Showing Posts For Apocolyte.8093:
Mystic Coins .
That only works if people are willing to buy at that said price, in reality players playing the tp would notice the sudden increase in price and proceed to undercut that player to steal profits. The orginal player would be forced to wait out the sales, buy out those sales or accept the listing loss and undercut them bring price back down.
Or they might have more incentive to hold onto their coins and sell slowly as they need to because, as pointed out in this thread, Anet has created a situation where the demand of Mystic Coins greatly outweighs the supply and it’s impossible to farm them in any way (besides logging in everyday).
Demand of Mystic Coins:
> ~ 1,000 for Guild upgrades (although about 250 could be considered optional upgrades)
> ~250 for clovers for legendaries (depending on RNGesus)
> 20-50 for Infusions (optional, but still a sink)
Source: https://wiki.guildwars2.com/wiki/Mystic_Coin/Other
> Approximately 80 MF weapon recipes that require 10-100 Mystic Coins. This includes the Mystic Weapons, which are required for the new Ascended Specialization Collections
Source: https://wiki.guildwars2.com/wiki/Mystic_Coin/Equipment
> Feast Recipes
Supply of Mystic Coins:
> 20-25 per month per player, if you log in every day.
Result: http://www.gw2spidy.com/item/19976
Anyone playing the TP with Mystic Coins has every incentive right now to hold on to them for as long as possible because the price has gone from 15s in the middle of December to 40s now. Since there is a constant demand, even if someone does “flood” the market, they will be bought out fast and the prices will keep going up.
it may be a 780 coin cost…. but its a shared burden. between 30 players thats just a mere 26 coins a person. Thats very little to no impact on people who will be spending months trying to craft legendarys. If it really is a wvw guild there shouldnt really be any issue in donating to become more effective…it can even be donating over time since it doesn’t have to completed at once.
Eh, I guess. It is a shared burden, but, like I said, WvW is already not a very profitable game mode and a lot of my friends have sunk their gold into gear, siege, food, etc. A mere 26 coins a person is still 10g per person.
Honestly, it’s not even the monetary cost that bothers me. I was going to post a separate topic, but I noticed that there was a discussion already going about Mystic Coins, so I thought I would post here. What bothers me, is that Mystic Coins have nothing to do with WvW and yet the major upgrades that every WvW guild is going to want to get requires them. Can you farm Mystic Coins in WvW? No. Can you buy them with Badges of Honor? No. Do all the guild hall upgrades need Mystic Coins? No. Just the WvW Auras and the Guild Trader, which is arguably an optional upgrade.
Someone must have just looked at those upgrades and thought “this will make a great sink for Mystic Coins,” which wouldn’t be so bad by itself. Which is probably the same amount of thought that created an upgrade that needed 50 Heavy Supply Bags that for months did not drop anywhere in the game because the mobs were removed with the old WvW maps.
But it’s just kind of another thing on top of a heap where WvWers got maps that weren’t designed with WvW in mind, that alliances are only coming about 4 years after the game has launched (even though players have complained about server population inbalance for years), because there are still horrible lag issues sometimes on EBG and during the Oasis events, because it took months for Anet to fix seizure-inducing texture bugs on upgraded objectives, because Anet’s answer to GvG (which is usually 15v15 or 20v20) is a 5v5 sPvP map, because my favorite game mode is withering and dying as players and guilds quit because they feel that WvW has been neglected for years.
Yeah, we’ll get the 780 coins eventually (probably just in time for everyone to quit), but it feels like another thoughtless decision on top of everything else. Feels like fighting an uphill battle sometimes to actually enjoy this game.
Guild upgrades are supposed to be contributed to by all members of a guild, not just one person. If you assume a WvW guild isn’t a 2-3 man guild and has around 50 active players, that’s 15-16 mystic coins per person in the guild. Or 31-32 if only half of the guild contributes. Which isn’t very long to get on an individual basis.
If you can’t get your guild to contribute items to help, then that’s a guild problem. Not a problem with the mystic coin supply.
A WvW guild that’s just starting up is lucky to get 15-20 regular players, if that (I’m on Tarnished Coast, NA T2, still a fairly populated server). Good luck trying to build a guild with 50 active players if you’re not already established. People that we’ve recruited so far are willing to donate and, like I said, we’ll get the upgrades eventually. It’s just the thoughtlessness that bothers me. Why Mystic Coins? Why not Memories of Battle (which you can actually get from rank up chests and their only sink is legendaries) or something along those lines? I know that there’s several account-bound, time-gated things associated with guild hall upgrades, and I don’t know why the coins of all things have kittened me off the most lol.
But whatever, it’s not like my rants will change anything. I was just mad this morning because after dumping about 300g on getting a guild hall and getting upgrades going, I was excited because I thought we’d finally be start working on WvW upgrades so that claiming things meant something. Little did I know that I’d have to dump another 50g just to get a stupid Magic Find Aura (but hey, maybe a percursor will finally drop, amirite?). Then there’ll be Mystic Coins aplenty.
Mystic Coins are also a requirement for basically all of the WvW guild claiming buffs. 780 are needed in total for the Objective Auras like Power, Supply, etc. They must be unlocked linearly and so even though Magic Find, WvW Experience, and Movement Speed are a relatively useless Auras, they have to be unlocked to get the others. Each one needs 100 Mystic Coins.
The +5 Supply Capacity, arguably the most useful Aura, used to be one of the easiest upgrades to unlock under the old system and is now THE LAST upgrade to unlock. So the 780 Mystic Coin number is not avoidable. These buffs are basically mandatory if you want to run an effective WvW guild and, as some of you may know, WvW is not the most profitable game mode, so the Mystic Coins are essentially a time gate on creating a WvW guild. As someone who is currently working on upgrading a WvW-oriented guild, I’m really excited to either shell out a ton of gold on these or to guilt my guild members into donating their Mystic Coins, even though many of them are working on legendaries like Nevermore. Please, kill my enjoyment of my favorite game mode even more Anet.
The main problem with Mystic Coins is that Anet has created a ton of additional sinks for these with HoT (on top of the existing ones), but the only source is still daily logins and the occasional Mystic Forge Daily. Therefore, this creates the perfect opportunity for someone with a lot of gold to come in and buy all of the Mystic Coins on the market and to set whatever price they like and the only options left to the rest of us are:
1) Wait around
2) Farm gold
And both sound like a ton of fun.
I got this bug while trying to replay Episode 5 for the achievements (not the first time playing through on 3 separate characters). Logging in and out didn’t fix it, but quitting the story episode and restarting it in the story journal panel seemed to work. When I spoke to Ogden again, he gave me the option to enter Glint’s lair.
What kind of issue are you specifically having that could be related to lag?
Most of the time it is significant skill lag (ei. Will go to cast something and it simply will not cast at all, or with a very long delay time)
What server are you on?
Tarnished Coast
Has there ever been a time when you or a friend are experiencing lag, while others in your party are not?
Rarely, most of the time the whole group experiences lag when lag is very noticeable (for me)
Has there ever been a time where one party in a map is experiencing lag, while other parties in that same map are not?
Sometimes, when you’re near a zerg there is more lag, but at other times the lag is map wide (like big SMC fights in EBG)
Do you experience the lag at very specific times?
The most memorable lag is when big fights happen in SMC on EBG. The lag can be especially felt on the entire map if two zergs are fighting in the lord room. In terms of size, these fights are usually 2 or even 3 server blobs (most likely 60+ players from each server fighting). Maybe this is just me, but I would say that this serious lag happens only during fights in SMC. Zerg v. zerg fights in open field usually don’t give as bad of a map-wide lag, but it’s possible that fewer people are involved I suppose.
I was #34, queue popped, got put back in queue at 200+, and now I’ve been stuck at #1 for about 30min.
So, having a fun reset night. I queued up for EBG on reset and was placed into spot #34 (along with several of my guildies). Queue popped fast, but when I hit Travel, I was informed that the Borderland was full and I was placed back into queue at spot #200+. This also happened to several of my guild mates that had their queue pop and when they hit travel, they were placed at the end of the line with hours of waiting ahead of them.
Edit: Was at #170 at some point and moved to EotM, saw that my queue moved up to #1. Now I’ve been #1 for quite a while. :P
(edited by Apocolyte.8093)
Lot’s of false assumptions in this thread.
First, zerker gear, for the most part, makes players better, not worse. There are exceptions, of course, like CoF, that are truly mind-numbing. But there are plenty of bosses in this game (like HotW) that are complete and utter HP sponges (remember one way way Anet likes to make a fight harder is just make more HP!), so a fight takes a long time, even if the entire party is in full zerker. You can tout Lupi all you want as an example, but fast kills on Lupi are an EXCEPTION, not the rule. And those fast kills are possible not only because people are in zerker gear, but because they are highly skilled and know the fight really well (try fighting Lupi for yourself and see how easy it is ;P). People in this thread make it sound like zerker is some magic thing that allows you to down bosses in seconds, which is not at all the case.
Yes, in some cases it’s just mind numbing stacking, but in plenty of dungeons (SE, HotW, CoE, for example), you actually do have to dodge as a zerker or you will get one-shotted and you will die. And then dead dps is no dps.
I would argue that tanky healer builds actually make far lazier players because they are far more forgiving if you take damage. If my zerk guardian gets hit (by say the TA up spider boss), I am downed in pretty much one hit if I have no aegis. I cannot afford bad play because if I die, I am a dead weight for my party. My tankier guard build can take a few hits and still survive no problem.
Another false assumption is that there’s SO MANY PLAYERS that give a kitten about your build or your class. I’ve ran plenty of dungeons with guild mates and pugs from LFG and I’ve never had this issue. Sure, you can see posts where players demand zerk warriors only, but you can easily steer clear of those. The zerk warrior only mentality is a remnant from the days when CoF p1 speed runs were the way to make money and the meta was 1 zerk mesmer + 4 zerk warriors – ping your gear to get kicked type of thing. But that’s not the case anymore. You’re harking back to things that are no longer true.
And seriously, if you don’t like how dungeons are run with zerker metas, find a guild and make some friends that agree and just run dungeons the way you want. Don’t have to bend to other people if you don’t want to.
If the GW2 combat goes the way of the holy trinity, I will never run a single dungeon ever again.
I love the combat in this game because I can be anything and do anything in the dungeon that I want to do and I’m not limited to one role on any profession. I love that I can take my warrior or guardian and put on some different gear and be a tank or dps or a support character (or a combination of both). And if I want to, I can change what I want to be even on the fly by switching my weapons or skills and adapt to every situation in a dungeon.
I picked up the FF14 remake (that uses the holy trinity) last Septermber-October, gave it a shot and, in my opinion, the dungeons were incredibly BORING. Played an arcanist and guess what I got to do the entire time? Stay at the back, click on my party members, and press a skill every once in a while when their HP was low. Walked out of a red circle every once in a while even! Exciting stuff. And when we got a bad tank that didn’t know what to do— guess what, we wiped because an idiot couldn’t do their job. I love that in GW2 that a fight never hinges on one player doing something wrong or right – heck, if the entire party wipes, I love that a single skilled player can solo the boss and save the day.
If you want to play the game the holy trinity way, just find a guild that likes it too and then get a tanky warrior or guard, a healer ele, and a thief for DPS and have at it. But don’t demand that GW2 conform to your demands just because every kitten MMO does it. There’s a reason why I’m here playing GW2 and there’s clearly a reason why you shouldn’t be. So go away and leave this game alone.
TL;DR: You can take your holy trinity and shove it somewhere unpleasant. I hate it and I love GW2 combat BECAUSE there’s no holy trinity.
Dungeons are some of my favorite content in the game and I think the connection between story mode in dungeons, the personal story, and the open world is great. Some of the best stories in the game (in my opinion) are told in the story modes. In AC story, we get to retrieve the partner of Rytlock’s sword to try to reunite Rytlock and Logan, plus we see a big reference to GW1 lore, how cool is that!?
The thing is, the content we see in explorable modes seems to be a bit… outside of everything else that happens in the game. That is, unlike story mode, the characters we meet and the things that we learn while running these paths stay contained within the dungeon. Personally, I’d like to see small connections to the other lore in the game. For example in CM exp players could search for evidence of Caudecus’s schemes for Logan or maybe Agent Spire could pop up in one of the Living Story events and, if we had helped her escape from the Crucible, players could crack jokes with her about pulling levers and closing cafeterias. Small things like that I guess that make exp dungeons feel more rewarding lore-wise.
Question in short: We already know that Living Story can invade dungeons (Scarlet and TA), but would you consider expanding the stories we see in explorable modes in dungeons and the characters that we meet there to the bigger “Open World” or to “Living Story”?
(This is kind of a stretch on the topic, sorry)
(edited by Apocolyte.8093)
I really don’t know why you feel like this topic needs to be revisited. The community has already had this conversation when ascended weapons came out. We’ve known since the dev’s summer out look for 2013 that the cap on all of the crafting professions would be lifted to 500. Nevermind the fact that the codes for the ascended armor have been around and posted in map chat months ago at this point (was it September or October that they started popping up?). So everyone knew that ascended armor was coming and you can go and take a look at the stats already. Also, if I remember the armor pieces did not have an infusion slot when the codes were posted, but that could change I guess.
So, to repost in summary what was hashed out months ago when ascended weapons came out:
- People that want ascended armor will get it
- People that think it’s too expensive will not lose much by not getting it
- It’s going to be kittening expensive to craft
- Legendary tier gear will always match the top tier that is more easily acquired (ascended in this case), so no Legendary will not become a new tier.
Urban:
- The center square area has been made smaller, so it’s harder to pull enemies without npc aggro.
- Monks healing has been improved I think and they are considerably harder to kill at the new lvl 30 than I remember at the old lvl 48.
We’re looking for people of all experience levels for dungeons/fractals/etc. Please don’t be intimidated if you’ve never run these before, but are looking to start. We’re very helpful and are definitely willing to teach inexperienced players who are looking to get the Dungeon Master title or are just looking into the gw2 dungeon scene (you’re welcome).
We have a great core community of players and are simply looking to grow and expand! If dungeons/fractals are not for you, our guild leader Shidden is a great commander in WvW and we often have a number of players either roaming or running with a zerg.
As Riz said, feel free to contact any of our guild officers, but if you see a [MOON]ie running around in game, don’t be shy! Make sure they’re the right [MOON] because there are several variants out there in TC haha.
Update: the alliance with RoT has been dissolved, [MOON]ies are back repping in WvW!
I very recently noticed that, especially with ranged attacks, my character will stop auto-attacking (for example shooting a rifle or shortbow) after dodging and I have to press “1” or double click on the enemy to start attacking again. This happens even if I just dodge backwards using a key and the enemy remains directly in my line of sight, but does not happen if I use a skill to evade (for example #3 shortbow for thief).
I’ve had the double-tap to dodge feature disabled, have used v to dodge for quite sometime, and I don’t recall making any changes to my settings recently that might have caused this. I guess I’m also not sure if this is a real bug, am I just oblivious and auto-attacks always stopped after evading? I’m getting pretty frustrated with this though…
Bumping because I’ve recently started having the same issue in PvE, mainly with Fiery Greatsword, but I don’t use any other summoned weapon. Searching for some posts showed that this bug has been around for a while, has there been any dev response? Just checked and I do have a sigil of geomancy in one of my weapon slots, I guess I’ll try taking out to see if this fixes the problem.
The biggest problem I have is with the flight speed of the missile. If it was anything like the bow, rifle or elementalist fireball it would be in the right place.
An even bigger problem is that marks can only be triggered by creatures and not structures – which essentially breaks the staff AoE usefulness versus any other weapon (it’s unique in its inability to aoe structures).
I agree. Staff1 and the inability to damage structures with staff AoEs are pretty much my only problems with Necro staff. I love the Marks because I use Dagger/Warhorn as my other weapon set and I only use 1 Well in my build, so the fact that staff gives me 4 AoEs comes in handy.
However, daggers for some reason have terrible targeting or whatever when it comes to structures and if I’m trying to destroy something like a catapult, most of my attacks miss even though I am standing next to the structure. And because structures don’t trigger staff AoEs, I am stuck standing there for 5 min, slowly whittling my target down with Staff1. Takes forever.
Stacks on stacks on stacks of might.
The feel when you gap close with DS2 and have daggers out with 20+ might stacks just doesn’t get old to me.
^This.
When running into battle, I’ll drop a couple of marks with staff > Go into DS > Life Blast a foe for a bit to get some stacks of might > Come out of DS > Blood is Power > Swap from staff to dagger (I’ve got a sigil that grants me an additional 3 stacks of might on swap) > Maybe activate Signet of Spite for conditions on foe and an additional 3 stacks of Might > Proceed to slaughter.
I like to do this when facing multiple enemies or a vet solo, but it’s usually overkill for a single mob on my level. Stacks of might are a nice source of damage if your armor is focused more on vitality/toughness for survivability.
I’m curious, have you tried this loot drop comparison only in the Labyrinth, or is this true in any zone? Problem with your current bugged MF argument is that your high level and low level toons are getting totally different drops in the Labyrinth. Even the junk that your lvl80 gets (porous bone) is worth more than the junk your lvl9 toon picks up (brittle bone, bone chip). In the labyrinth, the drops may have been scaled funny so that low level toons get drops that are appropriate for their level (if they were in a lvl1-15 zone, for example), and lvl80s have another set of drop rates for stuff that is level appropriate for them.
You have two variables that you’re changing at the same time in your runs (level and MF), so you can’t really blame MF for the fact that you only got 1 green on your lvl80 toon. Looks to me, according to your spreadsheet, that your lvl80 toon actually also made more money killing things, and probably did it faster than your lvl9, so it wasn’t so bad. To really test this, you should try this out in a low level zone that your lvl9 and go into, and then compare lvl9 +\- MF and your lvl80 +\-MF (same amount of MF for lvl9 and lvl80 preferred). Then you can make valid conclusions based on your data.
I’m really curious about this now. I’ve got a lvl80, and I’ve been running through different zones trying to complete the map, and I have to say I can’t complain about the drop rates (despite the fact that I have NO magic find on my armor at all). But I think I’ll try this comparison out for myself and see what I get.
Even with magic find, drops are still random. Magic find increases the chances of something dropping, but it’s still up to chance. It’s totally possible to go through a stretch of time with improved magic find and still get nothing because each monster you kill has an independent probability of dropping something nice. Just because you had this happen to you once, does not mean the entire magic find mechanic is bugged.
The path 1 glitch seems like a pretty common problem from what I’ve heard from the groups that I’ve ran AC with. I was surprised not to find a topic posted on the forums about it already.
Had issues with NPCs in paths 1 and 2 today in the Ascalonian Catacombs Explorable section. Looked through topics, but didn’t see it reported.
Path 1:
Hodgins glitched when it came time to collect pieces of the fire staff. The sequence that gives us access to the room where we’re supposed to collect the pieces would not activate. We even tried killing him with a mob to try to reset, but no dice. Had to leave the dungeon to let it reset and had to start over.
Path 2:
When it came time to build the mortars, the Ascalonian ghost threatened us, disappeared, but the NPC did not start working on the mortars and did not trigger the spawning of aggressive ghosts. Part of the problem might have been that a champion graveling followed us in, and we spent some time after the Ascalonian ghost threatened us fighting the champ. After that, NPC just stood between the mortars and would not start working on them. A party member managed to pull a champ graveling that killed her. When she was revived, thankfully she reset and the quest chain progressed, so we were able to finish the dungeon.
Started getting the siren issue about 2-3 weeks ago even though I’ve been playing essentially since launch. I used to get only the beeping sound once in a while, particularly at the dragon events, without the game freezing. I would just take my headphones out of my ears until I can reset.
But now the problem has upgraded to the game crashing almost as soon as the beeping noise starts (10-20sec after) only at the Claw of Jormag event (happened 3 times just today). Have to close the game with Ctrl+Alt+Del, yadayadayada. Pop back into the game, praying I still have time to get some loot. I thought that this was a problem with my rig, but I found out today that a couple of guildies have been having the same issue. I’m really disappointed to find out that this is a widespread problem that has been out there for over a month with still no proper fix.
I’ll try lowering the quality of my sound, and I’ll tell my friends who have been having the same issue to do the same. I guess we’ll see what happens, but really looking forward to an official fix to this problem.