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Re: lose the last zone to win 4 tokens

Posted: Sun Sep 22, 2019 6:23 am
by anarchypark
Aethilmar wrote: Sat Sep 21, 2019 4:25 pm
Guild Wars 2 is (mostly) flat. The difference between top tier gear and the "standard" WvW gear is like 5% and mostly focuses around build variety.

Also, yes, I see the problem. That is why I called it a trap.

u called vertical is trap.
i was asking do you see the problem in your flat progress suggestion.
ppl will pick easiest farm and avoid hard contents.
cuz rvr/sc/pve have different difficulty.
vertical or flat, both have pros and cons.
both have contents around their design.
flat is their thing, i don't think it works on RoR.

and what is the different gap between top tier and below on current version, 5%? 10%?

Re: lose the last zone to win 4 tokens

Posted: Sun Sep 22, 2019 8:22 pm
by drmordread
Here is a counter question.

Why do some people feel the need to micromanage how the players play? They want 4 tokens, so what? You still get to fight.

Prime example is today. Been waiting to get my engi back into fort and finish my invader, need just jewel. What does order do? Spoil it. Makes me want to go play my destro just to get revenge.

I dont care about realm pride. I have real accomplishments in the real world to be proud of. I just want to progress my characters and get them the best rvr gear possible.

What is the spirit of the game? Fight! Does it matter where you do it? Not one little bit. NADA ... ZILCH ... so who cares if it is KV or Fort? Anyone? Bueller?