Universal Gems and Redundancy (Ascended Gear)

Universal Gems and Redundancy (Ascended Gear)

in Suggestions

Posted by: Dimez.4127

Dimez.4127

Hello all, I play an 80 Warrior and Guardian and get on when I have the time. If you’re as excited as I am for all of the new updates (i.e. guild missions). Then you’re probably searching for some of the same gear I am, in that journey you may have made a mistake or two by maybe purchasing something that didn’t quite live up to the standards you first saw it to. This is what I will discuss, starting off with a harmless inquiry towards how Ascended item stats are displayed.

The Southsun Rose (Amulet)
+67 Toughness
+94 Healing Power
+67 Condition Damage
+32 Healing Power
+18 Condition Damage
+18 Toughness

How the stats are displayed on this amulet appear to be redundant. The item would look overall more practical if the stats were combined. Rather than forcing every player to have to add up the stats. Have it look like:

The Southsun Rose (Amulet)
+85 Toughness
+126 Healing Power
+85 Condition Damage

I assume that would make the items easier to identify with. That goes for all Ascended gear. But if Arena Net does prefer displaying stats like they are currently. Then please go further with it. Make the stats display something around the lines of:

The Southsun Rose (Amulet)
+17 Toughness
+34 Healing Power
+21 Condition Damage
+3 Toughness
+1 Healing Power
+ 2 Condition Damage
+36 Toughness
+26 Healing Power
+22 Condition Damage
+18 Toughness
+15 Healing Power
+10 Condition Damage
+11 Toughness
+50 Healing Power
+30 Condition Damage

This format is absolutely absurd and in my view designed by simply the wrong person. As we all know, this format is much more difficult to distinguish on the all-stat amulets.

Also, if you’re like me, you saw three amulets with the same great stats on each and a different pretty title. So you thought nothing of it and joyfully bought one. After 5 days of getting on this game and working towards your dailies and finishing each trial to obtain 5 Laurels. You bought an infusion gem but when you tried to infuse it with your amulet you realized it wouldn’t fit. That’s because you accidentally bought the amulet with an Unused Offensive Infusion Slot. So unfortunately for you, after buying the +4 Healing Power(Defensive Infusion) gem that you had been waiting to buy and use for 5 days now, you can’t infuse your amulet with the stats you wanted.

I would love to provide a metaphor to further convey my frustration with this system but it is inappropriate and would probably discredit my entire argument. I have bought the amulet I wrote about above and it contains an Unused Offensive Infusion Slot, and I bought a +4 Healing Power Defensive Infusion. I don’t want to waste another 30 Laurels just because of this silly child’s shape matching game.

There are 45 different amulets to choose from because of this seeming to appear as arbitrary request from Arena Net. Cut the amulet options down to just 15 by not making them all unique through which gem they can hold. Make things more universal, let a karma,+4 toughness, or a +4 precision gem all go into whatever necklace you buy.

Hopefully this post is taken into more serious consideration as I am sure plenty of other Guild Wars 2 players have made the simple mistake of buying the wrong amulet. When I first bought this game, I was excited because of all the hype about a never before seen level of practicality. Please consider adjusting items so that they are more universally cohesive to their counterparts. Until then, us Guild Wars 2 players will continue to try and fit the square peg into the round hole we want it to be in. Thank you for your consideration throughout the reading of this post.

Universal Gems and Redundancy (Ascended Gear)

in Suggestions

Posted by: digiowl.9620

digiowl.9620

Best guess i have is that Ascended gear has the equivalent of a locked in slotted gem, so that there is only one slot for the UI to bother with when the user wants to apply a infusion. Meaning that is a hack around a game engine limitation of some kind, as early plans were that two-handed weapons were to have two sigil slots but at present only have one.