Accessoire infus broken, ez fix, plz justdoit

Accessoire infus broken, ez fix, plz justdoit

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Posted by: Adrenalin.5719

Adrenalin.5719

Gday,

so I was about to max out a wvw romaing character to the absolute max extent by giving him everything of the best. I do this because there is nothing more to do in this game atm and I tend to be a perfectionist in maxing out a new main character. If I don’t even have the possebility to do so although other people have, I can’t have fun and quit. Here lies the problem.

Nowadays, you can’t have two ascended accessoires with mighty wvw infusions, since you are not allowed to take the same trinket twice and nowadays there is only one trinket with an offensive infusion slot, while in the past there were two (the standard one and the magic find one converted into berzerker).

This means that players having access to a converted accessoire have an advantage of one mighty wvw infusion while the rest of the playerbase not having access to the converted trinket can’t have two mighty wvw infusions in their accessoires.

Please just fix this by either rereleasing the selectable stats trinkets for like the double amount of the cost a normal ascended trinket costs or removing the boundaries to have unique trinkets. Or by releasing a versatile mighty wvw infusion. Or by releasing infused accessoires. Or remove the restriction of offensive and defensive infusion slots. Or just rework infusions in general.

As you can see, there are dozens of solutions and some are not hard to implement.

Although it is just 5 power and 1% extra damage, this can be crucial and it makes no sense that some players are able to achieve this but others aren’t.

I’m hoping a dev reads and counteracts this, since realizing this restrcition made me quite sad and would kill my intention to continue the grind and max out this character.

Hell, even rereleasing the selectable stats trinket for like 200 gold would be fine for me.

Cheers

fanboy | A passionate fan of elements of geek culture, letting his passion override social graces
and common sense.

(edited by Adrenalin.5719)

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

https://wiki.guildwars2.com/wiki/Category:Omni_infusions

Sorry you don’t get to cheat the system. I spent 1200g for my infusions, I don’t see why you should get them for 10g.

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Posted by: Adrenalin.5719

Adrenalin.5719

https://wiki.guildwars2.com/wiki/Category:Omni_infusions

Sorry you don’t get to cheat the system. I spent 1200g for my infusions, I don’t see why you should get them for 10g.

There are no versatile wvw infusions, you even linked it boi. People skipping the text and then talking like this… Jeez.

Classifing this as cheating isn’t much more intelligent either.

fanboy | A passionate fan of elements of geek culture, letting his passion override social graces
and common sense.

(edited by Adrenalin.5719)

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Posted by: Miku.6297

Miku.6297

It was unintentional and has almost no impact on overall game play. I wouldn’t expect to see it changed any time soon.

It’s not 100% fair, but it’s how things like this tend to go, people who have been playing longer usually have the rare/changed etc items.

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Posted by: Adrenalin.5719

Adrenalin.5719

It was unintentional and has almost no impact on overall game play. I wouldn’t expect to see it changed any time soon.

It’s not 100% fair, but it’s how things like this tend to go, people who have been playing longer usually have the rare/changed etc items.

The rareness is only fair for skins, stuff which does not effect gameplay. Stats should be fair for everybody, otherwise it’s just uncompetitive.

And it is really cheap to fix this problem, nothing which would take meaningfull resources away from hot development.

And btw I was playing way before the introduction of ascended (almost since release), but who could know you had to buy magic find crap trinkets in order to use two mighty wvw infusions if you just played high end pve back then. Who could know there were no versatile wvw infusions if you didn’t care for wvw. Almost no one.

fanboy | A passionate fan of elements of geek culture, letting his passion override social graces
and common sense.

(edited by Adrenalin.5719)

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Posted by: Randulf.7614

Randulf.7614

An extra 5 power will make no difference to any fight ever. It’s such an insigificant gain, I’ve always been baffled why infusions for stats like this exist. Even multiplied across the set, it’s still no noticeable change to damage

As for changing, well they have priority lists to work through and I would expect something like this (even if they wanted to do it) to sit right down at the bottom of those.

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Posted by: Miku.6297

Miku.6297

The “rareness” of an item that was removed due to game changes is pretty common. A-net let people who have it choose new stats, which was the right move. Then simply removing a set of rings that has no stat value from the drop-tables also makes perfect sense.

Turning them back on would probably be cheap, though not really ideal. As rings with a selectable stat would be better then just about ANY other ring (not that most people need rings). Reworking infusions would not be a cheap fix.

Congrats it’s always fun to meet fellow vets! I’ve been here since the headstart (not really sure why this matters when talking about this subject). Of course no one could tell that might be useful, at release no one could tell that ALL magic find would be moved to the account and removed from most items. No one new that exotic weapons and armor would be out classed by ascended, legendary weapons would be acct bound and the skins made useable on multiple weapons at once, etc etc etc…

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Posted by: Adrenalin.5719

Adrenalin.5719

An extra 5 power will make no difference to any fight ever. It’s such an insigificant gain, I’ve always been baffled why infusions for stats like this exist. Even multiplied across the set, it’s still no noticeable change to damage

As for changing, well they have priority lists to work through and I would expect something like this (even if they wanted to do it) to sit right down at the bottom of those.

This is just false. 5 power can make a crucial difference between players of euqal skill level in a roaming 1 on 1 fight.

Saying there is a priority list when this issue can be fixed in about half an hour by just releasing some versatile wvw infusions is also just laughable. Fixing this uncompetitive unfairness takes no meaningfull resources away from other stuff.

Reworking infusions would not be a cheap fix.

This nitpicking attempt of a manipulation argument. I said there were some easy fixes, like releasing some versatile wvw infusions. Obviously reworking infusions takes way more time, but there are also easy fixes, like, as I said allready more than three times, releasing versatile wvw infusions.

Turning them back on would probably be cheap, though not really ideal. As rings with a selectable stat would be better then just about ANY other ring (not that most people need rings).

No. That’s why I said they would be double the price. And the selection would obviously only be a one-timer.

fanboy | A passionate fan of elements of geek culture, letting his passion override social graces
and common sense.

(edited by Adrenalin.5719)

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Posted by: Randulf.7614

Randulf.7614

Both your sentences are inaccurate. 5 power will not change anything. There is no competitive unfairness here.

I really remain baffled by the idea it will only take half hour to make a change/addition to a live mmo game…

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Posted by: Adrenalin.5719

Adrenalin.5719

Wrong. I am just baffled that someone can think one person doing more damage than another although both maxed out their character damage as much as they could, using the same class, traits and builds, could be in any way fair and competitive. Just baffled.

fanboy | A passionate fan of elements of geek culture, letting his passion override social graces
and common sense.

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Posted by: Miku.6297

Miku.6297

This nitpicking attempt of a manipulation argument. I said there were some easy fixes, like releasing some versatile wvw infusions. Obviously reworking infusions takes way more time, but there are also easy fixes, like, as I said allready more than three times, releasing versatile wvw infusions.

I was responding to YOUR suggested ideas. I’m neither nitpicking or manipulating anything. Please keep the discussion focused on the topic, not on other peoples statements. If you want to post suggestions, expect people to discuss them, or discuss the ones that they disagree with or really like. A-net doesn’t just release items on the fly without testing/checking them and the impact on balance (both economic and power) they will have.

No. That’s why I said they would be double the price. And the selection would obviously only be a one-timer.

Even at double the price…. that’s hardly even a speed bump for many people, for those that REALLY care about the 5 points from the infusion, I wouldn’t even call it a speed bump.

Wrong. I am just baffled that someone can think one person doing more damage than another although both maxed out their character damage as much as they could, using the same class, traits and builds, could be in any way fair and competitive. Just baffled.

Wvw isn’t intended to be 100% fair, Even if you talk about 2 players each with maxed out characters, 5 power is NOT going to be a huge game changer. So on this one I disagree with both you and Randy: It is a 5 power difference, which is something. It is a 5 power difference, which is hardly a crucial game changing difference.

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Posted by: Randulf.7614

Randulf.7614

Because the game is built on skill not stats. 5 power will not change anything because when you hit with a skill, the exact damage is not eh same each hit – it varies between a number range. 5 power adds virtually nothing to that number.

EVen if the extremely rare circumstance occured where 2 people of identical builds and stats etc occured, it is impossible to quantify “identical skill levels”. +5 power will not bridge that gap.

There has long been a discussion that the advantage of full ascended vs fulle exotic is neglible. Many highly skilled players do not use ascended simply because it doesn’ t enhance them enough over their own skill level. If players find an entire armour jump neglible, then +5 from an infusion is dismissive.

I am not ultimately dismissing the suggestion to add these items. I have no issue with their existence, but they simply wont be added within half an hour (it would take longer for so many reasons) and because the difference the infusions make, drops them to a very, very low priority.

(edited by Randulf.7614)

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Posted by: Kaz.5430

Kaz.5430

Why are you guys talking about the loss of +5 power?

You can already get an infusion with +5 power that can be used in a defensive slot, it just doesn’t have a WvW effect on it. It’s actually just +1% damage to Lords and Supervisors that’s being lost, not +5 power.

https://wiki.guildwars2.com/wiki/Versatile_Mighty_Infusion

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Posted by: Randulf.7614

Randulf.7614

Why are you guys talking about the loss of +5 power?

You can already get an infusion with +5 power that can be used in a defensive slot, it just doesn’t have a WvW effect on it. It’s actually just +1% damage to Lords and Supervisors that’s being lost, not +5 power.

https://wiki.guildwars2.com/wiki/Versatile_Mighty_Infusion

Problem solved

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Posted by: Adrenalin.5719

Adrenalin.5719

Nothing solved. I knew of this stuff obviously before I made the post. I obviously wouldn’t ask for versatile infusions in wvw if they didn’t even exist in pve. Jeez.

In addition to that, the 1% is still missing and unfair and you can’t demand to charge as much for a versatile infusion in wvw as for pve since the goldgain in pve is just astronomically high compared to wvw.

fanboy | A passionate fan of elements of geek culture, letting his passion override social graces
and common sense.

(edited by Adrenalin.5719)

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Posted by: Miku.6297

Miku.6297

+1% Damage to Guards, Lords, and Supervisors.. I highly doubt this is crucial to your ability to play against other players in wvw….

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Posted by: Adrenalin.5719

Adrenalin.5719

Circular logic, here we go again.

fanboy | A passionate fan of elements of geek culture, letting his passion override social graces
and common sense.

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Posted by: Miku.6297

Miku.6297

So that 1% vs guards, lords, and supervisors is really crucial to your ability to win against other players?

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Posted by: Linken.6345

Linken.6345

Circular logic, here we go again.

Your whole idea for this change was that its unfair for 1 player would have 5 more power then another player.

Its now shown that that aint the case and it make this whole idea worthless, time to find something else to complain about.
Since killing npcs slower dont make you lose to other players.

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Posted by: Adrenalin.5719

Adrenalin.5719

Circular logic, here we go again.

Your whole idea for this change was that its unfair for 1 player would have 5 more power then another player.

Its now shown that that aint the case and it make this whole idea worthless, time to find something else to complain about.
Since killing npcs slower dont make you lose to other players.

No. Not at all.

Learn to read.

From my initial post:

“This means that players having access to a converted accessoire have an advantage of one mighty wvw infusion while the rest of the playerbase not having access to the converted trinket can’t have two mighty wvw infusions in their accessoires.”

fanboy | A passionate fan of elements of geek culture, letting his passion override social graces
and common sense.

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Posted by: stof.9341

stof.9341

Well technically you can use a defensive infusion so you aren’t in a net loss of power or guard damage but more of a stat swap :o

Also, if all you care is WvW really, get one infused offensive ring and one not infused. No?

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Posted by: Adrenalin.5719

Adrenalin.5719

Not if you want to be absolute maximum damage.

Rings are not the problem. I use the infused strategy on rings, but there are no infused accessoires. Hence, I did not say anything about rings, but mentioned the solution to release infused accessoires in my initial post.

fanboy | A passionate fan of elements of geek culture, letting his passion override social graces
and common sense.

(edited by Adrenalin.5719)

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Posted by: Miku.6297

Miku.6297

Right but I you didn’t answer my question.

If the infusion stat gain is the issue, the ONLY stat gain do not have access to is the 1% damage vs guards, lords, and supervisors.

“So is that 1% vs guards, lords, and supervisors is really crucial to your ability to win against other players?”

Semi unrelated, but A-NET please let us infuse earrings/necklaces! I’ve always wondered why we couldn’t infuse them, it would give people something to work on, and it’s another great gold sink xD

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Posted by: Thaddeus.4891

Thaddeus.4891

If we can vote for the most useless post ever I vote for this one. Crying about that. Jesus.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Linken.6345

Linken.6345

Circular logic, here we go again.

Your whole idea for this change was that its unfair for 1 player would have 5 more power then another player.

Its now shown that that aint the case and it make this whole idea worthless, time to find something else to complain about.
Since killing npcs slower dont make you lose to other players.

No. Not at all.

Learn to read.

From my initial post:

“This means that players having access to a converted accessoire have an advantage of one mighty wvw infusion while the rest of the playerbase not having access to the converted trinket can’t have two mighty wvw infusions in their accessoires.”

and nr1 with 2 x https://wiki.guildwars2.com/wiki/Mighty_WvW_Infusion

vs nr2 with 1 https://wiki.guildwars2.com/wiki/Versatile_Mighty_Infusion
and 1 https://wiki.guildwars2.com/wiki/Mighty_WvW_Infusion

What advantage in power killing the nr2 do mr nr1 have?

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Posted by: Adrenalin.5719

Adrenalin.5719

You miss on the 1% fast clear damage. You have to invest almost 200 gold for +5 agony resistance which are absoultely worthless and useless playing wvw, not even mentioning the laughable low gold gain in wvw. It looks crappy to have agony resistance on a wvw set.

And all that just because there are no versatile wvw infusions/the laughable restriction for unique trinkets/the inability to access different trinkets with the same stats and infusions slots if not purchased 2 years ago and saved up until now, having to predict the future and abuse/exploit a very unfair advantage.

This should be clear even for the most narrow minded.

fanboy | A passionate fan of elements of geek culture, letting his passion override social graces
and common sense.

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Posted by: Linken.6345

Linken.6345

You miss on the 1% fast clear damage. You have to invest almost 200 gold for +5 agony resistance which are absoultely worthless and useless playing wvw, not even mentioning the laughable low gold gain in wvw. It looks crappy to have agony resistance on a wvw set.

And all that just because there are no versatile wvw infusions/the laughable restriction for unique trinkets/the inability to access different trinkets with the same stats and infusions slots if not purchased 2 years ago and saved up until now, having to predict the future and abuse/exploit a very unfair advantage.

This should be clear even for the most narrow minded.

Are you kidding me that 1% damage is against none player characters the ones you kill when capturing undefended camps towers keeps and sentry points.

Edit

I thought this was about unfair advantage against other players not against mindless pixels you slaughter by the billions easily with as low as green gear.

(edited by Linken.6345)

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Posted by: Thaddeus.4891

Thaddeus.4891

Yep. Everybody is narrow minded, that’s why we all disagree with you.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Seera.5916

Seera.5916

A +1% damage bonus is not going to be the thing that primarily causes a tower or castle or keep to be taken. It’s the numbers of players on each side and the skill of the players. Uplevels in the best armor they can get can kill those guys and they have much less power than max levels in basic gear.

Given that there are worse imbalances in WvW, I would rather they focus on those imbalances and the other worse shortcomings of WvW over a +1% damage increase to only specific NPC’s. And I don’t even WvW as I don’t find it all that fun.

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Posted by: Adrenalin.5719

Adrenalin.5719

WvW is fairly balanced. Obviously it could be improved, but most of that would take away those precious resources, which are needed for HoT. Releasing versatile wvw infusions wouldn’t. I think it’s laughable to say this would be a too minor change while at the same time saying big changes take away too much. If you don’t want to invest much, at least do the the stuff which can be fixed easily.

Beside that I repeated several times that the 1% isn’t the only lackluster part about this crucial issue. Since you guys will ignore them anyways continuously, I just want to address the reasonable GW2 forum reader who may not have posted something here until now and gets deceived by these cheap manipulation attempts. Just scroll up a bit and read my posts.

fanboy | A passionate fan of elements of geek culture, letting his passion override social graces
and common sense.

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Posted by: Chris McSwag.4683

Chris McSwag.4683

Mate, its not a crucial issue. Go troll somewhere else pls

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Posted by: Miku.6297

Miku.6297

What other issues do you have with it?

The power is not a factor; You can get a power infusion that will fit in either slot.

The 1% is lacklusterl 1% damage vs NPCs is not going to be the deciding factor in wvw fighting other players.

I’m guessing cost isn’t an issue;

Hell, even rereleasing the selectable stats trinket for like 200 gold would be fine for me.

Disagreeing with your opinion and talking about it, is not manipulation. It’s also not being closed minded. Once again, what is the “crucial” problem you have?

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Posted by: Tigaseye.2047

Tigaseye.2047

If it’s unfair (however minimally), it should be made fair.

Simple as that.

“Turns out when people play the game, they don’t admire your feet at all.” sephiroth

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Posted by: Andraus.3874

Andraus.3874

You miss on the 1% fast clear damage. You have to invest almost 200 gold for +5 agony resistance which are absoultely worthless and useless playing wvw, not even mentioning the laughable low gold gain in wvw. It looks crappy to have agony resistance on a wvw set.

And all that just because there are no versatile wvw infusions/the laughable restriction for unique trinkets/the inability to access different trinkets with the same stats and infusions slots if not purchased 2 years ago and saved up until now, having to predict the future and abuse/exploit a very unfair advantage.

This should be clear even for the most narrow minded.

Im confused why 5 AR would cost you that much.

But more on topic, in my opinion it’s also not a big deal. Sorry.

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Posted by: Seera.5916

Seera.5916

WvW is fairly balanced. Obviously it could be improved, but most of that would take away those precious resources, which are needed for HoT. Releasing versatile wvw infusions wouldn’t. I think it’s laughable to say this would be a too minor change while at the same time saying big changes take away too much. If you don’t want to invest much, at least do the the stuff which can be fixed easily.

Beside that I repeated several times that the 1% isn’t the only lackluster part about this crucial issue. Since you guys will ignore them anyways continuously, I just want to address the reasonable GW2 forum reader who may not have posted something here until now and gets deceived by these cheap manipulation attempts. Just scroll up a bit and read my posts.

There are huge population imbalances in some tiers due to the free transfers at the beginning of the game and before at least one of the WvW tournaments. Everyone stacked onto Tier 1 and left a lot of the lower tiers ghost towns.

And everyone already told you the other problems with it have solutions in game. And please stop assuming I’m not reasonable just because I disagree with you. I read your post and I read all of the replies. And felt that those who replied against your position offered up solutions to everything but the 1% damage. But also agreed with them that the 1% damage difference is no where near bad enough to place it high on the priority list among all of the other issues related to WvW, let alone the rest of the issues the game itself has in all areas.