Showing Posts For HmKid.1428:

Inscription/Insignia Overhaul

in Crafting

Posted by: HmKid.1428

HmKid.1428

Inscription and insignia should be streamline as follows:
Power = Blood
Precision = Claw
Toughness = Scale
Vitality = Bone
Healing Power = Totem
Condition Damage = Venom Sac
Critical Damage (Ferocity) = Fang

So to make:
Berserker = 3 blood, 1 claw, 1 fang (or any other similar ratio)
Knight = 3 scale, 1 blood, 1 claw
Cleric = 3 totem, 1 blood, 1 scale
Rabid = 3 venom sac, 1 claw, 1 scale
Celestial = 1 of each (can still be time gated, can broken into 2 parts considering the 4 limit crafting slots)
Zealot = 3 blood, 1 claw, 1 totem (still need the recipe in order to craft)
Etc.

This way you have a streamline system where any new stat combo can be introduced and you don’t need constantly add new items that have very little use outside of just a certain stat combo like we have previously seen. A similar system can be applied to Jewelry too. This also makes it easier for players to get the combo that they want and gives a little bit more relevancy to crafting cause can craft what you need. This works within the existing structure and hopefully a quick implementation.

T6 Mats Improvement

in Suggestions

Posted by: HmKid.1428

HmKid.1428

Considering that gear loot now scales to level 80 regardless of where you are in the open world, why not make t6 mats drop from any mob once you’re level 80. It would work in a similar fashion to gear drops: if you’re in the starter zones, you get your regular t1 mat drops or a chance at t6. This would continue on with the mid tier zones: a level 15-25 zone would drop t2 or t6, 25-35 would drop t3 or t6, etc. Since the t6 is only being added to the loot table, people who wants to farm specific tier will still be able to do so. This would really help alleviate the pressure on specific area t6 mat farming and give incentive for maxed level players to visit lower level zones (which is always a good thing in my opinion). The main issue I see this would bring up is people farming a group of low level mobs easily with a high level character, especially on event camping. However, I think this is a number tweaking problem and Arenanet will have to work out the specifics to a good balance. Like the recent nerf to the union farm at Lyssa temple, events with infinite spawn may have to be tweaked in so that they have finite spawns, diminished drops, or the objective can’t be hold indefinitely (make it FAIL if no one is doing the objective). I know that this isn’t an easy task to do, so Arenanet can roll these zone buffs zone by zone instead of a world wide change. Even on high level zones, t6 drops are still rare compare to t5 drops even if you can kill mobs at a relatively fast pace (not including event camping). Average I found is about 7-10 t6 with relatively little to no magic find for about 45 min – 1 hour. If all zones have a similar drop rate to the high level zones, then it would be a nice balance of where player can get their t6 mats. This isn’t the one solution to everything t6 but it follows what Arenanet wanted the game to be, where you can play anywhere and do what you enjoy and still have progress towards some of the shinier items in the game.

Alternatives to WvW Map and Badges of Honor

in Suggestions

Posted by: HmKid.1428

HmKid.1428

Exactly my point, I know Bifrost require Arah tokens. But here is content that that person never did and still got a legendary. Saying that legendary require people do a lot of content is bull because here AC was clearly optional. Getting a legendary shows nothing but having to put in the effort. My point is that WvW is a different way of playing from PvE so why is required to make a legendary considering forging legendary is about as PvE as it can get. Why not making clearing all dungeons the alternative to something that some people may not enjoy doing.

Alternatives to WvW Map and Badges of Honor

in Suggestions

Posted by: HmKid.1428

HmKid.1428

Responding to Vayra, no I disagree with you there. If you are saying a legenardary is requiring the player to do everything, then why did I have to instruct someone who has a Bifrost through Ascalon Catacomb? Trust me it was weird for me too instructing someone who has a legendary and didn’t know squawk about AC. The thing is WvW is a limited club, so why is Anet making people would rather do something else jump in there and do nothing but jump the puzzle and get out. That’s not really doing anything to WvW. Getting legendary doesn’t mean a person have done everything considering many of the forged ones are made by people who had guild/friends feed them materials or someone who played the market. Getting legendary is about effort and for many which will take a long time to acquire. PvP as it stands is its own entity so making it require for forging a legendary makes no sense. The main issue here as Rin pointed out is that making players get WvW maps completion and badges will not really make some players play WvW. I have already cleared all the maps in WvW during a week where SoR had all the maps. Took me two hours that could’ve been doing something else. It was not something I enjoy. I run nightly runs of SoR borderland using all the alts I have which takes about 30-45 minutes, which is again time I could use to do something else. I’m not playing WvW as intended which is the whole point of making it a requirement to forging a legendary. I have seen guilds just porting their members through the puzzle then all exiting. This again, is taking up slots making people who actually wants to play WvW wait. The main issue here is that Anet taunt the game as three different components and players should be able to enjoy the content they want. Considering forging a legendary weapon is as PvE as it can get, why are we required to do WvW for those who don’t enjoy it. Thank you Rin for seeing this as an issue. I total agreed with you there on some of Anet design decisions, considering how great some of its design choices are and then there are just some that begs “Why is it here?”, which I could have a whole blog about.

Alternatives to WvW Map and Badges of Honor

in Suggestions

Posted by: HmKid.1428

HmKid.1428

Needs an alternative to WvW Map Completion and Badges of Honor when forging legendaries. The reason why this was included as a part of forging a legendary is to make people play WvW. But there are some of us who don’t WvW and would like an alternative way to getting these or similiar items. WvW map completion makes no world map completion sense considering lore-wise, WvW maps are in the mist (an alternate dimension) so why is this required for map completion? Badges of Honor are obtain through killing invaders or jumping puzzle in WvW. I don’t know the percentage of how many people have gotten them through killing or jumping when needed to forge legendaries but with the amount of people I seen running low level alts to get badges from jumping puzzle would suggests that most PvE based players would prefer the later. Dontain has specifically stated that he got the majority of his badges through jumping. Link: [url]http://www.youtube.com/watch?v=o4e8vSZ4jZc[url] The game was taunt as three separate components and so I was disheartened when WvW was required for map completion and legendaries. Most of the forged legendaries are created in two ways: a person who has a guild backing him/her feeding materials and money or someone who played the Trading Post enough to get the necessary mats while finishing up the needed questing involve. But for us regular folks who are working towards making a legendary on our own merits, little by little, requiring us to do WvW when we would rather do something else we enjoy sucks. People who enjoys WvW will do it regardless, and people who don’t want to do it will do the minimal and get out of it so why is this a needed obstacle for PvE players? An alternative could be 250 tokens from four separate dungeons to make a specify weapon gift of battle, collect certain items from world events, etc. Considering many of the content such as jumping puzzle (some of the best things about this game are the puzzles) are left ignored as optional why not make those an alternative. All I’m suggesting is there are players are who are just not into WvW and having an alternative route would allow those players to enjoy the game (fun right???).