Salvaged mats economy to be DESTROYED
This is going to be straight up bad for anybody who doesn’t have a massive amount of money before HoT hits. You need mats for end game ascended which will be required for raids but by making these items rarer what you will effectively do is turn this game into a huge grindfest because not only will you not be able to afford the materials but you won’t be able to farm them in any decent capacity.
TP speculation going nuts in 3, 2, 1…..
Hmm they reduce amount of mats from salvage, I guess its counter to new map farm materials in central tyria when hot launch.
This is going to be straight up bad for anybody who doesn’t have a massive amount of money before HoT hits. You need mats for end game ascended which will be required for raids but by making these items rarer what you will effectively do is turn this game into a huge grindfest because not only will you not be able to afford the materials but you won’t be able to farm them in any decent capacity.
I can’t agree more with you. Scarcity does NOT make sense to such low level raw items as these. I can’t understand any sane reasoning behind this nerf, other than highly increasing the grindfest.
ArenaNet is killing the economy. I was really hyped for HoT, but not anymore.
And while we’re at it, let’s not forget about dungeon nerf, which are the only early decent gold input for free-to-play players which SHOULD be potential HoT buyers.
I’m more concerned about dungeons becoming irrelevant and/or unrewarding.
A large number of players don’t have time to tackle fractals or raids…
I’m totally on board on rewarding the so called hardcore players more, but not at the expense of the larger playerbase.
With the turmoil that will hit the market, a large number of players will see their purchasing power drastically reduced.
I’m more concerned about dungeons becoming irrelevant and/or unrewarding.
A large number of players don’t have time to tackle fractals or raids…
I’m totally on board on rewarding the so called hardcore players more, but not at the expense of the larger playerbase.With the turmoil that will hit the market, a large number of players will see their purchasing power drastically reduced.
Fractals are being changed dramatically to allow for people who don’t have time for 3 mini-dungeons + a boss. I believe when HoT launches you will be able to do individual fractals and still get rewards.
It’s a medical condition, they say its terminal….
Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
It sounds like they’re at least trying to fix the economy, rather than break it completely. I imagine “reduce output to maintain scarcity” is likely to be applied more to leather than silk.
And while we’re at it, let’s not forget about dungeon nerf, which are the only early decent gold input for free-to-play players which SHOULD be potential HoT buyers.
I’m not sure why they had to nerf dungeons. They are completely seperate from other game modes and it isn’t like you can constantly spam dungeons. Why not make the new game modes have a decent enough reward to be better rather than reducing rewards in previous content?
I really don’t want this game to turn into a grind fest because that is not why I play Guild Wars 2.
sigh
Really trying not to overreact, but it’s hard. It’s not like they have a good track record for this type of thing.
I can understand some items, like Elder Wood, Mithril and even Thick Leather. But everything above T1 and below T5 is generally rather scarce, especially the leather and cloth parts.
I’ll take some rare material any day from salvaging some green lvl80 item over wood or mithril… But I hardly get T4 stuff and as you cannot harvest the cloth and leather, you’re dependent on getting a low enough drop that doesn’t salvage into wood or metal… That’s pretty rare in the first place…
They also say they want to focus more on fractals. The major problems with fractals are twofold:
1.They’re random, so you could end up with a poorly optimized party with it.
2.Higher levels are agony gated, meaning you need to infuse gear, costing resources. People only wanna do the higher level ones because that’s where the rewards are, but it’s pointless because the infused gear loses a rune slot meaning it underperforms compared to regular ascended in WvW.
Dishonarble mention: cheap insta-kill mechanics that slow everyone down, not to mention needless camera obstructions on some of the jump over the deadly laser rollers, more coming than I have dodges, jumps risks landing on one, and the mouse gets too slippery to viably move between them.
As for the mat nerf it’s a terrible idea. You need 100 bolts of silk just for a bolt of Damask… A bolt of Damask (I know Damask and Damasks sound exactly alike but no, the lack of an s at the end of Damask isn’t a typo in case it wasn’t clear) And cloth drops are rare enough as it is. Not to mention that charged cores and lodestones have ludicrously small drop rates. I remember only lodestone drop from mobs and six from bags…after lots and lots of Silverwaste event farming.
Unfortunately this game is going in a lot of unpopular directions, crafting needs the pendgulum to swing back in the players favor, it’s too costly making ascended and legendaries.
Balancing abilities and traits around wvw, pve, and spvp is a huge mistake, they should stick to one of the most successful models, rock, paper sciccors.
I personally think Anet has decided to turn GW2 more into a grind fest to promote their TP sales, and their going to try and squeeze every nickel out of Hot expac and burden the player base with all of theses unessasary changes.
So whether we’re talking mat nerf, abilities nerfs, farming nerfs or any other nerfs clearly Anet has an end goal that is better that anything the player base can come up with.
So cheers Anet to 500 stacks of bleed on crafting/ gathering materials in Grind Wars2
I was called mad for stock-piling thousands of resources! I was told to sell me stock-piles! Well… Who’s laughing now?! MWUAHAHHAHAHAHAA!!!!
Being a pack-rat may pay off! I have learned Skrittkittenwell.
Dungeon reward nerfs is uncool,
With the new map reward system coming too some extant we all should’ve seen this coming!
Conspiracy confirmed this is just ploy to sell high blood pressure pills and Anet gets a cut for each pill sold to its player base.
“ANet. They never miss an opportunity to miss an opportunity to not mess up.”
Mod “Posts created to cause unrest with unfounded claims are not allowed” lmao
Unfortunately this game is going in a lot of unpopular directions, crafting needs the pendulum to swing back in the players favor, it’s too costly making ascended and legendaries.
Balancing abilities and traits around wvw, pve, and spvp is a huge mistake, they should stick to one of the most successful models, rock, paper scissors.
I personally think Anet has decided to turn GW2 more into a grind fest to promote their TP sales, and they’re going to try squeezing every nickel out of HoT expac and burden the player base with all of theses unnecessary changes.
So whether we’re talking mat nerf, abilities nerfs, farming nerfs or any other nerfs clearly Anet has an end goal that is better that anything the player base can come up with.
So cheers Anet to 500 stacks of bleed on crafting/ gathering materials in Grind Wars2
Their class balancing is terrible. Thief used to be a good class (sure there was that permastealth WvW bug but that was fixed) as it was a 1v1 specialist but due to cries from the community (would anyone complain about an elementalist excelling in large groups and great combo fields? Didn’t think so) was nerfed, now it can’t really do much and was always weak in big zerg vs zerg encounters whereas other classes were weak in 1v1 but had great utility in 5v5.
I say they should just stick with balancing around 5v5 sPvP and that would mean some classes being better in large scale battles and others being stronger in 1v1. Rock paper scissors is also a good idea: heavy strong vs. medium, medium strong vs. light, and light strong vs. heavy but still balanced in a way where a skilled medium can defeat a skilled heavy, but the heavy would be coming into the battle with a skillset that counters the medium so while the medium could still beat the heavy if they’re both equally skilled then the heavy should win.
As for the grindfest yeah, the reason why people grind mats a lot in the first place is because of how much they need. Anet shouldn’t balance around grinders but people who play an average amount.
Looks awesome, cant wait for all the changes.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Well, looks like i’ll FINALLY have something to spend my 100+ laurels on! CHA CHING!
I’d wait to see the changes before everyone freaks out. It may not be as bad as you think.
And where does it say that Silk is the one they are nerfing? No where does it say what material is being nerfed ….. calm down until you know what is really going bye bye ….
Im not sure people realize how much of an impact just this is going to have.
About 50% of the costs when people roll for precursors are Elder Wood and Mithril. Same goes for superior rams and other commonly used siege weapons in WvW. Expect to see prices go up by 15-25% in the next days unless something will calm the market.
(edited by Belorn.2659)
everyone freak out all they like to . and while they freak out i will just keep right on with banking items . and see where the new changes come to play and make changes as need and keep right on moving to my bank . in the mean time just do not hurt your selfs too badly while your all freaking out :P
Im not sure people realize how much of an impact just this is going to have.
About 50% of the costs when people roll for precursors are Elder Wood and Mithril. Same goes for superior rams and other commonly used siege weapons in WvW. Expect to see prices go up by 15-25% in the next days unless something will calm the market.
you mean something like map rewards giving out mats as well? Throughout the beta, they asked us to test it once, which people did, and posted the feedback, much of it was “we’re barely getting mats from the map events”. So most likely they have been buffed and fixed (not every event was giving mats at times, sometimes people never got any).
And if that’s the case, then it makes sense why salvaging was nerfed.
In other words, its a wait and see.
They are killing dungeons, killing salvage. Everything to make F2P players’ life miserable.
“Despite keeping a heavy sink of materials in the new endgame weapon journeys, the changes were nowhere close to balancing the current numbers . To help get us closer to where we want to be, we’ll simultaneously roll out changes to the salvaging of some materials. Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.”
Here’s the full quote. I’m posting this to point out of few things. For one thing, notice the first sentence say’s weapons. Then notice the “salvaging of some materials” and “rebalance heavily input materials with more rare materials”. So if you are salvaging and getting a lot of unwanted items, you may be getting more rare materials now instead. Nothing in that paragraph sounds that bad to me. In fact, what’s written there sounds good to me.
They are killing dungeons, killing salvage. Everything to make F2P players’ life miserable.
Money grab trying to get the F2P players to buy the expansion IMHO
If this a sing of things to come from to expansion to expansion well they are only fooling themselves as players will most likely go find another game to play. So the middle finger works both ways
“ANet. They never miss an opportunity to miss an opportunity to not mess up.”
Mod “Posts created to cause unrest with unfounded claims are not allowed” lmao
Bah !!
As long as the Silver Wastes chest train keeps chugging along pumping out gold like there is no tomorrow, they can nerf salvaging/dungeons to the ground for all we care !!
They are killing dungeons, killing salvage. Everything to make F2P players’ life miserable.
Money grab trying to get the F2P players to buy the expansion IMHO
If this a sing of things to come from to expansion to expansion well they are only fooling themselves as players will most likely go find another game to play. So the middle finger works both ways
If f2p players dont spend the money to upgrade, they most likely dont pay for gems either. I dont think ANet is too sorry, if those players leave.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
Bah !!
As long as the Silver Wastes chest train keeps chugging along pumping out gold like there is no tomorrow, they can nerf salvaging/dungeons to the ground for all we care !!
I guess I should drag my guard out there and jump on that choo choo train a couple of nights a week. Everyone always raves about all the gold they make from it (though I’ve never had quite that much luck with it).
Welcome to f2p. Dungeon drops and rewards nerfed. If you want gold buy gems.
They’re going to nerf materials output from salvaging, that includes cloth, ore and wood. This just strikes me as the final blow to the economy, and a HUGE middle finger to those who purchased infinite salvage items from their Gem Store.
Thanks.
You’re jumping the gun here. It was stated as “some”. Meaning they hopefully keep the demand up of those currently in a good spot and can raise the demand of the mats needing it like thick leather.
They are just making adjustments to keep and maintain a healthy economy. No reason to hit the panic button yet until we see how everything unfolds over the next month or two.
As someone who hasn’t run a dungeon in months, I find nerfing their rewards to be uncalled for. “Shifting” would imply making other reward sources better; nerfing dungeons is more like giving an inappropriate gesture to it.
It is funny how the system is not particularly rewarding I would say, yet tedium seems to be inbound.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
I wish they would at least mention what it will impact. Otherwise it will be a lot of work figuring out all the salvage rates again….ugh…and I though those spreadsheets would last me a lifetime.
Anyways change is exciting…new opportunities will come, we just need to pay good attention.
Before long, I doubt anyone will be running dungeons, depending on the nature of the nerf.
Anet has always prioritised ‘the economy’ too much, to the extent it destroys how players interact with the game. Most gameplay is so horribly unrewarding compared to effort put in, and those with the most money are TP manipulators that rarely even touch actual content. It creates a huge barrier between players, things they might need and rewards they’ve earned.
The highest end goods like Halloween 2012 skins they don’t touch because it might upset the highest end of the economy. The most necessary and used mats though? Completely fair game apparently, even if they are ‘aware’ of huge imbalances with things such as t2-t5 cloth.
2.Higher levels are agony gated, meaning you need to infuse gear, costing resources. People only wanna do the higher level ones because that’s where the rewards are, but it’s pointless because the infused gear loses a rune slot meaning it underperforms compared to regular ascended in WvW.
What are you even talking about?
1. You can only infuse rings and back items, neither if which has rune slots.
2. Infusing adds an agony infusion slot in addition to the offensive/defensive infusion slot that it already has so you don’t lose anything.
Welcome to f2p. Dungeon drops and rewards nerfed. If you want gold buy gems.
LOL dungeon drops and rewards.
Do you even play this game?
It’s a medical condition, they say its terminal….
So looking at the content of the post:
Salvaging Changes
Despite keeping a heavy sink of materials in the new endgame weapon journeys, the changes were nowhere close to balancing the current numbers . To help get us closer to where we want to be, we’ll simultaneously roll out changes to the salvaging of some materials. Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
To me, it sounds like what he’s saying is, there is going to be some reduction of more common mats (such as leather, ore, and cloth) along with an increase in rare materials. So instead of seeing (pulling these numbers out of my yahoo) 30 ore for every 1 vial of powerful blood, you might see 15 ore for every 1 vial of powerful blood.
It sounds like a change in ratios. In terms of profit, it should remain roughly the same once things balance out.
I hope they plan on adding new nodes to harvest with sickles. Like jute, cotton, linen etc……..
Welcome to f2p. Dungeon drops and rewards nerfed. If you want gold buy gems.
LOL dungeon drops and rewards.
Do you even play this game?
congrats you missed his point!
“ANet. They never miss an opportunity to miss an opportunity to not mess up.”
Mod “Posts created to cause unrest with unfounded claims are not allowed” lmao
Oh my. Other MMOs don’t try and control player driven markets for good reason. Because once you enter that spider’s web you just create more problems than you solve. The only way markets work properly is if you allow them to find their own equilibrium. Over regulation kills markets. Creating scarcity sounds like players end up with the short end of the stick and creates more grind.
(edited by Vague Memory.2817)
Welcome to f2p. Dungeon drops and rewards nerfed. If you want gold buy gems.
LOL dungeon drops and rewards.
Do you even play this game?
It’s not like I get any good drops in this game often.
Its the gold from running the dungeon that has people worried. The reward at the end that gives you the gold.
I can see that Trading Post manipulators and trading post botss user will have a field day making money out of this, just like in real life where the scum of humanity takes advantage of the market.
Welcome to f2p. Dungeon drops and rewards nerfed. If you want gold buy gems.
LOL dungeon drops and rewards.
Do you even play this game?
congrats you missed his point!
Actually he/she did, with no gold farming in dungeons, getting ascended gear for final content is going to be a pain in the wallet of most new players… ha the joy of speculation on TP is comming XD (Again)
I love how they seem to think their economy is balanced when there are items in the game like leathers and jewels, etc. that are worthless on the TP. That’s not really balanced…
So looking at the content of the post:
Salvaging Changes
Despite keeping a heavy sink of materials in the new endgame weapon journeys, the changes were nowhere close to balancing the current numbers . To help get us closer to where we want to be, we’ll simultaneously roll out changes to the salvaging of some materials. Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
To me, it sounds like what he’s saying is, there is going to be some reduction of more common mats (such as leather, ore, and cloth) along with an increase in rare materials. So instead of seeing (pulling these numbers out of my yahoo) 30 ore for every 1 vial of powerful blood, you might see 15 ore for every 1 vial of powerful blood.
It sounds like a change in ratios. In terms of profit, it should remain roughly the same once things balance out.
In my eyes, it doesnt even say that actual salvage rates are nerfed. Maybe they just nerf they output of salvageable gear.
So right now you do an event and kill 30 mobs and get 10 salvageable items.
And after the change, you only get 5 salvageable items while killing all the mobs to clear the event but you get 10 random common mats after you completed it.
They output of common mats might stay the same but some of the faucets get moved from salvaging to event or map rewards.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
And what are the chances of it being rolled out and almost everyone praising it after realizing that they were just overreacting? It’s not like something like that has happened before…
So looking at the content of the post:
Salvaging Changes
Despite keeping a heavy sink of materials in the new endgame weapon journeys, the changes were nowhere close to balancing the current numbers . To help get us closer to where we want to be, we’ll simultaneously roll out changes to the salvaging of some materials. Some of these changes will reduce output to help us maintain scarcity, and some will rebalance heavily input materials with more rare materials to help even out some of the variation of scarcity we currently have.
To me, it sounds like what he’s saying is, there is going to be some reduction of more common mats (such as leather, ore, and cloth) along with an increase in rare materials. So instead of seeing (pulling these numbers out of my yahoo) 30 ore for every 1 vial of powerful blood, you might see 15 ore for every 1 vial of powerful blood.
It sounds like a change in ratios. In terms of profit, it should remain roughly the same once things balance out.
In my eyes, it doesnt even say that actual salvage rates are nerfed. Maybe they just nerf they output of salvageable gear.
So right now you do an event and kill 30 mobs and get 10 salvageable items.
And after the change, you only get 5 salvageable items while killing all the mobs to clear the event but you get 10 random common mats after you completed it.
They output of common mats might stay the same but some of the faucets get moved from salvaging to event or map rewards.
Could be. It’s not really clear on the implementation.