Leader of the Guardians of Light (GoL)
Leader of the Guardians of Light (GoL)
It would be nice to see some more variety to the dailies. Ever since the number of achievements available every day was reduced, it seems the variety was taken out, too. It seems that we have the exact same dailies everyday. What happened to the daily fractals and dungeons?
Please bring back the old dailies. I even have some new ideas for dailies you could add. It would be nice to have dailies that facilitate completion of some of the more “impossible” achievements. For example, Daily Giant Slayer would be a sweet daily. It would help ppl complete that very arduous achievement, but also get some more activity on those giant events that go totally ignored.
Leader of the Guardians of Light (GoL)
As a completionist, I was hoping that megaservers would at least cause the population-based events to trigger, but it hasn’t even done that. But that’s another post entirely.
It’s not that I don’t want to play with people. I understand anet’s philosophy of trying to bring people together and I think it’s a noble one. But I can’t keep having my personal game progress and my work for the GW2 community on the wiki hindered like this! All it takes is one mindless player whose only care is for the few hundred XP he gets from the event to run in and ruin it. He doesn’t care that I’ve been sitting there for 30 minute intervals for the event to reset, multiplied by however many times a mindless player has run in to ruin it. Megaservers have only increased the availability of the mindless players.
I suppose another option would be to rework every event to increase the challenge and create a real risk of failure for the events, but that would probably be more work for the programmers.
Leader of the Guardians of Light (GoL)
I don’t know.. I definitely wouldn’t want to see the repeatable story farmable, but I would also definitely love to have access to the unique skins I didn’t know were unique before. I’ve started NOT completing my PS on my chars now because, as it stands, I know I’ll never be able to go through it again. I’m like a perma-pre.
Leader of the Guardians of Light (GoL)
Yeah, the zerg definitely takes away the visceral combat. And, no, Neve, I’m not secretly trying to undermine the game economy. Sometimes, when you fail an event, it triggers a new event. It’s just my style of gameplay. I literally explore EVERYTHING. When I do map completion, I make sure I do every event, including the follow up events. That’s why after playing for 2 years, I still have not completed my map. I can’t do every event if they’re impossible to fail. Nor can I complete my research to add the event info to the wiki.
Leader of the Guardians of Light (GoL)
I was frustrated with the population of the servers before, but now it’s insane. My complaint isn’t actually with the number of players around, but now it’s impossible to fail events. Most players come in with a default setting that events are quests to be completed and can not be deterred from this mindset. I have 2 goals:
1) The events tell a story, even when they are failed. There are so many events in this game that trigger off a previous event failing that can no longer be experienced. I like to immerse myself in the story and play every event for success and failure to take part in the full lore of the area.
2) Along with many other generous players, I enjoy adding to the GW2 wiki. My biggest endeavor is to help with the completion of the documentation of every event in the game. This task has become impossible as I can’t access those events triggered by failure.
Before the Megaservers, one could guest onto a smaller server to avoid these kinds of problems. I recognize that I am in a minority, but is there anything that can be done to allow players to access a dying or closing Megaserver so that players like myself can enjoy every aspect of this game?
Leader of the Guardians of Light (GoL)
Will the personal story ever become replayable?
Leader of the Guardians of Light (GoL)
I know… I’ve helped build it. And that’s why I’m asking. The wiki is far from complete and is not as reliable as everybody seems to think. It says they exist in Duskstruck Moors, but that’s where the event is. I’m asking if there’s ACTUALLY any steam creatures in Brisban.
Leader of the Guardians of Light (GoL)
Where?
The hologram in Scarlet’s house says she sent her steam creatures through steam portals to Lornar’s Pass and Brisban Wildlands. The Lornar’s Pass steam critters are easy, but where are they in Brisban Wildlands?
Leader of the Guardians of Light (GoL)
So we have seen the Queen’s Gauntlet two years in a row now. Does that mean it will continue to return every year? Please say YES!
Leader of the Guardians of Light (GoL)
I don’t know when or why, but recently, Ranger’s short bow skill, “Quick Shot” has been ruined. You used to be able to use the skill to run away, but now when you use it, you’ll evade away from your target, but then run back towards it. Please fix this ASAP so that when I use the skill to get out of Liadri’s AOE, I don’t run back into it and get killed.
Leader of the Guardians of Light (GoL)
So at the very first Halloween event, I got the Mad Memoires back piece. When it became available, I upgraded it to Mad Memoires: Complete Edition. So why is the first skin not unlocked on my account? How can I get this skin unlocked on my account now?
Leader of the Guardians of Light (GoL)
So far I have found 50. Anybody find more?
Leader of the Guardians of Light (GoL)
Yes, you only need 40 regular crystals and 10 master crystals for the achievements, but how many crystals actually are there?
Leader of the Guardians of Light (GoL)
And it’s no longer possible to get the “That had to burn” ach vs Tequatl
Leader of the Guardians of Light (GoL)
I’ve done a little research and I do not believe either of these 2 events are triggered by population.
Leader of the Guardians of Light (GoL)
There are several events in game that are still bugged. What’s it going to take to finally get these events fixed? Is there anybody working on them? Here are some examples:
Bandits have constructed a roadblock to stop Shaemoor traffic
Stop the bandit thief from stealing the pumphouse blueprints
Defeat the dredge overseer
Leader of the Guardians of Light (GoL)
The event in Diessa Plateau, near Raintimber Mill, Kill the skelk assaulting Raintimber Mill, is bugged. It seems to run fine for a while but then gets stuck in a state where it never starts again. If this event never runs then the followup event, Help Roarr Fatereave deliver supplies to Raintimber Mill, will also never run.
Leader of the Guardians of Light (GoL)
What’s been the general feeling/opinion on merging the Quick Draw and Piercing Arrows traits and combining them as one in the Marksmanship Master slot?
Leader of the Guardians of Light (GoL)
Specific Game Mode
PvX
Proposal Overview
A proposal to increase the viability of Ranger condition damage/trap builds.
Goal of Proposal
Currently, condition damage rangers, especially trap rangers, are undervalued and underpowered, because there are too many trait splits with too high an investmest cost to make them desirably viable. Why does a trap ranger (condition damage) have to invest so heavily into a precision/crit damage line to make his skills effective? Futhermore, while investing his points into Skirmishing, a condition dmg Ranger must choose between a trait that improves his main weapon, short bow (Quick Draw), or devote himself entirely to his traps (Trapper’s Expertise). My proposal will help address this and, in a minor way, help address other commonly complained issues, such as pet options and weak trait skills compared to other classes.
Proposal Functionality
I propose that the traits that deal with traps be moved to Wilderness Survival, simple as that. The trait skills could even remain unchanged and at the same tier, but more trait points in WS would yield more effective traps, and would allow a condition dmg/trap Ranger to utilize more trait lines to make them more effective.
I also propose moving the Quick Draw trait skill to marksmanship and combining it with Piercing Arrows, bringing it more inline with the Warrior trait skill, Burning Arrows.
This would free up room for a new trait skill in Skirmishing.
Something more suitable for a Skirmishing build. You could create more synergy for a pet build, like pets do 5% more dmg while wielding a ranged weapon; or pets have a higher crit chance (synergizes with Pet’s Prowess). You could also offer more offhand options, like increase the duration of conditions caused by offhand skills; or offhand skills do 5% more dmg. I’m sure melee Rangers would love some attention in Skirmishing, too, maybe something that offers some sort of payoff for sword, greatsword, spear, such as a chance to grant a boon on crit; or some sort of conditional (not condition) dmg increase, like 5% more dmg while flanking.
Associated Risks
Moving the traits to Wilderness Survival would require that other traits in Wilderness Survival be removed from the game or moved to another trait line. Removing traits from the game would require replacement trait skills to be designed and implemented. However, this could be a MAJOR opportunity to further improve the Ranger.
Leader of the Guardians of Light (GoL)
I was able to test with burning and got the same result. It caps at 9 stacks.
With Ranger
Throw Torch: 1 stack * 11.7s per stack = 11.7s total duration
Bonfire: 9 stacks * 1.95s per stack = 17.55s total duration
Flame Trap: 3 stacks * 3.9s per stack = 11.7s total duration
All together, I should get 40.95s (40/41 ticks), but when I cast all 3 skills as quickly as possible, I get 33 ticks (1 stack TT, 3 stacks FT, 5 stacks BF = 33.15s). I also tested it by casting FT much later, to give more stacks from BF and less from FT. One time interval gave me 31 ticks (1 stack TT, 6 stacks BF, 2 stacks FT = 31.2s) and another time interval gave me 29 ticks (1 stack TT, 7 stacks BF, 1 stack FT = 29.25s).
With Elementalist
Traits I used: Burning Fire (Fire Magic II) and Elemental Surge (Arcana XII)
Conjure Fiery Greatsword: 1 stack * 11.7s per stack = 11.7s total duration
Fiery Eruption (Greatsword): 6 stacks * 5.85s = 35.1s total duration
Cleansing Fire: 1 stack at 11.7s total duration
Signet of Fire: 1 stack at 23.4s total duration
Arcane Blast: 1 stack at 9.75s total duration
This totals to 91.65s (91 ticks). However, when I cast CFG > FE > SoF > CF > AB in quick succession, I got 85 ticks (1 CFG + 1 SoF + 1 CF + 1 AB + 5 FE = 85.8s).
If I wait for all 6 stacks of FE to be applied and then cast CF followed by AB, I get 82 ticks (1 CFG + 6 FE + 1 SoF + 1 CF = 81.9s). Then, if I do the same thing but cast AB then CF, I get 80 ticks (1 CFG + 6 FE + 1 SoF + 1 AB = 79.95s). Note that there is an anomaly here where I’m getting 1 extra tick than I should be on the last 2 trials.
Leader of the Guardians of Light (GoL)
Thanks, Sobat. With further testing among my 3 poison-inflicting skills, I have been able to verify exactly what you have suggested. There is indeed a cap at 9 stacks of poison, regardless of what the duration is for each respective stack. So all remaining poison duration added above the 9-stack cap will be ignored.
Here is my data that confirms this:
Poison Volley: 5 stacks * 2.75s per stack = 13.75s total duration = 13 ticks
Insect Swarm: 5 stacks * 3s per stack = 15s total duration = 15 ticks
Viper’s Nest: 3 stacks * 8s per stack = 24s total duration = 24 ticks
Since Insect Swarm comes from my pet, which has a different condition damage value than my ranger, I was able to count how many ticks came from that skill specifically, as opposed to the other 2 skills.
Test 1: Poison Volley > Viper’s Nest > Insect Swarm
Got a total of 35 ticks; 6 ticks (2 stacks) from IS – since PV was cast first, all 5 stacks, thus 13 ticks were from PV, leaving the last 16 ticks being from VN. 16 ticks from VN = 2 stacks, totaling 9 stacks.
Test 2: VN > PV > IS
Total of 41 ticks; 6 ticks (2 stacks) from IS – since I waited for all 3 stacks from VN to be applied before using other skills, the first 24 ticks came from VN. Last 11 ticks came from PV. 11 ticks PV = 4 stacks, giving us 9 stacks again.
Test 3: VN > IS > PV
Total = 42 ticks; 15 ticks (5 stacks) from IS. Once again, all 3 stacks (24 ticks) from VN were applied, leaving us with 3 ticks from PV. This was an anomaly, yet I got this result all 3 times I tried this test. 1 stack of PV should give 2 ticks, while 2 stacks would give 5 ticks. Since 1 stack of PV gives 2.75s of poison, I’m guessing there’s an unaccounted for .25s additional duration somewhere. Assuming this is the case, 5 stacks IS + 3 stacks VN + 1 stack PV = 9 stacks total.
Test 4: IS > VN + PV (VN followed immediately with PV)
Total of 31 ticks; 15 ticks (5 stacks) from IS. This leaves us with 16 ticks. Account for the 1st stack of VN being applied for 8 seconds and we have 8 ticks from PV. 8 ticks = 3 stacks PV, totaling 9 stacks, once again.
So, now, the question is: does this same cap apply to all duration-stacking conditions?
Leader of the Guardians of Light (GoL)
Oh wow! That’s quite insightful. I’ll do some more testing with this in mind.
Leader of the Guardians of Light (GoL)
Hmmm… That’s some good testing and some good data. Now, since poison doesn’t stack, can you please explain what you mean by cap of 9 stacks of poison?
Leader of the Guardians of Light (GoL)
If I am able to get 40 seconds/ticks of poison, then what cap am I hitting when I lose the 3 ticks between Poison Volley and Insect Swarm? Also, I’ve seen enemies with more than 40 seconds of poison on them before, so I know if there is a cap, it’s not 40.
Leader of the Guardians of Light (GoL)
How do the ticks of poison (or any duration stacking condition) work when the same condition is applied from multiple sources? For example: as a Ranger, if I use my Shortbow’s Poison Volley, I get 12 ticks of poison damage, and with my pet’s Insect Swarm skill, I get 15 ticks. When I use both skills sequentially, I get a full 27 ticks. But when I use both skills simultaneously, I only get 24 ticks, losing 3 ticks. Why am I losing the 3 ticks?
Also, I tested more using Viper’s Nest, which, with 3 pulses, gives me 21 seconds and thus 21 ticks of poison. If I add Poison Volley (12s) to this, I get 33 seconds and 33 ticks of poison. But then, if I add Insect Swarm (15s) on top of this, I only get 40 seconds and 40 ticks of poison, instead of the calculated 48. Somebody please explain to me how this is supposed to work.
Leader of the Guardians of Light (GoL)
(edited by Musha.4025)
Thank you for the answers. With the information you provided, I began playing around with it to see it function as you describe. However, I did notice something peculiar. With my Ranger’s Poison Volley, I get 13 ticks of poison damage, and with my pet’s Insect Swarm, I get 15 ticks. When I use both abilities, not at the same time, but just a couple of seconds between the 2 skills, I get a full 28 ticks. But when I use both skills at the same time, I lose 3 ticks, only getting 25. Anybody have an explanation for this please?
Leader of the Guardians of Light (GoL)
How do the ticks of condition damage work when the same condition is applied from 2 different sources with different condition damage values? For example: as a Ranger, if I use my Shortbow’s Poison Volley skill, I do 169 poison dmg per sec; and if I command my Marsh Drake to use his Insect Swarm ability, he does 84 poison dmg per sec. If I use both skills at the same time, since both of these sources are technically from my Ranger, I only see one tick at a time – either 169 or 84 per sec, but never both. Does this mean that one source is being overridden by the other, or is the other source of poison ticking away in the background?
Leader of the Guardians of Light (GoL)
Is this ever going to be fixed?
Leader of the Guardians of Light (GoL)
I’ve been noticing that none of the numbers on activated pet skills (F2) are correct. For example, Lynx’s Rending Pounce shows me 4 stacks Bleed (12s): 4,942 damage. However, it actually does 4 stacks Bleed (10s): 1,700 damage. Another example is the Salamander Drake’s Fire Breath which shows 5 stacks Burn (1s): 3,152 damage; but it actually does 5 stacks Burn (1s): 1,640 damage. Anybody have any insight into this?
Leader of the Guardians of Light (GoL)
Some ranger discussion.
Natural Vigor
Starting here because I think it requires the most discussion. This, simply put, was a wildly overpowered trait. I tell people not to compare one profession to another, but Engineer has this trait as a major grandmaster. It was simply too easy to put 5 points in this line and then be able to dodge every 6.67 seconds. As it stands after the change this still allows you to splash 5 points and dodge every 8 seconds. I don’t think this will ruin survivability, and I think by buff other traits further down this line it will encourge rangers who are looking to survive to go further into this trait line.
Well it sounds like you and the team are set on making this happen; and you’re right, it is a powerful trait. But, honestly, the Ranger needs it right now. There are so many drawbacks in every Ranger build right now, whether you’re running spirits, traps, signets, beastmaster, or a raw power build you have to invest so many trait points and spread them so much for so little reward, the Ranger simply needs whatever advantage it can get. If being able to dodge 1.33s sooner than other classes is the only advantage it can take, I say let them take it. You don’t have to implement this change in December. Please wait until the Ranger has more viable options with it’s current build choices as well as with more build diversity before you take it’s seemingly only advantage away.
Leader of the Guardians of Light (GoL)
These changes look great and very well thought out. Thank you for submitting it beforehand to get player feedback. I would very much like to offer my opinions on the Ranger class and the proposed changes.
- Natural Vigor should not be changed. Rangers are outclassed by pretty much every other class in terms of damage output, but what they do have is their speed and agility. This trait is key to almost every Ranger build out there and this change simply cripples and underclasses the Ranger. In order for a Ranger to get the “too much endurance regeneration” it has to invest trait points into those lines. Just like every other build out there, this means the Ranger must sacrifice other traits to get this survivability. Please don’t remove this cornerstone for Rangers. If this change MUST happen, at the very least, make it a conditional endurance regeneration like, ‘while health is below 50%,’ or a ‘chance on hit,’ but this change really does cripple the Ranger, forcing him to invest even more trait points to get that extra survivability, becoming even more outclassed by every other profession.
- Rangers have to spread their trait points too much to get a nice condition damage build going. Why does a trap ranger have to invest 30 points into Skirmishing, a precision/crit damage line, to get the most out of their traps? Marksmanship and Wilderness Survival are the condition damage lines and trap Rangers would like to see more trap synergy in those lines (ideally, obviously, Wilderness Survival); perhaps the trap traits should be moved to WS.
- Condition Damage Rangers are forced to choose between utilizing shortbow skills or trap skills by having to choose either Quick Draw or Trapper’s Expertise, respectively. Moving Quick Draw to the Marksmanship line and merging it with Piercing Arrows would be an ideal change and would bring the Ranger’s traits in line with the traits of other classes, like the Warrior, and would allow a shortbow/trap Ranger to have a decent build that uses both traits. This would free up room for a new trait in Skirmishing; something more suitable for a Skirmishing build. You could create more synergy for a pet build, like: pets do 5% more damage while wielding a bow, or pets have a higher crit chance (synergizes with Pet’s Prowess). You could also offer more offhand options, like: increase the duration of conditions caused by offhand skills, or offhand skills do 5% more damage. You could also offer some sort of payoff for sword, greatsword, spear Rangers investing into the Skirmishing line, like: chance to grant boon on crit, or conditional damage increase, etc.
Leader of the Guardians of Light (GoL)
(edited by Musha.4025)
How exactly does Lingering Curse work? I’ve eliminated all trait points and trait skills except for the 30 pts in Curses necessary to activate Lingering Curse and the trait skill itself. I also removed all gear that increases condition duration so that the only cond dur increase I am getting is from Lingering Curse. Base poison dur on Putrid Curse is 4s and a 33% increase would make it 5.25s (rounded down from 5.3s) However, the actual duration is 6s. Likewise, on Rending Curse and Blood Curse, the base duration is 5s for both, 33% increase should make it 6.5s (rounded down from 6.65s), but the actual duration is 7s. Can somebody plz explain this?
Leader of the Guardians of Light (GoL)
Also, maybe something similar can be done with condition damage where the floating description shows each condition and their respective damage per tick.
Leader of the Guardians of Light (GoL)
In addition to fixing the skill facts to include bonuses given by runes and sigils, please show the condition duration of each specific condition in the UI (including duration increases granted by runes and sigils). This can be done in the hero panel’s attributes section. When the mouse is moved over the Condition Duration icon, the floating description can list the conditions and their respective durations.
Leader of the Guardians of Light (GoL)
Me too. Did the puzzle 3 times with no achievement completion.
Leader of the Guardians of Light (GoL)
With the 4th Superior Rune of the Afflicted equipped, none of my Ranger skills which apply poison have their skill facts updated to show an increase in duration. So I thought that maybe it was just a bug of just the skill facts not being updated so I tested it out in the Heart of the Mists and the actual poison duration matches that shown in the skill facts. There is no actual increase in poison duration.
Leader of the Guardians of Light (GoL)
It’s not JUST a boss fight. There’s also achievements. But, yes, there’s no lore at all to tell us why we’re looking for these clues…
Leader of the Guardians of Light (GoL)
Yes, yes, I got that game mail. Let me be a bit more clear in my inquiry. Is there any story that sets up or provides any direction for the achievements?
Leader of the Guardians of Light (GoL)
With previous living story releases, there has been a game mail or a cinematic that provides a brief synopsis of the living story content as well as direction for the achievements. However, that seems to be lacking in this content. Am I missing something or is the only direction we are given contained in the achievements panel with no story whatsoever?
Leader of the Guardians of Light (GoL)
I have already gone through 50+ tickets on this; I am well practiced. I have tried various different builds and food buffs. I appreciate you trying to offer advice and assistance, especially the build that Chopps has directed me to, which I will try out to be sure, but my point in this post was not to get help defeating Liadri, but to draw the attention of the game developers to the fact that they are catering their content to a specific play style and/or profession.
Liadri is only a small part of the problem. Even after I am able to defeat her, without the right profession and build, I will still not be able to get the other achievements.
Leader of the Guardians of Light (GoL)
Yes, I have seen all the posts and videos of the Rangers beating Liadri, but they are all berserker builds.
Let me guess, you’re berserker, too?
Leader of the Guardians of Light (GoL)
Anet, I understand that you think you’re listening to the players’ feedback with your Living World releases when you are making this really challenging content: Aetherblade Retreat, Candidate Trials, and now the Gauntlet. And, yes, challenging is great, but that’s not what you’re accomplishing here. What you are doing is awarding achievement points to ONLY players who have multiple level 80 characters and/or players who run berserker builds while excluding everybody else.
If there’s any feedback for you to listen to, please hear this. I have read many posts on many GW2 forums about the Gauntlet, and I believe I speak for many other players when I ask you to please make sure your content is completable by ALL professions and non-berserker builds.
Now allow me to orient this topic towards my specific complaint/feedback. I play a level 80 Ranger and it is my only level 80 character. I do not play a berserker build; instead, I focus on condition damage. With the timer inside the Gauntlet, condition damage just doesn’t cut it, especially against Liadri, let alone trying to get the gambit achievements or the 8 orb achievement.
Also, when I am in the Gauntlet, in almost any battle, but especially against Liadri, I lose my pet way too quickly. The Ranger simply does not do enough damage by itself without the pet. Anet, you just can’t create content that completely disables the entire profession mechanic of one profession! Rangers are at an EXTREME disadvantage in the Gauntlet. Yes, I have seen all the posts and videos of the Rangers beating Liadri, but they are all berserker builds. I should not have to go spend a fortune on new gear to play ANY game content. Nor should I have to rush to level another character up to 80 because you forgot or ignored the disadvantages you placed on one profession. By no means am I an inexperienced or unskilled ranger, yet I feel that this content is impossible for me to complete— I do not feel as though my skill is being challenged at all, but my profession and my gear.
To sum everything up, the challenge of the content should NOT be based upon profession or gear, but upon the skill of the player. I recall when you were developing this game that that was one of your primary objectives. Well, unfortunately, despite all the other great things you do, you failed at that objective with the Gauntlet.
Leader of the Guardians of Light (GoL)
Please make a locker for armor, weapon, and backpiece skins in PvE. If not for all skins, then at least for the exclusive skins that we work hard to unlock or that require a very significant investment of time and/or gems to get. Like the Fused and Jade skins, and the dragon wings, etc. These skins can only be obtained via items that are no longer obtainable. I feel that it’s a shame that my Elementalist can use the Jade staff, but my Mesmer can’t, even though I had to open 2000 coffers to get that skin. This would also allow us to go back and forth between different skins on our weapons and armor without having to worry about losing a hard-earned skin.
Perhaps a good mechanism for this would be to add a functionality to transmutation stones/crystals that when you transmute, you can add the skin to your locker. That way, transmutation stones/crystals will still be required to get the skin to your locker and will maintain that income through the gem store.
Leader of the Guardians of Light (GoL)
So the question remains: will they all be obtainable?
Leader of the Guardians of Light (GoL)
Will it be possible to get every Zenith and every Radiant/Hellfire skin?
Leader of the Guardians of Light (GoL)
Is there any information regarding which events are triggered by population on the above listed events please?
Leader of the Guardians of Light (GoL)
No. It’s too hard. Hard is good, absolutely. But this is way too hard. Please adjust it just a bit so it’s still hard, but not impossible.
Leader of the Guardians of Light (GoL)
This thread is about events that don’t start; not about bugged or stalled events. The list I made up includes ONLY these events. At least you can still get the bugged or stalled events after a server reset. My intent in creating this topic was to find out how to start the listed events that don’t start and get any information I can about them.
Please don’t clutter this thread with off-topic posts or drive away any arenanet staff that might actually provide such valuable information to us via this post with anger or negative comments. Please. I’ve been trying since game’s release to get these events to start and this is the closest I’ve ever been to getting any information about them. I know you other event completionists would want this information, too.
If you come across a bugged event, please just report it using the in-game report a bug feature to let the devs know it needs to be fixed.
Leader of the Guardians of Light (GoL)
By the way, you miss this one:
http://wiki.guildwars2.com/wiki/Defend_Farmhand_Nevin_as_he_transports_his_cocooned_friend_to_safety
So I did! Thank you for adding this one. I went ahead and added it to the list above.
Leader of the Guardians of Light (GoL)
(edited by Musha.4025)