I agree as well
8pm currently is midnight GMT, until we turn our clocks back an hour then 7pm will be GMT. As GMT/UTC is the baseline for every other time zone reference in the world, and I’m sure GW2 wants to be a global game, it makes sense to have a globally referred to timezone be the basis for which they schedule daily events.
Besides, anything you do after 8pm counts for ‘tomorrow before 8pm’. If you could only play 7-9pm tonight, then tonight’s 8-9pm + tomorrow’s 7-8pm is still 2 hours.
I suggest leaving the time as it currently is since it makes more sense rather than changing it for the convenience of a few.
Don’t agree with the OP on this one. Map completion is not boring in my opinion. It may cater to one playstyle over another as compared to events, but that is a good thing. I personally enjoy the solo game more than group activities, so map completion has been a lot of fun. Having the discrete items to gain (POIs, vistas, etc.) is a better mechanic than cartogropher was in GW1. All the wall-scraping in GW1 was no fun. GW2 map completion is a better mechanic and the rewards are appropriate.
I agree completely. 100%.
Like someone said, considering map completion can only be done once per character, yet events can be repeated endlessly, it makes no sense to say “Map completion is ruining events!”.
Please have a little more perspective. :/
If the game is too hard, people will complain it’s too hard.
If the game is too easy, people will complain it’s too easy.
There are less people complaining the game is too easy, so it’s the lesser evil to take. Of course, a non-instanced version of hard mode would be great. For example the hard mode in this game would “buff” all monsters that you attack and turn them into their hard mode counterpart. The monsters would only attack you and your party members. If you run away, the monsters would return to normal “weak” state. Experience and drops are boosted for hard mode monsters.
I don’t think that would work with how mobs are available to all players.
Also, I disagree that hard mode monsters should have boosted exp and drops. Players want it to be challenging to make it more fun, remember? Well make it more challenging and they can have their fun. We’ll see how many of them stick to playing ‘hard mode’ when they get the same crap loot but ‘more fun’.
I only have 2 complaints about Champion mobs.
I forget the zones they’re in, so I know this isn’t going to be entirely specific, but I’ve fought 2 Champions solo and would have had them except for some unfavorable game mechanics happen.
1. Champion Ice Wurm. I don’t know the zone, but on my Ranger (GS+Axe/Horn) I was clearly winning the fight, but the Wurm kept going underground and retreating. Ugh, annoying but it won’t stop me. Never give up! Never surrender!…
…until it had literally retreated so far away that it started super-regenning HP as it ran back to the spawn point. That’s right. The Champion Wurm ran away from me so much it was pulled back to its spawn point. That kitten me off.
2. There’s a Champion Ettin, I think, in Lornar’s Pass (grassy part, lower right area), that I was also fighting against on my Ranger. I got this one down to half life with traps + eagle + dodge + Axe/Horn. It was intense and fun, definitely a challenge…
…until Veteran Ettins kept respawning on top of the fight. I got rid of the first but that didn’t stop them from respawning every 2 minutes and I just wasn’t able to keep it up. That was also incredibly annoying.
My 2 biggest gripes about fighting Champions solo have nothing to do with, well, the Champions or fighting them solo. Silly AI “Lemme run away so much I have to force my own ‘respawn’” and silly respawns “oh god someone may have had time to breathe, QUICK, SPAWN MORE MONSTERS”.
Otherwise, Champions are perfect, imo. _
Honestly I don’t really want the open world stuff to be super difficult. I consider that the casual content and it’s not meant to be super hard. The hard stuff is supposed to be the explorable mode dungeons. Though I do think the large scale zerg DEs need tweaking.
I think thats what everyone wants, when people say they need harder they mean max level stuff and large world encounters.
They need to be more specific about that lol. All I see when I hear is “this is too easy” is “omg, I want to fight for my life getting 10 feet from the waypoint when I’m lvl 7 OMG EPIC CHALLENGE == FUN RITE GUISE!” -.-
29 and am enjoying it mostly, but I’m hoping it improves or I doubt I’ll be here very long.
I believe Sylvari cultural armors (T2 Boots, for example) have a similar issue. I wish they’d all have a base color similar to most armors, so dyes don’t become automatically ‘mixed’ with the green/blue/whatever default.
I don’t think its wishful thinking, Obsidian, I think you got it. You have to jump towards the lower part but in front of it, and ‘turn’ onto it at the right moment. It took me I think 12-15 tries (about 5-6 deaths, since there’s a branch underneath you can land on sometimes) before I figured it out. But once I got past that hurdle, the rest of it was a cakewalk.
I am perfectly fine with the difficulty. In fact, they need to tweak underwater combat to make it less difficult. Mostly spawns/respawns. If you think GW2 is “too easy”, well good for kittening you, consider yourself uber and challenge yourself. People who enjoy GW2’s difficulty are entitled? Look at yourself. “I demand you make the game harder to appease me, ArenaNet!”
Entitled much? Get over yourself and take games less seriously, okay?
Having done this recently, there is skill involved. I do enjoy this puzzle, and at first I thought it was dumb that I had to redo Morgan’s Spiral everytime to get back, but now I could probably do Morgan’s Spiral blindfolded lol.
My biggest/only gripe with Dark Reverie isn’t an issue specific to Dark Reverie. Its a game-wide issue, and its the kitten kitteny camera.
That said, I’m aware that what I may like, others may not, so I’m not trying to tell you you’re wrong. If you ask who enjoys it, I’m one who does. But if they do decide to tweak it somehow, I won’t really object to it or anything.
Splitting skills has nothing to do with bots.
Splitting skills has nothing to do with PvE dynamics. Split or unsplit doesn’t change that.
It is impossible for the two modes to be more alienated. Wanna know what alienates PvE and PvP? “Look at those PvE whiners, they want to just log in and get free kitten. Lazy entitled brats.” “Ugh, great, some idiots in PvP couldn’t counter this so great, there goes the fun part of my build even though I don’t PvP at all.”
If you think decreasing the prevalence of those attitudes is somehow more alienating… then I question your comprehension of issues.
Making PvE feel more like PvP will alienate players who do not want to PvP at all. But its ok to lose them since PvP is all that matters right? Go play fighting games then. Thx.
Nothing is ever improved by only listening to praise. You should know that at least.
In China Prisons force prisoners to play games 20/7 and then the gold is sold and the Prison Guards/Warden and up the chain keep the Real money made.
Source.
What, really? Because the game I’m playing (PvE), confusion isn’t worth the investment tbh. Too strong? Hardly.
Another example of the benefits of splitting PvE/PvP, ArenaNet.
You seem to forget that Anet didn’t hype their game. The players did.
Is this your first week on the internet or something? ANet has been hyping GW2 for years. “If you like MMOs, you’ll want to play Guild Wars 2. If you hate MMOs, you’ll really want to play Guild Wars 2”. Yeah, some random user on a forum didn’t say that first, ArenaNet did. And they kept at it. Hyping everybody up with how they were going to do away with old models and change the way MMOs are looked at forever.
I’m not saying they did or didn’t, or how much, that’s something that every player has to think about and feel for themselves, but to say that ArenaNet didn’t hype anything is to conveniently pretend you paid no attention to the internet (as far as gaming/MMOs are concerned) for the last couple of years.
For me, the bottom line is this:
If you were NOT expecting anything from GW2, like, never heard about GW2 before you bought it, then its a solid game.
If you were following GW2 since the beginning….then its a MASSIVE disappointment. Not because its complete garbage, but because the underlying game is THERE, Anet just needs to refine it, change what doesnt work, and add stuff. Their after launch support has also been completely dismal. Sometimes i question whether that same team that was responsible for making the game are in charge of fixing, adding content, changing content, etc.
Or it could be as simple as….we put too much faith and expectations on Anet. Maybe this is the best they can do.
Agreed.
I’m not quitting and I don’t hate the game. But it is disappointing. I heard this game ANet describe during the years of hype, the teasing us with trickles of information and class reveals. And… I can see it. I mean, I can see how this current game could be what they described, but it isn’t. Not yet. To echo others, their support since August 28th has been dreadful. Things seem to get broken more than fixed, and things that were broken before seem to remain broken.
I’m hoping they’ll pick it up. I’m sure they will, but my question is: How long?
Fun =/= challenge. Fun is different for every person. You may find an incredibly difficult challenge that requires hours of effort and planning to be fun. Not everyone does. You may find an incredibly fast pace game requiring super quick reflexes to be fun. Not everyone does. For me, I love the theorycrafting and numbercrunching, the building of ‘builds’/‘compositions’ in MMOs like Ragnarok Online or Champions Online amd even in more single-player games like Titan Quest or Neverwinter Nights 2. The math and creative parts of building/planning characters is usually more enjoyable for me than the actual slaying of centaurs or supervillains are ghosts or whatever. I find it fun. But, again, not everyone does.
A lot of people on these forums need to get over the idea that “the way I play the game is the true definition of ‘fun’ and anyone playing differently doesn’t know what ‘fun’ is”. Listening to music is fun for a lot of people. Watching movies is fun for a lot of people. They may not face incredible challenges and overcome them while listening/watching, but are you honestly going to go up to them and say “Yeah, that music you’re listening to? Its not challenging. You’re not having real fun!!1” ? How absurd.
If GW2, or any game, is not fun for someone, then that’s it. Its not fun for them. They should accept it and move on, and so should you. The idea of “I like something therefore it is good and everyone has to like it or they’re wrong” is incredibly juvenile. Please get out of high school. If someone isn’t enthralled with GW2, and they choose to move on, let them. They aren’t wrong, they’re just different. And if GW2 is supposed to have this amazing community that I always hear GW players go on about, it better start accepting the different.
(edited by arjeidi.2690)
I agree that our current core design has the problem of heterogenous illusions being used by homogenous (1,2,3 charges, with no care what those charges entail) shatters.
One way this could be alleviated would be this:
- Remove all buffs/debuffs/damage from Clones except for Sharper Images (this is necessary for another step, and ofc would require a fair amount of rebalancing with regards to some weapons.
- Categorize Phantasms into Ranged, Melee (Swordsman, Zerger, Mariner, Warden) and Utility (Defender, Disenchanter) types.
- Change Shatters to be a type of shatter-mechanic, not a payload. F1 is single target enemy, F2 is AE enemy, F3 is single target friendly, F4 is selfdefence and ofc happens instantly.
- Then, give each type of payload (Clone / Ranged Phantasm / Melee Phantasm / Utility Phantasm) a specific effect it adds to the shatter. These can be the same for multiple of the payloads.
Ideas:
Clone
Single Attack: Damage
AE Attack: Damage, less than the above ofc.
Single Friendly: Random Boon.
Defensive: 1s Distortion.Ranged Phantasm
Single Attack: 3 stacks of Vulnerability + Shatter becomes a ranged attack.
AE Attack: 2 stacks of Vulnerability. Shatter again becomes a ranged attack.
Single Friendly: 1 stack of Fury + Shatter becomes ranged.
Defensive: 1 stack of Retaliation + 1 stack of Fury.Melee Phantasm
Single Attack: 3 stacks of Vulnerability + 1 stack of Bleeding.
AE Attack: 2 stacks of Vulnerability + Burning.
Single Friendly: 1 stack of Regeneration.
Defensive: 1 stack of Regeneration + 1 stack of Protection.Utility Phantasm
Single Attack: Causes 1 stack of Confusion + 2 stacks of Weakness.
AE Attack: Causes 1 stack of Confusion.
Single Friendly: Heals the target.
Defensive: 1s Reflection.These would add up according to what you send away.
In other words, have 1 Clone + a Berserker + a Defender, then press F2:
- some Damage
- 2 stacks of Vulnerability
- Burning
- 1 stack of Confusion
To all enemies in the target area, however the illusions still have to run there (no ranged Phantasm in the mix).
Give me this. Holy crappin’ christ, give me this. I’d definitely use shatters if they worked like this.
As it is now, no. Never. Sure I only PvE, but I’ve never felt like I needed to shatter. Ever. Phantasms, for me, do more alive than they ever do by killing them off with my own key presses.
Seriously though, change them to fit Carighan’s idea, and I’d be all over my F keys on my mesmer.
I have the same suspicion as OP. My Sylvari Ranger has so many browns and greens its ridiculous. Reds and Purples? Hardly. Blues only because I transferred them to her from my other (human) characters.
I didn’t think about profession but it might be that too. Either way, I feel like one of them (profession/race) is a factor but no evidence or proof of anything.
It comes up in every game that supports the 2 playstyles because its a fundamental issue, and ignoring it isn’t going to make anyone happy. PvE balances alone tend to be pretty dramatic changes (mob AI vs. AoE, sudden limits on minion counts, Soul Reaping changes, etc). To add “oh hey this skill was soooo good in pvp so we changed it. Yeah, uh, you shouldn’t bother with it in PvE anymore” just leads to resentment and frustration. There are games out there where PvP in an MMO (rightfully) takes a backseat and doesn’t dictate the entire PvE experience. ANet said the split would happen in GW2, they explicitly said it. I cannot understand what made them think “oh, let’s forget about the split and do it the bad way like we did at the beginning of GW1”.
I always watch them and I’m making a stronger effort to do the jumping puzzles now. So many of them are just hidden away in obscure parts that I need the wiki just to find some of them. Nab as I am, I just did Dark Reverie for the first time tonight. Crappy loot (of course) but fk yeah. Done.
You’re basing your entire approach on your own opinion. You don’t want the split so you look for ways to support your argument. You want to change the entire PvE game rather than split skills.
Sorry. Splitting skills is the smartest way to overcome the problem of PvP/PvE being adversely affected by balance changes necessitated by the other. Why is it smarter? Because it draws the line and makes a clear distinction. <- PvE that way / PvP that way →
You want to turn PvE into a PvP simulation? Good luck. Give the enemies a player skillbar and then what… expect the AI to know when not to use a skill, the way a player would? To make critical decisions based on when to use their condition removal? If you like PvP, awesome. I hope they split the skills so when some stupid possibility/combination is discovered in PvE, your gameplay won’t be affected. Or do you like PvE but want to feel like you’re PvP worthy without finding out? Sorry, I don’t know what to tell you in that case.
Your proposal is to radically change the whole PvE design and force every other player of this game to make radical adjustments in how they play. Whether they want to or not. You propose this over the idea of simply splitting skills. If a player can’t remember “I’m in PvP, this is how Chaos Storm [random example] behaves”, I don’t think making PvE more like PvP is going to help them at all.
Sorry, but as a player who enjoys PvE but also enjoys finding ways for everyone to enjoy the game, then I have to suggest that making a PvE/PvP split is better than your proposed idea.
Are the new jumping puzzles, events, bosses, etc… only going to be available during the Halloween festival, or will those specific things remain even after the holiday passes? I’m mostly interested in the jumping puzzles, I hope they aren’t available for only a week
Champions has periods of great dev communication, far better than GW has ever had. Though at some times they’re completely absent too. I can’t call GW anywhere near the best in terms of overall developer communication (developer =/= community-rep), but its better than nothing, I guess.
arjeidi.2690It can never be more similar. AI can never truly replicate human split-second thinking or creativity. To suggest that they can is fantasy and to suggest that splitting pvp/pve is an easy way out is absurd.
GW2 absolutely needs PvE/PvP skill splits, just like ArenaNet said they were going to do when they were hyping us all up to buy the game. Just like they (eventually) realized they needed to do in GW1.
It can be more similar if the fights are structured a little bit more similarly.
PvE needs to be less about “DPS” and a little more about small windows of opportunity to deal your full damage.
GW2 does not absolutely need split skills. It’s surely a sollution that works – but it’s the the worst one.
How is it the worst one? It provides a clear distinction and maintains the balances for each area. If you want PVE to have the exact same skills as PvP, then PVE should also contain fewer mobs (to simulate a more pvp-like environment) with those mobs having less ‘armor’/hp (to simulate a more pvp-like environment). Oh wait, that’d make PvE too easy? Yeah, it would. So PvE is made to be “tougher” in the sense that things are, theoretically, harder to kill not because of behavior, but through sheer numbers (massive hp requiring enormous amounts of sustained damage, for example). And the skills players use in that environment have to be able to do that. Except that can’t happen if skills are constantly being balanced based on an environment where targets consistently have less health and less armor.
30k damage will one shot a player. 30k isn’t a whole lot to some targets in pve. Yet you say the skill that does 30k is perfectly fine in both areas of the game.
What.
GW2 already has a split PvE/PvP skill system.
Don’t believe me? Take a look at signet of rage.
46 seconds of 60 in PvE, 30 of 60 in PvP.
The split needs to be across the board. Every skill. Even skills that currently seem “fine as they are”. They need to just split them now before it becomes more trouble later. And it will become more trouble later, just like it always does. The PVP metagame (sometimes even PvE meta when new content is introduced) is fluid, so things change and are discovered all the time, which will lead to ANet constantly balancing skills based on that. Changing skills for no reason at all is ridiculous, and when you play PvE but the skills are balanced for PvP, that’s exactly what they’re doing: Rebalancing PvE for no reason.
GW1 suffered from it, and they sounded like they were aware of this during all their hyping up for GW2. Yet now its hidden or not even there.
I really wish the guild emblem selection was… larger. I hope they add many new emblems and that a rabbit is among the first.
I see it all the time; 33.50, 33.37, 33.35 — this is fine. But then some yahoo comes along and lists one for 20. Why? Are you stupid?
Maybe I only need 20, and in my opinion it shouldn’t be worth more than 25, so even though my 20 is intentionally low, it isn’t so low as you “insist” it is. Too bad.
They’ve done this in Champions as well, take some time to focus on a single framework and overhaul/rebalance the whole thing. I would love it if ANet did that. Looking at some of the weapons/utilities/traits of the classes, I can only say that the game needs that kind of attention. Whether that actually happens or not… maybe in 2014.
Its unfair for PersonA to sell something significantly cheaper than PersonB so people will buy PersonA’s item first? Get out of here. That kind of attitude just screams “I want to make millions but people won’t pay the prices I demand”.
Purely out of combat, I’m ok with that, and support it.
I would love to have this.
I have to admit I’m puzzled about their selection of whats in the shop. They have things in the GW1 shop that are absent here and I miss them. Namely the makeovers. Its not like you can spend all day tweaking your character because it kicks you back to character select if you take “too long” so being able to fix things up later would be super useful.
Whether gems or gold (reasonable price for gems. maybe 300 [basing on the cost of dye pack]).
edit after reading post below: Or karma! In fact, preferably karma. I always forget that exists lol
(edited by arjeidi.2690)
I hope this never gets implemented.
I can’t believe anyone likes splitting PvP and PvE skills or mechanics…
It’s an easy way out that simply shows poor design philosophy.Stop asking for things that make no sense, please…
Instead of splitting PvP and PvE skills, ANet needs to make PvP and PvE more similar so that it can be balanced under the same mechanics.
It can never be more similar. AI can never truly replicate human split-second thinking or creativity. To suggest that they can is fantasy and to suggest that splitting pvp/pve is an easy way out is absurd.
GW2 absolutely needs PvE/PvP skill splits, just like ArenaNet said they were going to do when they were hyping us all up to buy the game. Just like they (eventually) realized they needed to do in GW1.
Still somewhat interested, but losing interest. The most recent patch is a red flag to me. If that kind of thing continues happening then I’ll be gone soon.
You’re absolutely right. For the first year or two (or three?) of GW1, they balanced skills across the board. If something was shown to be “too strong” in GvG/HA, it would get tuned, usually rendering it completely ineffective/useless in PvE. They eventually learned their lesson and started creating split skills whenever they needed to be tweaked specifically for one mode or another.
During their build up to GW2, they stated explicitly that they would be continuing the balance-separation because they learned from GW1. Apparently not. GW2 needs balance separation. Especially as a good chunk of our skills are set in stone. Meaning if I like the Greatsword on the Ranger because skills #2, #3, and #5 really feel right to me, but they nerf #4 to hell and back, I can’t take it off my bar for something more useful. I’m now forced to carry that crap with me or abandon a playstyle I like for a playstyle they like.
In short: Yes, skill separation needs to happen.
I thought during their years-of-hype for this game, they stated they explicitly would be doing this. I thought they learned from GW1 that if you’re going to have serious pvp, you have to keep skills balanced there, but you can’t keep vs.-human skills tuned the same way as vs.-hordes of higher armor/health/damage AI creatures because the same skill doesn’t work the same way in both environments.
I thought they learned this. They said they learned it. But I guess not… time to go back to Champions, I think.
In Champions Online, I’m pretty sure your 1 skill was autoattack (called “energy builder”), and when you targeted an enemy and hit 1, you’d start autoattacking. If you hit 1 again, you’d stop autoattacking.
TBH, I’d really like it if GW2 functioned identical to that. Hit 1 to start autoattack and simply hit 1 to stop as well. No need to reach for escape or tab to another enemy.
I agree completely. GW1 eventually gave full details about skills and stats (though I seem to remember launch having a similar situation. Memory is hazy so please correct me if I’m wrong), so I have faith ANet will bring that same level of descriptiveness to GW2 when they have time. For someone who loves numbers and accuracy, like myself, knowing the finer details will only enhance the game for me.
pvp is a small part of the game. GW2 isn’t a pvp game lol. If you want your ‘pure pvp’ experience, go play fighting games or shooters or games built entirely around the competitive experience. Competition is a part of GW2, yes, a part, not the entire focus of the game.
I also completely agree with the OP. I understand that bugs come up in games, and no I don’t expect all bugs to be solved within 24 hours (or even 4-7 days) after they’re found. What does discourage me though is that a Skill Challenge or DE can bug out on Wednesday, and then it remains bugged and undoable until the next patch. No mid-week reset, or weekend reset… if you needed/wanted to do it and didn’t get a chance to do it before it bugged out again, well, better luck next week.
Why can’t they reset them daily. Maybe “reboot” the servers on friday/saturday at a scheduled time just to give players more chances to actually experience the content.
But I do expect eventually they’ll be fixed. How long? I don’t know. At this rate I wouldn’t expect them to be running reliably before Thanksgiving (US). I don’t mean that as a put-down to ANet or anything, that’s just my genuine opinion.
They need to take a look at respawns though. It is making some parts of the game much more difficult than necessary. And by ‘difficult’ I mean “annoying, tedious, time-consuming, and anti-fun”.
Skill bugs and trait bugs and (hopefully) trait redesigns, I can wait for. Better looking medium armors (enough with the kitten trenchcoats already x.x) I can wait for. More functionality in the AH (being able to search only for Light/Medium/Heavy armor, for instance) I can wait for. New content I can definitely wait for.
Repeatedly & often bugged skill challenges/DEs/story missions? Insane monster respawn timers? Yeah, those ruin the game for me. I’d rather not wait months for those.
Good evening ladies and gentlemen,
I could not find an answer to my question so I do apologize for that first off. I know the game is having its traditional rocky start, as all games do these days (MMO or not), and there are numerous things that deserve more immediate attention and consideration, but I felt it’d be better to bring this up too early rather than too late.
Guild Wars 1 suffered, in my opinion, by having skills balanced as a whole (as in, the change was the same regardless of what type you played (Pve, Pvp)) based on that skill’s performance in one area. A skill that was too good in PvP would be balanced for PvP and in effect that same balance would see the skill nerfed into oblivion for PvE, even though the skill was probably just “good” or “decent” in that area. And vice versa, don’t get me wrong. It was until a couple years later, I believe, that GW1 started to “split” the skills and balance them accordingly, which in hindsight I think everyone can agree (lol), was the right way to go.
Part of what had me so excited for GW2 was their comments and how their new ideas demonstrated, to me at least, that they had learned from their efforts in GW1. One of these new ideas was to balance skills separately right from the get-go. Now I know we haven’t gotten very far in the post-release development/balancing of the game, but we are starting to see some skill changes that aren’t simply bugs being fixed, so I feel I should ask:
Is it still ArenaNet’s goal to maintain balance for PvP and PvE by keeping the skill changes separate such as they learned to do in GW1? I may have missed some news where they decided not to, or feel it wouldn’t work, or whatever. If I have, please link?
Thanks for reading this completely unecessary letter. I appreciate any insight to my question.
I have to bump this. I’m looking for the exact same sword (PVP Majestic Sword) for PvE use, and its apparently not called “Majestic Sword”.
Could we please get some uniformity in regards to naming? Ideally the exact same appearance should carry the exact same name to prevent this kind of needless confusion.
I’m disappointed that ANet would have such horribly low rates for item drops with ridiculous requirements, and then spout out the “we don’t want you to grind” bs while in fact designing systems which flat out require it, but I’m not surprised. After all, I was there in GW1 from the beginning and saw grind just continue to get added and added as chapters/content got added.
Quaggan mini-pet.
Quaggan plushie
Quaggan spin-off adventuring game.
I want all of these things. Quaggans are my favorite thing about GW2 so far. Not even joking.
I agree. I almost wish I could hide my Ranger while I play because I just simply don’t like the medium armor. its 99% the same appearance over and over and over. No options similar to GW1 Studded Leather or Shing Jea or anything? Medium armors in GW2 are just not my flavor at all. I’m not going to insult them and say they’re ugly or boring, because I have no doubt that some/many/a lot of people really like them. For me personally, they don’t appeal to me at all. I just wish there was a lot more variety. I almost feel like I’m forced to go cultural armor just so my eyes at least enjoy watching my Ranger when I play.