Showing Posts For Shavanna.3758:
In my point of view the last generator is a little bit too hard to kill, as there are 3 elite oozes that need to be played with. As an ele with staff and soldier stats i needed ~10 min for this step. Maybe you can take a look at the difficulty?
So, when does the halloween event start?
Should’nt the solution for this problem be rather easy? Just change the priority for the selection of the “f-target”. If there is a mark (=vista, mastery point, …) it has the highest priority, even if a golem banker is at the same position.
even by doing it like this i doesnt count. i really wonder why its like that. my ping is ~44 fps close to 60.
When do i need to press the key for the note to play? somehow its rather mysterious for me. i tried to play it at the white line and i get damage. i treied do it behind it and it also doesnt work as it should… whats my error?
Is it still as bad as described here with the ascended droprates?
Its true, that the caches, that are the map rewards for the HoT maps today, arent a ‘true’ reward. Why dont you swap them for single item rewards that are harder to get in other ways, like on the other lvl 80 maps or at least thinks like ’cache of [map dependent]keys, so that the randomness is connected to the chest you open and not to a random container you get in your inventory?
As i’ve seen, there are some wintersday-themed items in the itemshop. So, when does the corrisponding event start?
sigh, why dont they simply give us the old animations back for our own character. The other ones can use the new ones, as it wouldnt matter for most what others do and would improve the fps in big battles.
edit: changed the topic to show the true meaning of my writing.
One think that annoys me since ~ a month after the release of guild wars 2 is that the higher grade materials are often cheaper then the lower grade ones.
The reason for this is, naturally, the loot-system, that gives loot frequently according to the character level instead of the zone/enemy level.
Thus there is much more high-level loot then lower level ones, e.g. more T5 silk then T4 linen available.
If the demand would be accordingly, we wouldnt have a (financial) problem, when we level a profession to a high level. At the moment silk has a value of ~2,11s per silk scrap while linen has a value of ~6,12s per linen scrap. That is almost 3 times the price of a silk scrap.
For me, its a sign that there is a problem in the market, as higher grade items should be more valuable then lower grade ones, as they are – at least in concept – better then lower grade ones.
Therefore there need to be a way to improve the value of higher tier items while lowering the value of lower tier ones. For this i thought of some solutions:
1. Let us Downgrade Materials with the Mystic Forge
With this (and a stable exchange-rate of ~1:2 or an even exchange) the aim could be accomplished. To be honest, this would be the – probably – easiest way to solve the problem, as there would be less work to do for the workers of arenanet.
2. Give us the loot (of green and below rarity) according to the level of the area , we are in
With this there would be more ways for a player with a highlevel character to get lower tier materials and we wouldnt be forced to create a new character just to farm e.g. linen scrap, if the old one simple outlevelt the level-range that gives linen as loot.
With the addition of the new lvl 80 areas of HoT there are enought ways to get t5 and t6 materials while lower level maps would be more populated.
Eventually, its ok for that some items have a higher price then other ones – but at least they should be of a hight tier or be difficult to get – and not just because of the level of the character used to play. A game should be fun.
If a player likes to play a certain character he should be able to do it without artificial limitations, that restrain him from getting items he needs, like a really low droprate items below his own level (as we get most loot according to our own level and not the area one).
DR is a huge problem for us “normal” players. Today i tried leveling my alt a little bit while i tried to complete the map i was in. While doing so, i traveled the map, got many ressources from gathering notes, but to my surprise rather few exp (from doing events; more from the hearts) and also few items. the first ~10 enemies in an event drop some items and the ones after that already have reduced droprates – one of the reasons for the high linen costs btw.
What we need is a system that dont force players to switch maps and let them farm items or exp if they want to.
Truth to be told, we should have a part of the material storage for these update items and also for the cooking/other crafting items.
As for your second point: minor runes or sigils are no junk; they have a use, e.g. for upgrading lower level items.
Hello,
I’ve got a little problem with the UI – especially with the “quest-area”. At most, it shows me 3 things at a time, which is normally not a problem. But, if theres an event like halloween atm, and if i havent done the dailies yet, those 2 things take a spot each. Thus, the UI often won’t display active local events or the event progress.
What can i do to fix that?
ok, that solves my problem, thank you!
Hello,
I’ve learned the skill “Warhorn Proficiency” with my Elementalist, but he can’t use warhorns. It only tells me “Weapon type unusable by your profession”.
My Elementalist is lvl 80, has heart of thorns enabled and has every “tempest” skill except the last one.
Hello,
Somehow i have trouble undestanding when i will get a reward from the system. Sometimes i get 2 chests in 5 min, another time i will get 1 every ~half hour. What affects the gifting of chests to the player?