haven’t had a change to play yet, but the difficulty nerfs are very disappointing if this isn’t an exaggeration.
I’m in the same boat Relsh, I’ll be trying it in a few hours and if this isn’t an exaggeration I’m sad.
The fact toughness does so very little is WHY it is regarded as such a worthless stat in the first place. This is not a delicate balance issue, it’s an issue of them not allowing for a true hard counter play.
Burst is pure up front damage and it is supposed to be countered by high toughness, which in turn is hard countered by condition builds as they ignore toughness anyway.
Where talking hard counter here. As in the thief specced for pure burst/spike damage sneaks up and executes a flawless backstab/shiv burst combo upon an unsuspecting fool…who so happens to be toughness build…should have a very rude awakenning of doing little damage and now having to deal with someone they have to whittle down as big number spike damage is wasted against them.
High toughness builds should die from a thousand cuts and laugh in the face of anyone attempting the current burster 3-5 skill kills.
I say this as someone that tends to pvp as condition specs that would fight toughness or burst the same way anyway.
I really love the new healthbars in the Squad UI, but could we get a color differentiation for necro shrouds? It will probably be very confusing to glance over and think "Oh no they’re dying
" but it’s just their DS running out. =x
This, at least make Necro’s using Shroud have a green health bar or something so you don’t freak out the group as it ends, heh.
Darkademic, hit the problem on the head. It would take up too much real estate beyond 10 people.
The only thing they have said on it I know of is; you have to pre-purchase and register it before launch I believe to get the extra character slot.
I have to agree with heartless, sorry guys but having to repeat it over, and over, and over, and over again…was tedious.
I do think there should be SOME snipers though, it did force us to do something different…which was good…just not as many as it was last time would be good.
For anyone that wants burning nerfed…have you ever been on fire?
I bet it’s OP.
Yes, and yes it is.
Simply make your pvp build your pve build and bam! arena is useful. Or are you one of those who went to the mysts and hasn’t actually leveled/stepped out of it?
Guild Halls are for those who play the entire game, not a single segment of it. Even wvwvw players have had to do PvE to get certain things. Just as PvErs need to enter wvwvw to get certain things.
If you never leave the mysts for spvp, you honestly don’t need a Guild Hall.
Heck make it so if you want to unlock it faster you have to participate in weekly tournaments, participate enough and you speed up construction. I mean, the arena is for pvp so shouldn’t you be able to unlock it via pvping?
In general…the large bundles tend to vanish after preorder time is gone and games revert to just the “delux” or regular game options. once an expac goes live. This being past experiences talking.
What is “important” story? The lead into a new living story season is IMPORTANT, everyone should see it. It should be easily seen by everyone regardless of skill level. If my 70 year old grandfather plays (a friends grandfather did used to play and loved the living story stuff) they aren’t going to be raiding anytime soon due to the nature of twitch gameplay.
Raids should have stories, but they should be self contained stories that give you lore about side things…such as rival families attacking each other and attempting to influence the pact…could be an amazing story there with all kinds of lore from the human kingdoms, that honestly doesn’t impact the primary story nor ever be required knowledge to know what the hell is going on. You could even introduce a character in a raid and have them show up later in the LS and have almost no mention of the raid content outside of an easter egg mention. This is raid stories done properly, extra lore, but nothing NEEDED to understand and follow the primary story. Unless you want more Trahaerne’s being inflicted upon people…for anyone that doesn’t do the sylvari stories (more than you think) Trahaerne is just some random guy who shows up with a sword and is so quickly thrust into leadership position that it is downright foolish. That type of reveal should never happen again, and I say that as someone that doesn’t mind Trahaerne, as any future reveals should be done in a more measured manner that allows everyone to get to know these people.
Lets be honest people, we do not raid for story content. We raid for the challenge and the gear. Story is nice…but will quickly be ignored as the focus is on the challenging content. Anyone claiming to raid for the story….so you’d be ok with raids that don’t drop anything more than current dungeon loot right? I mean you only care about the story and challenge right? So really you just want story mode dungeons that require more people!
You can shortchange story and raiders will still eat up the content because it has loot and is challenging content they can brag about. You can even make the story pointless and thinner than a sheet of paper and most would never notice. Saying that YOU would notice? I believe you, MOST however wouldn’t because they aren’t there for the story and frankly from the moment they step into the raid they will have people talking to them and explaining the fights and what is expected of them, or what they think and feel the group should try and do on a first attempt to feel out the enemy. Not a lot of time to stop and smell the roses and feel out the story.
Killing him if he became corrupted would be fun but then again we all know what happened to Kormir…
Yeah…but you got to know Kormir and I kinda liked her.
Just imagine the many account bans and IP bans after the first 24 hours of in game voice from PvP?
Blizzards huge failure also saw MANY account bans from their PvPers as people (read: mental midgets) immediately assumed they could talk like they were in CoD or GoW and cuss every few words over open comms.
Ethecatl, I agree we should be more downplayed. Our role should be one of “helper” in the greater story or it starts feeling like WE should be the pact leader moving armies and sending hundred to die on this beach so we can land thousands on another.
Seera, if he dies he becomes a martyr that those bickering parties can rally around. They all have one thing in common, a shared friend and leader/advisor has been killed…so rally round and avenge them.
It’s great that ANet added Healers but some of us enjoy tanking, perhaps we could turn Reaper, Scrapper, and Herald into some hard control/tank role.
I am planning on taking/heal/ support with my Herald.
Waiting on the BWE 3 to test it out but either going full settler with mace/shield and counting on condi for my damage or Knight/Cleric with sword and shield for physical damage.
Never planned to go dps with that.
What would you recommend for tanking on the Rev, I tried a Herald/Jalis build for an hour on the last beta and got steam rolled a couple times in Verdant Brink as opposed to my Reaper which felt a lot more durable?
That’s odd, I ran herald/jalis and did just fine… make judicious use of your shield invuln seems key.
Revenant's Staff - Martial Artist Perspective
in Guild Wars 2: Heart of Thorns
Posted by: Runiir.6425
Ok that is just awkward looking for sure Venny.
My only char is an engineer…flamethrower amusement.
I got dc’d while winning. Sometimes people leave even if they don’t want to.
I hate when this happens…
Revenant's Staff - Martial Artist Perspective
in Guild Wars 2: Heart of Thorns
Posted by: Runiir.6425
Vennyhedgie, sadly if you look at the charr from a biomechanical point of view them using many weapons make no sense. A staff would be too awkward for them, they don’t have the arm/body ratio to make proper use of a spinning weapon (their arms/legs are too short frankly). They even look awkward with certain 2h animations (anytime they raise a weapon over their head and swing down they would knock themselves out) of MANY weapons… guard hammer leap or war hammer blast come to mind as the but of the pole would slam their dome.
I agree with the OP, that animation needs tweaking.
This whole argument is based around this idea that you’re going to PUG raids like dungeons.
They flat out said on twitch that PUGs will most likely not be a thing for raids due to the high level of mechanical difficulty requiring your raid group to actually build around one another.
Will people eventually come up with a “Raid PUG Meta”? Of course they will. It’ll likely be whatever party composition makes the “world first clear” video.
If just picking the PUG meta builds was enough to pull off a raid, it’s not a very well designed raid. The whole idea is that everyone in your group really has to be on the ball. Raids are usually not PUG content for this reason. More than one or two randoms in a raid group in most games throws off your timing or performance enough that it’s not worth the failure risk.
Make no mistake that this content isn’t designed around PUGs. It’s designed to encourage people to develop regular raiding groups that learn the content and develop strategies together, and practice them until they get it down.
I’m thinking less about raids and more about current dungeons/fractals. I’m mostly worried that when you see a druid in dungeon/fractal party, first thought people will have is ‘oh crap, it’s going to be slow clear’.. and if they see two, they’ll figure they may as well give up and find a better group.
Raids may be designed for guilds, but if they allow pugs too, then they have to be eventually toned down so pugs -can- do them, or there will be a huge kitten storm on the forums. Fractals are easier for people to understand because they progress naturally and higher tiers are gated behind your progress. Raids would also have to have that kind of mechanic for people to accept their difficulty/impossibility (for pugs).
Basically if you are allowed to try it, then you expect you should have a reasonable chance to finish it. GW2 is designed to hold your hand like that, and it would be very difficult to change that now. The simplest way for raids would probably be to allow people to queue a particular raid only after they’ve finished it at least once in a pre-made group. That way when they queue in PUG, they have an idea what they’re getting into. Otherwise a single first-timer will probably drag down a group of vets, and no one will be happy about that.
Once raids settle down so they are PUG-viable, they’ll have same issues as dungeons/fractals, only more pronounced – because if they are more difficult, then unbalance in a group is more likely to lead into failure, instead of just slowing down the clear.
That’s it, you’ve inspired me. Next BWE I wanna try running 5 man’s with an all druid group now. Should be interesting if nothing else.
I could be on board for that. However they need to update the necromancer minions as well. Currently the electric wyvern has the SAME SKILL as the flesh golem, a bloody elite for necromancers, this is rather problematic considering the ranger isn’t giving up a skill slot to have that pet.
uh, necromancers were also designed for attrition in mind, a part of tanking, engineers were originally the kings of control, a vital component to tanking and mob control so by that right they both should be fantastic in that area as well
Mob control in the way engineers did it is not tanking, that is support known as the controller…aka the CCer.
Necro is attrition but lacks the mitigation, known as a DoTer in most MMOs. Massive health pool but again, no real mitigation and frankly not many tools (Reaper on the other hand…has some serious tools to get the job done with the right support so this could work).
Does anyone remember the way they said agro would work way back before launch? Heavy armor and the toughness stat was supposed to have a passive agro increasing effect, thus heavy armor wearers were supposed to have boss agro pretty easily wrapped up. Healing others was also supposed to increase agro (active and passive). Using a shield increased passive agro as well.
Why not just bring this back? It wasn’t guaranteed agro, it simply increased passive agro generation.
Amusingly, running groups where no one is using zerker tends to be the most FUN. That is why we are here right? Not to maximize gear per time but to actually have fun while playing right?
Also amusingly…I’ve been in full zerker runs, and been in runs where no one is running zerkers and we actually clear the trash. Get more gear from the trash (and seen 2 precursors drop while clearing trash) and ironically the clear time is not that much longer when you support each other.
Cheesing a boss with corner stacking is boring and lazy gameplay, I find it is far more challenging and fun to pull 3 groups of silvers and try and keep EVERYONE alive while taking them down. You can’t dodge everything with that many enemies, so you have to make priority to what you get hit with, what you block, what you try to block for others, and what healing you are capable of. THAT is fun.
Are you guys liking this mode? I like how it is different from the CTP style, but i would have rathered something different. My favorite pvp mode of all time has been hut ball in SWTOR!
So much this. I still log into TOR for Huttball.
Revenant can heavily bring in the trinity as well.
Herald can be built to be quite the tank, and centaur turns you into quite the healer.
The expansion hasn’t gone live yet so no, you cannot. You have to wait for the expansion to be released.
IllegalChocolate, but that means going slower, not skipping mobs, and (GASP!) a run taking longer than absolute max speed with full meta zerkers and no screw ups! We can’t have THAT now can we?!
Going to assume none of you paid attention to the various elite spec skills…specifically the Herald can taunt that I know of for sure. Or could last BWE.
So atleast then there was a way to very limitedly taunt enemies away from others. ‘VERY’ limited, but it was there.
Frankly, if you always have a problem finding people for a role, make friends with people who enjoy those roles. Yes, this might just mean you spend time pubbing (gasp!) I know right?! What a concept!
This might just mean you don’t yell at people who can’t do/don’t know the shortcuts in dungeons. You might have to actually…KILL TRASH MOBS?! Oh the horror!
The dungeons are always WAY more fun when everyone is built to help each other and you fight the way it was designed to be fought. It is far more interesting that way. Sure, it takes longer but who cares? It is FUN. The current zerker meta is boring and it amazes me how it has turned grouping into a fest full of angry bitter individuals when before dungeons were changed (the no respawning while anyone is in combat thing) people were very welcoming of any build so long as you didn’t die non-stop.
This is my problem with the “living story”…it is not alive. Nothing changes. EVERY AREA that an event hits should be changed, PERMINANTLY.
Sky pirates gets hot down in the middle of the sylvari forest? Show the wreckage and the forest fire that was caused. Over the next few months the forest slowly reclaims what was burned off.
Centaur build up an army and start reclaiming land in other maps, forcing the npc camps to move and hearts to change based on the new event. Over the next few months as players complate the new hearts the centaur very slowly get pushed back and it culminates in a one day event where you run a story that has you kill the leader. Don’t log in that day you don’t get to kill the leader. He’s gone, perminantly.
Maybe the humans push back the centaur farther than before and some of the outposts become small towns? The players decide they like one of those towns and hang out there…amenities such as class trainers, BLT, bank, guild vendors…all start showing up there and the town grows a bit. Now an event gets launched against it…the players defend their town for a week of solid attacks by cantaur…players fail enough of the events and the town starts shrinking again…they win enough events the town has proven stable and defended and now the centaur have to reclaim a DIFFERENT area..
THAT is a living world…perminant changes. You leave for a month and come back to changes to the world somewhere.
Time + Effort = Reward
Anet has decided that the time determines the guaranteed gold reward and the effort determines the possible drops.
However the effort for this as opposed to a dungeoun run…you use far more effort in fighting the dragon, thus it should be worth SEVERAL dungeoun runs worth of raw cash/gear.
I’ve gone from an avid player to a show up once a week or so gamer as the classes really haven’t changed much nor have new skills been introduced. I just prefer games that let you play a proper tank class…something this game sorely lacks (aka, I don’t have to dodge I can take your best hitting skill and laugh as it only scratches me while I slowly beat you to death with my reduced damage output).
So, me and my girl come back to the game as the new fights intruiged us. Get out there, fully geared to run fractals for crying out loud in top rank gear. In an overflow but hey, that should only make the fight a little worse than usual due to lower numbers… oh no…barely got Teq to 15-20%. The sheer amount of deaths (either put the wave there OR the fear, not both…the number of people being forced through AoE while knocked over thanks to fear lock is insane). I died once the whole fight…a pretty good feat considering I was in melee range almost the whole time, my girl got slaughtered atleast 5 times due to fear lock right before a wave then getting knocked through a chain of poison clouds again and again. Don’t expect us back anytime soon as all it did was kill the nastalgia we were feeling originally.
This new updated fight is way overtuned for the casual player and seriously belongs in it’s own guild zone location. Even then it needs a serious change in HP and armor.
Even with all this however…it DOESN’T feel like a proper dragon fight. Why is the dragon not flying? Why are we not shooting it down? Which is also the problem with other dragons, the PLAYERS are not the ones shooting it down… Why am I, as a crazy warrior specialized in axes (weapon of choice by all dragon slayers in fantasy books), unable to try and get ON the dragon and attack at areas it has ZERO chance of properly defending against? C’mon! You want an immersive world without healers right? Give us the fight mechanics to ALLOW such a world! Screw this giant slow death crap, let a crazy warrior or two wait on a high ledge and try to make a jump onto it’s back and chop at the base of it’s wings! Heck a successful attempt should ground the dragon and seriously (talking 25-30% max hp) damage the dragon and severely limit it’s available attacks for the rest of the fight. I mean CRAZY…as in you make the jump or you die crazy. Let us use spears (a weapon that still needs put int he game on land) and pin parts of the dragon and eliminate attacks/create opennings. Let us properly fight these things! Failure to pin it means it takes back off, if you pin it you have to keep it pinned. Damage the wings enough it can’t fly but it can still leap around, damage a leg bad enough it can’t leap anymore….damage the jaw/face and it can’t use it’s breath weapon anymore. Create such a fight and yes…the dragon will die fast due to overwhelming numbers and yet…people will love you for letting us fight how we honestly would fight such a creature! We wouldn’t just shoot it, we’d aim at the wings and deny it the sky, pin it’s feet with spears so it can’t defend itself, then gut it!
I so second this haha.
Also, STOP RUNNING BEZERKERS!
PvE is best run with 3/5 the group built atleast half for support…
Example, warrior: if you don’t use healing shouts or healing banners, get out of the run and let the group find someone useful….or run as a tanker build (mace/shield and a gun in your offset for block tank/kite tank)
ranger: a pet with a healing skill (plant dog) or cleanse skill (brown bear) and healing spring can be immensely helpfull…oh and that brown bear skill will get someone off the ground if they are ont he ground, tell the bear to run at the enemy near the persona nd make it use the skill…viola you just saved their kitten .
necromancer: run as a wellomancer and watch how you become the most usefull member of a party (blinding an entire group of enemies for the entire durration of a well=pure win and an excellent way to mitigate the problem of the Gravelings for awhile).
guardian: if you can’t find a way to be support as a guardian please justs top playing….
getting the hint here? your personal damage means absolutely nothing in a dungeoun run, keeping everyone up and moving is paramount. I don’t care if you do 100k dps if you go down easily and provide no benefit to the other 4 people in the group. Group survivability > than any ammount of damage you personally pull off.
It is a GAME, you log out, you go to sleep, you wake up and deal with what you have to deal with. If you stress over a game you are doing it wrong.
Next, how about stepping up to the plate and doing something about it pro-actively hm?
I’m from Tarnished Coast…aka “zombie coast”…a tag we were given by other servers who had better coverage than us and yet we never stopped fighting. Because we didn’t whine, didn’t cry, and continued pushing, people transfered to our server to join our cause. Our night shift was reinforced by these new arrivals and we started holding our own against those with far better coverage through sheer determination and tactics to keep their superior numbers distracted whenever we would make a move.
It also helps if you have a friendly community that can laugh off most things and even when things are going bad can crack jokes and enjoy the evening. Good fights are just that, good friendly bouts.
Stop grumbling and trying to get the rules changed, grab your weapons, and get onto the field. Rally your server, determination in the face of overwhelming odds is the fastest way to get people to root for you, keep at it and the rooting turns to joining. However whinning even once durring this process will kill all the good will it can create. I’ve seen several servers climb the tiers in this way including my own.
To make it different I would suggest different changes that are far less complex while keeping burning a low duration condition.
Burning counts as 3 conditions in regards to cleansing, any ability that specifically can cleanse burning now loses the ability to cleanse burning unless it ONLY cleanses burning.
As long as a player is on fire they cannot become untargetable (hi…you are ON FIRE)…this means a thief can stealth but they are still seeable and targetable aslong as they are burning.
Burning causes war adrenaline to fill slower (countered by the tactic to gain adrenaline on damage).
Burning reduces the amount of soul energy necromancers gather.
While burning, elementalists cannot swap elemental attunement and engineers cannot use their f skills (known as utility belt skills), rangers cannot swap pets.
Burning puts it’s duration ontop of the cooldown for guardian virtues, thus if a guard uses a virtue and gets hit with a 5 sec burning, that burning pushes back the cooldown on the virtue by 5 seconds.
While burning, a mesmer cannot use shatter skills.
Yes, this seems harsh, remember that burning lasts for a few seconds at most…I would also severely limit what abilities cause burning (the flamethrower places only 1 second burns so seriously people, don’t even try and point to this, though I would increase the damage of the flamethrower after removing a few burning conditions from the skills).
Also by not having burning stack the durations are kept low and unobtrusive while making this few second debuff now tactical to use.
I’d prefer they put in REAL puzzles before adding timed ones.
You know…puzzles that are pure mental and no jumping/running/platforming.
Use this item here to do this to unlock that and if you use the wrong item it causes several bad things to happen making the entire puzzle all that more difficult, put clues as to the item required in the area and make it random to avoid the wiki crowd and force people to pay attention.
Heck…put a rubix cube style puzzle in, hadrian’s towers, the unbreakable knot, the sphinx’s riddles…you get the idea. Put some REAL puzzles into the game that force thought and alot less jumping puzzles as they have become stale. Event he throwing things at us thing is just bland really, it’s been done so much it is practically imprinted upon anyone that has ever raided in older MMOs to look for patterns in things being tossed around.
Take a page from secret world and place some serious mind bending puzzles into the game to truly frustrate people and give a true sense of accomplishment.
WvW is war…war has no “downtime”. Basically think of it like this…when night rolls around your server forgot to post guards, thus the enemy who was SMART about organization launched a surprise raid and killed you in your sleep.
WvW is supposed to be representative of war…don’t like nightcapping? Than organize night coverage to defend what you have. WvW is 24/7 war…if you can’t be bothered to organize properly than you lose the war, that is the end of the argument.
I also find it ironic that someone posted about “americans nightcapping” when not that long ago EU was transfering to NA servers specifically to nightcap enmasse. Seeing servers suddenly have a hundred new faces from an EU server to act as night coverage appearing overnight was a common sight a few months back.
Lastly…the zergballs in primetime are hardly skillfull or organization at all. You want to see GOOD wvw fights? get into a server with good nightcoverage when it is facing another server with good night coverage. The 40v50v45 fights are the best. The “zergs” are all of 10-15 people tops with most people running in groups of 4-5 probing defenses. No lag, no clipping, no exploits that are rapant in the 50 on 50 zergball fights…just good fights where only the skilled or the lucky come out the winner. If any server gets into a huge zergball? They will lose everything as the other two will simply attack too many targets for the zergball to defend.
People have been asking for more ARMOR from back in halloween.
They keep making more weapons but never new armor. It is rather sad really. People want armor.
Townclothes are a total joke.
Odd…my summoner does VERY well 1v1 against all classes in spvp.
Use your summons well and you will destroy anyone 1v1. I find that it is also capable of fighting a losing battle in which people are foolish to stay. Holding off 8 people at once with creative use of your summons (purposefully lining up multiple enemies in a trample is easier than you think)….sure I will die, but it takes them awhile to get me down. Thus they kill me to have my team flip every capture point.
Just find a build and style that fits what you are after. Scepter/dagger will bleed an entire team with ease, weakening everyone. attack someone that is downed 3-4 times and the bleed will kill them no matter what they do on it’s own (so hilarious doing this to thieves or mesmers). I’ve killed more than a few stealth spammign thieves by simply bleeding them to death and dodging their big blows.
The only build I have never…and I honestly mean never…found any use at all is dagger mainhand. The necro is not built for true melee combat and the life leach/life siphon skills do not work nearly well enough to offset the damage taken in melee.
The necromancer is best played as a debilitator…don’t try to blur kill, dot them up and move on tot he next one. Having a well to drop to reverse all boons can single handedly make a guardian kill their own team when facing you. Just work on what you want to do and build for that purpose. If you want to be a huge tank…axe mainhand and build for fast shroud building…you would be surprised how long you survive…
Yeah that will be fine, you can give other professions the ability to disable the thieves entire profession mechanic. So long as you give thieves a defensive counter skill that allows the thief to return the favour by disabling their opponent’s profession mechanic.
Upon activation, in 1200 AoE range – max 5 targets – the following profession mechanics are disabled:
- ranger – pet dies and goes on cooldown
- engineer – can’t switch kits
- mesmer – can’t create clones
- warrior – can’t use burst skills
- necro – can’t use death shroud
- guardian – can’t apply/receive boons
- ele – can’t switch attunements
As a thief can only be revealed once every 6 seconds under your proposal, we’ll make this new thief skill on a 6 second cooldown ok?
Stealth is the thieves profession mechanic – giving players the ability to completely nullify it is just stupid
Incorrect. Stealth is not a thief only proffession mechanic. Your proffession mechanic is actually “steal”. Nice try.
Also, try building your thief without stealth…you would be surprised how tough a GOOD thief is to kill and how much of a crutch stealth really is. If you NEED stealth, you fail at combat.
Eh, it actually isn’t a ban, and have seen Anet simply tell the complaining party to turn the filter back on.
A ban will only happen if the cussing was directed pointedly at you in an insulting manner, a random cussword will actually get the complainer a bad mark against them for turning off the filter if cussing bothers them.
Not a problem with zergs, but a way to discourage the 50v10 issues.
On your home map, you can have as many people as you want, and invading servers can only ever have the number of people you have fielded there. Thus if you have 10 people on your home border, the invaders can only have 10 people each there (if you have zero they can have 1). In eternal battleground each side can only have as many as the others. if it’s 20v20v20…2 servers have people quing but the other does not? You’re all stuck with the cap at 20 till that 3rd server has some people que up.
This will stop a LOT of the “nightcapping” crying I see at every tier of WvWvW. It also has the benefit of forcing people to actually fight on equal terms and equal footing and actually…oh I don’t know…out strategize the other servers rather than just out manning them.
However, lets face it…people don’t want “fair” fights…they just want to steamroll implicitly.
My necro wants the Thriller dance back. She is not happy with her Sylvari dance, it’s too cheerful.
My necromancer want’s his metal headbanging back…
I prefer it being so small of an effect, the molten alliance pickaxe is obnoxious.
I’d wear it just for an extra way to make people feel worse when I rip them apart in PvP…as so many self important PvPers love to believe that you can’t possibly beat them if you are a “clicker” or a “keyboard turner”. Just that extra lawl.
Y could put as many events as you wanted, it won’t get people back to there. People hate the karka, the vets and champs you have to kill twice over. It is NOT fun. The confusion stacking salamanders are equally far too annoying to be fun to fight against.
NOT crab toss. That event-thing is miserable.
They seriously need to change crafting as well. Every single basic (blue quality) tier of armor should look differently in a big way.
Each race should also be capable of having each teir trainable to craft racially looking armor, this should be the first major update IMO. Just make it that if you are norn, you can only craft norn armor. Thus creating a market for the various sets (btw the crafted armor should be wearable by EVERYONE).
6 new sets per tier for sylvari, human, norn and 3 sets per tier for asura and charr (both sexes wear the same armor). 6 tiers exist. That’s 54 armor skins incase anyone wants the total math.
Removal of the healing utility should never happen, as people would use it for utility skills then die constantly and demand that a proper healing class be implimented to babysit them for being incapable now of self-heals.
" but it’s just their DS running out. =x