When the only items in your inventory are stuff you got from low or mid level material nodes, and you finally just give up and go stand in a beautiful spot and look closely at the grass for “fun” —--something is wrong with this picture:
http://i241.photobucket.com/albums/ff260/Nalora/gw256_zps2c237d87.jpg
Hint: The drop window shows all my drops for more than an hour of play, note the “25” on my sigil buff, then count the non-junk and non material node ITEMS OF WONDER AND GLORY for my hour of play…
Yea boy.
I’m sorry, but are you having difficulties getting exotic gear for your characters?
Really?
Why, are you trying to get all your equipment to actually drop? TP is your friend. I don’t play the market because I don’t have the inclination, but man, just a single dungeon run will net you ~1gold piece at least, without any rare dropes even. More if you luck out and get a rare drop.
Fractals, ~1-2 gold per run easy even at low levels.
Which means you can get a character decked out in exotics within a week or so.
And that is too long? Or am I not getting what you’re saying?
The gameplay is actually pretty deep. Much deeper than in classic MMOs, what with all the interactivity between classes, conditions, traits etc.
It’s just that ANet made the game too easy, so you can faceroll your way through it and people actually think that’s the way it was meant to be played.
Unfortunately, there would be an upheaval if they upped the difficulty so that if you don’t use all your skills, trait/skill synergies, dodging, self- and group combos, you simply get stomped in PvE.
They made a pretty good system, but allowed players to ignore it for the sake of accessibility.
You can set your shaders and post-processing to off or low, that should help with the bloom at least.
Personally, I love the effects and how they create a sort of “conflagration” effect when you have 20 people hitting a single target.
This. Just disabling downed state in WvW would do wonders against zerging. Because right now, people just charge mindlessly, knowing that if they go down, they’ll be back up in seconds.
I think zergs would be much more reluctant to just smash into each other if it meant that 80% of people will die in the first 10 seconds of the fight.
I bet he ran by a guy /sleeping and thought the guy was dead, and then he got ganked and now he’s crying, lol.
Would be actually funny if that worked, but the healthbars are different in color. WvW would be a lot more interesting if there were no nametags, or if they showed at much shorter ranges.
And I would just like to add kudos to all the, in the words of our former “elite” commanders on more than one occasion, “useless puggies”, which put in their time and effort to clobber the enemy and, like all auxiliaries, really make the backbone of any army.
Check out those centurions now guys, hightailing it over the hill, but we are still here. We may have dull swords and cracked shields, and sometimes charge in the wrong direction, but we do not desert our posts as soon as things go south.
Oh noes!
…
We are doomed!
DOOOOOOOOOOMED!
Well, someone had to say it.
Anyway, no worries. Actually, might be even good for the community. We need server loyal guilds, not just ones who stick around when the going is good.
We do have range options. Scepter/Torch, for example. However, if they changed scepter to be a little more interesting to use (because it feels like the spammiest weapon in the game), that would be nice.
Heavy armor long range nuker isn’t going to happen though. Would defeat the whole purpose of having ranged specialists in other classes.
If you want to round out your playing skill as any class, learn what each weapon set does. Yes, you can do most content with any one set of weapons, but for best results, use what is most appropriate.
Only ele in group? Use staff for better group combos and support, increase overall group DPS beyond what you can output yourself in any case.
Two eles in a group? Maybe one can use staff, the other D/D for more DPS and point support.
Hard encounter requiring high survivability? Use S/F for ranged DPS and defensive abilities.
Your builds can be adapted too. I always turn on my Blasting Staff trait when equipping staff, and switch it for something else when using other weapon sets.
Insisting on using just one weapon set and a specific set of skills regardless of circumstance can and will put you in a position where you won’t be of much use to the group.
Well with elementalist you’re not going to be killing many people with staff either, but AoE is used to shatter groups and set up for burst… eles lack in follow up burst skills with staff, but man, that 10k AoE should create a lot of nice opportunities for the rifle…
I thought about wall-bombing with Death from Above + a couple of Reckless Dodges for good measure… though I suppose I get no “nyah-hah-hah” get out of jail free card as with elementalist if I get snared and bursted down.
Bah, I know leveling isn’t exactly slow in this game, but it sure seems slow, “only” 65 levels to go…
Yeah, I do that too.
What I had in mind is, judging on reaction times of people sieging keeps and towers when I start blasting them with staff from the walls, as a warrior I could go with Bow/Rifle with Improved Bowstrings, pop frenzy and unload bow for high AoE burst, then switch to rifle and ruin someone’s day, duck back in when they start to return fire.
Could be interesting. With that much potential damage, I am surprised more warriors are not using such combos when sieging/defending. Use it the other way around, frenzy, killshot/volley to down a squishy, then bow AoE on top of them to finish them off and possibly down anyone trying to rezz them.
For some reason I barely ever see warriors using bows in sieges. And when they do use them, they are not very good with them.
Norn → Snow Leopard form. Stealth on demand? Yes please! Huge distance sprint skill? Of course!
Plus, beards for that extra wizardly look.
Hi, warrior experts!
I recently started a warrior character for those times when I need to rest my fingers from playing the elementalist, and yesterday something occurred that I have a question about.
My lvl 14 warrior critted an NPC for ~2100 damage with bow #3.
Now I expected warrior to have a higher damage output simply because warrior skills are more focused, but 2000 damage is something I count as a good crit autoattack on my lvl 80 elementalist.
Is this a bug, or can I expect to be able to nuke people in WvW with bow when I pop frenzy on the wall and unload everything I got on someone?
Sadly I don’t have a screenshot, but I assure you that I checked the log thoroughly so the number is real.
Opinions?
Devs main thieves. It’s the only explanation that makes any sense.
I suppose the CEO and management of NCSoft, the company which owns ANet, also main thieves then? Do you have any idea what would happen to a middle-tier developer who “fixed” a game to suit their playstyle?
Ask the fired devs of EvE Online, and all they did was give free stuff to their guild.
What about using Bolas point blank then 100B? Granted stunbreakers would mess that up, but say that they panic a little. Or Pinning Arrow to make them use their stunbreaker, switch to sword, Bolas point blank + 100B?
Anyway, I think that the most realistic usage of 100B in WvW is to just hit the furball from the side and “spray-and-pray” with it. You’re going to hit stuff.
Well, they are bugged. The idea was that players could spot better than trash loot on a first glance, instead of having to loot every single mob that sparkles just to check if anything good dropped.
Food is OK – that’s what it is for, after all. Some food items could be slightly balanced, people mentioned plenty of reasons for that already so I won’t repeat them.
As for “special” consumables like spikeroot… well, put it this way, any single ability that enables any player to completely and permanently shut down other players without giving them a chance to react needs to be removed or nerfed badly.
Noticed that people who tend to abuse consumables somehow also have a tendency to /dance on your corpse? A very interesting phenomenon. :p
All I have to say on this topic: OP, if you were impressed by that “fire-wizard”, then I guess a real elementalist would have made you faint.
In NA same story, relax soon they will be all alone vs doors cause when ESO comes out all the other players will get out and they wont get anyone to fight for.
I’m sorry to burst your bubble and haul you back into reality but TESO will also have night capping. It is not built like EvE, it is built as “campaigns” (ie. redundant versions of the same map for groups to play on just like our servers for Wv) and by golly you’d better believe there are going to be stacked servers with 24/7 coverage and servers with no coverage.
Actually, TESO is built around the megaserver idea, as in everyone is on the same “server”. So it is built pretty much exactly like EvE.
But we know too little about how the whole thing works to judge if it will be any good.
One good thing I do know they have with sieges is that what you destroy, you get. So you can blow up walls to get in, but then you have a keep with no walls, just like it was in DAoC. It also sounds like getting a keep will be a much longer effort, basically the end result of a campaign, which is how it should be.
Keeps shouldn’t trade hands a dozen times per day.
EvE Online has a nice solution for “night-capping”; when a tower gets hit by an enemy fleet, it goes into “reinforced mode” where it becomes invulnerable for a set amount of time which is known both to attackers and defenders. I believe the time can even be set by players, not sure which side though. Very nice and completely does away with one side demolishing stuff when the other one is asleep.
This ensures that both parties have a fair chance at destroying or defending the tower, since essentially the crucial battle is pre-arranged.
Eh. Eve online also has one single, global server, so the timezone problem is nicely sidestepped because every guild/alliance has access to the same worldwide recruitment pool, unlike what happens here.
But at this point I doubt we can hope for a drastic change in the server structure, so the most realistic hope is for a change in the scoring system.
Actually there’s one more thing that makes things work in EvE (where larger alliances pretty much behave like GW2 servers, as in recruiting corporations with players from different time zones for 24hr/day coverage).
When towers go into reinforced mode, they start using supplies previously stockpiled by defenders. If those supplies are insufficient or aren’t there, the tower can be destroyed earlier or immediately.
So the GW2 example would be – defenders can spend the prime time making sure that keep supply is maxed out (and it needs to be a longer process than now), and that supply directly determines how long a keep can hold out being assaulted. As in, when attackers assault doors and walls, those do not start to get damaged until supply runs out. A fully supplied keep would require a massive effort involving loads of siege weaponry to even have a chance of being depleted throuhgout the night.
That’s right. Taking out a keep should be a full day effort. This “we have it, no wait they have it, no wait we have it again” stuff gets boring fast and makes everyone run around maps furiously without any kind of overall strategy that spans more than the next 30 minutes.
Wrong. SPvP has a completely different environment from WvW. Decreasing damage will only mean people will stack more in order to compensate. The reason WvW damage may seem high is because when 30 people just spam their attacks, whoever gets caught in that, dies. If you participated in smaller fights, you will notice that damage isn’t that high and certainly can be handled by anyone who knows what they’re doing.
What we need in WvW is to increase AoE damage by uncapping the number of targets an AoE can hit.
I am not against zergs as such, they’re natural after all, but people running in zergs need to be taught a very simple lesson – if you run around all nicely clustered up like a bunch of rabid chickens, a 5-man ambush team will kill you all.
Then we might actually see some tactics in zerg gameplay, like forward scouts, pickets and so on. And yeah… fewer blobs.
I’m disappointed in these reactions.
Think mesmer great sword, people.
Engineer proves pistol doesn’t have to mean shooting.
Yeah, because shooting acid from a pistol is sooo coool. Bleh. Gimme anything BUT pistols and rifles. 1H swords, bows, gauntlets… but not something that goes bang, because that’s what fireballs are for.
EvE Online has a nice solution for “night-capping”; when a tower gets hit by an enemy fleet, it goes into “reinforced mode” where it becomes invulnerable for a set amount of time which is known both to attackers and defenders. I believe the time can even be set by players, not sure which side though. Very nice and completely does away with one side demolishing stuff when the other one is asleep.
This ensures that both parties have a fair chance at destroying or defending the tower, since essentially the crucial battle is pre-arranged.
However, taking the scope of EvE and GW2 into account, and the limited number of towers, this may not work in GW2 that well but could be modified.
So I think the only solution for eliminating the “ kitten for-tat” gameplay in WvW is to make the process of taking a tower or a keep much, much longer than it is now. This would make it harder to just cycle through maps and cap undefended structures, as well as create a sense of importance for every structure a server owns, since once lost it would take a lot longer than now to retake it.
Gandalf. Not Gandolf. This thread is full of blasphemy!
Appologies for the misspelled name.
So you’re cool with cowboy duds? Toss in a sheriff badge amulet and a recipe for chewin tobaccy and I can totally see my Asura ele rocking the look.
Of course not. If I wanted to play a steampunk character, I would have rolled an engineer. Keep contraptions away from elementalists!
It’s not design, for some people it really can’t be helped – whatever you do it will bring the worst in them out.
No need to design around them. Just ignore them, that’s what they deserve.
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