Missing Recipes for Primordus Weapons

Missing Recipes for Primordus Weapons

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Posted by: Rapta.1452

Rapta.1452

There appears to be some missing options for Primordus weapon crafting. Assuming the intention is to have the “core” stats available, the core GW2 stats like Marauder, Rabid, Dire, Shaman, or even Magi’s are not discoverable.

This is especially annoying for players that typically already have exotics of the particular stat types. The last thing we need is to spend even more gold to craft yet another exotic weapon that just gets salvaged – as in the case of the already terrible crafting system (from level 400 to 500) – and left unused, but ends up costing an order of magnitude more than a regular Pearl weapon.

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Most people who are crafting this set of expensive weapons probably either have exotic or ascended weapons already and are crafting them for the skins, the AP and the new staff and don’t need them for actual use, but for the wardrobe.

Be careful what you ask for
ANet may give it to you.

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Posted by: Rapta.1452

Rapta.1452

Most people who are crafting this set of expensive weapons probably either have exotic or ascended weapons already and are crafting them for the skins, the AP and the new staff and don’t need them for actual use, but for the wardrobe.

No, that’s faulty reasoning, as if that is the case, then there would have not been a reason to have stat selection at all; heck, no point of even having this be an exotic weapon and not a direct skin craft.

Also, believe it or not, most players are not playing this game purely for the purpose of fashion wars – no one says there needs to be a hard rule of “this item is purely for fashion wars” versus “this item is purely for purposes of utility” – there can be a mix of both. Moreover, this set serves as an in-between for players who want something functional, yet also unlocking a skin.

As it is, we have an incomplete stat selection of a few randomly chosen stats. The game doesn’t need more repeat exotics that just get salvaged/toileted/sold.

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

No, that’s faulty reasoning, as if that is the case, then there would have not been a reason to have stat selection at all; heck, no point of even having this be an exotic weapon and not a direct skin craft.

There aren’t any weapons that we craft that are skin only. That’s not even in game and therefore not a valid argument.

Also, believe it or not, most players are not playing this game purely for the purpose of fashion wars – no one says there needs to be a hard rule of “this item is purely for fashion wars” versus “this item is purely for purposes of utility” – there can be a mix of both. Moreover, this set serves as an in-between for players who want something functional, yet also unlocking a skin.

Is there a reason to craft this weapon besides wanting the skin? If someone just wants an exotic weapon the pearl weapons are the way to make them. These weapons are crafted because of how they look. If they had a different appearance, they wouldn’t be crafted by that person for the same overall look.

Maybe the occasional person crafts one of these as his very first exotic but I think most people are going to craft weapons from this set as a secondary thing they do, that is they’ll get geared up first with cheap exotics then get the gold needed for the look that is wanted. If it’s rare for this weapon to be the first exotic for someone, then it’s not needed for this set to have all weapon stats.

Be careful what you ask for
ANet may give it to you.

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Posted by: Justine.6351

Justine.6351

Those are not core stats.
They are secondaries.

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Posted by: Haleydawn.3764

Haleydawn.3764

Those are not core stats.
They are secondaries.

Rabid, Dire, Shaman, Magi’s are definitly core stats.

Kitten.

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Posted by: Justine.6351

Justine.6351

Those are not core stats.
They are secondaries.

Rabid, Dire, Shaman, Magi’s are definitly core stats.

No,

Core stats are valk, carrion, cleric, berserker, knights and so on.

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Posted by: Khisanth.2948

Khisanth.2948

More importantly these were available since launch. Those other drop only stats were not craftable at launch which would be the reason why they aren’t craftable for these weapons.

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Posted by: Lethalvriend.1723

Lethalvriend.1723

Indeed, those stats were not available at launch but these weapons were. They were simply renamed with the LS patch but the recipes have been left untouched since launch.

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Posted by: Haleydawn.3764

Haleydawn.3764

Those are not core stats.
They are secondaries.

Rabid, Dire, Shaman, Magi’s are definitly core stats.

No,

Core stats are valk, carrion, cleric, berserker, knights and so on.

Rabid, Dire, Shaman, Magi’s stat exotics can be purchased at dungeon vendors and/or Temple vendors in Orr, I don’t know how core you can get, so what exactly do you mean by ‘core’ and ‘secondary’?

Kitten.

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Posted by: Hexinx.1872

Hexinx.1872

Sry rampagers was core. Dire came out later, with magi, shaman’s, marauders is relatively new.

Just take any t6 mat from crafting a base legendary, those are core equivalents. Zerker (blood), Carrion (bones), Knights (armored scale), Cleric (totems), valk (fangs or claws? can’t remember), rampagers (poison/venom) etc

Rest are not core. Apothecary came out first as secondary when they released the Karka Queen island event.

I think Dire and the like came out with the release of Dry Top and Silverwastes or around that time?

(edited by Hexinx.1872)

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Posted by: Haleydawn.3764

Haleydawn.3764

Sry rampagers was core. Dire came out later, with magi, shaman’s, marauders is relatively new.

Just take any t6 mat from crafting a base legendary, those are core equivalents. Zerker (blood), Carrion (bones), Knights (armored scale), Cleric (totems), valk (fangs or claws? can’t remember), rampagers (poison/venom) etc

Rest are not core. Apothecary came out first as secondary when they released the Karka Queen island event.

I think Dire and the like came out with the release of Dry Top and Silverwastes or around that time?

Rabid, Dire, Shaman, Magi’s, are available at dungeon vendors and/or Orr temple vendors, which have been ingame since inception I believe, not craftable but they’ve been around this whole time with the ability to grab the inscription/insignia by salvaging the armor/weapons from dungeons. I would personally like to be able to craft these core stats but alas.

Kitten.

(edited by Haleydawn.3764)

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Posted by: Khisanth.2948

Khisanth.2948

Sry rampagers was core. Dire came out later, with magi, shaman’s, marauders is relatively new.

Just take any t6 mat from crafting a base legendary, those are core equivalents. Zerker (blood), Carrion (bones), Knights (armored scale), Cleric (totems), valk (fangs or claws? can’t remember), rampagers (poison/venom) etc

Rest are not core. Apothecary came out first as secondary when they released the Karka Queen island event.

I think Dire and the like came out with the release of Dry Top and Silverwastes or around that time?

Rabid, Dire, Shaman, Magi’s, are available at dungeon vendors and/or Orr temple vendors, which have been ingame since inception I believe, not craftable but they’ve been around this whole time with the ability to grab the inscription/insignia by salvaging the armor/weapons from dungeons. I would personally like to be able to craft these core stats but alas.

The ability to get the inscription and insignia from salvaging wasn’t always possible. That arrived at around the same time as ascended crafting.

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Posted by: Hexinx.1872

Hexinx.1872

Yeah we’ve never been able to craft them. I was thinking about the 4 stat sets that originally came out around the time of dry top. Forgot about those magi , etc stats that were primarily from karma armor.

Has the dungeon armor stats by dungeon changed since launch, I thought knights was one of the CoF options previously, but looking now it’s only at Arah.

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Posted by: Haleydawn.3764

Haleydawn.3764

Sry rampagers was core. Dire came out later, with magi, shaman’s, marauders is relatively new.

Just take any t6 mat from crafting a base legendary, those are core equivalents. Zerker (blood), Carrion (bones), Knights (armored scale), Cleric (totems), valk (fangs or claws? can’t remember), rampagers (poison/venom) etc

Rest are not core. Apothecary came out first as secondary when they released the Karka Queen island event.

I think Dire and the like came out with the release of Dry Top and Silverwastes or around that time?

Rabid, Dire, Shaman, Magi’s, are available at dungeon vendors and/or Orr temple vendors, which have been ingame since inception I believe, not craftable but they’ve been around this whole time with the ability to grab the inscription/insignia by salvaging the armor/weapons from dungeons. I would personally like to be able to craft these core stats but alas.

The ability to get the inscription and insignia from salvaging wasn’t always possible. That arrived at around the same time as ascended crafting.

When weapons were released yes. Before this Exotics were the highest tier armor/weapons you could have, so there wasn’t any point to salvaging them for the crafting component, as at the time you could only get Exotic. These stats were available in exotic form from release.
You could salvage dungeon stuff for berserker insigias/inscriptions for profit, until they removed the ability to salvage them from dungeon stuff. So only the non-craftable stats can be salvaged for their inscription/insigias, since that is the only way to get them.
Either way dire/rabid/magi/shamans are most definitly core stats, as they are from the original game release, you just can’t craft them with t6.

Kitten.

(edited by Haleydawn.3764)

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Posted by: Justine.6351

Justine.6351

Sry rampagers was core. Dire came out later, with magi, shaman’s, marauders is relatively new.

Just take any t6 mat from crafting a base legendary, those are core equivalents. Zerker (blood), Carrion (bones), Knights (armored scale), Cleric (totems), valk (fangs or claws? can’t remember), rampagers (poison/venom) etc

Rest are not core. Apothecary came out first as secondary when they released the Karka Queen island event.

I think Dire and the like came out with the release of Dry Top and Silverwastes or around that time?

Rabid, Dire, Shaman, Magi’s, are available at dungeon vendors and/or Orr temple vendors, which have been ingame since inception I believe, not craftable but they’ve been around this whole time with the ability to grab the inscription/insignia by salvaging the armor/weapons from dungeons. I would personally like to be able to craft these core stats but alas.

The ability to get the inscription and insignia from salvaging wasn’t always possible. That arrived at around the same time as ascended crafting.

When weapons were released yes. Before this Exotics were the highest tier armor/weapons you could have, so there wasn’t any point to salvaging them for the crafting component, as at the time you could only get Exotic. These stats were available in exotic form from release.
You could salvage dungeon stuff for berserker insigias/inscriptions for profit, until they removed the ability to salvage them from dungeon stuff. So only the non-craftable stats can be salvaged for their inscription/insigias, since that is the only way to get them.
Either way dire/rabid/magi/shamans are most definitly core stats, as they are from the original game release, you just can’t craft them with t6.

Dire, rabid, magi, shamans are not core stats. Dire wasn’t at release and the others are not reliably obtainable outside of dungeons and generally are not found in typical stat selector gear. The core stats are craftable with common drops from mobs, are dropped frequently as a stat from mobs and are always found on regular stat selector gear.

That’s not saying these stats haven’t been around/ arnt used alot, its an explanation as to why the weapon set in question doesn’t have the recipes for these stats. The set, like many others, were not craftable with these stats at launch and except for apothecary it has not been updated. And further as has already been addressed there is not really any point to adding more work in creating new recipes since the wardrobe exists. If you want a stat like magi you either have to do a dungeon and then salvage that piece for rng chance or buy them off the trading post but the question is why, just wardrobe it.

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Posted by: Hexinx.1872

Hexinx.1872

Apothecary only came out when they added the southsun cove map, not release … little while after..

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

What difference does it make what was available at launch or what can be purchased at this vendor or that? The OP’s concern is that only some inscriptions can be used to create primordus weapons. The OP thinks it’s a waste that the weapon therefore might not have any value except as salvage-fodder.

I say it’s really not that big a deal. Some prefixes are more easily obtained and some aren’t. I can’t imagine anyone making all 19 weapons and finding a use for all 19. As Just a flesh wound says, the recipe is there to allow folks to unlock the skin, not for the weapon itself.

John Smith: “you should kill monsters, because killing monsters is awesome.”

(edited by Illconceived Was Na.9781)

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Posted by: Hexinx.1872

Hexinx.1872

Same goes for some exalted weapons … just saying

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Posted by: Rapta.1452

Rapta.1452

I think the point was missed by most responses in this thread.

The point is that some of the mentioned stats – such as Marauder and Magi’s are desirable in a weapon. The fact that someone may not want to keep the exotic weapon – whether it be they already have an ascended version of some stat, or don’t care for the exotic weapon – is irrelevant. Similarly, the fact that there is some “core” set of stats that are always available, and the sequence of posts trying to bucketize each stat is also irrelevant. The fact that 10 posts need to be dedicated to figure out which are “core” is already indicative of the problem here.

The fact of the matter is that some players (myself included) don’t care too much for the skin by itself, but would be incentivized to craft it if it wasn’t a waste of an exotic material dump. This is an inconsistency that actually incited a lot of complaints in a few of my guilds already – players looking to craft a Marauder’s set (and not having to stat switch) for a bit of tankiness, Magi’s for guild raids, for example – which is why I even bothered to post here. The number of players that would like additional stat options to be encouraged to craft this is not insignificant, and the argument against insofar on this thread has been “it’s not a big deal to players that want the skin only” is a strawman. Moreover if this was really intended to be a one-and-done deal for getting a skin, there wouldn’t have been a point to add a stat selection in the first place.

The defensive responses seem to carry the tone as if having additional stat options for this skin is somehow harmful to them. It is not and it won’t affect you. Actual implementation of these recipes in the game would be simple, given the fact that the skin already exists, the recipe already exists (insc. change), and QA would be trivial (the current stat combos have already been tested).

As it is right now, it’s standing in an awkward place between corrupted weapons (which have one stat selection) and pearl (which have most stat selections available) – a few guildies have already been confused by this issue where they believed the certain stat combo was available, only to realize it was not, upon purchasing/crafting the required materials. As a typical “ANet inconsistency”, it’s even unclear whether this is qualifies as a suggestion or a bug report.

(edited by Rapta.1452)

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Posted by: Justine.6351

Justine.6351

People are defensive because they think adding new recipes is a waste of dev time for something like exotics which are quickly becoming/are already 2nd tier gear.

If the set in question had been ascended gear people would probably get behind you more, or maybe not because again if you salvage or craft the component required to make exotics of certain stats you use those to convert any ascended item to a new ascended item of said stat. Starting to see the pattern?

Instead of railing against the easy to use system currently in place try just accepting it and you will have any gear stat with any skin of ascended quality in full sets with relative ease.

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I think the point was missed by most responses in this thread.

I got the point. I just disagree about whether this is important enough that it deserves special attention. There are all sorts of skins that are tied to just a few stats, including rares and exotics. One more or less doesn’t bother me at all — as long stats are tied to an item instead of something like a wardrobe + “stat-change charge”, some stuff just isn’t going to be available through the obvious route.

tl;dr I heard the issue the first time; I don’t agree with the OP that it’s something that needs a fix.

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: Rapta.1452

Rapta.1452

Actually both replies above state that the point was understood, but the reasoning indicates otherwise – both are still incorrect and/or missing the point. There seems to be a prevalent, though incorrect, perception that Ascended gear is easy to obtain, or is even common.

Although that is kind of expected from the minority who frequent the forums, that is simply not the case for the majority of players. There is a substantial amount of players that would like to not waste time crafting repeat exotics over and over and would like to have an addition skin+stat combination, but would not want to go out of their way to craft ascended gear.

As for the points above, whether “one more or less doesn’t bother me at all” is irrelevant, because you clearly are in the camp of players that this suggestion/bug report is not targeted towards – craft an arbitrary stat piece and move on.

There are many players in the game that do not have the luxury of time to spend to craft Ascended gear (or heck, even get lv 500 crafting – which coincidentally involves crafting repeated exotics like this or the pearl set). Again, there is an obvious misrepresentation of how many players actually have full sets of ascended gear and easily afford to craft+salvage exotics as an afterthought.

Finally, again on the point of “wasting dev time”, I guarantee you that in any competent code base, this is something that would take minimal developer time to implement. It is quite literally, copypasting code/a query into some data file, etc… That argument of wasting dev time is quite moot – in fact I would actually make the stronger claim that this is one of the higher player-benefit-to-dev-time-spent ratio changes that can be made.

The fact that there is a precedent having randomly selected stats limited to certain skins is also a very poor argument – there is no reason to maintain such a low standard, and it’s evident that ANet tried to address this by adding a few stat combination. My mere suggestion here is that, maybe, they could spend just the minimal amount of dev time – which is all it would take – to clean this up and improve player QoL, particularly to the class of players that I would consider to be one of the most integral to this community.

(edited by Rapta.1452)

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Isn’t it just limited to the craftable insignia stats?
edit: not the hot stats.

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Posted by: Astralporing.1957

Astralporing.1957

Isn’t it just limited to the craftable insignia stats?

Yes. The recipes were created at the beginning of the game, when there was no inscription salvaging and you could only craft a selected group of stats. When new stats arrived, and inscription salvaging was introduced, those recipes didn’t get an update.

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