“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
Thanks for cross-posting, Wanze.
(Hint to ANet: ask Gnashblade to start doing this across the usual ANet communication channels: twitter, facebook, forums, reddit, etc.)
My thought exactly. I normally keep up with these things, but certain news bits don’t get put out on feeds like they should.
Plush Griffon. It’s like a guild symbol as well, especially when our guild leader runs around with the tonic on. =P
“Limited time only” is a foul marketing ploy. That works. Limited Time Only is a false scarcity that promotes buying because “it’s going away soon, never to return!”
And it’s not just tinfoil-hat theory. It’s from long-tested marketing research. Limited items have prestige, or a 24-hour discount forces people to Buy Now rather than wait, because waiting and patience give a person time to determine whether the item has the value they would invest in it.
It’s tacky, but it works.
Of course, conversely, it’s also a quality of life thing, partially. If every skin were constantly available, searching through them would be a pain, and people wouldn’t look through all the content. Bringing items back gives them attention they were lacking.
I’ll even use myself as an example. I might have 800 gems to spend on an armor set on the BLTP, but I can only afford one. I see several great options, but I can’t pick a favorite. So, instead of buying one (or dropping $60 to get all the ones I want), I don’t buy any, because one doesn’t have clear value over the others. For the moment, I tell myself, I’ll wait until one goes on sale or unless they’re threatened to leave the store in a few days.
“Stuff, stuff, stuffy stuff”. I always laugh when I hear it.
Also the Char Vigil Crusader on the wall at Deadman’s Reach in Sparkfly. He is the only musical Charr I have seen. They should have given him the name Frank Ironsinatra. Whenever I am in the map, I have to go listen to him.
Charr are apparently quite musical~
We mustn’t forget Roj the Rowdy Butcher and his meat song. ]}:3
I believe the issue of mob-used CC is a complicated one, exacerbated by the simplicity of mob write-ups. Mobs ought to provide some challenge. They ought to have attacks that it’s better for players to dodge, block, etc. and/or use utility skills like stun breaks. Otherwise, what’s the point in a game where defense is largely an active endeavor?
There are many ways to provide challenge:
- bigger behind-the-scenes numbers (i.e., damage, defense, health)
- hindrances (like CC)
- mob numbers (one’s not a threat, but multiples can be)
- sophisticated AI
- speed (not only attack speed, but also smaller windows during which one can mitigate attacks
- extraneous mechanics (boss phases, immunity to a type of damage, etc.)
- other?
ANet seems to primarily use 1, 2 and 3 to generate challenge, with a heavy emphasis on 2. In one sense, it’s safer for them. CC doesn’t kill players, though it can be a contributing factor, especially in situations where #3 also applies.
Attack speed is one that’s come up before. If the monsters attacked a little more like players, that would keep things interesting. Including having combo chains. Combos could be set to 2 or 3 hits with the big impacts being on the end, so the players have to mitigate damage and decide which part needs to be dodged. Distance and range become more important, since simply backing away from a hit could mitigate instead of dodge-rolling, especially if monsters are as choppy in attacking as player transformations.
I don’t think the players expressing their annoyance want the CC removed, just toned down to a reasonable level. Not being able to control your character while having to watch the mobs ‘cheat’ (their KDs are excessively long compared to players, so it feels like they’re on a different set of rules) isn’t fun. Heck, running into those Ascalonian longbowmen is irritating enough, and their KB is the same as the Ranger attack. But, to point, hard-CC violates agency as a key principle of gaming.
So, as it is, increasing enemy attack speed is starting to look like a really good option for the game, for a lot of reasons. It forces players to deal with damage and balance their attributes, Confusion damage could revert from the PvE+33% change, hard CC abilities could be reduced in duration so enemies have time to actually make use of it.
Another fair option is to give enemies traits, similar to how players have them. Increased damage on chill or cripple would force players to manage softer CC by using cleanses without the lengthier cooldown times Stability or stun-breaks often have. Granted, we’re seeing more of that moving toward HoT, like Mordrem wolves that hit hard from behind and bosses that don’t take damage from a Poisoned character. This kind of design makes for more interesting counter-play than GW2’s apparent addiction to dodge-or-die mechanics.
Whenever anyone raises this issue the same tired old responses about dodging, stability and situational awareness always get wheeled out.
But it’s not as simple as that because far too many mobs in the game have knockdowns which cannot be dodged, interupted, predicted, observed or avoided.
Yes there are some mobs which do telegraph their knockdown. But there are lots which don’t. Some mobs knock you down without any obvious signal or animation. Some knock you down at the start of the animation, not at the end (try dodging that). Some knock you down even if you move behind the mob (situational awareness, pah).
Also, lots of mobs have ‘undocumented’ (i.e. not mentioned on the tooltip) knockdowns which seem to often happen instantly and without warning. Many mobs have knockdowns / knockbacks which are inappropriate for the mob type and leave you scratching your head and asking “how”.
In short, knockdown / knockback is over-used in this game and seems to be liberally thrown into the game in an artificial attempt to make the gameplay more ‘challenging’ when in reality all it does is make the gameplay more tedious. Knockdown and causing players to lose control of their characters should be something which is done for good reason, not as a constantly reoccuring game mechanic.
100% this. Last paragraph especially. The same goes for one-hit KOs.
But then I have to put my game design hat on and ask “What can be done to add challenge to combat if those options are limited or removed?” That question doesn’t have easy answers.
I think (I hope) Rauderi just forgot to put in that he was speaking in the third person ironic.
I was, in fact, being sarcastic. Glad someone caught on.
Seeing as someone else sees fit to create his own thread to whine about other people whining, I thought to respond (in)appropriately to prove the point. If someone has to kew about them being “already too easy,” then the obvious solution is the make PvP/WvW harder so that everything is harder. [/sarcasm]
Actual point: PvP was made easier for players to get their preferred mode dailies. WvW is easy enough (usually, depending on server match) for those players to get their dailies in their preferred mode by playing naturally.
So why does PvE, the most prevalent game type, have to have some convoluted structure that frustrates players? We have to wait hours for bosses that might not be in our play hours. We have to put up with double-fractal days. We have to play engineers with Speedy Kits and turrets just to have the hope of tagging a mob before the 80 Queensdale zergs an event into oblivion before it ends.
Honestly, those are the 3 worst (and only?) offenders. Easily fixed:
*Change specific boss to Minor (Fire Ele, Maw) and Major (MegaD, Tequatl) bosses.
*Move Daily Fractal to the same reel as Fractal Level x-x
*Change Zone Events to Region Events
That’s it. I don’t even care if some of them are made more difficult:
*Region Vista should be Zone Vista (Maybe even 2/2 instead of 1/1)
*Region Gather should be Zone Gather
This gets people out of home instances and capital cities and actually playing, maybe exploring a bit more. I’d almost say add in Daily Explorer (Complete X hearts, POIs,, Vistas, and SPs) just to get players to do something they’ve been reluctant to do. Especially the Skill Points, considering the kvetching that’s been going on about the upcoming trait system.
On those days that the PvE reel spins a steaming pile of bullcupcake, I do go into WvW for soft targets. Land claimer and ruin/camp/dolyak are reasonable for a roamer to do. It’s just boring. It’s 90% walking, and a good fifth of the time or more, my targeted objective flips before I can get there. So not only is it boring, it’s frustrating. So the other option is to join the zerg, which is apparently nooby, unskilled play deserving of derision. Assuming a zerg is on my map.
(edited by Rauderi.8706)
Never, never /age yourself!
…2.3k hours. >_>"
Only if some other necessary changes are made. Like WvW daily Stonemist Capturer, daily Grub Slayer, Eternal Battlegrounds Events.
Should probably remove those too-easy PvP wins, since the arenas are rigged, and revert back to only one class win instead of class-or-class. Too easy. Actually, PvP should be removed entirely, because it’s too easy to get everything in just a few minutes.
I find that Engineer is best for getting through those slow, droning pre-events. Set turret, /sleep, grab sammich. And rifle’s long range still keeps me out of trouble.
Was Pantsmancer taken? Because I’d somehow find that amusing, a character that divines the world from other people’s pants. Or, as -mancer is known to mean now, controls other people’s pants~
You know guys, no one is forcing you to buy things in the gem store, right?
I don’t think the bulk of the argument is in being “forced to buy,” though.
Outfits have “pieces” (though they really don’t) that would be really cool to add to the wardrobe, but those bits are unavailable without the entire outfit. Some people want to mix/match outfits, but the pieces aren’t available as a set, just the one item. They say they would buy it if it were a set.
I get the argument, but it’s phrased the wrong way, most of the time. “qq stop outfits” is unproductive, when what the players want/need for this is the option to use those outfit pieces as “pieces,” even though it might not be technically possible. If it is possible, the request should be “Can we have outfits as armor sets as well?” and “Can we earn more armor pieces in game?”
Right and the way you’ve put it makes it an entirely different argument from what the topic of this thread is. Sure the game could do with more collectible armour sets that can be won from dungeons or elsewhere in the game.
And I think that’s why I get so fatigued over seeing this exact same topic/thread showing up every time a new outfit gets released. Often twice on the front page, as if the outrage over outfits doesn’t warrant looking at the topic list first.
It’s an old, tired, selfish argument that’s very akin to throwing a tantrum. Instead, there’d be a ton of player support for having more mix-match skins in the store and in game, if the brass could be assured players would actually buy the stuff. But I know exactly why those kinds of decisions are being made. ( Because Extra Credits is very informative. )
So, a really long OP post to say.. not much we didn’t already know. Yeah, end-game content is pretty lacking, especially for a content-locust.
GW2 seems to be about making up your own goals in between sparse and sporadic content updates. And I’m okay with that. If I just log on for dailies and guild chatter, I do it, then go find something else to do. Diablo 3 has recaptured me for a few hours.
All the “casual” hate and elitist, “hardcore” kewkewing I see reminds me of a quote from another player (whose name I can’t remember):
Honestly, I think there’s a calling for therapists who specialize in getting people to leave MMOs they no longer like but can’t leave for some reason.
You know guys, no one is forcing you to buy things in the gem store, right?
I don’t think the bulk of the argument is in being “forced to buy,” though.
Outfits have “pieces” (though they really don’t) that would be really cool to add to the wardrobe, but those bits are unavailable without the entire outfit. Some people want to mix/match outfits, but the pieces aren’t available as a set, just the one item. They say they would buy it if it were a set.
I get the argument, but it’s phrased the wrong way, most of the time. “qq stop outfits” is unproductive, when what the players want/need for this is the option to use those outfit pieces as “pieces,” even though it might not be technically possible. If it is possible, the request should be “Can we have outfits as armor sets as well?” and “Can we earn more armor pieces in game?”
There needs to be at least two rotations with different bosses at each interval, so the zergs spread out a little and those who have limited time can actually make it.
So bosses appear at the same time? Seems like the easier one would still get the zerg.
Then the harder one would get fewer players. That’s a good thing. While the zerg is chipping away at a 6-10 minute “easy” fight, you could finish a “hard” one in about 3-5 minutes. I had a Mk II run go that way. 5-6 people downed the boss in 3 minutes. With a 70-man zerg, it’s 5+ minutes.
In thinking about it, there’s a second way that a double rotation would easy the zerging a bit. The world boss chains mainly hunt for the daily rewards (extra chests), but once that’s done, they find something else to do. If those bosses were made more available, that might help siphon them out faster.
@ Rauderi – Sorry, that post wasn’t directed specifically at you. Many people have posted that they want things removed form dailes.(and in other threads also) I was just generally refuting that attitude.
Actually, “Double Fractals” is one of my pet peeves, also. I just want options added instead of being removed, so that we all have more choices.
I wasn’t taking offense, I was agreeing with you.
For the most part, the PvE dailies could be great, it’s just that some bits need refining.
Zone event completion needs to be Region (Maguuma, Kryta, etc) event completion, so players have options. When this was in place before, I didn’t notice the huge zergs like we have now. The system needs to return to that.
Region Vista needs to be Zone Vista. Right now, Vista is “go to capital city, find easiest vista,” and that’s just too easy. Zone vistas could usher some characters into unexplored zones.
The gathering ones sit in a good spot, but if I really wanted to believe in the “achievement” portion, I’d say to make them zone specific, instead of regional. Regional gives advantage to people with nodes (not that it’s a bad thing, I use mine :P), and it makes that a bit easy.
Fractal pairing needs to be upaired. Put Daily Fractal on the same reel as Fractal Tier x-x. That way, it still comes up, possibly even a little more frequently, but it doesn’t shut down PvE for a huge chunk of the players, as other options will still be available in PvE.
re: I hate ________, and want it removed – We need more choices, and more variety within those choices, not less. Nothing should be removed, more should be added. We need more options, more variety, more possibilities. The dailies system needs to be more flexible, not less.
I cannot fathom how some people are passionately declaring “I want less choices, and I want everyone else to have less choices too!” What is the huge problem with everyone having more choice and variety in how they have their fun?
If GW2 was a job, I could see the “Take whatever is shoveled out and be grateful for it!” attitude. But jobs pay us money, so there’ no need for them to be fun or enjoyable.(though that is a bonus if you’re so fortunate) Games pay in fun, not money. So a game needs to be fun and enjoyable, or who would play it? Who would stay at something that doesn’t “pay”?
We need a wide variety of choices to accommodate a wide variety of tastes, play styles, game modes, etc… Why would anyone argue for less options, less choices, or less variety?
Can anyone justify that to me?
The only thing I want removed is double-fractal days. =P
And that’s fixed by improving the cycling so that the two fractal items don’t intersect as they do now.
And add a “specific Dungeon path” completion. Or an entire dungeon/fractal tab with options in it: Dungeon path completion, fractal finisher, fractal tier x-x, etc.
A daily dungeon task could even reward stuff that normally gets skipped (like Kholer), to encourage groups to do it.
A better solution: Once any character on the account has 100% map completion the fog of war is lifted from all other characters.
While you would still have to go and get all the WPs, it would be much easier to get around. My biggest problem is finding my way, which leads to me logging in and out of a new character and one that has the map complete. Or going back and forth between the game and maps online, which just takes me away from the game and makes me not want to play.
I’m sure this will get buried though.
If unfog wasn’t also tied to experience, that’d be a decent option. It’d also make skill point/hero challenge running much simpler for those who have several alts.
It’s too bad they don’t happen at some sort of random or procedurally generated time. If players couldn’t easily predict when these events happen we wouldn’t have the ultra-themepark zerg to get in line and spam 1 for chest.
That would drastically change a lot of things about the game, though.
It originally worked like that, and the bosses were dead zones, because no one knew when they’d show up. Back when Ascended first started, dragonite ore was a huge chore to get, because there was no way to tell when the bosses that carried it would spawn.
The reason why we get the megazergs is because the timer only puts up one boss at a time. It’s a terrible idea and shows ANet has yet to learn from zerg behavior. And the schedule spaces out the bosses so that people with limited time can’t even do them.
There needs to be at least two rotations with different bosses at each interval, so the zergs spread out a little and those who have limited time can actually make it.
I’d expect it around Halloween.
I’d also expect you want it for its overpowered toy axe skills.
It’s hard to find a good guild. After years of MMOs, I finally found one I enjoy, and it started from:
https://forum-en.gw2archive.eu/forum/community/lookingfor
Post an ad for what you’re looking for, and scan for others who are actively recruiting. If you’ve already done all that, give it another go. Sorry that the previous guild was a buttface about it, but there are adult guilds that are more understanding of play time restrictions.
If Quaggan backpacks actually spoke, I’d have to quit the game. =P
I’ve been on both sides of the RP issue, though.
I had a public group that, at least, tried to use more out-of-the-way places. We generally ignored disruptions, blocked interlopers, but all in all, we respected other players that were legitimately curious.
Flipside, I’ve run into some really kitteny RPers. I will hunt them down to add them to my block list, /cry nearby, and otherwise be a dumbhead when they pollute the most public areas of the game with their drunken CW-worthy blather.
But srsly ANet, lower the friggin’ emote detection range, please and thanks.
That’s the thing I don’t get about Evon’s supporters. He is far more effective NOT on the Council. As a scheming pirate in every sense but name, he’s a perfect fit with the rest of the captains, and probably would be more comfortable with them than a reformer like Kiel. But the position brings three major setbacks: rules, dependents, and visibility. Not only is he not interested in the welfare of the people, being on the council would hamper him getting anything accomplished for himself.
That’s an excellent point!
I will just have to settle for supporting his fantastic business. (And all the latest fashions!)
Having world bosses with long timers, unpopular activities, the mess that is people fighting for event credit in zone of the day, and fractals on the pve list gets people unwilling, or unable, to do them to slip into WvW or PvP to get the daily done, no matter how much they dislike them, which gets those numbers up.
Correct, horrible thought of the day.
Corrible.
I think outfits are fine. There are still a lot of customizable armor skins. But what I dislike is just one outfit for all three armor classes. It takes away the flavor of weight classes. An ele with Balthazar outfit just doesn’t fit.
At least there are plenty of light and medium options. The only choices for heavy to look heavy are Ceremonial (too fraufrau) or Balthazar (too burny).
More outfits! More!
Shake that moneymaker, ANet, and rain down more (heavy armor) outfits!
Because Balthazar (while cool) and Ceremonial are too.. twee.
Dropped my WoW sub so I could afford all these lovely outfits! Mad Scientist is an Engi dream~
4 modes: WvW; sPvP; Persistent PvE; Dungeons/FotM
Yes, please. Daily dungeons could spit out some tokens to cut some of the grind, as well.
But having daily paths, fractal levels, etc, would be a huge boost in gathering guild groups do to the content.
As it is right now, dungeons are ignored in the “enticement” paradigm, and double-fractal days are a pain the rear and certainly not in the course of natural play.
Champion Modniir Ulgoth: Tell me, hummingbirds, how does one fight the wind?
And I always reply to myself “By breaking it!”
-
And my favorite quote of all: “TAKE HEED! I HAVEN’T TAKEN LEAVE OF MY SENSES!”
…oh wait, no. I hate that character now, and because of her, Hoelbrak as well. It’s like she watches me slink toward the leatherworking station, hugging the wall to avoid her, but like the clueless gal at a drunken college party, she just doesn’t get it.
(edited by Rauderi.8706)
My human mesmer showed up to a fractal with the same Noble outfit as human ranger. SCANDALOUS!
She had to go home and change into the Exemplar outfit, to preserve her precious individuality. ..that she proceeded to ruin by making umpteen clones of herself. =P
Yes, please. We need an option to leave that always-on.
There’s no reason that WvWvW requires access to their full set of tools any more than challenging instanced content does.
If they don’t have a great need for all their traits, then they can work for the “extras” like everyone else in PvE.
If they do in order to make WvW more competitive, then it should be treated as PvP (because it is, just on a different scale).
And if we’re being honest with ourselves, most of WvW is walking. Boring, dull walking. Which is no different than the boring walks in between hero challenge locations, except there isn’t a megazergblob with constant Swiftness buffs to cheer one on.
https://forum-en.gw2archive.eu/forum/game/gw2/Why-is-Double-Daily-Fractal-still-happening/
Noted earlier as well.
So, adding on to the fractal fuss, why are starter zone completions still a thing, as well? The PvE tasks need a complete redesign.
As cute as I believe quaggan to be… you’re on to something.
And I believe that Peneloopee and Bloomanoo are the most insidious of all… think about it they were in Kessex Hill during the Tower of Nightmare. Coincidence maybe. But guess what happened when they went to LA? It got attacked! And when they went to the world summit, it got attacked! I can’t be the only one who finds it suspicious that those two Quaggan are there whenever something goes wrong…
Well, that’s all the justification I need for a Quagganicide.
Nevermind that there are Icebrood Quaggan under Jormag’s influence, indicating that they’re not directly dragon minions in the way Sylvari are.
They can work on mob AI all they like, but if that same AI doesn’t make it to pets/minions, it’s going to continue limiting Necromancer (and Ranger to a lesser degree) in build options.
I think a lot of the minion AI flaws is in dealing with terrain. Mobs get imperial climbing and navigation compared to minions. The slightest gradient or hill gives the minions vertigo, paralyzing them utterly.
WvW needs some kind of fix. Agreeing with Pookie’s idea above, if characters moved to WvW are upleveled, they could also have unlocks done there. It might involve adding a WvW bar along similar to how to the PvP bar is separate. So, going between PvE, WvW, and PvP the first time would require hashing out trait loads for each mode, but that’s hardly a problem.
PvE gear should still carry over, making it a suitable difference from PvP.
Worrying about dungeon/fractal levelers is dealing with a minuscule portion of the population: the intersection of dungeon-goers and also don’t explore and need 100% of their build options. I don’t expect a massive system shift to cater to that specific a group.
I’m also not especially worried about those who “paid” for unlocks in the current system, since that access was granted for the current system and duration. I’m pretty sure those paid gold and points were already re-gained in the course of play. And there is still plenty of time before the system launches to dig in and get skill challenges.
Whatever the devs decide, though, something needs to scripted out to support WvW players.
By all six abandoned gods, please. I was really disappointed by playing minion-master. Nevermind that the minions don’t even look all that great, but they’re also dumb as rocks.
I really wanted to love the staff-general concept, but it broke from horrible AI.
The memorial should be something simple, and not name any specific names. A small plaque and three trees.
“In memory of those who died so others may live.”
An apple tree.
A cherry tree.
An oak tree.
I missed this post in the bustle of the previous page. I’ll admit to getting a case of the feels when I read it. That tribute captures all three perfectly for me.
Lovely suggestion, Palador.
Biggest slap in the face is how they “fixed” PvP but paid absolutely no attention to the PvE dailies. Thank goodness for guildies who can do that stupid swamp fractal. -_-
Ended up doing a bit of WvW. That’s how bad the dailies were yesterday.
Double fractal and a zone completion… That’s just terrible. No fun was had that day.
The alternative is to slightly increase base speed and remove all mobility buffs from the game.
A bit drastic of an assessment. In looking at it, the speed tiers are pretty lopsided:
100% / 125% / 133%
There might be a few scatterd 10% or 15% (ele air attunement, or some dagger-traits), but those are not widely available.
If base speed were brought up 5-10%, there would still be value in the +25% and Swiftness without feeling like base speed is so dramatic a punishment. (Then again, give an inch, take a mile, etc etc. Speed will never be fast enough for some people.)
And am I missing something about Swiftness that makes it worth balancing around? It’s useless in instance content, a must-have convenience for PvE, and entire armies sling it around in WvW. Are there PvP maps that hinge on Swiftness somehow?
Honest question, because I’m just not seeing the justification for enforcing such a dramatic difference between classes in PvE.
I would like to see something for all three. I realize I’m probably the only person in all of GW2 that absolutely loved Magister Sieran, but it’s only fair.
Sieran and Tybalt had pathos. I will miss them.
Forgal? Eh. :\
Foooooooo on this idea. xD
Why not have it be Skritt instead of Quaggan, Yes?
If we got that many skritt together, their combined intellect would be entirely too much for the weak leaders of Tyria to handle. Jennah would be dethroned, the Asuran council would be demolished, and the Pale Tree would be razed. The Charr would have a skritt as their new Khan-Ur. The Norn, of course, would be ignored, since GW2 barely acknowledges them anyway.
And then it would be Skritt whipping the blubbery Quaggan into building the greatest of all empires, beginning with the capitol city of Shiny’s Arch.
No, it’d be much safer for all of us if we just beat the quaggans until they fell over in righteous labor, then feed the fallen to the remaining workers, so they can continue to rebuild Lion’s Arch.
The most I’ve seen was the +15% on the relevant trait lines, usually as the minor Grandmaster (fifth) in the line. I’m used to getting +30%, and to do less would cripple support builds quite a bit, unless the other 15% is made baseline for the trait line or class.
Considering we have idiot-plots like trusting Caithe or “don’t pick up and move the boxes the skritt are stealing,” I suspect we’re going to be living in Consortium’s Arch before long.
I could see account-bound unlocks working.
When unlocked, the waypoint shows up as yellow instead of blue on a character that hasn’t earned it yet.
The cost for using the waypoint is assessed as:
…Or heck, just make the unlock cost 1 gold. That’ll work.
No joke, I might even pay that for some of my 80s to break into zones they have no exploration in, or to hit up the boss-of-the-day waypoints.
Sadly, speed is seen as a “build choice,” one that led me to a rather satisfying support warrior.
Still, I wouldn’t mind seeing a universal Elite skill that aids with travel speed. Probably limit it to PvE. That would open up utility and trait selection choices.
Yes, an absolute missed opportunity.
In their news announcement, they mention, “But while we don’t have a date for the final unveiling, we can say that—due to the advantages of off-site construction—one morning in the next few months you’ll awake to a newly refreshed Lion’s Arch.”
I shuddered reading that. I’ll just wake up to a new Lion’s Arch? No effort on my part?
Yes, it will be fun exploring the new version of the city, but the devs really could have made us more interested by allowing us to “help” in some way, shape, or form.
Yeah, I got fooled into hopping on early yesterday to see the new activities that would show up around Lion’s Arch. I was disappointed. :\
And then I did Dry Top for the daily. Then I was even more disappointed.
Might be time to allow the creation of 24-slot bags/boxes, using Dragonite Ore. Solve two problems at once.
They are some pretty weapons. Shame about the creepy faces on half of them. =P
Ooh, I look forward to hearing it. ^^ The other one was a bit morose, however appropriate for its time.
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