Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more
Highly Over Powered Explorers [HOPE] – Desolation EU
Suggestions: “Minions gain aegis for 2s when you dodge”.
That’s actually not such a bad idea. Subtle and potentially effective
@Robert Hrouda
My main gripe is that agony resistance doesn’t carry over to ANY player spawned/controlled minions which in FotM10+ hurts the player a lot, more so for ranger since x % total our of dps is our pet.
We’re aware of and working towards a solution for that problem. Agony Resistance on summoned creatures and pets is something we are trying to do.
Kinda funny how the exact same problem existed in GW1 yet you didn’t predict it in GW2.
This is mostly for rangers, but how about this:
This will fix the problem with pets getting one-shot and also make their usage more situational, i.e. more useful in 1v1 situations, weak to zerging and multihits, ranged more useful for groups, melee will be useful for solo mob tanking. Different pets will have a different number of base charges of course can can be increased with traits.
There already is one for the ranger, but it’s on a huge cooldown and almost no one uses it. This one would work in the same vein, with the aoe groud targeting, but would have a short cooldown (or even no cooldown) and no stealth or any other bonuses. This could help address the issue of pets mindlessly standing in AoEs. For eles this utility can be chained into from the pet skill. For rangers and necros… I don’t know, maybe another fkey command?
One thing the ranger lacks is defense, like actual meaningful and useful defense. Pet activated abilities like ranged blocking can really help round the class out and make it more appealing in group scenarios.
(edited by TwoBit.5903)
I finally did AC p2 after the patch yesterday.
What’s with all the QQ on here?
Kholer was easier then I can remember and the Ghost Eater was SOOOooooooo much fun. It was like playing ghostbusters! I had the theme song in my head the whole time with the backpack on.
*Thanks Robert !!!!! Keep up the great work! *
I’m guessing you prob got monthly dodger already from evading all the QQ on here! lolz
(edited by Kelly.5293)
The problem here Robert seems to be you want every dungeon to be a challenge for uber players. AC is a level 35 dungeon. I should be able to make build mistakes and survive while saying to myself ‘that might have been easier if’. Instead if I haven’t scouted the dungeon on the internet for when to do what and built my character a certain way (what if I don’t WANT to use THAT skill?) I am going to suffer 2 shots be staring at the ceiling. If high level players want to learn a pattern and faceroll the level 35 dungeon let them, but don’t change it when they cry that it’s too easy. For reference, you made these changes right as I was making my second attempt at AC because I hadn’t run dungeons yet and wanted to get a feel for how they ran. Instead I had an incredibly frustrating experience where nothing about what I was actually supposed to be doing was explained to me through the narrative. For the love of God STOP giving me new weapons/items on the ground with zero time to figure out what they do before I am getting killed. Maybe have an area where they are used on lower level ecto plasm that doesnt pack a punch but is immune to regular damage so the player can get used to the skills? You know, game design? Yeah “Ghostbusters” is fun but they didn’t throw the backpack at Venkman while Gozer was charging at him and say ‘better figure this out’.
I had such a horrendous time with your AC dungeon design that I haven’t actually played they game in over a week. Yeah, I know you don’t care because you can find someone who says they love your changes but I thought I would throw it out there anyway. I remember talking to the crew at PAX in 2011 and how all I heard was ‘this game won’t be just look up the best way to do it on the internet’ and ‘you will be able to run anything with the skills you want with the gear you have found’ and ‘challenge without fun is called work!’ I had such high hopes…
just did AC all paths after the update… another kitten experience….3 rage quitters( 2 of the times hosts) ppl dying like flies… Even tho p1 and 2 were tolerable. P3 is horrible. So my question is once again – Why are you making a game?!?! to make ppl angry?? its getting more and more discriminating in dungeons and they are impossible for pug teams.. you want it hard?!?! challenging?? hello?!?! why then announcing such crappy stories about playable by all? half my team doesn’t speak english , others are young and don’t even try to think or understand, some don’t even want to learn in summa: dunegons are for high organized parties bye bye 60% of the players fo play tettris because our game is for pro only and 198371-members-guilds where you have a chance to find decent players.
2nd you said playable by all classes! this game has horrible class balance! warriors here guardians there. but to return on AC:
p1 – as thief on burrows part my bow skills reported constantly out of range or obstructed even tho i was IN the burrow ( a bug???) “lf1m Ele if possible !” nice anet rly nice!! playable by all ( Eles in this case). End boss – being attacked by 6 knockdown foes and later aoe having only 1 stability skill yay! fun fun fun!! still its possible….
p3 – grast was late with his shield skill, so we were killed then sometimes he managed to cast it…hope that’s a bug and you’ll fix it soon…
do you rly think someone falls for that " you are hero and that’s your story" i feel totally hero when playing with 4 more players to kill single asura that has100 times my health and kills me in 2 hits. Heroic to the core! Have to be rly delusional to think like that..or 5 yo….
Last of all before start talking about elitism and challenging and so on… check little psychlogy .. what they say about self esteem! only biggest losers build their esteem on fetish idols ( in game weapons armors titles and so on). its a game and its supposed to be fun.Not too easy but not hard and boring. Even more its mmo game where the ppl are too random and also depends on internet connections( d/c, laggin are problems that can fail you and your actual came design makes its even worse). so maybe before you keep nerf things in order to be more challenging put some more thinking in it… not only challenging challenging ohh its too easy ohh i’m bored too easy … some pll play just for fun! not to be gw millionaires with ugly legendaries( dnt even want to start talking about the weapon designs).
Cheers!
Yes, but that’s ok. The important thing is that you’re having fun, even if you are dragging down the rest of the group.
Yes, I’m obviously “dragging down” the rest of the group. Right. I’m actually very effective, thank you very much.
A Condition Ele isn’t nearly as badly hurt by condition capping as a Necro or Thief, but they certainly aren’t as good as a direct damage Ele, and if you end up grouped with any other Condition player then you end up nullifying each other, so that if you have a group in which each player is assumed to be bringing 100 “worth” out of a total 500 for the team, then even if two Condition characters would be 100 each on their own, they would combine to add up to only 130 or so instead of 200, because Condition capping and overlap means that most of their potential damage just isn’t counted.
I’m well aware of how conditions work, thanks. Despite doing a lot of condition damage, my power is at 3300+ and that’s before being buffed. My DPS is actually quite high and has the added bonus of doing damage over time. I prefer to do a more consistent amount of damage and not rely completely on critical damage. Not everything is about direct damage.
Whatever the case, I don’t advertise myself as anything except an elementalist. If people don’t like my playstyle, despite it actually being very effective, then they can kick me from their group. But I’ve never had that happen because I contribute to groups and don’t “drag them down.”
(edited by Zedd.8239)
What actual support do rangers give really?
A AoE heal?
Spirits that die before they can do anything worthy..
A super slow Pet skill that revives other players?
And holding agro? Seriously yeah if holding Agro for less than 20 seconds per pet helps a team great for them..
I did not like the updates for ascalon catacombs because they make the dungeon almost impossible to succeed and finish the dungeons. The first thing about the dungeon I did not like is the white web that the queen spider shoots out it does alot of dps and with poison and immoblize is almost is a kill shot for melee or people standing in range. I think they should go back to the way the spider was which already was hard to kill but did not make people ragequit cause the group could not kill it or the group would not change to melee in order to avoid the one shot kill from spider queen. I also did not like the changes to kohler and troll which now make it almost impossible to kill these monsters and alot of parties ragequit cause they could not kill the boss. I did not like the changes to the hacthlings and spiderlings which have more health or defense now and makes them real hard to kill and there poison and bleed attacks are devasting especially when they have so many alive with mounds and when the spiderqueen spawn. I have only done path 1 since path 2 and path 3 people ragequit before you even get to the boss. I have had more people quit and leave group before you even get to the bosses which make the dungeon not fun and makes me get upset. I did not think ascalon catacombs needed to be fixed or increased in difficulty, and I think it should be changed back or lesson the degree of difficulty of the new mob changes.
What about a special buff that ALL minions, ranger pets, turrets, and the like gain upon entering any dungeon. Since they are instanced zones this shouldnt be too hard (like a zone buff that must have a requirement filled, that requirement is being a pet/minion/etc).
The buff reduces damage pets take by 30% and minions / turrets take by 50%. At the very least this is assigned for AoE.
There are so many small problems that are contributing to the big picture that I’ve sadly lost hope in the class. As it is, the only reason I use my ranger is to hunt roaming gangs of bots, report them, and then run alongside them until they get banned, it’s fun to time it, like watching paint dry. I’ve just stopped defending the class, I may enjoy it but it is far from being at its potential, and this notion of damage > survivability: thieves do more damage, have more tricks and don’t lose dps from a dead pet.
Hopefully the aforementioned non-existent updates will come one day.
There are so many small problems that are contributing to the big picture that I’ve sadly lost hope in the class. As it is, the only reason I use my ranger is to hunt roaming gangs of bots, report them, and then run alongside them until they get banned, it’s fun to time it, like watching paint dry. I’ve just stopped defending the class, I may enjoy it but it is far from being at its potential, and this notion of damage > survivability: thieves do more damage, have more tricks and don’t lose dps from a dead pet.
Hopefully the aforementioned non-existent updates will come one day.
you are totally wrong tho i don’t have a ranger and i dont know what exactly you are complaining about. Thieves do more damage only if with suitable armor which makes em vulnerable, also in melee distance. Tricks and skills generally depend on trait arrangement so “more” hardly means anything. and now about the pets well go wvw and see 100 rangers with their pets what they are doing you can’t find target because all you see is 1) Mesmers copies ( great decision anet other classes will fight cowardly mesmer illusions because every 2nd person plays Me. maybe name it MevMe battle ballance – 0% ), 2) pets….
so stop complaining about some ranger nerf, just start mesmer or guard that uses 7 boons and heals when dodging. and hope devs finally decide to see the reality – that there is no class balance just empty promises and bs talking that make ppl just more and more angry.
Keep the grind on!
Detha has gotten stuck right before Ghost eater 3 out of 3 times on us. Even with that said i love the update and the new changes to AC and other dungeons. We’re just finding that event chain at the end is a bit glitchy. Each time we had to pull enemies to kill her and then rez her and she would start working on the traps.
The Ghost Eater sometimes gets stuck near the north trap and stops attacking and chasing so we can pull’em into the traps even after loading all 3. I still love the new dynamic to this fight and is so much more fun then it use to be.
Just wanted to pass that info along. Thanks for the great work on these updates!
So I played AC p1 & 3 yesterday with 3 guildies and 2 pugs. 3 lvl 80s with full gear and one lvl 39 and one lvl 60+ (Can’t remember). My impression:
Spider queen is too hard consider that it is not an end boss. Spiderling poisons will kill you if you don’t have guardian wall/shield bubble. team got wiped once or twice before we manage to kill the spider queen.
Kohler wasn’t hard with the ads, if not maybe easier. I still get pugs complaining abt the deadly spin/suck combo but that was more survivable now compared to before.
The graveling burrows part it was ok, I use a guardian and having stability/aegis kept the knockdown to a reasonable level so I don’t find the knockdown to be as excessive as some others claimed.
P1 boss Howler was ok too, he now has the lazer attack in addition to the howl and he spawns lots of ads but we just need to run around while attacking him and running through fire rings to kill the spawns and he was dead in no time.
P3 boss however was a pain… we have the overly aggressive warmaster that runs right to the boss to melee it, gets himself killed and we all die when the rocks fall. This happened so many times its not funny. We did eventually kill it but I don’t think the rewards are worth the current effort needed to complete it.
Overall I think the new AC is out of whack with the effort vs reward. If I want a difficult dungeon, I would do fotm on higher level instead, at least its worth the effort put in.
Alright, time to post here. I will only talk about revamped AC, since it’s the major news. I waited to do it many times, over and over, to post a complete and thought feedback, not an emotional one.
Here we go :
- Globally, I think it’s a great success. It’s a turning point to what dungeons should have always been : very fast and easy for good and coordinated players, very fast wipes for bad players. Off went tedious fights with so many HP !
- Spiders : I like the change, now they are more dangerous, but still not so much, they fit perfectly, if you ignore them, you’ll die, but if you kill them, it’s easy.
- Graveling Hatchlings : Hmmm it’s kinda 50/50. I like the idea of making them more dangerous and a bit tougher but I think it’s a bit too much. Let’s say they had 2 ouf of 10 in HP./toughness (survivability) before and they had 2 out of 10 in damage (just imagine, just a matter of comparison).
Now, they sit around 8/10 for both survivability (especially) and damage.
I think either of those two stats should be lowered a bit between its initial and current value.
The best, imo, would be to lower their survivability around 4-6 to be perfectly balanced.
- Adds knocking down : Well, it’s kinda puzzling/disappointing to lose control of your character, especially in the final corridor to p1 boss, but I like this change, makes it more interesting in the process of destroying burrows.
-Spider Queen : Love it. Definitely. Can be killed so quickly, but can kill you very quickly if you’re foolish enough to stay in the cone AOE, or fall asleep in the poison AOE. Perfect boss now as it is.
- Kholer : I like the changes of having to fight with adds at the same time. I especially like the changes to his survivability as well. It’s just a shame that now, even more players skip him but meh, Anet isn’t responsible for players’ being idiots.
- Troll : I love the change to the jump attack, it’s very nice. Yet, I feel that spamming daze bolts AND fear are too much. Now he’s not that dangerous, he’s just annoying. I would say either remove fear (not best idea) or reduce rate at which he spams daze bolts. Or, last idea, have them be easier to nullify like making them reflectable. It’s the only problem.
- Boss path 1 : very nice and interesting. As for the Queen Spider, perfect boss, very funny (“hey come at me bro, ha ha you died in fire AOE noob !”). Keep as it is.
- Boss path 2 : I won’t talk too much about him since I don’t know exactly how he’s supposed to be. There seems to be many bugs around him so wait for that. Still, I like the ghostbuster like fight. Interesting
- Boss path 3 : I like it globally speaking. The rocks falling are very funny now. There needs to be some improvements to NPC’s behaviour but I know it will be fixed so wait and see. Also I don’t know if we’re supposed to be able to interrupt the scream while he has defiant stacks because if you can’t and NPC is dead, it’s impossible to keep interrupting him since he spams like hell (if he is interrupted). For the moment, lots of players just use “safe spots” but these are obviously not intended and need a fix. I’d like to have either a reliable Grast or an interuptable scream even with defiant stacks.
Also, I think his melee might use a slight nerf : bleeding and vulnerability and damage is quite a lot. He’s pretty melee-hostile now. Maybe have him be less agressive at melee and have another way to attack ranged players as well.
That’s it !
TL;DR: Very good changes ! Keep on the good work ! I would just see minor tweaks for a few (graveling hatchlings, boss path 3 and troll) but this is getting very interesting. I hope other dungeons will be revamped in the same quality
(edited by KratosAngel.7289)
Spider queen is too hard consider that it is not an end boss. Spiderling poisons will kill you if you don’t have guardian wall/shield bubble. team got wiped once or twice before we manage to kill the spider queen.
The Spider Queen was way too easy. She is now harder but still not even as bad as Malrona in TA (who is perfectly acceptable). I like the new change and the locked door. Just kill the little spiders and gargoyles then kill the new hachlings that appear with her first. I can meele or range the new spider queen with out any issues and don’t see any problems with her. I haven’t tried it but probably could solo her as long as everything else in the room is cleared up. Yes it might take some getting use and people will go down but over all this is not a challenging fight.
When you see a circle dodge, bring some condition removal and don’t rez in a circle.
I wonder why people are saying they like diffculty increase ascalon catacombs dungeon updates when it is terrible. Almost every group I have been in ascalon catacombs has ragequiters and leavers before you get to finish the fight. Are you guys saying you like people quitting the dungeons cause they die so much? You guys must understand that this is the very first dungeon in the game and its a level 35 dungeon. This was not just a dungeon to be done by level 80’s with full exotic gear or just guild members that are willing to stay to the end of the dungeon even if they die alot.
I finished ac path 1 and 2 ,and both have serious issues.
Path 1 boss has alot of adds and if you dont stay near the fire or near wall of dungeon further from the hill , you get wiped by all the mobs.
Path2 boss gets stuck and sometimes does not even move to the circle for a long time while he throws his circles of doom your group get wiped out
Another problem is the changes to spiderhatchlings which now have more health which makes them tanky when you trying to kill the spider queen. They can almost instant kill some of the team members if you pull them and the spiderqueen out at the same time before you kill most of spiderhatchlings . The other changes to the spiderqueen are weird cause now you have aoe web which makes melee impossible to do and combine that up with poison it can kill your team fast. Most pug groups have people die so fast on the spider queen that they have ragequiter before they get to the next part. I had a group that went to the end of path 1and 2 but they left cause one person rage quited. I have not done part 3 but that is because now its harder to find people to do it. The dungeon needs to be changed again with changes that let 35 level people able to succeed. If you want this dungeon to be for just guild members or level 80’s group than change it to a guild dungeon or 80’s dungeon.
Rangers have their highs and lows like every other class. They have really good DPS, but they have to work at it a bit more than other classes like warrior or mesmer. It’s possible just not as easy.
As for ranger balance, we have frequent meetings about balance where we discuss that sort of stuff – I go to those meetings on behalf of dungeon content and to lend my experience with ranger knowledge.I personally accept the tradeoff of damage for survivability (Can’t do damage if you’re dead). I tend to run a condition build using shortbow and sword\dagger, and focus on being supportive and holding aggro while keeping a steady output of DPS through conditions. Rangers have an incredible amount of evasion and damage mitigation if you are very focused and know when to use your skills and heals (prot on dodge roll, vigor on heals) means you can keep prot for when you mess up, and always have evasions ready. There are some very successful dungeon builds, but most of them aren’t DPS focused.
Robert i have a question so class called Ranger good in melee? good with shortbow and sword\dagger? Can u just rename it? for something like assassin? thief II? or something like that so it wont misleading ppl. You saying Rangers have their highs and lows like every other class.But right now ranger is rly weak in dungeons why? cause pet is always dead(and even more pet in dungens more like a nuisance than help), cause ranger has less buffs to party than any other class and his damage is not rly outstanding and thats a reason why ranger can be kicked from party with a reason ‘u are ranger’.
(edited by Kain.7164)
So much Q_Q . . .. . GW’s & anet are known for making things challenging and continuously more challenging if they become too easy just like in GW1. I would say get use to this and work on keeping up with the bar. This is what makes the game actually fun. I don’t want drops handed to me on a silver platter, i want to be a better player who earns them. I don’t want continually easier and easier content like the WoW failure. I want to work for them and feel accomplished in the end.
When i was terrible at AC i learned to play better and worked with people so we could all do it. When that was no longer a challenge i found a new dungeon that seemed ridiculous and learned to play that one and so forth. Not all groups are crated equal and yes I’ve had many of bad runs as a result. I ran arah with pugs over and over again till i was good enough where i could slowly teach my guildies how to play the runs. Because of this we now we have a increasing number of Dungeon Masters in our guild and more on the way up. None of my guildies even dreamed of stepping foot in arah or facing the dreaded Lupi. I love the Lupi fight! It’s the best fight in the game to me. I go there just for it. It’s all of the crying on the forums that scares people from even trying.
I don’t think it’s constructive to say things are impossible and cry about it because your group had trouble with something new to a Dev. That doesn’t help the game, it hurts it. If it was easy on the first try then how is going to be on the 20th? I don’t think there are too many things in dungeons that need to be fixed but for the most part to me they are about closing exploits, fixing small bugs and crushing speed clears. All things that will for the most part make content even harder. I think the dungeons in GW2 are exceptional and the best part of this game. I do very little else and cant thank Anet and Robert enough for bringing us this amazing content.
If anyone needs help on the N. America server feel free to ask me in game and we’ll go do some AC or anything else. The only requirement I have is to leave the Q_Q at home, play nice and we’ll have some fun!
I have to agree with those that dislike the changes, but for a different reason altogether. This is because, as much as I like a good challenge, the redesign of the dungeons confirms that the game requires gimmick mechanics to deliver challenge rather than actual variations in combat mechanics. Rather than giving players a means to improve on execution and imaginative use of their own skills, the game requires them to learn new gimmicks with every path.
And before you accuse me of everything short of murder for typing this, I’m not saying combat isn’t “fun” or anything. I’m just saying that, in its current state, there may not be much room for it to evolve outside of gimmicks.
(edited by TwoBit.5903)
I have to laugh at kelly’s comments cause these forums are to express what we don’t like about this dungeon update or what we like about the dungeon update which does not mean we are QQing anything. Seriously that was not needed as a response to what anybody said about this dungeon. I think the worst thing that could happen is people quit this game cause of the bad changes to their favorite dungeons. I have not wanted to play this game cause of the bad changes to ascalon catacombs which before the update I like doing this dungeon alot but since all the ragequiters from the new update I do not like playing it anymore cause of the ragequiters .
Just got to love the TROLLS that have nothing to do but troll the dungeon forums and play games all day. Post 20x the same thing about how great the new updates are.
The updates are getting worst and worst each update. As a player of most all Anets NCsoft games. I do have to say GW2 is becoming a VERY big let down.
AC dungeon is a lvl35 dungeon. It should be that a pug team should be able to finish with a little work. Anet goes and nerfs AC but leave CoF alone where the zerkers just farm away with there Mez/Warrior team. Why doesn’t Anet focus on real updates for the real player base ?
Anet u are catering to the wrong ppl. The average players that play GW2 are ppl that have jobs and only can play a few hours a day . Are the ones that buy gems and trade gold from the TP. That is why u have a job. Real ppl paying CASH money for upgrades. You are running them all off for these hardcore gamers that farm gold and NEVER spend real CASH on the game. Just keep up the upgrades and running everyone off. Soon u will be looking for a new job.
Its already happening. Use to be everytime I logged in and went Lions Arch I would get put in the Overflow. This weekend I have not seen 1 overflow. Hmmmm, what does that tell u ? #1 goal of any company is to make money. Sense GW2 is free to play . Just where are u going to make money ? Less average players = less REAL CASH .
(edited by Libertys Knight.4520)
@Robert Hrouda
I suggest you do like this to make everyone agree and happy for AC :
Story mode lvl 30 : no changes
Exploration mode lvl 35 : the old AC
Exploration hard mode lvl 80 : the revamped version with no DR on tokens.
If DR it gives something like 100 or 80 tokens then 60 then 20.
Or maybe give a guaranteed daily rare/exotic at the end of the path.
Or maybe add T6 to the loot tables, so that no one dares skip mobs anymore or doing short dungeons (Cof ?) or camping Cursed shores
With that, it will feel more end game if you clearly explicite that it’s easier for lvl 80.
I’m just sad that currently AC isn’t part of my guildies activities anymore, now they prefer just doing the world bosses, no risks decent rewards. If your goal was to make the dungeons deserted, then ignore my post.
(edited by Riss.1536)
I’m just sad that currently AC isn’t part of my guildies activities anymore, now they prefer just doing the world bosses, no risks decent rewards. If your goal was to make the dungeons deserted, then ignore my post.
Well, it wasn’t me who made the loot changes or make the decisions concerning loot, so it’s certainly not my intention to see dungeons deserted in such a way. We are aware of the reward discrepancy between dungeon and open world boss loots, and we’re trying to resolve things. As you may have noticed though, the new open world chests caused a problem with our economy that we are trying to fix, so bringing dungeon chests up to that level would only further hurt the economy.
We are looking into that issue though.
Thanks for answering, the daily chest with rare was just a suggestion but true it may broke further the economy.
I think it would be fine then if we could just have 20-40 extra tokens for the revamped versions of the future dungeons coming.
I honestly don’t see an issue with improving dungeon chest rewards.
Right now, everyone is just flocking to the open world bosses because they want the rares. If you look at the situation holistically, why do people do that? That’s because of the longest standing complaint since the start of the game, loot sucks.
People are looking for a decent return for the time they are spending in game. The open world bosses currently deliver that. In fact, people are so desperate to get good returns on their time spent that you will find many people just standing around AFK for an hour+ waiting for the open world boss to spawn. That’s how much of a draw that guaranteed rare is. (Or how bad loot is in gw2)
As for the problem with the economy, really? Is there genuinely a problem with the economy now because of the chest drops? I haven’t been doing the open world bosses, but observing the ecto prices, I didn’t see the crash that many anticipated. Honest question, is this more of the ecto prices not meeting some internal benchmark, hence concluding that the economy is being hurt? Even if ecto prices are dropping too low, the other material prices will rise to compensate because those aren’t dropping at any increased rate.
If the number of rares dropping is really hurting the economy that much, instead of a daily chest per account(which is still a lot of chests considering the number of open world bosses), put an account limit instead. Give 1 guaranteed rare for 5 chests per account, be it dungeon final boss or open world boss. At least people have a choice of preferring open world bosses, or rewarding themselves with a rare and some dungeon tokens.
We are aware of the reward discrepancy between dungeon and open world boss loots, and we’re trying to resolve things. As you may have noticed though, the new open world chests caused a problem with our economy that we are trying to fix, so bringing dungeon chests up to that level would only further hurt the economy.
Thank you for confirming that this issue is a priority As a player that loves doing DEs, it makes me sad when I hear people complain about being “forced” to do “boring” events, and balancing the economic incentives will help encourage the players to do what they naturally prefer to do.
As for the increased yellow loot supply causing “problem with our economy,” could you specify what exactly was deemed a problem? Ecto prices came down significantly but seemed to stay fairly stable in the mid-20s, which, given how much of them is needed in the endgame in comparison to the average player’s income, feels reasonable. If part of the problem was their value in comparison to other crafting mats, I would argue that the underlying problem there is that the other crafting mats are too scarce, not that ecto’s are too plentiful. When most players have to go out of their way to farm gold in order to afford things they need, intuitively that seems like an indicator that supply is too restricted.
Lastly, with regard to how to increase rewards in other areas of the game without further devaluing rares/ectos, may I suggest that the yield of lodestones and T6 fine mats be increased for doing dungeons etc. Perhaps make the daily dungeon reward chest have a loot bag similar to “Heavy Moldy Bag” but with decreased cloth and leather on the drop table. This gets two birds with one stone: the value of dungeon rewards are increased, and the scarcity of basic crafting mats is alleviated. And since you’re not handing out the same reward for all activities, it ensures that the reward from any particular activity is not devalued because not everyone gets them easily. Players that focus on one activity will not get everything they need, but they can obtain them via TP, supplied by the players that focus on a different activity.
We are aware of the reward discrepancy between dungeon and open world boss loots, and we’re trying to resolve things. As you may have noticed though, the new open world chests caused a problem with our economy that we are trying to fix, so bringing dungeon chests up to that level would only further hurt the economy.
As for the increased yellow loot supply causing “problem with our economy,” could you specify what exactly was deemed a problem? Ecto prices came down significantly but seemed to stay fairly stable in the mid-20s, which, given how much of them is needed in the endgame in comparison to the average player’s income, feels reasonable. If part of the problem was their value in comparison to other crafting mats, I would argue that the underlying problem there is that the other crafting mats are too scarce, not that ecto’s are too plentiful. When most players have to go out of their way to farm gold in order to afford things they need, intuitively that seems like an indicator that supply is too restricted.
Lastly, with regard to how to increase rewards in other areas of the game without further devaluing rares/ectos, may I suggest that the yield of lodestones and T6 fine mats be increased for doing dungeons etc. Perhaps make the daily dungeon reward chest have a loot bag similar to “Heavy Moldy Bag” but with decreased cloth and leather on the drop table. This gets two birds with one stone: the value of dungeon rewards are increased, and the scarcity of basic crafting mats is alleviated. And since you’re not handing out the same reward for all activities, it ensures that the reward from any particular activity is not devalued because not everyone gets them easily. Players that focus on one activity will not get everything they need, but they can obtain them via TP, supplied by the players that focus on a different activity.
I am also curious to how it threw off the economy. I know it was creating some coin from the merch value of greens and blues, but the rares? Cof p1 is surely creating more coin.
Now that I think about it more I would need to have more insight…what is meant by “problem”?
We are aware of the reward discrepancy between dungeon and open world boss loots, and we’re trying to resolve things. As you may have noticed though, the new open world chests caused a problem with our economy that we are trying to fix, so bringing dungeon chests up to that level would only further hurt the economy.
As for the increased yellow loot supply causing “problem with our economy,” could you specify what exactly was deemed a problem? Ecto prices came down significantly but seemed to stay fairly stable in the mid-20s, which, given how much of them is needed in the endgame in comparison to the average player’s income, feels reasonable. If part of the problem was their value in comparison to other crafting mats, I would argue that the underlying problem there is that the other crafting mats are too scarce, not that ecto’s are too plentiful. When most players have to go out of their way to farm gold in order to afford things they need, intuitively that seems like an indicator that supply is too restricted.
Lastly, with regard to how to increase rewards in other areas of the game without further devaluing rares/ectos, may I suggest that the yield of lodestones and T6 fine mats be increased for doing dungeons etc. Perhaps make the daily dungeon reward chest have a loot bag similar to “Heavy Moldy Bag” but with decreased cloth and leather on the drop table. This gets two birds with one stone: the value of dungeon rewards are increased, and the scarcity of basic crafting mats is alleviated. And since you’re not handing out the same reward for all activities, it ensures that the reward from any particular activity is not devalued because not everyone gets them easily. Players that focus on one activity will not get everything they need, but they can obtain them via TP, supplied by the players that focus on a different activity.
I am also curious to how it threw off the economy. I know it was creating some coin from the merch value of greens and blues, but the rares? Cof p1 is surely creating more coin.
Now that I think about it more I would need to have more insight…what is meant by “problem”?
Cof farm quite literally produces coin, therefore it increases the supply of gold. This gold either stays on the character farmed or flows into sinks, precursors and legendary materials (including ectos) for example. This would drive prices up. On the other hand, world boss chests indirectly increase the supply of ectos, driving prices down. My guess is that world boss loot was a “problem” because it was devaluing an important commodity.
You just forgot that in Cof you also earn enough tokens to buy two yellows when you’re done with your berserk gear long ago.
Cof farm quite literally produces coin, therefore it increases the supply of gold. This gold either stays on the character farmed or flows into sinks, precursors and legendary materials (including ectos) for example. This would drive prices up. On the other hand, world boss chests indirectly increase the supply of ectos, driving prices down. My guess is that world boss loot was a “problem” because it was devaluing an important commodity.
I dont think its as simple as that, pre world boss chest nerf to account bound, ecto was 30s and now its 25s. Which leads me to believe that Anet practices price controls. Not saying that it is inherently wrong in a virtual economy.
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