Howler III - Aliyana's Locket not dropping?
in Guild Wars 2: Heart of Thorns
Posted by: Synthic.2894
in Guild Wars 2: Heart of Thorns
Posted by: Synthic.2894
Not sure if this is related, or just pure random luck. But I spent over two hours (500+ kills) of risen on my 100% map complete Warrior, so swapped to my ele that had not done the heart quest in Murkvale, and got it on the second kill…
in Guild Wars 2: Heart of Thorns
Posted by: Synthic.2894
Okay, so I’m working on my Howl III collection, and it clearly states “loot Aliyana’s Locket from risen around Murkvale in Mount Maelstrom, and return it to Crusader Aliyana”.
well…I’ve been farming the risen in that area now for more than an hour (100s of kills) and still got nothing? Really? I thought the purpose of the new precursor collections was to eliminate the element of pure random luck, and enable you to have a steady progression? Am I doing something wrong here, or is it just awfully tuned? Doesn’t make sense to have such a ridicolous drop rate for ONE collection item of MANY…
Sorry for the outburst, this features is just fundamentally flawed on all possible levels. I’m sure the developers never intended for it to work this way.
1. Inactivity should not be based on time! In my case, I did almost 60% of the start of the event alone, only to be removed at the end. Why doesn’t overall contribution count? Why is it trumphed by time.
2. Unclear what is related to the event. For example, I couldn’t find any water buckets, because other players picked them up too fast at the end. So instead I thought I’d protect them by killing all the attacking raptors. Apprantely they didn’t count as contribution…
3. The system causes more problems than it solves.
I assume the inital problem were people tagging the event, kill a mob, then just continue on. But what if you do 50% of the start of the event? Should that not count? People can still just join in the last minute of a 15 min event and get as much reward for their 1 minute as those who dedicated the full 15 minutes.
My five cents, I just don’t think this new system really adresses much of the original problem, and instead just add unfair punishment to those who try to do events properly.
Okay, can we please get any reply to this issue? It is kittening me off! Today I did the extinguish fire event in the Itzel village. I personally extinguished 50% of all fires while others did nothing, but I couldn’t find any buckets for the final flame, even though I killed enemies, I got removed for inactivity…
Can we please, PLEASE get this fixed? I’m normally very composed, but this “feature” is so incredibly stupid I’m really boiling. QUIT wasting our time like this, jesus…
I agree with most other here. This is a horrible feature that has not been thought through! It is much better to give too much credit than too little. I can agree that before it may have been to is to just tag an event and move on. But today I did the escort Laranthir and Skybreaker event in VB without getting ANY credit, even though I was there from the very start, fought all the mobs. But then the last mordrem thingy was nuked down before I could get a hit (I did hit it before the final protection), so hence I was removed due to inactivity.
WHY would you do this? It’s ridicoulus, people won’t get mad for getting too much credit, but they will when they waste their time for nothing.
It’s not even like tagging events is even an issue? Events don’t even give that much xp. Noone would go around tagging events in VB for xp. If you want a lot of xp without really doing anything, people would go farm CoF p1. Why don’t Anet spend their time fixing that, if they consider these issues “XP-exploits” (Though I personally think neither of these are)
As a very frequent dungeon runner I thought I would give my input on the matter, sorry if I’m repeating points already made in other posts, I didn’t read through all.
I don’t think dungeons are hard. I run with the same group of people and generally don’t do pugs for other dungeon than AC. But what I think is that the dungeon bosses often are tedius!
Large health pools does NOT make a boss hard if it just has the same set of moves for the entire fight. What I really miss is more phased fights (lupus, archdiviner!)(though archdiviner still could use some adjutments:P)), they offer more challenge and more excitement.
I currently think the exploreable difficulty is fair enough for pugs, but as dungeon was meant for truly organized teams, I feel there should have been another harder mode for organized teams.
+1
The prices of t6 materials are just through the roof as it is now.
I think that is the case. At least when I got this achievement myself, I made sure not to step in the lava pits, even when it wasn’t filled with lava. This also seemed to work for my other group members.
While I myself couldn’t make the event yesterday…I am kind of sore about this precursor thing, even though it is my fault I didn’t attend.
BUT I still think that giving out random precursors to anyone was NOT what I expected when they said they would address the price issues.
As the precursors currently outvalues absolutely ANYTHING in the game, this is incredibly unfair going with rng luck like that. I’ve played many hours, I do dungeons all day long, all savings from lucky drops and money so far have given me about 100g. That is hundreds of hours spent. And then, some lucky fella, shows up at the event, and BOOM gets precursor worth 200g+ …
yes, I know, life is unfair, but I still think this was a very bad way of decreasing precursor rarity…
I absolutely agree to this. I’ve listened to the soundtrack on youtube, and such a huge wonderful soundtrack it is, yet you only keep hearing these same tracks in-game over and over no matter where you are (for the most of the time). And while at the topic of in-game audio, I really wish the condition for the battle themes to played, eventually give us an option to when it should trigger!
It’s not like I can know for sure, but the way I interpreted it, it works like this: Your party starts the dungeon, do 3 mini-dungeons, goes to the hub, increased difficulty, do another 3 mini-dungeons, and so on untill you quit or are defeated. Then I suppose the difficulty will start anew when you go again from scratch.
I’d like to second this about getting some more option for the custimized playlist.
So far there are a couple of things I don’t feel work well enough.
For example my BossBattle music plays really rarely. I guess this is because there are few “bosses” that really are defined as “bosses” for the playlist. The searing effigy in CoF is one of the few bosses that actually played the BossBattle playlist.
Secondly, I wish we could determine how many mobs we must fight at once to trigger the Battle playlist. As it is now, we have to be fighting 5 mobs for it to trigger. To me this is too seldom. A suggestion for this could give us a slider option to determine how much of a “battle” it must be for it to trigger? I.e 2 mobs, 3mobs etc.
Also, given this scenario: you are in a fight, the Battle playlist starts playing. Chances are great that you will probably be downed during the fight. When you rally however, the playlist often starts anew, playing a different battle theme from the playlist. This makes the “epic meter” fall a little, imo.
Finally I have some issues getting the city playlist to work, currently the Ambient seems to be playing everywhere.
Would these changes only have to do with the precursors?
I just hope there won’t be many changes with the required gifts.
I have myself aquired a few of these gifts and it would suck if they’d suddenly become useless :P
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