“Trying to please everyone would not only be challenging
but would also result in a product that might not satisfy anyone”- Roman Pichler, Strategize
if a developer carried on with tunnel vision and only ever built what they discussed at some point in the past then their ability to react to present customer needs would be nil. Strangely the people that complain still play the very same product they have played for the last 3 years including the content that was made instead of those 3 year old legendaries that were discussed. Still for some it seems a good excuse to declare they will no longer support the game in the future (why?) and yet they will still play it which means actually they still enjoy same content. The modern take take take never be happy with what you have people are delightful.
and said we could expect new legendarys as well as a way to craft/build precursor weapons later on in 2013. It took them about 3 yrs before we finally got what we were promised and on top of that, we only got 4 new Legendarys as the rest were put on hold (in other words it’s basically cancelled) despite the fact we, the players, bought it with our own money.
So what does this say about Anet as a company? Do you consider them to be fraudulent and deceiving? Because that is what I think of when someone says ArenaNet. I don’t really care for Legendarys all that much, but what I do care about is if a company makes a promise, they better deliver on that promise. If I buy something that was clearly advertised by a company, and that company not only does not deliver with the item but doesn’t even give me my money back, I consider it fraudulent and deceiving. And its really not just the Legendarys but everything else that Anet has promised but have failed to deliver. I haven’t bought anything with real money since HoT came out and I don’t think I ever will.
But on a lighter note, atleast I’ll still play your game, you’re just never going to get my money ever again
the gaming community needs more people like you
the term pay to win is a legacy from other mmo like WOW where the games reason to exist is for the payers to constantly play to become the most powerful, its a race, and races can be won and lost. Imagine a marathon race where the length of the race continually grows, but the race organizers offer shortcuts for money – this is pay to win.
in GW2 you pay for what will give you pleasure and that includes progress. The Key difference is that pay for progress/pleasure has no negative effect, there is no negative for not progressing so therefore its a positive decision whereas paying to win has many well known negatives.
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There are a number of classic combinations/counterbalances that ahave been around since day dot that help define a spell caster:
Strong range healer but weak dmg works
strong damage and mitigation but must be close range works
Strong damage at range with poor mitigation works
strong close range heal with weak damage and good mitigation works
What do we have?
Good heal at close range but no mitigation
Fair damage at close range with little mitigation
poor damage at range (slow avoidable attacks and cooldowns) and poor mitigation
Poor ranged heal with poor mitigation.
Get a grip Anet.
again the problem is spvp, with that build you would be annihilated, Outside spvp and 1v1 we have a lot of diversity though, and that build looks a bit o fun
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The thread boils down to…
This thread boils down to a load of ignorance from people who apparently have no clue about this game and think ele is somehow hard done by, which is laughable when you look at the last 4 years across 3 game modes, ele is probably the most overprivileged class in the game, it has been permanently good (much of the time the best) class for PvE, in WvW it has been perma meta and in PvP it has veered between UP and OP, overall across the game it has fared better than every other class except maybe guard.
Compare that to say necros in PvE who were the worst class for pretty much 3 years, or WvW where rangers/engy/thief/mes are basically between surplus to requirements or had 1 or 2 niche spots on a raid for 4 years, or even PvP where lots of classes have experienced months out the meta just like ele, some a lot longer than ele like ranger between spirit ranger nerf and HoT launch.
Oh yes, and this crying about bad skills like conjures, etc, really how ignorant do you have to be to not know that is the case for nearly every class, you think spirit weapons are good, gadgets, etc.
People crying about how hard done by ele is or how the special snowflake needs its own developer is just pathetic.
interesting. However this thread is about now not the past and in the elementalist forum, and has nothing to do with chips on shoulder or problems the other classes have, that’s why those classes have dedicated forums too to talk about their issues.
As a new player (started 3 weeks ago) who picked Elementalist as my first class and will hit level 80 with tonight… I find this thread rather depressing. :-/
dont be too disheartened, outside of spvp its a great class, lots of variety of builds and fun to play.
lol at ‘pro-tip’ its like i’m back in the noughties. Im assuming with this nugget that you don’t think melee with dagger is an issue against an equally skilled player.
Congrats. Now you feel like everyone else does. I’ve seen this thread on pretty much every profession forum.
great insight on topic.
I see this as a pointless topic. They don’t have devs for specific professions, they have a team. We aren’t being singled out in this. We aren’t “being forgotten”. There is a larger picture they are dealing with. Enjoy the game or don’t, make useful criticisms or don’t, but threads like this are pointless.
Do you post in every thread that you think is pointless with a pointless comment to say its pointless?
The thread boils down to – bad decision made by pvp team with no impact analysis or understanding of class, so therefore the discussion about the need for a developer or designer with in depth knowledge is relevant. Apathy solves nothing.
case in point, dagger is melee, melee requires sustained damage mitigation, this was removed with no replacement. An expert in the class would know this.
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everything is mmr hell until someone wins the majority of their fights, then its skill!
I also enjoyed it in GW1, it gave good tactical variations and therefore content. Could work really nicely in an instance, perhaps delving into destroyer story again and gives a nice variation from fractal play.
“If anyone on a support built class is getting focused down in a few second in any spvp game it most likely means your teammates are horrible just how 3+ ppl can focus you down as a target 3+ ppl can peel with cc for you.”
no, it means you are not self sufficient, the team is not meant to support the support player, if they are doing that then the opportunity cost of that support build is horrific.
“Yes you truly can go 1v1 vs anything imo other than a thief or rev I never once mentioned being able to kill them but anything outside of those 2 class save mistakes and such will not be able to kill you in a 1v1 setting on point.”
as i said against an equally skilled player you cannot.
“For some reason i think you think of bunkering as being able to hold a point vs 3+ ppl for an extended period of time something like 1min or no class is really going to be able to do that unless they out play those said 3 ppl or the 3 ppl are simply not as good.”
No idea what that reason is. Bunkering means holding a point defensibly 1v1 minimum.
“My whole main point is that while eles saw a decent sized nerf this recent patch they suddenly aren’t in the worthless tier like so many feel.”
In spvp playing at a disadvantage makes it worthless (imo at least) I have no desire to try and fight against equally skilled players with inherint disadvantages, hoping my opopent is not aware of these weaknesses. Running away is not good good content.
The proof is in the pudding, and i suspect we are already seeing a drop in eles in competitive teams, which is for a reason, that’s a trend and not anecdotal evidence.
‘fun build’ in non-ranked is another way of saying inferior but its ok because of something or another.
lets go through it:
-1v1 – you will be focused down, you cant mitigate beyond a few seconds.
-Taking a point – nope, you cant go 1v1 against an equally skilled player. (lack of toughness, lack of sustained targeted dps, low hp)
- Bunkering point – nope.
standing at the edge of the fight and hoping no-one will move so you can get your 2 medium sized avoidable hits in while no-one focuses you – possible, desirable for a team lol?
AOE in PVP – look at arena based PVP historically in every mmorpg out there and understand why its not a thing.
yup they are underperforming in spvp, its not about tanking its about facing up to EQUALLY skilled players 1 v 1, you can’t do it, you don’t have the sustain.
So, cant bunker, cant 1v1, cant go pure heal without becoming a liability to your team, cant burst -attacks too slow apart from dagger – which takes you back to point above.
as for staff, AOE impresses those that likes big numbers, but it focuses no-one down, and that’s what wins spvp not some generalized background dps.
Congrats. Now you feel like everyone else does. I’ve seen this thread on pretty much every profession forum.
great insight on topic.
Balance is done by a team.
They have the information to show how it interacts with all the other professions
They actually do use that info to make balance changes
Just because you think something is wrong doesn’t mean it actually is.
Having the facts and having the skill to act on them are different things. Ultimately that skill is measured by the results – and the results are obvious at the moment. incidentally the decision to remove the cleric without balancing or impact analysis around this removal is a hack, especially when the whole Ele spvp community could have predicted the outcome.
What i love about GW2 is each account is given a number of free character slots. Ive only been playing this game for 2 years but ive noticed there will always be 1 or 2 OP classes whether real or perceived (and depending on division etc). I have 5 classes that i enjoy and can play reasonably well. There is a high possibility that one of those classes will be considered OP.
Quit whining and go with flow. Learn to play more classes and you will shrug off these inevitable situations because
1. You can always load up the OP class and ROFLStomp everyone
or
2. You know how to counter it since you know how to play it.this isnt streetfighter, its a mmorpg, and balance can get screwed up badly in a mmorpg because of conflicting demands between pve and pvp if a balancing team is not careful (forced into melee with poor sustained mitigation for example) . Moreover in mmorpg many people play as per original rpg play, they play to evolve their main, not flit between whatever happens to be the OP build oif the day. Winning everything is not allways the point – having good content and gameplay with their character is.
That is true but who said Roleplay requires you to exclusively play one class? Ive always liked the Heavy Warrior/Tank classes but also chose Thief on other games. So in GW2 i play War, Guard, Rev and Thief. I added Engineer just because i wanted to learn how to fight against them when they were so OP these last seasons. I ended up liking Scrapper so much its my main toon now for open world HOT event farming.
So yeah sure some people will be forever 100% commited to roleplaying one class. I am not one of them.
it doesn’t, but the developers have to be wary of it and support both kinds of player.
There’s no need for it. The Divisions should sort players out by themselves. When you start getting stuck it’s probably were you more or less belong to. Unless you get lucky win streaks. Unlike now, where everything’s like that unless you have a premade. It’s frustrating.
TLDR; Hearthstone type of ladder. (not a big online gamer during this decade :P)
the fact that many people settles down at 50% actually suggests the system is working on average and balancing the person into the correct position. People just get annoyed when and if they gravitate beyond their skill level based on the win bonuses and start dying more – many cant admit to themselves when they have reached a natural skill ceiling.
im an ele so i will maybe pass until the mess from the last patch is sorted out, but you are a credit to the game OP for your support of the game
thats the issue, against equal skilled players the weaknesses of ele are obvious. I’ve taken a break from GW2 now (im ele only) and spending more time on EVE until they sort this mess – which is kinda sad, I love fantasy mmorpg and the Guild wars universe. The Anet dev team are insane to allow this level of breaking change with no proper impact analysis.
this is the unwanted side affect of raids where there is a dps race element, its distorting the gameplay that GW2 represents – reactive gameplay with lots of skills and variations. ‘Rotations’ is a huge warning – we know what this path leads to, and sure enough we are starting to see the side affects. Rotation means follow a sequence of skills and do everthing to maintain that sequence to ‘optimise’ a statistic. This isn’t 2004 anymore, gameplay has moved on from rote muscle memory.
What i love about GW2 is each account is given a number of free character slots. Ive only been playing this game for 2 years but ive noticed there will always be 1 or 2 OP classes whether real or perceived (and depending on division etc). I have 5 classes that i enjoy and can play reasonably well. There is a high possibility that one of those classes will be considered OP.
Quit whining and go with flow. Learn to play more classes and you will shrug off these inevitable situations because
1. You can always load up the OP class and ROFLStomp everyone
or
2. You know how to counter it since you know how to play it.
this isnt streetfighter, its a mmorpg, and balance can get screwed up badly in a mmorpg because of conflicting demands between pve and pvp if a balancing team is not careful (forced into melee with poor sustained mitigation for example) . Moreover in mmorpg many people play as per original rpg play, they play to evolve their main, not flit between whatever happens to be the OP build oif the day. Winning everything is not allways the point – having good content and gameplay with their character is.
I would also like a couple wide expansive zones, Savannah or wide open grassland would be a nice change – maybe with more of an emphasis on hunting and gathering.
Support is never useless. Even if ele is total garbage in 1:1 and no fun playing if he can support and heal teammates it´s a possible pick because support in a team > then no support …. The will most likely always be a support spot in a team ….
So this does´t mean ele is in a good spot an fun to play …
Support is useless if the opportunity cost and disadvantage to the team as a result puts that team at a disadvantage. Support is also useless if they can be effectively focused down, nullifying the support while also again putting the team at a disadvantage.
fair comment
the issue is actually about having manners and respect, especially in a training run which certainly does not have to be optimal and by its nature has new players who don’t understand things in the mix. There’s a way of doing things, such as apologizing and explaining why they cannot attend, rather than the ‘1 comment then boot’ which you often see. Its not discrimination though, every raid composition can take only so much variance before becoming nonviable.
Hi guys… I am not sure where to go and what to do in GW2. My main Character is a lv 30 Elementalist. I have mainly been going to the “Heart” icons on map and doing those quests, not much else. I am in an area for my level (Gendarran Fields), but seem to get killed easily. Thoughts/help appreciated and thanks
my tips would be to wander as you are doing, but listen out for npc’s doing anything unusual, and talk to named npc, this will often trigger event chains. Also watch for other oeple doing stuff and join in, will often lead you to new events you would not otherwise see.
re builds, don’t worry about creating a particular build, aim to get everything and explore the builds and combos and synergies, its a great way to learn and a lot more fun than pigeon-holing into a set build early on.
Staff is basically an AOE build, and AOE builds never work in small group PVP on any game. The reasons for this are fairly obvious when you think about it:
Its inferior as soon as someone focuses you., you cannot compete 1v1. Especially in GW2 that is highly mobile.
If the AOE is so powerful that it can kill then it instantly becomes OP due to the influence this can have on a fight, therefore the damage is normalized to be lower, so you become background generalized damage and healing – and small group pvp is all about focusing people down to get the numerical advantage in a fight.
People who play AOE weapons tend to focus more on numbers and think high numbers means they are contributing equally – see point above.
I have a feeling having friendly fire in spvp can be both beneficial for 1vX but at the same time can force teams to work more coherently but I am curious on other people’s hypothesis if it were to occur.
Ignoring the fact it would ofc not work because of aoe, how would it force people to play coherently?
How the pvp “dev” team, are not developer?
It comes down to how broadly you want to interpret what a developer is. There are a wide variety of skill sets ‘developing’ the game, from map artists to core code programmers to reward economists to gameplay designers to skill balance – on top of the explicitly non-development jobs like HR, finance, marketing.
The PvP team is descended from the PvP Events team, which was originally scoped to promote and manage esports. Due to subject familiarity (and the nature of S&M) I presume there’s a lot of crossover and coordination with functional / content teams.
Point being, in a sensible organization, if you’re unhappy with the way the game is being balanced you’d give feedback to the S&M team that you want something different which they’d sort through and pass on to the respective balance or gameplay designers. A.Net has some very, very good skills and balance people – if what they’re delivering isn’t getting the desired results it’s because you aren’t asking them to do the right thing.
so we aren’t asking them to do the right thing…
hmm….
ok so they understand what we are asking for. i will make it simple, just for them.1) Restore the Cleric Amulet
2) undo Anti support designs for pvp.maybe that will help them understand what we want.
agree
1: return Cleric.
2: Analyse what the replacement for Cleric should be or rather what mechanic will an ele use to be viable in sustained 5v5 with no toughness and low hp.
3: Introduce replacement
4: Evaluate
5: Remove Cleric.
I’m tired to go through the forums and see crybabies everywhere …
So let me make this clear for you :
1) The developpers are LISTENING to playerbase and are TRYING to balance classes out.
Which means that from a season to another there will always be an “OP” class out there.
Balancing a competitive PVP game requires ALOT of time, dedication and testing.2) ANET is trying to step out from bunker / condi meta by removing the bunker abilities STEP BY STEP.
3) Don’t expect instant balance when an expansion comes out with 9 new elite specializations … It takes alot of time to make everything perfect.
4) JUST BE PATIENT AND POST [Suggestion] In your appropriate class forum .
Thanks for reading
balance does not mean break a thing to see how bad it will be then react to that – that’s called hacking. Balance means conducting impact analysis – for example what is the impact of removing the primary source of survivability from a class with the lowest health and toughness, with a main melee/dmg weapon forcing you to go close to other players and what is required to balance this loss out BEFORE we do it. I would guess pretty much any regular player of spvp can tell you that one.
in software terms there are well known patterns that are used for introducing change that go along the lines of introducing the new thing first ALONGSIDE the old thing -then you get to evaluate both side by side. Same thing applies to design abstractions.
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lol never seen that before
been trying to play over last 2 nights and its a total nightmare, as soon as you get into meleee range with decent platyers you get destroyed as soon as you are focused on unless you run and hope they dont follow too far or you have all cools available, which give you another couple seconds. Farcical.
I only play Ele so thats it for me for spvp until this is sorted, running away a lot is not good gameplay..
Wow makes content to last weeks, from start to finish- anet makes content to last days, even hours.
lolwhat. Wait ye, forgot about the infamous selfies patch.
Hey folks,
Just a quick reminder: the PvP team is not responsible for profession balance. The PvP team, along with all of the other major feature teams, provides feedback to the skills team, but the PvP team itself is not directly involved in making balance changes.
What we do have control over – however – is the build panel (sigils, amulets, runes). It’s one of the knobs we can use to push gameplay in whichever direction we feel it needs to go for that particular season. For this release, we wanted to take support down a notch and increase the pace of combat.
It’s not our intent to completely remove professions from the meta – but things do fluctuate and I think we need to give the change a bit more time to see how it plays out. Elemental Bastion being bugged since Tuesday certainly has not helped the Tempest situation, but that should be resolved fairly soon and we’ll be able to properly see how ele will fare.
I know many of you fundamentally disagree with the removal of build items – and that’s fine. I understand where you’re coming from, but I hope you understand why we use this as a tool for balancing PvP specifically.
-Grouch
Just to let you know, this is the reason you are failing
Even worse
What we do have control over – however – is the build panel (sigils, amulets, runes). It’s one of the knobs we can use to push gameplay in whichever direction we feel it needs to go for that particular season.
Making changes without detailed impact analysis on the full system is known as hacking in developer circles.
i play sage s/f as before as my fun build and its still basically the same, funish to play for the burst on downed immobile players and that’s about it, the vulture build i call it. Still not viable in ranked where 1 weak link can destroy a team over time.
Hey folks,
Just a quick reminder: the PvP team is not responsible for profession balance. The PvP team, along with all of the other major feature teams, provides feedback to the skills team, but the PvP team itself is not directly involved in making balance changes.
What we do have control over – however – is the build panel (sigils, amulets, runes). It’s one of the knobs we can use to push gameplay in whichever direction we feel it needs to go for that particular season. For this release, we wanted to take support down a notch and increase the pace of combat.
It’s not our intent to completely remove professions from the meta – but things do fluctuate and I think we need to give the change a bit more time to see how it plays out. Elemental Bastion being bugged since Tuesday certainly has not helped the Tempest situation, but that should be resolved fairly soon and we’ll be able to properly see how ele will fare.
I know many of you fundamentally disagree with the removal of build items – and that’s fine. I understand where you’re coming from, but I hope you understand why we use this as a tool for balancing PvP specifically.
-Grouch
what main weapon do you think is competitive in a 5v5 arena setting with equally skilled players? Dagger – close range with no health and now no heal/toughness to be viable close range? Sceptre with its easy to avoid burst in fire and poor dmg elsewhere? staff – aoe in small team pvp?!
You took away the only spvp competitive build which was actually a forced bunker build as a result of being forced to take toughness and healing to survive in a fight, and didn’t replace it.
Fine for players who like to play other professions, for those that enjoy playing the elementalist/mage style of character, nice..
I only play Ele so deeply disapointed that this profession has been effectively broken by this build in SPVP:
Previously only bunker was viable as a side effect of damage mitigation (Toughness and heal to compensate for poor survivability at the cost of dmg)
Now,
No mitigation now for low survivability, the obvious group tactic will to be to burn down the weak link asap.
Dagger main hand – now nonviable – you’ve lost aforementioned heal and toughness for close combat
Staff – unchanged in spvp, its an aoe weapon, not suited for 5v5 pvp.
Sceptre – unchanged, slow spell travel times and poor auto attack.
No idea what the dev was thinking, clearly not communicating with stakeholders or looking at analysis conducted by the ele community over the last season.
the downed state also offers additional gameplay – do you risk rezzing others? if you are downed can you find a target who is almost dead and trigger a rally? etc. Also Rezzing encourages teamplay and positive behaviors, and its satisfying to manage to rez someone imo.
‘Competitive PVE’, the root of most RPG evils lol, i remember when it used to be group Versus the enemy.
Can you imagine if the Lord of the Rings book was ‘competitive PVE’ Frodo would be benched and Gandalf would be spamming lightening AOE at any opportunity ignoring people who needed to be rezzed :P
OP is new to GW2 so to be fair it is not – and he comes from WOW which explains a lot.
its a fact unfortunately that some people will abuse it, and we can see historically in other games that the few have a disproportional effect on the many.
I do however like the reporting you get a the end of spvp , its more goal orientated (e.g I like to balance healing and condition removal with some kills) and its at the end when people are a little more reflective.
Hi, So dungeon is updated, they give 80 tokens now. But pvp reward track only gives 60. So please give the same amount of tokens for pvp reward track.
one of the reasons they gave 80 was to make doing dungeons more attractive. PVP doesn’t need an extra 20 pve tokens to make it more attractive. Same currency , different goals.
if 90% of peeps at a guess have not entered the raids then it would be far more efficient to introduce hardness modes along lines of Diablo 3 perhaps to get value of out of the content.
Its a dated and toxic mechanism, but for those that must have it, there is a program i believe that acts as a damage meter (i believe people still use this kind of thing with GW2 raids. To Op though, you need to get out of the mindset of competitive contribution, that’s not what GW2 is about, you don’t need to worry about what other people are doing – the beauty of this game is that you have extreme flexibility to adjust your skills and behaviors to compensate for any perceived weakness you see.
As for gear progression to make things easier as you repeat dungeons, thats a WOW thing again, the reward in GW2 is different, its all about learning to adapt your playing behaviours and skills sets – this is where the experience pays dividends.
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for me in a mmorpg i want to hang about in a home city, somewhere where I have a connection over time, somewhere where i can have some routine and familiarity. Also, Having a new location for everyone to gather every expansion just does not work – do you try and force people who want to gather in the older locations to move over to a new location simply because its new? If not your spreading the population and losing atmosphere.
sounds interesting, but i would drop the pistol for something more elementalist/mage like , perhaps wand or focus main hand.
in Guild Wars 2: Heart of Thorns
Posted by: vesica tempestas.1563
Well I posted my displeasure in this forum and various other places online when HoT came out about the pricing. Never mind that the price was the same amount of money the entire game used to cost. I felt it was a bad show of gratitude towards old customers who paid for their copies of GW2 when it launched and stuck around spending money in the in game shop since then. I said I would purchase HoT when it was on sale.
And now it is. I purchased my upgrade last night. Thanks ANet. Glad to be back.
I was just like you, waiting for an inevitable discount. But man, what I’m seeing with bad feedback about HoT and displeasure of purchasing it. I have to hold my money. My loss or whatever, the only thing I am interested in HoT is probably Elite specs and that’s it. I’m already smell some sort of “bad news” when they started to offer free HoT with Core to new players and we had to pay the same full price. Even AFTER all these time, it still wont warrant my choice to pass my money for HoT. Even the White Mantle LS3 or whatever, the story is already down the drain and is just a pretext to keep “expansions” going. With waaaay too little zones to explore, and way too little armor set, it does not makes sense to me and also people who defend this pricing structure.
I am pretty sure they wanted to make up their loss selling HoT at lower profit and eventually not that many early players pre ordered their HoT (lets not forget the “most upvoted thread” reddit). And they dare to sell ONLY glider skins without any other attractive gliders AFTER you bought HoT because apparently there’s kitten tons of paywall behind everything what said on the “content” box. And lots of outfits being pumped endlessly on gemstore yet I haven’t seen any kind of new stuff outside than gliders and specialization “if you own HoT” that really interest me.
Things go downhill SINCE they started the HoT preorders and for new players too. I am pretty darn sure they knew they effed up their plans on pricing and see what happens to the gemstore with stuff that could have been obtained without gems.
Just give me kitten pass to get specialization and I don’t need your raids, your butchered “oh darn we can’t have this VA too often lets kill her character lol and replace with inferior dumblr-tier team” story, your jungle thing which MANAGED to be worse than the existing maps* and unenjoyable to follow, your excuse to “bring people together in complete new stuff” but actually a grindwall, your badly renamed “horizontal progression” is nothing more but to avoid people realize HoT have so little stuff to have and own by putting up Masteries to grind for.
Screw all that. Give me Specialization for 5$ and that’s it. I don’t need other garbage. Imma wait for the next expansion and see what happens next but boy I’m not buying. I probably even leave the game before they announced new xpac.
why stop at GW2, surely we should be able to pick and choose the bits from any game and any expansion and say ‘i will pay $5 for the bits I Like’ and worse feel the need to tell the world about it.
I do lol, the first is about my preference for large expansions, the second is the design issues with the new wvw maps (i love wvw) and the 3rd was um a discussion about using games to champion sexuality. I don’t blame HOT for any of this.
Anyway off track, I do not think HOT ruined GW2 because it added to it and did not replace it.
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im loving nevermore, first legendary that appeals. I’m however collecting everything as I go rather than specifically focusing on one thing of a time, make it a lot more satisfying imo, not efficient, but fun
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