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The exact same as WoW minus the raiding endgame. Which who knows maybe ANet will add raids one day.
I think personally the game has a skill check in dungeons and various strats, its just like in any other game the player base has figured it out and min/maxxed it by now. If WoW left its 5 man dungeons and never updated them for about a year they would be speed cleared and snoozefests for the endgame players as well.
It isn’t targeted towards Mature only which something like TSW is, but a mixed bag of teen/adult like WoW is.
The writing is cringe worthy though.
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Wildstar failed because:
It wanted to be WoW, but charge the same as WoW. No “You can buy in game time with gold!” system will really change that. It is either: B2Play/F2Play or bust.
You go against WoW with WoW, you better have a reason for those raiders to drop all those max level chars.
The hardcore can support games, but Wildstar went so old school in both business and raiding that it was just….insane. 40 man raids? Really? There is a reason WoW dumped those ASAP. 40 people is a really really annoying thing to manage. ALL the recruitment etc, plus if another game launches then you are really out of sorts.
I play a very niche MMO TSW – Its hard to even manage 10 man raid teams (We have 2 teams – one euro / one US). We have to force both raid teams to exclude alts and pug if you have an empty slot just to help increase numbers. 40 in that game would just be impossible.
Don’t you understand? They based whole fractals design on personal story missions where you can’t reconnect and join from different servers except overflows. (1)They weren’t testing it because they tested personal story missions a long time ago and probably (2)didnt thin’k about disconnect issues because personal missions are pretty short so it’s not needed there.
1. Sooooo…..What your saying is it is ok to not test a patch?
2. That’s kinda a big deal to be an oversight. Regardless of what you might “think” it is a huge oversight and has caused countless amounts of wasted time and grief. Which of course would have been caught in a Public Test Server and reported, but whatever….
To help alleviate it (You can’t really 100% stop it) I suggest the devs take a page out of TSW.
They way TSW designed their dungeons is:
1. VERY few trash mobs, and even if they you run into trash they aren’t HP sponges, none of them are. They are just 3 groups are semi hard hitting mobs with reasonable hp. Sorta like a check to say “yeah you can try the next boss”.
2. Trash are rewarding. They drop crap that is decent.
3. Mini-bosses are rewarding – They drop loot loot
4. It focuses more on boss encounters than trash encounters. It actually makes for more fun runs as it is less about clearing trash and more about learning boss mechanics.
Simply put it is the best “Loot pinata” WoW style dungeons out there. Since GW2 takes more of that approach rather than the GW2 or EQ1 classic approach I would highly advise tuning dungeons (future mainly) in that direction.
Padding isn’t fun. And trash are just padding. Replace the crap load of trash with mini bosses with a reasonable hp pool for a mini boss, but use mechanics in their fights to spice it up, and make decent stuff drop and people will kill more.
Please keep in mine:
The 4-1 Spark thing shouldn’t be taken as a typical way to defeat her as it sounds more like an exploit of the script then intended design.
^ Shhhhh
Don’t tell them we use cross server tech since day 1, and combined with GW2LFG shouting in map is utterly the worst way to LFG in the game atm. The heads will explode in anger that their server community doesn’t really exist.
simply put:
the game community will die if that is put. It will simply be 5 people joining you, and leaving without saying a word. If you have some some actual trouble finding people, you would actually make a human connection through the game (as Anet intends)
Proof?
Better yet, I want proof that the Explorable dungeons in place provides social interaction.
Because at the moment, it doesn’t.
Edit: To make the point clear – Join AC group – Speed through dungeon – Clear all paths – Party disbands. That is basically how every single dungeon in this game runs atm. From AC to Arah. Fractals are another beast because they use progression as a tool to “nudge” the player to continue playing with the party they have. Explore dungeons? Not a chance.
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This is a fantastic (and FREE TO PLAY) game and I’m sure they’re working very hard on this major issue. Patience is a virtue.
It isn’t free to play.
Should NOT auto warp players into the dungeon
I really don’t understand this….
What is the problem? Your in a game with instant teleportation to the front of the dungeon. ALL dungeons have a WP right outside of them that you insta click for 3 silver or w/e.
Also you don’t even need to be near the dungeon to teleport, only inside the zone. Players can enter and it will pop up for all even though your on the other side of the zone. As far as I can see it any comparisons to WoW aren’t usable as you don’t even rez outside in a Graveyard, but inside the dungeon, You can actually move to the dungeon faster as you can TP next to it, and you can be zoned in regardless of you having even seen the dungeon itself.
In all honesty….atm it isn’t far off the WoW DF teleport system.
The sparks are very very buggy. They will leesh and loose agro, completely ignore their “homes”, and not to mention the thing bugs out to where it shows ALL slots as being filled up even when they aren’t. You can see posts from 3 months ago talking about this very same thing.
Yeah….the encounter is actually really easy. The buggy system makes it hard. You can beat a buggy encounter, that doesn’t make it a working encounter.
Personally I like cutting myself off when I do it. Or mixing shouts to create sentences.
Shake it off! For great jutice!
Shake it off! On my mark!
For great…Shake it off!
Ohh the possibilities.
Would love a PTR for dungeons. If not just for the extra help squashing bugs, but the feedback on how the dungeon is designed would go a long way.
@Kazak
My brother mentioned that. I have to agree with with him too. In a game where such a nice way to play w/o being stopped by class specifics or level barriers (35 can group with an 80 for AC and both feel rewarded), this dungeon seems like the polar opposite design of the rest of the game.
As someone who bought the high end it doesn’t matter to me. Fractal tokens are easy to come by.
Thankfully it is being changed though.
Nothing they can do unless they redo the system. So wait about 1-2 months before we see a change (My random number, but at the speed of patches/new content on the way….).
At 27 I was having a hard time grouping (took 3 days off the game), and I couldn’t find a group two days in a row and sadly have almost given up trying to hit 30/40.
1. Kholer is a bonus boss – Dev’s themselves have stated he is optional. It would actually be a bug if he would be required to kill.
2. Troll is random, you might have him there to kill kholer, you might not. Personally I just kill Kholer myself with the group since it is faster than dancing around the troll (not to mention new players to the dungeon don’t know what they hell your doing by pulling X2 bosses and freak out).
Edit: Here is the quote by Robert Hrouda – https://forum-en.gw2archive.eu/forum/game/dungeons/How-logn-until-the-Lt-exploit-is-fixed-in-AC-explorable/first
It’s not an exploit to skip Kholer. He’s a bonus boss that unlocks a central waypoint, drops loot, and also gives a chest…….
I vote no on 8 man parties. It is just too late to do something like that.
Not to mention people already have trouble getting 5 people for fractal progression (not including dailies as that is easier to form), 8 would just increase the problems.
For “large scale” groups raiding ala EQ/WoW is the way to go. Not bumping the individual group size. If we have a combat system that supports true raiding system that works has yet to be determined.
TWMagimay was the one who used RL comparisons. (French revolution, October revolution, slavery.)
If I may regale you with a bit of a tale. A parable if you will.
There was a farmer who needed farmhands, so in the morning he went to town and hired a bunch of people for $100 to work until evening…………..(continued)
Sooo………
Yeah 150 per 1hs / 300 for 1 2hs. That sounds right…
not only fractals degraded this game to fractal wars 2 but it also seperated u from ur regular group runs, 1 day unable to play and ur screwed and have to catch up with horrible pugs run
Ohhh man yes. Worst design ever. It literally fractured my friends list as everyone is off on their own little number. Don’t get my started on the idea recruiting new players and having them at fractal level 4 or something. It is just insane, making Planes of Power backflagging look like the best keying system in the world.
Think dungeon finders hurt community? Guild Wars 2 topped it.
@Arc
Dredge insta healing to full hp isn’t “intended” design or else you wouldn’t be able to kill them to proceed to the next boss. There is nothing “difficult” about it. If you played dungeons maybe you would understand the mobs aren’t supposed to regen in OOC status while “in combat”.
I know some dredge usually stay by after the bomb is exploded that you have to clear if you use run in/out strat, are those the ones that are bugging out? Were they veteran mobs?
Where the mobs using tunneling animation? If not that could be a cause of confusion.
It would end with 5 random people you never saw before sitting on a turret in front of the dragon for about 3 minutes spamming attacks.
Epic ending.
I always thought you continued to take some dmg when downed even while using the 4th skill. That way it was slower, but if you got to the surface it negated the “drowning” dmg.
Might be wrong though, will have to test it sometime.
Been on level 27 for awhile. Tried twice these past two days to get a group and never could get past the 3rd member.
Really irritating.
Yes I use LFG site: As of now (I am not online so don’t even start with “Make LF4M instead”): There is ONE other at 27. Even with my brother who is on 27 as well I would still be…..stuck with 3 people.
@Digital
Please stop using comparison to real life or anything like it. It….just….doesn’t…work.
1. Ghastly axe = 300 tokens
2. Ghastly GS = 390 tokens
To be honest as a warrior, I just don’t see this as fair. It takes 210 more tokens to get a duel wield set. And you know what? GS deals more dmg overall….
And if were going into “value of weapon”, should condition sets be HUGELY discounted then as they are both situational and deal less overall damage than burst skills such as Warrior GS?
Just make the 2hs cost 300 and the 1hs cost 150. They would essentially be the exact same and 2hs would receive a discount.
Since Wow has a sub that means all games with a sub = 12 million players.
Logic wins.
“seems like” this is your subjective observation and opinion on a mater that is infinitely more complex than you make it out to be.
Not really, fractal design rewards grinding (RNG based ring drop). So it is more rewarding to do fractals than say the “outside world”. I have full exotics, and I am only missing one path of Arah for DM title (which is currently very wonky due to sparks not willing to work). I have ascended back, + two non-preinfused rings. So why exactly would I do anything other than Fractals? It is also the “new thing” so people will do it more.
There’s nothing objectively quantitative here to substantiate your claim, so I’d dismiss the assumption as “it’s just you”.
Sooooo
Where do you base evidence to counter his argument? It goes both ways ya know.
You could at least offer a reason as to WHY you blame FotM for this and not the multitude of other variables that could play into your observation.
It isn’t because of fractals themselves, it is because of the way Ascended is handled. If you can’t see this I bet you think that they “level” system they have now is a 100% great idea and doesn’t have any effect on the dungeon community as well…
It does seem wonky. Odd I never really had this trouble in WoW even though they use a leesh system. Been awhile though.
In EQ they would have mobs teleport on top of you if they couldn’t reach you, but in EQ it was extremely hard to get mobs off you as their leesh was dependent of the player themselves. If you could put enough distance they would forget, but if you couldn’t outrun them they would follow forever.
I can see both sides really, but it is more apparent to the players that it just doesn’t feel “right”. The dev side is that they don’t want people dragging level 15 mobs into the level 2 area.
Only real problem with Lupi is AoE being misleading it seemed (slightly larger than what it says), a slight bump to the red circle area would fix that. Also on path 4 the NPC AI uses melee. And the fact he does reset mid fight if you run too far. The actual HP/dmg of the mobs is fine as is. Bugs need to be fixed though as all bugs do.
Everything else is fine.
Just got out of my first run on Path 4. We couldn’t beat it…but I don’t think it was due to lack of skill.
Bugs encountered:
The sparks are too unreliable. They do not go into the circles even when they are RIGHT next to it. It is set too pixel perfect.
The shielded circles that note if one is taken or bug out due to sparks moving it seems. That makes it so you have absolutely NO way to tell which area your spark needs to go into.
Sparks will randomly leesh if you go too far. This happened on the spark near cave ent for me most.
The sparks will agro the NPC who will just stand there (we did both in room/out room during our attempts).
Pets will agro sparks which just makes it more irritating for pet classes.
Notes:
Please make the sparks melee only. The range is nothing but annoying.
Make it so you just have to get 5 sparks around the tree in a circle similar to those when defending an area. This would cut down on bad pathing, but still make it essentially the exact same fight. So it would go:
Two runners (south/cave ent) agro – > Run to tree → Melee sparks follow ONLY those who initially agro! → 5 sparks get near tree (not put in a specific spot, that bugs out) → priestess unstealths.
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what i don’t understand is WHY would any1 spend 20g+, 50 skill points to get an additional +5 to a certain stat!?
Well…..
If it is the only thing to go for…why not?
But yeah, as for the 75 relic thing. Anyone find it odd that ANet is unwilling to answer this? Maybe it was a mistake on their end similar to Dungeon armor pricing mistake? Though it would be a big’un to make, but…..
I think if you just answer their question Robert we might see what ANet wants us to notice. Right now we just see blatant unfair pricing structure.
(Continued) – Hit max character limit on last post.
Fracals:
1. Fix bugs – This is a HIGH priority since it is random and we can’t “choose” to ignore a fractal.
2. Fix DC issue
3. Fix ascended RNG. Make it so you get 100% chance at a random ring. So were chasing “perfect” stats rather than complete RNG.
5. Make it so that players can join based on player choice. Such as:
Player 1 – level 5
Player 2 – Level 10
Player 3 – level 20
Player 4 – level 1
Player 5 – level 2
Players can choose level 1/2/5/10/20 as their difficulty. You will ONLY progress on levels that are higher than your original number (So a 10 can progress on a 20, but not the other way around). This would allow level 1’s to join in daily runs if they are good enough. You would only gain usually progression numbers – 10/20 on level 20 difficulty the level 10 would go to 11 while the 20 would go to 21.
5. Fix exploits (shocker I know, but that shouldn’t be #1)
6. Add xp “bonus” similar to Dungeons in fractals. Maybe not silver reward, but at least something.
7. Loot should progressively get better:
T1 – Blues
T2 – Greens
T3 – yellows
T4 – Yellow with a low chance at an exotic
8. Make it cross server! I am unsure why you decided to code fractals to only use the specific server you are on (home/overflow), but that was unwise. The greatest thing about SM/Exp is that you can do it cross server. This just makes it a pain as you all have to be in some sort of overflow and makes grouping even MORE complicated in a complex and rather archaic grouping system.
9. Leaderboards – I want to see where I stand. It promotes competition in PvE as well as more reason to log in rather than daily runs, which can’t last forever.
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Explore dungeons
1. Remove contested dungeons. They prevent players from….playing, which should never be the case. It is good on paper, but with lackluster bug fixes <Arah was broken for over a month which should never happen to you endgame dungeon> and players not wanting to secure them 24/7 it becomes tedious for smaller groups <See freeing CoE with 5 people for an example>.
2. Balance out dungeon run timers. I am against long dungeon runs – They are tedious, tiring, and most of all filled with unnecessary/unrewarding dungeon padding. Each path should take 20 – 30 mins. If you want the full experience it will be roughly 1hr – 1hr 1/2, which is the perfect time as that is roughly where casuals playtime lies. Arah would sit at 1hr 1/2 – 2hr for full completion still nice, but slightly more hardcore <as it should be>.
3. Remove unrewarding dungeon events. If you want a “boss” event – make it a boss event. If not just make trash instead. We shouldn’t have to go through high HP “mini” bosses that offer NO chest reward for compensation. A great example of this is the robot “mini” boss in CoE. High HP and a boring fight followed directly by the hacking event which is a real event. It is awkward dungeon design to slap two boss encounters in a row, but only one has any real reward. The other is simply dungeon padding. – padding – isn’t – fun.
4. “Bonus” encounters should be a triggered system to make them truly a bonus. It should allow players to choose to lengthen their dungeon by fighting “Mini-bosses” similar to the troll. You must find a randomly placed trigger, but it spawns an extra chest or always drops some sort of lodestone/core, just something worthwhile to make you hunt for these triggers.
5. Redo the reward system. I know shocker since you already did it right? The problem with a no RNG system is that as the devs found it people get bored and feel it is WAY too grindy. Tokens aren’t impressive and you can’t link to friends. However a pure RNG system is way too random such as the loot system we have now. It offers nothing in return other than pure RNG, sometimes you get nothing for a run and that can kill new players initiative to run dungeons as they will most likely rack up a repair bill, and leave with nothing but blues.
A mix of both should work:
T1: 30-39: 100% at 1 blue your class can use / 2 random blues All +2 your current level
T2: 40-69: 100% at 1 green that your class can use / 2 random blues/greens / All +2 your current level
T3: 70-79: 100% at 1 yellow that your class can use / 2 random blues/greens / All +2 your current level
T4: 80: 100% at 1 exotic of the dungeon set you can use at the Final chest only. Random which piece. Set on daily timer. All other chests follow: 100% 1 yellow / low chance at exotic / 2 random greens/yellows. Trash will be sole source of blue 80 drops.
The reason I went with this system is because it allows players to get loot at all dungeon tiers and slow increases the rewards. This allows players leveling up to have a “dungeon” progression. When they hit 80 players can have RNG hit in (W/o the horrid Ascended RNG system), and it might help them, and it might not. They still get a chance though. The tokens would remain the same to prevent grind for random exotics. Players would want to explore dungeons rather than skip them for the “Bonus” encounters which will always reward a lodestone/core (whichever) as a prize for finding it and completing it. Multiple random types of Bonus encounters is encouraged. Make the spider/troll two variations that you might run into, but only one pop per run. Sometime you might get a troll, sometimes you might spawn the spider queen.
6. LFG system, we NEED one. A third party site should make the devs realize that this has gone too far.
7. Reduce HP on bosses. What is it with Sons of Svanir and huge HP pools? It even invaded the ice fractal with the shaman boss.
8. Tougher bosses with better abilities. HoTW butcher totems should be slightly different, but not respawn as fast. Maybe have them pop at certain percentages (every 25%), and players must rush to clear them. Swap retail totem for Might+fury.
9. Please remove “no touch” abilities such as the butchers Spin to win. If you don’t have AoE it isn’t fun to just randomly have to stop attacking both range and melee. Maybe mix it in with the totems so you can disable it.
10. Fix various exploits.
SM:
1. Make story mode duo instances. That will allow players to do them as they are deserted and no amount of “tokens” will make me do them. Tokens are worthless to me at this point, and players feel that you get enough just by explore.
2. Reduce the rewards to compensate for duo mode. Make them 1/2 blue(s) with a rare chance of greens. One random green you can use at the final chest.
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@Indoles – Chest loot isn’t effected by Magic find at all. Devs themselves have stated it.
Edit: I agree Magic find is a stupid stat and those that use it in group do hurt group min/max DPS/Survivability. I don’t really care much if others use it, but I refuse to buy a set myself. So clearing trash has a negative effect as I have an innate lower chance to get “good” goodies in dungeons vs speed clearing it and getting guaranteed drops.
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Meanwhile we have found a workaround while we try to resolve the problem with a patch. If the entire party wipes and restarts from the checkpoint, it could fix the problem.
Sorry, but having to kill yourself should never be a “work around” ever. If it bugged to where players must KILL themselves to solve a bug introduced in the latest patch then it should be taken out of the fractal list till fixed. It is why I hate that 2/3 Magg strat, killing yourself is no fun…..EVER.
As for respawning mobs, do they respawn after the seal is hit? If so that is definitely a bug sounding thing. I remember doing it legit 10+ – 15 and they only chained spawned if the seal still wasn’t in protection state. Once that was over our group could clean up adds. But might be wrong =/.
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As someone who skips I always ask “Our we gonna skip X”, because it is a pain if one person is in one mindset and gets left behind while others rush ahead. I remember that feeling way back in my first exp runs. Most players skip so keep that in mind.
If you are anti-skipping etc, I highly advice you form your own dungeon running guild, or set up a dungeon running group. PuGs are random and highly unpredictable.
1st: Lower levels will not have a lot of people in them. It is the nature of modern MMO’s. The faster the leveling the lower the amount of lower level players there will be faster. Just hang in there.
2nd: Storyline is actually crafted as a more solo experience. Nobody LFG’s for Personal Story instances.
3rd: Hit “B” to bring up WvW info (iirc). Another way (and someone you might need/want) is Lions arch. Go to your PvP tab (Cross swords at the top left of screen) and go to the Heart of the mists. From there take a portal to LA, it has asura gates to all the major cities + all the WvW maps. I highly recommend you get this place asap.
4th: Everyone can help out in WvW. It will autoscale you to 80, but you can still level there. So PvP to your hearts content.
5th: Zergs will net you good xp/money. If you see a commander (Blue icon on the map) generally zergs are located there. If not do a /map and ask if there is anyone in a zerg atm.
Additional
Once you hit 35 go LFG for AC Explore even if you haven’t done the Story mode. It is a great learner for your class to do dungeons, and nets HUGE xp and good money (Especially AC exp).
Use the LFG site to start your group Link is here: http://gw2lfg.com/ – Once you get used to dungeons you can easily start your own. THIS tool is a must for heavy dungeon pugging.
Happy hunting.
It all depends. Sometimes I skip, and sometimes I don’t.
If I am doing AC I generally don’t skip, I will always kill kholer (the silver is worth it). Now as for Fractals…..I generally skip all but dredge. Most groups skip up to Jade maw which I am fine with, I already got my back so /shrug.
Some exploreables I do skip though. Such as TA with Spider room/Knights. Just not worth it imo.
Predictable is boring.
Chance is exciting; or a big let-down.Either way, it’s exciting when you get it. I’m glad to see them finding a position between the 3 week camps in EQ to get 1 mob to even spawn, with a low chance of dropping an item, vs. today’s panda way of handing people some lame currency for completing something. I miss the days of relying on RNG for drops.
Except modern EQ devs (the ones that are running it now) don’t work that way. They realized a long time ago killing a named mob to watch the body poof because of RNG was and always has been a bad idea.
For example of how loot works in EQ now:
http://everquest.allakhazam.com/db/npc.html?id=38586
Drops 1 item 100% of the time. Has a chance to drop a spell turnin as well
So you have a 100% at an item, but a % chance at an item + spell.
Edit: And with the use of instances such as http://everquest.allakhazam.com/db/quest.html?quest=5478 you will ALWAYS get a drop with no “rare spawn” as it uses a chest system that pops upon completion of the instance (1 item at the completion of the instance. When everquest has less RNG than your game there is something not right.
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3. The self canceling dodge. happens sometimes when you use primary weapon skill 1.
This is the worst. As a zerker melee warrior having the dodge bug out on me and uselessly eat my endurance (because it even though it stops working mid dodge you can cancel out of the animation/endurance usage) is saddening. Especially since it is a core mechanic that the entire game depends on.
I’m ok with endless waves, but they really shouldn’t be camping the Waypoint…
They don’t, if no one is there for them to aggro they run by and despawn at the gate. If you have too many mobs to handle, just go back to the entrance waypoint and wait 30 seconds or so.
Working around an issue doesn’t make it any better. Mobs should never agro a respawn area. Its just bad design, and there isn’t any other way to look at it.
Man if this game is grinding to you guys, must have never played Tera or Aion or any other MMO for that matter.
In less then a week my fresh 80 almost has a full set of exotic armor, yes I do still need a Longbow and Trinkets, but in other games that armor would have taken months, if I got it at all…
Nobody is talking about exotics. You can a full set of 80 exotics with your first character before you ever hit 80. They most likely mean ascended which is pure RNG.
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You dont need exploits for it, just the reviving orb from the gem shop.
That will probably get fixed too.
highly doubtful. If anything if ANet was smart they would increase the price. Or make a sale of them to rake in the cash.
Yeah I know, but I doubt they’ll do that.
Even if they did do that all that would happen is people would post about how pissed they are that fractals are down and how Anet always makes things worse and so on.
I don’t think people would complain that one of the longer/harder fractals, that is bugged is taken down to be fixed. That’s like saying their would be an outcry if they cut the fat from some fractals…
That kind of logic…..kills players want to log on.
BUT people will complain when they are told “kill yourself to fix our mistake, but were on it!”.
Dungeon Finder is never a solution to create a social game. If you want a social game, get rid of the instances altogether. Instances do nothing but isolate people from the game world.
The days of wonderfully designed open world dungeons are over. Sad, I miss Crushbone….
@Lothair
I don’t think knockback is the culprit here. But the way the platforms are designed is. You can’t dodge roll on them to evade, and the only real way of evading is jumping from one platform to another before it hits. It makes the dungeon pad out as if your jumping you aren’t DPSing.
I can see both sides though, my brother REALLY hates it and I don’t really mind it since at least it doesn’t kill you…….well unless it bugs out and kills you.
But hey, ask Anet to make the rings and back less grindy, and maybe my initial love for Fractals will come back… maybe I’ll even kill trash mobs again. Maybe.
I don’t think you can use logic with these guys…..
Going to run through it all
Story mode isn’t great loot, but “attunes” you to be able to host explorable dungeons and invite people that haven’t done story into your exp dungeon.
Explorable chests do not drop worthwhile gear (well the can, but it is too random to count on them). Explorables however reward 60 tokens (upon completion of dungeon) per daily run of each path (so a total of 180 tokens for each path once a day), and 20 afterwards. You can use these to buy either similar level gear from AC (Rare quality dungeon gear appropriate for lvl 30/35 – forgot which). Or you can save them up and buy high end exotic level 80 quality set gear (Highly recommend this as you will out level rare quality gear easily).
You can find these merchants in Lions Arch (Use PvP button and go through portal in Heart of the mists if you do not own the WP), they are located straight north of the WvW portals near a repair merchant.
Remember explorable is great for xp (Roughly 80% a level per run) and can be a time/money saver as you collect tokens for a level 80 set before you are even level 80! Not to mention the money you make while doing it will easily cover trait books.
-Edit: Also mobs in exp (not sure about SM since I haven’t done it since early early october), all bosses reward 3 tokens + some goodies + a decent chunk of silver. As for repeating story mode – yes you can, however it provides no real benefit. Fewer people run SM opposed to EM, and EM is just more rewarding due to the higher tokens given. I would not recommend running SM more than once, but running EM as much as you can. You will learn your class’s in’s/out’s faster than the open world and it is just such good rewards.
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@Morpurgo
I highly doubt those people actually play the game or they do not play the rougher dungeons. Or else they would feel the pain of repair bills and no drops on a “minimal” grind game. They are the ones that spread ideas like the “70+” things to do in GW2 that had such momentousness ideals like “try to outrun a centaur”. In another thread a guy flat out said he would rather have new content than working content. Really? Those people are the reason MMO’s flop.
Yes after nearly 200 fractal runs making them longer with NO benefit to us (fixing HORRID RNG system, which is easy as pie) makes us a little ticked off.
(edited by Dead.7385)
For the record, users of a software always come up with their own work-arounds to developer issues regardless of both the nature of the software and how well-designed/developed it is.
I do agree with some things you said. Players/consumers will “fix” broken sections of a product, but that doesn’t mean I give them scott free.
There is absolutely no way a game released in 2012 should have such an outdated LFG tool (my example before with the website). Especially months post launch. Not to mention lackluster support of their “e-sports” side. It wouldn’t take any time to really fix as you could have the chat server do all the work (extend zone wide to server wide). I know fractals themselves are harder to fix the LD issue due to them making obvious bad choices (Explorables do NOT work the same way as fractals, thus issues occur in fixing them). But something as simple as an LFG tool? Really? Back in everquest 1999 we had a better tool. Heck, even in GW1 we had a better tool. There is just no way to logically defend it, other than priorities are misplaced.
And yes, I would MUCH rather have working content than broken content. There is no way I could understand anyone that would want it another way. You may not have played EQ1 when this very thing occured, but it made the player base (especially the more hardcore raiders) very angry. It SUCKS to do a dungeon for HOURS to get nothing, or have it bug out, etc. Especially with the lackluster loot system we have.
(edited by Dead.7385)