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Vancho.8750

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Posts posted by Vancho.8750

  1. 15 hours ago, JusticeRetroHunter.7684 said:

    You're kind of being vague and you don’t seem to have a solid stance. I just pointed out, that if the whole idea of this game was to simply give players options and not customization and creation, then there would literally be no point in presenting the choice to customize and create…you simply give the design to the player to play and that would solve all your problems according to your philosophy…(this philosophy solving all your problems is something I also disagree with.)

    you are now saying gw2 has to give customization…and now your combating the same problem you literally just presented, which is talking about how some mechanics get picked over others because of differences between them.

    like I just stated originally…why bother…get rid of the customization, that is literally the solution to your own problem…thing is you know that it would no longer be gw2 without said creation and customization.

    Also specifically about this:

    This was never my proposal to begin with. Trapper runes design (runes being artificially locked to specific build because "traps" only apply to certain classes in the game) is not what I was presenting; which was that design in general, should be made in such a way, where as whatever option you chose, drastically alters how one plays the game, in comparison to if they had not chosen otherwise. In fact what i proposed is in complete contrast to things like trapper rune which simply boost what you already do, and things like trapper rune don't change the way that you play the game. it simply "makes traps stronger" and you want to avoid that.

    Additionally, i never "added mechanics on top" in my examples, I explicitly used mechanics that already exist...things that all classes have access to...like a heal skill, like fields, like weapon swapping...notice the pattern?

    I'm not being vague at all, you are making weird conclusions and putting weird arguments about stuff I said. Never have I said that there should not be any customization, my suggestion is that customization should be more rigid as in If I pick up a Hammer on Warrior I would pick traits that inherently buff the core skills set of the weapon without changing the interaction so when someone is on the other side can tell what exactly it would happen which most probably get stunned and not activating some random trap card and getting hit by 15 conditions because of some relic existing. I don't get your whole argument with the extremes where if it is not total anarchy with randomness to removing everything.

    For the relic suggestions those are trapper runes on steroids changing fields into water fields, which gives professions access to them even though they are not intended to have them, the weapons swap idea is totally trapper rune levels since most professions eat the drawback while thief wouldn't since it does not have CDs on weapon abilities , the heal around yourself seems fine as a mechanic but it feels more like a treat for professions that don't have AoE heal, as in the suggestion is terrible since there are AoE heals already that have drawbacks to normal ones, do they heal twice so you pick them over higher healing personal ones which makes it way too strong. 

    The problem is that the suggestions you make for relics is making them Build defining instead of build enhancing, the problem is adding mechanics that the profession does not posses inherently.   

     

  2. 18 minutes ago, Lan Deathrider.5910 said:

    People are just going to permeate through anything above a 1.25 modifier and call it out as being OP while they refuse to use their active defenses to mitigate it.

    I think it is more of an issue of having more kill abilities that you can run while not losing on defense. People might be pissy cause their profession might not be allowed to have that many kill abilities For example Hammer breaker had Breaching strike and Fierce blow but apparently that is too many so you have Fierce blow only now, so people like that might get irritated that some professions get to kill in 4 ways while you bob and weave to sneak in your only one.

  3. 1 hour ago, RedAvenged.5217 said:

    Bunkers with aoe damage are great. Necro will always be top teir.

    you can run 3 builds like that or 2 and a support

    or throw in a dps.

    bunkers with aoe are just that good- otherwise 2 dps + a support to rez and cleanse condis.

    if you run 3 dps you better be good

    2 dps with res utility and a support, Condi bunkers with res utility and support might be better. 
    The best strat is actually having several builds that you can change between rounds, like rolling a one shot berserker first round and changing to HammerBreaker in the second and stuff like that to accommodate the cheese the other team is running.  

    • Like 3
  4. 3 hours ago, JusticeRetroHunter.7684 said:


    if that were true and if guild wars was supposed to be like smash bros then just remove any kind of choices you have to begin with. Why bother having 9 options to choose from in an espec, when it could just be 1…being all the attributes and behaviors you want said spec to have. Why bother having specs at all that you could mix and match when you could just have pre- built class. Why bother with all the different skill choices or rune choices or sigils…

    if the idea was to have players play a glorified Overwatch then just rip the bandaid off…remove all the choices and be done with it.

     

     

    Eh it is  more like Tekken then Smash Bros or Counter Strike over Overwatch, allot more skills but with a button press instead of key combinations that is for the core design from the start, the 9 professions (8 of the start) and like a fighting game you can't really have only 8 so most of them got defined by their weapon (that is why the skills on weapons are locked in in stacks kind of like CS weapons define how you play) and you get more characters that function with push and pull mechanics like you swing I block/dodge and so on. 
    This kind of clashes with their large scale since you would need AoE mechanics that would not kitten up the push and pull gameplay , which was taken in consideration till Anet noticed that the engine can handle large spectacle pve fights and wen overboard with the flashy AoE skills. You can notice that in the start the game was not supposed to be random when you look at the combo system since it was based on combination of expected behaviour. 
    As for the sigil, rune and stat system allot of the mechanics are redundant. You are correct that the sigil and rune mechanics that enhance builds are useless compared to the boring raw % ones since the do more damage or heal more just overshadow gain this boon on healing skill use and the like and not having the % ones would be better for the game. The stat system suuuucks, most of the stat sets are useless in PVE , some are used only in WvW but if you ask the guys playing it the game will be more fun without some of them. Even in WvW you generally pick the meta stats and add a few items here and there to reach a breakpoint but never full sets. Another thing that annoys me in the stat system is that there is no point in them being uneven numbers on top of conversion in % which is also uneven, the game caps out at 80 and the stats are static, there is not point for them to be 157 or 108 instead of 160 and 110 since our brains like the numbers devisable by 10 which would make the conversion to the % easier. The current system is complicated for no reason, which deters new players since people do not like doing math. Simpler is always better if you have allot of mechanics.

    Also you can't deny that the game currently has more working builds to play with when they moved to more rigid design with several cookie cutter paths instead of the previous here is some mechanics that may or may not work figure it out which ended up with less then 1 build per profession allot of times.   
     

    To return to the topic of the tread If Anet gives Relics to PVP they should enhance the play style intended of the Profession/Elite and not bolt on another mechanic on top, since we already know that Trapper runes suck cause they buff 2 professions but are totally useless for the rest and making other Relics like that will only cause "balance" issues that will echo into changes to the core profession. And with the cadence of patches I would like what I play to not get benched cause the tack relic got changed/removed but the profession ate like 10 nerfs because of it. Anet most probably would not be able to handle the increased feature creep and we will be stuck with something like 5 catalyst or whatever meta for 6 months since their profession high rolled OP relic that they can use to maximum potential. 

  5. 6 hours ago, JusticeRetroHunter.7684 said:

    I just flat out disagree with you on a fundamental level, but there's no point in going into why cause it would not go anywhere. 

    I'll put it this way : You are entitled to your opinion, I'm entitled to mine.

    My opinion, is that Gw2 is not like a super smash bros and it was never supposed to be designed like one...it was and always will be about builds, and build creation. If there is an ever accurate example of what gw2 should be like, it would be guild wars 1...and there's a lot to learn from the game design of gw1.

    Guild Wars 2 is not like Guild wars and it is definitely not like Path of Exile. The game was designed for Large scale encounters and PVP as base, For large scale randomness of procs and special interactions break the server when 150 people do it in the same place, another problem is that if you have too many mechanics Anet can't create challenging content since people will always try to cheese the encounter and you are left with encounters that vast majority of the player base can't play while for the ones that know the ins and outs will be kitten easy. For PVP randomness is even worse, since you will lose without even knowing why when someone procs random stuff with 2 buttons, PvP is about skills expression and when you get "countered" on build level the game sucks and the point of the horizontal progression gets lost and might as well have higher tier gear. If there are too many mechanics some of them would definitely be better then the rest and you end up with just illusion of options, while everyone gravitates to certain ones.

    GW2 is not what you want it to be, but just so I'm not total kill joy I will recommend a game that are exactly like you suggest a game should be Project Ascension.

  6. 18 hours ago, JusticeRetroHunter.7684 said:

    My view on the philosophy they should have when it comes to this stuff and this is not just for relics but for any choice the player makes, is for that choice to drastically alter how they would have otherwise played the game without it or choosing something else.

    effects like :

    “all your fields produce water fields instead.”  (And make this for all 7 fields)

    “Weapon swapping no longer has a cool-down. But skills have a  (+8s) longer cool-down.”

    “Your healing skill now effects allies in a radius.”

    for example…are rune effects that greatly alters how one plays the game in contrast to just being a trivial “boosting” of what you already do.

    runes would be more aligned with enabling build creation (and therefor counter creation like someone mentioned earlier)…

    Currently most runes are min-maximizers…”do 10% more damage” and folks wonder why all the other runes that do “+5% damage” are never picked.

    Nah alter the full gameplay of a profession with a rune is terrible idea, they gameplay should be locked on by the profession/ elite spec. More runes that enhance the build like trooper/soldier rune and not that make the whole build revolve around it like trapper runes that give a profession something that they shouldn't have by their core design. The second ruins the elite spec balance by reducing the capabilities of it just because the rune exists and the need to be considered in the Power distribution and as such at some point the spec can't function without it reducing the build options.
    Random tack ons is one of the biggest bane of all games these days, Simpler is always better, I get that theorycrafters like the all the puzzle pieces getting ordered but they are not that many and most people copy builds and just plug and play. The added complexity doesn't add much for majority of people and at some point it means nothing, good example currently is Diablo 4.     

    • Confused 2
  7. 8 hours ago, Psycoprophet.8107 said:

    The thing I find frustrating as a solo q player is when u personally are having a great game, 0 death or 1 tops, winning every engagement ur in even some outnumbered situations and capping more than your share of nodes yet ur being stomped cuz ur team is

    1- whole teams fighting on one node all match vs fewer enemies.

    2- multiple teammates stand capping a uncontested node leaving map out numbered. 

    3- feeding heavily 

    4- usually one teammate doesn't even leave spawn ar start until a minute into the match.

    Last night I ran mid to help after capping home to fight a teamate standing on mid full capped while a enemy player was 10 feet off node self reviving and the teamate was just watching them rez lol I went to stomp but they rezed just as I got to them and the disengaged than came back moments later to outnumber us.

    Just seems like a lot of the players playing now aren't just new but lack any type of common sense or strategy so i think players that have been playing awhile just figure what's the point and leave, no one cares to try and win matches now anyways.

    It is even worse, even at higher rating people are kitten at the game on tactical level. Common occurrence 4 roaming specs and you on something else since you didn't pick one cause 5 roamers will be even dumber and you kind of want to win. So you go as sidenode and you get 0 help the whole game even though you have 4 people with mobility and you are literally creating a setup for them to do their job and gank, but they are too busy doing the hover around the fight and die one by one strat.  

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  8. 39 minutes ago, bethekey.8314 said:

    Bomb kit already exists, and is garbage.

    Its only bad compared to the other kits on engi since they do the same thing in range . Engi has pretty kitten spam design all around making allot of stuff redundant. If you add more conditions to it would be more powerful then wells on other professions.  Also it is not powerful on purpose since you can't have all your skills doing more damage then some profession with like 2 dedicated damage skills, that is basically how we have the whole Elementalist kitten running around. 

  9. 22 hours ago, Stalima.5490 said:

    simple fix: remove 1 grenade from the grenade kit in line with the rifle changes to streamline the damage

    I was thinking about the nades and how to make them not kitten tier skills that depend on a stat check which makes them op or garbage.
    Maybe having them have delayed activation time creating a AOE don't stand in the fire zone, maybe having an arming time close and it gets reduced based on travel time range, so in melee range they will have like 1 second activation and at max range they just go boom, or they just have activation time on all ranges, also I'm not pulling that out of my kitten it kind of works like that in Shooter games. Another mechanic is adding AoE arcs like Seven shot on Renegade, the closer grenades would be clustered together with arming time so people can react to it while long range would have large spread Area of effect. 
    Would also be actually cool if nade kit had different skills instead of 1 skill repainted 4 more times, which makes it terribly designed weapon for damage role on the receiver end since there isn't priority skill to dodge like for example Rapid fire on ranger , the way it functions now should lean to utility like Necro Staff which also has the same skill 4 times but is not a damage weapon and serves a purpose of defensive weapon. People can't do much about the marks when used on top of you but since the staff does not do much damage pressure , it does not feel like bad interaction, while nades and mortar kit feel bad cause it feels like you got spammed to death with the same skill.
    I think it would be better overall for the game if the main damage output was on obvious telegraphed attacks on all professions and not the Random proc system they have kitten on the game, you got grazed by this weak skill 15 conditions on your kitten, ou you decided to not dodge the basic attack since it is not priority skill to dodge tough luck it procced some traits and now you are missing 5 k hp. For me this parasitic lazy design is ruining allot of games and who ever thought it is a good gameplay needs to kitten off and go make clicker games that don't involve pvp.

  10. 2 hours ago, Leo G.4501 said:

    I said the very same thing in the staff thread. Instead of people contemplating ways to get AD back, put it in staff and, like I said before, don't give it a hundred blades equivalent skill.

    A pole- vault targeted leap, a spin-dash that reflects and clears condis, a burst that spins 2 times and transfers boons from target and a primal burst that spins 3 times and converts condis on self.  Flavor the other 2 skills + autos however.

    EDIT: some names ideas; Disarming Spin for the burst and Grizzly Reversal for the Primal burst.

    The problem is that Warrior doesn't need another damage stick, it already has GS for that and most of the kit is garbage, the hit things to do damage niche is filled to the brim like the whole off hand debacle having multiple weapons doing the same kitten. 
    I just hope that the staff is not yet another stick to do damage. 

    • Like 1
  11. On 7/6/2023 at 2:31 PM, Sahne.6950 said:

    Id imagine they would make better patchnotes than Anet.

    I asked my dog and those are the results:

     

    sneakpeek of upcoming patchnotes

    -Every class is now a good boy.

    -sticks for everyone.   <--- (been waiting for this one.)

    -barking, everytime you receive a mail will grant bonus xp.

    -w00f 🐕

     

    Considering there are no buffs for Catalyst.... This patch would be better than what anet is delivering currently.

    The funniest part is that they nerfed the stick man (warrior) by nerfing the stat sticks and then they nerfed the spiny spin stick to spin only once(yes we complaining to the heavens about that one too). This balance reminds me of the time they nerfed another stick randomly for no reason when they removed the stick dodge from druid, Anet seems to hate sticks, kittening cat people over there no good boys in sight.

  12. 1 minute ago, Vinny.7260 said:

    For Guardian I personally like the approach of going Firebrand with Sanctuary, Axe/Shield, and Staff. Take Glacial Heart and go heal mantra with Grenth Runes. Just be as annoying as possible. 😉

    That sounds good do you take the ress trait too? I mentioned DH cause you get extra barrier cc on dragon maw and you can go invisible with trapper runes so you cc heal block and can disappear to be extra annoying.

  13. @Waffles.5632 If we are going full meme kitten builds here are some old good ones (meaning total garbage for winning a game but 1 person will not be having any fun for the full duration of the game).

    Terror mancer, you get all the fears with enough random conditions to fill the bar but not actually doing damage while applying the fear first so not only people are cced but when they break cc they do kitten all since slow weakness chill and what not.

    The warrior of peace, you get all the ccs drop the damage even might take Rabid amulet for the perfect 0 damage main, but the trick is that in this way the person can feel the impact of ccs for the whole duration of the game.

    Trapper druid with rune of the mesmer, you take all the daze you can get a hold of and traps, since unblockable cc and pretty nice condi cleanse heal on the heal trap, its little bit less degen after the removal of ancient roots trait but not everything can be a degen winner.


    DH with Hammer and Bow, basically getting all the undodgeble ground barrier ccs, can switch to staff or mace/shield for Heal CC build which changes from cc cc cc to cc block cc to make the game sloggier.

    The idea here is not to kill the Ele but to make the game a kittening slog so they can feel the whole impact of their traffic jam build, full 15 minutes of no one doing damage and allot of people not being able to move.

    • Like 4
  14. 8 hours ago, Multicolorhipster.9751 said:

    Vallun exposed Shorts for being an egotistical lying source of toxicity that takes the game way too seriously, iirc. Its been a while since I've seen it though, I may have to give it a rewatch sometime.
    And I mean, its hard to argue with that really. Never seen or heard anything from Shorts that would suggest anything different to Vallun's accusations.

    Vallun is not clean though. Look up "Popular Wintrader Exposed! Selling Wins for Keys in Ranked!" if you want a good laugh and a bit of perspective.

    I think the major difference with Vallun is that he's a nice, generally good-natured, and a pleasant person to interact with. Still a wintrader, but someone you might commend in your evening prayers regardless. 🙏

    Wasn't the Vallun thing stupider then that, like someone in chat offered keys if he played some dumb build and he lost but not cause he wanted to, but because he got his kitten beat.

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  15. 9 hours ago, SevlisBavles.3059 said:

    This is EXACTLY part of the problem. Blink used as a stunbreak is a complete waste, its main value is to increase overall map presence (in general for the Mesmer, but doubly so for the Mirage since it's closer to the Daredevil role than anything else). By forcing Mirages to rely on Blink as a stunbreak more, you significantly negatively impact the Mirages' function in their teams. Not only in terms of actual combat performance are they gutted, but in terms of potential team contributions as well. In a lot of cases, they become a liability.

     

    Just watch some streams from Misha or Helseth when they tried to play Mirage after patch. Even they gave up.

    You forgot the most important one, Sword 4 activating even though the target is out of range, doing nothing and giving you a cooldown for zero reason. Oh and your entire damage burst is disrupted since you can't use it to port to your opponent, so you can't fire off a ton of skills such as the decloak from Torch 4 as well as the initial burning from Torch 5 with The Pledge trait. 

    But apparently Mirage needed to be kitten even more.

    The problem is that Anet never decided what the kitten mesmer and its elites should be and just put some kitten together and every time for some reason all builds end up in bunker maybe condi bunker or  immortal sometimes you get one shot builds, but it is always stupid and in allot of cases gamebreaking. It is funny that all of the elite specs had the exactly the same meta lifecycle, like Anet could have focused the specs on to something like mirage to get some more mobility and inviibility while being less defensive and be Roamer, Chrono to get more support oriented and virtuoso to get the sidenode but the way I see it Anet will kitten up again and they all be condi bunkers somehow.  

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  16. 16 hours ago, Leonidrex.5649 said:

    no class should be mandatory, thief was omega busted and cata being more OP is no excuse 

    Man I hated the thief meta, the other 4 players couldn't do kitten and the better thief won, so 8 people were there to make the fun of 2 people and act as PVE mobs, the other options was heavy coordination that ain't gona happen or bunker up the whole team and deny the thief their mobility, but as we all know bunker play is boring asf and no one likes it.
    Cata reminds me more of the PoF scourge meta, cause your boons didn't work and you got all the conditions on you and even then scourge needed Firebrand, Cata can do it all by itself. Ele has become the traffic jam profession, you need like 30 seconds till you can actually do damage to them but sure as kitten they can damage you. But it does feel like the thief meta somewhat cause you have to play niche build to even have a chance to do something, I really hate being force to play kitten builds just so I can play the game and fill my bar with crappy skills that have very specific purpose.

    Currently the counter build for Cata has to have AOE condition circles and be kinda bunkerish which sounds like kittening WvW zergling build and they have always been making the game suck, the fun part is that those also got nerfed previous patch and the only option is to stop playing the game the way I look at it.   

    • Like 1
  17. I've had this Idea long ago about Monk type of staff where one of the skills probably the 5  changes the 1 to 4 skills, something like Kneel on deadeye, where you transition from staff fighting to fist fighting and you get 8 skills to play around with and maybe burst skills for the different stance so another 2 bursts , each stance would have different support skills aspects, the staff would get support group buffs with higher range and maybe group defense with little bit of cc while the fist fighting would have heal when punching people maybe with good dps potential but melee range.

    Now when I think about it Vindicator works kinda like that but with utilities . Are all of the new specs taken from the kittening Omnibus and did they make the warrior spec garbage on purpose as a spiteful thanks?

     

  18. 30 minutes ago, Lan Deathrider.5910 said:

    It milquetoast at best. Warrior really did not get good espec weapons to begin, so adding more trash to the garbage heap that is warrior's slew of already tepid weapons isn't a great selling point.
     

    This would be different if MH pistol were to have been added to Bladesworn as we advised during the EoD beta though.

    Off hand pistol could be serviceable if the gap closer had longer range to fill a niche that non of the off hands have, mobility. 
    Other  missing options are Range damage main hand and off hand, main hand support and two handed support.
     

    • Like 1
  19. 17 hours ago, Lan Deathrider.5910 said:

    It better be a kittening support weapon with condi that isn't bleeding on it. We don't need another cc or power weapon.

    There is a potential that they might use the Banner bundle skills for it that they removed, I just hope they upgrade them since they were really bad. I can see them doing something like https://eldenring.wiki.fextralife.com/Commander's+Standard since the banner bundle was basically spear with a flag on it, ill give bonus points if they make a banner spear staff skin for that for everyone but just warrior gets flag weave animations for it.
    On another point there isn't anything mainhand for support  to go along Warharn and Guardian gets dual pistol before warrior lol. 

  20. 1 hour ago, Morwath.9817 said:

    Condi damage itself isn't a problem. Most condi application skills can be blinded, dodged or blocked same way as power abilities. If you play power build and you apply your "combo" on not dodging/blocking target they just die. If you play condi build and you apply your "combo" on enemy whos not dodging/blocking, then they still can use get out of jail card (read: cleanse or even convert conditions into boons).

    Playing Breserker you're already making tradeoff. After all, you can't use Spellbreaker traitline anymore, which is the best defensive traitline Warrior can have. Another issue is, if you play condi, suddenly your value is very low if  enemy support Guardian or Tempest is near due to lots of AoE cleansing. On top of that your projectiles can be less effective with how much project denial is around, so in the end your offensive capabilites in reality ain't higher than Spellbreakers.

    The first point is wrong , most meta condi builds rely on easy to land AoE that proc several conditions at the same time that also disable you. Only warrior ends up as something of an exception since most of the big dps conditions are on telegraphed low range attacks and low access to cover disabling conditions , but It is a condi bunker so by default  it makes it kittening boring and you need to rotate into it and probably lose slowly if you don't have the damage and condi cleanse to win.

    Conditions are dumb, it's not about skill there it's about if the build has enough cleanse to win or not enough and lose.

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  21. 7 hours ago, Sahne.6950 said:

    Dont quote me on that one, but i think they even said they are gonna shift attention to more populated gamemodes, being WvW and PvE.

    Last Content for PvP released in... i think 2018.  Its time to stop coping and realize that pvp is dead and has been in maintenance mode for half a decade now.

    Play it for what it is, but dont expect any big changes to happen.  Not trying to be a doomsayer here... but it is what it is.

    The way it is going they will have  to drop PVE and WvW too, the Alliance thing does not bring new content it just removes the server realms and makes them more megaservery, while the previous New content for PVE is kinda of a dud. The whole rebranded Living world into small expansions just smells of IBS(all puns intended), the whole thing with not mentioning elite specs just adds to the shitshow. 
    Arenanet never learned that they need PVP and WvW because of content draughts  since they do 15 restructurings per year. The dumb part about the "focusing on popular modes" is that they killed off the modes and then branded them bad. I think Anet has been cutting the "toxic" modes because of pure autism of not understanding people, maybe cause the modes don't cause "positive vibes" or some other kitten.   

    • Like 1
  22. @gmmg.9210 I remember some myth running that if you duo it took the higher rated player MMR for both so this kinda solves the smurf alt account boosting thing going on, if Anet locks the rating range for the game search it will make the queues longer for some people but it will force them to actually play against eachother and that 4 AM grind ain't gona happen, and again people spent so much time rig the leaderboard a Discord chat message saying lets play now seems easier, they might start wintrading because they will be the only people at some rating but personally I would not care if they corral themselves away from people that play for enjoyment.

    There is also the remove duo queue thing  that Anet tried and the leaderboard was cleaner at the time, I don't get why they dropped it. 
    This doesn't fix the big issue with population since everyone starts at G2 and gets rolled if they are new and drop PVP or the game. I Still think the changes that Anet made around the tournaments with the short seasons start at G2 kittened with the retention and the desire of people to play PVP. Also the  lobby sucks kitten.  

    • Like 2
  23. 8 hours ago, SlayerXX.7138 said:

    The don't push the mode out with intent, they just manage the mode for a select few top players, which obviously will kill the mode if it is not welcoming for new or average player. They mode is an absolute pain to get into, which of course isn't a Problem for established players and the devs that sit with them in discord.

    They probably know a bunch of them personally. And get warned that if you ban these kind people the mode will die faster. It is just nepotism at work.

    I think its more on the "Our game is for happy, happy happy people and there is no bad people and everyone is happy in the game" kind of thing and Anet is just killing any content that can lead  to "negativity" which means any Hard content will be axed. 

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