Jara Ariasdottir (Soon all classes proper!)
Jara Ariasdottir (Soon all classes proper!)
Said people can get the core game refunded entirely. There’s already been Dev posts about it. :>
Jara Ariasdottir (Soon all classes proper!)
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Sold Out.7625
Core game is a free bonus to a set Heart of Thorns price to incentivize new players to get the game and not have them pay double.
Your post is pointless.
Nobody misses you. Go away.
…while ignoring existing players…..
Ain’t you an Entitled Ethan?
how hard is it to make another purchase option of “xpac only edition” at slightly lower price?
Because THIS IS THE EXPANSION PRICE. Live with it. You don’t pay more for the Core game. But reading is hard, I know.
Jara Ariasdottir (Soon all classes proper!)
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Sold Out.7625
Pretty much a slap on the face of existing loyal players. You have the game? Pay for it again it you want expansion. Absolute Rip-Off.
It would make sense even if it was like $49 for new accounts and $29 for existing.
You don’t do that reading thing, do you? There’s already been multiple posts stating that the expansion would have cost that much -anyway-. The core game being free for new people is -just- a freebie. Get over it.
Jara Ariasdottir (Soon all classes proper!)
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Sold Out.7625
Core game is a free bonus to a set Heart of Thorns price to incentivize new players to get the game and not have them pay double.
Your post is pointless.
Nobody misses you. Go away.
…while ignoring existing players…..
Ain’t you an Entitled Ethan?
Jara Ariasdottir (Soon all classes proper!)
You can only choose to get a completely new account or upgrade your old one. No spare base game.
That said, if you bought a base game -very -recently with Heart of Thorns in mind you can get that one refunded (with the old account being closed down).
Good luck!
Jara Ariasdottir (Soon all classes proper!)
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Sold Out.7625
Core game is a free bonus to a set Heart of Thorns price to incentivize new players to get the game and not have them pay double.
Your post is pointless.
Nobody misses you. Go away.
Jara Ariasdottir (Soon all classes proper!)
Having me wonder if their idea of increased bomb explosion radius baseline was scrapped. Wait and see, I guess.
Jara Ariasdottir (Soon all classes proper!)
As I said before : this game is dying.
Waiting to see how those changes will be done, but players will role another class or just abandon the game to play another MMO.
Time will tell, as always, in every game.
Such a waste of space in a discussion thread. Engineer traits and changes are amazing through the board, perma-swiftness that we used to have is a concern though. We do get a swiftness medkit drop and swiftness in combat, but who knows if that will be enough to move around on maps decently.
So shut up with your whine and move it elsewhere. And be part of the kitten discussion if you wanna add something.
Jara Ariasdottir (Soon all classes proper!)
Just to dispel some of the “Engineers don’t do magic” myths out there.
The main staple of Asura is magic used in a way that combines it with their own strange sense of technology. Still, a golem runs entirely on magic, and so do Asuran turrets, and their entire floating city.
The Pact’s main technology staple is Magitech. It’s based on the pure Iron tech of the past, back when the game came out and it was the main understanding of (steampunky) technology. With the creation of the Pact and with the Aetherblades, a majority of Tyrian technology runs on a mixture of straight up steam tech and magical influences from the Asura and the other, non-Charr races.. Hence, Magitech.
Would an engineer just use a direct signet gameplay wise? No! That’s a very direct and standard way of using such magic.
Would an Engineer infuse a drone with signet type magic, running on either steam tech or complex magitechnology? Yes! It’s a creative way to use traditional magic, modern technology and a personal flair.
Plus, we’re getting magitech pylons, magitech rifles (predator, pact fleet), a toolbelt asura magic laser, as well as our straight up explosives. Not to forget elixirs emulating traditional magic in a bottle.
Jara Ariasdottir (Soon all classes proper!)
I’d actually be fine with Mortar Kit retaining its minimum range, simply as a balancing element. Make the kits a little more defined in their strengths, as opposed to the old (current) grenade kit being the siege AND melee kit, essentially.
Of course, if they don’t amp up Mortar Kit’s power a bit, the minimum range will just be more of a downside on top of that, but having a blast finisher on an autoattack – if they do let us have that – I could see them balancing that out by keeping the minimum range. (it should still be a short enough range that you can get the benefits of the fields you blast, but can you imagine sitting in a Heal Turret water field and point-blank blasting it multiple times with your auto + dealing heavy AoE damage to everyone around you at the same time? Seems like it could become abusive quickly, especially with the Inventions line.)We’ll see! I’d rather see a super-strong mortar with a defined weakness than an all-round kit that takes damage/utility losses as a result – we’ll still have our ’nades and bombs for anyone who gets in our face – but it all depends on what changes they make to the mortar.
The minimum range would in -no- way give us a defined weakness. In -no- way.
Blast finishers? You can still spam them and take four steps back.
1500 range? Only an option if anet -really- improve that thing’s projectile speed a lot.
The main way they will incentivize people using grenades instead of mortar up close will simply be that grenades are superior up close.
If you do a minimum range attack ( a mechanic added -exclusively- because of the old mortar being static, and extremely badly designed!), the explosion radius reaches all the way to your feet, so it’s just a tedium rather than a smart system. Only balancing aspect of it that could ever be is that engineer can’t get his own heal.
And the water field blasting? I honestly have my doubts about them adding in that trait; consider though that the firing rate on the mortar is very slow, which is meant to be a major downside of it. Ya could blast that once even -with- minimum range, you’d just have to fiddle around annoyingly.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
It’s currently got all the skills of the basic mortar, but those will get some heavy changes. They aren’t even 100% sure between their two possible grandmaster trait ideas.
We don’t know if the minimum range will stay, but by all means it shouldn’t – it is a tedium that can be efficiently avoided by aiming further back and has got no gameplay advantage or balancing to it, since explosion radii go to your own feet. Heck, that limiation was only added thanks to the old mortar being stationary in the first place.
The toolbelt will be an orbital ducking laser. Oh god, I hope this stays.
It will get its own skin, too!
Jara Ariasdottir (Soon all classes proper!)
Really, only one worry of mine remains.
I hope that they remove the minimum range requirement that plagues the current mortar. It’s extremely finnicky when something is closer, it doesn’t really make play more intelligent and it just shuts down the entire kit futher close.
Rather have the barrage spread out more at a short range fire. Plus, grenades are supposedly better at close range anyway, no? So that minimum range seems even more pointless that way.
If the mortar kit -does- get freed of its current problematic situation though? Squees and happiness shall be had.
I suspect that it won’t. I think the plan it to always be swapping kits so you start with the mortar (now a kit and has no real recharge) at long range and when they get close you have to swap to grenades (now short range only).
That would be broken then. It does not increase skilled play with the small minimum range, it just makes the kit something inferior to supply crate then. Seeing three “the target is too close” messages and having to switch to grenade kit to not have that issue is not skilled play, it’s a broken mechanic that oughta be removed. The aoe explosion is big enogh to hit the area around yourself already, but having to use a minimum range just makes it not worth the effort because you will need twice the time / attempts to aim anything.
Imagine ranger couldn’t use longbow at 200 range because it’s supposed to be a ranged option. Imagine it literally said “target too close” until you switched weapons.
Now, giving it extra damage / less spread at a range I can accept. And that -rewards- skillful play, doesn’t make it impossible instead.
And it would be pretty hurtful for spvp too. Having to stand outside the circle to use your skills? Yeah, people are going to use a crate instead if that is the case.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
Really, only one worry of mine remains.
I hope that they remove the minimum range requirement that plagues the current mortar. It’s extremely finnicky when something is closer, it doesn’t really make play more intelligent and it just shuts down the entire kit futher close.
Rather have the barrage spread out more at a short range fire. Plus, grenades are supposedly better at close range anyway, no? So that minimum range seems even more pointless that way.
If the mortar kit -does- get freed of its current problematic situation though? Squees and happiness shall be had.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
WORDS!
AAAAH! DID YOU HEAR THAT? HE SAID ‘EVERYBODY PANIC’! AAAAAH!
Jara Ariasdottir (Soon all classes proper!)
Okay! I just watched the stream again and in -best- quality this time. There are some additional notes to be made.
The bomb kit look that is a thing right now will -definitely- be changed. It’s a WIP, and they didn’t even use bomb skills with it yet because that’s a ‘rough draft’.
The grenades look a -bit- worse on that screenshot, i must say, thanks to blur and low quality. And the really weird post processing they have going on in the Heart of the Mists. They have a bit more of a stiff shape and look less than dingle-dangles at high resolution.
The reason they did the grenades like this is that our characters do left handed throws, grabbing from the right hand. So basically the animation will be perfectly in line with this thing now. It’s not pretty, but who knows if they won’t improve the texture.
I think I can finally rest. I think… the hobosacks are coming to an end.
Also, that syringe glove on the left wrist with medkit looks pretty kitten. The good kind of kittykat.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
I’ll write the unthinkable…
I prefer the hobosack to having incredibly suggestive dingle-dangle-balls in my right hand.
I prefer the hobosack to my character holding a -giant- toilet paper roll with a fuse and attempting to eat the fuse.
I’m so sorry because I hate the hobosack.
I mained engineer since the day I got into gw2 now. But this -new- visual issue might be a class changer to me where I’ll just stick with eles from now.
Jara Ariasdottir (Soon all classes proper!)
The bomb looks like a giant toilet paper roll covered in wood and a new hobosack of its own.
The new grenades actually and quite literally make me uncomfortable. Couldn’t one or two grenades together have sufficed instead of this mess? Glad people are agreeing there.
The current grenade animations already have a hand bundle planned in; your character throws something invisile up and down in their right hand at this point in history. Running around with 20 brown grenades at once looks incredibly dumb.
The way you hold the bomb literally looks like you are trying to deliver something real quick before going to the toilet. I highly doubt the squatting will look any better.
Also, your character is looking like he’s attempting to eat the fuse now. What happened to the fancy magitech added to the medkit? Does our -necessary- grenade kit really quite literally have to look like balls?
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
(begins weeping in gratitude)
Finally … no frigging ’sacks.
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/189273/Przechwytywanie_2.JPG
Except the ones we carry around in our hands now.
Jara Ariasdottir (Soon all classes proper!)
So we get rid of hobosacks, buuuuut…
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/189272/Przechwytywanie_1.JPG We get this atrocity. We can hold fizzy toilet barrels at our crotch height now.
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/189273/Przechwytywanie_2.JPG And we get extremely suggestive balls on a string!
Even though the current grenade kit animations already -have- a space where a grenade could be put. You know, a single one, not fifteen of them. Your character would actually even chuck it up and catch it in his / her hand. But instead we get a whole strand of garlic balls.
Yay?
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
Btw only 2 grenades now?
3 grenades.
900 range.
That’s a 40% range reduction.
Grandmaster grenadier trait: Increases explosion radius and how fast grenades fly.
Problem is: Grenades need to be ground targeted. You generally have less than 900 range due to it. You simply won’t be able to grenade down from a wvw keep wall anymore. You won’t be able to use the territory anymore. You won’t be able to start a fight with a chill grenade anymore. You won’t be able to use a poison aoe field / weakness stack with grenades anymore.
Basically anything that isn’t medium to close range with grenades will become the game just saying “Out of range” all day.
Mortar might have horrible damage, stats and could be as buggy as the original. It likely won’t be, but I have few hopes of the new mortar being able to compete with what the grenade kit used to be. I understand wanting to push something new but er. 1200 range on nades would quite simply be more, well, fair.
Explosion radius on grenades is already rather big. Extra large for the chill nades.
Faster travel speed was needed – Rangers now have it incorporated into the longbow at -all- times. Engineers don’t get something like that for grenades. We got our best utility nerfed and now we’re here and having to hope that the mortar will be as good.
I have my doubts.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
Crap!!
I was late,and i’m on my phablet.
Gone on twitch gw2 channel but i can’t see any recorded/replay aviable.
Anyone can provide a link to see it?
I would like to see the engi things you are talking about.Nades range will be diminished? Ouch…. hope i will still be able to safely bomb enemy zerg in WvW.
Would like to see the new mortar…
And if they did, would like to see the change on traits too!!
So no chance we will get a new kit considering we will have mortar as kit right?And how is mortar weilded?
Is it like in the old load-screen where you see a big charr weilding something like a bazooka?
Or will it be on the ground lime before?Come on, tell me it’s a kitten bazooka, i will stop play my engi, log in, equip mortar.,and just stay there watching my character without moving!!!
Guess it will remain mortar considering you are not talking about bazookas! uff…
Nah…. that subforum would collapse for the hype with a change like that.
http://www.reddit.com/r/Guildwars2/comments/33qrg0/specialization_ama_livestream_notes/
Visually the mortar will be its own weapon. For now they use an up-angled temporary flamethrower style thing; not final from what I gather.
Jara Ariasdottir (Soon all classes proper!)
well, 4 kit, maybe 5 kit engi could be viable
Has been as far as pve goes for the last few months with 4 kits. The grenade nerf still hurts me, but I have not yet seen all the other changes to see how it will work out!
Now, five kits… 8D
Jara Ariasdottir (Soon all classes proper!)
And all it took was them literally breaking all of the grenade kit’s range capabilities in the same ducking patch. : P
Jara Ariasdottir (Soon all classes proper!)
They better. How else am I gonna not use my 900 range grenades then? >_>
Jara Ariasdottir (Soon all classes proper!)
Bumpety. Shameless. <3
Jara Ariasdottir (Soon all classes proper!)
The title should be rather self-explanatory.
The field of view slider -keeps- the setting you chose, but does NOT force the FoV setting onto the game, leaving me with the standard FoV unless I move the slider up or down a tick and then back. On every relog!
Would it be possible to maybe emulate a slider move on the game start? That should fix this particular issue.
Jara Ariasdottir (Soon all classes proper!)
Teehee.
Revenants get a permanent, very subtle and faint aura around their arms depending on what legend they channel. A blue mist around their arms in Jalis mode, a purple one when they are channeling Mallyx.
But does that mean we get a PERMANENT hobosack now? Because that would be like, the ultimate addition to our class, guyz.
Jara Ariasdottir (Soon all classes proper!)
Bumptey for Dev reference.
FoV still resets on login, until you move the sider once!
Chat is green instead of black which yes, can be hard to read!
Jara Ariasdottir (Soon all classes proper!)
Another one:
The animation when jumping with a rifle in your hands is bugged! Legs twitch around 50% of the jump’s time and the animation skips, causing your entire character to shortly spazz out!
Jara Ariasdottir (Soon all classes proper!)
FoV keeps resetting post patch. The slider bar stays the same but every time I restart the game, it’s at standard FoV until I move the slider an inch to the left or right, at which it jumps to the appropriate setting.
Jara Ariasdottir (Soon all classes proper!)
I still get “Agony, Torment, Pain” in a male charr voice on my human female while I jump shot, so I think it’s still going!
Jara Ariasdottir (Soon all classes proper!)
Dear ArenaNet staff,
As it is, my FoV -slider- might stay correct, but at the same time, my FoV resets to default with every relog, game launch, and some people ported this happening even when ust joining spvp. Currently it jumps all the way up the moment I move the slider up or down one tick, else it stays that the pre-patch FoV despite changed settings.
Jara Ariasdottir (Soon all classes proper!)
It’s an intended change.
You used to always be able to turn your window extra wide to get an insane FOV that goes way beyond what is the maximum now and look over walls for your zerg.
The upcoming wvw map is -all- about the towers being more defendable and defenders having several approach angles to give the zergers serious problems from above. And those will be replacing the borderlands with occasional, possible rotations.
Jara Ariasdottir (Soon all classes proper!)
- Have a superb, notable yet not game breaking, unique mechanic superior to other means available. (Aka, great gameplay) (Examples: non battle speed boost, non battle jump boost or non battle fall damage reduction, the ability to mine, cut logs or forage faster, the chance to get specific extra loot from nodes or drops, special extra skills that allows you to detect specific materials, countdown for specific bosses spawning while in-game, etc) Even the inclusion of a new elite skill unique for each Legendary should be adequate, IMO.
They should also have a consistent size: legendaries of Norn origin should look big on human hands and oversized on Asura toons, while legendaries of Asura origin should be more proportionate to asuran standards than to the bigger races.
TLDR
1- Learn to read. Is good for you.
2- Legendaries as they are now are worthless and poorly implemented. Make them better, aestetic and gameplay wise. Add variety, add flexibility, add lore, add mechanics.
You made some mistakes in your tl;dr.
Mainly that your suggestions are game breaking and worthless, not the current legendaries. For every good idea you gave a horrible one that purely exists to stroke your superiority complex.
Jara Ariasdottir (Soon all classes proper!)
I think they should also reduce the size of the kits on humans / charr / norn / salads as they are far to big and laughable.
on asura how ever they are scaled perfectly and are small and look very goon on asura engineers.
the “hobo sacks” are here to stay and are a part of the class mechanic / iconic look so best of luck getting them removed.
basically the effort involved to fix the kits is just to much and they cba to change it.
Actually, we have -three- confirmations that they want to remove the Hobo Sacks on the big, big, biiiiiiig thread about it by now. They just don’t know how to because they are busy making things like mail carriers. :>
Jara Ariasdottir (Soon all classes proper!)
I rolled engineer in all races up until now, and I must say… go human with it. I quite -love- Charr thematically and as heavies they look amazing. But there’s two issues with Charr engies…
- The medium armor choices are severely limited and generally don’t really look good.
- Hobosacks are -very- -very- oddly placed on Charr, and their fix will take a while.
Good luck with the choice!
Keep in mind that we don’t know yet if hammer engineer will really be worth playing. Kits are so vastly superior in their current state, playing builds without them is going to be self-crippling unless we get something good.
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
Mostly keeping this thread at the front – it’s helpful as a comprehensive list of audio bugs for now, rather than single new threads popping up!
Also, I get no greatsword drawing sound when I’m in a crowd, but I -do- get one with my rifle. Is that intended? (Draw / sheathe buttons.)
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
The Grubby Package actually has a reason. Once you open it, you find a trash item that is either worth a few copper, a silver or ten silver. The latter is just a nice additional guaranteed JP reward. If that’s the intention I can’t say, but it’s very much an additional item.
Jara Ariasdottir (Soon all classes proper!)
Let’s turn this into a comprehensive list for our sound devs!
- Several WvW and PvE siege are broken. This includes the cannon firing sound being incredibly light and hollow.
- The WvW Flame Rams and (guild) Catapults have differing sounds from before!
- I saw reports of broken howls on the shatterer and Shadow Behemoth. Can’t confirm myself though.
- Magnet pull now makes a sound akin to something unspeakably glibbery.
- Necromancer Warhorn 5 apparently rattles awkwardly.
- Jade shard enemies from fractals have a slightly broken sound bit on the Drop Crystal attack. If this also attacks the elementalist’s ice skills is unknown to me.
- Mesmer stealth and blink skills sound slightly differently. (Untested by me once again!)
- Bartek’s Ranger Sword 3 skill’s sound level changes at random.
I personally do not notice any difference on drop bandages with my engineer. Maybe the woosh is from the kit change and swiftness?
Jara Ariasdottir (Soon all classes proper!)
(edited by Sold Out.7625)
Sounds are fixed for me now! Not sure if this patch resolved all issues, but feel free to keep posting here if you have an unfixed one!
Personally am all good.
Thanks, Anet. And Keenan in particular.
Your work is vastly appreciated. <3
Jara Ariasdottir (Soon all classes proper!)
Thank you! I only just now spotted the request – else I could have made a video.
Indeed, the bug only happens on the legendary-influenced golden grenades – where the sound is very tinny and heavy on echo-ing, making it more higher pitched and sound very off. Much like that bug with the Dreamer.
Glad it was found, too! And thank you for the work you’re doing. I know the feeling of trying to find tiny errors. <3
Jara Ariasdottir (Soon all classes proper!)
They are bugged, not updated, Li! Too many of them sound -very- off.
Jara Ariasdottir (Soon all classes proper!)
Thank you for the reports, everyone! Investigation is underway…
Putting this out there too from another thread! It can get pretty odd!
Thanks for looking into it. <3
Jara Ariasdottir (Soon all classes proper!)
Quickly making sure this does not slip to page two.
And do not fret yet, gentlemen. Anet may have disappointed in the past, but all good things can come in the future. And what better time to fix hobosacks than an expansion? Of course it would not get a separate announcement. Fixes aren’t features.
So let us watch, be ready, and prepare congratulatory whiskey bottles for our celebration, kept safe in backpacks full of them that look like they were made out of badly stitched rags.
______________________
For we.
Are.
The Engineers.
_______________________
The eternal fighters of the hobosack. Need we grenade them, bomb them, nuke them away, shrink them with alchemy or dissolve them. Let them -try- to envelop us. But they will NEVER break us.
Gentlemen! My brethren! We fight this war for GLORY! For PRETTINESS! For BACKPIECES! SO RAISE YOUR KITS UP HIGH! LET THE FLAMETHROWERS LIGHT THE PATH TO OUR HOBOSACK-LESS FUTURE! FOR WE CAN ONLY KEEP UP THE GOOD FIGHT, BOMB-KIT OUR WAYS TO FREEDOM!
And soon… it shall be the hobosacks that shall smell the Ashes.
Jara Ariasdottir (Soon all classes proper!)
Don’t misinterpret words that quickly – the point of specializations is that having one specialization will make having another specialization running at the same time impossible.
So one spec per class would be kinda silly, no?
Either way.
I dream, ladies and gentlemen, of a kit specialization engineer with a minigun elite. Just sayin’.
Jara Ariasdottir (Soon all classes proper!)
Heya! This seems to be a cross-game issue right now! A few threads about audio bugs popped up today – it is definitely a bug!
https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Audio-Bugs-27-01-2015/first#post4737740
Jara Ariasdottir (Soon all classes proper!)
And I’ve just seen a sound bug thread pop up about Shadow Behemoth missing all sounds! If more show up I might have to change the title of the thread!
Jara Ariasdottir (Soon all classes proper!)
Since today’s patch two of my skill sounds have become variants that are personally kinda hurting my ears.
- A) On receiving fury through Drop Stimulant a fairly loud and nigh-worrying electrical crackle happens.
- B) On Grenade Barrage with my Predator equipped, there is a tinny metal sound as if someone scraped two metal objects against another inside a washing machine.
Are those intentional? I definitely unequipped my predator skin for now because of this!
Jara Ariasdottir (Soon all classes proper!)
Heya! As Brandon Gee suggested * here *, I’m bringing my original thread-starter idea to this thread! – And figured, I might bring the original post along.
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-A-Vertical-Camera-Slider/first#post4674553
First off – Anet, you created an absolutely wonderful game that has captivated me for over two years now and it will keep doing so. That much is certain.
I would personally like to re-suggest a topic that has been brought up several times in the past – and now that the game has some polish, a potential possibility to make the game just a little more perfect: The vertical camera slider.
Guild Wars 2 always had a fairly well-movable controllable camera; the horizontal slider has always been an option that many players use simply to make everything just a bit nicer and have characters block the screen less.
Yet as it is, the camera is better with some playable races than others – Norn and Charr are decently well off when it comes to camera control as they take up a far lower part of the screen and on a close-up, one doesn’t have to see their entire character model. Sylvari and humans have a decent range of possibilities but it starts being very uncomfortable on any slope – and then of course, there’s Asura who have trouble looking up without being blocked by their entire character model.
- Screenshot 1: Shows how much of the camera is really unused in combat, causing you to see less of the enemy and to watch the ground. Particularly unpleasing as some of GW2’s prettiest sights can barely be seen as they are on towery peaks and in the sky!
- Screenshot 2: Showing off how awkward looking up can be. Not always this problematic, but most of the time, it’s quite a possibility.
https://forum-en.gw2archive.eu/forum/archive/suggestions/Adjustable-Camera-Pivot-Height/first#post2892489
http://www.reddit.com/r/Guildwars2/comments/150bua/adjustable_camera_pivot_height_vertical_camera/
http://www.guildwars2guru.com/topic/46409-gw2-camera-stares-at-ground/
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-player-camera-improvements/first
http://www.mmo-champion.com/threads/1132287-Guild-Wars-2-Movement-and-Camera-Feedback
ArenaNet have already given us some amazing quality of life changes – including camera FOV tweaks, a fix that made the camera scale with the character just a bit more as well as having fixed all those pesky beta issues. So, thanks for all that you did, thanks for all you will do – this game rocks my socks off. And I don’t doubt you will be able to deliver more amazing surprises in the future.
So, thank you. And looking forward to more time spent on a wonderful game. (Even though a camera change would probably elongate that just a biiiit more. ;-)
Jara Ariasdottir (Soon all classes proper!)