….. A build is something players should be able to get comfortable with. You should be able to set it and forget it. If you get bored with your build and want to change it then that’s fine, that should be an option, but the content should never bully you into it.
No “mandatory” content should force you into a specific build, specially given the cost of switching gears (I don’t mean only the cost of crafting or buying the equipment, you need to store it somewhere and that cost gems).
I do think that there should be personal achievements that only can be achieved by using specific builds much like the achievements that can only be done by certain classes and professions (ie, those related to PS and weapons), like “Do 15000 damage to a target dummy using a single skill” or “stack 12 bleeding by yourself”.
They took 2 pieces of feedback into account for the Knights:
* “Zerker are ruining the game!”, “Warrior Zerker are Gods” thus the big 360, kb-inducing, severely overpowered attack with the hammer, and the two attacks that force you to stop DPSing and dodge.
* “Conditions are OP!” thus the Knigths are inmune to then for half the fight (alas, they didn’t read that they refer to PvP)
Then they took two pieces of feedback and changed the Knights:
* “Break the Zerg”, “Kill the Zerg”, “Zerg is Easy Mode!” etc. (thus the 50 players limit)
* “Too Much Loot!”, “Stop Farmers”, “Looters are ruining the economy!” (thus the nerf on the boxes).
Et Voila! Knights are exactly what a big vocal majority of forumnites has been asking for.
Now you all feel what Rangers and Necroes felt from nerfs caused but forums complains.
Escape from LA - Critique and How To Improve
in Battle for Lion’s Arch - Aftermath
Posted by: Soronthar.7236
To farm 300+ bags you really need a farming group able to scale the events AND with enough DPS to withstand the mobs. A PUG zerg will be annihilated in the miasma events, and take too much time to clear the escort and defend events.
For the rest of us mortals, it is possible to save citizens and farm 100+ bags (my record is 200 bags in a run) if we focus on small roaming zergs along the citizen paths. The mobs spawn by plenty, and you get to choose your targets (ie, skip elites if you want).
The easiest path is on the Aetherblade side (North). There you can do the Patrol the Trader Forum event, rescue dollys, and the citizen are just west if it. It is a guaranteed 100 bag run, and you’ll save about 12 citizens on each respawn.
The main problem I see with this LS is that the achievements are completely against the nature of the event: we need to rescue civilians, but are rewarded by camping at the rally points, removing miasma and wander around looking for small memorabilia.
The only achievement that makes sense is the “escort” one, and even then is one achievement for the 6 escort.
There should have been an achievement for civilians saved, perhaps tiered, and one achievement for personally encouraging civilians that grants you a bag every X civilians.
Overall it looks good, but:
The “Guard” nerf is completely unnecessary, cmon Anet.
It negates some bunker regen builds (why have high healing if you cannot regen consistently). It would be nice if they buffed Signed of the Wild to be on-par with the warrior Healing Signet to compensate this nerf.
I wonder if most people realize that to reach 1500 survivors we need to successfully complete most of the events, plus escort the individual villagers and clean the escape route. Miasma events give 5 citizens, and if all three are cleared we gain 35 citizens. Every escort event give 5 citizens. Every boss defeated (Wurm Queen, Berzerker, Aether elites) saves 10 citizens. The defend rally also saves citizens, but I don’t know how many.
The thing is that every one of those events scale heavily with the number of people. So we need to split the zerg in commandos of about 10 people to stay at zone to finish events quickly, and some groups just rescuing civilians.
Could you please create a CDI thread for the ranger discussion, instead of continuing the discussion here? it is more convenient for those looking for it.
There are 3 types of events in LA:
* Defend the Rally Points, those are “near” the active WP, and are the ones that are shown in the mail you receive. There is one in Fort Mariner, one in the bank and another near the JP NE of LA. These were the ones for “yesterday” daily.
* Defend the * (kids, ogres, etc). For these to be successful you need to kill all the mobs that spawn along the way. Ogres and Moas are too fast and they overrun the mobs reaching their destination before you can kill all the spawned mobs. Ogres are specially nasty as the mobs are Toxic Alliance and downed knights don’t count as “killed” .
* Prevent the deployment of miasma generators. This is prett straigtforwar: kill wall the waves in the allotted time. So far the only problem I had was with the molten aliance and their “sauron eyes” rapidly spamming flaming AoE.
Hope this helps
1) trait/build switching, as Elothar mentioned
2) Keeping track of which dungeon paths I have completed
3) A way to easily share items with Alts(i’m thinking the unlimited tools, the salvage-o-matic and the salvage kits here). Just a convenience, as i’m already logging out at crafting stations to have the bank at hand.
4) Home-instance portal stones, or anything that allows me to go to the home instance without going to the city first.
5) Related to the previous, I would like to log-in in the home instance if I logged off there.
6) More home instance goodies: I would like a bank there, and a store that sells tools and salvage kits.
7) In-game calendar of major events.
8) “Port to Friend” that sends me to the nearest WP to a guildie/party member (if known).
9) An item (gemstore, perhaps) that allows me to unlock all the WP known to a char to the rest of the (existing) alts.
IMO, in PvE “Stacking” is the new “Tanking”, as the objectives are exactly the same: maximize the DPS dealt to the boss (by pinning it to a single place), minimizing the damage received by the group as a whole.
That is more evident in the fight with Warden 5 of the Marionettes. If this where a game with the trinity, we would have a tank to use an AoE “aggro-gaining” skill while the rest AoE the boss and cure the tank. Instead, we stack in a safe place *(from the Marionette attack) and just keep the DPS up until the boss is gone.
Is it not the same to have 5 players stack in the same spot and DPS the crap out of a boss, as having one player hold the aggro while another heal him and the other 3 DPS the crap of of the boss? I mean, funwise they are the same.
Skillwise they are the same too. Stacking means “spam your DPS skills and stay alive”. Tanking means “Tank, spam agro skills. Healer, spam heal. DPSers, spam dps”. Granted, healers have to manage MP, Nukers need to manage the DPS so not to rob the aggro, but in GW2 we need to manage the dodges, utilities and heals.
OTOH, Stacking around the buffers is something that has existed for as long as MMO have had buffers.
One of the things I love about GW2 is that not all the bosses can be approached the same way (at least lately): Stacking on the boss of CoF1 is a lot more effective than stackin on the boss from HotW2 (even the boss from HotW1.. that AoE has downed many unsuspecting players). Stacking on some of the wardens in the Marionette event is just not feasible (thinking wardens 3 and 4, at least).
So, is really Stacking that evil?
1. Ranger
2. Necro
3. Engineer
If you really think about it, Stacking is the new Tanking. The objectives are more or less the same:
* Pin down the mob to one place so you don’t need to chase him.
* Allow higher DPS without everybody concerning about getting the aggro (you die, get and you rezzed quickly).
* Ease the work of “healers”, by allowing the heal to be focused (Water fields).
* Reduce the damage done to the overall “raid party” (due to the 5-char cap of AoE).
Anyway, Stacking is only useful for some bosses in the game. I really, really dare you to stack on some of the Marionette’s Wardens.
As for the zergs, well… as long as the drop are shared by all chars that attack a mob, zerging is the single most efficient way to clear content. It really doesn’t matter if you nerf reward, as the “reward vs time” ratio will still be high compared to the alternative. But the loot system is one of the things that makes this game unique in the sense that you will help you fellow players even if they’re not in your party because it is advantageous to both of you, so i would hate to see it changed.
And those complaining about zergs in WvW, you should have seen “sieges” in other games (Lineage 2 sieges come to mind, 200vs200 fights… those were epic times).
Plus they want to make crit proc activate 100% of the time, so that "30% Chance on Critical: Trigger a Flame Blast for AoE Damage " will become “on Critical: Trigger a Flame Blast for AoE Damage”.
I totally see my GS zerker warrior putting that Sigil of Fire in the second slot.
Or imagine a combination of Sigil of Frailty and Sigil of Air both triggering at the same time your GS crits. Or oh-so-many other combinations that will emerge.
My crit-speced Ranger will cause bleed on crit thanks to the trait that now will trigger 100% of the time.
Etc.
Less direct critical damage? Yes. But more ways to increase DPS.
The Queensdale Champ Train, with boosters and food. Also, besides killing the champs you should gather every node, revive every NPC and kill every mob while waiting for the champs to spawn. IIRC, it will net you a level every 40 min or so if it is not derailed.
Anyway, by exploring the maps (which means discovering new zones, reaching POIs and views, gathering everything on sight, doing the easy hearts andstaying away from events and time consuming hearts you get about a level every hour.
Also you can run CoF and HotW with your guildies using your main, and switch to the lower level toon at the final boss.
All in all, unless you really stop to see the scenery, look under every rock, complete every event you find in your way, and look at every corner for secrets and participate in the LS events, you should get to lvl 80 in anything between 50 to 80 hours without much effort with enough Karma to buy you an armor set and enough gold to buy one or two exotic weapons.
But I DO NOT recommend fast-leveling your main. You’ll miss a lot from the game. Every map has a story going on, and exploring them while doing the events let you discover that story.
(edited by Soronthar.7236)
Also, killing everyone on the entire map is rather harsh for failing the event. This is the biggest explorable in the entire game, and this fight was supposed to be casual. Make it down just the players that are taking part in the event, instead of killing all people that are not even remote near the marionette.
That’s the answer to players asking two things from the Scarlet invasions:
* Make it so failures impact the map.
* Make it so people feel the need to participate or else.
So you really can’t blame ANET, that was actually a good solution to what players were asking.
So if you;re in Lornar Pass and see a gigantic marionette walking around, you do what heroes do: either go and stop it, or flee because you’re underpowered.
There are some boss mechanics that makes Dodge the only meaningful way of defense (and Vigor the second or third most important boon)
* One-shot that kills even for the most heavily armored, PVT based Bunker
* AoE that gives you so many conditions that if you stay inside you won’t be able to recover from the downed state (and you will be downed).
* Chain-knockbacks, Chain-Stunts, Chain-Pulls, Chain-Daze. Fail to dodge the first hist, you’re dead.
* AoE so big and with too much damage that if you don’t escape at first, you’re doomed.
Then add some other mechanics that greatly favor DPS as the best defense:
* Bosses that do so much damage that you can’t stay at melee range for long (you can use Ranged, as some do with dear Jormag, but still…).
* Agony. You really, really want to destroy the mobs as fast as you could to quickly advance the fractal.
* Tons of trash mobs that either you AoE/Cleave, die of boredom after kiting every single one of them, or they eventually eat you (I’m thinking a cluster of Reef Drakes, Karkas or Wind Riders in Southsun).
And the logical conclusion is to run zerker and be very, very good at dodging and reflecting, because the only damage mitigation for a lot of encounters is to not receive damage at all.
Ofc, this is all about PvE. sPvP and WvW are different beasts.
Offair, anything is easier to play than a Ranger, so your comparison is not fair
That said, my ranger used to eat warriors for breakfast in WvW. At some point around the time that the SB was nerfed (disclaimer: I don’t use SB in WvW), things changed. I don’t think I became a worse player, so either most warriors became better players, the class was buffed (thus enabling new builds) or the Ranger was nerfed worse than we think. Maybe a combination of the above.
You’re using the flawed assumption that people in the train would go to the open world if the trains are nerfed. What would happen its the same that happens today with the World Bosses “train”: get your chests, then go to LA/dung/WvW/LS/Fractal or logout. Also, as mentioned before, there are about 20-30 people at any given time in the train. That means that if we distribute evenly across Tyria you will see a grand total of about 1 char per open world map.
The main problem with map emptiness is that you can see Tyria only so many times before it becomes boring: There is no reason for me to go back to Metrica aftet I have finished 100% 1-2 times. The only solutions are to increase the flux of players (that will spend like 10 hours per map, top) or to make old areas interesting again.
Same for dungeons and fractals: Except for the very few that try to perfect their runs and are proud of their speed in clearing dungeons or their fractal level, there is no reason to run them more than one besides the armor. The exception being the easy ones like CoF that can be “farmed” for easy gold and ascended mats. Granted, there are also some that just like to run them, but they are a minority too.
That’s why the LS its a good idea: it gives new air to old areas. Agreed, the implementation may have its flaws, but the idea is sound. It was really fun being with people in Southsun doing things, with the zerg and outside it, and Scarlet Invasions used to be fun even with the blaming and QQ on the chat.
We need more of that, not less of what we have.
Having two lvl 80 Rangers (one power, one bunker, I’m lazy to change builds), and one lvl 80 zerker Warrior I can tell you two things…. Ranger is the class that you need to L2P to overcome limitations, not to give you an edge. And learning to play with a Ranger will make playing Warrior even easier (after you realize that you’re no longer immortal while downed in PvE).
Since the %MF change I have seen an increase of rares in my drops. but most of them are lvl 75-78. I wonder if what we’re seen are rares that before the change would have been blues or greens.
My pets keep dying in the Offshots fights, due to the cheer number of mobs and AoEs plus the toxins. My ranger can stand inside the field, kill stuff and stay alive for more than the 30 pulses required for the dailies.
They keep dying on any worldboss with AoE rings like Fire Shaman or Fire Elemental, as they are too dumb to avoid the ring. F3 IS NOT a workaround as they may cross an AoE ring on their way back and be killed anyway, and they are usually hit and killed by those invincible mobs that spawn on Maw or Fire Ele . Funnily enough, they remain alive while fighting Golem Mark II. In jormag I just forget that I have a pet and keep it on my side so it can rez me faster when I get downed.
In WvW, they die in any siege or zerg fight.
Those besides the obvious one-shots from LS bosses, dungeons and fractals. Jade Maw is quite fond of my pets, she always sent them her love and there is NOTHING I can do about it, which is quite annoying as she starts focusing on pets forgetting about players meaning that we don’t get to charge the crystals to kill her. That’s another fight where my pet remains dead the whole time.
I think that’s about it. In any other situation I usually get downed before my pet gets killed.
I use the same weapons out of preference and would love to see your build. Would that be possible?
Sure
This was the build i was using at the time (what I use for PvE):
I usually go full sigil. I change SoR or SotB for a trap depending of what I’m doing.
This is what I use for WvW:
Depending on how lucky I feel, I change Quick reflexes for a trap.
Pets vary, for WvW I use Jaguar and Eagle, for PvE Reef Drake and Lashtail for open world, and whatever is needed for dungeons, fractals and champs.
Also take note that I always have a Short Bow and a GreatSword in my inventory, and I change weapons depending on the situation: Killing Boar? GS. Killing Jormag? LB. Killing Troll? SB. Axe/Horn is equipped most of the time, the usual cycle is Healing Spring, 5, target, 4, 3, 2, 1, 1, swap.
You should have used more cripple and immobilzation to keep him at a distance.
Totally. I jumped into WvW to help a friend kill dollys, without changing anything. That’s my point: I lasted against a warrior using a PvE build.
If I had my shortbow, entangle as elite and another stun breaker, maybe things would have gone differently.
I hear you… And now that I’ve leveled up a true ranger, (warrior), to 80 and wvwvw’d some with him, I won’t be on my Ranger much anymore.
Shoot and forget AoE’s, powerful AoE bombs, great Condition ticks that actually mean something with 1/2 a dozen ways to apply them…. Survivability, na.. I’m not looking back, no pet to worry about, no pet chasing something on the other side of the map, or f2’s not working.
Just yesterday I had a 1vs1 in WvW against a Warrior, me being a “power” ranger (with Armaggedon gear, I just love the buuuurning effect on heal). LB and Axe/Horn. Only one stun breaker. Not a regen/tank build (30/20/10/10/0, IIRC..0 in beast mastery). And after 8 minutes. I misdodged, got stunned twice, and it went downhill from there.
8 minutes. A misdodge. With a build not geared for PvP. You really need to reevaluate Rangers in WvW.
And no, the warrior was not a noob.
There is a raid in that other MMO that is immune to taunts, it focus the attacks on either the first one to hit it or the one doing most damage, and has a cone attack that would one-shot anyone except the hardest tanks. That simple detail derailed the whole standard raid schema: it really makes no sense to keep the tank alive, as it WILL lose aggro at some point, and die in the process. It requires a coordination of two or more “tanks” and everybody holding fire as soon as needed, while healers focus on the rest of the people instead of the tank. It originally required 80 people, and they nerfed it to require only 40 (somehow taco reminded me of that raid)
That would be business as usual in GW2. That’s the beauty of not having a trinity.
The world is changing… but is changing too much like the real world: slowly. I expected the LS to be something world-shattering, something epic so if I logged again after a two or three month hiatus I would actually feel that things are not the same.
For me the dynamic events are a lot more like what I expected the LS to be: There are some arcs in Shiverspeak and Ascalon where the dynamic of the map changes if the events are active or not, and if you succeed the chains of event or not. I would like something like that, at a bigger scale, for the LS.
Long time ago, in another MMO that I really liked, they added an island to the world. The island has some quest that the whole server must cooperate to do (kill stuff, collect stuff things, not “kill the big raid that needs 800 people” stuff), and as the quest where being completed by the server the island changed and presented new quests and so on.. until the island reached its final state with new raidbosses and stuff. even the world changed with the island, as some merchants and portals opened depending on the stage the island was. I absolutely loved that expansion, the world actually felt alive.
I expected something like that on the LS: I want to feel the world changing, and that we are changing it.
So they PUGed (merged parties) to design the dungeon? Oh, the irony XD
This topics resurface every now and then… and is completely wrong at its base. New content is not made every two week, they are “released” every two weeks.
They said that there are many teams (I’m guessing at least 4) that work for at least two months on each release, and they are synced so the deadline for each team is two weeks from the previous team. That means that the team that released today will work on December content.
The content seems lackluster? The lore is too shallow or nonexistent? That is not the fault of the two weeks cycle, it is the “fault” of designers given that the overall history was defined long time ago. And i can tell you that GW2 is more charged with in-game lore than many MMOs out there. Granted, LS lore is poorly delivered.
There are many bug on each release? That is the conundrum in Software Development: release early and fix, or fix and release late? Guess which is the winning strategy (hint: those that release late never win). Defects are a reality in any software as complex as an MMO, and they plan for it: did you ever wonder why they release patches on Tuesday? that gives them Monday to prepare the release, and 3 days to fix as many defects as possible before the weekend prime time. True, they could do with a tighter QA process.
All in all, so far ANET is doing ok and have shown that they learn from their mistake. Let’s give them some time with this release cycle for they to tune up their production line.
Maybe I was going insane for a second, but I think my pets started remembering names I gave them after the last patch. Try it out and see. I can’t play much for a while so I can’t test it more.
If you have the same pet in both ground and underwater slots, it will remember if you switch it off and on again in only one of the slots.
example: I have Tails in both slots, I switch Tails for a panther in the ground slot, and then switch the panther for Tails again. It will remember the name.
I do hope people feel that the rewards are worth the effort, so we can have 80+ killing taco every time.
It may happen, i have seen the karka queen event being triggered at least 4 times these last two days.
Shadow Behemoth
- The event now fails if it’s not completed within 15 minutes.
* Portals will now summon veteran or champion minions when multiple players are present.
and you though that Champ farming in Queensdale was bad
Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. We want to introduce some counter play to Stealth (players have asked for that for a while), so we thought a pet “catching your scent” might be a cool way to insinuate some anti-stealth into the game.
This will make more difficult for thief to escape traited pets. Good!
Please consider to add this same effect to the “Guard” shout, it makes sense (and the irony of a stealted pet jumping over an stealthed thief is just too delicious)
Your faith is your weakness, human…
Why did I read that with Rytlock voice in my head?
People have been complaining for months that bosses like Maw or File Ele usually last less than a minute (the record i have seen are 18 secs for Maw and 22-25sec for Fire Ele), asking for them to scale properly with the amount of players. I guess that qualifies with “make them harder”.
But I’m too lazy to look up those threads, they should be over there —→
If you find a Champion Train you have only two sane options: Join it and farm champs like crazy, or ignore it that do whatever suits you including killing any champ you like.
And if anyone yell at you, report and block.
Enjoy having control
PS: the more I check this forum the more I realize the ranger community can’t adapt at all…. Oh the irony…
I have said it many times: with other classes, you lean to play and adapt to have an edge, with Rangers you learn to play and adapt to overcome the class limitations and be on an “even field” with the rest.
Ofc, this is outside sPvP, but that’s not what most people play.
Last night I had a very weird experience: I did Maw with less than 20 people (it was way past midnight). For the first time I saw the Shaman moving, I discovered that it actually transform into something after some damage, ans noticed the red circles that needs to be evaded. It still lasted less than a minute, but more than the usual 20 seconds.
ofc, the fact that new human chars outnumber new asuran chars has absolutely nothing to do with it
To be fair, there are many factors to fail an invasion:
* Contested Waypoints makes traveling the map to reach the events a pain. I have seen Fireheart invasions when at one point every single event was near contested WP, and you had to travel half the map to reach them.
* Bugged events, that stay on map even if all the mobs are killed (actually there are some mobs under the terrain, but we cannot see them). This prevents the advance in the bar AND confuse players that go there, wasting precious time.
* Big zergs. The bigger the zerg, the more champs will spawn, and less terrain is covered. It is way better to have smaller zergs that can wipe at the same time several event that at most spawn veterans in one or two minutes, than a big zerg that clears an event with two or three champs in 4-5 minutes. I recall one invasion when I ended up with 20+ champ boxes, and I only killed minions.
* Not enough people in OF. ‘nuff said
* Clueless commanders. The most epic moment today was seeing 5 commanders in the same spot, with a 50+ zerg (i think, there where way too many name tags) just standing there after the champ died, without moving for close to a minute. there has been commanders that lead their zergs the wrong way (you go under the bridge when the event is on top). Commanders: If you’re not sure what you’re doing, or don’t know the map, or don’t want to lead a zerg, please untag.
* Finally, farmers. If most of the people in the map are farming, there is no way to win (and by win I mean finish at least the third wave).
What completionist can try in the aetherblade wave is to work WITH the farmers: leave the aetherblades alone, and focus on minions. And farmers needs to be smarter: once the event is over and you kill all the champs, leave the ads. They are really worthless, don’t waste your time on them.
The problem with permanent invasion is that they may hinder people not doing the event: They can use a waypoint just to discover that they are surrounded by mobs that can kill you in a few seconds if you’re alone, or that there is a champ surrounded by elites just where you need to go.
And given the amount of people needed for champs to appear, I won’t bet that farmers will be there (you need to pass the first wave for it to be profitable).
All in all, I expect invasion to be more or less what Karka Queen is today.
I find LB/axe+horn much better for my WvW roaming, with spike trap if I’m killing dolys.
I even use that combo while on a siege as I tag way more people with the axe than with the GS, I love the blast finisher+buff and the hawks help keep downed people down, even if they cloak or port away.
I won’t call it inflation, because it’s not. But I think it’s a big fallacy to pretend that normal economic theory can be applied full stop to a virtual economy of an MMO. Or that a high price of luxury goods isn’t a problem.
I totally agree with these two points:
* Norma economic theory can’t be applied to virtual economy (one of the reasons is the lack of some forces that drive real world economy)
* High price of luxury goods is a problem, you can’t just let the "free market’ dictate the price without some kind of control. And by control, I don’t mean price capping.
And here I was thinking that we were in disagreement
Most people dont realize this, but getting gold only make things worse, you are pumping out gold into the system, raising its value without actually adding any items which could sink that gold, ending up with precursors which are worth 600 gold, only attainable if you farm CoF a thousnd times, which creates a vicious cycle.
Precursor are at 600gp because there is no incentive to make them cheaper, and are thus not influenced by offer and demand:
* There is no cost associated with keeping it forever stashed in the TP.
* If the seller has enough gold to pay for the transaction fee of asking 600gp, probably he doesn’t mind if the precursor sell or not. Had she want a fast sell she would have sell it so any buy order or by a lesser price.
Those priced way below 600gp for a quick sell are sold so fast that we never get to see them.
You cannot measure inflation by luxury items like precursor or dyes, or scarce items like high tier materials. In this game you must measure inflation observing commonly traded items (copper, silver, wood, etc) as they are more affected by offer and demand.
1. You can’t net each 10g/day by playing 1h in average.
oh, it used to be quite possible. CoF 1 farming used to net you 1-2 golds per run from drops and such. At 10 min per run that means 6-12 golds per 1h
Now it is a little more “difficult”. You need to farm different dungeons to get the 1gp reward per path.. but then you have at least CoF 1 and HotW 1 & 2, which can be done in less than 10 minutes with a speedrun team. That means 3 guaranteed gold plus drops, I bet around 5 golds in half an hour plus WP time. I don’t know about other “farmable” paths, but i bet there are more.
And then you can farm Orr, champs, whatever for the next 30 minutes. I expect farming groups to get at least 6-8 gp an hour (being conservative.. I don’t sell all the matz).
This is a celebration. It is kind of expected that people will stop what they usually do and go to the festivities to enjoy.
Just wait two more weeks, and things will get back to normal.. which means the rest of the open world will remain more or less empty while Queendale and Wayfarers have a lot of people running around, people return to farm Fractals and Dungeons, and WvWers are finally back to the borderlands (even if on my server this weeks has been the same as ever).
Underwater combat XD Seriously, most of my bags during a Bay siege come from poor souls that jump into the water.
Also Queensdale (and wayfarers) feels… right. At least in SF the chat if quite friendly and fun.
I usually run the champ train while waiting my guildies for group for a dungeon or fractal. It is something relaxing to do
And dungeon paths will drop 1-3gp depending on the dungeon. This is far more than the drop from the dungeon boss.
And voila! Suddenly, people actually have to price things intelligently as in real world sales.
Because power traders make all kinds of money from putting items up for sale at prices where they don’t sell.
Power trading is a cash flow business. The faster your items sell the sooner you can re-invest and repeat the cycle. Power traders also become intimately familiar with the ebb and flow of prices in the markets they work in. If your item is sitting there for days on end you’re already kitten ed off from eating the 5% fee of having to re-list it on top of your money being locked up for those days.
Everything you just described would have very, very little impact on power traders (beyond volume restrictions, which would just make the bulk commodity markets a pain to work with) but would be even more punishing to the casual player that can’t keep up. You may have spun it impressively well, but there’s nothing here.
Except for the part about my feelings (I just got back from crying in a corner), everything Ensign says is correct.
And that’s why power traders focus only on things with high supply and demand where they can sometimes “overcharge” a little due to the urgency factor, or buy cheap and sell at market price.
But the typical rules of pricing does not apply to the other items because the forces that regulate the prices are just not there. Take the Legendaries for an extreme example: If I craft a legendary there is no incentive for me to sell it for less than, let’s say, 4000g because I don’t really care if it sells or not. I can bet that there are legendaries, exotics, dyes and skins in the TP that has been listed for months, and the overall prices will never go down because there is no reason for them to go down (The initial cost of posting it in the TP can be assumed to be sunken cost).
That’s the phenomena Conncept was referring about (besides hurting John feelings, of course). And that’s the phenomena that most people are seeing and crying to be fixed. And the only solution I have seen so far is to have the items listed for a limited time and then sent back (without refund of the posting cost) to the owner.
But broken economy? I really like the economy of GW2, where is quite difficult for a single person/entity to control the market. I just wish that I could do more by crafting and selling.
(edited by Soronthar.7236)
If the carriers are worth their salt is close to impossible to kill them, specially if they concentrate on the closest crystals (as those going for the capper achievement do), not counting the trolls that kill themselves on purpose.
It would be nice if the achievement could be completed after the bazaar, while the Aspect Arena is on rotation.