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Old Oct 14, 2007, 12:23 AM // 00:23   #481
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Spells can miss
Spells can Crit
All classes but Rit are affected by blind (ergo a Rit could use a sword and blind wouldn't effect him)
Removal of the Paragon.
Removal of Dervish
Change in game style
As years pass should the martial and supernatural techniques.
Sins should evolve past lead-off-dual
Party size change.
8 months of planning before making adding a new profession! (FOR EACH PROFESSION)
Change that entire campaign thing.
The way campaigns are now makes no sense.. okay im in nightfall...but wait a 2nd didnt Lich get pwned before? So how the hell can I go back in time.
I rather there happening all at the same time or make it like pre-searing so you cant go back to certain events.

Specialist class (ergo you start out as something! instead of instantly born into that profession..its like a right of passage!)

ergo it should be something like this

Rogue, warrior, Sorcerer, Priest

Rogue = Assassin,Ranger,Shadow

Warrior = Samurai, Crusader, Revenant.
Sorcerer = Illusionist (mesmer),Necromancer,Elementalist
Priest = Monk,Ritualist,

Shadow = Really fast attacks low damage, all about speed.
Samurai= stronger out of the warriors
Revenant = Like an undead warrior really, Can life Steal
Crusader= The Tank,
I'd like Dervishes and Paragons to be more of NPC's
To be like.. The Dervishes and Paragons Finally gained ascension into the heavens etc.
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Old Oct 14, 2007, 11:17 AM // 11:17   #482
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Default Guild Materials Bank

This is related to my suggestion adding more guild things: http://www.guildwarsguru.com/forum/s...135261&page=24

The Guild Materials Bank

As the name says, a bank where the guild can storage materials, but not the materials for armors and weapons.
The materials here are for building up the guilds hall/village.
Now since we have this bank we need something to put in it.

Gold Nugget Mine
This is a mine that only members of a guild can enter.
A mine can be entered with min. 1 and max. 8 players.
To get into a mine, it will be need to be found, and the Mine Guard NPC will need to be bribed to close an eye.
The amount of materials that can be gained depends on party size, so solo there will be a 8 time higher rate then with a full party.
When you enter a mine a timer will start off, since the bribed guard won't close an eye for ever.
So while you go and mine nuggets, monsters will start to enter the mine to get you out of it.
The longer someone is in the mine, the more monsters will come.
The trick is to leave the mine in good time, before the player/party gets overvelmed.
If a player dies in the mine, all nuggets will be dropped onto the ground and that player will be send to the guild hall.
If no one is there to pick them up they will be lost.
If players bail out in time, the gained nuggets will automaticly go from inventory to the material bank.


More
Stone Mine, Coal Mine, Lumber Forrest...
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Old Oct 14, 2007, 11:28 AM // 11:28   #483
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Default Cave Of Memories

Accessable from the guild hall, there could be a Cave Of Memories.
This place will show what members got in their HoM in Guild Wars.
Option of free choice included, so each player can decide if she/he wants to share this or not.
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Old Oct 15, 2007, 12:36 AM // 00:36   #484
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Quote:
Originally Posted by ensoriki
Change that entire campaign thing.
The way campaigns are now makes no sense.. okay im in nightfall...but wait a 2nd didnt Lich get pwned before? So how the hell can I go back in time.
I rather there happening all at the same time or make it like pre-searing so you cant go back to certain events.
I couldn't agree more; the current system of "location = time" is against all logical coherence, making immersion quite difficult: is Rurik dead? He is dead on the Fire Chain Islands, but is alive <like nothing happened> if you return to Ascalon. In the same vain, one can farm Mursaat, after they have disappeared of the surface. Despite there being a story, the anti-realistic structure of the game makes it prohibitive as a basis for role play or to even take it serious in the gaming experience.

Instead of the current system found in GW1, GW2 should have a global/persistent real-time history, where the main storyline changes for the all the players at the same time: the cumulative actions of individual players can influence the global story and even sole individuals can set an avalanching shift in motion; thus, contrasting GW1, the player's input should be worth something on the global scale.
To concretise, I could offer an example: imagine the persistent explorable areas being threatened by insect infestation, causing plant mobs <with interesting drops> to run low on population due to insect predation; now, this persistent infestation <with influence on all plant-farmers' income> could only be warded of for a long period (weeks or months), if all the insect queens are killed before a next generation of queens gets a chance to spawn. Such a thing would and should be possible, if enough players put their individual efforts in the global scale.
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Old Oct 15, 2007, 02:02 AM // 02:02   #485
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Quote:
Originally Posted by Bazompora
Instead of the current system found in GW1, GW2 should have a global/persistent real-time history, where the main storyline changes for the all the players at the same time: the cumulative actions of individual players can influence the global story and even sole individuals can set an avalanching shift in motion; thus, contrasting GW1, the player's input should be worth something on the global scale.
I play Guild Wars because I enjoy the story line.
So if players affect this so it gets pushed forward, it means I need to be online 24/7 to get part of it.
No way!
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Old Oct 15, 2007, 03:10 AM // 03:10   #486
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Exclamation

Quote:
Originally Posted by Mineria
I play Guild Wars because I enjoy the story line.
Let's be honest; the GW story isn't much of a match in comparison with full-blown RPGs and the gameplay isn't inciting you much to pay attention to it.

Quote:
Originally Posted by Mineria
if players affect this so it gets pushed forward, it means I need to be online 24/7 to get part of it.
Not at all! Take RL for example: you can leave the country for months and then pick up the wire again when you come back. Of course, certain things will have changed during your absence, but nowhere near the point of alienating you. If RL history's important decisive events from the past millenia can be compiled into one small booklet, months of in-game historical evolution can easily be summed up in a couple of lines.
Now, put this kind of realistic dynamism into an MMO and you will get a living, evolving world that invites you to take part in it.
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Old Oct 15, 2007, 03:57 AM // 03:57   #487
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Default

Quote:
Originally Posted by ensoriki
Spells can miss
Theyr called Projectiles


Quote:
Spells can Crit
might be feasible

Quote:
All classes but Rit are affected by blind (ergo a Rit could use a sword and blind wouldn't effect him)
WTF??? This is just stupid... People in PvP almost always have different weapon sets, and basically every caster has at least one if not 2 martial sets... ur suggestion makes no sense to me...

Quote:
Removal of the Paragon. Removal of Dervish
OR, you could just come up with a new skill list!!!

Quote:
Change in game style
Specifics?

Quote:
As years pass should the martial and supernatural techniques.
HUH???

Quote:
Sins should evolve past lead-off-dual
THAT, i can agree upon


Quote:
Party size change.
I think the party size right now works perfectly well, plus, A-net might already be thinking about this, as they have stated that they might change around the instanced gameplay we are used to in GW1


Quote:
8 months of planning before making adding a new profession! (FOR EACH PROFESSION)
WOAH!! That is a REALLY long time to be contemplating over professions... I'd give 'em about 3-4 months...


Quote:
Change that entire campaign thing.
The way campaigns are now makes no sense.. okay im in nightfall...but wait a 2nd didnt Lich get pwned before? So how the hell can I go back in time.
Thats why they released EotN, plus, if you want the time jump thing to make sense, then you shouldnt play GW...


Quote:
I rather there happening all at the same time or make it like pre-searing so you cant go back to certain events.
Is it just me or does that completely defeat the purpose of what you stated above???

Quote:
Specialist class (ergo you start out as something! instead of instantly born into that profession..its like a right of passage!)
I like this idea

Quote:
ergo it should be something like this

Rogue, warrior, Sorcerer, Priest

Rogue = Assassin,Ranger,Shadow

Warrior = Samurai, Crusader, Revenant.
Sorcerer = Illusionist (mesmer),Necromancer,Elementalist
Priest = Monk,Ritualist,
WoW anyone??? I like how GW has unique prof names that other MMOs instead call jsut Mage, or Rogue... Please dont make the professions named like this A-net PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Quote:
1)Shadow = Really fast attacks low damage, all about speed.
2)Samurai= stronger out of the warriors
3)Revenant = Like an undead warrior really, Can life Steal
4)Crusader= The Tank,
1) Assassin
2) Warrior/Assassin
3) Necromancer
4) Warrior

1-4) WoW


Quote:
I'd like Dervishes and Paragons to be more of NPC's
To be like.. The Dervishes and Paragons Finally gained ascension into the heavens etc.
Again, why not just change their skills???
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Old Oct 15, 2007, 02:13 PM // 14:13   #488
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Quote:
Originally Posted by Dean Harper
WoW anyone??? I like how GW has unique prof names that other MMOs instead call jsut Mage, or Rogue... Please dont make the professions named like this A-net PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
That I agree with 100%.

I love some of Guild Wars' reasonably unique names. Also, these profession names are in-keeping with the style of the game. The "professions" 'Rogue', 'Mage' and, to an extent, 'Priest' encompasses too many little "sub-professions" imo. I enjoy the Primary and Secondary professions we have at the moment. That is one thing I would like to see stay they way it is in GW:2.
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Old Oct 15, 2007, 05:32 PM // 17:32   #489
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Hello.
I dont know where i should post, but, since its too late anyway for guild wars, lets make it a suggestion for GW2.
In a few words : dont kill PvP.
Yeah, you did. Stand in HoH, and look at newbies. How many of them will play enought to be r1 ? One on 10 ?
Shame on the guy who got the idea to put ranks in HoH. Lets consider the effect in game (and why most ppl will try to play HoH, and go back to PvE):
At first, most teams are doing lame. They dont plan to win, they just farm victories. This break game for those that want to play it the way it was designed for.
And, second, its going amazingly hard to find a team.

So, what now ? What should you do in GW2 to avoid this ?
I had say, fire the guy who did that "mistake" (yeah.. the counter effects were OBVIOUS, so he must be dumb like hell). And, yeah, titles could be good, if reasonables. 4 ranks, with the last "easy" to achieve, should be enought. Doing this, players would be able to group (play) with ppl of their level (r0=totally noob,r1 have an idea about the job, 2 medium , 3 is a good player and 4: title maxed(again, a reasonnable max:1000 victories maybe))
Anyway. If one isnt good after 1000 games, he wont be better after 10k games.

By now, you can do something by allowing low ranks to show their r1 or 2.
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Old Oct 15, 2007, 05:49 PM // 17:49   #490
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I think it would be cool if armor/wepons gets dirty and scratched/worn over time or after certain amount of fighting time and you can get it polished or somthing if you want it to look like new.

Bows should have strings.

would be cool if left hand was not restricted to offhand so you could have a sword and a axe but u would have to split skills and atributes accordingly.

I would like it if bags/pouches were visibale on the character
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Old Oct 16, 2007, 03:48 PM // 15:48   #491
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I just want to Have Dwarves as a playable race.

I can live with a lot of changes for Guild Wars 2, but the one thing I always wanted was being able to play a Dwarf.

Please consider that for Guild Wars 2.
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Old Oct 16, 2007, 05:25 PM // 17:25   #492
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Improved profession learning:
Currently you just do 2 quest then say: I want to ba a <Class> secondary.
That's kinda silly.

Players should start with a race, coming with several racial skills, such as a claw attack fro chars, and a poison bite for Krait.

I'd like to see the n00by area is extended a bit, as in you take on a solo quest for learning a profession.

During this quest you complete secondary goals to earn temporary skills,
"You train and learn new things"
Your skill bar can be filled with as many different profession's skills at the same time as you'd like.

You should be able to train with plenty of NPC's to learn a full 8 skill bar for your favorite profession, but more importantly the skills need to be defining for the roles that class will have(hence skills of each attribute is a different role).
Which will be a pain to balance, but will improve the GW experience.

The efficiency you (re)complete temporary skill goals, give you temporary attributes, to use the temporary skills with.
"You practice, your new skills"
There is a limit to how many attributes you can have that are over 3, so you can't have good skills all round.

In order to make the gained skills permanent, you have to do a hard final goal;
Depending on which skills you completed this goal with(how many times you used them, how effective they were, if you used them right(anything but them bing on your bar))
Decides which class you succeeded in training.
"Practical Exam"
From the class you preformed best with, it will assign you a class.

If you finished your practical exam, but did not favor skills of a certain profession, you failed your practical exam.
But you get infinite retries.

This could work both for the primary and secondary profession.
Assigning them on the basis of how you preformed in the final exam.
Maybe making you do 2 different exam one for primary one for secondary.

================================================== ======

Do not dump secondary professions!

No matter whatever the mob may be saying, Anet took a daring and original chance with the 2 class system.
Instead of some evolution system that assign a bunch of set skills to a single profession, those skills are all preset and can be balanced towards others in the skill tree.
Everyone knows the skill tree, and the combinations from it are limited.

With a 2 class system each character has access too ALL attributes and skills in the game.
You can only have those of 2 classes at the same time, but when planning what build to use, you factor in skills from all professions, as you could possible take all professions as a secondary.
It is far more diverse, even if it is a lot harder to balance.

================================================== =======
Playable scaly race!

I was pleased when I heard GW2 will have playable races other than human, not so mutch when I heard which.

While you continue to be original and innovating, opposed to compeditors.
With races that include giants, lion people, and hairless rat people(or whatever Asura are)
Which I appreciate.

You however shunned non-mammal races, many games do this because we as mammals have a idea of male and female that is not directly reflected in reptiles, amphibians, birds, fish and what not.

Please don't think the player base is composed of only sexually insecure people that will complain about missing parts.

I personally think reptile races are the coolest of all.
(and think any girls with tails are per definition sexy, which is also missing in the announced races)

Last edited by System_Crush; Oct 16, 2007 at 05:30 PM // 17:30..
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Old Oct 16, 2007, 11:26 PM // 23:26   #493
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Quick two thoughts, I saw on the first page that some one suggested that the enemies are scaled to your team, for instanced areas that would be great. There was something similar in FF8 where the enemies level was determined by the level of party members. Something similar would be great so that you don't have to spam "glf monk, nuker" 500 times, you could go in with a smaller group and the enemies would be scaled to you.

My second thought (that brought me here), was that for rangers be able to choose how you hold your bow. As it is now female rangers hold their bow parallel to the ground while male ranger hold them perpendicular to the ground, being able to choose which would give slightly more customization to your characters.
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Old Oct 16, 2007, 11:38 PM // 23:38   #494
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my suggestion is more races and although i agree with the choices for all 5 (including Human).I really want a level cap that is 20 mainly if you are max lv it either shows people you used a bot or has no life outside of the internet and plz no spawn camping i like the idea of just your party having a private map. i would like it to where guild wars 2 is not like Wow.i would also like maybe one more profession that just plays the role of a buffer/debuffer. I would appericate most a lv 20 lv cap.
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Old Oct 17, 2007, 07:53 PM // 19:53   #495
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dam i got out of wow the 2nd week it came out it got very boring then i when in to guild wars. but dam i got out of WOW to get Back into WOW again in GW2. so far from what Ive been reading is just going to be the ghost of wow, when wow dies. i love GW so much that i don't even play my PS3 but i guest in 2008-2009 i might be playing ps3 allot. But ill give GW2 a one day trial.

sorry if i offended GWDEV or anyone in this comment

i guest gaming industry is just like the music industry, u do every thing the fans ask (forgetting the hole plan of this game was great originality separating it from any other game) , that u lose originality! is very freaking sad

but like i said ill give GW2 a try but so far on what i read ist just WOW's ghost!

Last edited by the pretender; Oct 18, 2007 at 12:22 AM // 00:22..
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Old Oct 18, 2007, 11:06 AM // 11:06   #496
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How many of you know this site???

http://www.nikiwiki.com/Gw2/index.php?title=Main_Page

I think its a very good voting site for the upcomming GW2. Its just... there are not allot of voters jet.

So plz let me know what you think.
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Old Oct 18, 2007, 11:18 AM // 11:18   #497
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Quote:
Originally Posted by the pretender
dam i got out of wow the 2nd week it came out it got very boring then i when in to guild wars. but dam i got out of WOW to get Back into WOW again in GW2. so far from what Ive been reading is just going to be the ghost of wow, when wow dies. i love GW so much that i don't even play my PS3 but i guest in 2008-2009 i might be playing ps3 allot. But ill give GW2 a one day trial.

sorry if i offended GWDEV or anyone in this comment

i guest gaming industry is just like the music industry, u do every thing the fans ask (forgetting the hole plan of this game was great originality separating it from any other game) , that u lose originality! is very freaking sad

but like i said ill give GW2 a try but so far on what i read ist just WOW's ghost!
Anet is NOT gonna obey the community like some slave... they are NOT gonna implement every single thing we ask for...
I think they are gonna take just a fragment of the better ideas and ad their twist to it...

So its NOT going to be a WoW Ghost/Clone... (Hate WoW ^_^)

Dont worry, I know when GW2 comes out and you see the beauty and all the new things that GW2 has to offer... you'll be playing it 24/7.
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Old Oct 18, 2007, 07:22 PM // 19:22   #498
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Quote:
Originally Posted by symbiote
How many of you know this site???

http://www.nikiwiki.com/Gw2/index.php?title=Main_Page

I think its a very good voting site for the upcomming GW2. Its just... there are not allot of voters jet.

So plz let me know what you think.
I've known about it quite some time, but I don't see it grow to a noteworthy size without Arenanet support or even count as long as they don't stamp it "official".
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Old Oct 18, 2007, 11:35 PM // 23:35   #499
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Thumbs up

Quote:
Originally Posted by Bazompora
I've known about it quite some time, but I don't see it grow to a noteworthy size without Arenanet support or even count as long as they don't stamp it "official".
True... I think its a shame... A voting system like that could work very well...
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Old Oct 20, 2007, 02:26 AM // 02:26   #500
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This probably isn't all that likely to have anything similar to it added since it's such a drastic change, but I think this would make combat a lot more fun and active:

Add a third stat bar like health and energy called "Composure", or something like that.
It's a percentage (0-100%) representing the character's footing/stability, and the current percent directly represents an innate chance to dodge attacks (50% Composure, 50% chance to dodge, 100% Composure, 100% chance to dodge etc).

Your composure is normally 100%, and it takes about 2-3 seconds for it to recharge all the way from 0 to 100%.
Performing certain actions drops your maximum composure to a certain amount depending on the action, only during the action, but it still has to recharge once the action is over.
Having certain things done to you can drain you composure percent by a certain amount.
If your composure reaches 0%, you can't do anything 'till it recharges to 100%, because you've lost balance and need to regain your footing (remember, it only takes a few seconds to recharge). You also can't lose composure during that time from enemies, but you can't dodge either.

If your composure drops below a certain percent based on your equipped weapon and off-hand, you lose the chance to dodge.
Some examples of what they could be:
Weapon & Shield: 75% and under (Don't worry, I'm sure they'll have a lot of blocking skills available)
One handed weapon and no shield: 15% and under
Two handed weapon: 45% and under
Dual melee weapons: 20% and under
(Keep in mind that even though you're capable of dodging all the way down to those percentages, the chance to dodge is still equal to the percent of composure you have)

Now some examples of what certain actions would reduce the max composure to while you perform them:
Attacking: 80%
Casting: 25%
Walking: 80%
Running: 20%
Jumping: 15% (Extremely hard to dodge while jumping)
Climbing: 15% (Extremely hard to dodge while climbing)
Swimming: 35% (moving or not, even while attacking if you can underwater)
Now what I mean by reducing the maximum composure, is that if it's above that much when you perform the action, it'll drop it down to that amount, and it can't regenerate above that amount until after the action is finished.

Now some things that can be done to you to subtract from/damage your composure:
Successful dodge from composure: -15%
Successful hit against you: -25%
Successful hit from offensive spell: -35%
And then various skills can have effects that reduce composure by certain amounts.
Getting hit by these is how your composure actually reaches 0, causing you to lose balance and have to recover.
Against a single opponent, you can maintain your composure easily, but by fighting multiple enemies, it quickly becomes harder and harder to keep it up, even against 2 you'll start to slowly lose it.
If it takes 3 seconds to go from 0 to 100% composure, that'd be 33% composure gained per second.

If an attack skill is dodged, the attacker doesn't lose any energy and the reset doesn't trigger. If it was an adrenal attack, not only is no adrenaline lost from a missed attack skill, but they still gain a strike from any of their attacks that are dodged.
Your chance to dodge should also be negated if the hit was from from behind you.
If someone uses a multi-strike attack skill, and any of the attacks hit, even if some missed, it still counts as a fully successful hit for the cost/reset.
Most melee attacks kills could also have certain reduced chances to dodge them.

Blocking would still be done by skills, but the dodging is done innately with composure. If an attack skill is blocked, it would still lose the cost and suffer from the skill's reset, just as it is now.

There could be skills that manipulate your composure too, like a warrior stance that prevents you from losing composure when someone attacks you, or a ranger stance that keeps your composure at a higher maximum amount even while performing actions.

It'd be really great if a dodge played an animation of some kind.

Last edited by Rikimaru; Oct 20, 2007 at 03:14 AM // 03:14..
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