Gameplay and Attribute Suggestions
CaptainGuru
Allow for cancel combos and make the character animation more fluid.
Move take longer to do because the animation is chopping and they have to restart their animation if they are in middle of attack. For example, if my warrior is about to hit his opponent with a normal attack and I press the key to use hamstring, he stops momentarily, reach back again and his opponent with a more slow animation. This also happen when playing a ranger, giving the opponent time to react. With cancel combos, players can hit opponent and still land their special attack immediately after with player immediately avoiding the attack.
Speed up Ranger attacks, giving them a kiting ability and take away snares
One of the imbalance issues of fights with warrior against Ranger is that Warrior have can be snared by enemies in a thousand different with no protect, leaving them sitting ducks or helpess to help their friends. This game is suppose to be balanced and every class is suppose to be weak against one another. Unfortunately, Ranger has easy time against a warrior. One could say use Mend Alignment, but if that person is using choking gas or manage to land distracting shot, debilitating shot, savage shot or concussion shot, there isn't anything that warrior can do. The can easily condition that warrior death with the right skills and traps, which again is unfair to the warrior. And stances don't work since a ranger can use crippling shot.
I believe a ranger shouldn't be able to snare, but instead being to kite. It's a good trade since snaring puts warriors at a disadvantage. The only set back will be that they can't do special attacks while running, but they can still shoot.
Less Monsters and Smarter A.I
Having Several monster in one area does not make a quest hard. Having monster work together like a real group would benefit players more and provide a better challenge than 20 monster roaming in one area with Bad A.I. I believe monster should be similar to the unworthy undead outside of TPK when you attempt to the do mission. This will help cut down boring gameply and require the players apply themselves more than these quest and mission provide. PvE has been the biggest bore because all I have to do press a button against any monster and they are dead. None of the monsters respond quick to heal their companion and the fight ends quickly before you know it.
None of the mission and quests have been challenging either. I rarely die on a mission or quick unless we stringy 20 or so monsters together or if I try to solo a monster with henchmen. But that doesn't make a quest hard. What makes a quest hard is when enemies work together against a group. So lowering the number of monsters in quests and missions and upping their A.I would benefit PvE a great deal.
Now as for attributes, I believe other/all attributes should be more use like Strength, Expertise, etc. where they effective the players performance. Putting point into them not only effect your skills, but effect your performance.
For example
Warrior Attributes:
Tactics
Requiring a shield, every 2 points the warrior gain a 5% chance "Defend" against a melee, magic attack or projectile for a total of 30% by rank 12. The benefits from this attribute are nelgected if using a stance. Hexes, conditions and preparations can still bypass. This will allow the warrior last longer in battle.
Axe Mastery, Hammer and Swordsmanship
You gain +1 of damage per towards a attack when using an axe, hammer or sword per point you put into either of these categories allowing for a total +12 damge by rank 12.
Monk Attributes
Smiting
Attack skills and Magic attacks against undead inflict +2 holy damage per point for 24 holy damage at rank 12.
Ranger Attributes:
Beast Mastery
Pet basic attacks do +1 damage per point for a total of +12 point by rank 12.
Marksmanship
The Ranger gain 2% chance per point to hit a moving target or a target using a stance for total of 24% by rank 12.
Wilderness Survival
Any attack to a non-humaniod characters will result in +2 damage for a total of 24 damage by rank 12.
Necromancer
Soul Reaping
Player not only gains +1 point of energy per point in Soul reaping, but any foe near a player who has just die will do gain +5 to +60 damage per death.
Move take longer to do because the animation is chopping and they have to restart their animation if they are in middle of attack. For example, if my warrior is about to hit his opponent with a normal attack and I press the key to use hamstring, he stops momentarily, reach back again and his opponent with a more slow animation. This also happen when playing a ranger, giving the opponent time to react. With cancel combos, players can hit opponent and still land their special attack immediately after with player immediately avoiding the attack.
Speed up Ranger attacks, giving them a kiting ability and take away snares
One of the imbalance issues of fights with warrior against Ranger is that Warrior have can be snared by enemies in a thousand different with no protect, leaving them sitting ducks or helpess to help their friends. This game is suppose to be balanced and every class is suppose to be weak against one another. Unfortunately, Ranger has easy time against a warrior. One could say use Mend Alignment, but if that person is using choking gas or manage to land distracting shot, debilitating shot, savage shot or concussion shot, there isn't anything that warrior can do. The can easily condition that warrior death with the right skills and traps, which again is unfair to the warrior. And stances don't work since a ranger can use crippling shot.
I believe a ranger shouldn't be able to snare, but instead being to kite. It's a good trade since snaring puts warriors at a disadvantage. The only set back will be that they can't do special attacks while running, but they can still shoot.
Less Monsters and Smarter A.I
Having Several monster in one area does not make a quest hard. Having monster work together like a real group would benefit players more and provide a better challenge than 20 monster roaming in one area with Bad A.I. I believe monster should be similar to the unworthy undead outside of TPK when you attempt to the do mission. This will help cut down boring gameply and require the players apply themselves more than these quest and mission provide. PvE has been the biggest bore because all I have to do press a button against any monster and they are dead. None of the monsters respond quick to heal their companion and the fight ends quickly before you know it.
None of the mission and quests have been challenging either. I rarely die on a mission or quick unless we stringy 20 or so monsters together or if I try to solo a monster with henchmen. But that doesn't make a quest hard. What makes a quest hard is when enemies work together against a group. So lowering the number of monsters in quests and missions and upping their A.I would benefit PvE a great deal.
Now as for attributes, I believe other/all attributes should be more use like Strength, Expertise, etc. where they effective the players performance. Putting point into them not only effect your skills, but effect your performance.
For example
Warrior Attributes:
Tactics
Requiring a shield, every 2 points the warrior gain a 5% chance "Defend" against a melee, magic attack or projectile for a total of 30% by rank 12. The benefits from this attribute are nelgected if using a stance. Hexes, conditions and preparations can still bypass. This will allow the warrior last longer in battle.
Axe Mastery, Hammer and Swordsmanship
You gain +1 of damage per towards a attack when using an axe, hammer or sword per point you put into either of these categories allowing for a total +12 damge by rank 12.
Monk Attributes
Smiting
Attack skills and Magic attacks against undead inflict +2 holy damage per point for 24 holy damage at rank 12.
Ranger Attributes:
Beast Mastery
Pet basic attacks do +1 damage per point for a total of +12 point by rank 12.
Marksmanship
The Ranger gain 2% chance per point to hit a moving target or a target using a stance for total of 24% by rank 12.
Wilderness Survival
Any attack to a non-humaniod characters will result in +2 damage for a total of 24 damage by rank 12.
Necromancer
Soul Reaping
Player not only gains +1 point of energy per point in Soul reaping, but any foe near a player who has just die will do gain +5 to +60 damage per death.
Mo/R9
Quote:
Speed up Ranger attacks, giving them a kiting ability and take away snares and stance One of the imbalance issues of fights with warrior against Ranger is that Warrior have can be snared by enemies in a thousand different with no protect, leaving them sitting ducks or helpess to help their friends. This game is suppose to be balanced and every class is suppose to be weak against one another. Unfortunately, Ranger has easy time against a warrior. One could say use Mend Alignment, but if that person is using choking gas or manage to land distracting shot, debilitating shot, savage shot or concussion shot, there isn't anything that warrior can do. The can easily condition that warrior death with the right skills and traps, which again is unfair to the warrior. And stances don't work since a ranger can use crippling shot. I believe a ranger shouldn't be able to snare, but instead being to kite. It's a good trade since snaring puts warriors at a disadvantage. The only set back will be that they can't do special attacks while running, but they can still shoot. |
CaptainGuru
Quote:
Originally Posted by Mo/R9
Aha, but does not empathy put warriors at a disadvantage?
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Does not Backfire put casters at a disadvantage?
Mesmer were design to take on spellcasters or spellcaster related class. If warriors had a Backfire-type as a class skill then that would be imbalancing because that would give everyone a long distance shutdown ability and that would most certain put the Elementalist and Necromancer at a disadvantage.
Does not meteor shower and skills that induce burning put everyone at a disadvantage? Does not hamstring, sever artery and gash put people at a disadvantage? Does not Drain Life and Life Transfer put people at a disadvantage?
At this point you're just being silly and not providing any logic behind your statments so I'm going to politely ignore your attempt to troll. Again, Rangers are suppose to be at disadvantage against warriors. For a game to be balance every class has to be weak against another class. If one class has advantage against all then that create a imbalance and players abuse that tactic or class. (WoW Paladin for example)
Warrior are at disadvantage for two reasons: They can't do effective damage and they can be snared from a distance.
CaptainGuru
Louis Ste Colombe
Quote:
Originally Posted by CaptainGuru
Not really, you can avoid hexes by shatter a hex, inspiring a hex or just healing signet.
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Quote:
Again, Rangers are suppose to be at disadvantage against warriors. ... Warrior are at disadvantage for two reasons: They can't do effective damage and they can be snared from a distance. |
Everyone can be snared from a distance, not only warriors: I guess you mean that warriors needing to be close, it's more of a problem for them. Instead of asking for a nerf, I'd suggest you look for solution to this problem. You'll find some.
And as far as effective damage goes. Well, that's arguable, some data would be nice to support that assertion. A few other posters also think that warriors are the best for sustainable long term damage.
I have not quoted that part... but if as a warrior, I am targetted with Choking gas, Debilitating shot and all other skills mentionned, that's a rather good news: I'd rather be the target than my team's mesmer or monk. So please shoot me, and leave the softie alone!
Louis,
Dudededu
Quote:
Originally Posted by CaptainGuru
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Yes... and since you had some positive feed back in one board, your supposed to get all positive feed back here too...
Damn the people for not understanding...
CaptainGuru
Quote:
Originally Posted by Louis Ste Colombe
And you can avoid conditions... Just the same... If you think conditions are the biggest problem for a warrior, bring a secondary that take care of this.
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Rangers are supposed to be at disadvantage against warriors? Why is that? And are they really?
Quote:
Originally Posted by Louis Ste Colombe
Everyone can be snared from a distance
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Spellcasters were design to beat warriors (mesmer can beat both), rangers were designed to beat casters and warrior were suppose to be able to beat rangers. Problem is warriors do not come with enough counters against arrow attacks, cripples from arrows attacks and they can be chain snared/condition to prevent a warrior from removing all conditions.
This is a real imbalance if every class can snare in two or more ways.
Quote:
Originally Posted by Louis Ste Colombe
And as far as effective damage goes. Well, that's arguable, some data would be nice to support that assertion. A few other posters also think that warriors are the best for sustainable long term damage.
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http://boards.gamefaqs.com/gfaqs/gen...topic=22102034
And they are more post like these in my forums and I've talked to those in the chat.
Quote:
I have not quoted that part... but if as a warrior, I am targetted with Choking gas, Debilitating shot and all other skills mentionned, that's a rather good news: I'd rather be the target than my team's mesmer or monk. So please shoot me, and leave the softie alone! Louis, |
Thomasuwoo
Hate to be a little rude guys but you seem to be overlooking a very crucial part of the game here. I can't remeber the last time I fought a sinlge character solo. That's because this is a game based on teamwork. Hell a ranager can pindown and stop a warrior with the right skills but can he do the same to two? What about if that warrior was backed up by a monk with mend aliment out of range of the rangers arrows? What if an elementalist suddenly cast grasping earth on the ranger and the rest of the enmiy team had lightning based weapons?
There are tonns of arguments of classes being overpowered. This is usually because they are compared on a one on one basis. Guild wars is alot more complicated then that. Rarely will two characters be able to face off mano-a-mano and only preparing for such an occurance is going to gimp the rest of your team.
The reason some skills/classes/attributes seems underpowered is because when you combine them with another players atatcks/stragey they can all of a sudden become tremendously powerful.
Looking at your current proposal of skills would even the players up in the case of a one on one bout but if you threw these into the mixer there are some combinations that can only be described as uber.
There are tonns of arguments of classes being overpowered. This is usually because they are compared on a one on one basis. Guild wars is alot more complicated then that. Rarely will two characters be able to face off mano-a-mano and only preparing for such an occurance is going to gimp the rest of your team.
The reason some skills/classes/attributes seems underpowered is because when you combine them with another players atatcks/stragey they can all of a sudden become tremendously powerful.
Looking at your current proposal of skills would even the players up in the case of a one on one bout but if you threw these into the mixer there are some combinations that can only be described as uber.
CaptainGuru
Quote:
Originally Posted by Thomasuwoo
Hate to be a little rude guys but you seem to be overlooking a very crucial part of the game here. I can't remeber the last time I fought a sinlge character solo. That's because this is a game based on teamwork.
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A monk can't heal you if a mesmer has him/her hex or shutdown. No that monk will not heal you if he has backfire or diversion on him nor can he if all of his energy gone. So don't give us that teamwork bs.
MSecorsky
So don't give us that teamwork bs
Well, it is called Guild Wars, not Solo Wars...
You miss Diablo, no?
Well, it is called Guild Wars, not Solo Wars...
You miss Diablo, no?
CaptainGuru
Quote:
Originally Posted by MSecorsky
So don't give us that teamwork bs
Well, it is called Guild Wars, not Solo Wars... You miss Diablo, no? |
Dudededu
You havent played much have you?
MSecorsky
Quote:
Originally Posted by CaptainGuru
Never played Diablo so you can use that Diablo fanboy excuse. This maybe called Guild Wars, but majority of the people solo or find themselves combating opponents alone.
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CaptainGuru
Quote:
Originally Posted by Dudededu
You havent played much have you?
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Dudededu
Quote:
Originally Posted by CaptainGuru
I've played PvE, GvG, HoH, PvE, Arena and Team Battles. All the battles were we did win and were the ones where no told me how to do my job.
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Thank god for diversity
CaptainGuru
Quote:
Originally Posted by MSecorsky
But not against each other, thus rendering your point moot.
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CaptainGuru
Quote:
Originally Posted by Dudededu
So have I and the only teams Ive managed to keep winning with were the ones who communicated and used teamwork.
Thank god for diversity |
MSecorsky
Quote:
Originally Posted by CaptainGuru
"Never played Diablo so you can use that Diablo fanboy excuse. This maybe called Guild Wars, but majority of the people solo or find themselves combating opponents alone."
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Mistress Dasha
wow can you believe this guy... if your the stupid warrior who falls for scare tactics and actually chases the person leaving you group then you deserve to die.. and if your whole team is dead and its just 1 on 1 then me thinks a ranged attacker will win umm hello its called common sense... oh thats right you had a third one what if your teamate is disabled.. well what if the ranger is disabled from your other teamate.. wow looks like your whole lil plan here is a wash huh....
CaptainGuru
Quote:
Originally Posted by Mistress Dasha
wow can you believe this guy... if your the stupid warrior who falls for scare tactics and actually chases the person leaving you group then you deserve to die.. and if your whole team is dead and its just 1 on 1 then me thinks a ranged attacker will win umm hello its called common sense... oh thats right you had a third one what if your teamate is disabled.. well what if the ranger is disabled from your other teamate.. wow looks like your whole lil plan here is a wash huh....
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Dudededu
Quote:
Originally Posted by CaptainGuru
Your point? I fail to see the point where a monk is shutdown, a warrior who is snared can proves your point? Congratulations, you friends have tried to troll the thread. Find something better to do.
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Same goes for a snared warrior.
Mistress Dasha
Quote:
Originally Posted by CaptainGuru
English?
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english huh what did I write in some foreign language..
InvaderGIR
Wasn't planning on posting here, but here's what I got to say.
Nearly a majority of the people that call for changes within existing classes are those who only want their class to be overpowered. The only exception are for those regarding pets since most of the suggestions I've seen regarding pets aren't going to stir a lot of imbalance. Despite no matter what people say, all the classes are balanced. Not necessarily each one has equal potential against another class, but had there been an imbalance, wouldn't we see a ton of one class in a team? No. We see a multitude of classes in each team.
Now, let me ask you this. If you know fighting against a warrior with your ranger brings you so much trouble, why are you fighting the warrior then? I'm going to go ahead and use that teamwork "BS" you talked about since 1 vs 1 hasn't been implemented yet. But you know what? Not even team work will necessarily cut it. The key to victory in Guild Wars relies on pre-PvP preparation and you cannot deny that.
In addition to your theory about fighting the warriors, it only holds true if it was just a pure warrior class and a pure ranger class. No subclasses were taken into consideration. A R/E can handle upclose warriors with burst spells, adjacent knockdowns, etc. A R/Me can use certain mantras and protections against warriors. A R/Mo can heal himself or even use those AOE smiting spells. A R/N can do just about anything upclose. A R/W can use tactics to enable him to protect and fend off the warrior. But you know what? All of these things are theories. That includes your ranger vs warrior statement. And as far as I know, Guild Wars doesn't run off theory.
Respond if you will, but all you're really doing is beating a dead horse. While you may not let this matter go so easily as nobody likes to admit defeat in an argument, it'll be wise to back off in one way or another.
Nearly a majority of the people that call for changes within existing classes are those who only want their class to be overpowered. The only exception are for those regarding pets since most of the suggestions I've seen regarding pets aren't going to stir a lot of imbalance. Despite no matter what people say, all the classes are balanced. Not necessarily each one has equal potential against another class, but had there been an imbalance, wouldn't we see a ton of one class in a team? No. We see a multitude of classes in each team.
Now, let me ask you this. If you know fighting against a warrior with your ranger brings you so much trouble, why are you fighting the warrior then? I'm going to go ahead and use that teamwork "BS" you talked about since 1 vs 1 hasn't been implemented yet. But you know what? Not even team work will necessarily cut it. The key to victory in Guild Wars relies on pre-PvP preparation and you cannot deny that.
In addition to your theory about fighting the warriors, it only holds true if it was just a pure warrior class and a pure ranger class. No subclasses were taken into consideration. A R/E can handle upclose warriors with burst spells, adjacent knockdowns, etc. A R/Me can use certain mantras and protections against warriors. A R/Mo can heal himself or even use those AOE smiting spells. A R/N can do just about anything upclose. A R/W can use tactics to enable him to protect and fend off the warrior. But you know what? All of these things are theories. That includes your ranger vs warrior statement. And as far as I know, Guild Wars doesn't run off theory.
Respond if you will, but all you're really doing is beating a dead horse. While you may not let this matter go so easily as nobody likes to admit defeat in an argument, it'll be wise to back off in one way or another.
CaptainGuru
Quote:
Originally Posted by InvaderGIR
We see a multitude of classes in each team.
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Quote:
Originally Posted by InvaderGIR
Now, let me ask you this. If you know fighting against a warrior with your ranger brings you so much trouble, why are you fighting the warrior then?
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I left my monk to fend for himself against three warriors while I took out their monk and I've done every time and gotten 10 winning streaks.
Quote:
Originally Posted by InvaderGIR
I'm going to go ahead and use that teamwork "BS" you talked about since 1 vs 1 hasn't been implemented yet. But you know what? Not even team work will necessarily cut it. The key to victory in Guild Wars relies on pre-PvP preparation and you cannot deny that.
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Quote:
Originally Posted by InvaderGIR
In addition to your theory about fighting the warriors, it only holds true if it was just a pure warrior class and a pure ranger class. No subclasses were taken into consideration.
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Now if the ranger has a secondary that only makes it hard for the warrior to do anything effective against the ranger. For example, if the ranger has necromancer as a secondary, a ranger can use plague sending to send condition back to the warrior who bleeds, deep wound, weakens and snares him. All while keeping the warrior shutdown or pin down.
Quote:
Originally Posted by InvaderGIR
Respond if you will, but all you're really doing is beating a dead horse. While you may not let this matter go so easily as nobody likes to admit defeat in an argument, it'll be wise to back off in one way or another.
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Mistress Dasha
hey Captain you are making valid points but your not realizing the whole picture.. A warrior can dodge your arrows or shut you down with his secondary just as you could with your main. your op has some great stuff in it stick to that..
and with all this knowledge you have stick to your ranger and keep winning battles with your guild and friends. IMO you play a better ranger than warrior..
and with all this knowledge you have stick to your ranger and keep winning battles with your guild and friends. IMO you play a better ranger than warrior..
Dudededu
Valid points in certain conditions... keep throwing stuff into it and it changes. Especially considering you have at least 3-7 more people with you in most fights.
CaptainGuru
Quote:
Originally Posted by Dudededu
Valid points in certain conditions... keep throwing stuff into it and it changes. Especially considering you have at least 3-7 more people with you in most fights.
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Dudededu
OBVIOUSLY!!
I mean my rank must be 0 and my guilds probably never GvG'd or PvP'd before.
Your the only one who has, and knows best. I bow out graciously to your superior knowledge about me and thank you for being so nice as you yourself pointed. ^_^
Anyway I still dissagree. But I'll just have to learnt he hard way.
I mean my rank must be 0 and my guilds probably never GvG'd or PvP'd before.
Your the only one who has, and knows best. I bow out graciously to your superior knowledge about me and thank you for being so nice as you yourself pointed. ^_^
Anyway I still dissagree. But I'll just have to learnt he hard way.
CaptainGuru
Quote:
Originally Posted by Dudededu
OBVIOUSLY!!
I mean my rank must be 0 and my guilds probably never GvG'd or PvP'd before. |
So don't throw numbers at mean because they mean little.
Dudededu
Quote:
Originally Posted by CaptainGuru
At this point in the game your rank, guild rank and guild rating means d**k because many of us jump out of GvG for various reasons. I used to be in the 25th rank guild that doesn't mean a damn thing now since they've turn into a guild of noobs and overrated penpals.
So don't throw numbers at mean because they mean little. |
But I digress... you must obviously be correct... I threw numbers at you blatantly disregarding your sensitivity to them... that 0 must have hit you hard.
Besides... the 0 was for my rank... not my guilds. Thats a whole other deal
CaptainGuru
Quote:
Originally Posted by Dudededu
I dont see any numbers... 0 is the lack of numerical value.
But I digress... you must obviously be correct... I threw numbers at you blatantly disregarding your sensitivity to them... that 0 must have hit you hard. Besides... the 0 was for my rank... not my guilds. Thats a whole other deal |
Oblivial
1. The whole point of these forums is to discuss. Just because you OBVIOUSLY don't know what you're talking about and everyone is disagreeing with you doesn't mean that we are trying to troll the thread. This just means that we have insight into this discussion.
2. There are ways to get around snares and such like that. The biggest problem we rangers have is warriors strafing and being able to take us up in 1 on 1 combat. We are long range, not short range.
3. Your whole talk about Rangers being able to not do excessive damage? BS. If we have a maxed damage bow with mods on it, a preperation, a spirit, and a power shot or a hunter's shot, we can rack up the damage. Let's see. Apply Poison + Hunter's Shot vs. Moving Target + Favorable Winds and a bow that does Dmg:15-26 - i think we all can get the picture. Hunter's Shot causes bleeding on moving targets for up to 25 seconds, Apply Poison causes poison damage for up to 15 seconds, favorable winds causes +6 damage and arrows move 2x faster. Now, if we get this right, doing this will cause you to take 32 damage for bow and Winds, then damage from teh Hunter's Shot, bleeding from Hunter's Shot, and Poison damage. So you, being the ALLKNOWING Warrior that you are, must have obivously missed this, seeing as how we rangers wouldn't know anything about our class.
4. I believe I never saw anywhere that rangers weren't at a disadvantage to warriors to begin with, but put one in 1 on 1 combat, and we are at a great disadvantage.
5. So we can interrupt people, if you look back in world history - not GW - bowmen have been used to deal damage and interrupt their foes.
6. Seeing as how I have pretty much put down everything you said, I feel my work is done here.
2. There are ways to get around snares and such like that. The biggest problem we rangers have is warriors strafing and being able to take us up in 1 on 1 combat. We are long range, not short range.
3. Your whole talk about Rangers being able to not do excessive damage? BS. If we have a maxed damage bow with mods on it, a preperation, a spirit, and a power shot or a hunter's shot, we can rack up the damage. Let's see. Apply Poison + Hunter's Shot vs. Moving Target + Favorable Winds and a bow that does Dmg:15-26 - i think we all can get the picture. Hunter's Shot causes bleeding on moving targets for up to 25 seconds, Apply Poison causes poison damage for up to 15 seconds, favorable winds causes +6 damage and arrows move 2x faster. Now, if we get this right, doing this will cause you to take 32 damage for bow and Winds, then damage from teh Hunter's Shot, bleeding from Hunter's Shot, and Poison damage. So you, being the ALLKNOWING Warrior that you are, must have obivously missed this, seeing as how we rangers wouldn't know anything about our class.
4. I believe I never saw anywhere that rangers weren't at a disadvantage to warriors to begin with, but put one in 1 on 1 combat, and we are at a great disadvantage.
5. So we can interrupt people, if you look back in world history - not GW - bowmen have been used to deal damage and interrupt their foes.
6. Seeing as how I have pretty much put down everything you said, I feel my work is done here.
jesh
Why are all these dead topics being brought up? Hit the "First" page, instead of the "Last".
TadaceAce
Quote:
Originally Posted by CaptainGuru
Never played Diablo so you can use that Diablo fanboy excuse. This maybe called Guild Wars, but majority of the people solo or find themselves combating opponents alone.
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Savio
Quote:
Originally Posted by jesh
Why are all these dead topics being brought up? Hit the "First" page, instead of the "Last".
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