Winner of Curse’s NA Masters Tournament
twitch.tv/loljumper
Blasts and Leaps are extremely powerful.
Most projectiles, not so much.
Whirls are pretty good.
Jumper,
You are proposing some pretty good changes. But what I would like to ask you, and I think it’s important that you make it clear with a yes or no, does this game actually need more buffs? Is thief really a priority when it comes to balance?
If I remember correctly, ANET has stated that they think the power creep of the game is currently at a good spot, using bunker Guardian as the reference point.
To answer your first question: Yes. Many of these skills and weapon sets are laughable—take Dancing Dagger for example. I can sit there and use full +initiative and +damage traits and utilities and spam a 4x bounce Dancing Dagger as hard as I can. It won’t be able to out-dps a Warrior’s, or even Guardian’s passive heal. Or I could play condition Pistol mainhand and spend an hour attacking them and do no damage. If ANET says this is balanced, then it only makes sense Thief (excluding D/P Trickery and S/D Acrobatic) needs to come up to their level.
Is Thief a priority? Well that depends on what game balance means to you.
Does it mean multiple viable builds and weapon sets, equal in strengths for each class?
Or to go even further and say each build must be balanced within each weapon set and no weapon set like the current S/P or P/P should exist only using 1-2 skills using very little skill or tactic?
Or is it simply the best possible build, leaving only 1 with slight or no variation for each class, if infact, said builds are balanced against the other 7 builds (classes)?
Because when it comes to Thief, we are much closer to the latter.
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everyone knows that d/d thief used to be stronger than meta thief is now. No need to buff it.
The only advantage D/D used to hold over D/P used to be Dancing Dagger for multi-target damage.
Mind you, this was also a time before high tier players started developing and learned how important well-placed blinds and interrupts are.
—snip—
Look closely. There are quite heavy nerfs to both meta builds (s/d acrobat and d/p trickery).
There are also no tournaments /to/ win unless you’re referring to the one Acandis is planning.
I like the ideas around making more incentive to play D/D. Also interesting way to make P/P fit ‘both’ damage and condition roles.
No changes to the blind fields?
I’m not sure what you mean by that. Black Powder is in a really good spot when it comes to D/P and the proposed P/P.
It’s just S/P that has little room for it to be used. I was attempting to combat this (also applies to headshot) in my list via increasing the cost and damage (and positioning to incentivize the use of headshot) of Pistol Whip, making headshot and bpowder more attractive choices for moments when utility outweighed damage.
Im pretty sure that every change you said is legit but i dont think that thief needs so many changes..Its already a very fun classes to play, it has high skill ceiling that means that you can enjoy playing with a thief for a long time..
I dont know, why dont you try to suggest some changes in other classes too?So we can see the whole forest and not just a tree (even tho its beautifull)
I’d love to, but I don’t feel qualified enough. I wouldn’t be able to offer anything more than very vague/general opinions such as making the hand-glows on Necromancer mark casts be made more visible/differentiated or giving a particle trail effect on the Warrior’s longbow immobilize and slowing the speed a bit.
Traits
Improvosation – Instead of bundles, this trait now gives bonus damage if you are in posession of a stolen skill. Stealing now instead reduces the recharge on all utility and elites by 5 seconds.
Quick Venoms – Added additional effect: When applied, Venoms reduce the recharge of each of all recharging venoms by 1 second per strike. This can only occur once per strike (non-stackable).
(New) Deadly Arts, Master: Malicious Daggers – 50% chance to inflict torment with critical strikes from dagger attacks. 2 stacks for 3 seconds. 5 second ICD.
Dagger Training – Increased dagger damage by 6% for each Dagger you are weilding.
Added New (Critical Strikes, Master) Trait, Critical Berserking – Immunity to retaliation on critical strikes.
Hidden Killer – Now instead adds 30% Critical Chance while in stealth. Adds a static 10% Critical Damage.
Executioner – Reduced extra damage when target is below 50% from 20% to 15%.
Last Refuge – Now gives a buff that gives stealth on your next attack at 25% health.
Shadow Protector – When stealthing an ally, both players are also given protection for 2 seconds.
Hidden Assassin – Now gives 3 stacks of might for 15 seconds when entering stealth. No longer re-applies itself during stealth (from previously stacking 10 or more times).
Shadow’s Rejuvenation – This trait now instead instantly restores health upon entering stealth rather than over time. Base: ~750hp.
Alternatively: Renamed to “Leeching Shadows” – Stealth attacks now heal the user for a (similar) base amount.
Feline Grace – Reduced effectiveness of this trait by 20%.
Hard to Catch – Immunity from 1 crowd-control effect. Buff: your next dodge roll within 5 seconds costs no endurance. 60 second cooldown.
Assassin’s Reward – Increased base healing recieved significantly.
Ricochet – Moved to adept tier.
Trickster – Additionally, this trait applies 1 stack of confusion for 5 seconds on interrupting foes (5 second cooldown).
Sleight of Hand – Decreased steal cooldown reduction to 10% from 20%.
Trickery Traitline – Decreased steal recharge reduction gained from traitpoints spent by 33%.
Sigils
Sigil of Superior Energy – decreased endurance restore from 50% to 33% (maybe 25-30%).
Runes
Runes of Perplexity – Introduced Runes of Perplexity to pvp. Reduced internal cooldown on (6) effect from 8 to 5 seconds. Decreased amount of confusion stacks from 5 to 2.
Lowered (4) set effect to 1 stack from 3. Decreased cooldown from 15 seconds to 10 seconds.
Runes of Lyssa – Increased internal cooldown to 60 from 45 seconds.
Runes of Vampyrism – (6) Changed to drop all conditions when hit below 20% health and become mist.
Runes of the Ogre – Increased Rock Dog’s health by 33% and moved from (4) to (6) effect. Reduced damage of (6) effect to 2% from 4% and moved to (4) effect.
General
Added a new UI option to toggle internal cooldown tracking.
Max stealth duration cap in PvP has been reduced to 8 seconds from 14.
All “Inflict X on hit or critical strike” traits/sigils/effects from all professions now instead give a visible buff that applies the effect on the player’s next attack. This is lost upon being blocked/evaded/etc.
Any questions about any particular change I’d love to answer/discuss it. Otherwise feel free to point out any flaws or your favorite changes you’d like to see!
My personal favorite: the changes to P/P and confusion. It has the possibility of becoming the most intricate and fun set since D/P using every skill in the kit. And could even be built 3 ways (condi/hybrid/power) to boot!
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A bit late for x-mas, sorry.
Onto the fake patchnote bandwagon we go!
(New!) Vote for your favorites.
http://strawpoll.me/978841
This will only include my opinions over thousands of hours and multiple tournaments over the course of playing Thief competitively. I won’t be attempting to analyze underlying problems of other classes but instead more deeply analyze Thief as only I and few others can.
I’ve given this a ton of thought over the past few days, about 6 hours writing up the first draft (the original document was ~5x as long including in-depth analysis but I thought ‘meh, tl;dr.’). But if this even sparks one idea for change for some red out there, it’ll be worth it.
I present; Jump.doc.
http://pastebin.com/dvMYb77F
Goals: Massively raise the skill floor to be efficient with S/D builds along with nerfs aimed at endurance regen, tone down Trickery builds, and greatly promote build diversity across multiple weapon skills, utilities, and traits as well as tackling “1-button” playstyles present in sets like S/x and P/P increasing depth. And to also rework the Shadow Arts traitline discouraging camping stealth for extreme periods of time making it more of an attractive choice in PvP.
Thief
Skills
Disabling Shot – Added a ~0.15 second aftercast to add counterplay and discourage endless chaining of this skill for evasion purposes.
Headshot – Daze duration increased to the original amount (pre-nerf) when interrupting the target.
Dancing Dagger – Increased cost from 3 to 5 initiative. Damage increased by 33% (up to 66% from 50% of the original). Now stuns first foe hit when hit from behind for 0.25 seconds. Increased aftercast by 50%. (optional:) If stun is triggered, no additional bounces are applied.
Heartseeker – Increased aftercast by 30%.
Cloak and Dagger – Increased cast time by 10%. Decreased aftercast by 33%. Increased damage to the original amount up from 66% to match WvW and PvE.
[Leaping] Death Blossom – This skill now ignores aftercasts and cancels other skills in queue (except for Death Blossom). Increased initiative cost by 1 to 5 from 4. Increased damage by 25%. Reduced bleed duration by a similar amount.
Tactical Strike – Increased daze duration by 0.5 seconds.
Larcenous Strike – If target has 4 or more boons, this skill steals 2 boons.. Decreased damage by 10%. Increased cost from 2 to 4 initiative. This ability now restores 2 initiative upon hitting a target.
Pistol Whip – Increased damage by 15%. Increased initiative cost by 1 to 6 from 5. This ability now dazes for half duration when hitting from the front and stuns when hitting from the side or behind the foe.
Vital Shot – Increased rate of fire by 20%, with focus on decreasing the aftercast.
Unload – Reduced base damage by 25%. Damage is now increased by 15% of the new base damage per condition on target (eg. 109% original damage at 3 conditions). Increased initiative cost from 5 to 6. Now chains into “Laced Shot” for 5 seconds.
(New) Laced Shot – Stays toggled for 5 seconds. Cost 3 initiative. 0.50 second cast. 214 base damage. 100% projectile finisher. 900 range. Transfers 1 condition to your target.
Infiltrator’s Return – Increased initiative cost from 2 to 3. Cast time reduced to 0.10 seconds from 0.25 seconds. This ability now ignores aftercasts and cancels skills in queue.
Utilities
Blinding Powder – This skill is now a stunbreak. Increased cooldown to 50 seconds from 40.
Ice Drake Venom – combined with Spider Venom. The next three attacks chill and poison foes.
Scorpion Wire (Thanks to ensoriki)- Improved heatseeking to 100%. Now steals 1 boon (Applied before pull, same priority list as Bountiful Theft). Increased cooldown from 20 to 45 seconds.
Roll for Initiative – Reduced cooldown to 45 seconds from 60.
Infiltrator’s Signet – Increased cooldown to 35 seconds from 30.
Tripwire – Increased damage by 250% to 256 from 73. Cooldown lowered to 25 from 30.
Needle Trap – Increased damage by 250% to 283 from 81. Cooldown lowered to 25 from 30.
Ambush Trap – Thief’s health increased by 33%. Cooldown lowered to 25 from 30.
Shadow Refuge – Increased cooldown to 70 from 60.
Shadowstep – Increased cooldown to 55 from 50.
Heals
Hide in Shadows – Now removes torment.
Signet of Malice – Reduced active base heal by 50%. Your next attack will steal 50% damage dealt as health. Application is removed upon miss. Increased cooldown to 25 seconds from 15.
Elites
Dagger Storm – reduced cooldown to 75 seconds from 90. Increased rate of fire (and therefore dps) by 25%. Decreased duration from 8 to 6 seconds.
Thieves Guild – reduced cooldown to 165 seconds from 180. Increased Thieves’ health by 33%.
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^On that subject, if it were overpowered you’d see every Thief running it (since they all run Basi Venom since the other elites suck).
But actually Lyssa on D/P in most cases are vastly inferior to Ogre for the massive damage boost and rockdog which can block important projectiles such as stomp interrupts or head/shadow shots
As for Warrior, Melandru with banner is comparable to Lyssa with signet. Do we really want warriors switching to the more passive alternative?
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With the amount of conditions thrown around, this would probably be a huge buff in most cases.
…And in other cases would remove more ‘clutch plays’ from the game like popping basi to aegis the enemy thief’s backstab, winning the fight. Or using your elite to stability stomp at the last second winning the game 500-499 (<actually happened, check SOAC Thieves vs Guards match).
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Don’t expect a fix on this until next year. Kind of sad.
So you’re saying: Don’t expect a fix in the coming 9 days? Sounds fairly normal to me.
Not really. It’s been a known bug for a couple weeks. If something like this existed in, say, World of Warcraft or League of Legends, either the map would be disabled within a day or the exploit would be fixed entirely within a day.
I think people have really low expectations for how a competitive PvP game is supposed to work.
It took SOE MONTHS to address major gamebreaking exploits (1shot exploits, etc) on DCUO.
Too bad too, the gameplay was almost, if not better than GW2. But the lack of /care from the devs killed the game.
I think currently, the Legends (premade hero) pvp is probably more competitive.
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The rules are you are allowed to exploit as long as it doesn’t affect pve.
This
That indeed.
Thief Perspective.
The good
The bad
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Well, before they demolished Sword, Thieves were 50/50 on using S/D Acrobat vs D/P Trickery…
Next thing you know, they’re going to remove the daze on headshot because “we didn’t like players using it to deal 400dmg from a distance. Don’t worry though, the way you use it will not change”.
….What?
I know 3 buttons are a bit much for the majority of the playerbase, but I was hoping one day weaponkits like S/D could have 5 usable skills, yet they dumb it down to 2… Well, if you count autoattack as a skill.
This is probably going to be my last piece of advice for ANET. If this is what you envision for each class/spec, I’m not going to stick around any longer.
If you’re not going to lower the cast as well, (~.10s sounds reasonable to me) at least change how the mechanic works. Make it work like dodge does and take priority, ignoring the MASSIVE aftercasts on sword and cancelling any queued skills.
I literally can not think of any use for a 1-1.25s REACTIVE defensive skill when most 1shot skills in this game come out at .25-.50s. (besides most ele and mesmer bursts which are instant)
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And yes, precasting spells like CnD into infiltrators returns to make clutch escapes was one of the more advanced and fun aspects.
Fun Fact:
It took me weeks after the LS introduction to stand a chance against caed’s d/p trickery (you can see some early duels on my youtube)
I tried getting r50+ players to play this matchup, pitting blinx vs acandis both with absolutely 0 experience to d/p and s/d. The results weren’t even close blinx’s D/P completely demolished him.
I’d say its very similar to the game ‘DiveKick’, where its extremely simple (2 buttons) on the surface but an infinite amount of depth and mindgames.
Why would a thief want to use a sword in a post Dec 10th world anyways? Haha!
S/D thief is undoubtedly still one of the strongest specs, just run different utilities and you can still get out of pretty much any sticky situation.
D/P became the better of the two the day they cut the boonsteal by half.
I’d say yeah, the new 2 button S/D (no more #2) is extremely weak in comparison to d/p trickery.
Phoenix Air and Arcanes. All instant.
Dragon Tooth is for might stacking….
I don’t think i’ve ever gotten hit by one of those either? ._.
CnD…Lol
the 0.5 aftercast on CnD completely kills the viability of that. I don’t remember ever being hit by 1 backstab back before /D got the nerfhammer.
snip
True, ever since the nerf it’s barely worth even interrupting a heal now. Might as well get an extra heartseeker in instead.
Eviscerate, Shield Bash, Necro Marks, Heartseeker. Abilities like this often had you thinking: Do I interrupt and auto twice for the extra bit of damage? Or do I shadowshot giving him the full cooldown on that skill? Is that mark going to be putrid and transfer the blind? Does he have condi remov/immun or stability? etc.
Now its more like an extremely niche ability only to be used to interrupt heals and stomps.
Well that’s only if your Sleight of Hand is on cooldown, that is.
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Auto attack only
Heavy armor > medium > light
Warrior is heavy, so it’s perfectly normal…
Now…. About skills…. No skill in the game could have more dmg than a backstab….
Thief is actually on the lower-end of the burst spectrum.
Lyssa #1 Elite
Wait.. Basi Venom? Isn’t that the additional ministun that comes with it?
So, yes, it was incredibly cheesy how previously you could spam 4 11 4 11 4 11 completely locking down most classes.
However, as it stands now, Headshot is vastly inferior in situations where Shadow Shot can be used in its place where they were previously similar and actually required fast-paced critical thinking.
My suggestion? Increase the amount of time dazed to the original amount only when interrupting an enemy. Or add a fixed amount of damage or confusion on interrupt. This discourages the previous ‘411’ spam while still rewarding the player for properly using the skill.
a wvw thief full zerk vs a wvw warrior full zerk…………
if both start auto attacking each other at same time warrior will win with about 50%of his HP left.
Like I’ve said before, The ratio of dmg:hp for thief is EXTREMELY low compared to Warrior (and other classes).
Consider FS>LS deals similar dps to autoattacks.
To win this, you literally have to dodge the majority of his autoattacks. Some people say ‘why are you spamming dodge randomly, noob?’ I’m not. I have to dodge at least half of your passive autoattacks to even have a chance at beating you.
Use#1: The (very) limited condi removal of #2 spam increased by 1/4s. If you wanted to remove 4 conditions (eg. confusion burn bleed torment), thats adding an ENTIRE SECOND to your condi removal—likely WELL OVER half of your hp EVEN IF you had the 20 initiative to pull it off (which you won’t because of the initiative nerfs).
Use#2: Actively reacting to move out of 1shot skills such as baiting out shatters and air bursts, dodge burning speeds phoenixes eviscerates earthquakes earthshakers, etc.
Use#3: displace yourself from a CC. A thief is still a thief, get hit by one Doom and you’re already loaded up with enough conditions to kill you twice over. One Earthshaker and you’re half hp about to eat another knockdown and knockback for the other half. A smart player will attempt to bait the thief back to his shadow return point and CC him there for the 1hko. Unfortunately ANET wants to dumb down their game even further apparently throwing any sort of strategic thinking out the window.
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Thief version of dealing with those builds is Shadow Return (sword #2). Oh, wait…
This.
That indeed.
This is an example of what I mean when you should have to play well to do well with S/D.
The point at which you dodge predict and bait each dodge from your opponent.
Don’t get me wrong, Folly is a great player. I just counterplayed his counterplays to near perfection in that instance baiting out every single one of his dodges.
This was when Beastmasters were considered near godmode 1v1.
Given, this was before the +1init and -1Boonsteal nerfs, but still..
At the moment you can get away with random 3 spam without even thinking about what your opponent is doing and reacting. What it should be more about is the above.
S/D does probably deserve more nerfs when played to this degree. But to kill it completely in this way is just sad.
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The standard S/D setup can get a hidden 90% from behind with precision sigils.
The problem I see with a lot of thief changes (playing since launch) is anet doesn’t seem to have a direction with them. They gave sword/dagger a incredible change, and then nerfed it 3 times so far (cost more, 1 less boon ripped, IR change).
Because noone knew how to fully utilize the Sword’s aftercasts until I combined it with acrobatics. lol. As I said while I was experimenting with it the week before the buff, I think Flanking Acrobats may have always been viable, perhaps too strong.
Sorry if I missed anything, nonscripted.
A really fun way to do it would be to give a gold reward based on your placement on the ladder.
eg. Split 1-100,101-500,501-1000,1001+ into seperate ‘divisions’. Higher divisions like 1-100 would earn 1G per win, 1001+ would win 10S.
Buff? What nonsense is this?
Perma boon builds aren’t godlike, and no the sky isn’t falling. Decent thieves will continue to thrive. No need for hyperbole. I look forward to a decent challenge for once.
Decent thieves will be playing Warrior.
+1 for keeping Active Initiative gain.
Honestly, if Doom/SkullCrack/Updraft weren’t instant-casts, I would actually promote the IS change minus the cast time. It would encourage you to actually port back to dodge the stun/fear, as I often do to dodge Eviscerates or bait out Mind-Wracks. But in this current state of the game the mere thought is just outrageous.
Look at it this way, Skull Crack is 8 sec cd which means a 100b for roughly 80% of your hp unless the warrior is zerker (in which case its a 1hko).
IS is a 5-initiative displacement. At .75 ini/sec, that means ~7 seconds you aren’t able to do ANYTHING but autoattack.
Ask yourselves— Is that really so “OP”?
Oh, and if you say yes, then I expect to be compensated with heavy armor high hp and/or perma prot/regen and more condi cleanses.
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The only thing I see this accomplishing is narrowing build diversity, forcing everyone to play d/p trickery or play Warrior.
I don’t know what you plan to gain by destroying S/D and completely burying the already dead S/P, but these sets need buffs, not nerfs. I thought the complaint was that S/D only has 2 usable skills and only 1/3 of the sword autos. Now you want it to ONLY be 3 spam?
The previous patch was aimed in this direction as well—instead of nerfing the damage or initiative forcing more tactful use of FS, you instead remove one of the boonsteals so now you are FORCED to spam it to get past that regen and vigor that gets applied every 3 seconds to get to the protection so your team can actually damage the target. Oh that Might at the very end there? Don’t even think about stealing that anymore. There’s no way you’re ever stealing anything other than regen and the occasional protection.
PS: One of the funniest moments in this game is when I’m playing mace/gs warrior and bait a thief back to his shadow return point and skull crack him>100b for a 1hko. I can’t imagine how incredibly faceroll it would be if I didn’t even have to try to bait him when he doesnt have the shadowsteps or interrupts+blinds that either of the current viable builds offer. Well, that’s if anyone would be stupid enough to run sword mainhand after these proposed changes.
You could get CMC for elementalist. He’s been doing very well with elementalist in the meta.
Anything is viable in solo queue.
The warrior’s newly buffed sustain was the last piece of the puzzle.
Ofcourse once that was buffed Warriors are seeing play again. It doesn’t take a genius to figure that out.
Past: Unload and Heartseeker receive nerfs because spamming #3/2 does not promote tactical gameplay decisions. Let’s evenly distribute the strength of D/P promoting said gameplay.
[Power] Ranger’s Shortbow#1 (and eventually pet swap-quickness) receives nerfs because spamming #1 isn’t very fun for either player.
Skip a few months forward to the present: 50% of the S/D Thief skill kit is near useless since we nerfed it 11 months ago, so instead of balancing the entire kit and giving it tactical and fun gameplay, let’s dump everything into 1 ability.
[Spirit] Ranger’s Shortbow#1 is really hard to play. We don’t want to add in anything more such as giving control over the pet’s knockdown because having to manage between 2 abilities would be just too much for the vast majority of our playerbase to handle.
So I ask you, at what point and why did GW2 turn astray from the fun, skillful gameplay in which we all envisioned?
Since everyone else is suggesting visual improvements,
Necromancer marks, IMO, should have a distinct signet-ish icon when casting. I mean, as it stands, every mark is pretty much equally deadly and you’re forced to dodge each one no matter which it is, but it would be nice to know if their Reaper’s Mark went on cooldown or not for example.
When versing a Warrior, when I react and dodge his Eviscerate or Hammer Burst, I know I’m safe for the next 9 seconds (unless he weapon swaps) and can act accordingly.
Against a Necro? I can’t possibly count their cooldowns…because, well, they all have the same animations..This is assuming ANET doesn’t want to spend the resources to completely rework the Necro’s animations.
Nods, I agree. Some of those are hard to see, or all use the same animation.
The marks themselves may have different effects once they’re placed on the ground, but that doesn’t help if the mark instantly hits you or an ally.
Or, better yet, simply emphasize the color glow of the hand which swings while casting (Chillblains and Putrid have this but are barely noticable/distinguishable)
Make it similar to Heals or Moa/Mass Invis which are readable even on Asuras most times.
Countless number of games against Necros and 400+ games on Necro and I only just now noticed they had this “hidden” feature.
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Since everyone else is suggesting visual improvements,
Necromancer marks, IMO, should have a distinct signet-ish icon when casting. I mean, as it stands, every mark is pretty much equally deadly and you’re forced to dodge each one no matter which it is, but it would be nice to know if their Reaper’s Mark went on cooldown or not for example.
When versing a Warrior, when I react and dodge his Eviscerate or Hammer Burst, I know I’m safe for the next 9 seconds (unless he weapon swaps) and can act accordingly.
Against a Necro? I can’t possibly count their cooldowns…because, well, they all have the same animations..
This is assuming ANET doesn’t want to spend the resources to completely rework the Necro’s animations.
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3. Add a way to spectate tournament games but make it delayed by 5 min instead of watching it live.
Since it’s late and I’m here, want to quickly debunk this one. This is like a year+ work minimum for an entire team of engineers, and may not even be feasible in our game engine.
Just to give some perspective on why stuff that often seems so easy to do, often times isn’t being done.
In general great thread though folks, keep the suggestions rolling =)
Please don’t tell me scaling down or removing AI HP bars/names from spectator (Probably the single-most important thing for improving the game’s viewability, http://ultraimg.com/images/9KU2V.gif ) is 1 year of development time?..
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Lol,I post this and everyone else is instantly a P/ expert and know better.
10MB limit. I Guess I could’ve optimized it a bit more… But its hard enough telling whats happening didn’t want to risk hurting the quality.
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