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Next Map/Area

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

What about to the west where there are 3 pretty distinct “lanes” that seem to converge on a single point that, as of now, is behind a wall of vines?

Applying Magic Find To Containers

in Black Lion Trading Co

Posted by: Shagohod.5140

Shagohod.5140

You guys need to relax. Seriously, magic find definitely does affect the drop rate of crafting mats. Now what I’m about to say is going to sound highly condescending but bear with me, I beg anyone who doesn’t have as high magic find as me to farm Southsun Cove barracudas for an hour and tell me what their drop rates for things are. I have an album for reference to compare whether you get as many drops as I do. For clarification, anything within the red box is what I’ve found during the hour, anything aside from that isn’t (many times I got a lot of equipment drops but chose not to include into the red box to reduce clutter).

http://imgur.com/a/7FtUS#0

I’m interested in hearing your replies and whether you still believe Magic Find doesn’t affect crafting mat drops.

Any more uses for Essences of Luck?

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

Aside from magic find I know that Essences of luck can be used to break down bloodstone bricks and in a recipe for Mawdrey, but that isn’t a big enough Essence of Luck sink in the long run. Many people already have 300% magic find and are finding Essences of Luck to be more of a nuisance than anything else.

I understand that the LARGE majority of the playerbase has not reached 300% magic find but more uses have to be implemented for it, especially when they are acquired en masse in one of the most basic activities in the game: salvaging.

Does anyone else feel the need for more Essences of Luck sinks? Why or why not?

Didn't receive the LS mail

in Bugs: Game, Forum, Website

Posted by: Shagohod.5140

Shagohod.5140

That’s another thing, I have no star, and when I try to buy it through the Hero Panel I get a message saying “Network Error .” I posted a screenshot so you can see what I’m talking about.

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Essences of Luck past 300% Magic Find?

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

Yeah, maybe if there was a recipe in Ascended Jewelcrafting that required an exotic Essence of Luck? Maybe crafting some versatile Magic Infusions or something? I don’t know, just some possibilities.

EDIT: Maybe the Magic Infusions could work the same way that Agony Infusions work, you combine Essences of Luck for the first infusion and then passed that it would require Essence of Luck+Magic Infusion.

Essences of Luck past 300% Magic Find?

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

@CureForLiving there is definitely a noticeable improvement, it isn’t like I have rares/exos dropping at my feet but they are dropping a lot more frequently than before, I’d say I get a rare 1/50 drops (as in, every time I can loot something) with only my 375%, no boosters, just magic infusion, guild boost/food . I haven’t played wvw with my stacked engineer enough to tell how much of a difference it is at 570% but I’d assume it’s a big difference. It makes the game more enjoyable, for me at least.

(edited by Shagohod.5140)

Essences of Luck past 300% Magic Find?

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

Nice man! I was surprised, it actually does make a difference, the Magic Find I mean

Yeah, on my engineer that I use for WvW farming I use the same thing, only I actually use

40 from Chocolate Omnomberry Creams (40% MF while under the effects of a boon/20% boon duration), it works really well with the passive might gain on juggernaut
100 from Birthday Booster
50 from MF Booster
30 from Laurete Booster
15 from Banner
10 from Guild Boost
20 from Magic Infusion
For a total of 570% MF

Essences of Luck past 300% Magic Find?

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

@Proviticus There are a lot of ways to get Luck, I used a few in my climb but one method that I can share is salvaging ecto with mystic salvage kits (using those mystic forge stones from achievement chests) and upgrading t5-t6 with the dust u get, i almost always broke even/made a profit.

@Ok I Did It Ugh… now I’m torn. Anyways I have 305% total, 300% base + 5% from Achievement Points. I also use the Magic Infusion so I have 325% total atm.

EDIT: @MasterYoda Thanks for the optimism bro

Essences of Luck past 300% Magic Find?

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

Haha, I can’t argue with you there. My only concern is if I leave this part of the game alone and then have to return to it later, i.e., they add another use for luck. I don’t want to make the mistake of either using luck and being unable to use it or just plain getting rid of it.

I think I’m going to just use them from now on though, I’m sure that ANet will reimburse me if they add another use for Luck.

Essences of Luck past 300% Magic Find?

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

I just use them. If they ever increase the max cap I’m guessing that my luck will just transform into levels. So if I consume luck beyond my 300% and end up having 90000 luck it would turn into 303% and 0 Luck.

I was actually wondering if there would be other uses for Luck since I think if they raised the level cap on Magic Find the disparity between those that are able to obtain/are not able to obtain the cap will be widened even further. Maybe giving Exp Gain/Karma Gain/+Gold Find the same treatment would be interesting?

Essences of Luck past 300% Magic Find?

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

Thanks for the replies guys, I appreciate the support!

Essences of Luck past 300% Magic Find?

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

Yeah, that’s what I was thinking, but I just want an official dev answer if possible. Thanks for the response though!

Essences of Luck past 300% Magic Find?

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

Hello, I recently reached magic find cap and I noticed that I’m still getting Essences of Luck, I also noticed that I can now just use the Essences of Luck as though they “count towards something” even though they don’t (for those that don’t know what I’m talking about: for example, if I use an exotic Essence of Luck it’ll say 200/200, if I use another one it’ll say 400/400).

Now I’m wondering what I should do with the Essences of Luck. Should I destroy them, keep them, or just “use” them. I only ask because I don’t want to destroy them or “use” them only to find out later that there is going to be another use for these Essences of Luck!

Skye's Trading Post Challenge - IRL Fellblade

in Guild Wars 2 Discussion

Posted by: Shagohod.5140

Shagohod.5140

Interesting! Alright, here’s my pick! I chose Runes of Infiltration, here’s to hoping that lady luck is on my side.

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Making Orr Worthwile

in Suggestions

Posted by: Shagohod.5140

Shagohod.5140

I was just throwing numbers out there, yeah, 8 karma per kill might be a bit much, but there needs to be new incentive to go back to Orr, for now there’s nothing, even if we collected Risen Fingers as bounty tokens and turned them in for titles or karma I think that would be a cool idea too.

Making Orr Worthwile

in Suggestions

Posted by: Shagohod.5140

Shagohod.5140

What if killing Risen gave us Karma per kill? It would definitely add much more incentive to return to Orr and would allow for the area to be much more fun than it currently is. I know that some of the most fun I’ve had in this game was when I was zerging through Cursed Shore doing events that spawned massive amounts of Risen… what if we can make that happen again?

I’m thinking that maybe we could gain 8 karma for every Risen we kill, just any reason to use those Karma Boosters that are just collecting dust in our banks!

Just an idea to enhance PvE experience

in Suggestions

Posted by: Shagohod.5140

Shagohod.5140

Hey guys, I was thinking of allowing your character to have “Hobbies”. These would be something along the lines of Professions such as Cooking, Weaponsmithing, etc; there would be a tab for it in the Hero panel and the player will have access to it at the beginning of the game. They would be divided into 3 categories:

Spelunker— the more a player does dungeon runs the better the drops in dungeons/ more gold at the end of the dungeon.

Hunter— the more a player kills monsters in the overworld the better their drops, additionally, players can align themselves with certain “factions” and collect bounties (such as tokens) that can be exchanged for exclusive faction items. For example, if a player aligns themselves with the Quaggans whose canon enemies are the Krait, the player could collect “Krait Scales” on every kill that they could then turn in to a Quaggan Chief for exclusive faction rewards, Karma, or Gold. Also, the player will gain permanent bonuses to magic/gold find towards enemies that will stack individually from each other (the passive bonus for Risen cannot be applied to Skelk, they will progress individually from each other)

Cultivator— the more a player gathers nodes the higher their chance to receive extra gathering chances.

In order to prevent pigeon-holing, the player will NOT have to choose which Hobby to specialize in, rather, their playstyle and the activities that they enjoy will dictate how far—and how fast—they progress in each Hobby.

Even though this may not be the best implementation because of balancing issues, I would love to see SOMETHING like this implemented into the game, even if it has nothing to do with my proposed areas.

CDI- Character Progression- Vertical

in CDI

Posted by: Shagohod.5140

Shagohod.5140

Weapons and Equipment:

—Evolving weapons and armor. What I’d love to see is a system that eliminates the need to replace one weapon or armor piece in a class with another, and instead worked more like Skyrim and similar games. In other words, I’d love to see stats or passives unlock in certain areas by doing certain things.

—Example: let’s say I have a great sword, and I kill 100 centaurs. I’d like the greatsword to then get a slight bonus against centaurs. The more centaurs I kill with my greatsword, the greater my proficiency in killing centaurs with greatswords should be.

—Or, maybe I use my greatsword mostly in WvW. So the greatsword would add proficiency in killing other player sin WvW. And so on.

—I’d love to see the same thing for armor; maybe each piece contributes to an overall armor rating that improves the more damage is blocked from this enemy or that. So the more I defend against centaurs, the better my defense proficiency against them should rise over time.

—I’d be fine if this kind of “evolving” weapon was only available at level cap. I wouldn’t want the process of obtaining them to be locked behind a dungeon or jumping puzzle or anything like that though. That’s the mistake The Secret World is making with its end game gear, and I think it’s a really bad design decision.

—Evolving weapons should still be fully transfigurable, so the skins can be changed to whatever suits the player’s fancy.

—I’d like to be able to collect weapon glow/particle effects, and be able to add them to any weapon using the transfiguration stones.

This idea is awesome, I think it’s a solid foundation for other progression features.

On the same note, I was just discussing an idea that I think would make the game pretty interesting for players that want to be rewarded for things that they enjoy.

I was thinking of allowing your character to have “Hobbies”. These would be something along the lines of Professions such as Cooking, Weaponsmithing, etc; there would be a tab for it in the Hero panel and the player will have access to it at the beginning of the game. They would be divided into 3 categories:

Spelunker— the more a player does dungeon runs the better the drops in dungeons/ more gold at the end of the dungeon.

Hunter— the more a player kills monsters in the overworld the better their drops, additionally, players can align themselves with certain “factions” and collect bounties (such as tokens) that can be exchanged for exclusive faction items. For example, if a player aligns themselves with the Quaggans whose canon enemies are the Krait, the player could collect “Krait Scales” on every kill that they could then turn in to a Quaggan Chief for exclusive faction rewards, Karma, or Gold. Also, the player will gain permanent bonuses to magic/gold find towards enemies that will stack individually from each other (the passive bonus for Risen cannot be applied to Skelk, they will progress individually from each other)

Cultivator— the more a player gathers nodes the higher their chance to receive extra gathering chances.

In order to prevent pigeon-holing, the player will NOT have to choose which Hobby to specialize in, rather, their playstyle and the activities that they enjoy will dictate how far—and how fast—they progress in each Hobby.

Even though this may not be the best implementation because of balancing issues, I would love to see things like this implemented into the game.

"Age of Entropy" achievement counter

in Suggestions

Posted by: Shagohod.5140

Shagohod.5140

Hello, I recently completed Agent of Entropy and I really like to keep track of the things I do; not to mention, I like to brag that I actually completed it to my guildmates. However, a little piece of me is disappointed that there isn’t some sort of counter that displays how many times you’ve completed it… I understand why the achievement points cap at 250 since the leaderboards were recently implemented but I still feel that this is a minor change that would make a fairly big difference to some people.