Well, I personally have come to like karka a lot.
Especially since their shells are important crafting component
Is it possible to encounter them outside Southsun Cove?
I really hope that they will spread across all beaches in small packs or in events – karka attacking town or npcs , etc.
It would make adventuring a lot more interesting and a bit more profitable.
Are there plans to expand karka content or will it be forgotten?
Well, zombies are a different matter. I’d love to see those slow moving Braaaaains guys.
It just seems odd that there are no skeletons in a fantasy rpg game.
I’ve seen them in Halloween event but apart from it there are none I believe.
It’s one of my favorite monster type and they can be so diverse – melee, archers, magicians, white, green, red, black, crawling, laughing, silent, with weapons, without, without hands
Not to mention that we can have ‘mutations’ – many skeletons made into one with quite few arms and heads.
Now that could be something
Oh man, I lol’d so hard when I saw sword handle
Work of art in itself!
And very fitting to GW2
Maybe effects too will be toned down :P
Today I have played a bit with guardian and it just kittening feels like playing a guardian (or paladin or other holy-whatever-defender).
Purging flames for example give a nice effect of blue fire unique to guardian class.
Necro’s marks give nothing. They should have green-wind-with-locust-bone-flesh-blood feel to it.
What was also nice in WoW crafting, that every discipline needed something from another. Thank to this you knew that sooner or later you will earn gold.
What’s more – it wasn’t THAT systematic (agree with OP). I’ve maxed weaponsmith and artificier and I was over and over doing same type of things. And after reaching 400 I didn’t get anything for me. It was just the end. If I understand correctly, every “higher-tier” skins are available via Mystic Forge? There should be unique skins to crafting and soul/account-bound (especially on lower levels). This would make crafting more desirable, I think.
Cheers!
Idea with Spectral Hunter is very good imho.
Ghoulfire could add burning to weapon and/or active minions
Burning Bone Minions would add spicyness on top of necromancer putrid cake > : P
Another example of how this could work is that every weapon which upgrading has started gets rank of race/boss/whatever exterminator.
Every rank would add additional dmg and/or defense against specific boss/dragon/whatever. If we get Hard Mode, this upgrades could become necessity.
To gain them we would need to complete an achievement(s) related to enemies.
Hi all,
Just an idea that it could be nice to have our weapons and offhand items progress as we used it.
After using some kind of enhancement on it, weapon would start to acquire experience points or kill points of vets/champs/legendary monsers to gain new levels. Items would NOT increase stats but change how they looks and after achieving max. lvl they would gain new visual effect and a name! Something like this was in Fable 3 I believe.
Having maxed weapons would make them unable to transmute.
This should create a feeling of having truly unique weapon, not legendary, but exactly as rare.
And give us something new to strive for
What do you think?
Actually, we can use him in good cause
Make a new PvP (PvE?) type of gameplay:
Catch Logan!
He is running like crazy from everyone and you need to catch him and bring back to duty.
You can acquire Queen Jenna’s disguise to lure him.
:)
Hi,
I was wondering if ANet team has some ‘spare time’ in January-March time period to implement possible ideas given in meanwhile by the Community or all tasks are granted to Devs and nothing much can be added besides what’s planned?
And how many of these tasks are/were created thanks to Community creativity?
Another question would be that if Devs in the future have time to implement only few of the ideas, would they create a survey so the Community could choose what would be added?
Even necro’s minions are getting AI fixes!
I very seriously doubt that.
Man, my hopes so many times were up and even more I was letdown but for the first time I’ve heard official response. Now I will have reason to doubt if AI will still suck.
Even a thing like that can be tricky to improve so now I’d say it’s a matter of time but let that time be max march I’m patient but not that patient :P
I’ve read few of the newest posts from Devs and I must say that it looks like in january-march patches we will get what we asked all this time.
Even necro’s minions are getting AI fixes!
Man, I’m excited!
Thank you Devs in advance and I’m crossing my fingers that all will be pleased with your hard work!
Wow, nice.
Now imagine that almost any weapon have option to turn it to ranged or melee
I understand mechanics behind staff and reason why everyone SHOULD use it. But I don’t want to.
As I see it, sure, there’s no trinity, but we have other division – classes that can stand in front line and classes that can’t. In other words if two necros meet two thieves, necros are sure to fail because they have no one to support (apart from themselves, which is similar to two medics healing one another while being beat down).
If now someone yell – necros are not crap, use conditiomancer and you’ll roll over anyone then there’s no point for me playing my class because my choice on how I wanna play it is just bad and I’ll regret it.
Why not just give a tip when choosing it – “Class which will not shine, just assist”? If I knew in the beginning that my only role in team will be aid then I definitely would not pick necro.
I know I sound bitter as kitten. Maybe other classes have it too – multiple skills and builds to choose from but only 1 or 2 are viable and any which is viable is build around skill which just do as highest dps as possible. Is it obvious?
Every role is important in team, one have big dps, one have high sustainable dmg, one can support, other CC. As I understand, some classes fulfill one role better, other worse. But I would never have guessed that necro would be on support, kitten
Ok, all this must have been said but just to underline:
kitten, I am trying my best to play, to try different approaches.
Resigned the staff for 2x dagger. In WvWvW now I can do nothing at all. My frustration was (and is I believe) at it’s peak so I’ll stop here.
In SPvP all i great, kitten I can do ~5k with 2# axe attack, cripple, chill, immobilise and all with my MM build.
However:
All other classes can do EVERYTHING better than me. More dmg, more sustained dmg, longer fear, longer chill, longer daze.
When I go down I am still dangerous (Death’s Embrace) plus minions. Great, but this is not doing me any good because classes which roll me can stomp me as they please:
guardian (hate it, because it just don’t have weak spots, as in any other MMO I believe – this holy, beautiful , righteous warrior must be really digged by everyone…) – when he downs me, next he just turn his stability on and it’s bye-bye for me. Of course, when I down him and go for my kill he CAN disrupt me, but not other way around (not always my Shadow Fiend is alive but when he is, it’s hard kitten hell to coordinate stomp with Haunt). Minion skills should be available while downed. To sum it up – Guardian just use one button while yawning, I must play with mathematical precision.
Next, my favorite – thief. I don’t have AOE, kitten it. I choose my skills deliberately, I know he can kick my butt. But still he is vurneable and can be killed when I am downed. But of course noooo He just make himself invisible and bye-bye for me or just use some skill thanks to which they stomp in fraction of second.
Even camera is against my last chance of survival – it’s so close that it’s a miracle if I can select proper target for my Fear, especially against mesmer. Sometimes when I go down Fear skill is on recharge even when I didn’t use it for some time.
It’s horrible. Few minutes ago I immobilised elementalist on nice flat terrain. It was a moment for my golem to shine. Of course, he got himself stuck one meter away and charge did nothing, and ele just put invurneability on himself, healed two times for about half his health, turned into invurneable mist and fly away.
Then came heartseeker for 15k dmg and I didn’t even saw the thief.
I don’t say that it happens all the time, there are just moments when I fight with all I’ve got and other classes can negate my efforts too easily. When I am down fighting guardian and he just come to me smiling and execute me without sweat it just seems so kittening unfair.
I don’t remember when I last saw Bone Fiend hitting with Rigor Mortis.
I try and try and try to change stategies, adjust skills, use minions more efficiently but most of the time it’s not because opponents require more skills but their skills are just working too good against me or my skills are broken and must be used with too much extra care. No fire and forged. I watch my golem, which is hard in the middle of battle, try to position him right and he randomly start chasing someone or don’t want to move at all.
I believe that there should NOT be skills which give great advantage after pushing one button. Stability is very powerful, it must be adjusted. Stealth could work similar to necro’s Life Pool – it build up as you do something (not fight for example) and can be spend not when you please (it also is unfair when I start match with zero life pool).
So what that I have >25k health and full toughness possible, I just keep seeing damage done to me with values of 2k,4k,5k,11k,15k all the time.
As i said, it all probably was said before but I needed to release some steam.
Cheers for ppl who still stick with necros!
Weather and day-night cycle affect visibility of orange swords, commanders, disallow ballista and arrowcart (not to mention harder trebs and catas) targeting, hide dolyaks, in heavy rain make swamps very hard to cross, maybe rivers rise.
All could work for nice tactical diversity.
I had a situation that golem attacked something invisible in Tixx’s Infinirarium. Maybe it was a waypoint for Toxx or spawn point for griffins (it happened where we need to defend place from griffins). He was hitting it for about 1.5k dozen of times and suddenly stopped.
I’ve never played GW1 so I can’t suggest anything from previous necros.
Curses and bone spells (and maybe tiny mutations ) should be his signature spells, unique abilities for unique mechanics. They are welcome in my book!
Anything to make necromancers better.
If one day someone at ArenaNet said:
“ kitten so many ppl say that necro is not so cool as other classes, he lack aura of undead master, keeper of pestilence, hand of doom, eyes of death… let’s rework it from scratch.”
what I would pray to have:
1) Mutations – for minions and their summoner. That is nothing else than a customisation option – for visual impact and, more importantly – ways that skills work.
For example – mutation for flesh golem to have 4 legs and better armored hide, plus charge skill and more aggro on attack. Or some ugly hive-thing on back which would give him permanent desease/dmg aura.
Blood fiend – let him have 3 heads so he could attack faster but heal for less or let him have one big eye which can heal and stun opponent.
Mutations for playes – axe hand – Let main weapon merge with flesh and bone to have more powerful attacks but lesser range (each weapon could have this option).
Lungs’ methamorphosis – make players able to spit something disgusting but very effective and combo-able with other skills.
This could make MM builds alone very diverse and add usefulness of minions to other builds.
2) Change voice for any race that is necromancer. No pitful “oh, I have to make another one” but metal-sharp-from-beneath-grave “Dead as I wished! Hahaha!”
3) Change animations for more beast-like. Be more stooping, make hands more clasped.
4) Dark aura should enshroud necromancers to let enemies know that someone very bad is approaching
5) Armor should have unique skins for necromancers – combinations of flesh, bone, blood, spider webs, decay
6) Different dialog lines in personal story. No – “I will aid helpless civilians”. Rather – “These weak peasants don’t deserve mine attention. However, skulls of centaurs may be of use to me.”
All in all necromancer should feel evil. Mine looks like ambassador of trust and honor Even in all his dark-red-and green colours.
And really, no – whoooosh, whoooosh sounds of attack. Staff should send raging and agonising souls of slain enemies shrieking, screaming, roaring as if they have their flesh ripping from bones.
Necromancer attacking with axe should groan, howl and wail as if only his hatred for living things was giving him strength to swing one more time.
So, these are some ideas to make necromancer a little bit appropriate in my opinon.
If anyone want to add something or discuss, be my guest
I think that minis should then have a greater impact than be a silent companion.
Each class should have unique equipment slot, either for minis or something else.
This would nicely create a bigger diversity in looks between classes and add additional mechanisms to play (for example – have minotaur mini – once a fight have 5% chance of getting rage after being hit or, for necromancer – find yourself a wampire bat, so it will fly near player, attack independently of him and leech life for him (similar to Familiar skill in Diablo 3)).
This would actually motivate me to grind for them or even buy them with gems.
I wouldn’t complain to have another undead minion following me around
Another example – mini scythe with cleave attack
Well if thats the case I hope that anything will remain to add as main game content after a full year
I really appreciate new content, it’s fun, it’s different but… why isn’t it permanent?
It’s my general concern. Some thoughts:
New, free content I treat as a nicest present I could receive from a dev team. Big hugs!
However, when a christmas tree is put to trash, ornamets taken off the house, christmas music in radio stops, trick-or-treats end, etc., presents stay.
After Halloween what remained?
Weapon skins? What will remain after actual event?
Reaper’s rumble was great, but where is it?
Snowball mayhem is even better… will it still be available? If not, why?
Bell choir could be used as a puzzle in some future dungeons (all team need to be synchronised to open a door or get to boss).
These could be great new PvP types. So much love (and Dev power) have been given to them.
I sincerely believe that this all is a phase to test new modes that will be introduced in coming months.
If not, my opinion is that it is not worthy putting so much men-power to events that last few days once a year where all around players rage that all is become boring or repeatable or lack content in general.
While I enjoy and enjoyed very much all that was made available in special events I really am sad that I cannot throw some pumpkins into mausoleum or will not be able to take and return presents or whatever it could be(come) in little more that a week.
I hope for more permanent content, that’s all (I remember about fractals :P ).
Cheers and thumbs up for great additions!
Don’ tell me that necro is the only class that has non working skill in new CTF-style snow fight (when I try to use it I’ve got “content disabled” message). Sheesh.
I’ve played necro from the very beginning as MM. I’ve witnessed no changes and I have always waited for some improvement, something even temporary to make it better.
Golem charge is stopped by fierce 10 cm elevation, bone fiend’s skill never worked for me even on flat terrain. Most of my skills simply don’t work.
Yea, just another flame response, but after so much time when you get “Decreased the degeneration rate of Jagged Horrors” (Plural? I wish!) even lotos flower on a calm lake water can erupt with anger… 300+ hours of in-game waiting just to see that Anet’s priorities were to add 5% to effectivenes of one skill, decrease recharge rate of other by 2 seconds…
Nothing major, not even minor.
There is no bug fixes, just always very small balance pseudo-tweaks.
D@mn, please, have some surprise for necros…
(edited by Gizmo.8623)
For what I’ve seen I think that thief should not be Boom, you’re dead/can’t see me, die die die! profession but rather fingers crossed, hope it all connects.
Make it a profession fun to harass but don’t make harassment into murder without a chance of victory or escape. I don’t know mechanic behind thieves but apart from mesmer thief’s the only class that’s often impossible to kill or run from for my minion master necro (power+vit+toughness).
I don’t operate on statistics from my battles with thieves, but one thing I’m sure of – I either kill them without much effort or die after a while while trying my best to do anything. I believe that I’ve never had an even battle with a thief.
One thing that I noticed is that underwater all minions behave as they should, no buggy AI there.
Edit:
No, today bone minions weren’t doing much when I’ve attacked with trident.
(edited by Gizmo.8623)
Sometimes minions don’t want to stop attacking either players in SPvP or mobs but in this situation my character keeps attacking even without selected target (staff auto-attack). Maybe problem is with targetting but by player not minions?
Hi,
What would you say if new type of monsters were introducted – similar to Diablo’s boss+guards (boss with few random additional abilities, guards with 1) and packs of champions – rare monsters in groups of 4-5, each with random skills?
This would serve just as addition to the world. You wander and encounter group of mobs such as these. It’s very tough, reward is not exceptional. You may fight them for fun
Just an idea
Hi,
Playing my necro in SPvP I use axe+warhorn weapon combination.
Often on map Battle of Kyhlo when I use Locust Swarm (LS) I tend to hit barrels when I run near them – then battle mode kicks in and my speed is reduced. Is it intended for LS to hit everything it can?
I understand that locust may want to bite something fleshy but wooden barrels?
It’s vexing at times, especially when I chase someone
Is it a known problem or it’s no problem at all?
Hi,
Does anyone else is having situation like this:
Battle rage on, two zergs clash and more and more people are downed. Execution time!
I rush to kill whoever I can but in most cases I get nothing.
I manage to land minimum two hits, often more. Rarely I get exp.
Are there rules that I have to deal minimal damage or hits to be taken into account when enemy is killed? Sometimes I attack from afar but escape and in a minut or two I get exp and loot bag.
I’m necro MM with staff and axe+horn.
Maybe it’s a bug?
I was astounded how good was Halloween PvP additions – Reaper’s Rumble (although very tiny in scale) and Lunatic Inquisition (although very unbalanced – did peasants win even once? ).
Putting these ‘defects’ aside – there was hell’a’lot of fun in this.
If we get these revamped in december, that’ll be all the novelty necessary for me to be very happy
I agree. CTF has always been very dynamic and fun to play, whether it was FPP or MMO.
It would be great to have it here!
Who knows, maybe in a week we will get just that
(edited by Gizmo.8623)
Marks are graphically very unimpressive in my opinion.
If they were more visible due to some light, fire or dark power emanating from them
like here
http://apod.nasa.gov/apod/image/0603/pillars_tape.jpg
and/or as OP showed on first picture I wouldn’t complain
Very cool ideas!
Keep’em coming!
I hope Anet is listening :P
I too think that events done by zerg are often just too chaotic to be fun.
When there are 20+ players shooting everywhere I don’t feel like I participate, instead I try to hit anything just to get loot.
If events were smaller or more widespread, each person could have a chance to actually see impact of it’s fighting.
When we battle a champion mob with a group of ~5 people, it’s very entertaining, every person counts and everyone must be carefull (Fractal dungeon does exactly that) but when we battled dragon with ~100 ppl, I could auto-attack him and go make dinner and my reward would just be waiting for me. In a word: it can be very boring.
Events that require a division of zerg would be perfect
Capture the Flag was always one of my favorite.
Here you may have no ways of catching up with flag carrier (my necromancer will never be able to catch almost anyone), so flag itself (or similar item) would need to be doing something to even the odds. I was thinking that mechanic from colossus fractal with Cultist cursed hammer would be appropriate.
Another can be Free For All deathmatch mode or Team FFA (2 teams, 4 teams, 6, 8, any number!
Assault mode – one team need to sabotage some points on the map and other have to defend them:
-something like Strand of the Ancients from WoW
-many random points on big map. Defending team knows the locations of all but there are 10 points for example and team has only 5 members; assaulting team don’t know their location and have to sabotage minimum 5.
New weapons would be cool.
-Flails – I agree completely.
-2h axes – yes, yes, yes.
-Halberds, land pikes, lances,
-Crossbows, Javelins (throwable and melee)
-Class unique weapons/armor slots would also add nice touch:
*scythe and hmm flying imp for necormancer (imp working as armor part).
*flail and aura for paladin (aura also as a part of clothing)
*arrows/bolts/throwing daggers for any class that can use bows.
-I was also thinkg about something similar to shields. Hmm, assault shields or something like this (2h shields
with attack option?).
Cool example for living up imagination is this:
http://i.imgur.com/9jJck.jpg
-Assasin-like hand weapons
-Bombs,grenades as offhand weapon
-Discs! (http://i648.photobucket.com/albums/uu202/vitaliyk/TESV2012-06-2600-29-16-68.jpg)
-Offhand swords working also as shields (http://www.starstore.com/acatalog/Scar_Predator_1.jpg)
-Something for casters like books, spells, effects
Well, somewhere I need to end, so let’s this be the end
I laughed so hard, also because of the music
Great video, thanks!
Hi,
I’ve got some suggestions that may spice game a little.
1. Items:
Why make items like whites, blues, greens unusable until you get yellows and oranges?
That makes about 80% of all items obsolete.
If there was introducted a greater diversity in statistic availability to certain item groups we would get interesting possibilities, for example:
Blues – the only items that could give you additional health and resistances (after/if they were introducted) to elemental dmg, greens – condition dmg/resistance and some effects like stun, knockback or similar and yellows – the only ones that have two slots to enhancement?
Thanks to this every item could be worth something and not only 50 copper.
You want to survive dragon battle – get a mix of blues/greens with toughnes, resistances, take yellow weapon with life steal and exotic rings with greater additional stats.
Or – exotics – strong but have only one statistic. Blues, greens – weaker but can have up to 4 effects on them.
This would complicate gearing a lot but in my opinion also create many interesting possibilities.
2. Monsters:
A bit irritating thing is fighting with lone mobs. Kill one, make few steps, kill another, make few steps… Or fight single monster with special ability – buff allies. What allies?! Do I have to pull them to him?
If groups of monsters were introducted, fighting them would be more tactical.
For example:
a) pack of 10 moas – 9 small and one big and this bigger one buff the others (if not stunned). So, you need to choose – quickly eliminate small ones but risk being overrun or burst in and try to kill the mastermind to weaken the group.
b) the same pack but this time small ones buff greater. If all are active, you can be one-shotted, so you need to eliminate small ones one-by-one and try to stun/snare ‘boss’ or ignore ads and concentrate on fighting champion.
c) pack with few melees, archers, mages/healers – endless combinations
d) big packs – 20-40 beasts (wolves, bats, ettins), with boss, champions or just normal monsers. Alone you need to avoid this but if you can assemple a group, you can try and fight them. And don’t make this an event but just something that can happen.
These are just random ideas but with careful implementation I believe they could change the game for the better.
What do you think?
Cheers,
Gizmo
I posted a link to a list of current Necromancer bugs on the reddit page a while ago and it’s still not up. Please include it under engi bugs.
Please, don’t forged about necros!
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-bugs-compilation-NB44-NT18-NP7
My main question would be if there are plans on improving minions (AI, panel, statistics)?
Hi.
I just wanted to say that well, whatever there’s planned for GW2, for now I am enjoying it very much! Few things are especially good – music for example. Brilliant, can’t get enought of it
Graphics – nothing more to be desired, good work!
Gameplay – even if I didn’t tasted all of mechanics in game yet (dungeons, sPvP), something as ‘boring’ as mob brutalization gives me much pleasure >:)
Of course, there are things that I would like to see change or be added (for example, here’s my post on some item ideas:
https://forum-en.gw2archive.eu/forum/game/gw2/Few-ideas-about-items/first#post796229 ).
Other: undead monsters (risen) are not too interesting – small, similar to players. Bigger drakes, skeletons (where the heck are they anyway, only in Mad King’s realm?), liches, other types of abominations, risen more diverse – brutes with many limbs, big mouths, wings, tails, everything as dangerous-looking as possible
Other thing is what sometimes makes hunting mobs a bit dull is that they often (too often) are just a single unit. Attack one, gather loot, make few steps, attack another. If mobs were spawned as groups – 2 archers, 3 melees, support/dps magic user, healer it would make battles with mobs much more interesting. I understand that maybe that is saved for instances, events, dungeons, but fighting alone mob with skill “buffs allies” is strange. In WvWvW we have minotaur groups, wolves in packs. Why not in rest of the world? When I attack mobs, I tend to gather more than one, then I unleash all my skills, including AoE. If there’s only one enemy, I just hit him with fastest skills available. It tends to get boring.
Anyway, great game!
Cheers,
Gizmo
Hello.
I was thinking about how can additional armor/weapons be added which not include only increasing their stats.
Of course, there is much to be added and changed to pull it off.
Here are some ideas:
We have blue, green, yellow, orange, etc.
Why not make every group of items not stronger than the other, but different.
Resistances to elemental dmg for exaple (one thing I miss greately). No idiotic resist all, but just max. 2 type of ele resistance per item (and not very big stat, just that with full set of one type of ele resistance we can have about 20%).
Give it only to blue items, but make them not be able to have condition dmg/res.
Make green items to be the only ones with a chance of having special effects such as stun, root and have decent dmg/armor but with no resistances and no additional hp.
With carefull realization it would not create possibilities to gear as a not-killable tank or glass-cannon-one-shot-everything ranger for example but would make it still possible to specialise with greater variety.
Continuing: yellows/oranges – strong but with max 1 (orange) or 2 (yellow, which still would be a little less powerful than orange) other statistic.
This I believe would not make blues, greens, (name it) obsolete.
And new – ascended gear could be made to be the only with this special resistance and other statistics on the level of green today’s items.
What are your thoughs about this?
I thing that it would be very cool to play endgame with blue item acquired in first few hours of game
Cheers,
Gizmo
Hi all.
Here goes:
Few words about me – my main character is lvl 80 necromancer. Minion summoner. And with one exotic item on him – pants from Mad King’s Tower. That’s how ‘hardcore player’ I am I’ve never played GW1. Bit by bit I add more elements to spice up playing time with GW2. Started from just wondering in beautiful locations, gathering resources for crafting, playing story, WvW, joined guild. Still no dungeons and sPvP. I thought that with this I’ll be able to stay interested for a long time, because (I’ll be kitten if I don’t admit it) GW2 is one hell brilliant game to me. Seems that I’ve hit bullseye with picking it up (one day I just decided that I’ll try it
.
I’ve been reading forum from the very beginning and seeing increasing frustration among players I was not concerned. The game was giving me a lot of fun and it still does. But there are few things that seem to have started to take a bit of this joy away.
Helloween event was groundbreaking – so much fun content, so many players playing together. This time it was supposed to be even better. Well, maybe it is a coincidence, but yesterday this really nice feeling that I can relax with GW2 – a game that from very start was so good and showing much promises about future – changed.
I don’t know what new course now GW2 has – first of all – isn’t it supposed to be polished product and not just good-looking? One day when I showed my friend a list of necromancer only bugs even I couldn’t believe there were so many.
I am a patient man but I ask myself if it is really possible to appreciate more of the same if flaws that sometimes make it hard to appreciate base content are still there?Of course I want to fight new and tougher monsers but I need and, more importantly – I want to use all my skills to be able to win. Using flesh golem now seems to be only a sign of stubbornness.
ANet, you gave us a very good game. Just ‘for a moment’ work with what you have, please. Then make it bigger and even better.
If they took month to release a patch that would add nothing but fixed a fair amount of bugs, would players rage? After helloween event only one thing remained – book which is even not upgraded. Now there will be new dungeon, new PvP map and new small 80lvl map. And my useless flesh golem. And even more useless if I engage players with ascended gear.
Considering future from this point of view I play GW2 with a little less pleasure.
If the only way to help this game is to write on forum I am doing it now.
Something has changed for worse, some decisions were wrong.
I hope that I was able to deliver what I had in mind.
Sorry for my english, there’s much to be desired.
Sincerely,
Gizmo