[Suggestion] WvW Pip Enrichment (Asc Amulets)

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: AlienMenace.7516

AlienMenace.7516

Suggestion: Add a WvW Pip Enrichment, to slot into an ascended amulet, for purchase at the Laurel Merchant (WvW) that grants a +1 Pip bonus per tick in the WvW Skirmish Rewards

There has been a lot of talk lately about changing the new pip system in WvW. Some players call for large changes, while others are looking for smaller tweaks. I think Anet will be gathering data for a while before they decide whether or not to make any broader changes, but this smaller change could help out for dedicated WvW players who would be willing to forgo using another powerful earning buff in exchange for +1 Pip/tick in the WvW Skirmish Rewards.

Right now the Laurel Merchant (WvW) sells WvW Infusions that can go in anything (ascended) but an amulet. But there is no WvW Enrichment for amulets. And there are currently only four types of Enrichments (Gold, Magic Find, Experience and Karma) but they also have the “Koda’s Warmth Enrichment” (from A Crack in the Ice), which is basically a cosmetic version of the Karmic Enrichment, so we know they can add more Enrichments to the game.

Enrichments never give players a stat bonus, they only help players focus their earning by skewing it a little more toward one benefit or the other.

If a player decided to use the new proposed WvW Pip Enrichment, they would be giving up using any of those other Enrichments to do so. So there’s some tradeoff the player has to make in order to use it.

It’s not the largest proposed solution, and it wouldn’t make everyone happy, but it would be a way a player could sacrifice using another Enrichment instead to slightly help out with their Pip gain in WvW Skirmish Rewards.

It would only be sold on the WvW vendor so people in PvE wouldn’t accidentally buy it, if that’s a concern. They could rename the last tab, currently called “Infusions,” to “Infusions and Enrichments” instead and list it there.

They could list it on the “Legend” tab on the Match Overview page under “Pip Acquisition” so players can know they can get this Enrichment and see how it would factor into the Pip rate.

If/when they do overhaul the Pip system, they can revisit the item to decide if they want to make it more than +1 then.

Links for those who aren’t familiar with what I’m talking about:
Laurel Merchant (WvW): https://wiki.guildwars2.com/wiki/Laurel_Merchant_
Enrichment: https://wiki.guildwars2.com/wiki/Enrichment
List of the current bonuses available for Pips in WvW: https://wiki.guildwars2.com/wiki/Skirmish_reward_track

tl;dr an item that goes in your Amulet instead of the gold/magic find ones and grants +1 Pip/tick in WvW Skirmish Rewards instead

Good idea? Bad idea? Thoughts?

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Id rather see bonus wxp ( which will equate to more pips in the long run) or make the existing exp infusion apply to wxp.

Co-Leader of The Mythical Dragons [MYTH],
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: AlienMenace.7516

AlienMenace.7516

Id rather see bonus wxp ( which will equate to more pips in the long run)…

This is a good idea as well, and is something I would be happy to see in the game. If they added this instead of my idea I think that would be just as good for me. I guess I am still adjusting to the idea that WXP Ranks will continue to have meaning/be useful now after a player maxes out all of the WXP upgrades with their World Ability Points now.

This idea mostly came about, however, because I have seen a lot of people saying they are frustrated now with the fact that their Pip gain feels sluggish. Particularly those who are finding themselves consistently in last place with no other bonuses. A +1 Pip/tick Enrichment that forces those players to give up Magic Find, Karma, or whatever else they value instead for a +1 Pip bonus. Since I don’t think Anet is likely to make any of the grand, sweeping changes some players are calling for anytime soon, I thought this might be a more modest alternative that would still force them to give up something else to get it, so they can decide whether or not it is worth it for them.

…or make the existing exp infusion apply to wxp.

I would love it if this was the case, but as I understand it there is a technical reason why this wouldn’t work, introduced when they made it so the way XP gains in WvW work does not mirror regular XP gain (I think this problem was introduced when Masteries went live/HoT launch). Not sure why they didn’t just 1:1 use the Mastery system for WXP gains and treat them as Masteries, but I would imagine this part of the system would be too much of an overhaul for them to be able to reasonably change it now, if my understanding is correct.

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: Artemis Thuras.8795

Artemis Thuras.8795

Something that just occurred to me.. with an enrichment for +1 pip, you’d have everyone wanting to break combat 10s before tick to swap amulets. Sure it would be inconvenient and people would forget, but the fact that would be rewarded is likely something anet should avoid.

I’m hearing about ( but yet to confirm) a video of Mckenna (sp?) saying hte loyalty pip is being renamed, and reduced to just 1 previous week of getting the wood chest to gain +1 pip. I suspect anet will monitor things for a while and see how that goes. Though I think pip gain will still be rather slow. To address that I’d move to a 5/4/3 pips/tick to match the skirmish points for placement as a server. But that feels off topic to me

Co-Leader of The Mythical Dragons [MYTH],
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: Gorani.7205

Gorani.7205

I like the idea of a WvW enrichment in general.

What could that be?
>> +1 pip bonus (as suggested by the OP)
>> +5% WxP gain
>> +5% WvW track gain

To avoid the possible “amulet swap” Artemis Thuras.8795 metioned, perhaps the +1 pip gain should be added to the guild enhancement from the guild hall tavern instead, making those either 10% & +1 pip to either WxP or WvW track.
The enrichment, being a multi purpose WvW enrichment (so, just one enrichment for the game type, not several), could be +5% to both WxP and WvW track gain.

Member of The Guildwars Online Guild [GWO]
Still keeps a volume of Kurzick poems ;)

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: AlienMenace.7516

AlienMenace.7516

Something that just occurred to me.. with an enrichment for +1 pip, you’d have everyone wanting to break combat 10s before tick to swap amulets…

I hadn’t really thought of this, and it’s a good point. I wonder how long people would keep that up before they realized it was a lot of work or hassle, though.

I like the idea of a WvW enrichment in general.

What could that be?
>> +1 pip bonus (as suggested by the OP)
>> +5% WxP gain
>> +5% WvW track gain

This is a good point. Since there isn’t any WvW-related Enrichment right now, it might be a good idea to make an Enrichment that enhances all of the multiple aspects of WvW all rolled into one, by a modest amount each. And while numbers can always be changed, I think your numbers look like a good place to start. Small, but it will definitely add up over time (and it always feels better to buff a thing later than to nerf it later). If I had an Enrichment that did all that I would use it in WvW all the time!

And with the WXP boost aspect of it people would be incentivized to keep it on all the time in WvW too, because any time they do something that part is helping them. I like your idea a whole lot, actually.

To avoid the possible “amulet swap” Artemis Thuras.8795 metioned, perhaps the +1 pip gain should be added to the guild enhancement from the guild hall tavern instead, making those either 10% & +1 pip to either WxP or WvW track.
The enrichment, being a multi purpose WvW enrichment (so, just one enrichment for the game type, not several), could be +5% to both WxP and WvW track gain.

I thought about the fact that there was already a WXP Guild Enhancement, and originally I thought it would be better if the two didn’t compete so people could work on their WvW levels (although admittedly that was me forgetting that there is also the Guild WvW Reward Track Boost).

Side note: The problem with adding/subtracting Guild Enhancements at the Guild Tavern is that their intensity increases depending on how many are unlocked at the Guild Tavern (see https://wiki.guildwars2.com/wiki/Guild_Enhancements ). So adding or subtracting any of them would be problematic unless they wanted to make them all 1-2% more potent when the proposed new one is unlocked (something I wouldn’t have a problem with).

I guess the ideal situation would actually be to have both an Enrichment for your amulet and a Guild Enhancement buff in the Guild Hall, with each modestly boosting all aspects of WvW gains (pip bonus, WxP gain, and WvW track gain, as you said), but the latter Guild Enhancement could have implications for the potency of all of the Guild Enhancements. I’m not sure which approach they would take. I guess they could just say that Guild Enhancements cap out at their current levels even if more are unlocked later if they don’t want to let them get stronger.

But back to the Enrichment, I do think that having it buff all of WxP gain, Pips, and Reward Track gains all at once would make people want to use it all the time in WvW and not just swap to it, which would address Artemis Thuras’ concern.

There are a lot of good ideas in here. I’m wondering what other people think as well. Would you use the Enrichment proposed in my OP in WvW? What about Gorani’s more potent and versatile proposal?

(edited by AlienMenace.7516)

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: Vavume.8065

Vavume.8065

I like the idea OP, you mentioned the koda infusion which made me think maybe the PIP enrichment should also be an aura that you have to also complete a set of objectives for, similar to koda but WvW based. It should be failry difficult and time consuming, I would find that fun.

(edited by Vavume.8065)

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: Sarrs.4831

Sarrs.4831

Id rather see bonus wxp ( which will equate to more pips in the long run) or make the existing exp infusion apply to wxp.

Would definitely prefer XP boost to benefit WXP.

Nalhadia – Kaineng

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: Vavume.8065

Vavume.8065

Id rather see bonus wxp ( which will equate to more pips in the long run) or make the existing exp infusion apply to wxp.

Would definitely prefer XP boost to benefit WXP.

There is already many ways to boost WXP, but nothing that boosts PIPS.

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: Sarrs.4831

Sarrs.4831

There is already many ways to boost WXP, but nothing that boosts PIPS.

Good. It should remain that way. A pip enrichment is a bandaid for stingey pips anyway. If you want more pips, just ask for more pips.

The XP Enrichment granting more WXP is an obvious change that makes sense and will give WvW players more choices in what Enrichment they’d like to use.

Nalhadia – Kaineng

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: trailofsalt.6571

trailofsalt.6571

This is a bad idea. WvW reward pips should be earned based off of your playtime in WvW. I would never support tonics, guild buffs, boosters, or anything else that would boost your pip earnings.

I smash “1” for greatness… (òÓ,)

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: AlienMenace.7516

AlienMenace.7516

Id rather see bonus wxp ( which will equate to more pips in the long run) or make the existing exp infusion apply to wxp.

Would definitely prefer XP boost to benefit WXP.

If it turns out that I’m wrong about there being a technical reason why this wouldn’t work, then I would be all for it. I’ve always felt like it should grant bonus WXP in WvW, but I’m not sure how easy it would be to make that work. I suppose I would settle for a separate WXP-only Enrichment, but it does feel like the regular XP one should just do that in WvW.

But as a lot of people are feeling right now,

There is already many ways to boost WXP, but nothing that boosts PIPS.

I think the problem right now is that a lot of people are feeling like the pip system is rough, particularly for those who are playing in matchups where they are constantly in last place and they’re only getting 1 Pip despite how hard they are working.

Good. It should remain that way. A pip enrichment is a bandaid for stingey pips anyway. If you want more pips, just ask for more pips…

I do agree with this, but I think that Anet is probably going to sit on the current system for a while to read their data and see how they feel it is shaking out. But every day I see and hear new people saying they are in the last-place spot in their matchup, with some being total stomps, and are feeling pretty rough right now. It might be nice to toss a bandaid their way if nothing else.

That being said, I think you are absolutely right about it being a bandaid fix, and I think there’s certainly also a lot of merit to the idea of simply making the XP Enrichment give bonus WXP as well. If they can make that work from a technical standpoint.

This is a bad idea. WvW reward pips should be earned based off of your playtime in WvW. I would never support tonics, guild buffs, boosters, or anything else that would boost your pip earnings.

I certainly agree with you that the primary generator of pips should always be your playtime in WvW. And I think there was probably a lot of backlash from some people when Guild Enhancements were added to the game at all, even in their pre-HoT form of boosts that all applied to the guild at once.

And I’m not saying you’re wrong about anything else, either. I floated this idea to see why people might think it was a bad idea as well. But I’m just curious why we should take a hardline stance against there being anything like the proposed Pip Enrichment. People are always going to have something in their Enrichment slot that gives them a little more of something, and this proposal is for a far more modest boost to pip gain than, say, the +5 Outnumbered buff that is currently in the game. I think the reason Enrichments were added to the game was so that players could focus on getting a bit more of a thing they desired, and Pips certainly seem to be something people want more of. I do agree that the Pip gain should not be outlandish, which is why I suggested they implement this at a +1 and keep it a +1 unless they rework the entire earning scale in WvW (and even if they do a total pip scale overhaul, limiting the proposed Enrichment to +1 after then might still be the correct move).

So I’m just curious as to why we should take the hardline stance against it since it can certainly be argued that it already fits in with everything else in the game. But I’m not saying you’re wrong, either. I just want to understand why you think we should absolutely not have something like this in the game.

[Suggestion] WvW Pip Enrichment (Asc Amulets)

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Posted by: SkyShroud.2865

SkyShroud.2865

Reasonable and good idea. I approve.

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