Showing Posts For CapedCrusader.4173:
I’m actually going to defend farming:
I’m a hardcore fan of jumping puzzles in the game. When there’s a daily or monthly that wants me to do a jumping puzzle, I go to puzzles like Coddler’s Cove and Dark Reverie, not the easy puzzles. I wish they were more rewarding for being good at them.
Jumping puzzles aren’t as lucrative or fast as certain dungeons. If someone enjoys only playing jumping puzzles for the few hours they get on, they’ll get less loot than mob farming at Orr or going to WvWvW. SAB is currently the closest thing a jumper can get to farming, but the rewards still aren’t that great by comparison to other activities. A “1 in 50” chance to get a skin to sell for ~10g is pretty pathetic. I assume the ingredients are probably a good thing to farm for, but I don’t really get into long-term projects that require such ingredients, so I can’t say for sure. I doubt farming to have all of the skins is going to ruin the game economy. So, I don’t see the harm in farming SAB.
Even rushing through SAB doesn’t seem so bad to me. When you played games that SAB is themed after, you stopped to enjoy the scenery in the first, maybe second playthrough. Then you start playing it to see how fast and good you can get with the game. People actually stream or post videos of them playing a speed-run on a game. So why should SAB not let people finish it as fast as they can? In fact, I think it would be more rewarding to dedicated SAB players to give greater rewards for finishing a zone within a certain time or even without taking any damage.
What I would like to see from SAB, besides more skins, would be exotics as a reward. It can’t be that hard to slap some exotic stats on the existing skins, along with a high Bauble Bubble cost, could it?
It sounds like you guys really hate that people aren’t intending to retal you to death. So then would you feel better if you knew the guardians were actually spec’ing to deal out retaliation as much as possible.
To me, it seems like a legitimate strategy to retaliate people to death. Ive seen chokepoints hold for the longest time because each side spams every aoe they have, making a no-man’s-land in the middle. I don’t think something akin to trench warfare should be the goal of a zerg-on-zerg fight. People figuring out a way to ruin the popular strategies makes for a compelling pvp experience.