“…let us eat and drink, for tomorrow we shall die;.”
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Let’s see…
The Core game was $39.99 yesterday
The Core game + HoT is $49.99 today.
The expansion is $10.00.
Players that already bought into this that already had accounts either failed basic Math in school or are fools that deserve to be parted from their money.
That is pretty much the way I see it. When you compare the amount of content you got when you bought the game at launch for 60$ to the amount of content being added for $50 xpac, how can anybody in their right mind think it is a good deal?
(edited by Julie Yann.5379)
in Guild Wars 2: Heart of Thorns
Posted by: Julie Yann.5379
If it is included in your purchase you paid for it. Saying it’s free is just a marketing tactic used to trick people into thinking they are getting a good deal and it works cause there is a sucker born every minute. It is a good deal for a new player coming into the game. For those that already have the game having a free core game has no value or incentive, even less for those that have multiple accounts already.
Features count as content you insufferable twit.
Yes, and most of those features are already being offered to the base game for free. Thinking that they add value to the xpac is very twit worthy.
I can’t speak for anyone else and I can’t convince else into believing that this is a bad deal for current players. All I can do is hope that there will be enough people like me who will hold out long enough to force Anet into reviewing their pricing. If the sales number aren’t there something will be done to rectify the situation whether it be reducing price and compensating the suckers that paid the current price with extra in game perks or just add more in game perks into the xpac.
in Guild Wars 2: Heart of Thorns
Posted by: Julie Yann.5379
Let’s look at WoW for a moment shall we? Keeping things as cheap as possible the core game costs $19.99, and the lowest price for a subscription is $11.50, so if you play for a year that’s $157.99. This is ignoring expansions, the higher priced subscription plans, and so on.
GW2 is a one time purchase of $40, $20, or $10 depending on when you got it. $157.99 for a year versus a flat $40. The $50 price tag is fine.
What an asinine comparison. Just because it’ll cost more to play WoW for a year doesn’t magically make this expansion worth $50.
You miss the point, which is you’ve already saved a tremendous amount of cash by simply playing the game for any amount of time at all. You’re welcome to play an inexpensive game and complain about the cost of it’s expansion, but please keep in mind that in the big MMO picture this price tag is nothing.
Unless of course $50 is just that difficult for someone to come by, and they had to wait for the $10 price drop after receiving the gaming computer donation, in which case I somewhat sympathize.
I think you are missing the point. It isn’t the price of the 50$ expansion that is the point of contention. It is the amount of content being delivered for that 50$ that people are having an issue with. We are basically being asked to pay the price of a full game for the equivalent of a 25$worth of DLC.
You guys are forgeting one thing.
This is a PRE PURCHASE,you are basically paying to get free beta keys. You are playing before other people do.Of course when the expansion is released they will release a upgrade option for way less than 50$ lol.
Pre purchases are always a bit expensive than the game itself after being released.
Anet has said otherwise.
Anet might say differently if sales don’t go as well as anticipated.
in Guild Wars 2: Heart of Thorns
Posted by: Julie Yann.5379
Let’s look at WoW for a moment shall we? Keeping things as cheap as possible the core game costs $19.99, and the lowest price for a subscription is $11.50, so if you play for a year that’s $157.99. This is ignoring expansions, the higher priced subscription plans, and so on.
GW2 is a one time purchase of $40, $20, or $10 depending on when you got it. $157.99 for a year versus a flat $40. The $50 price tag is fine.
You seem to forget that the gem store is also a huge source of income which is funded by players playing the game so that flat 40$ isn’t really accurate. I know a lot of people (including myself) who have spent way over 157.99 a year in gems to support the game they love. 50$ for a small expac that doesn’t have 1/3 of the content the original had at launch (which was 60$) is pretty steep.
in Guild Wars 2: Heart of Thorns
Posted by: Julie Yann.5379
60$ is what I paid for GW2 at launch. It included 5 character slots, 5 different races, 8 professions, a huge world which includes dozens of maps in 5 different area types to explore, a bunch of dungeons, PvP, WvW, and hundreds of skins, complete crafting system and I think I’m forgetting a lot. 1000+ hours worth of content not including LS episodes.
Now, for 50$ I get, no character slot, 1 extra profession, 1 new area to explore(size and number of maps unkown), guild halls. new legendary crafting. Maybe 100 hours worth of extra content. Unless they have tons of stuff they haven’t told us about how can anyone not think it isn’t a bad deal?
60$ is what I paid for GW2 at launch. It included 5 character slots, 5 different races, 8 professions, a huge world to explore, a bunch of dungeons, PvP, WvW, and hundreds of skins and I think I’m forgetting a lot.
Now, for 50$ I get, no character slot, 1 extra profession, 1 new area to explore, guild halls. Unless they have tons of content they haven’t told us about how can anyone not think it isn’t a bad deal?
Isn’t $40 – $50 pretty normal for an MMO expansion ?
It is ppl just want it for free.
No, not free at all. If the basic upgrade path for existing players was $35, there wouldn’t be such ill feelings and complaints. Especially when they’ve been putting accounts on sale and many of us have purchased additional accounts. Now it’s going to fracture our game play as Anet will be lucky if players buy one xpac, let alone a handful of them at these prices.
It doesn’t help that the expansion appears to be pretty small. I don’t see how what we know justifies $50. Including the full game with it does, but then we’re right back to previous buyers paying twice…
^^this
If the expansion had 50$ worth of content and they were throwing the core game in for free to new players then it wouldn’t be an issue. The trouble is Anet hasn’t shown any indication that the amount of content being delivered in the xpac is worth amount.
I’m kind of glad I didn’t spend any money to get me a second or third account.
Dual swords seems pretty strong as long as you max out the Arms line. Lower CD’s higher crit chance, and 15% attack speed all seem viable. Dual anything else, not so much.
With dual swords you are probably running a condi or hybrid build in which case you would probably be better off running furious gain. So yeah, dual wielding is pretty dead.
Why in the hell has Merciless Hammer been hidden behind a bunch of garbage that doesn’t apply to it?
The real question is why would anyone pick this over burst mastery?
The story behind it? It’s one of the outfits aimed primarily at the chinese servers. It doesn’t come from gw story at all.
Imports
I stand by my point. Learn to adapt, and don’t complain until you’ve actually seen/played the changes in action.
And again, you don’t need to play with the changes to know that they’ll result in a net reduction of skill required to play the game at its higher levels.
If it is making it harder for you to catch and lock down somebody isn’t it increasing the amount of skill needed?
I didn’t craft one, too much kittening around for a back piece. Too many steps and I don’t have the patience. I dislike pretty much all back piece skins and they are hidden on most of my characters anyway. Since back pieces are only for stat purposes I prefer to buy 250 vicious claws for a Quiver of 1000 arrows and craft it in 10 mins. There are other ways of converting bloodstone into gold.
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Been here since beta. I know how it’s gone. Warrior wasn’t a joke since it was a key part of the early tourney teams since someone that couldn’t dodge/block out of Warrior attacks due to some CC was dead meat. It’s fluctuated from there, but always been viable.
Are you going to say that it’s worse to be pigeon-holed into particular builds for each meta as opposed to not being part of those metas?
If you look at the builds for each of the classes in each meta, their is very little, if any, variety for several of them. This is not an issue restricted to warriors. It also doesn’t mean that other warrior builds aren’t strong. They just aren’t as strong in each of those metas as the current metas builds. Heck, shoutbow (with elementalists) has mostly killed condi builds from the current sPvP meta. That is power.
If you go digging back 2 years worth of threads you will find that warrior had no place in high level PvP until we got healing sig/cleansing ire and until then warrior was only strong vs nubs that didn’t know how to dodge a skullcrack.
I was glad to have a place in the meta after those changes but being locked into a blackhole trait (CI) for 2 out of 3 game modes has taken it’s tole and it seems that every change Anet has made since then as further increased our dependance on that black hole (looking at you adrenaline nerf).
I’m not saying our current builds aren’t strong, hambow and shoutbow are both really good in group fights. It’s just that shoutbow is the g@yest (I lack the vocabulary to find a better adjective) of all warrior builds and hambow being a close second. Those 2 builds are getting buffed with the upcoming trait changes.
When it comes to PvE, we used to be at the top of the DPS scale with Eles and Thieves. Now our damage is quite mediocre at best and our main job is not actually killing but to increase everyone else DPS.
All of this so we could have a little sustain in PvP.
I’m betting that my might stacking cele hybrid will be getting a nice boost.
Aren’t they nerfing cele a bit, increasing the baseline Condi damage required to do any sort of damage, and possibly not fully replacing the boon duration Tactics provides now?
I’ve not spent a great deal of time looking at it, but though it looks like the traits are better for that build than they are now, the other changes didn’t seem favorable at first glance.
Maybe for PvP cause you are limited to whatever the amulet gives you but WvW/PvE is more flexible. We are also getting increases our base stats and stats on gear so I don’t see any drastic changes, at least nothing that can’t be remedied by swapping a few trinkets. My WvW roaming build has 677 condi damage without any points in arms at the moment. It won’t take much to put it over the 700 threshold and I’m very looking forward to the trait changes.
I’m betting that my might stacking cele hybrid will be getting a nice boost.
It just seems rushed and half@ssed the way it is being done now. I would have gladly waited an extra couple for expansion in order to see it done right.
People are already complaining about the expansion not being released yet. I find it highly unlikely that they would like to wait potentially months extra just to get a couple of Lion’s Arch (temporary) updates.
People were complaining about an expansion not being release 6 months after launch. It only got worse cause Anet announced an expansion and have only been spoon feeding little bits of info ever since.
It is too late to do this now, but if it had been started 1 yer ago, everything could have been incorporated seamlessly. Anet just missed a great opportunity to make something fun and interesting out of it.
Sometimes I keep both flesh wurm and spec walk on my bar as well as offhand warhorn when I know i’m going to be dodging zergs. This change isn’t so much about my necro being able to run away- its about my necro having 0 chance to get any class outside of mesmer or another necro in combat and keep them from just peacing out into the sunset since I have no real way to catch up to them without chill/cripple/immob. It really makes the hyped up 100% chill time for new spec seem kind of pointless. Yeah, it makes footspeed slower and increases cooldown but my days as a wvw solo roamer that’s able to kill anything before it runs away seem numbered.
I believe this the what brought on this change. 100% chill uptime would be crazy OP vs melee classes that don’t have access to teleports.
You are so misinformed its incredible. First of all I haven’t seen a single necro roaming without flesh wurm, spectral walk, or warhorn on their bar. Claiming that this somehow results in them being “mobile” is laughable.
100% chill uptime is easily maintainable on a huge range of builds as is. Around launch there was a load of hype around chillmaxing eles/rangers and whatnot. Then we all figured out how badly it sucks, and so few people run it that you’re now talking about it like some sort of hypothetical.
Don’t ever use the term “melee classes” again. Thats godkitten embarrassing.
Melee class
Is it really that much more coding? It’s just a couple little quests, I’m sure a single competent coder could have done it in a week or two.
“A couple little quests” is quite a bit more work than people would think.
They would need to add NPCs for it, they would need to add items/mobs/pathing/objects for it. They would need to test and make sure that it would not break something else. They would also need to create several completely different versions of the map (to show the progress of the rebuilding and so one).
I suppose using the word coders was a mistake though. Should have used developers, seeing as it would also need more than just coders.
And even a few weeks is time that needs to be taken away from the expansion. ArenaNet is not a massive company with thousands upon thousands of developers. They are a relatively small company with around 300 employees in total (and that includes everyone, including support-staff and other non-developing employees).
It just seems rushed and half@ssed the way it is being done now. I would have gladly waited an extra couple for expansion in order to see it done right.
If a single coder could put out that much content in a week, no gaming company would have more than like 10 employees. But since most of them have 100+ I think its safe to assume that it would take way longer than that.
If people had a choice between devs designing quests to hunt down and kill dragon minions or to design quests to be a construction worker, I dont think many of them would choose the latter.
My time frame was not for the whole project. They already have a team redesigning LA so I wasn’t including that. The week or two is just the extra time it would have taken to add a few extra quests to what is already being put out.
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They missed a great opportunity with LA. Reconstruction should have started a year ago and have included participation from the players. Nothing big, just little side quests to go along side the living stories like “go recruit this engineer”, “build supply lines across Tyria”, “Help clean up this mess” and slowly rebuild. It would have been interactive and much more immersive than what we got.
It would also require much more coding and thus delayed the expansion.
Is it really that much more coding? It’s just a couple little quests, I’m sure a single competent coder could have done it in a week or two.
They missed a great opportunity with LA. Reconstruction should have started a year ago and have included participation from the players. Nothing big, just little side quests to go along side the living stories like “go recruit this engineer”, “build supply lines across Tyria”, “Help clean up this mess” and slowly rebuild. It would have been interactive and much more immersive than what we got.
From what I understand. The game will take all your skill points and all your unlocked skills and traits. It will then convert/award you Hero points according to your level and amount of unlocked skill challenges which you will use tgo unlock your skills/traits again. The remaining skill points will be converted into shards to be traded with Miani at the mystic toilet.
@Julie Yann:
Do you really want to talk about nerfs to someone who plays Mesmer too? ;-)I am well aware what Warrior damage used to be. The continued viability despite said nerfs says much about how it used to be pre-nerf.
FWI We were less viable pre-dps nerf, for the first year we were the a joke. A joke with amazing killing power but no sustain. They nerfed the crap out of our DPS and gave us Cleansing Ire and Healing Signet buffs. Now we are reduced to stupid shoutbows, hambows, and banner bots with phalanx strength. Add to that the adrenaline decay and stability changes which is were a direct kick to the privates. At least Mesmers still feel like Mesmers. Warriors feel like some half baked Guardian, we just want to feel like warriors again.
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They don’t need the big fugly blue shield to know we have aegis all they have to do is target us and look at the icons below our names where all the boons/condi are displayed for everybody in game.
It’s easier to just keep looking at the opponent’s character then it is to look up every half second to see if they’ve applied a boon or not
If you follow that logic, they should make a big semitransparent animation for every other boon and condition to make it easier for everybody to know what has been applied.
It’s like the “don’t get caught because it won’t end well for you” was actually going to be difficult to get away from if you got caught! We can’t have things working out as they were designed to!
I think the heart of the problem stems from trying to balance 3 game modes at once. In PvP without access to food 100% chill uptime would be OP so the change to how it affects movement skills is somewhat balanced in that regard.
In WvW for those running trait+melandru/lenomgrass 100% chill up time is insignificant but it would still insanely strong vs builds that don’t use l the food and runes. Leaving movement skills the way they were would make chill unless against one and OP against the other. With the new changes it will still be useless against one but is somewhat balanced with the other.
Know don’t know if chill ever had any real use in PvE but anything is OP vs a stupid scripted AI.
I’ve never seen Dranor quite like this but it’s a nice change.
But here is the thing. Mobility currently dominated everything right now. And yes, necros (including myself) are most upset by this because of the fact our entire specialization was based around using chill to lock down opponents. Now, it’s just not going to happen, while people running Melandru runes with lemongrass in WvWvW do happen, I see most people running with whatever food compliments their build. Also the so called 100% chill uptime is a myth, it would only happen under very very very specific circumstances. You would need to constantly be getting hit by the necro greatsword 3rd AA swing…really, who is that dumb? And also, condition cleanse, every class has some in one form of another, and most things that remove cripple will remove chill as well.
There is no good reason behind this change whatsoever, all it’s doing is dumbing down the game and making mobility more ridiculous than it already is. And it’s a giant middle finger to every necromancer, hell even eles.
At the moment nobody knows how it will play out because Anet has only been feeding us little scraps of information and none of us can get a clear picture of how everything will interact. I don’t know whether these changes are good or bad, I just get the feeling that people are making a mountain out of a mole hill and that after a few weeks people will have adapted and realize that the change wasn’t that earth shattering after all. Who knows, maybe Anet will be changing distances and CDs of our movement skills.
Keep feeding it with a smile and those 20 silvers will keep adding up. One day you’ll break even and you can start reaping the rewards of your labor.
Your first problem is buying rings with laurels when it is so much more cost effective to get them through fractals. Use laurels for the amulets and guild commendations for the accessories.
They are labeled as unique items so only one can be equipped. I do agree that this games has a serious lack of in game information. I’ve been playing since launch and I still need to rely on 3rd party websites to know what is what and where it is happening.
Your mistake was assuming everybody enjoys spending time doing dungeons/fractures. Op might, but don’t make that assumption.
I was just stating that there is a better way of getting rings. Laurels aren’t all that abundant and spending them on rings is a waste. If you want to gear up efficiently, fractals = rings, commendations=accessories, laurels=amulet.
It’s like the “don’t get caught because it won’t end well for you” was actually going to be difficult to get away from if you got caught! We can’t have things working out as they were designed to!
I think the heart of the problem stems from trying to balance 3 game modes at once. In PvP without access to food 100% chill uptime would be OP so the change to how it affects movement skills is somewhat balanced in that regard.
In WvW for those running trait+melandru/lenomgrass 100% chill up time is insignificant but it would still insanely strong vs builds that don’t use l the food and runes. Leaving movement skills the way they were would make chill unless against one and OP against the other. With the new changes it will still be useless against one but is somewhat balanced with the other.
Know don’t know if chill ever had any real use in PvE but anything is OP vs a stupid scripted AI.
Sometimes I keep both flesh wurm and spec walk on my bar as well as offhand warhorn when I know i’m going to be dodging zergs. This change isn’t so much about my necro being able to run away- its about my necro having 0 chance to get any class outside of mesmer or another necro in combat and keep them from just peacing out into the sunset since I have no real way to catch up to them without chill/cripple/immob. It really makes the hyped up 100% chill time for new spec seem kind of pointless. Yeah, it makes footspeed slower and increases cooldown but my days as a wvw solo roamer that’s able to kill anything before it runs away seem numbered.
I believe this the what brought on this change. 100% chill uptime would be crazy OP vs melee classes that don’t have access to teleports.
Your first problem is buying rings with laurels when it is so much more cost effective to get them through fractals. Use laurels for the amulets and guild commendations for the accessories.
They are labeled as unique items so only one can be equipped. I do agree that this games has a serious lack of in game information. I’ve been playing since launch and I still need to rely on 3rd party websites to know what is what and where it is happening.
I have no objection to aegis …. except when trying to screenshot my gear. Some way to hide it at will when out of combat would be nice. Maybe not in PvP or WvW where opponents need to know it’s there, but if you’re not in combat in PvE its presence matters to no one except mobs that are going to attack the same way regardless.
It should still display when first applied, though. It’s a useful cue that the guardian’s doing something for people around him or her
They don’t need the big fugly blue shield to know we have aegis all they have to do is target us and look at the icons below our names where all the boons/condi are displayed for everybody in game.
I do agree with the momentary flash of it when it is first applied cause it’s a useful indicator.
Except that immobile professions (namely Necro) just lost any hope of locking anyone but a Necro into combat with them. Literally everyone will be able to escape a Necro with ease.
The mobility of classes is not changing but the ability to catch those classes is going to be nerfed very hard. If you don’t agree with this I can only guess that you don’t pvp or wvw roam enough to worry about it.
Roaming is all I do. This changes nothing, those builds that can run away already do and there is nothing you can do about it at the moment anyway so how is this going to be any different?
BTW, Necros can spec to be mobile but most choose not too. They prefer ranged condi spamming cause it’s faceroll easy.
Don’t forget that Anet will also be introducing new conditions like slow and taunt so maybe we should all wait and see how it all plays out.
I got almost 5k hours played, still don’t have the dungeon achievement, Haven’t leveled all classes. Haven’t experienced human personal story past level 10. Haven’t played all activities. Haven’t tried every fractal instabilities. Haven’t crafted a legendary. Haven’t gotten PvP titles on all characters. Haven’t completed all the JPs or 100% map completion. How the heck are people running out of content once they hit lvl80?
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I think people are over dramatizing this change. Classes that can already disengage with ease will continue to disengage with ease. Classes that don’t still won’t. Nothing has changed.
Maybe if you linked your current build we could tell you what is wrong with it and why it doesn’t hold up against condis.
I revive downed players but dead players can WP
if you stop to revive dead players during events then you are only holding back other people and potentially screwing over the event
Please don’t generalize like that. This kind of mentality leads to people not ressing downed players either, because once those downed fools are dead, they can just wp eh?
Sure, don’t stop to res and potentially be killed yourself for a dead one, but try to get up that downed one.
I mean i read and understood what you wrote, but people do not make the distinction.
5 people stop the fight and spend 20 seconds reviving a dead player who could have WP and run back in less than 30seconds. That’s a total of 100 secs of DPS wasted on a guy that should have ported. Rez the downed, the dead can port.
Speaking from a WvW warrior perspective, this doesn’t change much except for adding more build diversity. No need to spec Dogged March, lemongrass, Mel/Hoelbrak to remain mobile.
Yes, we all agree its a flat out buff to warrior roaming. 2 problems here.
1: Warriors don’t need a roaming buff, while other low mobility professions do. This change does the exact opposite.
2: No change of any sort should reduce the skill cap and depth of play in the game. If Anet really wants to buff warriors they should find a better way to do it.
Melandrugrass itself is already a poorly designed mechanic because it depends on meta-level counters. If you don’t have +condi-duration% on your setup already, then you have flat out 0 options to do anything about it once you get into the fight.
If this change goes through not only would it bring the same poor design to every dash with no investment necessary, but it would be even less counterable because it just flat out ignores conditions no matter how much +duration you have. This change only furthers the kind of disengage/re-engage gameplay that is so boring to play and encounter.
If these changes go through nothing will change cause we are already quasi immune to all of it so technically speaking it isn’t a buff. As far as I know, you are still afflicted by the condition once your leap is done so your conditions are not useless and will still slow us down. The benefit is we aren’t locked into using 1 trait and a runes set anymore and Anet finally have the ability balance our mobility without breaking it.
You guys keep complaining about counterplay to our mobility but what about counterplay against frost spamming. Melee builds without teleports get completely shut down by these and there is nothing they can do but get kited to death.
What if they just leave it as it is?
Then guardians will have to keep being forced to look at something that isn’t nneeded and not wanted.
What if they just moved the aegis effect from the arm to floating over the head?
What if they just removed completely?
I can tell you what me least favorite zone is and that is Dry top. Simple because it is a whole lot of ducking around d to get from 1 point to the next. You see an event marker and start running g towards it just to realise that you have to go up and around in the opposite direction. By the time you get there the event is over I found d so frustrating that I didn’t even bother learning it and avoid it all together. I’m kind of weary about HoT after hearing that the map will be on multiple levels. I just hope it’s not a pain in the kitten to navigate like dry top.
As far as zones that I like, most of Shiverpeaks simple cause of the views, Fireheart Rise and Mount Maelstrom. Bloodtide Coast also has it’s charms.
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T1 and T2 NA are pretty balanced. Wow, if I put T….. 1….- T2 it gets censored because it somehow spells T….its.
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Wasn’t there a similar thread on how everyone will stop reviving because of megaservers?
I stopped reviving cause I might not qualify for the big loot if I stop to pick someone up.
I think WvW will be scary place with these changes. Condition spamming is already strong there. In PvE, while probably not optimal for breaking speed records they should at least be strong enough to not be shunned by the sheep.
Speaking from a WvW warrior perspective, this doesn’t change much except for adding more build diversity. No need to spec Dogged March, lemongrass, Mel/Hoelbrak to remain mobile.
How about distance stays the same, but the movement time to complete the move slows down under cripple/chill?
Then the movement distance is consistent and the effects of cripple and chill still mean something. Program a few new animations to handle it or slow down the current animations. Quickness and swiftness can modify the speed on the animation in a positive direction as well.
The goal of the change was to make the movement distance consistent, so this would still be consistent with the stated goal. It would also address the legitimate concern that this (as interpreted by players reading the dev post) would effectively negate the effects of cripple or chill for classes with multiple movement abilities that suddenly would move at normal speed away from the starting point.
It is also possible that my suggestion is the actual implementation being discussed and that players are misinterpreting “same distance” to mean “same speed.” It would still move players with cripple/chill farther, but chill and cripple would have a significant impact in terms of whether or not the ability allowed a player to escape.
As far as I know, you are still crippled or chilled when you come out of the animation so there still is some counter play. Speed boost don’t affect these anymore either so you are also reducing the ability to escape. Seeing the amount of chill the new Necro specialization can spam I am not surprised Anet brought this change.
Did gaining XP after lvl80 actually mean anything anyway? All you really got out of it was a skill point that you can use at the forge. Now we get s chance to drop shard which can be used at the forge. People will not suddenly stop doing things they already do because of this change. Did a lvl80 ever say “Quick rez this guy cause I really need the XP.”?
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Anet sure loves Warriors & Thief..
Warriors and Thieves are probably saying the same about Engis and Necros and the Engis and Necros are probably saying the same about Guardians and Mesmers. Rangers are probably saying that about everybody.
I believe everybody will benefit from this change cause it will make things easier to balance. Now they don’t have to worry about the skill being OP or UP depending on whatever boons or condis to have one you.
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