YMMV: Guild Wars 2

  • Abridged Arena Array: If they're not running dungeons or fractals, or in the newest biweekly content, max-level players will frequently be camping areas with world bosses, farming for high-level crafting materials or chest drops, or grinding for Daily and Monthly laurel chests in the lowest-level areas. The latter occurs as a result of the scaling being less pronounced in such areas, leaving a max-level character still well overpowered for the level 1-15 zones. Naturally, this has two problems: Newbies will have to compete with the flood of max-level players if they want to accomplish anything, and the remaining high-level areas will be starved of players. This can be problematic if somebody wishes to complete a group event involving, say, killing the Krait Witch in Timberline Falls. The problem has been ameliorated to some extent by the December 2014 feature patch, which replaced the old daily/monthly laurel system with a new system in which players are awarded a flat 10 achievement points per day for completing various tasks in PvE, WvW or PvP, plus receiving daily rewards (laurels as well as other items) for logging in, and established specific tasks to be completed in various low-, mid- and high-level zones.
    • This is also annoying in the mid level zones, which will always be empty even after the megaserver update. There's no point backtracking to the previous zones that a player has already completed, or trying to see more zones that they haven't, because they will get no gear that benefits them.
  • Acceptable Religious Targets: Out-of-universe example. Mentioning you believe that Abaddon (who, Word of God confirms is Deader Than Dead) will return, whether it be as an off-hand remark or as part of a theory, is a sure-fire way to get yourself chided at and scolded by the majority of the fanbase for not looking up the fact that he is... well, really dead.
  • Alternate Character Interpretation: Lots, but the big one is probably the Nightmare Court. Cases can be made for Blue and Orange Morality, Necessary Evil, Obliviously Evil, and even For the Evulz. It really comes down to which version of their back story and motivation you believe and the credibility of who's telling it. That being said, they do have some very literal Kick the Dog moments.
  • Angst? What Angst?: Charr characters lose all but one member of their warband — something similar to losing their entire schoolroom class, close friends, warrior compatriots, and not-blood-siblings — by the time they're out of the tutorial, and part-way through the game they've also had to put down an undead version of their previous leader. No matter your character's disposition or text choices, they don't get very glum over it. This is a pretty common trait for the species; NPC Charr get mad or get even, rather than depressed.
    • Human characters of the Street Rat origin don't act as if they care much if Quinn gets killed by Two-Blade Pete, after the initial rage wears off anyway.
  • Anti-Climax Boss: For such a hyped up Big Bad, the fight against Zhaitan is an incredibly impersonal battle where you never get to face him directly, the final phase of the encounter having the players bombard him from afar with artillery while he spews poison breath attacks and undead dragon tentacles all over the ship. While initial bugs in the encounter that prevented him from attacking were fixed you still never feel very invested in the battle.
    • Some world bosses are just too limited in their scope to be any threat to any reasonably cautious force of players. The Shatterer is a particularly Egregious example, since almost every player just congregates on a small hill on the right side of his head and bombards him with stuff until he dies, because he can neither move nor turn his head to attack that area. Others, like the Fire Elemental that appears in the Thaumanova Reactor in Metrica Province, are more dangerous, but not designed to scale to the MASSIVE parties of players that gather to fight them- the Fire Elemental in particular is infamous for having a long and tedious preparation stage that takes over ten minutes (not hard, just long), only to die in 30 seconds or less.
  • Awesome Music: Jeremy Soule strikes again!
    • "Fear Not This Night", a beautiful and uplifting vocal version of the Sylvari Grove's theme.
      • An instrumental version plays in the last part of the final personal story mission, quite fitting and tear jerky since Orr has finally been cured of its corruption.
    • "Raven Speaks".
    • The remixed 8 bit soundtrack for the Super Adventure Box event as well as some new tracks that rips out the metal.
    • Ever since Maclaine Diemer has taken up the mantle of being the new main composer of Guild Wars 2, he's getting mostly praised for the tracks he does for the Living Story, with some arguing he stands for a major improvement over the series' previous composer Jeremy Soule. The "Heart of Thorns Main Theme", present in-game during BETA events, is probably the most notable example.
  • Broken Base: The change to the waypoints in the Dungeons. One camp feels that it's a good change, claiming that it makes people improve instead of relying on an exploit. The other camp feels that it's a bad change, claiming that casual players will be left out of dungeon runs as a result.
    • There has also been a great deal of argument within the fanbase with regard to the changes from Guild Wars to Guild Wars 2, particularly skill and combat system. Some feel it's good that things have been simplified and streamlined without the complexity of Guild Wars's massive number of skills. Others argue that combat has been too "dumbed down" because a greatly reduced emphasis on "builds", skills being tied to your weapon, the removal of the dedicated healer, and the change from the more complex Guild Wars system of hexes/enchantments/conditions to simply boons and conditions.
    • The Cutthroat Politics Living Story event was fated to become this by its very nature. It split the fanbase in two, between players voting for Ellen Kiel (a Base Breaker in and of herself) and Evon Gnashblade. Points of contention included which Fractal dungeon people were more interested in (Thaumanova Reactor Explosion or the Fall of Abaddon), and which perk was better (cheaper waypoint costs or Black Lion Keys). No matter what happened, half the player base was going to be unsatisfied.
    • The announcement that the first expansion wouldn't be increasing the level cap, a rarity for an MMO, caused a lot of split opinions. Those in favor of it saying that it will help them create better, balanced content by not having to worry about re-weighing stats to accommodate increased levels as well as the new class, specialization system and new status effects. Those against feel that, as a whole, an MMO needs to increase levels with expansion-level content to prevent stagnation, and that the newly announced specialization system isn't going to make anywhere near the impact it needs to.
    • Related to the Heart of Thorns Expansion, any time a new weapon for Elite Specializations is revealed, you can expect many heated arguments for or against the weapon that's been given to each class. The most heated arguments so far are the Guardian's Dragonhunter (Longbow) and the Elementalist's Tempest (Warhorn). The Elementalist receiving a warhorn was especially exacerbated by leaked information datamined months earlier that had strongly hinted at them receiving a sword instead and had heightened many players' anticipation of getting a sword for their Elementalists. When the reveal confirmed that it was actually going to be a warhorn, those same players became VERY vocal about their disappointment.
  • Cliché Storm: The trailers. Cool visuals, cool screenshots, "Now is the time! Claim your destiny! Forge your legend!".
    • The banner ads that went up when prepurchases started continue this fine tradition, with such catchy phrases as "Lead the Rebellion," "These are dangerous days to be different..." and "Rise Up!" none of which seem to have anything to do with the game.
  • Complacent Gaming Syndrome: Despite their irritating targeting mechanics, grenades are far and away the dominant choice among damage-dealing Engineers.
  • Demonic Spiders:
    • Risen Plaguebearers. From a distance, they can hit you with some devastating spells that cause a lot of damage and stack several bleeding conditions onto you. They can and will kill you and your allies really quickly and often come in large groups in personal story missions.
    • Also Risen Putrifiers. Wanna run away from a big group of the Risen because you're wounded? Too bad, the Putrifier will just pull you over to it in hugging distance even if you're far away from it and make it even more likely for you to get killed.
    • Almost anything Risen will be this for someone.
    • Inquest Mega Blasters are surprisingly deadly for their size. They can shoot- nay, spam energy balls that will follow you even when you dodge, and take off a huge chunk of your health. Thankfully, they only appear in the Crucible of Eternity.
  • Ear Worm: The Dragon Bash song is excessively catchy.
  • Ensemble Darkhorse: Tybalt Leftpaw is quite adored. Maybe because its so rare to find an Adorkable Charr.
    • Marjory Delaqua gained a quick following after her animated introduction (complete with Private Eye Monologue) was played during the Dragon Bash event.
    • Evon Gnashblade became popular for being a shady, greedy but Affably Evil charr, especially among people who found the perks of voting for him during the Cutthroat Politics event to be better than Ellen Kiel's.
    • Hobo-Tron, a Golem NPC at Divinity Reach, has gotten a lot of fan adoration and appreciation due to its humorous dialouge between many other NPCs, its cute appearance, and i's Chew Toy/Butt Monkey/The Woobie status. Some speculated that Hobo-Tron is Job-O-Tron from the May 2013 Southsun event. This is confirmed by Word of God himself. Hobo-Tron has since become Ho-Ho-Tron (for the Wintersday festivities), Heal-O-Tron (as a support unit during the siege of Lion's Arch) and finally, Hero-Tron for the stripes it has managed to earn there.
  • Fridge Horror: This may hit you when you go into Hoelbrak's main building. In the center of it, you see a massive triangular blue object around five or six times the height of a Norn (So around 50 feet). Then you're informed that it's a TOOTH. JORMAG'S TOOTH. Now start thinking of the size of the creature it came from...
    • According to the official GW 2-Wiki it is estimated that Zhaitan's model (a fellow Eldritch Abomination) is aproximately 500 meters (1640 feet) long. It could be estimated, that Jormag is somewhere in the same tier.
    • Kralkatorrik could actually be seen in Guild Wars 1. He was half-buried in the Dalada Uplands, with part of his spine protruding from the ground. Where could you see him most easily? On your goddamn MAP!note 
  • Goddamn Bats: The Krait. They haunt the most spacious watery places on the map. More often than not, you'll have to fight them underwater, which limits what skills you can use. It's impossible to move through their territory without attracting attention, and they can come at you from just about any angle. Worse, players seldom actually stay in their areas for long, so don't expect much backup when dealing with them or their Dynamic Events. The Risen are another example for most of the game, being extremely annoying but not particularly difficult to defeat. Then you reach Orr and they become Demonic Spiders instead...
    • Wolves. They go down easily enough and don't really cause a lot of damage...but they have a move that allows them to summon another wolf that you have to kill and which can in turn also call for help. If you don't take them out quickly enough, then you might yourself stuck fighting several of the beasts consecutively before you can finally take a breath.
    • Anything that can frequently knock you down, stun you or daze you. You're unable to do jack while the enemies beat you up.
    • Imps. They vary in elemental mastery (Fire Imp, Shadow Imp, etc.) but all are equally annoying. They can inflict major damage that causes a condition, they have a long projectile range, and they move fast.
  • Guide Dang It: Good luck getting some of the crafting skills, particularly Chef, up to 400 without a guide. A lot of the components needed to make the higher level items are just so rare, obscure, and hard to find that figuring out all the recipes can be nearly impossible. And not everything can be bought from the Black Lion Trading Company.
    • Finding all the jumping puzzles in the game. While some are located near their namesake waypoints (eg. The Sector Zuhl jumping puzzle is located in, believe it or not, Sector Zuhl.) others are VERY well hidden in the world. And in at least one case, a jumping puzzle is not located in its namesake cave, but instead on some rocks outside and around the side of the cave.
    • Reaching some of the Vistas can cause this as well. Most of the time, it's fairly obvious where to go, but some require platforming from a starting point a great distance from the Vista marker itself, and may even require traversing terrain that's difficult to tell from the sections you can't actually climb.
  • Growing the Beard: Season 2 of the Living Story has so far been considerably better received by the fanbase than Season 1. There's a clearer plotline to follow with the new dragon, as well as some decent attempts to hearken back to some of Guild Wars' original lore (The Krytan Locket that purpotes to show the true heir of Kryta, the ghosts of Ascalon getting a revisit in the Dragon's Reach: Part 1), which was mostly discarded during Season 1.
  • Holy Shit Quotient: This trailer for the Living Story as of the time of writing. It starts off quite unassuming and quiet, showing scenes of the Mordrem encroaching across Tyria, a few frames with Eir and Braham... and then we're suddenly treated to a small scene showing Rytlock attempting to break the Foefire's curse with Sohothin. The trailer didn't actually show if he succeeded or not, but even before the actual release, that part of the trailer had already set the lore section of the community on fire with speculation and excitement.
  • Like You Would Really Do It: Played straight AND subverted in the very same moment. The reaction to Rytlock's attempt to lift the curse of Ascalon. Players who doubted its success cited the unreasonably large development effort that would be required to redo all the outdoor Ascalon zones to remove ghosts. Naturally, he failed... and disappeared into the Mists in the process, ridding the charr players of their racial ambassador/hero for a very long time.
    • Averted with attack on Lion's Arch. The city was completely destroyed, rebuilt and very little of the original remains.
  • Most Annoying Sound:
    • The assorted battle cries of the Risen, such as "Everyone, come!" and "Death...good!" You're going to hear those a lot in Orr.
    • "Your weakness makes me laugh!". Said by the Son of Svanir Shaman, boss of the Snowblind fractal, every time he finishes using his deadly icicle rain attack. Which you will be hearing a lot considering that he has a lot of health and uses said attack every 30 seconds or so.
    • "Prove the sun shines through you. Face me as another form!" said by Xolotl every time she transforms players. It wouldn't be too bad... if you didn't hear that damn sound across the whole map, and she didn't use the transform attack whenever nobody is fighting her. It's even worse if nobody is taking care of her, meaning that if you're going to Caledon Forest, you will inevitably hear that sound over and over and over...
    • Male Sylvari make a reasonable, pained groan whenever they are crippled, which for the most part sounds acceptably genuine. When female Sylvari are crippled, they let out a horrible, 5-second long, overly-dramatic scream which might be better reserved for a "yodeler-skinned-alive-and-dragged-through-salt" condition, instead one which is merely an inconvenience to your mobility. It's not even narm- just unsettling and annoying.
    • The Thaumanova Reactor in Metrica Province is filled with Asura researchers. They've got an extremely annoying cough that they do frequently. If you're trying to find and charge the Matrix Cube Key, and/or do the event leading up to the Fire Elemental, you're going to hear it a lot.
    • There is a single merchant NPC in The Silverwastes, i.e. there's a single place where you go to sell your junk, sigils, sort out your inventory and dismantle looted items. Right next to the merchant is a Sylvari who keeps spouting the same two lines every 30 seconds in a rather melodramatic manner. Average time to spend at the merchant post-Vinewrath is at least 10 minutes. For people running Silverwastes on regular basis, the sound of "I cannot let fear poison my heart!" tends to trigger a killing habit or two.
  • Player Punch: A lot of these can happen during the course of the Personal Story, though the most notable happens during The Battle of Claw Island. Not only do you lose the fight, but your Order mentor (Lightbringer Tybalt, Magister Sieran, or Warmaster Forgal) who you fought alongside for the past 20 levels, dies to cover your escape.
  • The Scrappy: Fans do not like Trahearne due to him being perceived as taking over the role of the hero in the personal story, with the player relegated to being just his second-in-command. He doubles as a Replacement Scrappy since he replaces your Order mentor, who dies shortly beforehand.
    • Ellen Kiel is getting this treatment within the fandom in a similar way that Trahearne is getting: boring character and taking credit from major Living Story events in Southsun Cove and hunting down Mai Trin, leader of the Aetherblades.
    • Scarlet Briar has gotten a lot of flak for being a flat and badly written Saturday morning cartoon style villain who is unbelievably smarter than Asuras. The only thing that the fandom can agree is good about her is her voice, which sadly doesn't redeem a Scrappy.
  • That One Boss:
    • The Fire Elemental in Metrica Province used to be this, setting people on fire, spawning embers like mad and generally being a pest, until the World Boss overhaul in 2014. Now it's lucky if it dies as much as 30 seconds from spawning.
    • Rozgar the Forge in the Citadel of Flame main quest is easily the hardest boss, due to the fact that he starts out with a greatsword and two floating greatsword adds. All three of them can use a whirlwind attack that is fast, covers a large area, hits multiple times, and can do up to 1500-4000+ damage PER HIT. Fortunately, he stops using this once he loses 1/4 of his health and becomes a Goddamned Boss with Teleport Spam once his health drops to 1/4.
    • Kudu's second golem in Sorrow's Embrace can come off as a nasty surprise if the players doesn't have a lot of weapon skills that doesn't inflict conditions. The reason? It consumes its conditions to heal itself, forcing the party to rely on raw damage to defeat it, and screwing over players whose auto attacks inflict conditions. Oh, and the golem really enjoy shooting fireballs all over the place that will target and burn you for large damage, and will likely down you if you are standing too close to another player. And just to make it even worse, in one of Sorrow's Embrace's explorable paths, you have to fight both the golem and THE OTHER TWO GOLEMS, AT THE SAME TIME.
    • Do we even need to talk about Giganticus "Motherfucking" Lupicus? Present in every single explorable path for Arah, extending the length of that dungeon by an extra thirty minutes to an hour due to his ridiculous amount of health (split into three phases) and super-high damage that guarantees the imminent death of Glass Cannon players and forces you to actually use your dodge rolls prudently. It's arguably the highest-skill-requirement boss of the game at the point of writing. And some are badass enough to take on him solo.
    • Simin is pretty much the reason hardly anyone will form a group for the Seers' path in Arah's explorable mode. Her schtick is that she can turn invisible and the only way to make her appear again is to bring enough sparks to the statue of Dwayna. While she's invisible, she's completely invulnerable and regenerates her health. She can regenerate to full health if you don't cancel her invisibility fast enough! She can also petrify people and the only way to cure that is to toss tears at the afflicted players. In order to win this fight, everyone has to know what they’re doing, everyone has to be well-coordinated, and most of all, everyone has to be a Glass Cannon. Otherwise, Simin will regenerate more health than the team can take down. Worse, the fight is notoriously buggy and the sparks have some odd pathfinding issues, making it all the more easy for Simin to fully regenerate.
    • The very first boss that will make a group of new characters cry tears of bitterness is "The Lovers", a Mesmer and Elementalist pair is Ascalon Catacombs. They must be kept away from one another or they'll regenerate health faster than you can possibly damage them, making crowd control coordination an absolute must, while also dealing with the Elementalist's damage and the Mesmer's debuffs simultaneously. It may not look so hard on paper, but getting a new group to coordinate enough for it is near-impossible without huge repair fees and lots of frustration. As soon as you discover what the nearby rocks are for, however, the pair gets separated quite easily.
    • Turmaine, the last boss in the Seraph route of the Caudecus' Manor explorable mode, can be this. He puts down many areas of conditions which can overlay, capable of downing people if they don't dodge or cure themselves in time. Then, he has a plague form which makes him invulnerable AND deals three separate stacking/intensifying conditions at the same time AND has "super-speed". Oh, did anyone mention his plague form just feels painfully long and merely prolongs an already fairly frustrating level in itself?
    • Ulgoth the Modniir in Harathi Hinterlands used to be a pain not due to being arduously difficult, but because having a very short spawning/kill window, where the events needed to lure him out stretched out through most of his available spawning time, leaving simply not enough time to down him. That, however, has also since been remedied, and he is now one of the easiest and most rewarding (4 guaranteed champions that drop loot, huge amount of centaurs that drop craft item bags) bosses out there.
    • Then there's the Queen's Gauntlet, which seems to have been deliberately made of this. It would be easier to list the number of matches that aren't frustrating. Most of Tier 3 is a hair-ripping experience, and a number of the achievements for it are often the result of a combination of persistence, trial and error, and luck. Special mention goes to Liadri the Concealing Dark, a boss that can take dozens if not hundreds of protracted attempts to beat. Players seem to agree that possessing the miniature that's awarded for beating her is an outstanding sign of your dedication and skill. For the truly masochistic, there's also the gambit system...
      • Liadri's fight deserves extra mention, since it was a knife's edge between a win or a loss. The fight involved two phases, the first of which had Liadri, who was invincible, tossing out projectiles from the center while dark clones of her walked towards your character. You had to kite those clones towards pools of light, forming pickups which you tossed at Liadri. After 3 hits with the pickups, the second phase starts and she starts chasing you with her obscenely powerful whip while the number of clones spawn faster. By the way, as soon as one of those clones makes physical contact with you, it's an instant kill. There's also a periodic AoE that covers a quarter of the circular stage that also causes instant death, and the AoE doubles to form an hourglass shape in the second phase. Shining orbs will occasionally spawn and pull your character - sometimes saving you from the instant-kill attacks, but more often dragging you into one of them. The fight progresses as a frantic mix of kiting Liadri and her clones, timing dodges for the instant kill attacks, and trying to deal enough damage to win the fight before the timer expires. Many failures were the result of a clone spawning a bit too close to your character, or running out of dodges to avoid the next AoE.
    • The event Tequatl Rising revamped Tequatl the Sunless, the dragon champion that spawns in Sparkfly Fen. What had used to be a simple "press autoattack and go for a coffeebreak" world event was changed into a tough fight where 100-120 players have to closely cooperate to deal damage (main zerg), support the zerg from turrets (by removing hardened scales buff from Tequatl and buffing/cleansing the zerg from poison) and protect the turrets from spawning mobs. Has been partially nerfed since, now even disorganized groups kill him with ease.
    • The "Triple Trouble" giant jungle wurms in Bloodtide Coast are a true nightmare for any group of players that doesn't prepare meticulously for the event, to the point where it's only possible for extremely coordinated, professionally led guilds to down it. It pretty much mandatorily requires three separate groups of 40 players to work on the perfect command of three commanders that have to be in direct contact over Team Speak with one another. It's currently the only event that's pretty much exclusively ran by the TTS guilds, because they alone have the level of organization and manpower to down the wurm.
    • Anyone that went for the Belcher's Bluff mini-game achievements know of the extreme annoyance that is Adnul Irongut. For people that don't know, the Belcher's Bluff achievments involves the player facing off against six NPCs, each with signature moves. The match plays out like a drinking game - normal drinks reduces the player's standardized health, but they can also fake a swig, drink water to restore some health (but has a 3-turn cooldown), or belch, causing their opponent to take extra damage if they faked and negating the health restoration of water. Adnul's special move was Critique, which prevented fake swigging for three turns. If your belch or water was on cooldown, this was a death sentence, as you would usually lose all your health after five straight drinks. He also had the nasty habit of using Critque again right after the previous one had worn off. Coupled with an extremely large health pool, the match soon turned into a Luck-Based Mission as the only chance that player had was to predict/guess the turns Adnul would use water and counter with belch, and hope he didn't start spamming Critique. There were some glitches that other players have exploited for easier wins, such as using food/rejuvenation boosters for health regeneration, but they have all been patched.
  • That One Level: The three Orrian zones (Straits of Devastation, Malchor's Leap, and Cursed Shore) are hated by much of the fanbase. The landscape is gloomy and utterly dismal and half of the waypoints can often end up contested if there's not at least a devoted number of players around to defend them. This leaves players stuck having to hike across huge swaths of the map, which are absolutely congested with Demonic Spiders and Goddamn Bats that hit hard and can crowd control you easily.
    • At least one fractal from the Fractals of the Mist dungeon will fall under this although what fractal that is varies based on luck and level.
      • The Underground Facility fractal can be very long, filled with an ever-increasing number of enemies as the players go up in level, and a boss that effectively requires one player to remove themselves from fighting and have the rest running and gunning the boss around a large arena.
      • The Cliffside fractal is a long-hike up shoddily built scaffolds that are designed to make sure players fall to their death if their attention slips while having one player carrying a hammer that will slowly kill them. That alongside a few spots that require careful planning and execution to advance can make it frustrating.
      • The Swampland fractal. The party needs to carry three wisps to a few trees in a strict time limit (which starts as soon as one wisp is picked up), while there's barely visible traps everywhere that do anything to trip, cripple and slowdown the player, mooks everywhere to force you into combat, and even an invisible legendary mob (Mossman) around to kill you if he sees you (On higher fractal difficulties, the Mossman's axe throws will inflict agony on hits). Oh, and the terrain changes to prevent you from getting a wisp over to the trees. If you truly hate this Fractal, it can become your nightmare, as, especially on higher levels, many players will require mandatory "roll swamp" due to its relative short lenght if done right.
      • The Volcanic fractal is rather short but ends with a very frustrating That One Boss that can spell the end of a party if they are not properly prepared and geared for the showdown.
  • They Changed It, Now It Sucks: Any major update to the game's system is going to get accusations of this trope happening. Complaints were particularly vociferous about the September 9, 2014 update, which set up a new "New Player Experience" system intended to make it easier for new players to learn the ins and outs of the game, but received sharp criticism from many veteran players who asserted that starter areas had been "dumbed down", existing content had been removed (including a key part of the "Personal Story"), access to things like skill unlocking had been changed in ways that made it harder for low-level characters to fight, etc.
    • However, some criticism has been taken into account, because Personal Story has since been reinstated to its former order (thus making sense again) and the whole of NPE is continuously getting tweaked and edited one way or another.
  • They Wasted a Perfectly Good Plot: Season 1 of the Living story is heavily criticized for its numerous Plot Holes, Ass Pulls, The Chris Carter Effect (It took fifteen MONTHS to wrap up the Scarlet arc, which everyone knew was going to lead to a dragon), and a big amount of Fridge Logic and failure to adhere to the basic Show, Don't Tell rule. The result was a messy, disjointed story arc revolving around a single plant that manages to acquire high-tech weaponry, amass a giant army, and rain down havoc on Tyria and get away with all of it without explanation. And this happens all while the Dragons continue to wreak havoc on Tyria. Now, can someone please explain why there's a dragon on the logo of the game?
  • Ugly Cute: The Necromancer profession's Bone Minions look endearingly—and grotesquely—like a cheerful, skinned hybrid between a gerbil and a monkey.
    • Rox's pet devourer, Frostbite. It may be a giant two-tailed scorpion, but its huge eyes are rather charming.
  • Uncanny Valley: The Asura were given a rehash in between Eye of the North and Guild Wars 2. The results make them look like some kind of cross between a hairless troll doll and a Yordle. And in a more realistically rendered game? The results are less than unsettling...
    • The Sylvari aren't much better; they look very human, but some of their plant features throw them right into this, whether it be growths on their heads or the different analogs for ears, or some of the different colorations over otherwise normal looking faces, they just look off. Then again, this is deliberate on the artists' part - the sylvari mimic the appearance of humans, but are still fundamentally plants that only resemble humans. If you give your salad a coloration that too-strongly mimics human skin, then they can heavily resemble ghouls with certain face styles and body patterns.
      • The Wintersday 2013 patch has introduced new faces in the Total Makeover Kit - 3 for each race/gender. Some of the new sylvari faces lack noses, and have large beady eyes. Comparisons with aliens were made by the community almost immediately. The new asura faces are less uncanny, but feature a rather...bemused expression. Stoned asura as a meme is starting to take off.
    • Sayeh al' Rajihd is a largos, so her body is humanlike, and she wears a face concealing rebreather. So she doesn't look like this trope at first... until you notice through her mask that not only does her eye make no movement at all, but she doesn't blink either. Which may have been a purposeful design choice.