Showing Posts For Lemuria.3195:
No getting rid of my trident. I like my trident.
lol, looking back. This post is the turning point that made me quit the game.
All I can really say to that is that it didn’t take much apparently.
Tanking is more than just being able to take a hit, it’s about controlling the battle. If you can’t consistently direct enemies towards you, you’re not tanking. If you can’t resist the damage to a significant degree, you’re not tanking.
Some people love to suggest that any job can become a tank in GW2, but that’s not the case. The fact of the matter is that NO job can become a tank in GW2. Guardians are somewhat better than most, but they still have no means of keeping themselves targeted.
The fact that they’ve made this work is impressive, but I can understand the OP’s frustration. Classic GW had classes which could more effectively hold crowds, as well a dedicated healing class (monk). Without those, battles become more of a free-for-all, whether you’re in a party or not.
Taimi without a doubt. She’s an adorable asura that’s both smart and childlike in equal measures. It’s clear her writers put a lot of thought into her character, and her disability makes us want to protect her all the more.
Also, I love the voice actor for her.
Maybe I should be more specific. In order to get my stats similar to the way they were before I need to sacrifice a not inconsiderable amount of power to do so. In short, it would be a weaker build than before.
There’s no combination of equipment that would bring me to the same level as I was previously, because the amounts given by each piece are so much higher. If I sacrifice one of the weaker pieces I lose out on other stats and don’t gain as much on the new stats. If I sacrifice one of the stronger pieces, I end up with less power than before and gain comparable healing/vit.
If they wanted to separate traits from stats, why didn’t they do so and put stats as a separate option to spend hero points on?
So, maybe I’m missing something important but after coming back from a short break they’ve rolled out the new traits system. After repurchasing all of my old skills, I’ve still got hundreds of ‘hero points’ left over, with seemingly nothing to spend them on, but that’s fine.
However one thing I was concerned about before the update arrived, and the one thing which now concerns me, is the removal of stats from trait lines.
One of the benefits to having it linked to traits was that I could put bonus stats in certain areas where my gear was lacking. For example, extra vitality and healing to give myself a bit more survivability while using berserker gear. That customization seems to be lost forever.
My build, such as it was, now feels a lot less impactful and a lot less powerful than before. I’ve also lost a significant amount on other stats as a result of the changes.
Was it Anet’s intention to weaken character builds or is this just the first step towards the upcoming specializations which will rebalance the classes?
Unfortunately, she already has. Three times in fact. As mentioned, every single report comes back with the same response and no resolution to the problem.
For a while now, a relative of mine has been trying to log in to their account. Since it’s been a while, they wanted to reset their password and were sent a link via email to do so.
Unfortunately, after entering a new password they were told the link had expired. After several follow-up reports mentioning this all they have received is more expired reset links with the same boiler-plate message.
If there’s a problem with the password resets, don’t you think the least you could do is explain as much, so that she doesn’t waste her time trying to reset time and again?
Um… why? Just why?
Okay, so you unlock all waypoints on your level 20 Warrior. Congratulations. Then what? It’s utterly meaningless to go to areas with level 80 mobs only to die when they blink at you.
I’m utterly confused as to why anyone could consider this a good idea. It ultimately has very little utility beyond quick-travelling to cities, and that’s already possible thanks to the Asura gates. If you REALLY need that shortcut to the dungeons, try walking to them? Costs nothing, takes minutes and you’ll be going through areas which are probably more appropriate for your level.
The requests just keep getting stranger here.
The one thing I always found peculiar was that you can only make cloth by breaking down existing cloth. In some paradoxical twist, cloth can only formed from the scraps of yesterdays outfits which means that somewhere down the timeline everyone is going to be wearing fig leaves due to the diminishing returns of salvages.
I always thought it would have made more sense for threads to be harvestable, like cotton from cotton plants or linen from flax. Gossamer is the odd ball, but I think they could be creative there.
Still, that’s probably going to be the status quo for some time so I guess we’ll have to make do.
I always find these ascended arguments rather funny. You have to invest a huge amount of time and gold to complete a full set of ascended gear, and yet the benefits are actually WORSE than the difference between Rare and Exotic level 80 gear.
So… why are so many people opposed to them having a small stat benefit when they apparently don’t even have two words on the difference between existing tiers?
Even if Ascended stats were lowered to exotic level, you wouldn’t lose the reward. The reward is in the infusion slots.
Sadly, this isn’t entirely true. Ascended jewelry cannot be equipped with gemstones, and thus can’t have their stats improved beyond infusions which only give +5 to a single stat at best. They make up for this by having their gemstone equivalent rolled into their primary stat for the jewelry.
If you made them give the same stats, they would be worse than an upgraded masterwork version.
I guess you haven’t heard about WvW +5 stat infusions…
WvW stat infusions have no agony bonuses, unlike the crafted ones you can make which have both. They also cost laurels, at 5 for the cheapest stat. You’ll need a total of 70 laurels to get a stat on every item.
Ascended gear was originally intended for Fractals, with the purpose of giving added bonuses from infusions. The stat increase was to cater to all the crybabies from other MMO’s that wanted gear to grind. It never needed a stat boost.
The stat bonus is a reward for the effort involved in making the gear. It’s a 5% increase, so it’s not drastic enough to cause major balancing issues but it’s a nice touch for people who have spent the huge amounts of time and gold to invest in a set.
The real question you need to ask yourselves is why do you want to remove something that people worked hard to earn, when it clearly doesn’t have as great an impact on gameplay as you might like to believe?
(edited by Lemuria.3195)
The wardrobe system is actually pretty ingenious and makes it easy to have many styles available without worrying about carrying multiple outfits in your inventory.
My only minor grip is that the old transmutation charges (which were used for levels 1-79) are only exchangeable at a 3:1 rate, so my lower level classes ended up suffering a bit of a hit when I had to convert them. I still have a lone transmute in my inventory, with no way to convert it into a charge.
Would have made more sense to have a 1:1 rate for all transmutes.
Magic.
Anet: 1, Dawnbreaker: 1
Jesus, no… Come on. The difference in cost is down to supply and demand. Anet controls the supply, ie. the drop rate, and the demand, ie. what is required in the crafting recipe.
If they reduced the time gated component to require 50 units of silk instead of 100 – like the other time gated T5 requirements, and if there were silk mining nodes around the game, like mithril and hard wood, then we would see a drop in price. Not suggesting that is what Anet should do, but that is what would happen if they did.Sugesting that we control the price like some kind of hive mind, is frankly kind of naive.
The point I was making is that the problem doesn’t lie with the recipe. It lies with the acquisition of the materials. I’m really not sure why you’re using silk as an example though. Of the materials required, silk is the one most in abundance because of the ease at which you can obtain level 80 gear to salvage.
A quick jaunt around the silverwastes will earn you enough silk to make bedsheets for every citizen in Tyria. Just carry some kits with you and salvage on the go.
Now, Linen… that is a pain in the backside. With gear drops of the same level regardless of zone, unless you’re a level 40-60 character, it’s unlikely you’ll get a lot of Linen. You need to kill specific enemies in specific zones for loot bags and hope your bags contain linen scraps.
So, what we really need is a way to still obtain lower level materials or gear even on a higher level character. That’s the real problem right there, not the recipes.
First up, I’d get an extra character slot and max out my crafting storage. I’d get all the fashions I wanted and invest the rest in gold.
Then I’d buy Kudzu and Bifrost. They’re so pretty…
Hmm, I’m not seeing as big a difference as you are. While you’re correct that Damask is needed a lot more in tailoring, the others make up for it by requiring other items like more Elonian leather or Deldrimor ingots.
Elonian Leather and Deldrimor Steel both require similar ingredients in their creation. That is to say, three lesser ingredients and one ascended. And those ascended ingredients are all gated with a one-per-day craft limit.
Anet doesn’t control player pricing, so the difference in cost is down to we the players, not down to the actual crafting mechanics.
First up, a disclaimer. I’m returning after about a year off from GW2 so most of this is pretty new to me even if it’s old news for you guys. Apologies if this has been done to death, but the forum search is not very helpful.
First up, glory seems to be gone. In its place, my old PvP wardrobe was converted into PvE wardrobe items (why?) and changing your appearance now costs transmutation charges.
Maybe it was to limit storage that they decided to remove the unique PvP appearance, but one of the lures of PvP was earning new gear. Seems to me that without it, there’s not really much purpose to progression since match-ups are rarely with people of the same rank.
One aspect of this however was runes. Now we have a one-size-fits all approach where you can no longer choose individual runes, instead having to choose one rune for ALL your gear. For some setups, that’s fine, but for others it’s actually more beneficial to use 2 of one kind and 4 of another for different bonuses.
Also, what happened to underwater areas? I’ve not even seen one so far, and one of my fave maps used to have a partially sunken ship. I’m guessing they’re not in the game, or pushed aside since there’s not even an option for underwater weapons when applying sigils.
Structured PvP has undergone a lot of changes since I last played, and I’m not convinced I like them all yet. It kind of feels like it’s taken one step forward and two steps backwards.
I really like the outfits. For those who want to mix and match, we still have that option through tramsutations. Of which, I might add, they’ve done wonders on overhauling so that any previous gear you’ve ever owned can be added to the wardrobe without carrying thousands of individual pieces (Though, I’ll admit the 3:1 exchange rate on old transmute stones was a let down).
Outfits offer a different option. They’re full sets, giving you a specific look which can be toggled over any existing armor. It’s a great addition, and very easy to swap between transmuted gear and lovely looking outfits.
This way they appeal to everyone. Those who like to mix and match, and those who want a one-size-fits-all approach.
Removing grind by redefining it to not be called grind. Pure genius.
I guess since we solved that problem, people will stop complaining since they won’t be grinding anymo…
oh wait.
I fail to see how people have difficulty understanding such simple definitions. A grind is something you have to get through, farming is always optional. You’re not forced to grind for anything in this game, everything is pretty much given to you either as a reward for levelling or rewards for completing tasks.
So far I’ve not heard one compelling argument that shows Guild Wars could be considered a ‘grind’. The only cited examples are all optional extras which won’t interest every player and are designed to be rare.
See, here’s the thing. Rarity makes these things more valuable. If everyone could get them easily, they’d be less special and therefore less appealing. Their appeal essentially lies in being difficult to obtain. Just look at Guild Wars classic. Black dye was exceptionally rare, therefore people often clad themselves entirely in black. Not for aesthetics, but as a show of wealth because they COULD.
You want the best gear? You can get it doing just about any major content. Bloodstone dust drops like rain, dragonite ore can be gained from boss fights, empyrean from events. There you go, craft your own ascended gear.
You want the best looking gear? Well, you’ll have to work a bit longer for those rare items and do a bit of farming. It won’t make you any more powerful than your peers, but you’ll stand out because fewer people have it.
Is this really such a difficult concept to understand?
My number one want for the gem store is to see some of the old GW1 outfits revisited. I would dearly love to have my old elementalist outfit brought back to life. It was so much more than just an outfit, it was an identity.
Mind you, I’d also like to see Monks returning as a class option some time in the future. They were so much more than merely a healer, and it’d be interesting to see a modern take on the old role. Maybe a future expansion.
I do think it needs a minimum level check, especially for some higher level content LFG’s. However, I have absolutely no sympathy for anyone who ditches parties based on AP. If you’ve dropped because of that, then you’re the problem this system is trying to correct, so trying to make yourself sound like a victim is rather hypocritical.
If you want other ‘expert’ players, team up with guildies instead. At least you know what you’re getting.
The funny part is I didn’t even see the downed screen until I was at least level 5 anyway. I don’t really see the big problem with this change. I’ll admit I kept hitting all the wrong buttons when I was down though!
The way I look at it, the earlier you expose your players to the mechanics, the sooner they’ll learn them. Delaying it by 5 levels is just going to increase the confusion since it would never have happened prior. It’ll be like “Well, this is new”… and you’re back to square-one, never knowing which buttons to mash.
If they wanted to make it a mechanic to learn, there’s always the possibility of adding it as a part of the intro. A scripted event to knock you on your bottom, so you need to use the regen skill to get back up. Simple.
I don’t understand the thinking behind this. Ecto’s are basically a high level crafting ingredient, yet in your own words you don’t condone the idea of making T6 materials available in the same way. One rule for one, and a separate rule for another is just foolish nonsense.
The whole point of ectoplasm is that it’s not common enough that you can get it in huge quantities. At least, not without a significant time investment. I could craft a dozen low level rare items for a fraction of the current cost of the ectos I could potentially get from the salvaging.
I’m the sort of person who crafts exotics just to salvage them for Dark Matter, so don’t think that people out there wouldn’t abuse the heck out of this system if it were in place.
They did reset all exotic discoveries when they introduced Lvl 500 crafting. From my experience you can get easily from 400 to 500 with discoveries even if you had all discovered before the patch, so no problem there.
Cheers!
They’re still listed in my crafting list, and it doesn’t list it as a new discovery when I try to create one in the discoveries tab. Either this is a bug, or they didn’t universally reset. Either way, it’s not looking good for my tailor.
I’ve been playing GW2 since the release, so back then the cap for skills was a mere 400 levels for exotic gear.
It’s no surprise to anyone that the biggest XP boosts are given from discovering new recipes, and in fact it’s literally the ONLY way to level up your crafts later on. With this in mind, anyone who has found all the exotics, or the greater share of them, pre-500 patch is in for a very rough time trying to max out their crafting levels.
Case in point, I’ve come to a bit of an issue with tailoring as I made it one of my goals to master as many recipes as I was able to at the time. Note, that while this isn’t ALL of them, it’s a huge number and greatly reduces my options for capping the skill in its entirety.
So, the real question is… are there options for those who have already discovered almost everything there is to discover. And if not, is the only option to level an alt’s tailoring to make up for it?
I died a LOT on this fight. The main issue is having to stop to cast spells (I was using staff on elementalist), so basically my attacks were restricted to the single fireball and lava pool, which has limited use since the vines love to move around.
I also didn’t realise you could jump to avoid the floor attack, so I always ended up using a dodge during that to evade it, which left me with less endurance for later dodges.
But crucially, the biggest problem comes from the adds. The dog is annoying enough since you’re already juggling with 3 vines firing red circles around you and a massive amount of AoE. You can run around to kite him, but you just run the risk of running into an AoE, or a vine.
The worst however is that vine spouting flower beast. Fight up close, and you’re going to be pummeled to death by the three other vines, fight at range and it unleashes those deadly smaller vines which are nearly impossible to avoid, even if you burn all your dodges.
But, crucially what annoyed me more was that the boss was only vulnerable for 5 seconds (I counted) between vines going down. So, unless I was standing at the right part of the area (close to where the dragon pops his head in) when the last vine died, I’d have to go back and slay all of them again.
Several times I was throwing up meteor storms on an invulnerable dragon. Infuriating.
Still, all in all it was an interesting fight at least. It’s good to see they’re being creative. I dread doing this fight on my tanky guardian though. I have next to no DPS, and my ranged is very limited.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Lemuria.3195
I’ve hardly ever given up on anything I’ve played, but World 2 Zone 2 was the first time I felt that I was running into a brick wall. I liked that there were some clever puzzles you had to work out, but I didn’t like the manner in which you were punished (repeatedly) if you failed.
Dying endlessly is not fun.
Entry into the ‘fish temple’ is annoyingly difficult as you’re forced to jump onto that small pillar (monument?) whilst dozens of fish fly past you, meaning the jump has to be made very quickly. The gong run was simply put the single most frustrating experience I have ever faced. Not only because you have to do so much just to get to the gong, but also because even AFTER you survive the run you’re then tasked with making yet more hair raising jumps with no continue spots.
I gave up at this point after spending more than 50 lives in the attempt. To put some contrast in, I can complete the whole of World 1 without losing a single life, and even World 2 zone 1. The jump in difficulty was ridiculous.
I really love SAB, and it pains me that I won’t be able to enjoy it fully. When it first came out I felt that it was one of the most enjoyable additions they made. But that second zone was a killer and sapped my enjoyment so much that I can’t help leaving with a very disappointed feeling.
It’s great that some people still enjoy it and to those people, more power to you. But for me, I think the love affair ended with those dart traps. They’re just too many and often too unfairly placed for such an early stage. It felt more like the map was intentionally trying to kill me rather than entertain, and that’s never a good sign.
Until next we meet, SAB.
I beat her on guardian in the end using a combination of sceptre/focus and sword/shield. I’m built fairly tanky so I pretty much planted myself permanently in the black areas only moving when I needed to lure her onto them to drop her shields.
Just be aware that when she puts her shield back up she has an attack which spells instant death unless you’re protected by the dark pools.
I would, but they have a rather unpleasant habit of chasing you down, even so far as the center area where all of the NPCs are. Can I take it to mean there is genuinely no way of killing them?
Every attack dealt seems to do zero damage to these greatswords roaming the arena and yet they’re also immune to conditions, meaning you can’t burn or bleed them out. And yet despite this, I have actually seen them take damage, albeit very minor damage.
Is it simply a case of attacks being reduced to a value less than 1 (thus showing as a zero) or is it retaliation that is currently the only means of dealing damage to them?
In what has to be the first time for me, my account has also been compromised by an individual from China. I’ve used a handy website to trace the culprit to a building near the Yao River in Ningbo.
I’ve since changed my password, but it would be useful to be able to lock out certain countries from gaining access to the account. In short, ensuring my account could only be accessed from my home country. I happen to agree with the above poster that most of the hacking is indeed by unscrupulous Chinese gold farmers.
Incidentally, are there any security measures in place to prevent people from accessing the GW2 account via the main website and changing the password or email? I would assume so, since there’s an email verification required to log in to the game and it would make no sense if it could be easily circumvented.
Magic find is largely worthless with the DR now anyway, and I’m still not entirely convinced it applies to some of the needed items like unidentified dyes (read: anything that doesn’t have a yellow/orange version of itself).
Still, I see legendary’s as a way to flash your real-world cash since those who have them have undoubtedly spent a great deal of their money on gems to trade for the necessary gold. I averaged it out at around 600+ gold to buy the needed items for a legendary. Dungeon runs give around 20 silver each, so that’s roughly 3000 dungeon runs before you have enough gold for a legendary weapon.
Given that there’s only so many times you can repeat a dungeon before the cash reward turns stale, we’ll assume you run each one once per day, so 125 days to get your legendary if you did every dungeon run successfully every day.
Ganbare!
I have seen many people spec for tank and die in Dungoens. Those are people I avoid now a days because of my recent success without those soo called “Tanks”.
If you like to soak damage for fun, great! Go ahead!
But note that this isnt a trinity based game. The Combat mechanics allows you to do Damage/Control/Support very effectivly without limitations. You only limit youself by forcing the trinity into the system.
I’m going to bite and call BS on this one. Sorry, but you’ve obviously just been with some horrible players. The ‘trinity system’ is still alive and well in Guild Wars 2 despite arguments to the contrary. People naturally fall into healing, tanking or DPS categories simply because that’s the way you have to build your characters. You can try to be ‘well rounded’ about it, but ultimately you just end up useless in all categories.
To use your own argument, tanks. Let’s say for the sake of argument that these players were indeed properly built to tank. Now let’s assume that someone who’s not built ‘tanky’ gets hit by the same attacks. Who’s going to fare better? The fact is your ‘tanks’ were probably letting themselves get hit because they thought armour is all they need to survive. In other words, they had no skill.
I have several characters, and I’ve played around with a lot of builds. My ‘tank’ is built like a fortress with decent healing, and strong vitality and toughness. I can march through a hail of arrows with barely a scratch and survive some of the most powerful attacks in the game. But, do I ignore that red targeting cursor? Do I walk into the jaws of oblivion? Heck no! I dodge, I fight and I throw up every defensive skill in the book, because thats how you win!
Generally my groups appreciate that I can take the hits and keep the mobs attention, because it gives them the space they need to unload their attacks without constantly worrying about their own survival.
There’s an old phrase which is pertinent to this game. Jack of all trades, master of none. You can try and be everything at once and fail horribly, or you can play to your strengths and succeed. Not every class was built equal, so why treat them as such?
Leave Ascended gear, it’s a nice balance point between Exotic and Legendary. Make sure it’s flashy and showy. …
For the gazillionth time, how could something be a nice balance between two pieces of gear if they share exactly the same stats? In case you didn’t know, Legendaries and Exotics have the exact same stats. There is no gap, never was.
Yet still no one even cares about the gap between rare and exotics. The funny part is the gap is actually wider between those two than it is between exotics and ascended. Seems pretty clear to me that stats aren’t the reason people are angry, it’s all squabbling over the alleged broken promises.
My only (minor) issue with town clothes is how easily they’re swapped out of at times, like minor falling damage for instance. Still, more outfits from the gem store would be wonderful. I love playing ‘dress up’ in MMO’s and I’ve actually bought several armor sets for my main characters just for the appearances.
Still though, I’d prefer to see more actual outfits rather than the novelty ones. Don’t misunderstand, I do think the novelty ones can be great, but I don’t feel that every outfit needs a gimmick to get people interested in owning them. Sometimes just looking great is all that you want.
I’ve spent a fair amount in the gem store, though largely for bank upgrades or to trade gems for gold. I did buy the pirate outfit though, and I’d happily buy more outfits if they piqued my interest. I’m sure Anet is already aware of the potential investment there, and it wouldn’t surprise me to learn that new outfits are already in the works.
If they do that, they also have to remove stats from infusions, otherwise ascended gear is still superior.
Also agony alone is a gating mechanic, so I’d rather remove slots and infusions completely and make ascended gear just very cool looking, with particle effects and whatnot.
It should be a sort of mini-legendary, but in the way legendaries where before this ugly patch.
I don’t mind agony being present. Spectral agony was essentially the same thing in GW1.
What I take issue with is the means by which one can defend against Agony, and that is to infuse. Infusion is only available on ascended armor. That means I must have ascended armor to progress. The dungeon itself may or may not be harder; it is simply impossible to do with out gear.
And I do agree: Ascended could just add an aura/be cool looking/add an emote/etc.
So I’m not 100% opposed to infusions; I just don’t like how they are being implemented. Again, I’ll reserve my final judgement until I’ve played through. Also, if they add another tier, I’m done. That would mean Ascended armors were not successful in bridging the gap and they are just pulling a fast one on me.
Seriously, last week I held ANet on the same level as valve…idk wth happened. My only solace is that I KNOW that they listen and that if there is enough of an outcry, they have a history of making things right. If they don’t…idk.
Okay, stop me if I’m wrong here but exactly what is the problem with an increase in stats? How exactly is it any different from one person have level 80 rare tier equipment to someone have exotic level equipment? Doesn’t that also fall into your definition of ‘unbalanced’?
Truth be told, there is no difference. Someone in full rare equipment will naturally be less powerful than someone in full exotic equipment. Someone in full masterwork gear will be even less powerful still.
Now, the obvious argument here is that “Well, exotics are easier to come by”, except we don’t know for sure how easy the ascended gear will be to obtain, for a start, and second of all that exotics are still a current goal for the poorer players who can’t afford the 5+ gold each one is selling for. (Before anyone inserts some tripe about money being easy to come by, perhaps they should look more closely at players who don’t have complete mastery of the trading post).
For all the arguments against adding another equipment tier the only one I’ve heard which isn’t already present with the existing tiers is that Anet said they wouldn’t add a ‘gear grind’. Worse is there’s no evidence supporting that there even will be a gear grind, as absolutely everything is just conjecture. Every MMO in existence has had some logical form of equipment progression, so why are so many vocally opposed to Guild Wars doing likewise?
To address this post in particular, Ascended gear is meant to be inbetween exotics and legendary, thus if they’re going to add sparkly effects or special emotes and the like, it will likely be on legendary armor, as is the trend with the current legendary weapons.
My final thoughts on the matter are to give it time. Eventually the dust will settle, the sun will still be shining and your exotic armor isn’t any more ‘worthless’ than it was beforehand. Worst case scenario is you just have another goal to look forward to besides endlessly grinding karma, dungeons or farming.
Am I the only one looking forward to this gear? First off, there’s only going to be a ring and a back slot initially, so all the doomsayers can cease their worrying. Secondly, it provides level 80 players with some new goals to achieve. Goodness forbid you should actually have something to look forward to in a game.
As it stands, this new gear won’t provide any major benefits over Exotic gear aside from the ability to survive the new dungeons and some slight stat increase. Judging by the images, it’s soulbound on acquisition, so won’t impact the economy and likely only acquired by having taken part in the new Fractals areas, which you’ll probably want exotics for anyway.
For all the MMO games which have a logical progression of gear, you’re really getting your rage on when Guild Wars follows suit.
. . .
You do realize that the armour that only increases two stats is actually increasing less then the armour that increases 3 stats right? Low level armour is one max, medium level armour is two max, high level is 3 max. . . You won’t find though and vitality only since it doesn’t exist because end game armour is always better and increases 3 stats.
Also, power/vit/thoughness is in. It’s soldier’s armour, AC tokens can get it (amongst others) – http://wiki.guildwars2.com/wiki/Soldier%27s#Triple_attribute. If you want supportier, go for clerics – power, thoughness, healing power.
There’s still no gear which has VIT or Toughness as a main stat beyond low levels. It’s always secondary, meaning you get less of a boost than you do for other stats, usually in favor of power. What I’d like to see is gear with a central focus on defense rather than focusing on attack as the majority seem to do.
So, I finally hit 60 on my guardian when I decided I needed to upgrade my armor which was now 10 levels out of date. Imagine my confusion when I realized there was no armor with the stats I had come to benefit from. I figured I must have searched poorly on the trading post, so I checked on the wiki. Nope, nothing after level 50.
Sure, there is gear which gives vitality, and there is gear which gives toughness. Neither of them are ever the main stat on the equipment post 50 and never are they seen together from that point save for spots of karma equipment or dungeon pieces.
At level 80 it is actually impossible to own a full set of gear which enhances these two stats and at absolute best you can get a blend of power/toughness/vitality on a few pieces, but not all.
Honestly, I don’t really care how it’s implemented. Karma, dungeon or craft. Either way I’d love to see some more gear with this combo on it. Power/Vit/Toughness seems like such an obvious combination at level 80 for a guardian, so it’s almost criminal it wasn’t included.
Honestly, the way the game is designed a trade system wouldn’t be much of a benefit. We can already mail items and cash to other players, and aside from the convenience of being able to bypass the TP tax, there’s zero reason you’d want to trade anyway.
The difference is that sPvP gear can be stored only if it’s unmodified. PvE gear is far more varied by nature, with different types (Carrion, Berserker, Valkyrie) giving different stats and gear dropping already equipped with runes and other upgrades rather than blank.
PvP gear on the other hand only gives defense, and has no statistical bonuses aside from what you personally apply to it via runes. The ONLY exception to this rule are the PvP amulets which cannot be stored anyway.
A different spin on the same idea doesn’t make it a different idea.
Logging out in WvW has a major disadvantage though. You’re automatically kicked out of the mists back to wherever your character was beforehand. They can’t simply ‘respawn’ where they had logged off, or else you’d find players logging out in keeps to over run them at a later time. It gives them zero advantage to log off, since they’d have to return to their starting waypoints.
Honestly, the minor inconvenience of being robbed of that single kill is worth the potential annoyance of having restrictions on when or how you log off.
This suggestion has already been posted here:
https://forum-en.gw2archive.eu/forum/game/suggestions/An-idea-for-legendary-weapons/first#post672543
I’ll abstain from repeating my thoughts on the idea, as I already made it clear in the other thread.
For some reason the title had me thinking of poo flinging monkeys arranging their missiles into various different categories. Aren’t I a charmer? As for dungeon grouping, a simple LFG tag might work, but one of the foundations for them being able to retain the wonderous subscription free service is minimizing online traffic. Adding a search engine and LFG tags might greatly increase the strain.
Keg Brawl doesn’t count as a mini game? News to me…
Expect that as a summer addition next year. Remember, you heard it here first folks!
Game breaking aside, there is certainly a good argument for adding unique skills to a legendary weapon. HOWEVER, in my humble opinion it should act as an unlock rather than a static skill swapping.
If I’m a guardian wielding Bolt, I darn well better have my sword skills I’ve spent ages getting accustomed to using rather than an entirely new set of skills which I might not even like. Likewise, if I wield the Bifrost I want all of my original spells intact.
Instead a utility slot skill could be ‘unlocked’ giving a unique skill appropriate to the weapon equipped. This way you could choose to equip it or not without giving the player any massive advantages over non-legendary players since their total slot skills remain the same.