Talk:Guild Wars 2/Archive8

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An idea for a custom skill creator I have...

Well, guys, I'm not exactly sure if i'm typing it the right way (as in editing to make my own post :P) But i've been watching this forum for some time. I've come up with a bit of an idea for a custom skill creator. Here's how it would work:

The Profession type: Let's say this will be Elementalist. Skill Type: Since I love to air spike, it'll be a cast, dealing air damage. Attribute Corresnpondance: Air Magic. Wow, what a shocker. :P Effect/Damage: Hmm... Causes Knockdown. Does 80 damage. Ignores Armor. (Yes, I know, it's stacked, but just wait...) And, if the attack has several positive effects... Downsides!: 25 energy consumption. You are exhausted.

They could have a little scrolly thing that tells you what you can have, such as the diseases, interrupt/knockdown, etc. And there is a balancer that tells how unfairly strong or laughably weak it is. If it isn't even, then you can't make it.

This came to me, ironically, when I was complaining about how there isn't enough variation for some of the skills. Go figure.

Well, There you have it. I'm done.

Also, if you want to add me, my main's name is Golden Gauntlets. (Sorry if this isn't allowed :P)

that's actually quite a good idea, i think they have something like that being used in TES 3: Morrowind(spelling?)..there are NPCs who you go to when you want to make custom skills and according to how good the skill you made is it increases energy cost and price (obviously in gw you'd include cast and recharge time)(Brilliant Dervlust)


-MahmaLooeegee --The preceding unsigned comment was added by User:MahmaLooeegee (talk).

New sections go to the bottom :) You may also find Help:Editing and Help:Signatures to be useful ;) -- ab.er.rant User Ab.er.rant Sig.png 03:26, 29 May 2008 (UTC)


That would be awesome like every level you go up you would get like 1 or 2 costomiziable skill points and you would already start out with 5.that way if your level 7 you can't have a skill that would destroy a level 21 and the better your level the better your skill which would be a great solution to people having these crazy skills at such low levels so for MahmaLooeegee first he'll have a weak air spike doing a bit of air damage then a couple levels from there he'll get some more points upgrade the damage and stun the enemy for a short period of time and a couple more levels from that hell use more points to make it do more damage stun longer andfrom the it will start to ignore armor more and more every time you upgrade it. also the more upgrades the more it exhausts you but when you maxed out the skill this will be a one time thing you can lower the energy consumption by a couple of points.Also when your done creating your skill there will be an animator button pop up when you click on it it will place you in nowhere land next to an enemy that wont attack and you'll get to put your skill to the test. first you hit the skill button and now you get animating for me i will jump up hit a save move- ment button that is on a tool bar somewhere and then i will pull out a sword press the save movement button next ill move my figure down on the enemypinning him to to the ground causing a week earthquake ( asuming im at a lower level)and when im done that ill hit the save movement button and somewhere else on a toolbar ill hit a view all movement button showing me all of my ovements in action. finaly ill hit the test skill button and ill test it on a real live enemyif i like it ill save it and if i dont i'll go backand start re-animating it.every time you get more customizable skill points you can start reanimating the skill to change it now that you have more skill points. ps- every time you animate the skill you can only make the character do actions that you purchased with the customizable skill points so you wont be able to make your sword shoot out lightining unless you bought that- cabbagepatchman (it might be 1 be or 2 b's in cabbage i dont know the only reason im writing this is cus i wasnt signed in when i wrote this)

It "might" work, but then nothing stops people from making 8 copies of same skill, say... aoe knockdown and damage, Even if u have drawbacks like increased cash cost or cost in skill points, its still kinda 2much, might work in PvE tho. How ever, we dont know anything about GW2 skill system, apart from it not being exactly the same as Gw1 system, so skills, is more of where and when they are used, having contextual effects rather then rigid predetermined effects. Biz 10:02, 14 June 2008 (UTC)
I agree. It's a nice idea, but it's so prone to abuse it's not even funny. People would just build all sorts of crazy uber-strong chains that it would really destroy any semblance of balance in the game. People would abuse this so bad it would make Ursanway look like a joke. I'm all for people having fun, but munchkin powergaming ruins many aspects of the game. What's the point if there's no challenge? Peter Acid Eater 12:02, 30 June 2008 (UTC)

Well, they could make it like pve skills, limit how many you can have on your bar (maybe 1, maybe 2-3) Mcdertr 20:12, 7 July 2008 (UTC)

This would be ok... AS LONG AS whenever you create your own skill its elite- this would stop people creating entire builds of their own skills and stuff.

Congratulations, you have successfully demonstrated why gaming companies should never listen to players for advice and ideas ever. Misery 09:56, 11 September 2008 (UTC)

Way to many Imbalance issues would arise imo 58.179.74.192 09:39, 1 December 2008 (UTC)

Shush and listen. If there's an amount of things that are like attribute points there could only be a certain level of power in the whole thing and you could still customize the skill. But I like this skill system. --Chaos Messenger 16:42, 21 December 2008 (UTC)
As do i. i like the idea of having a "point" system where you have like 100 points say, if you add say "Blind" to a skill it costs 20 points, to increase the duration costs a few points per increment, and then you can choose from a few effects like AoE, how much damage it can do, ect. and different things would cost more or less depending upon it's "potency" like bleeding for example would only be like 10 points or something. i dunno, but i love the idea.--72.189.85.14 02:03, 17 January 2009 (UTC)
I remember having a similar spell-creation system in Morrowind (possibly Oblivion too, I didn't play it that much). However, in MW spells used a much simpler system, having only an energy cost but no recharge time. I suppose it would be possible to make a skill-customization system in GW, with certain precautions as others have mentioned above (limiting the number of custom skills, etc). --Adul 13:33, 21 January 2009 (UTC)
Custom spells work in Morrowind or Oblivion because all effects are linear, except for scripted effects. In Build Wars, a similar custom skill system would be much harder to make. What determines what makes skills "overpowered"? People would find ways to abuse the system and make broken skills.
The elite restriction would not be enough: What about a Shadow From without recharge that has no cast time and prevents signets and stuff also, as well as any damage. Even if elite, its broken. Rush perfect, farm perfect.
Personally I love designing skills and theorizing as to what would be a cool skill, but I think it would be better to have something like a skill design contest or something like tht every year or so instead of having a make your own abusable skill button. Also that way peopl could win prizes and stuff like that for good skill designs. Kraken 16:58, 17 February 2009 (UTC)

Persistent Worlds?

Anet really screwed this up. Persistent worlds always mean two things: Spawn Camping, or Quest Grinding. Quest Grinding = WoW, Spawn Camping = so many other MMORPGs out there. And KSing. A warrior runs up to a monster and a ranger shoots it first. That's the only way to KS in WoW, and I think people will probably do it here too. 75.62.150.236 20:34, 29 July 2008 (UTC)

Umm... persistent worlds means an instance or virtual existence that continues to exist even after your character has left. It is the opposite of instanced worlds. It doesn't have anything to do with spawn camping and quest grinding. Spawn camping happens when developers have fixed spawn points. Not having fixed-location and fixed-interval spawns will resolve camping woes. Quest grinding is a result of developers/designers introducing quests that are grinding in nature. Not having them means no grinding. Stop generalising from your WoW experience. -- ab.er.rant User Ab.er.rant Sig.png 01:57, 30 July 2008 (UTC)
Especially since, if you've bothered to read any of the interviews the devs and founders of ANet have conducted within the last 5 years, the devs have created the Guild Wars world specifically to avoid the exact issues you brought up above. I actually think that every interview I've seen, that is, every one made easily available online, that has talked even passingly about GW2 has had assurances from ANet that they will continue to avoid the exact issues you've raised above. In most cases, naming them in almost the exact way you have. If they fail to fulfill those basic promises on GW2, it would be an epic failure the likes of which we haven't seen since E.T. the Extra-Terrestrial. Just FYI. (Satanael 06:44, 30 July 2008 (UTC))
ANet has so far systematically designed their game to remove everything annoying in current MMOs. So far, they have (1) removed pay-to-play, (2) removed most unecessary grind, (3) cut down massively on Fedex quests and kill X of Y mobs quests, (4) emphasized skill>time, (5) provided a decent E-sport, (6) removed downtime due to updates and maintenance, etc. If Blizzard said they were going to fix all of those problems in WoW, I'd be skeptical. I know they could do it, but so far has not shown interest in doing so. But if ANet says they will in GW2, they at least have shown to be capable and willing, and have made their proofs. Also, that is what is expected of ANet by current players. -- Alaris_sig Alaris 14:11, 30 July 2008 (UTC)
what happens to vanqing? Annoying And Deadly
Personally, I'm going to love the Persistant world thing. I mean, has anyone else played games like Archlord or WoW? Persistant world removes the stupid irritating-nees of having to load into new areas, the only problem then is, as I witnessed on Archlord, most enemies were found in a specific area, not in one mob, but alot of one kind in one place, that don't move around much, so all it takes, is to equip a bow, and attack alot of them, bringing them all around you (using melee-type example) and then you step back and use AoE skills on them. That's how I grind anyways :P --Stokoe Talk 22:01, 3 September 2008 (UTC)
I've heard somewhere that there will be a clear choice between running around in persistent or instanced areas like you could choose either you want annoying rookies outside the door or not, might be wrong though and Stokoe having fully persistant world doesn't mean there will be no "zones" or loading screens. Biz 17:31, 6 September 2008 (UTC)

The only issue I'm having is the one that will most likely introduce KSing or "Kill Steals" 58.179.74.192 09:42, 1 December 2008 (UTC)

Copying from ab.er.rant User Ab.er.rant Sig.png, "persistent worlds means an instance or virtual existence that continues to exist even after your character has left", that's literally true, but it is also the source of all those "bad things" (Spawns, Kill Steals, Camping of any kind, Player Killing, Kill a gazillion terror hot-dogs "quests", etc) the general population of MMOs suffers from. Those are the things that Arenanet did an excellent job eliminating in GW and I really really wish they have come up with a very smart design to avoid them in GW2. Now, I lately play Tabula Rasa and it's model of persistent worlds and the "bad things I hate" is very very nice (tolerable) and as far as I can predict (I truly can't) is more or less what GW2 will be like. Anyway Tabula Rasa is shuting down, probably because the sci-fi theme wasn't so popular as expected.(Irrelevant, personally I believe it shuts down because it came out on the market as a semi-finished game with a plethora of bugs and until now the Destination Games Dev Team did very little to nothing to polish their game.) You can try out Tabula Rasa totally free from the 10th of January 2009 till 28 February 2009 (shutdown date). Adanizyb 20:23, 4 December 2008 (UTC)

Uh, I hate to troll, but someone's gotta break it to you: Nightfall IS grind. It IS kill X of Y creatures. It IS grind for A rank in Sunspear/Lightbringer. It HAS been nerfed so you can't skip ANY of it anymore. EotN is also ALL ABOUT GRIND. Grinding for titles so you can get a specific type of armor, or buff, or stronger skill. You know, I'm angry that there are 50 PvE ONLY skills in GWEN. You know, Devs coulda used some creativity and gave us more than 10 skills for each profession. Not to speak of how they're cutting off means of making the games enjoyable by skipping tedious parts. For example, the devs are making NF too long for its own good by nerfing the Consulate ferry. I find Nightfall consistently boring, even in Kourna/Vabbi. I find almost all of Proph tedious. Factions is honestly my favorite. I know I'm gonna get flamed; so be it. Everyone here should know at this point that ANet is just trying to keep you here longer, which is good, but they're doing it WRONGLY. Taka Ragranok 06:08, 4 January 2009 (UTC)

Having option of grind and being forced to grind are two Completely different things. Only NF characters are "forced" to grind in NF even then they only need some 2500 points in SS, something you can get in few hours. You are fully capable of finishing entire campaign with 1 in Lightbringer Title for instance. You don't need to grind in Gwen at all only if you do want some armor etc, witch is more of novelty then function. Biz 15:23, 24 January 2009 (UTC)

This would be hard to implement since enviorment changes with certain quests. --The preceding unsigned comment was added by User:Sonicboy3060 (talk).

@Adnizyb: Lots of games with Persistence have the problems you mention, but I think that if ANet is making GW2 with persistence, it's because they are fairly confident that they can eliminate or at least minimize those problems. I don't know how, but they at least are showing commitment to doing just this. Time will tell.
@Taka Ragranok: Factions is great. If it had heroes, it would be even better. But let's face it, I also had fun in NF and GW:EN, and most of the grind you are against is optional. Grinding for armor? Optional. Grinding for skills? I've only maxed those titles after I was done with MotN and Protector and Vanquishing, so here too, optional. Now go try WoW, and try playing high-level content without grinding the low-level content first. You'll die (literally, your character will keep dying at the hands of monsters). Grind there is not optional. -- Alaris_sig Alaris 17:57, 4 February 2009 (UTC)

GRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!!!!!!!!!!!!!!

NO NEW UPDATES!!!! Ok, now that's out of my system. Does anyone else feel peeved about the complete lack of any tidbits of info?--70.71.240.170 07:18, 13 December 2008 (UTC)

No. --Wyn's Talk page Wyn 07:21, 13 December 2008 (UTC)
Me, this is most likely cause it will be canceled (competition from Warhammer online and WoW will be too fierce) 24.203.117.69 04:23, 14 December 2008 (UTC)
Too fierce? when did the competition ever stop being fierce. If anet cancles GW2, they have 2 choices. 1. Continue the Guild Wars: Utopia project (as well as future campaigns and updates) OR just give up on GW all together. BTW im surprised your mad that Anet is giving us no updates on future projects and GW2, the only things they update are skills and bugs, and dont even directly tell us what the update is only if we go on website and wiki. About 19/20 updates arnt content updates... --The preceding unsigned comment was added by User:74.193.227.28 (talk).
There is no way GW2 is being "cancelled" not after the amount of money and resources that have gone into it's development already. I'm sure it will be a fabulous game when it does get released. They are simply not releasing any information prematurely because at this stage, so much can still change. --Wyn's Talk page Wyn 08:49, 14 December 2008 (UTC)
I would be worried if the game were going to be released next month. A good game takes years to be made; any MMORPG also takes years to be created. WoW took 5 years, Age of Conan took 4 years (and look how it was unfinished at release), etc. Given how Arena Net began working on GW2 after the release of Nightfall (check the kotaku interview), with a 4 years development process (which I see as the bare minimum), we would have a release on the second half of 2010.
The worst that could happen now would be hurrying to release the game too soon, leading to a flawed release with unfinished content, plenty of bugs and etc (as often happens with MMORPGs). That would kill the GW series. Being able to wait is a good sign, shows how NCSoft is not hurrying Arena Net to release the game too soon. Erasculio 10:11, 14 December 2008 (UTC)
A good game takes years to make; then there's Factions/Nightfall/Eye of the North... Vili User talk:Vili 10:17, 14 December 2008 (UTC)
Warhammer is not competition, it just sucks. It was released about 6 months too early in order to compete with WoW's expansion, and it showed. They debuted with a game-breakingly buggy game that has resulted in little customer retention (don't look at the number of customers they have today, look at how many they have in a few months when the Christmas crowd moves on). Finally, it has EA pulling the strings = it will be quickly and mercilessly run into the ground. WoW's expansion is seen as "too easy" and "more of the same" and thus a lot of long-time fans are becoming disenfranchised. If you think the competition is too fierce for GW2 to enter the market, you are confused.98.216.96.176 14:43, 8 January 2009 (UTC)

I'm not really angry about it, it's just... if they released ONE little bit of information, however small, I'd be excited about it for another three months. Then one more, another three months. It would help me survive. :P

Anyway, about GW2 being canceled... Yeah right. GW2 will break all GW selling records, be awesome, and more importantly, give me something to obsess over for a looooong time. XD (Suddenly I don't feel so mad at A-net any more. I think I'll go dredge up some more GW2 speculation threads.--70.71.199.54 05:11, 15 December 2008 (UTC)

GW2 is almost guaranteed to sell some 1 million copies. You wouldn't cancel a sequel that practically sells itself with out some major financial difficulties or prior failures. Biz 22:38, 21 December 2008 (UTC)

PFFAAAHAHAHA! ANet continuing Utopia...wow...I Wish they would. Give us two more professions that would unbalance the metagame...Chronomancers slowing everything down, the weird Warlock things prolly making creatures of fire...one thing I thought woulda been interesting was dual-wielding something besides daggers. Of course, ANet points us to Utopia in Nightfall via Mehtu, and the name can be interpreted as "no place"...no campaign released concerning it. To make matters worse, parts of it were absorbed into GWEN, which I sort of understand...but come on, people! You could easily toss us something! The Tarnished coast is cut off by the edge of the Tyrian Map...You're killing me! yeah, I scorn it...but I have to know...Taka Ragranok 06:22, 4 January 2009 (UTC)

PFFAAAHAHAHA! Wow you're so right LOL, god (insert F/NF profession here) is so imbalanced, it's rediculous XD i mean how are you supposed to go up against (instert 'melee' or 'spell-casters') LOL!! Wow i'm SO /ragequitting if those pesky chronomancers are added wtf, they need nerfs, slowin shit down i'm havin lols just thinkin about it. and don't get me started on the frigin fire-monsters OMG WTFin IMBA qq. Anet has no clue about balancing cause they're not doin things for guys like you and me who don't want to sit down and think LOL RAGE! --The preceding unsigned comment was added by User:68.193.113.198 (talk).

I agree with your meta-point. <class> is certainly imbalanced, especially when paired with <class, off-class combo>, and don't EVEN get me started on <skill> with the infamous <build> build. Just absurd. I'm going back to WoW where all classes win all the time, and they're always adding new features/skills/classes/dungeons/items/happiness.98.216.96.176 14:50, 8 January 2009 (UTC)
Lol just too true, Look at what those horrible <class>es can do. They can do 12 billion damage in 2 seconds and they are invincible too. I hate all <class>es, they have no skill because I don't want to be bothered to learn how to fight them.
But honestly I would like some more tidbits to be released, or better yet maybe a video of what the game looks like as far as they are now. But then again it would prolly end up like spore where the video looks sweet, but ends up not even being vaguely similar to the actual game and everyone is disappointed and rage quits because of the horrible <class>es.Kraken 00:04, 30 January 2009 (UTC)

Instance Areas and Payments?

Ok first, Are we talking about a purely open single continuous area where all the players are in together, like, I hate to say it, World of Warcraft? or are we talking about 'Oblivion-esque' areas? where you have the outside areas which are huge and sprawling and the towns are the places that people congregate, at least they would if Oblivion was a MMORPG...

Secondly, when they say 'Small expansions' are we talking about the deadly path of 'micro-transactions' or is it going to be similar to the current set-up where you get a bundle of content you buy, I say this because most micro-transaction MMORPGs I've played I have gotten bored in because if you can't afford to pay small amounts every week or so, your going to die, especially if you join a long running one and have to fork out to buy all the upgrades other players may have brought over months or years.

I love Guild Wars, but I think I like it because it's pretty linear and has a sense of purpose, your working your way somewhere, towards the end of the campaign, especially in the missions, please say your keeping the missions?? in World of Warcraft I just got lost because at any one time there were about 4 places I could go and 'Grind' stuff and none of it really made much difference to the world.--Whisperwind 20:15, 25 December 2008 (UTC)

Yes, they are keeping missions. Yes the expansions will be big expansions, no micro stuff. (However there may be a few little things like the bonus missions pack, altough those are purely optional and don't cost much.) Yes there will be a giant sprawling world, but unlike WoW, many instances (closed off, private places like the out-of-town areas in GW1) will still be used for high level areas, dungeons, missions, and things like that. Map travel will still exist, and although, like WoW, there will be different servers or 'worlds', you will be able to switch between them at will, so you're NOT screwed if your friend is on a different world than you. (like WoW) They are elminating as much grind as possible, making World PvP. (Which is when two servers or worlds fight against each other in huge battlefeilds which would be about 100 people for each side all trying to control fortresses and kill the other team.) Got to the Guild Wars 2 Wiki and search World vs World to find out more. In fact, read up on the article on Guild Wars 2 they have there, since it contains almost all of the info released about the game. Merry Boxing Day! :P --70.71.240.170 09:07, 27 December 2008 (UTC)
Of course all this is speculation based on very limited information. --Wyn's Talk page Wyn/talk 03:43, 5 January 2009 (UTC)
To loosely quote Regina "things can change" so don't assume anything we know is actually going to happen. 118.92.167.172 07:44, 14 January 2009 (UTC)
Reason why GW got where it is today is because of Free play this will not change. Information that was released is unlikely to change, so you could with a certain degree of certainly say that it will remain free2play once you bought the cd key and there will be no standalone campaigns that are loosely linked but GWEN style expansions where you get content not necessarily new professions. Biz 14:15, 14 January 2009 (UTC)

Transferring stuff from GW 1

I'm wondering how that will go... cause how will you know who is the decedent of your new character? and if you have multiple accounts, who is the decedent, or are all of them your decedent? This is very confusing to me --leoleez

They've announced that HoM will be account-based, which means that every GW2 character will inherit from every character in GW1. A lot of things can happen in 150 years! Since you can't mix accounts, each account will have its own separate HoM. So you'll need to link one GW2 account to one GW1 account *somehow* to reap the benefits of the HoM. -- Alaris_sig Alaris 03:03, 5 January 2009 (UTC)

umm it's 250 years not 150 years

Buggered if I'm going to wait that long for an expansion... --snogratUser Snograt signature.png 14:43, 14 January 2009 (UTC)
They arn't just making a sequel they are redoing a lot of things in the game, things that are not compatible with current game system, thus they will not only be forced to do a one way transition they also will be forced to recognize achievements of veteran players, while doing so they also need to make sure they have some new developments in the story line and justify changes made to the game, this is/was done before in games such as Fallout where you have a sequel that takes place almost a century after the original just for reasons above. Biz 15:58, 14 January 2009 (UTC)
I see it as all of your account characters in GW1 are part of the same clan or something like that, and in the future the decedents of that clan are sort of recognized for having some truly kickass ancestors. (or not as the case may be.) Kraken 03:52, 20 February 2009 (UTC)

Heros and Henchmen

I wonder if there'll be heros and/or henchmen as well as the Companion feature. I do like the idea of the companion feature but I love my heros and henchmen so much and think that they're such an integral part of GW, that it would hardly be GW without them. Without heros or henchmen you won't be able to do the campaign on your own.

User Tytan Crow Crow.jpg Titan Crow 22:32 08 January 2009 (UTC)

The game will be soloable as far as they tell us, and there will be no henchmen, maybe heroes in some way. You will be able to pick a npc companion like a pet today that doesn't take up a party slot, if you do not you will be given a buff. Presumably it will be something like say... Tabula Rasa if your good enough you will be able to get past anything alone, but its gonna be 100 times easier if you have a buddy with you. With instances scaling up or down based on number of players. Biz 09:11, 10 January 2009 (UTC)
PvE will be soloable until they force you into party missions. Heroes will be companions and you will travel with 1. No word on if this companion will be of the same or different profession as to you, but solo characters are supposed to be buffed to match a player/ai combo. Though, if the companion to be say a healer or elementalist accompanying a warrior its going to be interesting to see what these 'buffs' are going to be. 118.92.167.172 07:41, 14 January 2009 (UTC)
i like the idea that there will be no henchmen. Should make the game more player friendly instead of people grabbing their henchmen and heroes and not caring about other people for a change. --116.240.244.138 15:30, 9 February 2009 (UTC)
Personally, it's the H/H I enjoyed when it came to Guild Wars. You can forgive AI for being bad/lazy/buggy, but it's frustrating to no end when a player is bad/lazy/buggy and stuffs it up for everyone else. Players are a double-ended sword: can be good, can be bad. If I'm forced to play with players in missions, to have to rely on players to get something done I'll most likely give Guild Wars 2 the finger and go back to Guild Wars
I too am interesting in how this 'buffing' system is going to work when it comes to a solo player vs a player with a companion. Having a say, Warrior player with a monk companion is difficulty to envision being even remotely balanced in respects to say another Warrior pairing off with the other two. The buff they mentioned is a big thing, cross professions pairs vs single profession with a secondary (if it still applies for Guild Wars 2) is a pretty big thing, though it wouldn't surprise me if that system is thrown out entirely (the buffing). 000.00.00.00 23:18, 15 February 2009 (UTC)
I really hope that Anet kepps Heros and Henchmen! I HATE playing with real players. They are very unreliable, do stupid things, etc. I once did Vizuin Square (I forgot the correct spelling), and the "native team" was ONE person! No joke! And the person quit after two seconds! Master Togo got swarmed in seconds -_-...--Unendingfear User Unendingfear Crane.jpg 20:36, 16 February 2009 (UTC)


Races

I dont understand; i know there will be many races in gw2, but why in the world will Margonites not be included? They have as many rights to be there as the Charr; they both contribue a conflict, and there's different proffessions of Margonites. Margonites were theoretically able to reproduce (i dont know how)and they served a god. the statement that i find truest is WHY AREN'T THERE ANY MARGONITES INCLUDED IN GW?!? --The preceding unsigned comment was added by User:Naufrageur (talk).

Because margonite are demons from the realm of torment. --click moar Mafaraxas 04:31, 20 January 2009 (UTC)
They are NOT. Most of them are humanoid, with the exception of Mallyx who is an intelligent, heavily modified giant monkey.
The Margonites died out a long time ago though, no? I mean, sure, we fight their spirits in the Realm of Torment, but the ones "reproducing" and such are gone. Things get spotty between the lore of Prophecies (Crystal Desert) and the Nightfall campaign, but I think they both suggest they've been gone awhile. --Mystisteel 04:42, 20 January 2009 (UTC)
I don't recall reading anything about Margonites not being in GW2. -- ab.er.rant User Ab.er.rant Sig.png 02:26, 21 January 2009 (UTC)
Margonites don't exactly need to reproduce to live for 1k+ years. Biz 18:32, 6 February 2009 (UTC)

I remember when I saw my first Margonite, I was going "whoa! these things look so strong and deathly! Look at that mask!" and I hurriedly hopped to gww to see if they were included in gw2...no mention of them. I agree wth illusive. Margonites have as much right to be in there as the Charr:

  • charr make up a good part in the storyline of Prophecies
  • Margonites are included in most of the Storyline of Nightfall. The preceding unsigned comment was added by Naufrageur (talk • contribs) at 23:25, 8 February 2009 (UTC).
Illusive? Illusive is hoping for good PvP... also, you'll find Help:Editing and Help:Signatures to be useful. -- ab.er.[[User talk:Ab.er.rant

Umm Margonites did make up alot of the storyline in Nightfall, but their one and only god who was also their creator is dead and you would think Kormir, the sunspears and the light bringers would have done something to get rid of the last of them before Palawa Joko took over Elona again -- Giant Nuker 12:10, 9 February 2009 (UTC)

|rant]] User Ab.er.rant Sig.png 02:56, 9 February 2009 (UTC)

yea, the margonites seem like the type that when you kill their leader they don't know what to do and just die out. but they could of turned and served kormir. but that's up to anet to decide what their fate is and if there meant to be extinct well keep emailing anet to change it :P --116.240.244.138 15:37, 9 February 2009 (UTC)

Here's to hoping...

... that GW2 maintains the splendor of current GvG in it's structured PvP format and doesn't let the mass-PvP of other MMOs influence it by any great ordeal. Because, apart from the original GW, I am yet to find a PvP-system that doesn't plain out suck in any of it's marketed competitors. In short: ArenaNet, please don't f*** it up. Please.--iLLUSiVE 23:03, 21 January 2009 (UTC)

They're fucking up gws atm, you know. Owut 23:06, 21 January 2009 (UTC)
"splendor of current GvG" What? Vili User talk:Vili 00:59, 22 January 2009 (UTC)
I lold. <3 Vili Owut 15:30, 22 January 2009 (UTC)