Utility Infusions Completely Usless?
I sincerely hope there is some sort of refund like they did with the karma containers. There was simply no warning to these changes and a lot of people lost out on a valuable, time-gated currency because of it.
Well I’d argue that the karma one will still be somewhat useful. I have a bit over 1mil karma without using (almost) any consumables (and I’m sure plenty of people have more), so at least it will still effect event rewards.
Still a bit annoyed about the MF one (same goes for the MF ascended accessories), as that will be useless. And the exp one is also pointless (especially with the influx of skill point consumables, if you were ever hurting for skill points).
Heck, of all of the infusions, I’d say karma is going to be the most useful even after Sept 3rd. What does +5 power give you….nothing, I guess +30-50 of a stat if you have all offensive/defensive slots would be slightly noticeable, a ~1.5%-2.5% increase is still an increase. But besides karma or AR I don’t see any of the infusions as being cost effective.
Do they still provide a benefit? Yes.
Is that benefit significantly less useful? Yes.
They are not “Completely Useless” as they still provide a benefit and that benefit is still valuable to some players.
I agree that it sucks that they have lost a large portion of their usefulness post purchase, but the same could be said for my VHS player.
slightly irritated, but my karma infusion did well for me. I’ve gained a lot Of Karma from events and Stockpiled up. Atleast they rolled back though .
still, I’ m getting more and more irritated …
l was also planning on getting the guilded infusion for Stockpiling purposes , but I’m having second doubts
I’m usually typing on my phone
I was thinking the same thing as the OP.
All of these utility infusions are or will become significantly less useful.
Karma is so plentiful in the open world that the 15% boost just for these purporses is ridiculous. Not many people would purchase this item just for this reason.
They introduce new items, like these utility infusions, only to turn around not that much later and utterly change the effectiveness of them.
It seems they can not make up their minds on the direction they want the game to go.
I don’t normally confuse my fingers and my sausages, I like to keep those seperate, but the new mechanical mobs drop like 70c each… That is a ton of money. Besides, no matter how much they nerf utility infusions they are still going to be better than 5 points towards 1 stat. These are relatively new changes, and why should they base the whole game around 3 infusions they made early on?… they shouldn’t…
I think the utility infusions are similar to magic find and they are taking valuable stats that could help your group as a whole, and replacing them with stats that promote selfish play.
Here is a straw, suck it up!!!!!!!!! :o
I don’t normally confuse my fingers and my sausages, I like to keep those seperate, but the new mechanical mobs drop like 70c each… That is a ton of money. Besides, no matter how much they nerf utility infusions they are still going to be better than 5 points towards 1 stat. These are relatively new changes, and why should they base the whole game around 3 infusions they made early on?… they shouldn’t…
I think the utility infusions are similar to magic find and they are taking valuable stats that could help your group as a whole, and replacing them with stats that promote selfish play.
Here is a straw, suck it up!!!!!!!!! :o
20% of 70c is 14c. You’d have to kill 60 of them to even make up for ONE run of AC. Let’s not lose sight of the fact that these clockwork mobs are TEMPORARY CONTENT, either.
It’s this kind of narrow-minded thinking that put us into this situation. Someone pinches out a terd of an idea, and instead of going through all the failure modes, they just congratulate themselves and move on. And I never said anything about the “entire game” – this topic is clearly about Utility Infusions.
And don’t even get me started on the absurd wave of Guild Wars socialism of “selfish gameplay”… Removing stats from a game because they MIGHT impact one meta aspect of the game is one of the most mentally-handicapped things I’ve ever heard of and had the displeasure of witnessing. “I don’t want to play with MF users, so no one should have MF.” The real selfish people in this game are the ones with the “My way or no way” mentality. Hypocrisy at (censor break) its finest. What a joke.
(edited by Dresden.1736)
20% of 70c is 14c. You’d have to kill 60 of them to even make up for ONE run of AC. Let’s not lose sight of the fact that these clockwork mobs are TEMPORARY CONTENT, either.
I’m not going to comment on the rest of what you said, but as for the above. I’d argue that killing 60 of them is still faster than 1 AC run.
Also, this is not temp content. Both in the live steam and at least one dev post on the forum they’ve said that these map wide battles are not going away. They’ll be 1/hour until the end of the living story and after the two weeks are up they’ll continue (though albeit at a slower, undisclosed pace). [Sadly that kinda spoils that nothing is going to be resolved by the end of this update].
And if they come out with new/better utility infusions I’d be happy. Sadly, I can’t think of many that can’t be considered as “selfish.” (+% movement speed, +% endurance regen, +% boon/condi duration). Heck it’d be easy to even come up with profession specific infusions (faster pet swaping, atunement changing, weapon swaping, initiative generation, etc.). The big downside, the more useful something becomes, the more it becomes “required” (which in this case would be more time gated, alt unfriendly time grind).
I don’t understand all these similar complaints. The +Karma and +Gold infusions still work as intended. Just because they don’t work as you want them, doesn’t mean you have a valid claim for a refund.
As for the +MF, that is something I’m sure Anet will address, since the whole system of Magic Find is changing.
I don’t understand all these similar complaints. The +Karma and +Gold infusions still work as intended. Just because they don’t work as you want them, doesn’t mean you have a valid claim for a refund.
As for the +MF, that is something I’m sure Anet will address, since the whole system of Magic Find is changing.
But how far does it have to go? By that thinking, they could change the game so that the +Gold infusion only works on exactly one mob that drops 1 copper and you could still argue that it is working but just not as players want it so their claims are not valid.
I don’t understand all these similar complaints. The +Karma and +Gold infusions still work as intended. Just because they don’t work as you want them, doesn’t mean you have a valid claim for a refund.
As for the +MF, that is something I’m sure Anet will address, since the whole system of Magic Find is changing.
You don’t understand them because you must be daft. “All these other people have similar complaints and I don’t get it! They must be wrong!” Take a step back and let that sink in.
As I mentioned earlier, this is the kind of complacency that ruins products. They progressively get worse, and because there’s a group of boisterous and wilfully ignorant users, it becomes self perpetuating.
Again, the fact remains that people bought these things because how they worked at the time, and if they knew they would be <10% of their originally effectiveness, they would not have bought them. Why is this such a hard concept to grasp?
Okay, with all the recent and upcoming changes, is there even a point to Utility Infusions anymore?
No. They have all been nerfed to a shadow of their former selves, “B-but they still work as intended you guuuuiiise, stop being so entitled” their intended effect is to provide a negligible (read may as well be non existent) boost.