I love the designs, especially that gothic touch, and I don’t see what’s wrong with releasing some valentine’s themed weapons. I’m just sad that it’s gem store and RNG again, and nothing I can work towards. I’m not so rich I can just buy them off the trading post either…
If they called it a “harvest festival” or something I wouldn’t mind, but since we already have Halloween during fall I feel that it’s getting a bit cluttered.
What they all lack for me are cooldowns that allow me to remember they exist as I’m playing. No matter how great an ability is, if I can only use it for 10 seconds of out every 240, I generally don’t care about it.
Wow, so I’m not the only one to think like that. I usually only remember them when things get reeeaaally tight, then I think “I could really use some better skill no- oh wait, I have an elite!”. And then I forget about it again. In GW1 they were the center of the build and I actually used them. Spontaneously I remember the moebius strike for assassins. They were elite in the sense that they had such a good functionality that you’d only need one instead of so powerful that they need a long cooldown, if you understand what I mean. I’d prefer it if some of the elites in GW2 were reworked so that they have nice effects that you can use often, or they add more with that kind of functionality, rather than only having skills with one pseudo-epic rare use (mesmer elites, I’m looking at you).
I feel that many problems could be solved if they just split PvE and PvP skills, it worked nicely in GW1.
In GW1 we also had to capture them, with signets. We worked for them. That felt cool. First we killed the boss, then we looted it, and then we took its best skill (muahahahaaa). It would be fun to have to hunt the elites down in GW2, but I fear that they’d either make it RNG-based or extreme-grind-based instead.
Some major reasons why people don’t like Scarlet Brair
- Scarlet Briar is a Sylvari. After the pushback about Trahearne maybe this was not the best development path to follow? But hey, that is somewhat Specieist so lets move to the next key item below.
- The timeline just does not make sense. Let us just take a basic look at the time allotment of Scarlet’s lifetime. -
snip-
So if you add that up it comes up to about 266 months or 22 years. Please allow me to reiterate, these monthly figures are guestimates, anyone could argue that any of the numbers I presented are wrong and I won’t dispute that possibility. I only present them to give a relative timeline.
Soooo if Scarlet is 18 years old and has 22 years of achievements since she popped out the pod, believability comes into question.
Your Supervillain who seems to be a conglomeration of Lex Luthor, The Green Goblin and Poison Ivy has also apparently mastered the ability to manipulate the Space/Time continuum.Today’s Release – The Nightmare Within: Our villain develops a new power!
During the experimental testing of the Eternal Alchemy machine, scientist Ceara rushes to save her mentor Omadd who has stumbled into the testing field; Ceara pushes Omadd down to save him, but is herself hit with the blast, absorbing massive amounts of gamma radiation…errrr, Scarlet SMASH
edited for typos
And that nails one of the biggest problems with Scarlet. I assume most players didn’t actually count all these months, but the sheer amount of things she achieved in her short lifetime just seems so extremely over-the-top, even to the casual observer. Sylvari might be “born” as adults, but their minds are still like that of a child in the beginning. It takes time for them to understand the world. Even if she’s more mature than other Sylvari, she just seems too almighty, too powerful… Too mary-sue-ish. To me, she is the incarnation of what you’re not supposed to do with your character in a text-rp-forum, a mistake made by the newest and youngest writers mostly, and seeing that kind of writing in a word-class MMO is… Embarrasing…
This is why people want you to remove her despite calling for more continuity and permanent characters. Putting it simply, she’s just a bad character, we want to follow good characters.
Despite the harsh words, I’m very, very grateful that you took your time to start this initiative and also actually stuck around this thread. It felt good to see the community and the devs interact and to get responses and get the chance to thoroughly explain directly to you what our issues with the game are, because we, or at least I, can see the potential in this game and I really want to see it improve!
(edited by Linnea.5146)
I love this thread, so many great contributions! I started writing this yesterday, but I see that the discussion has progressed and most points here have been addressed already. Nevertheless, these points are very important to me, so I’ll just share my perspective here.
First, to the discussion on DE: The short cycles of many DEs make them feel like nothing more than the old kill ten rats quests. One person comes along, does it, and only a few minutes later the very same event starts again. In one case I saw one event starting again before it even had finished on the other end. This is the main thing that keeps me from doing DEs I run across. Only a few days ago, when I was in Kessex Hills: Feeling sorry for the victims, I freed the prisoners from the Krait. I move on, do one or two of those spore DEs, and happen to pass the same area again. The same DE is active again. This just made me feel stupid for caring in the first place. I almost felt punished. To top it off, the rewards given were meager. Had I spent the same time on a champion, I would have gotten better rewards and yet I would have done the same meager impact on the world. (The rewards are already being discussed here by people with more and better ideas than me, so I won’t talk about it in this post). It’s all about the illusion of making a difference, and currently it’s shattered way too easily.
The exact same problem exists in the Living Story, also in Kessex Hills, and is one of the reasons why the LS feel so temporary and meaningless to me. The spores pop up, people bring it down, repeat. It won’t make a difference whether it’s brought down or not. It’s just another farming spot. This applies to almost all LS releases. (I don’t have any problem with the Halloween doors though, they aren’t meant to have any impact, since they’re just there for some trick-or-treating. They make sense context-wise.)
The solution to this problem is simple. Make longer DE chains, instead of more separate DEs. In the case of the Kessex Hills LS, it would feel more meaningful to fight the spores if it meant gaining land and pushing forward with other players to perhaps place a (temporary) barrier of some sort around the lake or the obelisk to keep the krait contained there until either the krait break through again or enough players/troops have been rallied to raid the tower. Not just a short fight to get down a spore that will pop up again, but a fight for every inch of land, where everyone has to push from all sides at once (anti-zerg, I hope ;P). Basically, an active fight against the enemy. The current state of the map then influences the rewards, either map-wide or world-wide, for example in terms of gold and magic find, availability of merchants and resources etc..
A third related problem in KH, which reinforced the feeling of the LS being just a temporary, meaningless event: The centaurs and humans still quarreled over a bridge, completely ignoring the fact that there’s a huge krait obelisk in the lake and glowworms- er, krait everywhere! I’d rather see these DEs slightly altered or even removed, because this is very, very immersion-breaking.
Finally, I just want to add that I wholeheartedly support the idea of accessing older LS through the home instance and that completing certain parts of the (or the whole) LS gets you a reward to place there, much like the nodes now.
That’s all for now.
Regarding GW1 lore in Living World and beyond, let’s just say we’re looking at all GW lore right now and picking out threads that we’d like to tie up. Ideas are welcome, as always.
I’ll post more tomorrow. Time to go home.
Remember… the truest victory, is stirring the hearts of your people.
Whatever you decide about what bring us back from GW1 lore, keep in mind that we (GW1 lore fans) have high expectations since it looks like we were a bit forgotten in GW2 as a sequel because you decided to start completly new stories instad expanding the existing ones. If you want to bring us back some lore and prove us that we are not forgotten, choose wisely what it will be and make it with special love.
If you ask to me, what i REALLY miss is a more deep presence of the Six Gods in GW2 (and when i say presence its not necesary physical but lore involve). GW2 should be a perfect excuse to let us know more about their realms. Underworld and Fisure of Fow are just some examples. And remember, they are IMPORTANT characters from GW’s lore as a whole and not only for humans…so dont be afraid about “we dont want an human centric story”.
Bye
PD: Sorry about my english but its not my mother language.
I agree 100% with Yonarq on both points.
Do give the GW1 lore lots and lots of love, anything rushed or poorly written, such as mixing Scarlet in with Palawa Joko, will make your most loving fans quit at once. On the other hand, if you do it well, you have a guaranteed, loyal fanbase!
The one GW1 topic I’d love to be used in an epic, multi-release LS is the human gods. As Yonarq pointed out, it won’t be human-centric if you do it right, after all, those gods are (were) very much real and had tangible effects on everything and anyone in Tyria.
Edit: Forgot to list my LS!
Favorite: Bazaar of the Four Winds.
-Tied in with GW1 lore!
-Gorgeous map, it seemed to be made with love!
-New map
-Scavenger hunt
-Really fun “Sanctum Sprint”
-Liked the four avatar powers
I also LOVED the riddle-scavenger hunt in the 2012 Halloween event. More please!
Worst: It’s a kittene, because many of the LS share the same joykillers, but I think I have to go with Clockwork Chaos.
-The few pluses: Cool animations on the creatures. The art team is amazing. The solo tournament style Queen’s Gauntlet was fun too. The idea of invasions is great.
Now for the bad parts:
-Scarlet. She has been elaborated enough.
-The resulting gameplay of the invasions: Champion farming in zergs (yes, they’re still there, just split up). I had a TERRIBLE time trying to get any drops from non-champions and just had to keep running all the time to keep up with the zerg, because I was useless alone.
-No penalty for failing the invasion. The invaders just seem to go “oh, time to work! ok, done now, bye everyone!”
-Why are the invasions still going on? It doesn’t make sense. I have completely lost track of everything because of the unnatural pacing.
A major minus of almost all updates: We get cool new armor skins, but… Always only in the gem store. Why not make recipies available, for example through scavenger hunts? (Not grind! Not by collecting 10k of something! That would be the same as racking up the gold for the gems.)
(edited by Linnea.5146)
Thank you for doing this, I really hope that this contributes to the game and makes it better! There are many great contributions in this thread, so I will only mention what I feel is the most important, even if it’s a bit out of place in the current state of the discussion.
Problem: The living story (stories) seems disjointed and, at least to me, completely irrelevant to the GW universe. I’m seriously missing what I was promised before launch and during the first weeks, which is the threat of the elder dragons, not to mention everything from GW1. I just can’t understand why the whole team would end up completely ditching everything they have carefully built up since the release of the first GW game in favor of Scarlet and Aetherblades. GW1 was successful for many reasons, one of them was the lore.
Solution: Draw on existing Gw1 and 2 lore. Don’t invent new random stories. Use the Mursaat. Use Palawa Joko. Glint, Ogden Stonehealer, the human gods, the Elder Dragons, the list goes on and on.
Also, the lore should be in-game, not only on webpages. I don’t mind them being there as well, but it should definitely be in the game itself, or else it won’t matter at all.
Problem: Everything is temporary, and there is no way to relive content, especially dungeons.
Solution: A way to revisit at least the dungeons, and at best even a cutscene showing what happened. Books in Home instance can give “flashbacks” to past LS content, either instanced or simply a different open map. (Which would make the home instance more interesting as a bonus.) This could also be used if players, who complete the last mission and defeat Zhaitan, end up in a cleansed Orr and want to relive the tainted version, for example for playing with friends. Alternatively an NPC could stand in Orr somewhere and say “remember what Orr was like before Zhaitan’s defeat..?” and that could take the player “back” to the tainted Orr.
Problem: The short time-frames. Too little time to complete anything, for bugs to be fixed, to get immersed, and most importantly, not enough time for you, the creators, to make meaningful, deep and fun updates.
Solution: Longer intervals, but heavier updates. For example, large-scale updates once every six months with smaller additions/progression every month. I’d much rather have to wait if that means that the update will have me all giddy and excited because, for example, Palawa Joko is coming back, perhaps (again) in a temporary unholy alliance with us against an elder dragon which is messing with him. If we then have well-written dialogs, which makes us really feel that this is the same Palawa Joko as in GW1! and this is a deep character with shades of grey! instead of the black-and-white, slightly childish pattern we have right now, I’d be in GW-heaven.
Edit: Also, concerning Scarlet: You had the right intentions with foreshadowing and all that, but too much lore was presented in a blog instead of in the game, and she is, as a character, simply too flat.
1. Make story mode dungeons solo-able and make them part of the main questline. The rewards for doing the story mode of these dungeons are abysmal anyway, so I doubt anyone will truly care. Plus it lets you catch up with the Destiny’s Edge, and not have to worry about other group members wanting to skip scenes you haven’t seen before.
I’d love it if they did that, since we probably won’t see any heroes or henchmen in this game… I just don’t always feel like waiting for, or playing with, PUGs.
1. Cantha and Elona
2. Deeper lore related to GW1. I mean, it’s still Guild Wars, but it doesn’t feel like it. Southsun and Scarlet feel… Random.
3. Valid alternatives to pure damage builds. I don’t mind that you can play that way, I just want it to be a relevant option to use more conditions for example, or control, or support. More real build and play variety, like we had in GW1.
4. More armor designs, and a greater variety. Not just trench coats for mediums, for example, or more covered up, cool alternatives for light armor.
5. “Smarter” bosses. Right now they’re just walking bundles of HP and armor, for which you basically just need to find enough people to hammer away at. Tequatl, or what I’ve experienced of it so far (never any other players there…) seems to go in the right direction. The bosses should attack more often, have a greater variety to their attacks and actually be dangerous to larger groups too. Again, I’m looking at GW1. We don’t necessarily need to bring the old system of enemies using player skills, but their skills and their behavior should at least be more sophisticated.
Great idea, thank you!
1) Lore: More specifically, connect to GW1 better. It’s possible to do that without alienating the new players. For example, one of the most glaring loose ends: Where are the six gods? I’d much rather see new living world content based on, and developed from, the original GW lore which many of us love so much, instead of throwing in random new characters like Scarlet (excellent visuals on the mechanical monsters, but that’s it). Something many of us appreciate is that Mad King Thorn returns, it’s a part of the old GW that seamlessly flows into the new game without making new players feel excluded yet gives us GW1 “veterans” a feeling of still playing GW. The Bloody Prince works nicely too, because he’s actually decently connected to the Mad King. Look at Skyrim for example: It’s full of references to the older games, which I never played, but instead of making me feel lost it helps in building a more complex, believable world. GW2 is so full of many new things that I rarely get the feeling that this is the same world as GW1.
TL;DR 1: More GW1-connected lore instead of random new quick-fixes like Scarlet for more depth.
2) Map design: Again, I’m comparing somewhat to GW1. Right now, all the maps feel cramped. It feels as if the whole continent has shrunk, there’s no wilderness anywhere anymore, everything is full of hearts, npcs, towns etc.. It’s good that there’s a lot of content, but everything’s too CLOSE to each other. There’s no feeling of adventure! No thrill of heading out into the dangerous wilderness! Orr gets the closest to it, but the same problem remains: When I looked at the unexplored map for the first time, I thought this world was going to be huge, lots of wilderness to explore, but as soon as I started to move it felt like I had crossed the continent with just a few steps. The Sylvari, Asura and humans are practically neighbors. It’s simply not proportional. Furthermore, for example in Eye of the North, the asuran parts were huge jungles, now it’s almost as if it’s been completely deforested. I can see the logic in the races taking up more space, but the total amount of space is just… Not enough. The world is too small! I’m no game designer, so this might be difficult to actually implement, but examples for specific changes that would make the world feel better (IMO) would be adding more huge trees in the Maguuma Jungle, no, forests of huge trees so that it actually IS a jungle, effectively increasing the space in the areas by adding pure forests. Larger plains of snow in the Shiverpeaks, and something that seems to have gone missing almost entirely: Mountain passes. They had areas on their own in GW1, now everything’s just the same plains decorated with huts and hearts.
Even if it should prove to be absolutely impossible for the current game, I hope that this could be kept in mind for new areas, and for Cantha and Elona (because I’m strongly optimistic that you will add them in expansions ;D)
TL;DR 2: Larger, less crowded (by NPCs and buldings) maps with more wilderness and “breathing” space/exploring space, more proportional to the continent’s size.
3) Cantha and Elona. I want them. Badly. That’s all I’m waiting for right now actually. Also, don’t go modern on us there, CONNECT to the old GW. Allow yourselves to get immersed in nostalgia, don’t feel the pressure to make everything new and shiny. I loved the exoticness of those areas.
TL; DR 3: Cantha and Elona.
4. I know, just three, but this is really important to me too: Too much zerg, too little brains.
Can you try restarting your game client and see if this still shows up?
Tried, didn’t help.
Piken Square EU, same problem. I’ve been playing since launch.
I really loved it! It suddenly made me feel involved, unlike that godawful speech that norn held at the stage xD Really, I’d love to see more cutscenes like this!
I second the “hat maker”, that was pretty nice.
Not to mention you don’t need that achievement for the wings, if that’s what you’re after. Just wait for the next story bit to be added today.
I agree with the OP that Anet has really done a lot right with this event, and it’s worth letting them know the things we appreciate:
- The fact that the coffers drop from any mob, even WvW enemies, and fairly frequently.
- The free Minis gift.
- Dragon Ball is a fun pvp mode (coming from someone who doesn’t like spvp).
- The fact that the Gift of the Dragon Bash gives you a light, medium, and heavy helm, meaning you don’t have to pick just one character to have it.
- And of course all the art assets like the LA decoration and fireworks are neat, especially the Mystic Forge.
So thanks, Anet. In spite of all the constant complaining on the forums, your players do notice and care about the good stuff.
I second this, every single point! Not everything was done right, but I enjoyed it (before coming to the forums xD). And I absolutely love that the enthusiasm of the creators shines through in the decorations. I mean, they even turned the mystic forge into a dragon!
I can’t even read it, but… +1 for cyrillic.
I fully support the OP. At first I thought it was the lack of Cantha and Elona that irked me, but it’s actually the “dumbing down” of the gameplay, if I may put it that way. Making dishing out damage the only viable way of taking down enemies is boring, and I would love it if we could use control and support more. I miss the smart, challenging gameplay of GW. (No, I’m not saying bring the old trinity back, I just want more pre-battle planning and strategic thinking during the battle.) It’s a good start with giving us combo fields, I love using them, but it’s simply not enough.
So, instead of raging on the forums I thought I’d make a proper suggestion instead. This is closely related to Dragon Bash, and applies to larger events in general.
First of all, I want to say that it’s a fantastic idea to bring some Cantha to GW2, it made me really happy. The jade skins are amazing, and the love for creating content shines through. However…
It’s too much luck and too little reward. I do understand the thrill of random rewards, but they have to be more diverse than hundreds of Zhaitaffy, fireworks we can’t sell and cakes we can only use at level 80.
Instead, give us the option to WORK towards the main reward of the event, such as these amazing time-limited skins. For example, completing a quest chain, like we did in GW1 for certain weapons. Maybe add some event-exclusive crafting materials. Just make it possible to work for them!
The next point is to make that which we can work for (in this event the holographic wings) attainable for casual players. Casual players don’t have the time to collect 100’000 candies (dedicated players hardly have!), and they often don’t have the money to buy them either. (Buying them also feels like it’s not the point of having an event.) Even if we had the time: 100’000 isn’t fun.
It’s perfectly all right to have random rewards like these coffers. However, I think they would be much more appreciated if they were a bonus that dropped when playing, with a bunch of nice rewards with reasonable drop rates that aren’t the main attraction of an event. Suggestions: Crafting materials for all tiers, minis, weapon and armor upgrades. These random rewards, however, would lose their point if the contents were as rare as the tickets in Dragon Bakitten would become a grind for a chance for a time-limited object.
The way the event turned out is nothing short of a grind for everyone who wants a jade weapon skin, and that is a sizeable part of the community, which is a shame. The way in which we can obtain the shatterer holographic wings is a perfect example of what the “classic” GW-community appreciates, and is one of the major reasons we chose GW2. The super adventure box also worked better (although the number of baubles we needed might have been close to a grind as well, but at least it wasn’t luck).
I would hate to see this game make grinding and pure luck a normal occurrence.
(edited by Linnea.5146)
I agree with grayskull. Please, please, please just take the animation from the other holo wings and apply it to the shatterer wings. It would make such a difference!
Honestly, didn’t read everything, but I just want to say:
I LOVED Cantha and Elona. I played those two the most BY FAR. Pleasepleaseplease bring them back!! It would be so epic! GW2 doesn’t feel complete without them, and that’s what I’ve been feeling ever since I started playing it. I love this game too, but it’s missing my favorite places. Imagine Vabbi, an arabian-nights-dream in GW2. Or Kaineng City. I don’t even care if they continue mixing Japan and China as happily as they did in GW1.
And I love how they could make a Sakoku reference with Cantha being shut off So much intriguing historical material to build on.
“I channel rock and soil!” “Fire consumes at my whim!” “I am river and ocean!” Yeah, I’m hearing those too often… More different lines for the attunements or less frequent chanting, like an x-minute cooldown or something.
Grumwulf hits the nail on the head here.
One token to rule them all.
Any character to find them.
One vendor to bring them all,
And in the forge bind them.The main problem we see with a universal token system, is that players will find the easiest dungeons they can do within the DR system’s influence range, and just do them over and over.
It would be like if people could use all their CoF tokens from the speed/exploit clears, and buy up Arah Dragon armor. Were that the case, the armor itself would have no real value behind it. When you look at a player and you see a full suit of dragon armor, you know that they did a certain thing to get that armor. With a universal token system, you lose that sense of knowledge of what another player has gone through to get what they have.If this is the problem then why not simply put a restriction on what gear you can acquire based on the dungeon you have completed. For example you cannot buy a piece of armor from a particular dungeon set unless you have fully completed all paths on explorable mode. Once you have done that you are free to complete whatever dungeons you like to earn tokens to get the gear you want. Some dungeons are just a lot more enjoyable than others so why not just let us run whatever dungeon we want to earn the tokens once we’ve fully completed the dungeon we want gear from?
I like that idea. I admit that I haven’t played any dungeons so far, but I have read quite a bit about what other people say about them, and so far this seems to be the best idea to me.
You still have to prove that you can clear that dungeon, which is what the armor should express IMHO (apart from their aethetics), while you can earn the tokens partially elsewhere with your friends or in the dungeon that you like the most. Latter means that you invest time in dungeons, and that is also something that the armor shows. This way, even if those obscure “some people” run through the easiest dungeons a hundred times, they would still have to prove that they can deal with the dungeon that holds the armor of their dreams and through that prove their dungeon crawling abilites.
This is the Thief armor I was referring to. It’s medium armor and looks like something I want, and can’t get as a Ranger. Unless it’s available in PvP, which I don’t do, and probably couldn’t afford anyway.
Why can’t you get it as a ranger? I think it’s available in different sets:
http://carsen.dreamhosters.com/game/gw2/armormedium.htm
(main: http://carsen.dreamhosters.com/game/gw2/)
And if the stats are wrong, transmute it.
A few more here: http://www.gw2armor.com/human/female/medium_list.php, though only 80 exotics and not as extensive.
Great links, thank you!
Many armors here are fantastic, so I’d say it’s not that there are no nice medium armors, maybe just no easily accessible nice medium armors.
Thieves and Rangers can have the same armor, they’re both medium armor as far as I know.
“You have been playing for 1 hour. Please take a break.”
Ah, how I miss it… Not that I really took breaks all that often, but it sure helped me to keep track of the time I spent in-game x) It’s a really cute message.
I like the OP’s idea and the first reply, it would be a nice feature!
What I want right now is an official reply to this thread So many great ideas in here (and a few that I disagree with).
That mini-game sounds fun! Haha, having a charr dancing the indian sylvari dance would be amazing xD
The big difference here though is that in GW1 they were all human. Some races have limits, like the charr with their hunchback. It’s a huge task I would guess, to make dances fit the racial differences. Just saying, I still think a dance academy would be fun, but it’s not one of my “most wanted” features and it’s probably far down on Anet’s priority list, if at all.
A frequency slider would be fantastic. When you switch attunements as often as I do it can get really repetitive to hear the same shoutouts all the time.
1. Agree, though I quite like some of the tailor armor. Still, some “spice” would be nice (By the way, there are more interesting recipes that you can aquire through various means, like karma and stuff in hidden places.)
2. I think it has been mentioned quite often, and since GW1 had it I’m pretty sure that they’re going to implement it sooner or later. At least that’s what I hope!
3. I would like to see some smaller/medium tattoos for humans too, though not as big and woaaah as the Norn, since that’s a part of their identity after all. But a fire pattern on the arm for the dedicated elementalist, a sinister beast on the back for the necromancers, something like that I would definitely support as well, since it’s a part of human culture as well. I think it could work nicely on Asuras too, since they have “bare” skin as well. (Sylvari already have their glow though, and Charr their fur pattern).
I like the idea as well. I would love some kind of armor storage, even if it was a gem store option.
All I know is that it would greatly disturb me to see Charrs use Sylvari race skills or behave like Asuras in the storyline if they went with the “aesthetic” change. To me, that would be the same as killing the effort Anet has made to make the races unique. It would look like they sacrificed quality in favor of money, at least to me. I have never played WoW, so I don’t know how it works there, but I guess they don’t have such great differences between their races OR they don’t value them as much as Anet does.
And what if they enabled the feature of fully changing the race? It would mess up the storylines, wouldn’t it? What would it say in the log, “I magically transformed into an Asura”? Nah, not my cup of tea.
(Note that I said that it’s my own OPINIONS and GUESSES. Not laws of the universe.)
I almost flew through it now without any problems at all (squishy ele), the fix sure helped there. Finally I can continue with my storyline!
I love all the suggestions! Pretty please, Anet?
Hi guys, I was at first as dissappointed as you, but apparently it’s just a bug. Check this thread, Sarah Witter replied there and said it’s a bug. https://forum-en.gw2archive.eu/forum/game/story/Sylvari-Storyline-bug-or-intended-issue/first#post156741
Rouge is french for red
@OP: Thank you! It really gets on my nerves…
Someone takes their time to elaborate on why they don’t like a certain class, write it down properly, and what do half of the replies contain? No respectful answers, that’s for sure. Instead of flaming, discuss the points in a mature way. Maybe they’re right about some of the stuff, maybe not, that’s why we DISCUSS instead of telling them to shut up/stop whining/whatever, even if the general tone of the OP isn’t sugarcoated sweetness.
As for me, I just started playing a thief (level 14 now), so I don’t have a lot of experience so far and can’t say much about most of your points. I do agree about flanking strike being buggy, but I have definitely died a LOT less than on my elementalist, so at least so far the thief is easier to survive with (in my case!). The shortbow’s AOE combined with poison has saved me from a lot of mobs, and when that didn’t work stealth got me out.
I own 95% of the Warrior’s I face
In GW2 the better player wins, not the better profession.
Agree 100%, that’s why I always lose epically in any profession against other players.
Today I tried using Infiltrator’s Arrow past a puny Sons of Svanir barricade. Nothing happened. I could have jumped over if I wanted to, but shadowstepping didn’t work at all.
I’ve also had problems with Disabling Shot, my thief won’t jump back even on flat surfaces sometimes (animation showing though). Flanking strike is buggy as well, the damage is calculated despite clearly having evaded an attack. I tested this on Ettins and Modniirs (especially those with sword power attacks), since their long preparation allows me plenty of time to evade before they swing their weapon down. I dodge, the weapon hits the empty ground – and I take the damage. I mostly end up behind the enemy, or at its side, so that part works pretty well, though there are times when I just end up somewhere else.
Same here, happened in Charr Ash storyline as well as human circus storyline.
Woah, thank you Anet! That’s fantastic, it’ll keep the game fresh for a long time to come! (Especially at my pace xD)
Wow, thank you very much! I just read this thread and I’m glad to see that I’m not the only one with difficulties (honestly, I just thought it was my lack of skills), and even more glad to see it fixed!
And yes, he meant sword, more specifically Caladbolg.
One other thing about the traps, I can’t use mist form to get over them, even though it says that you’re invulnerable in the description. Bug or intended?