Showing Posts For Lucien.5083:
This is great! I’m all for lending a hand to new players, add me to the list.
Lucien.5083 (Yak’s Bend, NA)
GMT -7 (mountain time) usually evenings tuesday-saturday
The biggest issue I see with the content is that in 2 weeks when the new Living Story comes out, many players will move on from Tequatl. As difficult as it may be now, and don’t get me wrong, I like challenging content, imagine how impossible it will be once people get their title and move on. Without some form of balancing, my prediction is that Tequatl will become an abandoned event.
I have mixed feelings about Ascended Gear.
- First and foremost is that certain exotics need to be fixed. In Linsey’s original post you can see the Opal Ring has only a 3% Magic Find boost while the Exquisite Opal Jewel has 4%. Considering it takes 5 jewels to make one ring, I would think the final output would have better stats than the component parts; especially since Magic Find is the primary stat.
- The second problem I see, or perhaps third when you factor in the gear grind, is that groups will begin doing equipment checks before running areas. Example: “We need someone with a support build. You only have damage stuff? Sorry, find another group.” And that’s the nice version.
+ Additional gear and customization is always a bonus. Having quality gear as a reward for a challenging task is always nice.
+ This gives an alternative to grinding events for rare drops to salvage ectoplasm. Let’s face it, the gear treadmill already exists to get materials for crafted exotics. This just transfers it somewhere else. The real question with this update is “Why should people make exotic items anymore?” Maybe a better solution would be to create a mechanic where people can upgrade their current exotic items into ascended by completion of the dungeon, rather than replacing the current gear.
So many good suggestions. One aspect I really liked was the ability to save builds. Now, I can see how having multiple builds set up would be useful. Like when you change to a 3rd weapon set because it suits the environment better that what you already have equipped. That way if you’re a Guardian running Hammer and Staff, and you change to Hammer and Scepter/Shield you don’t have to change Majors one by one. I can also see how this would be a ton of work on the programmers and add to the “clutter” of character maintenance.
What I would really like to see is the ability to set Major Traits for Terrestrial and Aquatic environments and have them switch over automatically just like the weapons and utility skills do. With having just two build options, Land and Water, you can optimize your character and not have to worry about trying to do it while avoiding combat, or worse, getting attacked mid-respec because you can’t see the environment due to the trait interface. This also helps if you are running a weapon specific trait because once you go underwater, you aren’t using that weapon anymore. That effectively takes the points you spent in a trait line and says “Nope, can’t use them now”.