You wasted my time, it’s your fault. If you continue asking for this feature, then you must be made to acknowledge how selfish a request it is.
I like how you start off saying they are wasting YOUR time, then proceed calling THEM selfish.
But that’s none of my business.
You might have an argument if I had claimed to be generous. But I only asked for what was fair and for everyone to take responsibility for themselves.
Lacking an argument, you posted a meme. Back to reddit?
You only have to type it once to delete it. I’m not really seeing a problem here, unless you have hundreds of them.
I already stated it’s every new character and I never claimed it was the only item to do this.
And no, it’s not always people’s own fault. Sometimes lag makes a mouse jump and you end up destroying something you’d other than you’d meant to keep. For certain items, items not easily replaced, that can be a pretty bad thing. If you’re using the menu it’s even worse. I’ve had lag make me select the wrong menu item. Again a requester is so common many people do click on them without looking.
Lag doesn’t cause mouse jumps. Mouse handling is entirely client side. Whether the issue is your mouse or your system performance, the issue is your hardware. If frame drops are unavoidable due to what’s happening around you, exercise better judgment about when to manage your inventory. Use YOUR time to avoid YOUR problems, don’t use MY time to avoid YOUR problems.
You know that’s an argument that won’t actually go over very well when someone accidentally deletes something important right?
That’s exactly the point. I want these people to see and understand that their negligence is costing everyone else their time. You deleted the wrong item, it’s your fault. You wasted my time, it’s your fault. If you continue asking for this feature, then you must be made to acknowledge how selfish a request it is.
It’s a small inconvenience and it prevents a lot of future complaining.
Consider that I went to the trouble of making this post rather than continue with this “small” inconvenience. That means it’s more of an inconvenience than simply remaining quiet about it. This function does not serve me in any way, it is an inconvenience being forced on me to benefit the careless. It is catering to the lowest common denominator. If I wanted to be pretentious, I’d go so far as to say it is what is wrong with society today.
Please do note that I did not suggest the removal of safety net completely. This is perfectly acceptable as a compromise:
“Are you sure you want to delete [item name]? YES / NO”
If you cannot be bothered to read this message and click the correct response, you don’t deserve any more of my time to save you from your mistake.
A simple confirmation box would suffice if you feel there is any need for such. If people are otherwise carelessly throwing out or destroying items from inventory, it’s their own fault. The rest of us should not be inconvenienced in this way.
Particularly egregious is the Hall of Monuments Portal Stone, which:
- is automatically added to every new character’s inventory
- is currently disabled in its function with no fix on the horizon
- can be freely replaced at the player’s convenience, making deletion a non-issue in any case
- should not be an item in the first place. It’s not like the story is taking us anywhere interesting, like the Far Shiverpeaks, anytime soon. I had hoped the LA revamp would have finally added a permanent portal fixture for the HoM.
Well, seeing the argument is pretty much thief needs something that is 1200 range. (Which is subjective) I think off hand sword won’t cut it.
I think the problem with 1200 range is that it is alot harder to combo off. Going d/d + rifle would make rifle pretty much a stand alone weapon.
For all we know it could have a grapple shot that pulls enemies to you. The only thing we know for sure is that thief is the only profession limited to 900 weapon range, and by that principle alone, a 1200 weapon would have an inherent benefit, even as a secondary weapon for casual PvE. Any other consideration is pure guessing.
If you enjoy character development, learning curves, and content-based progression, then yes, instant leveling will ruin that part of the experience.
Then again, I also agree that the NPE already ruined the 1-80 experience so pick your poison.
If you take the portal from LA to Rata Sum, you are spawned at the southeastern portal cluster, which is for Metrica Province, instead of the northern portal cluster, which is for LA.
Why have the same thing twice? Vitality is literally the defensive equivalent of toughness regarding condition damage.
No, it isn’t. You only think Vitality is equivalent to condition-toughness because there is currently no mechanism to actually reduce condition damage. You could say the same thing about Toughness if the situation were reversed.
You dont reduce their damage, you outlast it. It’s also why you have -% duration foods and not -% damage foods.
You have -duration foods because not every condition causes damage in the first place.
Oh on a side note it does send me to a location in Lornar’s pass with the quest tracker.. I’m not sure if that will mean anything either.
Clarify: did you try going to the location or not?
During the final phase of the Arah story mode, the player is repeatedly hit with a completely invisible, and therefore unavoidable attack that causes about 7,000 damage. The combat log shows this to be “Zhaitan’s Raise Dead”.
The attacks continue to be made even after Zhaitan is killed, and the celebratory fireworks are going off.
The quest bloc that was moved back to Ch8 has retained their level as 70, and they give level 70 rewards. The expectation is for these quests to be changed to 80, and either give the same rewards but at L80, or to move those rewards back to Ch7 (I note that the Ch7 quests added back from exile don’t really have any reward to speak of.)
EDIT: On further review, you actually receive the L80 version of some of those rewards during Ch 8 already. (Before you receive the L70 downgrade!) So the only simple solution is to move them back to Ch 7 where they might still be of some use.
(edited by Leablo.2651)
There is also a visible discrepancy in that the arrow buttons are overlapping the text boxes. The layout is clearly bugged, and is confused as to where the player is trying to provide input.
The mouseover function is a separate issue (of bad design).
Well, I’m sure Anet has the logs and can look into the crash that just DC’d an entire instance during the final phase of Jormag. Not that this is a rare occurrence.
Adding to that, one must also question the wisdom of the current boss schedule design. Bosses that are required for daily achievements can be on a 3-hour rotation. For most players, on most days, this probably means they have a single window to kill the boss. And then something like this happens, which basically wastes what time they had to spare and leaves them without a completed daily.
Maybe Anet could stagger 2 boss cycles simultaneously, thereby halving the effective rotation time. 2-hour bosses would go to 1 hour, and 3-hour bosses would go to 1.5 hours. Or they could change the world boss count to produce a more uniform cycle. But in any case I think 3-hour cycles for the regular world bosses is too long, especially if they are prone to crashing the server.
If anything, they can simply remove uniqueness from character names. It’s not actually necessary for anything since the account name is already unique.
But taking reserved names away from players is a can of worms waiting to be opened. Especially since name reservation was a pre-purchase incentive for the original release.
As an aside: be more original in the first place and you won’t have this problem.
Mixed architectural styles and cultures don’t sell well historically in east Asian countries, so they’d miss out on a wide number of players if they made Cantha a melting pot kind of area like it would have been in Divinity’s Reach. It’d probably work better if they picked a single culture to base it on, but I’m not sure how accurate to lore that’d be.
The only source for that is the excuse that was handed down for Cantha’s omission from GW2. There is no factual basis to it whatsoever.
A minor issue, and I’m not sure if this is new or one that has just been ignored. The start location for this story step is in the north of Lornar’s Pass, however the instance begins right at the steps of the Durmand Priory HQ.
I suspect that this may be a holdover from the original LA, which I possibly recall not connecting to Lornar’s Pass, and players were expected to approach via Gendarran Fields. However, as LA does now connect to Lornar’s, the most likely approach is from the west, so not only is there a logical disconnect between the starting location and the instance, but it actually forces the player to travel past the Priory in order to arrive at the Priory.
Anet had this issue fixed for a bit, but it seems to be happening again. I assume with the 6-23 patch.
Hey all, didn’t want to leave this discussion hanging. Losing the hover list was a needed concession because of the fact that the currency list is growing and would potentially become unusable. We’ve been talking about ways we could have kept it, and things we might do in the future to bring it back, but time constraints kept us from being able to implement any of them for the 6/23 release. We are still looking at it and considering our options though.
Currently I think it is jarring when the window size changes as you flip between inventory and wallet (of particular note: having to move your mouse in order to click the button to switch back), and there appears to be no logical connection between the two other than the fact that some wallet currencies used to be inventory items, but of course the whole point is that they aren’t items anymore.
If you want to keep the wallet tied to inventory, then I’d suggest revising the inventory window to be tabbed in some way, and for the wallet tab to have the same appearance as the collection, where each currency is categorized under a heading, displayed as an item icon within a grid and any missing currencies are grayed out but still represented to the player. I feel that this would be more consistent with the way information is presented in game, and is also more compact and more readable than an ever-growing vertical list of text that is already too long.
no skill, no clever thinking, just follow a guide. I am truly disappointed.
Or you could have just looked at the hints that were provided for each Karka in the Achievement panel.. Idk
I would guess around 10 of those hints refer to locations that are themselves hidden, cannot actually be found except by poking into every corner, and at least 2 hints are completely wrong (the location is obvious, but the karkas aren’t there, they’re in some unrelated place). You would know this if you had actually tried finding these on your own…
ANet, is shooting up through the ledge the intended way to kill the one in the flower bed?
We’re not supposed to do most of the new JP and then abandon it to reach that ledge, are we?
If it’s possible to do that (haven’t tried the JP yet) then I assume that is actually the right way. The method shown in guides thus far is pretty plainly an exploit. I was wondering about this myself.
This thread hinges on a fundamental belief that the cost of a new expansion would be lower if the previous stuff was not bundled in. This belief is mistaken.
Strawman. The argument was never what the cost “would” be for a standalone expansion, we have no way of determining that without access to internal sources. It is what the cost should be. And that hasn’t changed. No matter how convoluted the argument to fit your narrative, it will not change the fact that a small expansion should not cost $50 for someone who already has the core game.
And it doesn’t help HoT that Anet is already saying that future expansions will include all previous content. Was that another miscalculation on their part or yet another promise to be broken when it’s convenient? At any rate, this announcement only further reinforces to me that HoT should not be purchased. HoT itself is not exciting, costs too much, and by Anet’s/fanboys’ own arguments, it will be free anyway when the next expansion comes out. Anet just delivered the best argument they could to make me not purchase HoT.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Leablo.2651
As others have said many times: I also believe that the price for the expansion is too high, especially when the included base game does not come with a separate key to activate a new account, and also does not include a character slot (or anything else for that matter). These things alone, which don’t actually cost Anet anything to add, would have at least made the offer more justifiable.
Those issues aside, I will also add that the content appears to be a glorified living world season, which happens to add a ton of grind in the form of per-character masteries, while pursuing storylines that relatively few players liked and virtually nobody asked for more of. Anet is also using the expansion to gate a feature that should have been in the base game or at least in a content patch, which is of course the guild halls/gvg. Anet also reduced the game’s most prominent “prestige” system, legendary crafting, to paying $50 for the skin, no better than a gold buyer.
Meanwhile, the expansion content that people actually did ask for – Cantha, Elona, and anything related to the dangling storylines from GW1 – are still no closer to realization. The funny thing is, if Anet had done everything the same with this expansion but replaced the sylvari-centered Guild Wars Vietnam content with Kaineng City, I would be hard-pressed not to pre-order or make this a day 1 purchase in spite of the other faults. As it is, the lackluster content combined with the sense that I’m being double-charged for something that should have been in the game at launch means that I feel no pressure at all to buy this expansion, because I’d sooner quit the game than deal with the consequences of community fragmentation. As it is, I already barely log in for anything more than doing dailies.
So even as Anet rakes in the profits from this release, they should understand that their choices for the direction they took this game are still costing them real money, and that whatever amount they make from HoT, it could have been higher had they spent the last 3 years making an honest effort to please longtime fans instead of exploring the boundaries of what they could get away with. This expansion just feels like the latest probe to see exactly how low the nu audience’s standards are, and I have no intention of competing with them for Anet’s attention. The current Steam sale has now put my backlog at over 300 games, so even as far as my free time goes, I’m too effing busy to have to put up with nonsense like this.
Rather than code for when it was appropriate to have the falling scream in the new release, it was easier to just remove it period, so we did. (Same as we did for the human animations.)
Pretty much. While I wasn’t necessarily a fan of the fearful, terrified screaming, it seems really awkward now for them to fall long distances in complete silence. Even with gliders, I imagine it to be strange to be flying around and not vocalizing any emotion. We may all be jaded like that, but I’d prefer that at least my fantasy game characters aren’t.
It’s not, Nomad gear can only be crafted. Read the wiki, it helps :>
Indeed. You may want to try it.
http://wiki.guildwars2.com/wiki/Ogden%27s_Ankh
http://wiki.guildwars2.com/wiki/Aspect_Amulet
OP, the issue is that nobody is 100% sure how to unlock them. So it’s either something you have yet to do, or a bug. I would first suggest that you fully complete the Dry Top story chapters (EDIT: and region) achievements, as that seems to be the most likely condition.
(edited by Leablo.2651)
I joined a dungeon party, which filled to 5. When we went into the dungeon, it looked like 2 people were instantly kicked out, one of which rejoined, and who then told us that they were placed in a different party/instance somehow. Then another person joined and the same thing happens to me: I get kicked out of the instance/party, only to be automatically placed in another party (doing the same dungeon), along with the last person who joined the previous group. I don’t know if the same thing happened to him, or if the game somehow placed him in 2 groups simultaneously and that caused the weird stuff to happen.
So a true jerk joins a party. The run goes smoothly for most of the run so the jerk isn’t that bad and is tolerable. Then the run starts running into issues. The jerks then starts going off in chat about how bad everyone but he is and how he hates carrying and on and on and on. Ruining the experience of the other players.
Your solution means that the other four players have to decide to sit there and deal with the jerk and hope he rage quits without any guarantee that he will, or quit the instance themselves and lose progress in the dungeon.
I think that’s a much worse situation to be in than what we have now.
I think that’s an imaginary situation, as I described in my original post.
A long term fix is being worked on for this, but due to the seriousness of the rewards being given incorrectly it was determined that temporarily disabling the rewards was preferable to them being exploited.
What this means about the eventual “real” fix is that it has to be done and tested out to be sure that it is working appropriately again. It’s unfortunately not a simple fix (read: needs a lot of development time) that we can push out quickly.
I guess what I don’t understand is why this feature was working fine for 2 years, and then was broken in an update that was full of game-breaking bugs, and now it requires a long-term fix and testing, when the patch that broke it apparently received very little in the way of testing and reassurances.
I’m not faulting you, per se, as I understand that directives are typically given to QA rather than the other way around, but something is not right here, and the upper management responsible for these decisions need to answer for this. The purpose of QA, any QA, is to test things before they negatively impact the customer. Not to leave customers with broken builds while the company tests the fixes to the things that should not have been broken in the first place.
At the end of this, I would expect at the very least that some feature update is being made to the HoM – perhaps Balthazar weapons being added to the Monument of Valor? If all we get back is what we started with, and no sensible explanation as to why the code was being messed with when nothing was being done with the HoM, that will end in another disappointment.
The simplest solution is to disallow kicking except when the user is either offline or not inside the instance. Otherwise, kicking is a solution in search of a problem.
Realistically, the number of leechers who decide to join a dungeon and then AFK is smaller than the number of trolls who abuse kicking, and even in those cases there are factors working against them:
1) The game automatically kicks them for being idle. Anet may want to consider lowering dungeon instance timeouts to be similar to that of PvP. This by itself will pretty much shut down most attempts at abusing the group system.
2) If they are not actually AFK, then not helping will actually make the run take longer for no real reason. They’d usually be wasting their own time. This is as opposed to AFKing in the open world, where unrewarding events are usually AFK’d because they are on fixed timers.
3) If their lack of participation causes the party to fail, they don’t get the reward either.
4) Leeching a dungeon group is easy for Anet to determine in an objective manner. Doing this can and should be a reportable offense to be handled by Anet with account-level disciplinary action. This was how it was done in GW1.
In total, kicking basically serves no real function other than to enable griefing, including actions that could otherwise be dismissed as elitism.
In the specific case of the OP, I think he displayed several red flags and in any case we only have his side of the story, so I’m not going to make any judgment as to whether it was justified or not. Rather, I think the problems could be avoided if Anet simply approached the hypothetical problem with a clean slate:
How do you stop leeching in dungeons?
Kicking has virtually nothing to do with it and is more of a thoughtless reimplementation of misfeatures found in other games.
Not my cup of tea but at least back in the day “perma stealth” thieves used this to troll us, so they were contesting our wps and using the stealth “on fall” to escape us. And at least mesmers can use this trait as well, either if they want to port people in PvE or in WvW -no idea about the falling damage reduction of the other classes but that trait does define a build – just not mine and there should be several options in a tier, for thieves in the master tier of SA it’s all about group play (and one falling damage) -but nothing useful for another play style and that shouldn’t be. (I have no idea about the planned traits of other classes or other traitlines).
Perma stealth is used without fall damage. The trait is situationally helpful but not definitive of what the build does (falling is done to enhance stealth, not stealth to enhance falling). Moving the fall damage effects to a skill wouldn’t change the possibility to perform any of these activities.
I don’t like them in traits because it is a situational effect and traits are usually about defining the overall concept of the build, not what might be good in specific circumstances. I think it would be better implemented as a baseline passive effect on certain signets. That way it’s still part of the build selection but is a more adaptive choice for what the player is currently doing.
Hero Points will be limited, and they’ll be earned strictly through what are currently called skill challenges (these will become known as hero challenges) and leveling up. A level 80 character that’s done none of the hero challenges should be able to unlock more than enough skills, specializations, and traits to make several unique full builds. A single character who’s done a fair amount of the hero challenges should be able to unlock all of the core specializations, skills, and traits. PvP players won’t have to worry about unlocking anything, as all skills and traits will be automatically unlocked upon entering the Heart of the Mists.
Does this mean that Hero Points are a fixed quantity and it will not be possible to earn more or utilize the excess?
Old skill points in excess of those earned by leveling and skill challenges will be converted into crafting materials for the Mystic Forge. Items and activities that were previously repeatable sources of skill points will now also provide that same crafting material.
I hope as we get closer to release there will be more specifics about what the points will be converted to and at what rate. It would be poor form to leave players to make a gambler’s guess as to whether they should wait for the conversion or spend their existing points now.
Will the conversion also credit players for points already spent on skill unlocks?
When you remove gold from someone’s account do you notify them as such or do you expect all of your players to maintain accounting of their in-game gold total to protect themselves from being falsely identified as an RMTer?
From some of the posts I’ve seen on the forums, it sounds like the gold was just removed without any sort of notification to tell them it was because of RMT. That is dangerous to the rest of us. Some of us may have already lost gold to stealth removals and not even realized it to be able to protest. It certainly does nothing to make us feel that the integrity of our accounts is safe. There needs to be a “paper trail” so that we can see when action is being taken against our accounts, even if we will hopefully never have to see it.
So while I agree with the intent, I think “zealous” is the word I would use to describe the current implementation of this enforcement policy. There is simply not enough protection against false positives nor information being provided to affected accounts.
I will note that the timing of this seems to coincide with a recent wave of GW1 bans since the start of the year that appears to have affected hundreds of users, many of which were false positives and people had to wait for weeks to be unbanned because the GW1 skeleton crew could not handle the volume of requests, and are now being handled here on the GW2 support forum. I certainly hope that your accuracy has improved.
I just got a new mouse. Previously, with my old mouse I was playing at the maximum speed allowed by the game settings. It was still a bit slow for my taste, but since the game’s allowed range is so small, I figured it was by design.
I was wrong. The new mouse has a noticeably higher native speed sensitivity – I had to adjust my desktop settings to account for it. Even at the slower desktop speed (normalized to what it was before), the mouse is noticeably much faster when turning the camera in game.
This is actually a gameplay advantage that is being afforded to some players and not others. The game’s allowed input sensitivity should be fixed regardless of hardware, OR it should allow a much wider range so that all devices can reasonably be set to a desired speed. The way you have it set up now is unfair to people using mice with lower native/driver speed settings.
Guildmates report not receiving some of the Dragon Chest bonuses over the last couple of days. I myself did not receive credit for the defense events for today’s Sparkfly Fen daily.
Average ping for me (in northern CA) to the game server for both GW1 and GW2 is now over 120ms, which has been on a steadly decline from 60-70 ms in 2011. It is at the point where it noticeably affects gameplay, even in PvE. I recall in better days ping time for me in GW1 was in the 70 ms range (not impressive either, but didn’t affect gameplay much).
Because there are so many variables involved with latency I can give Anet the benefit of the doubt that they aren’t just cutting bandwidth to save money. Maybe there is a configuration problem in the data center or there is bad routing between us. At the very least I would like Anet to look into this (if they weren’t aware), or otherwise provide their side of the story. I have at least isolated the GW1/GW2 servers from my end, I don’t have this problem with other servers. Even when I am pinging halfway around the world I get ~60 ms response.
Especially with an expansion pack on the horizon due to cause a resurgence in concurrent users, this is something that needs attention sooner than later.
Before the patches I was doing this with out a glitch and a steady FPS. Now if I run a youtube clip on the side the FPS will take major dive. Closin FF will affect FPS in big (positive) way. This is not a performance issue on my rig and only started happening afte the latest set of patches.
Makes me wonder why running a web browser now would cause these FPS issues?
Video related apps (including browser plug-ins) tend to utilize the video card. You’re just seeing the resulting bottleneck.
…being account bound?
Why can’t i sell them?
It has implications for the economy, i.e. to force crafting down everyone’s throats and artificially extend the baseline effort that each player needs to put in for bis gear.
This is happening for everyone. Anyone’s guess as to the issue. Could be the game service, could be a DDOS, could be a general routing problem somewhere on the internet.
The blueprint scraps are tradeable and can be found on the TP. Information like this can be found on the wiki.
They do have a test server and the game and all patches are QA tested on it before they roll them out. It just is not a public test server.
I think most people are cognizant that there must exist some non-live server. That’s not the issue. If it’s not exposed to the public, then it isn’t what we’re referring to as a “test” server, since it isn’t testing for changes in the live environment.
The thing that most people fail to understand about software development is that you can test and test and test but until the product hits live and goes out to the clients, you will never catch every issue.
Only you and Anet seem not to understand that. That’s precisely why the rest of us have been asking for a public test server, so that it’s as close to the live environment as possible and can catch obvious problems that won’t happen in the internal development environment.
While you are probably have some sort of issue with the game, most of the player base is NOT. There are many thousands of people playing the game and a rather small percentage are having some sort of problem with installing or crashing.
“Defective” is not a binary condition. Just because people are able to play in a basic capacity does not change the fact that the game is in its most broken state we’ve seen since launch. Even those times when the game unexpectedly went down, it was restored to full working order in a shorter timeframe than this update.
I’m sure the programmers are doing what they can and harping on them isn’t going to speed this process up, which is why I’ve refrained from doing so (there are enough people doing it as it is), but at the same time your denialism isn’t going to help the situation either, and trying to discredit legitimately good ideas like a public test server is counterproductive. The next time something like this happens, I’ll expect you to take responsibility for it and reimburse people for their losses.
I saw the patch notes and the list crossed it off, but I wanted to note that guild chat still doesn’t work for some of us. I already filed an in-game report.
The tinfoilhat is strong in this one… you’d have to be very upset to be willing to loose your job over this. The current employment landscape hardly lends itself for protests that involve getting yourself fired.
The current employment landscape you speak of is made up of short-term contracts at Anet. Nearly everyone who isn’t a member of the old guard will get fired after a time regardless of what they do or don’t do. I could see why a temporary employee would feel exploited or mistreated enough to sabotage a company that isn’t offering any kind of future for them anyway. Along this line of thought, why was the update released out of schedule on a Monday?
Not saying that’s what happened, but it’s more than believable.
Is there any way to tell the difference between unsalvageable vendor-supplied whites (at every 5 levels) and the salvageable loot versions on the TP?
You seem ignorant of how nanoscale electronics work, but I’m not sure overheating or the hard drive are issues either. If you had the system checked out by professional technicians then show us the diagnostic reports from the tests they conducted. Otherwise you still have no useful information to work from.
I just went through all my permanent achievements with a spreadsheet, and the in-game “permanent” total reported is at least 75 AP short. This count does not factor in mysteriously disappearing achievements as I have reported elsewhere, nor hidden infinite/seasonal achievements, so the actual discrepancy may be greater.
EDIT: I found a duplication error in my tabulation, so the in-game total is likely correct, with a surplus of 50 AP.
(edited by Leablo.2651)
These achievements are not being displayed. I don’t know if it’s just a display issue or if the APs are gone as well.
SAB B2S “Academic”: I remember getting 100% for this category and it’s such a basic achievement there’s no way to miss it.
Battle for LA “Nowhere to Hide”: I’m pretty sure I got this achievement but not completely certain.
(edited by Leablo.2651)
I wrote about this months back (though I’m sure Anet was already aware of the issues here) and nothing has changed. So does Anet have any intention of fixing the collision and LOS problems or is the official stance that it’s okay for the game to cheat?
They are a class that channels ‘legendary powers’ , namely the powers of beings from history. The Dervishes channeled the powers of the gods. We see the revenant using ascension runes as a design on their blindfolds and on their skill effects, so there is clearly a bit of throwing back to the dervish in there…
“Channeling” (a Ritualist attribute) beings from history (i.e. ancestral spirits) is exactly what Ritualists did. The blindfolds are also obvious references to Ritualists, who were blind and wore covers over their eyes. The Dervishes have no special connection to ascension, you could even argue they have the least relevance since the Nightfall campaign did not feature any kind of ascension rites, whereas both Prophecies and Factions did.
For the first time since the NPE changes went live, I’ve managed to level an alt up to this point in the story. That’s when I remembered that this part of the story was removed for no real purpose and that I was heading into the butchered end chapters. I came here with some small hope that something, anything had been done in the intervening months to rectify some of the problems with this situation, but it seems that there is no disappointment too small for Anet to deliver.
Another reminder that there was nothing wrong with the personal story as it was, and all you had to do to fix this was not break it in the first place.
