People don’t buy BL keys because they’re worthless (thanks to certain people on reddit gathering data as soon as the chest contents are tweaked). This makes the only way of getting these skins awful RNG.
A disgustingly cynical decision clearly made with only the economy in mind.
Auric basin was one of the better maps to actually acquire the currency, because you got a lot of aurilium from doing the events. Now you only get them from the new loot containers, but at a much lower rate, alongside keys where the chests don’t give currency like the other 2 maps.
Feels like a step backwards.
Firstly, all 4 are amulets. Why? They could’ve done 2 amulets and 2 rings for each infusions type and it would be a lot better. They also should all be selectable stats so there’s a reliable way to get ascended trinkets for things like Viper’s stats.
Linked to this is the fact you also can’t repurchase them from laurel vendors like all other achievement trinkets. This means you get 1 Mordrem Loop for your account until the end of time. At least with Viper’s you can pray for a very, very rare drop from Sabetha.
Speaking of drops the only other HoT stats you can get outside of amulets is Trailblazer and Viper, which again are a very low chance from raid bosses. This is not the process of getting new stats anet should be doing.; grindy, RNG reliant and most of all incomplete.
TL:DR Suggestions: Make HoT story reward 2 amulets and 2 rings of selectable stats. Make them purchasable from laurel vendor like other achievement trinkets. Also make the raid ones purchasable for magnetite shards.
The RNG method of acquisition for Black Diamonds and Freshwater Pearls in particular is really bad, and beyond tier completion the actual map reward caches are pretty lacklustre. I’d be good to see a rotation of gemstones on top of what we currently get or increase their drop rate from the exotic rarity caches tenfold.
So the vendor says it’s a Major Sigil of Bursting when I bought it, and it’s actually only the minor one. The green rarity is a give away but still it’s a bit disappointing.
When you factor in food and opportunity cost raids barely break even as is with the gold bug. Not to mention both the RNG and low drop rates for the raid exclusive things, it really does make me wonder where all the loot went.
They need to simply remove the gold cost from vendor items, the huge time gate of shards is enough.
So after a few hours trying we’ve managed to get it to 50%, but by then all the updraughts are used and the 7 minutes are up. There simply doesn’t seem to be enough time to burn through the bosses health. We’ve tried pure power zerk set ups and including conditions but it’s the same result.
The last phase involves dark orbs that inflict a stacking debuff with a gradually increasing AoE, killing them spawns an orb which will remove one of the stacks. Really feel like we’re missing something here.
Absolutely, it’s hugely disappointing we’ve not seen anything new in 2 years and 2 ‘reworks’. The new instabilities are half kitten d, and as Brazil said apparently designed by someone with a ‘kitten your meta’ attitude. Fundamentally it’s still all the same and it’s painfully obvious how little resources they actually want to commit to their instanced content.
I was talking with my friends about fractals we’d love to see and there’s so many cool things that could be done like:
The Fall of Abaddon/Abaddon giving magic to humans.
All the Bonus Mission Pack missions from GW1 (Turai Ossa vs Palawa Joko, the Canthan Tengu summit, Saul and the White Mantle).
Marionette boss fight.
Destiny’s edge vs Kralkatorrik (everyone get’s skinned as a DE member and follows an NPC snaff).
Something that explores the Largos more.
I literally just did this for 10th time. Nuked everything down before it could touch me, used to minions/pets that might’ve got hit. Cleared both sides and all walls before reaching Faolin but nothing triggers.
Weird I redid it and I did get a chest, and the actual mastery point associated with it this time. Not sure why it was different. I do remember it progressed to night time halfway through the fight maybe that was it?
So I finally got Itzel lvl5 and solo’d the champ after a very challenging fight for the Warmaster’s backpack, only I didn’t get anything except regular champ loot. I tried talking to the NPC who triggers it again but that didn’t do anything either.
Yeah I’ve tried this on 9 different characters now, each one being very careful to not get hit by anything and to kill everything yet I still didn’t get. Something seems off.
I’ve seen a little discussion on this but no bug topic. Both the damage and condi damage multipliers are bugged, tested in the mists on Engi/
Both condi and regular damage modifiers are broken. Just tested it in the mists as an Engi.
Soldier amulet with rune of the adventure (same stats as berserker runes), then swapped with berserker runes. All regular damage and bleeds/burns tick for the same.
One of my friends had one gloves chest, and we’ve done all the dailies since HoT released. Whilst RN pre-patch HoT had a rate of ~15% at lvl50 and normally someone from our group would get a chest at least every other day.
We need more fractals, +1.
You can buy a skin for 80g, that’s about the same as a black lion skin as they release and much cheaper than a lot of other skins. Getting a gold one would be more expensive but it’s still doable. Yes there is a finite amount that will be available, but now they’re something you can just throw money at to get.
Post lvl 75 needs to give a serious amount more and they need to increase the amount from daily tier chests. Right now the only way to maintain a steady rate is trade in your pristines, forcing you to choose between other stuff and progressing your AR.
Yeah I bought all of them and they all reset as well. Really frustrating.
It’s a shame that in order to use a new weapon you’re forced into using the elite spec associated with it. For example as an Engi main I love the hammer and find it really fun, but don’t like the Scrapper spec as a whole. You already gain access to the skills and profession mechanic changes that flavour that spec, and I can see problems in the future where people have to decide between effectiveness and variety.
My suggestion is that Anet implement a dedicated ‘elite spec weapon slot’ as part of the build section. The first minor of a spec can remain the thing that gives initial access to the new weapon, but by fully completing an elite spec track you will be able to use it outside of the spec in this slot. You can only choose one that can be equipped at a time but they can be swapped out of combat like everything else.
For the sake of balance this could be PvE only, or implemented carefully like some rune sets and set stats have been in PvP.
Summed up the situation nicely, needs some serious changes regarding both rewards and levels. Ideally we’d need a whole new set of fractals for more variety but I don’t think Anet have even mentioned adding new ones.
And? That doesn’t make the whole grind absurd.
http://i.imgur.com/txCzhTL.jpg
RNG eggs from caches (you can only receive a whole 1 from the PvP track in addition to this) and a huge amount of currency? Earning this amount of currency is one thing but having both requirements? Before people say’ blah blah long terms goals, optional grind’, these costs are on a whole other to other vendors.
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They’re pretty rare. I got the golden longbow, no one else I know has even seen one drop and we’ve done all the dailies so far. As for their effects they only have a golden glow and no effect trail.
I was wondering if anyone has any of the new chef recipes. I know ‘flat bread’ from aurilium vendors is the same as the pact rations you can buy but longer.
The rewards are severely nerfed. There needs to be another daily band of 90-100 if they ever want people going through the stupidly high enemy health pools for 19 relics + the new trash. You can earn more than previously sure, but a huge layer of RNG was added.
They really have dried up. It’s only made worse with how stupidly high boss health pools are past lvl51, doing it in a decent time requires spending 40 relics for the offensive potions. At lvl70+ this will only do a single boss fight. And the final slap in the face is they’re soulbound.
The daily chests need to give at least as much as the old daily bouncy chests, and end of fractal chests need to give much more past lvl60/70.
Title. Why are they soulbound on acquire? Far too many new things are.
So I finished Herald and like all the elite spec runes you need the base class’ runes for them. The vanilla class runes are discoveries based on various lodestones, but I’m unable to use the new mordrem and evergreen lodestones in the discovery section.
The ways we can get them in the new maps:
1) Chests that require your map specific keys.
2) Hidden chests like the mastery point ones.
3) RNG from Nuoch mastery.
4) A small amount from map reward caches.
This would all be okay if like SW/Dry Top you received a constant trickle from actually doing events as well. Even as ‘long term goals’ compared to both SW and DT it’s much slower. I hope I’m wrong and I’ve missed another method.
No offence but without a complete overhaul Gyros are going to remain as another set of horrible AI based skills. All of which have been poorly implemented and hinder the player more than they help.
I love it when TP flipper apologists come out. There are so many other things combating inflation, and other things Anet themselves can implement. Both the gold to gem and gem to gold ratio have taxes and are a huge counter to inflation. Also flippers only have a benefit when they compete with eachother to ‘stabilise’ prices of things, which would happen without dedicated spreadsheet warriors in the first place. They are a solution to an artificial problem they create.
At the end of the day they’re an unnecessary barrier between players and theeconomy (this is a video game after all not an economy simulator). Players hoarding huge amounts of gold with the only purpose to make more is the worst type of deflation possible. They’re a crappy symptom of a bad economy, a result of most content being hugely unrewarding whilst a relative and lucky few actively participate in the economy.
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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.
Nothing ‘lazy’ bout it. This would change them from being just more horrible AI minions, a skill type that has yet to be implemented properly for the past 3 years. A set of which Engi already has and surprise surprise sees no use. The only time AI skills have been used is for gimmicky pub stomping PvP builds.
the effects of which are instant. As for counterplay they’d have more than signets for example, which for the most part have fast cast times and immediate effects. Eg. a Cele Necro casts Signet of the Locust which results in instant lifesteal and boon corruption. For Gyros they’d still have to physically travel within parameters like range even if they can’t be destroyed. Which is another aspect of why they’re so horribly underpowered and won’t see use without a rework.
What a surprise fanboys descend without apparently properly reading the OP. The predicted consequences are right for an action mmo like GW2; A ‘dedicated’ healer that is designed as the best will force that as it’s niche. This becomes compounded when that is all an entire elite specialisation has to offer is healing and not even other kinds of support. Glyph of empowerment is probably the only thing it has to offer a vanilla style Ranger who’s niche is unique support whilst providing damage.
Look, the other game has overcome this problem, at least when I left seven years ago, druids were great damage dealers, great healers or great tanks, depending on how they geared and specced.
the core problem with your post is that druid is not a class.
druid is a spec.
if you don’t want healing, don’t spec druid.
You’re literally proving OP’s point. That’s all it does. An elite spec should provide synergy with the vanilla class at the very least if it doesn’t provide anything else. Chronomancer for example is useful for bunker, damage or conditions thanks to the traits having synergy with the entire class rather than being a self contained ‘role’. Berserker has both offensive and highly defensive traits. Herald has both offensive and defensive support options that can combo with other legends very well. It really shouldn’t be all or nothing.
You make a dedicated, ‘best’ healer and that’s what their meta role will be. You don’t provide any other options and you’re just cramming them into a pidgeonhole.
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Anyone defending the current state of hammer is out of their mind:
- The auto attack is extremely weak, having the bonus might and vuln is pointless when the attack is both slow AND clunky thanks to aftercast. Standard grenades are still the only way to maintain competitive DPS so yay for RSI and 0 variety.
- #2 Is fine, but also has a pretty clunky aftercast and deceptively small range. The damage is perfectly for a melee burst skill. Actually reflecting anything is very hard with the presence of the tiniest lag.
- #3 Again the clunkiness is real. The damage is fine but the delay between each leap means you can easily get interrupted/countered as it doesn’t match the evade time given.
- #4 Is probably the most solid skill, no problems here. I’d be fine if they toned back the vulnerability.
- #5 The 2nd most solid skill. Cast time feels easy to accidentally cancel. I’d be okay of they reduced the range to 900.
If they don’t completely rework Gyros then they better make up for it with a decent weapon that’s not just another utility/burst swap in.
- Hammer auto is weak. Grenades are still the to go DPS. Wouldn’t mind the might being removed for a faster attack time or damage.
- Hammer #3 leap is very clunky, 2nd hit always misses.
- Hammer #2, #4 and #5 are great.
- Traits are ok. 10% hammer damage from GM needs to be baseline, add something else like granting brief super speed as well on dodge.
- Super speed is still capped, this makes any focus on it pretty bad. Also still has few applications.
- Gyros are just trash. People have already go into them in depth so I’ll just say: make them invulnerable to damage, make them constantly hug the player and use a proper fuel system as their resource.
Disappointed in the Gyros;. No active ability, no mention of being able to detonate them on demand and it sounds like they’ll have health pools )‘Each gyro model has a limited amount of fuel before it detonates or is destroyed’). As is they won’t replace kits beyond a few niche uses maybe, especially not in PvP where not using healing turret and 2 kits is suicide. Also active>passive gameplay and at the core of it they’re still AI minions.
The traits at least look good but we need numbers
Also does this focus on Super Speed mean they’re going to stop it capping to the same amount as swiftness?
AI reliance is a horrible mechanic and avoided like the plague.
I am not sure what game your playing, but when turrets were stronger, everyone and there mother was playing them in PvP. So your historically wrong to claim AI utilities are avoided so deliberately.
Turret Engi was a horrible build for bad players that only worked in pub stomps. Like the Pet Zoo meta a while back it was for maximum laziness, and left the actual player vulnerable to anyone with a brain. It saw no competitive use and the main reason it was nerfed was, like the Pet Zoo meta before it, it was annoying and promoted an awful play style.
So the drones are spirit weapon inspired apparently. Have they not learned? AI reliance is a horrible mechanic and avoided like the plague; they drop like flies, are unresponsive and are something the player has far too limited control over (especially for the tight gameplay for Engi). We of course already have a set of AI skills. This spec going to have some of the least testing time available too so I’m supremely skeptical. I just hope the traits aren’t too focused on the new skills like Berserker’s are.
Also contrary to what they say in the article I don’t see this filling any special role previously unavailable. Engi is always most effective within close range, having AI skill is the worst way to try and augment this.
Firstly any kind of upwards elevation messes it up, even if some of the animation goes slightly up it appears to have no effect as soon as it hits elevation. Then there’s the tiny range which barely extend past the animation. In my opinion it would be better having a slightly shorter range, 700 or so, but an additional 60 to width.
Not a fan of his ‘designs’. Chronomancer is Mesmer 2.0, Reaper is Necro 2.0 and now Berserker is Warrior 2.0. It’s more of the same, especially in the case of the Reaper as the core profession is so lacking. With the Berserker everything is in the wrong direction.
To really get use out of the spec you need to be running a condition build. Most of the primal bursts just got changed into a condition focus (burning on greatsword, really?) or made unnecessarily different like Combustive Shot or Earthshaker. The only utility worth using is the elite and maybe the heal as Warrior is a joke without the current meta utilities in PvP, and they don’t do anything for PvE where ‘selfish’ is just another word for useless.
This first round of Elite Specs has been disappointingly unimaginative so far. They don’t change how the professions play and struggle to contend with existing core specialisations. I can only hope the medium armour ones step it up.
It’s their new(ish) tactic of trying to drive the gem:gold ratio up. If you can only buy things in a time limited period with no actual certainty of its return it massively drives up the in game currency:real money currency ratio.
Bringing back 2 skins they arbitrarily removed in the first place isn’t a sale.
Looks like another ‘Profession 2.0’. These first Elite specs so far are either unimpressive, or just more of the same, it would be nice to see some real innovation. Chronomancer remains the best one in my opinion and even then the trait line will be staple for Mesmers because it offers pure enhancement to what they already have.
Reasoning:
. Rip banner traits, there’s now only one awful trait for them.
. I can’t believe Warrior still doesn’t have an elite shout. ‘Feel my qrath!’ was a great addition to Guardian and shows anet’s willingness to rework things.
. In it’s current state it’s absurdly powerful when used right but is also extremely boring. Warrior already doesn’t have particularly engaging utilities and leaving them hoarding or without an elite for huge period of game time isn’t fun. A shout can add a bit more nuance without the need 4 minute cooldown. .
What I would change it to:
‘I will avenge you!’ (900 range, 2second cast time, 90 second cooldown) – You and nearby allies gain might and haste, increasing in intensity/duration for each downed or dead ally. Downed allies gain 25% of their health back instantly and receive might if rallied.
This way there’s a bit more of a counter to it, whilst it’s still powerful and has a more active/situational niche.
Not having a weapon swap isn’t ‘interesting’, it’s boring as hell and the ability to swap utilities in no way compensates for it. Engi and Ele work because: 1) You end up with more skills than you would with just weapons anyway, with Engi featuring some of the greatwat customisation 2) You get both utility and offensive options through their respective mechanics 3) Their profession mechanics are well fleshed out. Anet said they didn’t want to put passives on each legend to discourage camping, well there’s very little reason to keep swapping. Everything we’ve been given so far is so 2 dimensional and limited in application.
Honestly it’s really disappointing so far.
People really can’t read. It’s not the bugged nature of trait which made it OP that was important, it’s the AoE bonus and velocity which allows grenades to get their damage across more and quicker. With the mortar nerf grenades stayed as the #1 kit across all builds for damage and taking out the trait entirely has kitten them. I haven’t bothered PvPing since the patch on the 23rd due to anticipating broken things such as this, but removing traits entirely is pretty harmful for overall DPS.
Reread the tooltip! Thrown and consumed elixirs only! It works fine for thrown elixirs!
As soon as you’re affected by an elixir skill, it is consumed, please reread words. It is not limited to the definition of ‘ingested’ or drunk, in terms of game mechanics ‘using up’ is more appropriate. HGH had the same limited function before it was changed and didn’t have a change of wording. Their design decision is consistent trait interaction across skill types and so it should affect them.