Great work overrall, all the changes were awesome. This feature patch should breathe life back into the game because it was floundering pretty bad. Just a few notes on some changes that may not have made it to this patch:
Scribe – All the recipes are great, major cost rebalance was very very welcome. Now we can actually encourage more of our members in guilds to actively find a spot and make it their own if they want to.
A few items not sure if missed this current patch in scribing:
– Guild furniture and some of the fancy furniture items still adhere to the old recipes. E.g. Guild Bar still requires 20 resonating lodestones and the guild furniture still has the heavy step progression, unsure if it’s an oversight or just didn’t make it to this patch.
– some of the pot plant recipes have some odd item requirements, maybe adding some vendors around the world could sell some of the items for karma or map currency if it’s in maguuma e.g. Priory Horticulturist sells jungle seeds, flowers etc needed for some of the pot plants.
- Not to flog a dead horse too much but a lift on deco cap in areas would be nice, we have lots of small items in scribing for decorating an area, it hits the cap fast regardless of size.
- more items lol
Fractals: Always good and fun. The change kinda brought a bit of confusion but that’s just because it was explained pretty badly, need to fix the flavor text a bit.
- Agony Resistance: Some guild members and myself were talking about the existing issue of AR across an account. Most players have alts, alot have one of each class. But as it stands it is really hard to not be locked into a certain class for fractals due to the AR requirements. It could be up for a fix but I haven’t seen it anywhere. Suggestions we had to alleviate the AR issues to free up use of all our characters and classes included:
– Expand fractal mastery line to include a passive +5AR each rank, which would give all characters that extra boost, and alleviate the requirements somewhat of having to gear high cost infusions.
- Add an AR bar like we have with Luck, and we can feed infusions into it to build up account wide AR, upto the max AR required. But also keep existing infusion slots in armor and trinkets so that players keep their existing AR until the bar supercedes what they have. When they no longer need the infusions in their armor and weapons, it will allow open infusion slots for players who like to use more of the cosmetic infusions without suffering a drawback. They could also make armor/weapon slots universal so you could use more specialised infusions like karma/mf/gold/exp etc. Once AR is maxed.
General Changes
- Amalgamated Gemstones – okay, this is a big issue, even with new legendaries halted for time being, gemstones cost 500g per HoT legendary. The change you implemented does not solve the rising cost issue. The requirements are too much. The simple fix is base item + 1 orb + 1 orb + 1 orb. Make it like prismatic lodestones, they only need 1 of a couple of lodies. Also this needs to move from the mystic forge to the jeweller.
- mystic coins – scarcity is rising the price, more options for mystic coins even if you make them purchasable with spirit shards.
- ley line infused tools – crazy cost requirement. Currently we need ley sparks and charged quartz. Logically for me, if you have ley sparks why do you need charged quartz, shouldn’t the sparks charge the quartz. This has annoyed me for awhile. Change the recipe or add a 2nd recipe that allows for 25 normal quartz to be used instead of charged quartz. Charged Quartz is time gated and has alot of uses since HoT, it’s an issue that needs to be addressed.
- Dungeon gold achievement – increase to 8g, 8 dungeons 1g each seems logical.
- long term wish still hasn’t appeared: Quantity Slider for Mystic forge. Those core promotions, clovers etc. Multi craft items in the forge deserve a slider, RSI is real!
Keep up the great work, finally headed in a great direction again. The game feels more like gw2 again.