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Thornwolf.9721

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Posts posted by Thornwolf.9721

  1. > @"Bast.7253" said:

    > > @"Thornwolf.9721" said:

    > > Personally, and this is based off the conversation with jormag and aurene recently... I don't believe Jormag is going to exit the stage as quickly as we all might assume. I assumed we'd gut it and be done with it, finally end the norn arc and hang up the whole Idea of this farce once and for all and move back into familiar territory. However I feel like with Jormag saying "Your fear, as well your focus is misplaced" too Aurene as well as calling out her grandfather for his inability to control himself which stuns aurene is telling. As well Jormag apologizes politely and leaves the conversation, rather than berating our dragon it merely realizes it lost its temper or perhaps became snarky and chose to leave as it wants us on the side that it resides in. (There are some hints, that jormag is tired of the cycle.) This is further explained, by how it handled Asgeir and how it handled events going from when we discovered its existence. Let me bring up some minor key pieces, of which sets jormag apart from the other dragons even aurene.

    > >

    > > >! 1. So far its been the most hands off, its followers (Not even the minions) are the ones who have been causing destruction in their wake. They are a cult, and while it seems like Jormag pulls the strings Bangar is a prime example as to what Im sure it typically deals with. Im not sure that Jormag truly wanted... well anything linked to it to transpire, it to me seems as if its displeased and is now becoming more active in its approach as it seems to tire of this whole back and forth.

    > > >!2. It could of marched south at anytime, when we were in maguuma, when we were in Orr? Even now. Yet it doesn't not at all and it seems as if it is looking for something, something that is not important to us but is to it.

    > > >!3. One of the datamined chat pieces says "Jormags enemy" clearly linking us to be outside of the sphere, Im not even sure Primo is in there anymore despite knowing full well they have traded hands before. I think Jormag, and maybe primordus are both in the same mental state where they dont want to do this anymore; Primo's minions have been relatively docile since GW:EoN and Jormags are only riled up by the sons of svanir, which are a death cult. It to me seems more like hunters using dogs to hunt, they rile the lesser minded minions to do what they want and dont represent jormags presence or mindset. (Because clearly, shown with the Franir and Bangar, and even drakkar Jormag allows its minions to have free will. With only Bangar being used as a mouth-piece as he had the GULL the step up. And this is his inevitable conclusion, I hope he personally is like this forever. A slave. Just as he wanted for others.)

    > > >!4. Jormag could of killed us when it took ryland, it didn't. And It seemed to actively hinder and sabotage bangar, as to me the minions sent were not the most powerful with some of the strongest minions from lore not even appearing. Purposefully too Ryland was given our status but for jormag, he is to jormag what we are for aurene now and im sure that Jormag wanted this because to It this was one of the things Aurene had that it didn't. Mortals to fight with it, and Ryland ASKED of his own free will to be empowered... and jormag merely accepted the willingness of the young charr.

    > > >!5. Jormag helped braham, to become the wolf and I fully believe it was jormag who likely opened the way for that transformation. (This is not corruption, I think Jormag wants the norn to remember who they are..) Likely to save us from bangar and this was jormag being ever present. It wants us alive, it needs us alive because we might be along with aurene one of the few forces that can stop whatever is coming. To top this off Jormag so far has been showcasing a level of intelligence that only mordremoth showcased and to me, Mordremoth was likely driven to madness like kralk as was Zaithan. Why Jormag is different I am unsure; But the rampant madness and malice just isn't there. It states that its not a threat to Aurene's mortals, and to aurene all of tyria's people are hers to protect so that is Jormag outright acknowledging not only Aurene's power but also her status as well her desire and stating that it has not intention on harming us or anyone other than the threat. It also goes into wanting to "preserve" tyria which is an interesting way to phrase it.... given what we know will happen if another dragon falls... or if the gods or something from the mists try anything.

    > >

    > >

    > > To go along with this; Recently I got their anniversary art book. Reading through it they DID make Utopia the scrapped guild wars 1 expansion focused on the mists cannon, those events whatever they are in their entirety are cannon now? And we know from early interviews the elder dragons were not originally going to be the set up, leading into guild wars 2. They were Originally from the sounds of it going to go with some "Gods vs demons" scenario with likely the mists being a huge player, but decided not too and went with the dragons. Well as we have learned the dragons are basically the worlds way of regulating magic, and they may very well be tied somewhat loosely to the spirits of the wild and potentially having one of their own which is/was lost to them. Kralk refers to mother and we dont know of any such entity, at least not by name or concept up until now. Ontop of that we also dont know where the canthans derive their power from, I originally thought perhaps the canthans siphon her into their emperor every so often to ensure complete power. But now I wonder if perhaps when the six arrived, and subsequently durring some point in time when the mists seemed more sealed the spirits began to have issues interacting with tyria. Such as owl sealing herself off rather than being destroyed, I feel like perhaps the canthans are pulling from a darker pressence for that power. I feel like perhaps the envoy's are likely linked somewhat with it and I Feel like it might be from before the Six; In their absence and subsequent exodus especially know I feel like its not a dragon. I also feel like its not one of the six granting them this power; Yet this power was able to when shiro died, create cataclysmic destruction of which to that point we had not seen outside of the searing and now with the dragons.

    > >

    > > There are powers within the mists we know nothing about, End of Dragons likely will be the end of what we know guild wars 2 to be. The plot is about get much deeper with as I see it the potential for the mists and the origins of the six to be called into question. Remember until Balthazar died the dragons could not enter the mists of their own will, and their minions couldn't either. It is ONLY because Kralk got some of balths magic as well aurene that she can enter the mists, we can assume primo and jormag as well got some since jormag now can enter the mists. (Essentially meaning that it could appear anywhere in tyria now.) Im actually wondering if Jormag is going to lead us to cantha and if you listen, the voice talking to kunnavang sounds VERY much like the female voice from the icebrood saga's trailer. I think Jormag isn't going to end its journey here, no I think its going to be with us as we go to cantha. Sunqua peak also sets up the potential of a norn or norn in general being in cantha; Likely able to weather the ministry's attempts at purging because lets face it there is NO WAY they would defeat the norn. If the norn dont want to leave and are there they likely, wont be going anywhere and will stay to the snowy peaks where the yeti's were/are. Like the Olmakhan in Elona I feel like this will not only give us Hun/Mongol looking customizations for the norn but will have the norn continue, to be relevant in the story. Given the norns culture being very similar to the canthans and their themes being somewhat similar, and us knowing all creatures have a spirit of the wild residing over them? Likely I feel like perhaps they went there to see what spirits/animals/world existed there, and just never could make it back to the main land. I believe Jormag will in some method directly lead us to cantha; Hell Jormag might even take us there itself by luring us into its "trap" and then shanghaiing us to the battle-isle. They are setting Jormag up to be more than some evil, eldritch monster but it seems to have motivations beyond us and it doesn't seem interested in fighting us. It seems focused on something larger; Whatever that is means it is larger than aurene which is why it wants our help because it needs us just as much as we need It. They also said that jormag was going to challenge, and change how we see the dragons during the Icebrood presentation and likely at least to me that seems to suggest that Jormag will be .... more or less a frequent for us for a while yet.

    >

    > Well the other voice is a new character which rules out Jormag, but I could see Jormag being involved in the plot. The saga seems like it was originally going to play out differently and has been shuffled to make room for the last minute expansion. So it wouldn’t surprise me. Just my opinion.

    >

    > As to the power Shiro used, everyone will insist it’s Dwayna and anything else is a terrible retcon. Personally I’m all for expanding upon that notion.

    >

    > I have a feeling Taimi could come to some revelations studying it.

     

    I have a serious issue and always have, in accepting that dwayna's power could manifest in that way. To me looking at it now knowing what we know now? It reminds me of the bloodstone explosion in bloodstone fen, or even better what happened when moredemoth died. It doesn't to me feel god like, nor does it feel dragon like I would be willing to go with a dragon providing the power (Bubbles) and Cantha having become a dragon worshiping death cult just not as far gone as the sons of svanir. But I feel like this could be huge set up, for what comes after the "end of dragons".

  2. Personally, and this is based off the conversation with jormag and aurene recently... I don't believe Jormag is going to exit the stage as quickly as we all might assume. I assumed we'd gut it and be done with it, finally end the norn arc and hang up the whole Idea of this farce once and for all and move back into familiar territory. However I feel like with Jormag saying "Your fear, as well your focus is misplaced" too Aurene as well as calling out her grandfather for his inability to control himself which stuns aurene is telling. As well Jormag apologizes politely and leaves the conversation, rather than berating our dragon it merely realizes it lost its temper or perhaps became snarky and chose to leave as it wants us on the side that it resides in. (There are some hints, that jormag is tired of the cycle.) This is further explained, by how it handled Asgeir and how it handled events going from when we discovered its existence. Let me bring up some minor key pieces, of which sets jormag apart from the other dragons even aurene.

     

    >! 1. So far its been the most hands off, its followers (Not even the minions) are the ones who have been causing destruction in their wake. They are a cult, and while it seems like Jormag pulls the strings Bangar is a prime example as to what Im sure it typically deals with. Im not sure that Jormag truly wanted... well anything linked to it to transpire, it to me seems as if its displeased and is now becoming more active in its approach as it seems to tire of this whole back and forth.

    >!2. It could of marched south at anytime, when we were in maguuma, when we were in Orr? Even now. Yet it doesn't not at all and it seems as if it is looking for something, something that is not important to us but is to it.

    >!3. One of the datamined chat pieces says "Jormags enemy" clearly linking us to be outside of the sphere, Im not even sure Primo is in there anymore despite knowing full well they have traded hands before. I think Jormag, and maybe primordus are both in the same mental state where they dont want to do this anymore; Primo's minions have been relatively docile since GW:EoN and Jormags are only riled up by the sons of svanir, which are a death cult. It to me seems more like hunters using dogs to hunt, they rile the lesser minded minions to do what they want and dont represent jormags presence or mindset. (Because clearly, shown with the Franir and Bangar, and even drakkar Jormag allows its minions to have free will. With only Bangar being used as a mouth-piece as he had the GULL the step up. And this is his inevitable conclusion, I hope he personally is like this forever. A slave. Just as he wanted for others.)

    >!4. Jormag could of killed us when it took ryland, it didn't. And It seemed to actively hinder and sabotage bangar, as to me the minions sent were not the most powerful with some of the strongest minions from lore not even appearing. Purposefully too Ryland was given our status but for jormag, he is to jormag what we are for aurene now and im sure that Jormag wanted this because to It this was one of the things Aurene had that it didn't. Mortals to fight with it, and Ryland ASKED of his own free will to be empowered... and jormag merely accepted the willingness of the young charr.

    >!5. Jormag helped braham, to become the wolf and I fully believe it was jormag who likely opened the way for that transformation. (This is not corruption, I think Jormag wants the norn to remember who they are..) Likely to save us from bangar and this was jormag being ever present. It wants us alive, it needs us alive because we might be along with aurene one of the few forces that can stop whatever is coming. To top this off Jormag so far has been showcasing a level of intelligence that only mordremoth showcased and to me, Mordremoth was likely driven to madness like kralk as was Zaithan. Why Jormag is different I am unsure; But the rampant madness and malice just isn't there. It states that its not a threat to Aurene's mortals, and to aurene all of tyria's people are hers to protect so that is Jormag outright acknowledging not only Aurene's power but also her status as well her desire and stating that it has not intention on harming us or anyone other than the threat. It also goes into wanting to "preserve" tyria which is an interesting way to phrase it.... given what we know will happen if another dragon falls... or if the gods or something from the mists try anything.

     

     

    To go along with this; Recently I got their anniversary art book. Reading through it they DID make Utopia the scrapped guild wars 1 expansion focused on the mists cannon, those events whatever they are in their entirety are cannon now? And we know from early interviews the elder dragons were not originally going to be the set up, leading into guild wars 2. They were Originally from the sounds of it going to go with some "Gods vs demons" scenario with likely the mists being a huge player, but decided not too and went with the dragons. Well as we have learned the dragons are basically the worlds way of regulating magic, and they may very well be tied somewhat loosely to the spirits of the wild and potentially having one of their own which is/was lost to them. Kralk refers to mother and we dont know of any such entity, at least not by name or concept up until now. Ontop of that we also dont know where the canthans derive their power from, I originally thought perhaps the canthans siphon her into their emperor every so often to ensure complete power. But now I wonder if perhaps when the six arrived, and subsequently durring some point in time when the mists seemed more sealed the spirits began to have issues interacting with tyria. Such as owl sealing herself off rather than being destroyed, I feel like perhaps the canthans are pulling from a darker pressence for that power. I feel like perhaps the envoy's are likely linked somewhat with it and I Feel like it might be from before the Six; In their absence and subsequent exodus especially know I feel like its not a dragon. I also feel like its not one of the six granting them this power; Yet this power was able to when shiro died, create cataclysmic destruction of which to that point we had not seen outside of the searing and now with the dragons.

     

    There are powers within the mists we know nothing about, End of Dragons likely will be the end of what we know guild wars 2 to be. The plot is about get much deeper with as I see it the potential for the mists and the origins of the six to be called into question. Remember until Balthazar died the dragons could not enter the mists of their own will, and their minions couldn't either. It is ONLY because Kralk got some of balths magic as well aurene that she can enter the mists, we can assume primo and jormag as well got some since jormag now can enter the mists. (Essentially meaning that it could appear anywhere in tyria now.) Im actually wondering if Jormag is going to lead us to cantha and if you listen, the voice talking to kunnavang sounds VERY much like the female voice from the icebrood saga's trailer. I think Jormag isn't going to end its journey here, no I think its going to be with us as we go to cantha. Sunqua peak also sets up the potential of a norn or norn in general being in cantha; Likely able to weather the ministry's attempts at purging because lets face it there is NO WAY they would defeat the norn. If the norn dont want to leave and are there they likely, wont be going anywhere and will stay to the snowy peaks where the yeti's were/are. Like the Olmakhan in Elona I feel like this will not only give us Hun/Mongol looking customizations for the norn but will have the norn continue, to be relevant in the story. Given the norns culture being very similar to the canthans and their themes being somewhat similar, and us knowing all creatures have a spirit of the wild residing over them? Likely I feel like perhaps they went there to see what spirits/animals/world existed there, and just never could make it back to the main land. I believe Jormag will in some method directly lead us to cantha; Hell Jormag might even take us there itself by luring us into its "trap" and then shanghaiing us to the battle-isle. They are setting Jormag up to be more than some evil, eldritch monster but it seems to have motivations beyond us and it doesn't seem interested in fighting us. It seems focused on something larger; Whatever that is means it is larger than aurene which is why it wants our help because it needs us just as much as we need It. They also said that jormag was going to challenge, and change how we see the dragons during the Icebrood presentation and likely at least to me that seems to suggest that Jormag will be .... more or less a frequent for us for a while yet.

  3. > @"Lucarth.4863" said:

    > Seriously what the hell is going on in WvW and SPVP...

    >

    > Endless boon/condi application, invulnerabilities, blocks, evades, stealth, reveals, passive damage mitigation, passively triggered damage/boon/condis and in-between all that some ridiculous no-tell, low cd, high damage abilities that're instantly deleting people.

    >

    > Jumped into small-scale WvW for an hour and was hit with 6.5K auto attacks from soulbeasts (4.3K + wolfpack), 23K rapid fires with constant quickness, a single instant ability granting 10 seconds of burn for 4K damage per second, 25 stacks of confusion stacked within a daze duration, maintained and dealing 7K damage per skill activation (LOL), gravedigger (spammable AOE) for 12K, CnD into backstab for 15K, tons of insanely long duration CCs (in a game where TTK is lower than most FPS games)

    >

    > Then hopped into SPVP for a single match to immediately be one-shotted (16K+ damage) by a single grenade barrage from stealth.

    >

    > And everyone that still plays darn well knows there's an endless array of similarly toxic garbage throughout WvW and SPVP that has completely destroyed the integrity of GW2's PVP.

    >

    > There is ZERO excuse for any of this. Without cycling their numerous invulnerabilities in PVP, players drop faster than a lot of the common trash mobs found in PVE. It's mind-blowing. Class balance is not the primary issue. It's just common sense to find these numbers and the game mechanics that enable them beyond appalling if you care at all about a healthy PVP scene. It's bad game design 101 and if pressing a single button wipes out a third or a fourth of your enemy's HP, LET ALONE one shots or kills him twice over, then something has gone terribly wrong.

    >

    > Adding more boons, evades, blocks, invulns, etc. just so you don't get instantly deleted IS NOT HOW YOU FIX THIS ISSUE. You're propagating the very cancer that needs to be treated by adding more destructive and unhealthy mechanics just to avoid the ridiculous damage, through that process justifying the need for absurd numbers.

    >

    > This is not that complicated, why hasn't it ever been addressed? Why doesn't ANET stop and think what the hell went wrong instead of stacking one issue on top of another in this ever increasing amalgamation of bloat and neglect?

     

    Simply put... Its because our money, and the money the game amassed went to other projects. Up until recently the studio was hands off with the game and only I believe did PoF as a way to generate money; Everything and anything else was ignored. Living world was used to keep us invested while they tried to pump out new IP's, products and so on and it all failed and came crashing down. (From what we understand, its what we know as its what happened leading to the layoffs.) Do I think now that they are invested they are trying to fix the mess that has been left for years? Yes indeed. Recently CMC said on a stream that they want to bring back WvW tournaments in a healthy way to try and prevent burnout.... well to have tournaments of any caliber this stuff needs to be dealt with.

     

    For better or worse its being looked at and worked on but the backlog of things they likely ignored, and just let go have built up to such a degree that they need to have some finesse when making changes unless they destroy something utterly (Warrior comes to mind.) I believe we likely will see something come, whether for better or worse for us there will be a change. It is coming. Do I think it will solve our issues whatever their solution is? Not likely. Most of us likely will be put off by whatever change they make, or worse yet we might just come to dislike the mode. Frankly Im hoping for more maps for WvW as thats what I want, more biomes and maps that are ever present along with what we have. Which honestly in my mind is not asking for a lot on that end, they do this all the time for PvE and taking a map and repurposing it or even dare I believe they take some assets from raids (The underworld maybe?) and use them to make a themed map?

     

    I want fresh and new, I dont want more of the same. And with how balance has been handled.... im not sure I have much faith in their design or machinations on the notion of what balance is or what they desire it to be. Just make the game fun, bring back that passion and fire and I hope we can weather these uncertain and otherwise unsettlingly murky seas in one piece.

  4. > @"Aeolus.3615" said:

    > > @"Thornwolf.9721" said:

    > > This game is NOT pay to win, I suggest you move your attention to the original Arche-age because that my friends was pay to win. Hell arguably even ESO is pay to win with their optional sub giving you all the dlc content and more space in your bank, allowing you to do more for less..

    >

    > The awfull balance and lack of atention to it made players start to see gw2 as pw2.

    > Lets say the powercreep on some gimmicks release **made it a bit more towards** p2w since it was carrying most of us using those new specs... **yet gw2 isnt p2w**.

    >

    > Games with easiers ways and more eficient with less effor needed to play on pay content that gives uperhand againt other players isa bit of p2w but that wont decide is a game is trully pw2 , gw2 used a bit this due its lack of balance but it doesnt make it a p2w game, people need to see IF is really ment to have a upper hand or if it's a issue of developer not caring about pvp balance in wich was the case.

    > Games with powercreep consumes and items on store is pure p2w.

     

    Well things need to be super strong, and bloated at their launch to inspire the sale of the expansion. Every game does this. However its not pay to win, Expansions are exactly that they are expansions to the existing game and to say otherwise is just utter non-sense. If you have an issue with expansions, or an issue with classes/specs being added than MMO's are not for you and as guild wars 2 has learned... dont cater to those outside of the genre's scope. You can't please everyone, but you can please those who enjoy the game.

     

    Their lack of drive, and their laziness in balance is not mutually exclusive with expansions. The same stuff happened at launch with classes so? Does that mean that the core game which originally had a box price is pay to win? Because you had to buy the product to play the game? Somewhere I believe, someone believes this warped sense of logic and if this is something you can stand behind than I firmly disagree with the right for ones opinion. Pay to win is selling power, its not the same as classes/specs this is like legitamentally selling you max level gear on the gem-store for real money. And no where in this game does this exist (Unless you decide to convert gems to gold, to buy legendries.)

  5. > @"ArielRebel.3426" said:

    > Recently started using Ren with a **hybrid build** (grieving or celestial gear with Mallyx + Kalla stances) and still on the fence about it. I do enjoy the shortbow when I want to poke before engaging balls to the wall with mace/axe but the SB 2nd and 3rd skills can be very wonky if not on flat and unobstructed terrain. Was wondering what my fellow forum dwellers were thinking about it. What they think would be better with that kind of build: core, Rev or Herald. And please explain why you have your opinion.

    >

    > Edit: The discussion is about all 3 game modes : PVE, WvW and sPVP.

     

    It can "Work" but its so much harder than it sounds; In theory it should be one of the best options given that revenant is by nature a jack-of-all-trades and master of none, however the game doesn't really make it gibe well with them. You loose more than you gain and honestly the only class that can do cele well is ele, grieving likely would be ranger/warrior given most of their weapons have power AND condi rolled into them. Revenant unfortunately doesn't gain much from either set from my experience, with Cele you do too little damage and are still very squishy and Grieving you're just squishy.

     

    I will say it DID work in HoT(Cele) but they were nerfed and it just hasn't been the same; Ironically Rev is a class you have to invest in a specific build to make what you're trying to do shine. Whether that be healing, power DPS, condi or so on you NEED to invest to make the class really shine in those fields back when mallyx and embrace the darkness scaled better with power there were hybrid builds but A-net saw to their demise.

  6. This game is NOT pay to win, I suggest you move your attention to the original Arche-age because that my friends was pay to win. Hell arguably even ESO is pay to win with their optional sub giving you all the dlc content and more space in your bank, allowing you to do more for less..

  7. > @"Chyanne Waters.8719" said:

    > Why should people on steam get breaks that people who have played this game for 8+years will not get

     

    Because if it goes to steam as is, it will be a dumpster fire. Steam users are less forgiving or patient and if it gets a huge dookie of a release it likely will never recover; The same was said about core when HoT came out and again when HoT was lumped with PoF for free. I never paid for living world, likely never will unless they make me quit for years but even then id likely not bother.

     

    This bundle ALSO should be brought into the game outside of steam, so that way any new player doesn't have to deal with the shenanigan's we all did. New players> Old players by standards of online games, they are gonna want to capitalize on steam if not then I dont understand why they'd of gone to steam to begin with.

  8. Rytlock, Im 100% thats how they will phase him out of the story and have him leave the team. Similar to how rox did; While crecia likely will go with us to escape after rylands death and to "find herself" while traveling. Rytlock did so while working with us, perhaps crecia will become our rytlock/rox replacement since both of them likely wont be coming back.

  9. > @"Yasai.3549" said:

     

    > Norns - Looks like a human, but they descended from Giants probably. I think there were some hints that maybe Norn and humans could interbreed, but in GW2 it's a hard no in lore.

     

    Im pretty sure they've sown more seeds for them to be related to kodan, rather than actual giants. It seems that they have no links to giants at all and it is believed that perhaps they had more animalistic shapes and have "devolved" into their current state. At least the kodan believe so anyhow and as far as I recall the priory had some throw-away lines about the norns potential origins. However this is subjective, we know they came from further north so we'd need to head up there to perhaps their ancestral lands and find where they originally came from. They aren't jotuun because those were here long before the norn were; In-fact if memory serves the Norn technically "invaded" Jotuun lands even though they could not be maintained by the Jotuun anymore. And no im pretty sure it was debunked that norn can breed with humans, as far as I remember in a stream durring the infancy of guild wars 2 they said none of the races could intermingle and create offspring. Honestly I like it like that, I dont want them to dilute the player races/lore with one anothers? I mean I know norn LOOK like big humans but they are vastly different, and I would hate for the humans to just consume the norn into their abundance of diversity for the sake of it ya'know? Some scary stuff as a norn main....

     

    http://archive.is/9r1NG Found it.

     

     

    >! The main aim of Saturday was to finally get a hold of Jeff Grubb and ask him the infamous “half-norn” question that has boiled in the lore community for the past few years. Not only DID I get an answer, Jeff also talked about Norn burial practices, and how their families work!

    >! The Saturday Interview with Jeff Grubb

    >! The Interview with Jeff was much clearer than the one with David Wilson. Note there will not be a transcription for this interview as it would take several hours to write down word for word what Jeff is saying.

    >! The Summary of the Interview is this

    >! Jeff says that Inter-species hybridization is not plausible, there are no half-norn, half-charr, half-sylvari and so on.

    >! The Norn do appear similar to the humans, but ArenaNet at this point does not have a definite decision if they are related species. Jeff mentions the Kodan again and points out the Bear relationship.

    >! Jeff says that Norn and others in the current age immolate the dead because of Zhaitan, he also considered the idea that some norn / norn communities might use sky burials where the dead body is left open to the elements. There is no definite answer about norn burial practices (burning seems the most plausible for now, Jeff does mention Viking funerals).

    >! Norn families are not really standardized. Knut’s sons live with him in Hoelbrak where as their mother lives outside the city. Norn might live together or live apart, they might have parent of either gender raising the children at a given time, they just seem to go with whatever the individual parents parents decide.

    >! Norn courtship is pretty much shown in Hearts of the North, they try to compete with each other, possibly even boasting about how awesome their legend is.

    >! Norn do adopt, such as adopting the children of a dead relative, they do not have orphanages however.

     

     

  10. > @"Vardy.3592" said:

    > > @"kamikharzeeh.8016" said:

    > > randomized matchups would be a pretty interesting thing, i'd rather have all borders randomized tho - so u get randomly alpine or desert as home borders, with options of having 3 desert but also 3 alpine borders. EBG starts should be as independently randomized.

    > >

    > WvW already has one too many desert maps. We don't want more.

    >

    >

     

    Id like more maps, more maps like Edge or Red. Alpine is too easily sieged and honestly is a joke compared to what it should be, Eternal is a joke because its just a giant circle of a circus with people clamoring for "fights" and sacraficing everything other than SMC. Make objectives matter, make fights on objectives matter more and make holding objectives reward you for the longer they are held. Make this RvR not some battle-royal~ If you want a battle royal then A-net should make one independent of the game or as a new mode so people can go to that game-mode. Just because you refuse to learn desert (Im assuming edge too as most people hate both maps, if they hate one of them.) Does not mean Alpine is healthy for the game. Honestly You'd hate if I was a WvW dev because Id make some maps strictly for choke points, ganking and flanking with actual tactics not this suto-stuff we have now.

  11. +1 from me, nerfs never solve anything. Buffing everyone to be where they should be is how it should of been, the only time a nerf is needed is when one skill one shots someone from full health. (Unless running full glass canon then you get what you get.) Bring everyone up to where they should be, Firebrand/alacrigade has too much healing and bennefits? Bring the other healers to their level and give them the tools needed to compete. Or continue down the path of "nerf everything, until the game is unfun to play and clunky to use."

  12. > @"Aeolus.3615" said:

    > > @"FrownyClown.8402" said:

    > > Wrestler.

    > >

    > > Summons randy savage. Skills include cream of the crop and yeahhhh brother!

    > >

    > > Its weapon is cocaine.

    >

    > That describes what i think will be more towards Rangers with hammer

     

    Let me use this meme, on my ranger. (I already do with perma-root druid.)
  13. > @"Raknar.4735" said:

    > Selfish Power focused spec, since we already have a boon support and an aggressive condi/hybrid support.

    >

    > Legend is Svanir/Nornbear, adding another race into our lineup, as every legend until now has been from a different species and we don't have a Norn yet.

    > If we take his GW1 skills into consideration, the E-specc would be about boon/condition control.

    > Weapon is either Greatsword or MH Axe (+ OH Mace).

    >

    > We already have 4 "good-aligned legends" (Ventari, Jalis, Glint, Kalla) and only 2 "evil-aligned" ones (Mallyx, Shiro), so another "evil" one would fit in.

    > Lorewise it would fit into the current Icebrood Saga.

    > Svanir's legend has had a big enough impact on Tyria, creating a whole cult around him.

    >

    > Similiar candidates: Courier Torivos (MH Axe), Balthazar (Greatsword)

     

    Id actually love Svanir, I think he would be a flawless choice as he is an evil character (Well partially, we could have some really good theme of him loosing and fighting for control? Maybe two Svanir's the man and the nornbear fighting kind of like the hulks mental state and us being their anchor?) I also think it would be cool to become the nornbear and be focused around being a big monster, gaining power while in combat through bloodlust.

     

    Id argue that you could make svanir likewise be able to go either way, by making him apply chill on most abilities then he could pair with mallyx. But making him also apply vulnerability he could pair well with shiro; Rather than falling out of your bestial form you could have for example different forms for different legends. (Shiro gets like an envoy like appearance around the player, Jalis you become stone, ventari becomes plant like/infused, Mallyx becomes demonic in appearance) Something like being their embodiment/vessel in our world?

     

    Paired with duel daggers, tons of AoE and tons of CC I think A norn-bear would be better than most everything thats been thrown around. Asgeir would be cool but he is overall a good boy character; And thus far we only have two villains and could use another one. The duel daggers representing the "claws of the nornbear" and likely would be called that with a sick jormag/norn theme. I like the idea of madness and rage consuming the player as you fight, mobile and heavily dedicated to the bruiser roll and able to pair well with most legends. Heck imagine a Jalis/Svanir pair where you basically just nope condition damage. (Id imagine the norn bear would be very resilient regardless of if its power/condi to condition damage..)

  14. > @"Paradoxoglanis.1904" said:

    > I just dont understand why there arent more people pushing for this. It would be so cool and would perfectly fit anets balance and content philosophy. It would also completely fix roaming and make it 100% fair again.

     

    The warclaw was actually as fast as roller when it first came out (Within your own territory) or it was at least close to it, Over the nerfs they removed its speed as its first addressing point. Now that it cant stomp, cant escape and is not capable of being useful in any meaningful way I think bringing its speed back up would be fine and I honestly DONT want another mount in WvW..

     

    At this point Id rather them just remove the warclaw and keep mounts in PvE; Clearly it cant and wont work because they themselves dont know how to handle it. I never had an issue with warclaw and it is my favorite mount but its not really...... worth having I guess is the way Id put it.

  15. > @"Dante.1508" said:

    > > @"oceansofmars.6894" said:

    > > HoT doesn't seem harder than normal, you just can't stand on bad stuff. If your reaction time is bad then play a defensive class or build with defensive armor and runes. You can't go glass cannon with potato reaction time and complain.

    >

    > GW2 at release, play whatever you like, its your story..

    >

    > but only if you not overseas with 400ping time.. according to you.

    > > @"maddoctor.2738" said:

    > > > @"robertthebard.8150" said:

    > > > Because the total registered accounts, according to the information provided, only makes up about 3% of the total game sales. Since people like to do math, what percentage of 11 million is 300K? A small percentage, yes?

    > >

    > > Total game sales is 5 million, just before the game went F2P in August 2015

    > > https://www.ign.com/articles/2015/08/21/guild-wars-2-sales-figures-revealed

    > >

    > > 11 million is the total players (do note: players not sales, likely includes free accounts) the game announced in September 2017

    > > https://www.guildwars2.com/en/news/the-path-to-the-desert-in-numbers/

    > >

    > > Curiously they still advertise 11 million players:

    > > https://welcome.guildwars2.com/en/play-guild-wars-2

    > >

    > > The real question is what percentage of HOT/POF sales are HOT/POF gw2efficiency users, the accounts that stopped playing are irrelevant.

    > > Someone claimed 1 million / 500k respectively, which prompted the posting of gw2efficiency data.

    > > Do you think HOT sold 1 million and POF 500k?

    >

    > Those were 500k **at release** and even then we have no idea how accurate they were.. its been years since then. Fun fact i only bought hot at the beginning of this year as well as living story 2,3,4 because of how bad HOT was for me at release i said i'd never buy another expansion at full wack.. I probably will wait on Cantha as well if its anything like how hard everything else was.

    > > @"maddoctor.2738" said:

    > > > @"robertthebard.8150" said:

    > > > Because the total registered accounts, according to the information provided, only makes up about 3% of the total game sales. Since people like to do math, what percentage of 11 million is 300K? A small percentage, yes?

    > >

    > > Total game sales is 5 million, just before the game went F2P in August 2015

    > > https://www.ign.com/articles/2015/08/21/guild-wars-2-sales-figures-revealed

    > >

    > > 11 million is the total players (do note: players not sales, likely includes free accounts) the game announced in September 2017

    > > https://www.guildwars2.com/en/news/the-path-to-the-desert-in-numbers/

    > >

    > > Curiously they still advertise 11 million players:

    > > https://welcome.guildwars2.com/en/play-guild-wars-2

    > >

    > > The real question is what percentage of HOT/POF sales are HOT/POF gw2efficiency users, the accounts that stopped playing are irrelevant.

    > > Someone claimed 1 million / 500k respectively, which prompted the posting of gw2efficiency data.

    > > Do you think HOT sold 1 million and POF 500k?

    >

    > Those were 500k **at release** and even then we have no idea how accurate they were.. its been years since then. Fun fact i only bought hot at the beginning of this year as well as living story 2,3,4 because of how bad HOT was for me at release i said i'd never buy another expansion at full wack.. I probably will wait on Cantha as well if its anything like how hard the first two expacs were.> @"battledrone.8315" said:

    > > > @"Sobx.1758" said:

    > > > > @"battledrone.8315" said:

    > > > > > @"ASP.8093" said:

    > > > > > > @"battledrone.8315" said:

    > > > > > > out of 12 mio. and casuals would never use it either. it is echo chambering and fart sniffing par excellence.

    > > > > >

    > > > > > It takes 10 seconds to upload an API key; you don't even need to create an account.

    > > > > >

    > > > > > People recommend gw2efficiency all the time to casual players asking "How do I make money??" because it is by far the easiest way for people who *DON'T* play the market, and *DON'T* farm, and maybe don't even craft at all to find hidden valuables just sitting uselessly in their bank and material storage.

    > > > > >

    > > > > > It's very helpful for a lot of fun, low-effort stuff like birthday presents or starting a cat collection. (Try it out: go to gw2efficiency and collect some cats for your home instance.)

    > > > > >

    > > > > > You're absolutely married to the idea that "casual players" are know-nothing louts who can barely figure out how to play a dang video game — because that puts you in the position of being able to speak for the faceless masses who would never be caught dead *pressing the dodge button at the right time* or *experimenting with their character abilities* or *using a website* — when the reality is that there isn't a hard-line division between these categories and a lot of the player base is doing both "casual" stuff and "hardcore" stuff at the same time.

    > > > >

    > > > > i am still in top 10% of APS. so im prolly better, than most players here. so much for "barely knowing how to play a game". yep, the line can be blurry, but hot went far beyond it.

    > > > > and why would i want cats in my home instance? i am never there anyway.

    > > > > PS "all the time" still ended up 300k users. thats 2,5 % of the official number of players. pretty close to the industry standard for raiders. yep.

    > > >

    > > > Grinding APs is not a way to measure someone's game knowledge or ability to play the game.

    > > > "I have more AP so I'm better" is quite a disconnected conclusion to draw.

    > >

    > > isnt that the normal way to measure success in an mmo? playing the content? im not claiming the title or anything, but i have still played more than

    > > most other players. if PLAYING THE GAME isnt enough, then what is?

    >

    > For gamers it is yes but for companies its how much money they spend deems how much of a success it is.. The thing is if casual gamers (players that play for friends, social, story and whatever build they like, Not PvP, WVW or Raiding, Not meta min/maxers at all) drop it because its to hard before they spend any money then its not a success at all.

     

    I wana throw this out there, there are players out there who dont even play it for what you listed. I have friends who only ever made it to level 30 but the spend tons of money on cosmetics just so they can look "cute". Those players never buy anything, they usually stick to the free account but sometimes they do cross over and yet and still they dont do the content. Im sure there are people out there who think core is too hard, or that core was so hard they quit? Should we then cater to those people too? Im sorry but I hope cantha is harder, and more daring with its approach. PoF was garbo easy.... And Im saying this as a long time guild wars player, been playing since the original factions release and I personally really enjoyed the HoT days. Other than that Gw2 has been a wash with me most of the way~

  16. 1. Majory will likely take center stage and Im pretty sure we will find out she is related to the line of leaders cantha has followed. (She will become the first empress with our help.)

    2. Likely we will get a togo/mehnlo clone. Probably one of their decedents?

    3. The hints of norn in cantha likely stranded over there, showcase we might get as some say Jhavi/braham and them being used as punching bag culturally.

    4. We wont likely have a single charr

    5. we wont likely get an asuran character.

     

    Seems to me its going to be human-centric with Canthan-norn playing something like the Olmakhan in their presentation.

  17. > @"Yasai.3549" said:

    > > @"Thornwolf.9721" said:

    > > Meanwhile there are some super complex ele/guard/ranger/warrior builds out there

    >

    > Examples?

    > None of the builds I've seen are complex at all, with just pressing buttons in order.

    > And I'm pretty kitten sure Retal guard is in fact one of the most casual builds ever.

    >

    > Rev needs to manage resource, and Engi needs to flip through a few weaponsets (not counting braindead bunker builds)

    >

    >

     

    I mean guardian has always been the face-roll easy class, that can do everything better than most all the other classes. (There has never been a time where I didn't see guardians in all forms of play at end-game. WvW being dominated for a long time by Guardian as a whole.) Spellbreaker was pretty difficult compared to normal warrior when it came out, many didn't like it. Then its OP toys started to show and people gravitated over, Soul-beast was pretty complex when it came out and again was not well received by the players. Ele literally has weaver one of the most complex specs in game right now, and is one of the hardest classes to play with I feel revenant and engie sitting right next to it.

     

    The real reason is that Rev is locked behind the expansion, some people refuse to buy them and thats fine but it means the class is a lost cause for them. They have no access to it. Ontop of that Revenant right now is not hard to play; Quite the opposite actually. Its REALLY easy to play but its hard to make it shine, because honestly its easy to bait and its easy to counter. Condi-rev is countered by range, and CC of which most classes have options to go to. Power Rev is a Kek fest, and is hot garbage to a hilarious degree I as a rev main can say almost 100% the energy management is NOT hard. Because You're not intended to use all your skills, you're intended to swap on cooldown and if your condi spam mallyx. If you're running power you exist for the road/hammer/alacrity in most scenarios. Anything else is a waste of time and space, and people wont and dont want it.

     

    Nothing they do will give ventari true room in the game, but that is squarely on the tablet being clunky. People dont like it. So I'd argue that ventari rev is the hardest to play, while the rest have been dumbed down to basically be borrowed stuff from other classes. Condi Rev is just a better version of what condi-berserker was, focusing on one real condition and making that its gimmick. Power is basically spellbreaker/thief had a baby but it lost all of their tools.

  18. > @"Clyan.1593" said:

    > > @"Thornwolf.9721" said:

    > > > @"Clyan.1593" said:

    > > > Remove Zergs:

    > > > - new max squad size is 20

    > > > - Going close to a member of a different squad reduces movement by 80%, debuff called "mist repulsion" (distance has to be tested)

    > > > - By joining a squad armor is dyed to commander's tag color

    > > > - Upon entering WvW you get assigned to the "roamer population", colored white

    > > > - Roaming / playing outside of a squad will downscale your level to 50 to ensure roamer blobs don't work against squads

    > > >

    > > > If necessary reduce HP of structures to fit new party sizes overall dmg output.

    > > >

    > > > Now we have more smaller battles around the map and the game mode is less AOE spamming but more individual skill.

    > > > Roamers can do their thing or - if refusing to join a squad - are useless.

    > > >

    > > > Overall this will create a more dynamic battlefield, give more space to strategic thinking and coordination among the commanders.

    > > > Players will also be more spread out on the map, using up all the empty and bare landscape we have right now.

    > > >

    > > > EDIT:

    > > > I knew I'd get quite some hate for this post, but let's face it. Alliances won't save this mode, unless it provides additional and significant changes to gameplay.

    > > > You're delusional if you believe otherwise.

    > > > The vast majority of people that don't enjoy WvW in the first place all complain about the same thing: That it's dull. They go in only to farm Gift of Battle.

    > > > One might say that those people don't belong in WvW then, but I would argue against that, especially since this mode is lacking popularity.

    > > >

    > > >

    > > >

    > > >

    > > >

    > >

    > > Remove the ability to party up, force everyone to be a roamer. See I Can make up BS statements as If I knew remotely anything about the game mode, strictly to make it better for me and my friends. Look how smart I am GG. In all seriousness this is ridiculous and EVERY type of playstyle and group-type/roamer should have a place in the game, Objectives should be harder and more lucrative and worthwhile to capture and hold.

    > >

    > > You BS suggestion is what would lead to the modes death, so this is a no for me with a big oof on the side.

    >

    > You can still party up. Really there is no big change here if you think about it. A lone roamer wouldn't win against a zerg either.

    > If you want to fight a squad you simply have to find 19 other people that will join your squad.

    > If you don't find them you will roam and fight other roamers.

     

    That almost completely removes my guild from WvW which is why we play. We only have ten or so people because we run a havoc; My whole guild would quit the game with what you're proposing and the new people we've brought would quit. I know actually ALOT of people who'd quit, because Zerging is not and should not be the only way to play the game. Go play the Warhammer online private server, they did the kind of changes you're asking for by basically murdering small havoc/roaming and forced you to either clump and zerg or dont play. Sounds like you want the mode to die, not for it to thrive~

  19. > @"Xaylin.1860" said:

    > > @"Lily.1935" said:

    > > [...]

    > > As for improving engagement from a core necromancer perspective, well I made a whole post about that already which I'll link here. https://en-forum.guildwars2.com/discussion/100887/summon-pet-builds-conflicts-and-solutions

    > >

    > > But what do you guys think? Do you think Minions are doomed to forever be passive or are you like me and see some interesting potential for some explosive active play?

    >

    > First of all, I do think your thoughts are valid. However, I feel like you're asking or wishing for two different things. You'd like Minionmancers to be more active. But you'd like to play a pet-zoo style Minion Master in contrast to someone who maybe just utilizes other entities temporarily. To me, those two are quite significantly distinct topics.

    >

    > When talking about the Master as an active 'Nurturer' of its Minions I see a systematic issues with GW2 game mechanics. In PvE the aggro system is problematic when designing interesting AI mechanics. Pets would have to able to bind mobs or even environmental objects to them to make this playstyle possible unless you just aim to flood your foes with pets. So a low hanging fruit might be having a Minion with a taunt. It could work for OW/solo. It probably still won't work well for group content, at least pathing and navigtion will still remain problematic. And this is not an GW2 exclusive issue. Personally, I've never experienced a multiplayer game or even MMO that has a pet class with durable or permanent pets where the role as a pet master actually mattered in group content. In group content, the role mostly shifts to party support (e.g. Lore-master in LotR) or tank (e.g. pet-classes in DAoC). I've rarely seen viable offensive builds and considering Death Magic is more about defense, let's not go down that road too far. Unfortunately, looking at Death Magic, Necros as Minionmancers are neither set up for group support nor tanking in a group - at least not in the sense of letting your pets tank. [Enter Jennifer Coolidge: Waiiiit a minute ... the supportive stuff kinda sounds like something Scourge can already do... :# . I wonder why nobody decides to play an active Sourge-Minionmancer... /s] Those issues only get worse when talking PvP. But maybe most importantly: Necormancers are **no** innate pet class. It's not their class mechanic. It is not. I can't stress this point enough. People need to wrap their head around it. It probably won't change! This heavily limits what can be done with this specific playstyle because Necromancers won't have any skills to directly interact with their pets nor to command them in an adanced way. And to be fair: Not even Rangers can get much further than solo pew pew Bowbear.

    >

    > I do believe current Minionmancers are rather passive due to two quite simple reasons and Dadnir mentioned both of them. Available traits encourage keeping them alive and being passive while the active skills don't measure up to the passive effects. Right now, they basically work like Signets with AI as vehicle for the effect. Of course, skills and traits can and could extensively be reworked to overcome those issues. But when building on what we've got, having a zoo type build will probably never be active due to mechanic reasons and most certainly not efficient enough for group content unless you bloat their numbers. It is more realistic to remove passive traits and buff active effects. Or at least rework Minion centered effects to affect 'allies' so it can be transferred to group content. It could even go as far as we've seen with Spirit Weapons. So yes, I do believe that Minionmasters or Summoners could become more active in GW2. However, I don't believe this would go hand-in-hand with a type of build you seem to enjoy.

    >

    > I'm not so sure how your link contributes to active gameplay. I mainly see buffs and a bandaid how to counter strong pets in PvP?

    >

    > > @"Thornwolf.9721" said:

    > >

    > >

    > > 1. A rework to the current minions in both appearance, visuals in general and power.

    > > 2. Give a weapon (Staff) a rework and have it be the defecto cat-herding weapon. Right now for Ranger is Axe man-hand that gives our animal companion specific ability commands or well "Added" commands. Its one of the few, I feel Pushing staff to be the minion stick would help it have a place while also benefiting necromancers minions. Besides what kind of MM doesn't use a stick? (Could do Dagger/dagger too)

    > > 3. We would need added bonuses in the trait tree to be more impactful, such as for example perhaps one that makes it when a minion dies it does X. Which you could then build something around~

    > > 4. Likely they could fold some minions into one another.. (bone-horrors/shambling horrors could be merged with the shade. both being replaced by something more ghastly.)

    > > 5. Would need defenses for the caster based on minion type/amount.

    > >

    > > These are all things it would require, ontop of that I Feel like they need a overhaul to the theme of being a summoner. But who am I kidding... they will just make an E-spec for guardian in which it does minions better than necromancers do~

    >

    > To 1: Personally, I never liked their appearance. But some people do. So not really an issue, isn't it?

    Wont play them because they look stupid, guild wars 2 is all about appearences. If they look stupid ontop of being clunky, and having little use then why bother? I mean really my condi-rev loves minion-mancers because its free bags. Minions both look/are a joke right now. Could be removed, likely wouldn't even effect anyone other than those of us who like the "idea" of a minion-mancer. Which I do. I mained one for a long time in guild wars 1.

    > To 2: **All** Ranger weapons have at least 1 such skill, not just Axe. Because pets are their class mechanic. Not the case for Necro.

    Alright, bet. Change the class mechanic at core to be around minions, remove death shroud and make the shroud unique to reaper/whatever other E-spec shows up? I mean they clearly aren't afraid to dink with the mechanics of a class as they do it all the time with Rev/Warrior/Ranger (Soulbeast in particular is a good example.)

    > To 3: No more Minion traits, please. The amount of traits attributed to just one single Utility group is already unparalleled. We don't need more, we need less. Even after the rework of Death magic. We still got Death Nova. And there is a reason why similar traits were removed from Mesmers.

    In my mind death-magic should be all about minions. It should NOT be about shroud as I feel like Soul-reaping is there for that, I also feel like Carapace should be a baseline thing for necromancer since they lack mobility. If you lack mobility than typically you go for sustain and thats the trade off that is made for the class as a whole, ele's and messmers are faster but we are the tanky casters.

    > To 4: That's basically just a buff. Not that I'm generally opposed... but what's your specific point here?

    Point is some minions just lack a reason to exist, they simply do not on their own offer enough incentive to bring. The bone horrors are primarily a good example, little rats you can detonate but really aren't that useful. The Scorpion is another, you never really see it in any real format and could be rolled into the shade/flesh-wurm and their effects given over to them to make the minions that do get used better. Then they could replaced with something more useful.

    > To 5: Like... Flesh of the Master? Not a fan... doesn't necessarily require active gameplay and people are already complaining about double shatter clutter...

    People QQ about everything, I honestly think the argument for active/passive gameplay is mute. Passive skill effects/traits exist on EVERY class except a few and even then there are utilities that provided passives. Either remove all passive/anything not active and make it twitch reflex based gameplay, or allow there to be variations and offer more if one decides to go down a path. By not doing so or giving compensation for choosing minions all they are doing is gimping what could be; Minions will never be good until they give more to the caster and offer more in terms of combat. Fewer minions to choose from (Two corporeal minions to summon, then two spirits to have do specific tasks) Could be a good way. Make the spirits like Kalla's summons and then make the minions a not so powerful version of rangers pet, perhaps find a way to actually make it more tied into the profession because honestly right now they feel tacked on.

    >

     

     

  20. > @"Yasai.3549" said:

    > The reason Rev and Engi aren't played much is because they have alot of skill depth and that makes it very hard for newbies to pick them up or not be overwhelmed entirely.

    >

    > Guess what's the majority playerbase : Casual players. (I don't mean this as a bad way, but it is simply a fact)

    > Rev can literally be the most OP Profession in the game and the majority of players won't play it because they are simply not looking for a difficult Profession.

    >

    > What yu are suggesting is to introduce more aspects which might make Rev more casual to play.

     

    As a rev main, Im more so tired of people saying it needs to be more "Casual friendly" as I myself am pretty casual.. I dont do everything and I dont really feel like Im a hardcore player despite having played more of late. The class was streamlined so hard from what it was at HoT launch which I loved, as a casual player because the depth was not in the utilities but in the trainlines/weapons which is something reverse to the normal class. They changed it, and it hurt in a lot of ways and its been more and more streamlined.... pretty soon we will be where to play rev all you have to do is have half a brain and be able to push your auto-attacks. Meanwhile there are some super complex ele/guard/ranger/warrior builds out there which get played to hell and back? Like these builds are NOT something a casual player would look for, or look at but they get played. One that comes to mind was the old retaliation guard build, which im not sure even exists anymore. Or the Celestial Ele build which was not the easiest to pull off, or how about that tanky berserker build built on the idea of baiting cooldowns to open them up for the burst?

     

    Berserker as a spec in warrior is not casual friendly in WvW, that spec is hard as hell to play effectively given how it works.. Spellbreaker is only wanted for WoD just like Hammer rev is normally wanted for the road. Its like being a banner-slave in WvW and thats just not fun gameplay. Condi rev is great, its fun to play but the issue is that they keep nerfing and changing mechanics of the class and not the power the abilities actually have. I wish we had our trait lines back, and that we didn't feel so pigeon-holed into a build or playstyle... Rev used to be rich in customization just in different ways and now its just... well its a Homage to MoBa's and how they handled their characters.

  21. > @"Super Hayes.6890" said:

    > > @"Ubi.4136" said:

    > > In today's devs play wvw stream, they mentioned "when world restructuring is done" as an offhand remark to something else they were talking about. I guess they still think it will happen...someday.

    >

    > Or maybe it was in the same context as the old saying, "When pigs fly."

     

    I mean I feel like they like referencing the table is why they keep off-handing it.

  22. > @"Gogdarth.6741" said:

    > Hot take, Guardian is actually fine and has strong builds across all gamemodes that work well with healthy variety of use cases and functions. How about instead of making this one thing that is actually good in this game worse... we make other things better instead?

    >

    > You know, like about 4 possible supports that are just not viable in PvE because they offer less? Making chrono less tedious for boonsupport, perhaps? Bringing druid back? Tempest having more stuff to offer as a support? Revenant's pony mode being a thing that isn't downright annoying to use at last? Scourge leaving meme status by having actual synergy with other specs?

     

    I agree, Things need to be brought up to the level.... not the level and bar be lowered for them to skate through.

  23. > @"Luthan.5236" said:

    > Are there any players that played since back then release 2012? How do you like the WvW nowadays compared to back then?

    >

    > I'm just curious. Personally I played from 2012 release until end 2013. Didn't play GW2 2014-2019. And with WvW I only started again recently - just to unlock the mount. It seems WvW is the game mode with the lowest amount of players. (I mean ... if they even had to link 2 servers and on Friday/reset there is barely any queue a few hours after the reset.)

    >

    > There seems to exist new stuff that got released between 2014 and 2019 which is barely used. (Those shield generators. Barely saw them used.) Edge of the Mists map seems not that populated and the JP (Obsidian Sanctum) also is pretty empty often.

    >

    > And in general I didn't notice that many sieges and player chat activity. I remember back then when lord room in the keep and the walls were full of siege to defend. There seem to be "just a few" sieges that get placed.

    >

    > Commander using mainly teamspeak ... so I guess it is not very appealing to new players if they come to join and the chat is pretty empty.

    >

    > Imo it is not a game mode that can attract new players. Just the experienced ones that like it ... trying to keep it alive.

    > I might visit there every now and then for achievements, some fights and loot collecting. But yeah ... points and rankings of the servers - I don't care. I noticed it is still fun to defend and attack keeps. Especially if the zergs are only medium sized (which seems normal during weekday because of the low population). But I don't really care about upgrading or defending if the structure is upgraded to a higher level. It might get lost anyways during the night. (But that was a problem that was already the same back then years ago I think. Though I liked the system with paying to upgrade a bit more. Makes you wanna defend it harder if someone paid for the upgrade.)

    >

    > Strategy: Always the same (which gets boring): Super quickly spam some superior/guild sieges to try moving in quickly while the enemy is away - to cap. Besides the home borderland (seems to be most popular map) and EB the own/close keeps it is just that. Only when it comes ot that keep people defended. At least on my server. (Underworld ... atm linked with Drakkar Lake.)

    >

    > I think the maps could profilt from a bit more side events. Acid rain storm or super monster attacking the keeps to destroy the walls a bit - to get players to react and split up. (Only real think when you are in trouble is when both other sides attack you at the same time. Then it gets interesting a bit.)

    >

    > So - what do the other players think? Players that played back then and that are playing now? (Especially the ones that also experienced WvW from 2014-2019 where I did not play.) And other big changes where the situation had been different in those years? Or just a gradually decreasing and less motivated playerbase with besides that everything staying the same?

     

    Honestly, its really the game is just suffering from lack of content cadence. (We've had no content really added to the mode since HoT) It's showing its age and its clear it needs some new maps; Some new shinnies and the rank (Personal rank) and (Server rank/linking/alliance whatever hoo-ha) added and reworked to make it more functional. I believe also with the current state of balance the game is in a worse, if not the WORST place for PvP right now... some classes/specs are good and some just aren't and it is even more noticeable as we've only had "Half the balance patch."

     

    We need actual content, and meat for the mode... hopefully they can deliver soon... (Doubtful, likely its on a table somewhere.)

  24.  

     

    1. A rework to the current minions in both appearance, visuals in general and power.

    2. Give a weapon (Staff) a rework and have it be the defecto cat-herding weapon. Right now for Ranger is Axe man-hand that gives our animal companion specific ability commands or well "Added" commands. Its one of the few, I feel Pushing staff to be the minion stick would help it have a place while also benefiting necromancers minions. Besides what kind of MM doesn't use a stick? (Could do Dagger/dagger too)

    3. We would need added bonuses in the trait tree to be more impactful, such as for example perhaps one that makes it when a minion dies it does X. Which you could then build something around~

    4. Likely they could fold some minions into one another.. (bone-horrors/shambling horrors could be merged with the shade. both being replaced by something more ghastly.)

    5. Would need defenses for the caster based on minion type/amount.

     

    These are all things it would require, ontop of that I Feel like they need a overhaul to the theme of being a summoner. But who am I kidding... they will just make an E-spec for guardian in which it does minions better than necromancers do~

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