Still keeps a volume of Kurzick poems ;)
(edited by Gorani.7205)
Artificer, Huntsman, Weaponsmith @500
Tailor, Leatherworker, Armoursmith @500
Jeweller, Cook, Scribe @400
So all are maxed out.
The pre-HoT disciplines I got when scribing actually made sense:
I was at 400 before ascended came along and then worked myself up to 500 after ascended arrived in game.
Back in those days, crafting actually made sense, as it was not insanely overpriced (points at leather patches etc.) and you made new armour while going to level 80.
When HoT came out, I took the role of guild scribe. In my guild, I know of three people with Scribe 400 (~ 3% of the guild population). The vast majority has not even started that profession.
Scribing, should be called “professional begging in guild chat”, because making e.g. a god statue and looking at how many T6 leather squares are needed for that (120 squares) clearly shows that Devs responsible for recipes have not looked at them since the launch of scribing.
(edited by Gorani.7205)
If we just look at the reward track (and not counting PvE map rewards as some kind of reward track), the PvP and the WvW reward tracks are not that much different in terms of time needed to fill them up. It is easier to keep a max tick in WvW, than to constantly win in PvP (+ the time in a queue).
WvW tracks need more appropriate rewards though, as the “cost to maintain a character” is much higher in WvW (as PvP get all stats and items for free).
Hero weapons => still no achievement for them (unlike e.g. Auric Weapons)
Mistforged Hero weapons => unavailable (unless you have leftover tourney tickets)
Triumphant Armor => still no achievement (unlike Priory skins)
Mist-Statue decorations for GH => insanely overpriced in terms of Badges
WvW specific decorations (like siege weapons) => don’t exist, although you could re-use the skins
Guild Anthems => not working in WvW
supplies for scribing instead of Tomes of Knowledge => would encourage the use of tactics & improvements on camps and T1 towers too
No WvW season for years => but PvP is in its 5th + PvE Living World & current events
While I think an expansion in fall 2017 would be OK, I don’t want a long hype train like we had last time.
Do I need a new expansion already? If Anet rolls out LS maps and the long promised WvW overhaul, I don’t think so. I could go through many alt characters with the LS chapter + HoT maps (if I would be interested).
I am using a natural plant brown & green with red as the hair colour
I change the colours of her armour for each season though (see some pictures; could not find the last red & golden autumn look)
I posted this a few months back- and I still think it would be a good idea:
WvW players need a War Supply Track that replaces the Boxes 5, 15, 25, 35 & 40 from the Hero Weapon track with Greater Boxes of War supplies (2 Supply Sacks, 1 random T6 fine mat, one Exotic backpack, 20 Badges of Honour + 2 Clovers for the final box)
This would give WvW players the Linen supply sacks straight away, bx bypassing the Flax Fibers now bought by WvW players and effectively lowering the price for decorations and guild upgrades
Get 250 of thick leather. Buy 1 hardened leather. Add 5 pile of crystalline dust to it, and philosopher’s stones. And forge between 10 – 40 hardened leather in mystic forge.
…
You’re welcome
Transmuting T5 to T6 (if my quick math is correct), only is better for your wallet if you get an above average amount of T6 (25+) at the current prices.
T6 leather is only the tip of the iceberg, which is the current “leather problem”.
The low supply / high price ratio has killed armour crafting as a levelling experience for all players that came to GW2 with HoT (or later). It has slowed down ascended armour crafting a lot (while we are showers with cheap ways for trinkets) and added silly prices to some Guild Hall additions (Workshop T2 => 50 Elonian Leather, chisels needing four times the leather than metal).
>> Make precursor stuff for worn pillar & craft
>> While the worn pillars are in assembly, craft precursor stuff for sandstone pillar
>> While sandstone pillars …
>> While golden pillars …
And if you have already everything prepared… do something else while the items are in the assembly ? You don’t have to stand next to it.
Levelling your cooking, although you have a problem with intermediate items, has two BIG advantage over other professions:
>> You will be able to discover-level your way up to 400 with ease. You don’t have to create e.g. two dozens of useless guild banquets…
>> You will not produce overpriced waste these days (as you can either sell the food or use it on alts while playing dailies etc.) that is needed for other things (like making ascended mats)
Scribing goes hand in hand with guild upgrades, especially with the WvW tactics and improvements. If you do not use those for levelling you scribe, you will have to build either useless book covers, a lot of backpacks and expensive decorations, or you will hit a dead end. More options to gain crafting XP would have been nice.
The aspect of decorating is another thing.
Basic items seem to be missing, like flat panels that can be used for floors and ceilings. Super grass panel and the Solid Ocean panel can be used, but those are limited by SAB and people doing a lot of Fractals. The Super clouds, which are part of 95% of most staircases theses days just do not fit into the environment of the guild hall.
Building basic walls is insanely expensive, not to mention making a golden wall that fits the Gilded Hallows environment.
I don’t want to event start about the need to rotate a decoration before placement or the joy we would feel to have a scaffolding item for easier building. Sometimes you need to build those for 30 min before you can properly extent a bridge in width.
Jumping + opening glider on the same button is the fundamental problem, which reduced my ability to do JPs by around 50%.
In addition, the game has no-fly-zones in some JPs and normal gliding in others (+ gliding in the open world).
I would like to see the ability to have a key bind that sets the “tap space bar” mode to “double tap”, which would allow you to rest your thumb on the space bar that 1/10 sec longer on difficult jumps (like in JPs or jumping sections), while you can still save yourself with a double tap from falling to your doom.
But pretty much everything would be an improvement to what we have now.
Wxp potions still “drop”. It will be automated added when you get it on a kill.
But you cannot store them and use them when the Ranker daily shows up, which you could do when the daily was introduced.
Veteran Daily can remain, just half the reward value (WxP, rank progression etc.) and reduce the respawn time to 50%.
Daily Ranker is a leftover when there were WxP potions in the game (both from chests and as a Laurel reward). It has at least go down to one rank and not the current two.
Reducing Camp cap to one camp will make it more convenient, but it is not important to change that.
Defender is a very iffy thing, because you can defend, but not get a reward (e.g. using siege against attackers without killing anyone or driving the enemy away).
Tower , is OK, as is the monument & land claimer.
Keep cap’s are way too often dependent on other people, time and server status. That is the worst and should just be removed.
What system would you use to play in Tyria? Would you build one on your own pen and paper system to play in Tyria?
You need to decide whether you want to use the the background & lore of GuildWars only or try to mimic spells and abilities as well.
If it is just the flavour of the world that’s interesting, go for a narrative driven system, like Dungeon World, where there are very little rules you have to have to learn and share with you players.
If you want to mimic skills, then you have to select appropriate skills and abilities from a vast pool of resources. D&D 3.5 / Pathfinder / D20 rules can provide those.
After 30 years of being a game master for pen & paper RPGs, I favour the narrative approach, which of course requires you to have creative players as well.
e.g.
Guardian: “Hazan spends one of her hold points to half the damage from the ice elemental upon Tilia” (=> this simulates “a protection boon”)
Elementalist:“Tilia gets back on her feet and throws a fireball at the ice elemental” … rolls a partial success…“and I damage it for 5 points. But I am still shaken by the last attack, so I suffer a -1 to future rolls in this encounter.” (=> this simulates a debuff, like slow or daze)
Warrior:“Nothing will stop a member of the Burning Embers! Demir will smash his war hammer into the chest of the beast!” … rolls a full success … “Icy shards spray the party as the hammer caves in the chest of the creature and it takes 12 points of piercing damage!” (=> critical hit and a vulnerable condition)
The new profession mechanic should be some “counter balance” idea to the Tempest. Tempest rewards you for staying in an attunement with a powerful overload skill.
The new mechanic should reward you for switching attunments fast. The new utility skills should complement that by slowing down the rate you have to click them (e.g. Mantras that get renewed by switching attuments – an “echo” mechanic we had on the GW1 Paragon).
Maces are quite underused weapons and could be held in both the main or off hand.
In terms of range, I would like to see another true long range weapon (mostly 900 / 1200) to fill the gap between Scepter & Staff.
With both current GH feeling like odd places to put snow anyway, the first thing we need is a large floor tile we can place as snowy ground. While current snow piles make good stairs, they are way too tiny to create the illusion of a floor covered by snow without reaching the local placement cap very soon.
A recipe like 1 resonating fragment + one current snow pile = 1 new snow pile four times the size
PS: @Daiki – Rotation keys !!!
While I see the benefit, when zergs collide, but I have a lot more trouble identifying players from minions & pets now. The sizes of the dots don’t help too much. Since I roam most of the time, having full name plates (e.g. distinguishing a low rank daily PvE player from a 1k+ ranked enemy) is a good source of tactical information.
People can duel…
… using a fixed skill set with Belcher’s Bluff
… using costume brawl (on equal terms with the same transformation or completely unbalanced using random transformations)
… with their PvE gear + food in the WvW areas that are made for duelling (Obsidian Sanctum) or accepted for duelling (e.g. Alpine south of SC at the mill)
… with their PvE gear + food in selected custom made arenas in the guild hall arena building, where even more than two teams are possible
… with standardized equipment in a PvP custom arena
… deliberately choosing to go off-point (or other non-tactical useful) fights in Unranked Arena
Why are we even discussing another option in open world on page 3 here? Aren’t those duelling options enough already?
I don’t want more steam punk or sci-fi skins, we need more pants & less trench coats!
Mad Memories / Mad Memories Complete Edition are a special case, because if they had been transmuted the skin was lost when the Wardrobe update was introduced (the old skin was not recognised).
Therefore, many people have earned the skin during the first Halloween event, used the backpack, carried it around and might even still wear it – and still lost the skin due to the engine no counting the original skin.
Adding the skin to the Laurel vendor that sells old LS items from season 1 should be no problem, except the will to do so by Anet Devs.
They could even cross reference with the associated meta achievement we still have attached to our accounts.
>> Add the Mad Memories complete edition to Sonder the Seller (past event/ LS purchases) already, so those people who had theirs transmuted will get a chance to unlock the skin after the Wardrobe updated “erased” it.
>> Bring back Lunatic Inquisition as an activity
>> Reduce the event radius of Mad King Says in LA to just include the plaza only
In the name of all unsung heroes of scouting, refreshing siege & pampering what is capped , I am proud to tell you that the dolly escort is one of the few maxed out tracks I have in WvW.
The core issue of WvW is its problem with population of players. Most of the time with the lack of it.
There would be some easy (IMHO for the first two things involving dailies & gmissions) methods to get more people to play WvW or make them more interested in it:
Adjustments to dailies (a lot of people do them!)
>> Remove Keep Cap from the list (you can’t do it alone unless you go to EoTM and run with a train; but we want people to populate the regular maps
>> double the respawn times of Veterans, half their current reward (If people would see those more regularly during normal game play, they would not camp the spawns far away from the action)
>> Reduce the World Ranker to one level (the two levels are a relic from when liquid WxP dropped and could be bought with laurels)
==> easier access to WvW content and a good chance to chose it over a PvE/PvP option
Adjustments to guild missions
>> Remove the minimum requirement of Land Claim & Dolly escort missions. This way the missions can be done alone or across severs within guilds (people would do a lot more dolly escorts & would shift the hide and be seen game via the sentries on maps)
>> Cut the WxP needed for the WvW ranker missions by 50% to make it more accessible and on par with the rank gain missions in PvP. (again, people in the guild, divided by servers could still work on this together by playing at the same time)
Guild (Hall) involvement
>> use the Guild Anthem functionality for WvW too. (this restores some guild identity)
>> Reduce the costs of Badges of Tribute towards decorations in scribing from 100 to 10, so the costs are not that insane and you can actually craft a few of them without removing your siege currency
>> Add more fancy decorations that need WvW supplies (e.g. siege decorations in GH made with blueprints)
Worlds
>> Make the world bonus everyone gets and hardly notices scale/unlock with your personal involvement in WvW (e.g. the world bonus is locked until you do at least two dailies)
You have to view crafting and RNG loot drops from the status of the original game release:
>> You picked up whatever you got that was close to your level (!)
>> You used the Heart/Karma vendors to get trinkets
>> you switched out “bad stats” with a crafted item (not too often, because you did not have enough fine crafting mats)
>> You usually made a happy dance to get a rare or exotic item from map completion you could wear
When you reached Lvl 80, you wore a mix of green, are and perhaps two or three exotic items and piece by piece replaced trinkets with the temple karma ones. You had a basic green back pack (and the first Mad Memories was the first improvement you got)
Now, years later there is no levelling that makes use of anything you stated out with when the game was new. You can insta-buff a character to level 80 and wrap him in exotic of your liking.
The RNG loot drops, crafting and world wise karma vendors are still locked at the release state.
Decorations:
1. Too many plants are in pots, it is really bothering me
2. Most of the decorations could be 20% bigger
3. We need more walls (stone wall, sand stone wall, skritt wall, plant wall etc.)
3. We need super cloud sized panels we can use as floors & ceilings, like a wooden and a stone panel
4. We need beds, bed rolls & pallets
5.. We need static NPCs like citizen, farmer, etc (from different races) that can be placed as decorations, but are bought/hired at the guild market
6. Siege weapons (just use the WvW models)
7. Reduce the costs for statues from 100 Tribute badges to 10
8. Put the “visage” of the gods items to the guild vendor tab
9. Make a way point a craft able item at lvl 500, so you can reach remote areas easier, like the upper levels of Gilded Hollow
Activities
1. Unlock Belcher’s Bluff for the Tavern
2. Allow a raid-tagged group to create an instance of the usual activities, like Sanctum Sprint, Crab Toss, Keg brawl etc., so guild members or GvG activities can happen there
3. Expand the playing of guild anthems to claiming / defending structures in WvW
Guild management
1. Show home server in the guild roster already
2. Give us panel to pop up a guild message when people enter guild hall, so we have a second way of giving info and don’t have to make walls of text in the message of the day
3. Give us a shout cast option to all guildies on a 15min cool down (e.g. so we can announce guild events to start)
4. Allow us to send in-game mail to several guildies easier, perhaps on a 1h cool down
Historically the stance is fine (e.g. in Fiore’s postas => posta di coda lunga) http://www.scrimipedia.it/mediawiki/images/8/82/Fiore_posta_di_coda_lunga.jpg
The problem are the unrealistic weapons in the game. Hand your human female a reasonable sized & balanced sword and it looks well.
No
Legendary weapons should require you participate in all current “item related” game modes in some extend. This is why the components are the Gift of Exploration (PvE) and Gift of Battle (WvW) + XP (Bloodstone Shard) and Karma (Obsidian Shards) = Gift of Mastery
PvP is kept out of this traditionally, as the items there are “free” to take & modify in terms of stats (and skins where rewarded via boxes in the beginning).
PvE players need to go through a few hours of WvW, WvW players need map exploration. That is fine for me.
A WvW focused legendary backpack, compared to The Ascension & Ad Infinitum, is missing. But that is not the question here.
I hope it will be a collection to get the mistforged skins. I salvaged all the hero and triumphant skins after unlocking them. Would be annoying to have to do all 19+18=37 tracks again if they just reintroduce a way to earn gift of heroes again.
God, please no. Collections are one of the dumbest things they added to this game. RNG based content is not fun and just leads to grinding and frustration of menial tasks that people don’t enjoy.
How are items unlocked and countable in your wardrobe RNG? The current Hero Weapons are 100% not RNG, because you get a guaranteed reward box at the end of the track to chose the skins you like.
Any dependence on the old tournament tickets has to go, leftover tickets should still be spendable at the Battle historian.
No dependence on throwing original Hero Weapons into the MF together with a Gift of Heroes. As the weapons have no in-game use in terms of stats (rare item lvl80) these days, all but the very few with two dozen character slots & storage space in bags have kept them.
Anet should add a Hero Weapon collection that unlocks the Mistforged Hero’s weapons reward track, once you have completed it.
The final box of the track should either give complete Mistforged weapon or a Gift of Heroes (for those who still have an original weapon in storage).
Finishing the Mistforge Weapons track could give you an ascended back pack or perhaps even the/a part for a Legendary backpack.
PS:
All of those suggestions apply unless Anet wants to introduce Tickets as a viable WvW currency, of course.
Tickets could also be used like this: https://forum-en.gw2archive.eu/forum/game/wuv/Legendary-WVW-Backpack/6361653
(edited by Gorani.7205)
You will get a random drop of an ascended armour or weapon box in WvW, but the stats will be random as well. This will not allow you to gear up your character with the stats you want them to have.
The workaround is the recipe for the Mystic Forge to change stats.
Do get a set you desire, you have to rely on ascended crafting (in PvE, no crafting stations left in WvW).
There is also no reward track that can get you an ascended item as a final reward.
The buffed skills on main hand dagger have made my celestial Fire/Air/Tempest PvE set-up stronger. I would not go full Condi in PvE even if it was better. You encounter way too many areas in general game play when hybrid or power set-ups will be a lot better. Just think about trying to deal damage to objects.
The boon sharing was out of hands in WvW and needed to be addressed. Putting a cap on stacking was unavoidable.
The change also affected the (compared to other professions) dominance of boon shares in Raid parties – which were due to abilities of Chronos & Revs/Heralds.
The abundance of boons from many of the new professions since HoT came out is a big power creep issue in the game, just look at people saying the Halloween Labyrinth was too easy although nothing had changed .
The OP is right though, that WvW needs polish, fun, adequate rewards and a vision for the future. PvE & PvP are far ahead on all of these aspects.
Number 21
Charcater: Tilia Gorani
Today, I kept all my skills after last night’s patch, but still “re-learned” Tidal Surge
(https://wiki.guildwars2.com/wiki/Tidal_Surge) again on my Elementalist when switching into Water for the first time.
Since October 19th (Halloween patch) each new patch that rolled out has removed the the guild buffs across all my characters.
They don’t expire (e.g. if the timer would still be running after you have logged out), they just get wiped after each patch.
WvW could need some softening up on the requirement of people needed with the dolly escorts and land claiming missions, especially as those are tasks usually reserved for a single person, but for the guild mission, you need three players all of a sudden.
It would be nice if the “earn personal score” would not have a requirement of three in PvP, too.
This way each game type would have at least one mission that can be done alone.
(edited by Gorani.7205)
What is happening: If you use Magnetic Current (Earth skill #3) it pulls you to your foe (as intended), but it also sets each other weapon skill not on cool down (not utility skill) on some sort of “1 sec recharge”, which means you can’t use a skill followed by Magnetic Current right away. You have to wait for the skill to become available again.
The Magnetic Leap skill on Dagger #3 does a similar thing, but does not have that strange recharge timer. No other leap or pull skill I can remember does that to you, too.
I have no idea since when Magnetic Current behaves like this, but it can’t be intentional, because it is not how other skills of the same type (pull skills) usually work in the game.
Finding a way to award a Legendary backpack in WvW is a lot more complicated that with the other options (PvP => you had to show some devotion to PvP over all 4 seasons, doing a diverse list of stuff; PvE => you have to show effort to a certain aspect of PvE, which is Fractals T1-T3)
In WvW there is this huge gap of “who earned things for himself” and “who earned things for the server”. The later option should be the more valuable thing, but that has never been rewarded by the game. I know quite a lot of devoted WvW players that have lesser ranks than me, less achievements done, but spend more time on the map and dumped tons of gold for siege and upgrades during the first 3 years (and now with tactics and improvements).
What could be a solution?
There won’t be a fair one at all, but you could try to diversify the way it can be acquired:
==> Make “steps” bought with “WvW Tournament tickets”
1. There are people still holding on to past tickets
2. Award tickets for the 16 currently available WvW achievements
3. Add tickets to the final chests of WvW exclusive reward tracks
4. Create Collections for the WvW Heroic weapons and award tickets for completing the collection
1. would allow players who were on a good sever during the tourney a head start
2. would award long time WvW players over EotM karma trainers
3. would favour true time spent in a WvW environment
4. would favour past tourney participants and people spending time in WvW
I would like to see the “step items” needing some sort of imbue, like “take a keep”, “escort a dolyak” etc. In the end the “imbued” versions would be thrown into the Mystic Forge to get the Backpack
It is not a perfect idea, but IMO still a decent one that addresses core WvW players over EotM farmers or “new players” that could just hop on and spend gold to get it.
What skin the backpack should be?
>> I really like the old GW 1 capes, if the backpack could be dyeable – that would be special!
>> also a more elaborate version of the Mist Herald backpack would be nice
>> the over the top version could be a “backpack trebuchet”, like the ones from the Hobbit movie
Ideally, there would be a vendor to upgrade them to a higher status, especially the Lvl 20 variants that do not stack for whatever reason.
4 lvl 20 => 1 lvl 80
2 lvl 20 => 1 lvl 40
2 lvl 30 + 1 lvl 20 => 1 lvl 80
1 lvl 80 => 80 Spirit Shards
I still consider Celestial a very versatile & good stat for my Tempest, although I don’t run a full Cele set.
Replacing trinkets to other stats (Soldier to give you more durability or Berserker/Viper for more punch) is probably the easiest way. Depending on whether you have a dedicated role in your WvW group may vary the stats you want to take.
And do not forget you can augment your stats with food, too
I suggest getting a multi-button mouse to reduce the stress of frantically clicking buttons to execute skills.
HoT maps are usually much more punishing (more Condis, more CC), so going pure glass canon will get you killed a lot unless you are smart or/and fast.
Since you play WvW, you should have Badges to get some Soldier stat armour/weapons to swap out for a few Berserker pieces for more survivability.
From a development POV, giving us a a 2-H-Weapon would mean designing 20 new skills, but no problems with synergy with other off hand weapons.
If they add another off hand weapon, it would be pairing it up with dagger & sceptre again, while choosing a main hand weapon, it would have to fit with focus & dagger.
The current Tempest rewards the player for staying in an atunement longer than necessary to swap – which idea will the devs have for “Elite-2”?
From a cosmetic POV, I would like to see something that changes the feel, like short or longbow, depending on how much animation changes they will make (like they did with staff DD & Rev). I don’t find the guns appealing.
I know I could have started earlier – but wait, there was the last season to be able to get the legendary backpack and living story happening at the same time too. Now I lag behind with the Capricorn wins: I still need eight.
My fault perhaps, but it could be easily fixed by ANet to extend the time until the Halloween patch (two weeks longer?), especially as we now compete with the Coliseum map.
A quite hostile PvP environment is even more toxic these days, which is nothing that should be even enforced with creating such a pressure in the first place.
Make them permanent!
Add an achievement track for old maps as well, just one for each upcoming PvP season and you give people goals and a reason to go unranked for the next two years. Super easy way to make players happy in general. Not even very Dev time consuming I assume, too.
Think about it Devs…
Hmm, since I have fed the Ember Bay cats, the snowball hunting ones and the one that brings the dead bird is gone. Coincidence? Do the Ember Bay cats something special? I have so many now infesting my home instance, can make out individuals any more.
BTW, can we have dogs next time?
The combination of the balance & the professions team having no vision of what the profession needs is a major problem.
Too many of Ele’s skills still have a way too long cool down (at this point in the game having four atunements over a weapon swap is no advantage) and are super clunky at their execution (casting times, after casts, speed of fields expanding etc.).
Ele players have been pushed up to a small branch on the tree made of Water Magic & Cantrips and see the Devs weaking that last resort for a while now. No other branches (good condi specs, non-Catrip or Shout utility bars, Scepter etc.) are left for us.
I can play my Ele in open World PvE, should not play it in WvW roaming and have abandoned it in PvP right now.
The underlying problem with APs is that Anet has never been consistent with they way and amount they awarded and what total APs mean for the account.
With so many historical achievements (mostly from past seasonal events & Living Story, to a lesser extend to retired collections & WvW “seasons”), a new player (or one that has joined half way in) will never catch up to the top 1000.
Once you have reached the 28k mark, you will discover that the ingredient for AP progression is less “fun” or “challenge” but really only “money” & “work/grind”.
The extrinsic motivation the game rewards you with is slim to none for those tasks, so you are either intrinsically motivated or you will start “giving up”, because it is not worth your limited gaming time.
Do I really want to spend a Skritt King’s hoard of shiny & a Norn sized pile of gold to get 1 AP towards progressing to get a rank up chest that awards me with an XP booster, an Instant Repair Canister and a Box of Fun?
I would want to know who would rather chose the 10AP over the 2 gold, to get more total APs (for Radiant/Hellfire skins or to finally get a Pinnacle Weapon)?
They could also make the toybag back piece from the first wintersday craftable also.
Two toybag pieces. If i remember right, the PvE and PvP versions do differ slightly (at least i have 2 very similar but not identical bags in wardrobe now).
One has red lining, the other blue (IIRC)
If the quest is broken by changed game mechanics, the only thing that keeps Anet from giving us the skins is the will to assign a Dev to the task of adding them to the Festival/Living Story Laurel vendor.
I would like to get the complete edition back (as it was transmuted, I lost it when the Wardrobe feature was introduced)
It should be “easy” to check for Anet, whether an account is (most likely) eligible for the basic Mad Memories or the complete edition. Just check off if the account has done the first “historical” Shadow of the Mad Kong meta event (although the Tassi quests have no individual track)
The easiest way would be to add both editions to the Laurel vendor who sells pretty much every other historical skin these days that came from past LS events.
Is there anything that can stop the spawn of the super-fast golem collectors or do the spawn because of the number of people?
You need the “taunts” to keep them running towards you (and you lick up the energy token again before they reach you – drop and repeat) instead of the ones they could bring back. One person doing the “taunt” job can keep a dozen of them busy (and not collecting) if he has good positioning and reflexes.
The game is not too easy, I think your current perception of it is slightly off:
PvE:
Start with no account resources, like “sudden level up scrolls” or “currency” of any kind to buy items off the shelve. If you gave very selected skills & white items for a while (or later gear that does not have stats you need for survival) you will find it a lot more difficult to play.
The second thing is not your “fault” but general scaling:
events you do with a group nowadays puts you in allegiance with people in at least exotic gear, scaled down to be still above the current map level. This makes a lot of events trivial for you, because your partners share your burden.
Anet is quite bad at scaling its current events too, making them easy when a lot of people do them, but hard is you are just a handful of people (try Bandit bounties with two or three, or the Priory/Consortium gatherings vs Inquest).
WvW & PvP:
Try a build that is slightly “off meta” and you will see the challenge in that. But this is not a thing about the game being too easy, but not balanced enough to allow diversity of builds and still be successful.
This…
It is because we are talking about species, not races (probably D&D’s fault for starting this by calling them “races” and creating half-elves for those who wanted to have the best of both worlds)
And how else would you get a half elf? By have a human and an elf have offspring. Half elves are biracial. So take the same concept with a charr and asura, and you get a half charr or half asura. I just combine them to Charrsura for cuteness.
You clearly lack basic knowledge in biology (genetics & evolution) and mix up terms like “race” and “species” among other things.
But coming back to the initial question:
No, I don’t think we need or would benefit in any way from mixing any existing “fantasy race” in GW2. The “fantasy races” in GW2 provide us with different cultures, looks, styles or philosophies – that’s why they are in the game.
A sudden “mix’ed creature” would add nothing to the game, because it will add nothing new we have already from its “parent race”.
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