[Suggestion] List of general experience improvements

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: eekzie.5640

eekzie.5640

All of the following items are not sorted according to their importance.
These are all things I would like to see happen.

Feel free to post suggestions for me to add to the list.
I will add them if I feel they are important enough to note

  • Watchwork mining pick is giving an unfair advantage over other unlimited mining picks. Boost others or remove the unnecesary perk.
  • Fractal LFG scaling 1-10 / 11-20 / 21 – 30 / 31 – 40 / 41 – 50 to represent actual reward levels.
  • Give all legendaries footfalls.
  • Give a summary / feedback on how the Living Story Chapter actually unfolded and what went wrong what went well. Incorporate player feedback in this.
  • Option to bind skins to an item. Same way a legendary works, pick a skin out of ones you have added.
  • Option to bind stats to an item. Speaks for itself. Only applicable to ascended items.
  • New bag function: Sharing Bags / Boxes. Every item that is on one of your characters in a Sharing box will be in the Sharing box for other characters as well.
  • Stop dropping fractal rings above level 30. This creates a better variety of loot distribution.
  • Free WP’s to main settlements (LA / Ebonhawke / Fort Trinity) and home city. Possibly linked in to personal story and/or living story.
  • Split PvE / PvP skills more. Better refinement in balance achieved this way.
    In this spirit also split how condition damage scales in PvE/PvP.
    If an enemy has 25 stacks of a condition already, deal a % your condition damage as raw damage.
  • Turn Bloodstone / Emperyal Shards / Dragonite into a home instance node. Cost would be 5,000 of one to create a home instance node of choice that you can harvest for 10-15 of the corresponding material.
  • More trait custimization, current system doesn’t allow enough custimization.
    This is leading to a lot of traits being considered useless, and that to get traits you’d want you would have to make sacrifices. It currently backfires too much if you want something that is behind forced crappy traits.
  • Better trait and build management, further explained in another topic
    https://forum-en.gw2archive.eu/forum/pvp/pvp/Suggestion-Template-Builds/
  • Rework combo fields to give more incentive to use them (with exception of blasting fire fields).
  • Open up more build variety.
  • More communication with the community. It shouldn’t be so necesarry for you (ArenaNet) to make so many posts about you not being able to give proper responses.
  • Que’s for a full server. Do not allow cutting in line by spamming ‘join’.
  • Give people a 2 minute window to reconnect to their megaserver. (In case people disconnect / crash)
  • There were a lot of gemstore items removed when they were still considered town clothing. After that their functionality changed, but they were never available anymore. This seems very out of place.
  • Make karma more meaningful.
  • Get a place to store festival/special event rewards.
    This can also help in indicating which rewards are going to be used long term and which items will lose it’s use after an event period.

(edited by eekzie.5640)

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: eekzie.5640

eekzie.5640

Post reserved for future use.

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: Lodius.5392

Lodius.5392

To give some unbiased feedback as possible:
1) Watchwork mining pick. They should all be boosted somehow. I don’t own one because… 1000 Gems convert to 87 Gold. A Orichalcum Mining Pick costs 4 silver. That’s 2,175 picks for the price of 1 unlimited… totally not worth it.
2) Fractals LFG – Agreed. More so for the AR sorting.
3) Legendary Footfalls – No opinion. Preference of the user.
4) Living Story unfolded – Yes! I quit for a few months and came back to see Lions Arch in disarray. I had no idea what happened, etc. A replay important videos option could be added to the Hero Menu.
5) Bind Skins – I don’t understand what you are asking. This can be done through Transmutation Charges…
6) Bind Stats – Not understanding again… This can be done through equipping and using Transmutation Charges in the Wardrobe.
7) Bag Sharing – Yes and No. It could be beneficial for things like Dragonite Ores and such that I haven’t made it back to the bank to store… but I could see how it would cause some farmers in certain areas. For instance, Jumping Puzzles… Have a level toon stand at the end of a jump puzzle… open chest daily and just put the contents into the shared bag.
8) Fractal Rings >lvl30 – Agreed. I have 20 rings in my bank ATM because I don’t want to just sell em’ for 5 silver, but I really don’t need them at all.
9) Free WP’s – Disagree, Charging for WPs is a simple way to ever so slightly reduce the currency within the economy
10) PVE / PVP skills – I have no issues with current setup and think it has finally reached a good balance for an equal playing field among all classes (for the most part).
11) Shards Home Node – Disagree completely with the cost. 5,000 shards to create a node with only harvesting the max you suggest at 15, would take 333 Days to regain the 5,000 shards.
12) Trait Customization – I feel the current system is sufficient. It has its flaws… but sufficient.
13) Trait Build Management – Nothing to comment on.
14) Combo Fields – No. I feel time can be better spent invested in other parts of the game than reworking some combo fields that aren’t necessarily broken.
15) Build Variety – As far as what type of armor? (i.e. Berserkers, Cleric, Soliders, etc?) If so there are quite a bit to choose from, imo.
16) More Communication – Good and Bad… Good, so we know more straight from the developers instead of assumptions or bits and pieces of info. Bad, because if they say something and the idea is scrapped then the community will rage.
17) Queue’s – Agree. I have tried joining my friends several times (such as in Crown Pavillion) and get beat out by the spammers.
18) Megaserver reconnect – I imagine the hassle of code is large on this as well as the amount of latency that would be added for holding rogue IP’s.
19) Gemstone Items –Would need an example… I don’t follow.
20) Karma – As do I… I go buy a ton of Orrian Jewlery Boxes on occasions, but the biggest reward back from that? More Karma!
21) Festival / Special Event Rewards – I could see it useful. As I have to split my stacks of Queens Gauntlet tickets around, etc.

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: eekzie.5640

eekzie.5640

5) Bind Skins – I don’t understand what you are asking. This can be done through Transmutation Charges…
6) Bind Stats – Not understanding again… This can be done through equipping and using Transmutation Charges in the Wardrobe.

If you want to use a skin on an item, it’s previous skin is completely gone. If you want to switch skins you have to pay each time.
Now instead you can unlock the skin for only that weapon, to freely switch between. It would incentivise using the transmutation charges more.
Same thing with stats, option to add stats to a weapon by destroying another. This way you don’t have to run around with 80 items in your inventory.

7) Bag Sharing – Yes and No. It could be beneficial for things like Dragonite Ores and such that I haven’t made it back to the bank to store… but I could see how it would cause some farmers in certain areas. For instance, Jumping Puzzles… Have a level toon stand at the end of a jump puzzle… open chest daily and just put the contents into the shared bag.

This can already be done easily enough with other means (mail / tp / personal bank / etc).

9) Free WP’s – Disagree, Charging for WPs is a simple way to ever so slightly reduce the currency within the economy

It’s more a nuisance than a gold sink right now.

10) PVE / PVP skills – I have no issues with current setup and think it has finally reached a good balance for an equal playing field among all classes (for the most part).

Plenty of people disagree, me being one of them.

11) Shards Home Node – Disagree completely with the cost. 5,000 shards to create a node with only harvesting the max you suggest at 15, would take 333 Days to regain the 5,000 shards.

You can buy a dragonite node with emperyal shards for instance. It’s not so that you make back your ’’investment’’.

12) Trait Customization – I feel the current system is sufficient. It has its flaws… but sufficient.

Too many traits are way underwhelming and it feels like a waste putting points in it. A lot of options make you think ‘’what is least bad?’’ rather than ohhh i want this or this.

14) Combo Fields – No. I feel time can be better spent invested in other parts of the game than reworking some combo fields that aren’t necessarily broken.

When something’s a core part of your game it should be a fun and exciting function. Pretty much all combat mechanics right now are fun (well, there’s defiance…), except for combo fields. They are extremely lack luster when they could be fun and would give more depth to the game.

15) Build Variety – As far as what type of armor? (i.e. Berserkers, Cleric, Soliders, etc?) If so there are quite a bit to choose from, imo.

No, not item variety. Currently soooo many skills / etc are just simply not being a good option for you. It’s boring.

16) More Communication – Good and Bad… Good, so we know more straight from the developers instead of assumptions or bits and pieces of info. Bad, because if they say something and the idea is scrapped then the community will rage.

Communication doesn’t mean what you’re saying. I’m not asking the

18) Megaserver reconnect – I imagine the hassle of code is large on this as well as the amount of latency that would be added for holding rogue IP’s.

Why can’t it just detect that you’ve not left the server yet for those couple extra minutes?

19) Gemstone Items –Would need an example… I don’t follow.

So many sunglasses and other cool items are no longer available.

Think I replied to most of your criticism

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: pdavis.8031

pdavis.8031

Just a few points

1) Watchwork mining pick: A 20% chance of gaining a spocket is not an unfair advantage. Any more than running beserkers speed clear dungeons is an unfair advantage of those unable to compete at that level. a 20% chance at gaining 3s when mining really isn’t that game breaking enough to warrent changing the gem store item we bought for that very reason.

2)The fractal LFG scaling is done according to Agony Resistance. At level 10 is when you start needing it, and every 10 levels thereafter needs more. Changing the scaling on the LFG would make it a bit more complicated. It’s really not hard to understand as it is.

7?) Bag Sharing: There already is such a device. The bank. The bank can be accessed by any character on your account at any time, via banker golem, Bank Access Express, and permenant banker access express contract. Adding a bag would most certainly be a gem store item, but would just be the same function to the other bank accessing items on the gem store, so it’s really kind moot.

Bloodstone/empryeal fragment/dust nodes: Don’t really see the need for it. Ore/fragments/dust already drops at a ridiculous rate, and people are complaining that there is too much of it. Having a node would make it easier to get, but that would defeat the idea that you need to play the game to get them. If you have the 5000 needed to make a node, then why would you need the node? If you are trying to craft ascended with it, then having 5000 is more than enough. Its really not needed.

Removale of gem store items: Most of the specialty items in the gem store are MEANT to be limited edition. They may come back at some point, but keeping EVERYTHING in the gem store only makes it so you have 15 million different screens to scroll through to find what you are looking for, and from what I remember the devs said that is something they would like to avoid. If you missed it, there is a chance it may come back at some point. But in the end, do vanity items really matter?

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: locoman.1974

locoman.1974

1.- Unlimited gathering tools: Agree. Personally I think that the picks in general should give no advantage other than convenience at having a pick that never runs out. Personally I’d redesign how the unlimited gathering tools work, maybe something like that you can withdraw them like with the achievement skins (zenith, radiant, hellfire) so that you can have them equpped on all characters, and make the look (fire, watchwork and so on) be selectable once unlocked, kinda like the finishers.
2.- Fractals difficulty levels: agree as well.
3.- Not necesarely. I know some people that wanted the auras but didn’t like the footfalls, and crafter a specific legendary with that in mind. If all legendaries are given footfalls, they should be toggable on/off, IMHO.
4.- Living story summary/feedback: not gonna happen, at least the way you want it to be. No company is going to allow developers admit in public that they kittened or did something bad, most of what you’ll get (which we’ve already gotten in different interviews and dev comments) are things like “could have been a little better” or “I’d like to revisit that”. Also, as far as I can see, player feedback is being incorporated as it is. Of course, it does take time, so it’s not something that can be done inmediately, and not all feedback can be taken into account, specially when some feedback sometimes is a sugarcoated (and sometimes not as sugarcoated) version of “scrap everything you’ve been working these past few months, start over again, and we want it done next week”.
5.- Bind skins: might be nice don’t really see it necesary after the wardrobe system, specially since, IMHO, no way they’re going to allow you to select different looks without using transmutation charges in the first place.
6.- Bind stats: Agree, but should be something only ascended armor/weapon could do, to make it special. The way I’d see it working would be, for example, you have a berserker ascended weapon and want a celestial option, allow you to craft a celestial ascended upgrade for a fraction of the materials needed for a new ascended weapon (not a small fraction, though, should still be a substantial amount of money/mats involved) that you can apply allowing you to select between both stats. That way ascended weapons/armor become significantly more desirable past the small stat increase, without making them more powerful, while still keeping them a step below legendary.
7.- Shared bags: Would be nice to have, but TBH wouldn’t put it high on a list of priorities since the bank already has that function, and lots of maps already have at least a crafting station that doubles as a bank (I’d add more crafting stations to other maps instead).
8.- No rings past level 30 fractal: No comment, don’t do enough fractals to form a full opinion
9.- Free WPs: I wouldn’t go as far as to make free WPs to all cities, but maybe a free WP to your personal instance that you can then use to go to your racial city.
10.- PvE-PvP split: agree, specially when it comes to balancing condition damage. I’m one of those stubborn guys (comes with the age, I guess) that insist on using condition damage on PvE.
11.- Home instance node: Don’t really see much appeal there, unless it’s a T6 node, which I doubt is going to happen. I do agree that there should be something to do with the excess ascended crafting materials.
12.- Traits customization: I think more than traits what’s needed is more use for non DPS oriented builds when it comes to PvE. Some traits are ignored because they provide boosts to support or control, but the PvE metagame heavily favors straight on DPS. Hopefully the new PvE content starting with season 2 starts adressing that.
13.- Trait management: Just let us save/load builds like we did in GW1 and I’ll be happy (actually I posted on another thread on how I believe should work).
14- Combo fields: this one ties to 12, if the metagame starts getting more balanced between DPS/control/support instead of heavily leaning towards DPS, we’ll see more use of different combos other than fire (that’s the one that increases raw DPS the most).
15.- Build variety: again ties to 12.
16.- More communication: I’d like that, but with this community it also becomes a 2 edged blade. An innocent “we might look into X in the future” comment tends to end up becoming a “ANET PROMISED US X AND NOTHING YET!!! ANET LIED!!!!11ONE!!” a month or two down the road.

To be continued

It’s a pile of Elonian protection magic, mixed with a little monk training,
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: locoman.1974

locoman.1974

17.- Ques for full servers: Agree. Spamming join should just send you back to the last spot of the line. Also, when a server is full and gets a queue, AFK timeout should be severely reduced (5 or 10 minutes, tops). Getting timeout should send you to another megaserver, if you want back to the original one, you’d have to queue for it.
18.- Reconnect timeout: Agree again.
19.- Town clothes return: Depends on which one. The only ones I can remember offhand that were town clothes and aren’t available anymore were items set to conmemorate something, like the wizard’kitten for the releast of the hobbit movie, or the cap for the game release. I personally don’t think they should return, as they’re more like souvenirs of having been there at that point of time. Just my opinion, anyway. All the other ones that aren’t available anymore (that I can remember) have returned for a limited time after the wardrobe system was introduced. Do you have a specific example of an item you’d want returning?.
20.- Karma: any sugestion of how you’d think karma should be more meaningful?. As it is you need a lot of it for legendary items, let you get cool unique weapon skins, and exotic armor (also with unique skins). Personally I’d add the cultural armors to be purchasable with karma as well, but would have to be balanced so that it doesn’t just become a cheaper way to get T3 armor skins.
21.- Store festival rewards: Agree. We already got it partially with the wardrobe system, as most rewards are gear skins. One thing I really want to know is whether old materials/tokens will still be usable, I still have enchanted stuffing and stuff like that from the first wintersday, I’d like to know whether I can safely delete it or whether it’ll become useful in the future.

It’s a pile of Elonian protection magic, mixed with a little monk training,
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: Mystic.5934

Mystic.5934

yes all unlimited tools should have similar rewards. Either all just be unlimited, or all have a chance of giving something extra.
yes fractal LFG splitup
which legendaries don’t?
no need of skin binding – that’s what wardrobe and transmutation charges are for
no stat binding – that is a perk of making a legendary
no bag sharing
not quite that suggestion for ring drops in high fractal levels. I’d rather not stop all ring drops, but would like to see a way to making extra rings useful. maybe let them be salvaged into fractal relics or ascended materials or mists essences.
no free WP. If anything, making WPing like 10x as expensive for level 80’s (same price for sub-80)
no splitting pve/pvp. should remove current splits. rework skills so they work the same in both places rather than splitting them (change them from time-based to x amount of damage or from an amount to a percentage or w/e)
no ascended material node. too many as it is. maybe a vendor that converts 100 of one into 10 of another? also on that vendor: convert ascended materials into another currency: maybe 100 + 10s into 1000 karma, or 100 + 10s into 1 SP, etc.
yes server queue
yes server guaranteed re-entry

to all the rest; I have no significant opinion one way or the other.

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: Travis the Terrible.4739

Travis the Terrible.4739

Bug fixes and more bug fixes

Nothing like wiping because 2 people in your party can’t use skills or are stuck in walls.

Follow the darkness into the depths, it’s more fun than the light can provide.

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: eekzie.5640

eekzie.5640

Just a few points

1) Watchwork mining pick: A 20% chance of gaining a spocket is not an unfair advantage. Any more than running beserkers speed clear dungeons is an unfair advantage of those unable to compete at that level. a 20% chance at gaining 3s when mining really isn’t that game breaking enough to warrent changing the gem store item we bought for that very reason.

2)The fractal LFG scaling is done according to Agony Resistance. At level 10 is when you start needing it, and every 10 levels thereafter needs more. Changing the scaling on the LFG would make it a bit more complicated. It’s really not hard to understand as it is.

7?) Bag Sharing: There already is such a device. The bank. The bank can be accessed by any character on your account at any time, via banker golem, Bank Access Express, and permenant banker access express contract. Adding a bag would most certainly be a gem store item, but would just be the same function to the other bank accessing items on the gem store, so it’s really kind moot.

Bloodstone/empryeal fragment/dust nodes: Don’t really see the need for it. Ore/fragments/dust already drops at a ridiculous rate, and people are complaining that there is too much of it. Having a node would make it easier to get, but that would defeat the idea that you need to play the game to get them. If you have the 5000 needed to make a node, then why would you need the node? If you are trying to craft ascended with it, then having 5000 is more than enough. Its really not needed.

Removale of gem store items: Most of the specialty items in the gem store are MEANT to be limited edition. They may come back at some point, but keeping EVERYTHING in the gem store only makes it so you have 15 million different screens to scroll through to find what you are looking for, and from what I remember the devs said that is something they would like to avoid. If you missed it, there is a chance it may come back at some point. But in the end, do vanity items really matter?

The watchwork mine is simply unfair towards people who bought the other mining picks. I can’t think of any argument to justify it. It is by definition simply unfair to give people who buy the same item later an advantage without giving it to the people who had it earlier. It is bad ethics. It makes you not want to get items from the gemstore, because later on something better with the same functionality might come along.
That creates a very poor customer relationship.

The fractal scaling now is causing more harm than good. There’s been dozens of occasions where people in my party are really upset because they didn’t get their reward.

The bank is used for, you know it, banking your items. It’s a nice way to put all the items you wish to keep. The bag would function for a very different reason, namely easier sharing of account bound items.

The node is for people who have way too much of one type, but too little of another. And the return rate is small enough, in my opinion, to make it an interesting item.

As far as the specialty items, those are not the ones I mentioned. I was very specific about the ones that previously functioned as towns clothing and are now skins you can use in combat. And yes, vanity items matter a whole lot in a game that is mostly about vanity items. Items like Kasmeer’s Staff can return or can not return and I would be completely fine with it. But when you change the functionality of an item without mentioning it so that people can act accordingly, it is again an act of poor communication that shouldn’t have happened. Therefor returning them, for a small period of time would be a wise decision.

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: eekzie.5640

eekzie.5640

yes all unlimited tools should have similar rewards. Either all just be unlimited, or all have a chance of giving something extra.
yes fractal LFG splitup
which legendaries don’t?
no need of skin binding – that’s what wardrobe and transmutation charges are for
no stat binding – that is a perk of making a legendary
no bag sharing
not quite that suggestion for ring drops in high fractal levels. I’d rather not stop all ring drops, but would like to see a way to making extra rings useful. maybe let them be salvaged into fractal relics or ascended materials or mists essences.
no free WP. If anything, making WPing like 10x as expensive for level 80’s (same price for sub-80)
no splitting pve/pvp. should remove current splits. rework skills so they work the same in both places rather than splitting them (change them from time-based to x amount of damage or from an amount to a percentage or w/e)
no ascended material node. too many as it is. maybe a vendor that converts 100 of one into 10 of another? also on that vendor: convert ascended materials into another currency: maybe 100 + 10s into 1000 karma, or 100 + 10s into 1 SP, etc.
yes server queue
yes server guaranteed re-entry

to all the rest; I have no significant opinion one way or the other.

Pretty much all legendary offhand only items.
The flameseeker prophecies (Shield)
Howler (Warhorn)
The Minstrel (Focus)

And I figured a home instance node is a nice and interesting way of converting the materials into one or the other. Having another exchange merchant feels cheesy.

Splitting PvE/PvP would give the option to make all the skills a lot more interesting for both PvE and PvP. This is at the cost of making it more complicated, which I personally am not opposed to. They will never work properly in both because they are two different beasts. Unless they make PvE combat more like PvP.

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: eekzie.5640

eekzie.5640

19.- Town clothes return: Depends on which one. The only ones I can remember offhand that were town clothes and aren’t available anymore were items set to conmemorate something, like the wizard’kitten for the releast of the hobbit movie, or the cap for the game release. I personally don’t think they should return, as they’re more like souvenirs of having been there at that point of time. Just my opinion, anyway. All the other ones that aren’t available anymore (that I can remember) have returned for a limited time after the wardrobe system was introduced. Do you have a specific example of an item you’d want returning?.

Just going to reply to this real quick

It’s mostly these items for me personally
Bunny Ears
Aviator Sunglasses
Sport Sunglasses
Wide Rim Glasses
Boxing Gloves (has changed functionality as well, isn’t usable in combat).

Considering I wanted aviator sunglasses since the beginning of the game it’s really sour that once it changed functionality it was no longer available. It’s such a shame.

[Suggestion] List of general experience improvements

in Guild Wars 2 Discussion

Posted by: pdavis.8031

pdavis.8031

Just a few points

1) Watchwork mining pick: A 20% chance of gaining a spocket is not an unfair advantage. Any more than running beserkers speed clear dungeons is an unfair advantage of those unable to compete at that level. a 20% chance at gaining 3s when mining really isn’t that game breaking enough to warrent changing the gem store item we bought for that very reason.

2)The fractal LFG scaling is done according to Agony Resistance. At level 10 is when you start needing it, and every 10 levels thereafter needs more. Changing the scaling on the LFG would make it a bit more complicated. It’s really not hard to understand as it is.

7?) Bag Sharing: There already is such a device. The bank. The bank can be accessed by any character on your account at any time, via banker golem, Bank Access Express, and permenant banker access express contract. Adding a bag would most certainly be a gem store item, but would just be the same function to the other bank accessing items on the gem store, so it’s really kind moot.

Bloodstone/empryeal fragment/dust nodes: Don’t really see the need for it. Ore/fragments/dust already drops at a ridiculous rate, and people are complaining that there is too much of it. Having a node would make it easier to get, but that would defeat the idea that you need to play the game to get them. If you have the 5000 needed to make a node, then why would you need the node? If you are trying to craft ascended with it, then having 5000 is more than enough. Its really not needed.

Removale of gem store items: Most of the specialty items in the gem store are MEANT to be limited edition. They may come back at some point, but keeping EVERYTHING in the gem store only makes it so you have 15 million different screens to scroll through to find what you are looking for, and from what I remember the devs said that is something they would like to avoid. If you missed it, there is a chance it may come back at some point. But in the end, do vanity items really matter?

The watchwork mine is simply unfair towards people who bought the other mining picks. I can’t think of any argument to justify it. It is by definition simply unfair to give people who buy the same item later an advantage without giving it to the people who had it earlier. It is bad ethics. It makes you not want to get items from the gemstore, because later on something better with the same functionality might come along.
That creates a very poor customer relationship.

The fractal scaling now is causing more harm than good. There’s been dozens of occasions where people in my party are really upset because they didn’t get their reward.

The bank is used for, you know it, banking your items. It’s a nice way to put all the items you wish to keep. The bag would function for a very different reason, namely easier sharing of account bound items.

The node is for people who have way too much of one type, but too little of another. And the return rate is small enough, in my opinion, to make it an interesting item.

As far as the specialty items, those are not the ones I mentioned. I was very specific about the ones that previously functioned as towns clothing and are now skins you can use in combat. And yes, vanity items matter a whole lot in a game that is mostly about vanity items. Items like Kasmeer’s Staff can return or can not return and I would be completely fine with it. But when you change the functionality of an item without mentioning it so that people can act accordingly, it is again an act of poor communication that shouldn’t have happened. Therefor returning them, for a small period of time would be a wise decision.

About the pick: the same thing could be said about the delux edition, or the collector’s edition, or sales. Those who just bought the heroic edition are at a disadvantage because those who bought the deluxe edition have a banker golem. And those who paid full price are screwed because they didn’t have a chance to get it at the 50% sale. But no the watchwork pick offers such a small amount of a percieved advantage its really not an issue.

Fractal scaling LFG: I was under the impression that the OP was reffering to how the fractals were seperated in the lfg panel (1-9, 10-19, etc.). Again this is due to the agony resistance that is required for each tier.

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”