I say don’t be put of by necromancers being ostracized from dungeon groups. The meta is evolving rapidly, and I see future necromancer buffs coming. Besides, all those people spouting necro lacks group support don’t understand that group support can mean more than providing boons (which only stack so much). If you enjoy necro over other things — then go for it.
Second, I’ll have to disagree with what previous posting were saying with Ranger = low risk – low reward. I would argue Ranger can be built for medium risk – high reward. Also Ranger allows for loads of creativity.
Warrior, Guadian, and Necromancer are likely your top 3. Find the one that feels most comfortable and experiment with that.
Tybalt should be a legend.
Just saying…
I would say this. 100% this. But that would allow for the possibility to have a character channeling Tybalt while fighting alongside Tybalt…
Worse still…it’s very likely racial skills will be going away
I’m hoping for some sort of increased chance for fract. Weapons.
Currently, PvP and PvE gear carry over to one another. You essentually wear the same stuff and have the same look(s) from one the the other. The difference is PvP does not look at your gear’s stats. As an example, no sword is better than another sword in PvP. Its just the “looks” that may be considered better. All your stats come from your PvP gearset, which can be accessed by clicking on the helmet at the top of your UI while you are in the HOTM. There, you can swap sigils, runes, amulets, and traits. These, however, will not carry over to PvE. If you use different weapons in PvE than PvP, you will have to swap them every time you go between the two.
Hopefully I covered everything. Let me know if you have any more questions.
These are similar-esque to the “Better Than” song you posted as far as the meaning we are extrapolating from them goes:
My Way by I Fight Dragons
Fallen Leaves by Billy Talent
Without a Fight by Hoobastank
Comeback by Redlight King
Other songs include:
Hello by Dragonette
Feed by Cryoshell (My favorite band!)
Play for Real by The Crystal Method
There are plenty of other silly ones like some things from Melodysheep’s remixes of the soul album. But I’ll just leave these here
Happy hunting.
I believe he posts here as “Ryan” or something.
Stole my name… :P
In other words, the secret is being optomistic — but not having high expectations.
That’s a fine line you walk, sir. I can respect that.
Thank you. I find it rewarding on an emotional level.
Like I said, it depends on how it is implemented is how it will play out. If they do it right and not make it worse, then great, but I’ve seen “fixes” go wrong, such as the SB.
And being “incredibly pessimistic” is much more realistic than being “incredibly optimistic” about them not screwing things up. I repeat: anyone whose been playing Ranger a long time should know this already.
Thanks for caring for my well being. I smile plenty. Don’t you worry your little head about that… especially when I twist the throttle on a ’14 zx10r
More realstic? Perhaps. But I still prefer to keep a bright outlook. Feels less dreary. I’ve played Ranger as my main since day -3, and I still have high hopes for what we can do (we’re getting better, slowly). In other words, the secret is being optomistic -- but not having high expectations.
If that makes any sense…
The complexity is not needless. You are impossing that thought. Making it more difficult will make it better because it will raise the skill cap for the skill (something this game needs more of) while also, and more importantly, raising its potential power. Doesn’t saying “I need it when I hit the button” sound dull to you? There are already so many skills that do that. Sure it wuld be harder to time, but then it would also be balanced accordingly for an even higher payoff. That, coupled with traps allowing for potential double activations, would make this skill crazy strong when used correctly. I’m not saying this skill has to be more complicated (devs may not go in that direction), I’m just saying that the added complexity would help provide a combat reward for players who play more skillfully than those who don’t — further incentivising personal skill improvement among the Ranger playerbase.
I guess you haven’t noticed but the game is for casual players… which is why it’s not an esport no matter how hard they try. They aren’t about adding any type of complexity (=complicated) needlessly. That is why we haven’t gotten additional pet controls. Remember? Jon Sharp said they didn’t want to scare away new players to the Ranger by overwhelming them with additional pet controls and Jon Peters hasn’t disagreed with that statement. Somehow, someway, someone snuck in a keybind for active/passive, which was awesome. We are getting a dumbed-down trait system because the one we have now is too hard to balance. So if the Devs are making it easier for themselves to balance the classes, what makes you think they are going to make anything more complex for the players? And what are you talking about skill cap? Look at the main hand sword. Many, myself included, consider it a fun high skill (because you really need to time your dodge in the animation chain well along with making sure you time it to get out the way of the AI attacks) weapon, but many (arguably as many that like it) want it “fixed” so the leap doesn’t root you in place. The general playerbase takes the path of least resistance, which is the least complicated/complex way to do things, so why would they take something that is not complicated and works really well, and make it complicated and potentially not work as well? Because, yes, it is equally likely that they will nerf it to compensate for usage with runes, etc.
How do know know it wouldn’t work well? You were just saying that you like the skill sword can take to use, right? Why not give this a shot? I think you would like it. If they end up nerfing it for balance, then I guess you would be right. But if they buff it for compensation, then I think you could be surprised how potent this could be.
Because it is not needed for a heal skill in PvE and adds needless complexity. If they want to make a heal with a trigger condition, make another one and leave HS as it is, it’s near perfect.
How is the complexity needless? Explain? You say it is not needed — but is anything needed, really? How about different?
One of the easiest ways to try out each profession is by going into the PvP lobby where everything is unlocked for you (mostly). I think PvP maybe be gated until like lvl 10 now or something…I can’t remember, but that would be the fastest way to try them at max.
but I will do my best to give you a general overview.
Warrior: Straightforward and mobile, warriors offer flexibility with strength.
Guadian: Essentially a magical warrior, guadians have numerous defensive and offensive skills avaliable, however their cooldowns are known to be somewhat higher.
Ranger: Adaptive and versitile, rangers can adjust to nearly any situation and counter it.
Thief: Extreamly mobile and slippery, theives can hit hard and escape on a whim.
Engineer: engineers can have access to a plethora of unique skills at any given time, making them somewhat complex, but very deadly.
Necromancer: With a focus on enemy dampening rather than team support, necromancers provide a backwards version of team support while remaining very hard to kill
Mesmer: Masters of trickery, mesmers manipulate their targets, themselves, and their allies with a host of fantastic utility to gain the advantage.
Elementalist: Much like the engineer, elementalists have access to many skills all at once, allowing them to bring an kitten nal of skills wherever they go. Elementalists are often viewed as “the jack of all trades” prodession.
Hope that gave you a general understanding. I highly suggest trying the classes before making any judgments about them.
Best of luck!
The complexity is needless for PvE, for PvP it could be made to work as an advantage. There is no real need for an increase in skill in PvE, you don’t need to make tactical decisions about your heal skill, you just use it when you need it. I would really hate to see HS get an activation or trigger condition in PvE, that would be terrible.
Hopefully A-net will make strides to change that. Besides that, how would an activation trigger condition be terrible? Explain?
I could deal with the above… assuming I could still get it just about as fast as I get it now.
I love it as is. Don’t want it to be a trap that needs activation. The only reason to take it over ungent is for the fast initial burst and reliable water field. You are usually dropping it in battle followed by a quick leap or pet swap to blast it. It needs to be reliable to be used like this…
Yup. I share the sentiment. I use it just as much for the heals as I do for the condi cleanse and water field. Making it have a arming time and conditions to whether the water field activates or not… terrible terrible terrible. That’ll have a significantly bad impact on my use of HS in PVE group content.
The arming time is like half a second at most. Half a second. Not to mention the only “condition
s” is for you to be standing over it….don’t you do that already? Kinda feel like you are being overdramatic :\It depends on how it is implemented. Don’t you know that it isn’t written in stone? Yup, everything is still up for change. So, they could put a trigger on it that someone in the healing spring AOE has to be below a certain HP % before the water field activates. That’d be terrible. I drop HS becasue I need the heals, water field, and condi cleanse most of the time and I need them right now when I drop it. I need that water field to be there as fast as it is now, not slower. As far as I know it’s still the best water field in the game. It’s great for pug fractals and dungeons. It sucks they are “fixing” something that isn’t broken… just like the SB long ago. Anyone who has been playing a Ranger for a year should always be hesitant and keep expectations low when it comes to changes coming.
How would a % HP trigger be terrible? You said yourself that you need it when: you need heals (you would get the heal. if the trap HS replenishes, say, 40 % of your HP, and you are at 65 % then using it as it is now would result in a 5 % waste, no? The trap would trigger perfectly for you — negating waste.); you need condi clear (What are the condi’s doing to you? Getting you killed? Not to worry, because as soon as you are “killed” enough, you would be brought back to full.); waterfield (Why do you need a waterfield? For heals? You would get the heals when you need them). All of this, and you could pre-cast it to have HS running its cooldown to use it faster after the following time you activate it.
Beautiful.
Please understand, they are not trying to “fix” the skill, so much as they are giving as many catagory-less skills catagories as possible. Saying “Anyone who has been playing a Ranger for a year should always be hesitant and keep expectations low when it comes to changes coming” is incredibly pessimistic.
Need to smile some, dude.
I love it as is. Don’t want it to be a trap that needs activation. The only reason to take it over ungent is for the fast initial burst and reliable water field. You are usually dropping it in battle followed by a quick leap or pet swap to blast it. It needs to be reliable to be used like this…
Yup. I share the sentiment. I use it just as much for the heals as I do for the condi cleanse and water field. Making it have a arming time and conditions to whether the water field activates or not… terrible terrible terrible. That’ll have a significantly bad impact on my use of HS in PVE group content.
The arming time is like half a second at most. Half a second. Not to mention the only “condition
s” is for you to be standing over it….don’t you do that already? Kinda feel like you are being overdramatic :\If they make it like dh healing trap then it would require an enemy to trigger the stronger part of the heal which is what they are hoping doesnt happen.
Right, but nothing is keeping our trap to act just like the Dragonhunter’s. I would argue that A-net would try to be more diverse by making he HS trap ally activatable (with conditions to not waste it, of course).
When I drop HS it’s because I need it right then and there, not because I need it within a minute… I like it just the way it is, but that doesn’t matter as it is going to change for better or worse. It’s most likely to get turned into a trap that has arming time and blah blah crap. Oh well. I’d really really like a healing Signet like malice or the Guardian signet. Either one I could deal with quite nicely.
You could still drop the trap right then and their. The only difference would be a slight timing alteration that would allow for complex and powerful placement and rotation. Heaven forbit it will actually make you think
Adding needless complexity doesn’t make it better. Not sure why you think making it more difficult to use makes it better. That’s a weird train of thought I can’t get on. I already did the thinking to know when I need to time my HS. I need it when I hit the button. Not sure why you want to make HS artificially harder to use when it doesn’t have to be.
The complexity is not needless. You are impossing that thought. Making it more difficult will make it better because it will raise the skill cap for the skill (something this game needs more of) while also, and more importantly, raising its potential power. Doesn’t saying “I need it when I hit the button” sound dull to you? There are already so many skills that do that. Sure it wuld be harder to time, but then it would also be balanced accordingly for an even higher payoff. That, coupled with traps allowing for potential double activations, would make this skill crazy strong when used correctly. I’m not saying this skill has to be more complicated (devs may not go in that direction), I’m just saying that the added complexity would help provide a combat reward for players who play more skillfully than those who don’t — further incentivising personal skill improvement among the Ranger playerbase.
(edited by Razor.9872)
Helps to be tanky with them.
I love it as is. Don’t want it to be a trap that needs activation. The only reason to take it over ungent is for the fast initial burst and reliable water field. You are usually dropping it in battle followed by a quick leap or pet swap to blast it. It needs to be reliable to be used like this…
Yup. I share the sentiment. I use it just as much for the heals as I do for the condi cleanse and water field. Making it have a arming time and conditions to whether the water field activates or not… terrible terrible terrible. That’ll have a significantly bad impact on my use of HS in PVE group content.
The arming time is like half a second at most. Half a second. Not to mention the only “conditions” is for you to be standing over it….don’t you do that already? Kinda feel like you are being overdramatic :\
When I drop HS it’s because I need it right then and there, not because I need it within a minute… I like it just the way it is, but that doesn’t matter as it is going to change for better or worse. It’s most likely to get turned into a trap that has arming time and blah blah crap. Oh well. I’d really really like a healing Signet like malice or the Guardian signet. Either one I could deal with quite nicely.
You could still drop the trap right then and their. The only difference would be a slight timing alteration that would allow for complex and powerful placement and rotation. Heaven forbit it will actually make you think
OP didn’t even mention why it shouldn’t become a trap beside “I don’t like it”. I mean really? I agree that the signet thing is very forced. You want to rename it, icon would need to change, in the end you completely change the identity of the skill.
That a heal on trap works shows the new guardian skill. Imo just give the complete heal on casting and activate the water field and condi pulsing when an enemy enters. Alternatively it could not trigger on enemies but on allies with less than 50% hp. This would mean it doesnt change at all as long as you cast it below 50% or if you drop below 50% after casting it. Actually would allow to “precast” the whole thing.
How about the fact that making it a trap completly messes with how the skill works and will basically be a nerf.
It would bot change it “completely.” The change is minimal, really. How would it be a nerf?
I understand your point of view, but something about it just feels…wrong…to me. Like making HS a signet feels forced rather than natural. Rangers need to be all natual.
I personally use this when I want to tank:
You’re tanky while still allowing others to put strong regen on you.
A few questions.
Why are you using bloodlust sigils on both weapons?Why use natural healing without compassion training?
Why spec that far into beastmastery at all if you’re not running a dps pet when you could go down the nature magic line for nature’s voice which would give you a higher regen and perma swiftness?
Oh and why the untraited longbow? It’s kind of worthless with no crit chance, crit damage, or traits.
-I use bloodlust for more power. I feel tanky enough without having to sacrifice all of my DPS. Bloodlust helps scale my power, and thus my sustain, to the max. I use it on both my weapons so I can gain that passive as quickly as possible, without having to worry about which weapon I’m getting kills with. The healing sigil can be swapped with whatever you want, by the way.
-The buff to Natural Healing from Compassion Training is minimal (from my experience). You can use it if you like. Builds aren’t meant to be set in stone.
-It’s true the longbow is much weaker than it is on most other Rangers, but that’s because this builds doesn’t have you camping it. The greatsword sees the most use. Longbow is just there to provide sustain while you fight something at range and to provide synergy with your greatsword. Ranged and melee weapons are meant to be swapped to a fro as combat demands it.
My rotation usually involves LB 2, 4, 3, 5 — do what needs to be done on GS as combat demands it (i.e. hitting with maul as often as possible, blocking projectiles and avoiding burst with counterattack, gapclosing and evading with swoop, and interrupting the opponent’s flow with hiltbash; all while giving your regen a chance to work with the evades on auto). When most of your GS skills are on CD, you can swap to longbow to set up more vulnerability, knock your opponent back, give your pet swiftness, and lay down a crippling area-denile barrage from the safety of stealth. You may have to auto once or twice, but then you can come back into greatsword with a hampered foe.
I think you misunderstood, I understand why you you use a bloodlust sigil I just don’t understand why you put it on both weapons. You only need it on 1 of the weapons to get the benefit from it. You are basically wasting a sigil and there are plenty you could add to improve your build, doom, intelligence, energy, etc.
“I use it on both my weapons so I can gain that passive as quickly as possible, without having to worry about which weapon I’m getting kills with.”
Is this thread really still going?…
I personally use this when I want to tank:
You’re tanky while still allowing others to put strong regen on you.
A few questions.
Why are you using bloodlust sigils on both weapons?Why use natural healing without compassion training?
Why spec that far into beastmastery at all if you’re not running a dps pet when you could go down the nature magic line for nature’s voice which would give you a higher regen and perma swiftness?
Oh and why the untraited longbow? It’s kind of worthless with no crit chance, crit damage, or traits.
-I use bloodlust for more power. I feel tanky enough without having to sacrifice all of my DPS. Bloodlust helps scale my power, and thus my sustain, to the max. I use it on both my weapons so I can gain that passive as quickly as possible, without having to worry about which weapon I’m getting kills with. The healing sigil can be swapped with whatever you want, by the way.
-The buff to Natural Healing from Compassion Training is minimal (from my experience). You can use it if you like. Builds aren’t meant to be set in stone.
-It’s true the longbow is much weaker than it is on most other Rangers, but that’s because this builds doesn’t have you camping it. The greatsword sees the most use. Longbow is just there to provide sustain while you fight something at range and to provide synergy with your greatsword. Ranged and melee weapons are meant to be swapped to a fro as combat demands it.
My rotation usually involves LB 2, 4, 3, 5 — do what needs to be done on GS as combat demands it (i.e. hitting with maul as often as possible, blocking projectiles and avoiding burst with counterattack, gapclosing and evading with swoop, and interrupting the opponent’s flow with hiltbash; all while giving your regen a chance to work with the evades on auto). When most of your GS skills are on CD, you can swap to longbow to set up more vulnerability, knock your opponent back, give your pet swiftness, and lay down a crippling area-denile barrage from the safety of stealth. You may have to auto once or twice, but then you can come back into greatsword with a hampered foe.
(edited by Razor.9872)
I personally agree. It would have to be balanced around the concept, certainly, but I would like to see this happen.
However, understand that there are many rangers who would hate for this to be a trap.
To answer your questions:
no — I target them and see what utilities they are running and the weapon they use.
no — I may think of that as a win, actually
no — I wish they would swap builds.
no — I haven’t have that happen to me in a long time.
and no — have never seen that.
I personally use this when I want to tank:
You’re tanky while still allowing others to put strong regen on you.
(edited by Razor.9872)
They are trying to distract you from the imminent Karka attack!
what the?…
I like to collect all their dfjklghadlha; names, lol
Pretty sure I noticed it too.
I just hope people won’t vote for King Doric. Lion’s Arch is a free city and should have nothing to do with a human king.
The only positive thing about it would be seeing Evon kittened :p
Your intent to screw Evon disturbs me.
Really, Evon is just like Counselor Yomm…if people would just give him a chance.
I only know that when my pet dies I can’ t use any F skills. All the other classes can use their ( stronger ) F skills whenever they want.
Mesmer can’t…until IP becomes baseline, anyway.
In what game mode are you playing in?
In PvE, I mainly use Torch since it has more AoE capability and higher damage. However, I do keep a dagger on me when I face bosses, as that extra evade and cripple can really help.
In PvP, I use both at once, actually. Not really a fan of Shortbow in PvP. So I personally go Axe/Torch – Sword/Dagger.
WvW kinda takes elements from both.
Whelp. There goes my gold again, lol
You might find this interesting: https://wiki.guildwars2.com/wiki/Fractal_Gear_Box
They are already ingame, but only at Lvl 51+. We just cant get them until Anet releases that fractals update they were talking about when Fractured released.
:O
Or Necromancer’s Death-shroud. You could pop into it then pop out, be able to use your weapon skills but still retain the invulnerability of the mist-form.
In my opinion, the only problems with that signet are the ICD’s. Remove those and it may see some use.
Without group utility we don’t have anything to offer
I wouldn’t say that. It has been pointed out again and again that Necro’s benefit the group through Debuffing the enemy into oblivion. Group utility like protection does not stack really, but a necro can provide the addition benefit of near-constant weakness. It is things like this that necros excel at. Saying you don’t have anything to offer is a bit harsh.
I’ve been wanting this for far too long…
clap clap clap clap clap clap
I just don’t see it, especially with Chronomancers on the horizon. On one hand you have fears – a condition that makes enemies run off in random directions and on the other you have stuns which leave enemies in place. Wouldn’t you rather have an enemy rooted to the ground and unable to attack rather than chasing someone especially as melee?
Don’t get me wrong, having extra CC is always great but without providing much else, Necros will still have to fight for their spots in premade parties.
I think you have the breakbar concept a bit off. See the CCs won’t actually effect the boss. By that I mean that if we fear a boss, it won’t run away from us as if going under the effects of fear. Same thing with stuns from other class such as the engi or mesmer. Instead, CCs will lower a second bar under the boss’s health bar (this is the break bar). Now, CCs will lower this bar until is reaches 0. Once that happen, it is considered broken. I believe that the necro’s fear will actually lower this bar significantly faster than other classes because fear may be considered the strongest CC in the game. So I’m guessing that 1 fear may =2-4 soft CC from other classes. If this is somewhat true, then there may be a new spot for necros in PvE because we will be breaking the breakbar more quickly than any other class (I hope).
Again this is just a theory, but I feel that it makes sense.
I would like to add that breaking the bar will have a strong, but specific effect each time it happens.
Always great when this happens.
Sure, I like the sound of this.
I think it was absolutely the right way, because Anet has not been entirely transparent about the bans they’ve handed out in the past. Sometimes an example has to be made. Oh, and if you think this is wrong, did you not play GW1? In that game, GMs and security staff were able to execute a ban using a unique reaper-like avatar called Dhuum, which publicly shamed anyone who violated the rules — inside the actual confines of the game itself.
Your “cheating is not okay but this is going too far” defense falls flat when these individuals have spent all of their time ruining the game for hundreds of other people, for weeks and sometimes months on end. That’s going too far. What Chris did was an appropriate and tactical response to that behavior — if you cheat, prepare to have this happen to you. A good lesson.
I don’t have a problem with the Dhuum style ban animation. Its just adding an animation on to what the client itself was already doing. That is massively different to a developer posting a video in which they log into the account, strip the character down, jump them off a ledge, and then delete the characters. Why not just ban the account like normal and tell users that it had been done. It seem unnecessary and unprofessional to me. There’s a big difference between thinking ‘if I get banned there’s be a Dhumm animation killing me’ and ‘if I get banned a staff member might log into my account and do things to my character and then delete and ban me’. Big difference. Obviously the person deserved to have their account banned and deleted, but was the other stuff necessary? No.
Clearly our ideas of appropriate differ so any further discussion isn’t really going to be fruitful. I’ve stated my opinion on it and if people disagree with me then that is fine.
They most definitely deserved to have their character/account made fun of in that manner. People like that punk thief deserve it 3 fold.
CC negating trait…
Terragriff projectile block…
Bug…
Does not compute? :\
I’m guessing either meditations, mantras, cantrips, or elixers
I even told people the way to convert them and they avoid it because they consider “mf some stuff” to be a complicated effort.
They should raise the gold reward for fractals from 1g to like 3g
You spend less time in AC doing all 3 paths for 3g then doing a fractal (let alone a lvl 50) just for 1.
Granted, the ascended drop / skin / tonic chance is there, but its still a chance.
It would balance out the distribution between efficient dungeon farming / efficient fractal farming. And it wouldn’t become an overkill reward (if we’d assume the 1 to 6 gold reward suggestion) if you’d run all tiers for daily’s.
If they made fractal level 50 grant 3 gold, I would be so happy.
Dude, sometimes, a witchhunt style spectacle is jusy the way to go. I can understand why you disprove, but at the same time I feel this kind of rule enforcement is beneficial when used on occasion. I feel like it puts the developers on a more “down to Earth” relatable pedistal.
Cheers
It does not put them on a ‘down to earth’ level. It puts them in a very high up, untouchable position where they have the ability to use public shaming as a form of humor. This is not so different from something like a public flogging.
I would have to disagree. I would feel like the dev would be on “a very high up, untouchable position” if he/she banned or punished people with a machine-like, persona-less demeanor. Providing the video shows us that he/she is human and in a sense, “one of us.”
Public shaming is a very effective form of humor when the perpetrator had previously done many people grief, and as long as it doesn’t cause physical pain or death, imo. Comparing it to a flogging is somewhat extreme :\
(edited by Razor.9872)
We don’t need to see it in-game, sometimes good video evidence is enough for me to track down who it was. In this case, the video was enough for me to find out who it was and take action. Thanks for the video, and to accompany your video, I give you this video of his account’s last moments:
Oh yah, he’s also banned
And how is that acceptable professional behaviour? Making a public spectacle of this isn’t doing anything conductive towards an image of being able to professionally and rationally deal with people who have broken the rules, nor does it inspire confidence for a game that is known to produce false positives in regards to things like botting.
How are people supposed to know that they will be dealt with fairly and rationally when the games security lead is partaking in incredibly unprofessional witch-hunt style public shaming of people? Shame on you.
This is straight from your personal linkedin page:
Lead of the team that is responsible for maintaining:
• Fair game-play in Guild Wars 2 by enforcing the User Agreements and Rules of Conduct
• Maintinence and evolution of systems to help reduce instances of payment fraud
• User/Corporate information security
• Improvement of game features to align with the needs of a shifting player base and behaviorDo you sincerely believe that you’re exhibiting a capacity for “Fair game-play in Guild Wars 2 by enforcing the User Agreements and Rules of Conduct” – could you point to the part of the user agreements and rules of conduct that legitimises the video you made? Is it not a compromise of user security for you to post a video logging in to another persons account and posting a video of it? Regardless of what they’ve done, how is that ok? Sure cheating is not ok, but there are wrong and right ways to deal with it. This wasn’t the right way.
Dude, sometimes, a witchhunt style spectacle is jusy the way to go. I can understand why you disprove, but at the same time I feel this kind of rule enforcement is beneficial when used on occasion. I feel like it puts the developers on a more “down to Earth” relatable pedistal.
Cheers