Just to be clear, this is not an "WHY DID ANET NERF THIS! QQ" thread, just like to see the things that have naturally changed as the years go by. Like Ectos being worth a lot more. .. .
But my personal thing I miss, is the Titans. Remember when they were scary? Remember when they were difficult? At least I do. Now they are a breeze. Which upsets me cause they are by far one of the coolest enemies in the game.
How about you guys?
What do you miss most from the earlier years of Guild Wars?
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The aspect of the culture where people would pug, not care about skill builds that much, and go and to a zone and do stuff with no single minded goal in mind.
As the game mature, and by the nature of skill builds, combo's, number crunching I would be a fool to believe the innocent state of the game to stay the same.
You can compensate this by finding other players that share or don't mind your play style and build up your social networks.
I miss the faction login screen when your character was on a pedistol surrounded by ocean
As the game mature, and by the nature of skill builds, combo's, number crunching I would be a fool to believe the innocent state of the game to stay the same.
You can compensate this by finding other players that share or don't mind your play style and build up your social networks.
I miss the faction login screen when your character was on a pedistol surrounded by ocean

When I didn't know the difference between a bad build and a good build, or the optimal way to do a particular mission. Yeah, I sucked back then and failed often enough, but figuring it all out was the best part of the game, imo. Also, the great feeling you get when you explore someplace new for the first time.
[edit]Oh yeah, tying in to my above point, I miss not being hooked to these forums. Other people being unhappy makes me unhappy, and there are just so goddamn many unhappy people around here.
[edit]Oh yeah, tying in to my above point, I miss not being hooked to these forums. Other people being unhappy makes me unhappy, and there are just so goddamn many unhappy people around here.
PuGing. The days when Thunderhead Keep is near impossible even with a monk.
Heroes were the worst thing ever added to this game! I'm sure plenty of you will disagree with me, hell I use them myself. But that is because the idea of PuGing was killed when Heroes were added. Sab we all love your three necro build, but it pretty much ended PuGing as we know it.
I hope GW2 will encourage a return of the Pick up Group.
Heroes were the worst thing ever added to this game! I'm sure plenty of you will disagree with me, hell I use them myself. But that is because the idea of PuGing was killed when Heroes were added. Sab we all love your three necro build, but it pretty much ended PuGing as we know it.
I hope GW2 will encourage a return of the Pick up Group.
PUG's EVERYWHERE. When I first started playing in January 2006 you couldn't find an empty Outpost in Tyria, and finding a few extra players to join you and your friends took a couple of minutes - which was well worth the effort to not have to bring a Henchman (no runes/meh builds) along.
I also miss the overall "laid back" approach to finishing Missions/Quests. If I wanted to run my Warrior as a Warrior/Necro with Life Transfer and Life Siphon using full Glad's Armor and a Shadestone, no one bitched for very long. I try to run my "for fun/shits and giggles" builds these days, and I get kicked (if I don't just ping the build the group wants and then load whatever I'm going to run before we Zone out, lol).
When I first started playing all of my friends would log in at aroudn the same time a couple nights a week and we all progressed our main characters through at the same pace. We took AGES to get anywhere because we did everything we could do in each Outpost/Zone/Mission. Hell, we even went into the low-level Arenas for a couple hours whenever we reached a new one (Ascalon, Yak's Bend, etc.) just to beat the hell out of one another for a change. Trust me, nothing's as fun as hearing your dedicated Monk screaming over Vent/TS that he's not going to Heal you next trip out because you just stomped him into a mudhole @ Yak's Bend Arena... gods, those were the f'ing days... /end nostalgia kick
I also miss the overall "laid back" approach to finishing Missions/Quests. If I wanted to run my Warrior as a Warrior/Necro with Life Transfer and Life Siphon using full Glad's Armor and a Shadestone, no one bitched for very long. I try to run my "for fun/shits and giggles" builds these days, and I get kicked (if I don't just ping the build the group wants and then load whatever I'm going to run before we Zone out, lol).
When I first started playing all of my friends would log in at aroudn the same time a couple nights a week and we all progressed our main characters through at the same pace. We took AGES to get anywhere because we did everything we could do in each Outpost/Zone/Mission. Hell, we even went into the low-level Arenas for a couple hours whenever we reached a new one (Ascalon, Yak's Bend, etc.) just to beat the hell out of one another for a change. Trust me, nothing's as fun as hearing your dedicated Monk screaming over Vent/TS that he's not going to Heal you next trip out because you just stomped him into a mudhole @ Yak's Bend Arena... gods, those were the f'ing days... /end nostalgia kick
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PuGing. The days when Thunderhead Keep is near impossible even with a monk.
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Agree that heroes killed pugs much like inscriptions killed trading.
Hench bars were aweful and they were sooo stupid back in the day so it made people not want them but heroes turned it into a single player game with towns to trade in.

WTB monks on strike to go heckel again!!!
Less skills.
More skills, specifically more skills in each skill line, means that powerful bars can be created from just one one. That is a 12/12 attribute split for that line and the primary's passive effect. It is incredibly easy for such a bar to bring either individual or party support skills and at a fairly strong spec. With stronger lines, stronger bars can be made from primary only skills, leaving secondary classes (along with the points needed to spec into those classes) open for whatever else may be needed.
Look at hex lines. It is no secret that hexes get better with more hexes. Old curses bars had to either bring some sub-par hexes or devote their secondary and attribute points to speccing into another line. Modern curse bars have no need to to go anywhere other than curses for meaty skills, secondary is freely open without sacrificing any offensive ability.
Compare old and new. Old runners had to spec into energy storage, air, water, and healing (occasionally prot as well), were incredibly fragile, could only provide minimal party support, and only had healing breeze for base defense. Modern runners need spec only in restoration and water, with a little left over for spawning, they are very hearty, can provide very strong party support, strong base defense, and powerful snares. Modern monking has seen a split between prot and heal, when for years all monk bars were hybrids. Water eles used to have huge stat ranges trying to be able to keep strong snares along with support and enough damage to spike assist, now their support, snaring, and damage are stronger than ever and without requiring anything other than water magic. Old rangers used to have 5 way splits between wilderness, expertise, marksmanship, illusion, and dom, modern rangers have such freedom with attributes that now we have 150-200 spike assistance from high marksmanship, which for years couldn't be run much above 9.
More skills, specifically more skills in each skill line, means that powerful bars can be created from just one one. That is a 12/12 attribute split for that line and the primary's passive effect. It is incredibly easy for such a bar to bring either individual or party support skills and at a fairly strong spec. With stronger lines, stronger bars can be made from primary only skills, leaving secondary classes (along with the points needed to spec into those classes) open for whatever else may be needed.
Look at hex lines. It is no secret that hexes get better with more hexes. Old curses bars had to either bring some sub-par hexes or devote their secondary and attribute points to speccing into another line. Modern curse bars have no need to to go anywhere other than curses for meaty skills, secondary is freely open without sacrificing any offensive ability.
Compare old and new. Old runners had to spec into energy storage, air, water, and healing (occasionally prot as well), were incredibly fragile, could only provide minimal party support, and only had healing breeze for base defense. Modern runners need spec only in restoration and water, with a little left over for spawning, they are very hearty, can provide very strong party support, strong base defense, and powerful snares. Modern monking has seen a split between prot and heal, when for years all monk bars were hybrids. Water eles used to have huge stat ranges trying to be able to keep strong snares along with support and enough damage to spike assist, now their support, snaring, and damage are stronger than ever and without requiring anything other than water magic. Old rangers used to have 5 way splits between wilderness, expertise, marksmanship, illusion, and dom, modern rangers have such freedom with attributes that now we have 150-200 spike assistance from high marksmanship, which for years couldn't be run much above 9.
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I miss Ascalon International district where all the stinking rich people would hang out and poor people were not allowed. Sometimes you could sneak in though past the guard. The rich guys were so rich they used to throw ectos on the ground in town and you could follow them around and pick them up, then quickly stick them in your storage chest. Eventually you could gather so many that you were then considered rich and you did not have to sneak into town anymore, you actually got an invite. Ahhhh... the good ole days as I remember them.
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Heroes were the worst thing ever added to this game! I'm sure plenty of you will disagree with me, hell I use them myself. But that is because the idea of PuGing was killed when Heroes were added. Sab we all love your three necro build, but it pretty much ended PuGing as we know it.
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Heroes were the worst thing ever added to this game! I'm sure plenty of you will disagree with me, hell I use them myself. But that is because the idea of PuGing was killed when Heroes were added. Sab we all love your three necro build, but it pretty much ended PuGing as we know it.
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Didn't PuGGing get killed because players hated pugs and they had the option not to? Why force people to play the game a way they hate?
As for me, I miss the no-minion cap.

