Showing Highly Rated Posts By Lopez.7369:

COF gives 1.2 gold; FOTM lv. 31 gives 1.3?

in Fractured

Posted by: Lopez.7369

Lopez.7369

How does this make sense? COF path 1 takes roughly 10 minutes. Lv. 31 fractals take about an hour.

This scale would make a lot more sense:
Lv. 1-10: 1 gold
Lv. 11-20: 2 gold
Lv. 21-30: 3 gold
Lv. 31-40: 4 gold
Lv. 41-50: 5 gold

This would make a lot more sense, given the time commitment and difficulty required and a simple comparison to dungeons rewards.

(edited by Lopez.7369)

Devs try to stream temples, and they bug.

in Community Creations

Posted by: Lopez.7369

Lopez.7369

http://www.twitch.tv/guildwars2/b/480007149

Group of developers try to stream Temple of Lyssa, and it bugs 8 minutes in. After 5 minutes of trying to un-break it, they give up. They then try to do Temple of Grenth, and it bugs too.

Pretty embarrassing, but hopefully it gets them to fix these events after a year. All of the temple events still regularly bug.

(edited by Lopez.7369)

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Lopez.7369

Lopez.7369

Since this forum is being archived, we are moving the discussion to the main forums: https://forum-en.gw2archive.eu/forum/game/gw2/Condition-Catastrophe/

With the implementation of genuinely difficult content, the neglect of condition builds has hit a breaking point. The Tequatl fight perfectly signifies this in two major ways:

1. Bleed cap is hit almost instantly. I am lucky if I can sustain one or two bleeds throughout the fight.

2. The fingers are completely immune to conditions.

Even against the adds, bleeds are usually close to capped or capped. Admittedly, condition builds do perform better on adds than they do on Tequatl and fingers, but the problem is the same discrimination doesn’t apply to power builds in reverse (i.e., power builds aren’t strong against Tequatl and fingers but weak against other adds).

This just can’t stand anymore. An entire build archetype is effectively useless on world bosses. There is simply no way the bleed cap and content that’s designed for 80 players can coexist.

(edited by Lopez.7369)

Empyreal Fragments are absurd

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

Assuming everyone uses a one-handed weapon, off-hand weapon, and two-handed weapon, you need 1,500 Empyreal Fragments. Then there’s two underwater weapons. That’s 2,500 Empyreal Fragments.

The best way to get all of those fragments is dungeons. Each dungeon gives 20 Empyreal Fragments. That means all the ascended weapons require 125 dungeon runs. Assuming each dungeon run takes 15 minutes, that’s 31.5 hours of gameplay just for Empyreal Fragments.

If someone wants to do it through jumping puzzles, it will take an average of 625 jumping puzzles to get 2,500 Empyreal Fragments. Assuming each jumping puzzle takes five minutes — a very generous estimate — that’s more than 52 hours of gameplay just for Empyreal Fragments.

As a comparison, it takes 84 temple events to get 2,500 Dragonite Ore. That’s 21 hours of gameplay at most.

Is this intentional?

Colin Johanson to Eurogamer: “Everyone, including casual gamers, by level 80 should have the best statistical loot in the game. We want everyone on an equal power base. The rare stuff becomes the really awesome looking armours. It’s all about collecting the unique looking stuff and collecting all the other rare collectable items in the game: armour pieces, potentially different potions – a lot of that is still up in the air and we’ll finalise a lot of those reward systems as we get closer to release. And those come off of things like the bosses at the end of dungeons – the raids.”

(edited by Lopez.7369)