Variety.
If they want to take 20 minutes to complete a JP by using a crutch — let them.
I’ll just complete it in 2 minutes without using (or occasionally using) that crutch.
Skill still matters, but it’s just a matter of time until you get it anyway. Trial & error can be substituted with long cooldown precision-jump abilities like the jump shot without ruining the game.Right. JPs without class skills separate those with skills from those without the skills. Which is GOOD.
Why is certain classes having advantage over others “Variety?”
Well in the strictest sense of the term, it is “variety” I suppose. It’s gonna be more of a JP class tier list though. Which is stupid. Why introduce class-based imbalance in a mode that strives to promote player skill? So different players can have fun coming up with different ways of having swiftness?
Wintersday’ JP had it right. No class skills, everyone had swiftness. Boom, everyone’s on a fair ground. Perfect.
Anyways, I think we just have to agree to disagree. We’ve drawn this argument long enough, I think, and it’s quite off topic. For that, I apologize.
There are different ways to promote player skill. You don’t have to make everyone equal and boring in order to achieve it. It’s called asymmetric balance and it could be seen very successfully implemented into GW2 and it’s JPs.
As for the discussion — it’s been (mostly) nice discussing the subject with you.
Swiftness and boons that boost speed mean you have more control over how you jump.
Lol.
Nope.
All swiftness does is to allow you to jump farther. If that….is your definition of “more control,” sure. But would you seriously use swiftness to “control your jump” when jumping on the planks, in say, the EB keep vistas? (where it’s INCREDIBLY easy to overjump)
By allowing you to jump farther it makes it possible to jump farther away from the edge and still make the jump. Also, it allows you to say in air longer and shift the direction of your jump faster, allowing you to position yourself better.
After 800 hours of GW2, I only overjumped maybe… twice total. I’ve been using something that improves speed almost 90% of that playtime.
PS wasn’t aware of any boons aside from swiftness that boosted speed. You should get your terminology straight!
Oh yeah, you see there are these things called signets and traits… But who am I kidding? You’re only nitpicking.
3. None of this changes the fact that introducing class imbalace by having class skills in the jumping puzzle to end all jumping puzzles is stupid. And Anet agrees with the way they implemented Mad King/Wintersday, and will do in this new future JP.
They’ve only done a few JPs like that so far and I do hope that this experiment fails or at least that they don’t use it all the time, instead making JPs that have multiple routes and actually require profession-based quirks to access those routes.
If nothing else, such an approach would get players more familiar with the abilities at their disposal.
You admit that using class skills introduces imbalance. In the one area in the game which SKILL matters a lot (and how good your rig is, I guess), why introduce these imbalances at all?
Variety.
If they want to take 20 minutes to complete a JP by using a crutch — let them.
I’ll just complete it in 2 minutes without using (or occasionally using) that crutch.
Skill still matters, but it’s just a matter of time until you get it anyway. Trial & error can be substituted with long cooldown precision-jump abilities like the jump shot without ruining the game.
When I played as a grenadier engineer, I had A and D set at strafe, Z and C as turning, X as a 180 turn. I didn’t have problems with 6-0 binds.
When I began playing ranger I got a bit lazy, set 7-9 to Z, X, C and 0 to F (didn’t bind it to V as to not hit it by accident when using C, plus it was already my dodge key).
I always had Q bound to weapon holstering, E — use, R — autorun and T for tracking marked target.
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Ugh.
Why do you need swiftness in jumping puzzles?
If you fear you’re going to underjump a jump.
Tell me, in which jumping puzzle will you hit a stretch of nothing but long jumps, AND can’t wait for the recharge of your swiftness?
There may be JPs in which there’s long stretches of long jumps, but I can think of none in which you can’t stay and wait for the CD.
There’s only one JP aside from Halloween/Wintersday that is timed, in Southsun. There, swiftness is pointless because the platform is so close, you have no need to swiftness.
Swiftness and boons that boost speed mean you have more control over how you jump. Without swiftness, if the jump isn’t perfect, in most cases you’ll fall either to your death or the start of the puzzle. Swiftness in Southsun also allows you to bypass some of the timed platforms, making your life a lot easier.
Aside from Southsun, you can’t always wait for your swiftness to recharge in the 4 JPs found in WvW, where you often find your self trying to outrun/outjump some invaders/defenders while doing the puzzle.
I can’t remember the name, but there’s a puzzle in Metrica (I think, somewhere in western Maguuma if I’m wrong) that has you jump across disappearing hard-light platforms. 12 seconds of swiftness isn’t always enough there to make from one safe point to the other. While it isn’t necessary, it greatly lowers your chances of falling.
Griffonrook run is yet an other example, where it isn’t always possible to find a griffonless corner to rest in, in addition to the timed bomb that’s rushing you forward. Eggs may help you extend swiftness, but only if you’re lucky to be near one when it’s spawned.
I’m glad we can agree that there’s an imbalance.
You keep repeating that as if it makes your point any more valid. I stated that perfect, mirror-like balance is detrimental to the game. Otherwise there would only be one profession and no choice in the utilities you could use or traits you could pick, causing everyone to be boilerplate.
It is also imbalanced in hugely favors engineers and mesmers.
False.
By that I meant that mesmers, by them selves, are not favored at all and that engineers aren’t favored because of downfalls in areas that’s not jump shot.
Oh a funny flipside, if the JP was actually timed, then it’ll shift the balance to favor eles (perma swiftness) and thief/ranger (25% speed signets). So yea, still imbalance. I’m pretty sure Anet considered that when they made Halloween/Wintersday puzzles have no class skills.
Elementalists, rangers, thieves and necromancers have 25% speed signets. That’s everything you need, because 33% speed doesn’t give that much more of a boost in comparison.
Warriors can have perma-swiftness by combining the warhorn and signet of rage.
Guardians by using their utilities and staff.
Engineers by spamming medkit (every 5 seconds) with speedy kits and stimulants.
Mesmers — no way. Temporal curtain is their only swiftness ability and it doesn’t affect you unless your swiftness buff runs out completely (it does not stack duration). It lasts for 12 seconds and then there’s a 13 second wait until you can use it again. Yet they do have portals…
Didn’t we agree to disagree just one post above? It seems like you’ve gone back and began repeating your self like a broken radio.
Just to remind you: I did state that I not agree that engies have a distinct broad advantage about the whole JP system. Only the leap system, which is counterbalanced by intensive swiftness micro.We disagreed on whether baddies deserve a crutch or not.
We agree that Engi leap is a crutch.
So we agree that there is an imbalance in classes.PS, you’ve yet to explain to me why lack perma swiftness is a disadvantage?
Keep in mind that if your swiftness fails in the middle of a jump — you’re screwed.
It’s easy to overlook the end of swiftness when you’re trying to get the most jumps out of your boons as you can, aside from that, if you can’t keep up perma-swiftness in some JPs that rely on time for you to get from point A to B, you can’t always sit back and wait for it to recharge.
Oh and I stated many times in this discussion already that imperfect balance doesn’t mean that something’s worse outright. Some classes excel in some areas, others — in others.
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I actually did.
You said that this theoretical person couldn’t complete this JP to save his life.
I compared it to a man who couldn’t breathe to save his life.
You said you’re determined to take away one’s crutch, I compared it to taking an other one’s crutch.You know.
You’re pretty much required to breathe to live.
Whereas I don’t think your character will permanently die if you don’t do JPs.
Really, in the end what does it matter if some guy, who’s struggling with a JP uses jump shot to finally get that achievement after hours of attempts at the simplest of jumps? It doesn’t harm you or me or anyone for that matter, yet it aids that person in doing something he would’ve likely never achieved.
As I said, we obviously reside in two different philosophical camps.
But still, I’m glad that you agree to my original post that Engies to enjoy a distinct advantage in JPs.
Didn’t we agree to disagree just one post above? It seems like you’ve gone back and began repeating your self like a broken radio.
Just to remind you: I did state that I not agree that engies have a distinct broad advantage about the whole JP system. Only the leap system, which is counterbalanced by intensive swiftness micro. Keep in mind that if your swiftness fails in the middle of a jump — you’re screwed.
Somehow after reading that I imagine you going into a hospital, finding the nearest patient with a torn diaphragm, pulling out his life support and yelling at him: “Breathe like everyone else you kitten cripple!”
I hope you get my meaning.I really hope you didn’t just compare
1. Completing a challenge, and getting rewarded for it.
to
2. Breathing?
I didn’t realize people died if their characters were unable to finish JPs? I’m scratching my head here wondering how the KITTEN you got your inane analogy from.
I actually did.
You said that this theoretical person couldn’t complete this JP to save his life.
I compared it to a man who couldn’t breathe to save his life.
You said you’re determined to take away one’s crutch, I compared it to taking an other one’s crutch.
Really, in the end what does it matter if some guy, who’s struggling with a JP uses jump shot to finally get that achievement after hours of attempts at the simplest of jumps? It doesn’t harm you or me or anyone for that matter, yet it aids that person in doing something he would’ve likely never achieved.
I am in the camp of “if you can’t do it, you don’t deserve the reward for completing it.” I see you disagree. That’s perfectly fine, we’ll just agree to disagree.
Fine. But I’ll still think about you and that life support.
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But regardless, I’m glad we agree that Engis hold a very distinctive advantage when it comes to JPs.
While the engineer holds a distinctive advantage when it comes to leaps, he loses it when it comes to perma-swiftness. Sure he can keep it up with speedy kits, medkit and stimulants, but it’s a hassle, as spamming the medkit every 5 seconds takes away your attention from the task at hand and personally, I’ve found my self falling in JPs many times because of it.
I guess where we don’t agree is that if someone doesn’t have the ability to do something, they shouldn’t be given a crutch based on their profession.
Somehow after reading that I imagine you going into a hospital, finding the nearest patient with a torn diaphragm, pulling out his life support and yelling at him: “Breathe like everyone else you kitten cripple!”
I hope you get my meaning.
They always land you at the same range, so unless you’re having troubles judging distances, I can’t see the problem.
That is exactly the problem. People who have trouble judging distances can use Engi rifle to complete jumps.
The Pig Iron Quarry JP is a very easy JP that barely has one or two spots where a leap may be useful. If you can’t jump across the hanging boxes using normal jumping and instead say it’s better to wait for the long recharge that jump shot has then I find it hard to take you seriously my self.
You miss my point. Engies who can’t jump to save their lives can complete it. Wars/Rangers/Guardian’s who can’t jump to save their lives can’t.
That’s where the imbalance comes from.
Then that imbalance is made by user incompetence. It’s not a fault of the puzzle or the character skills/abilities provided. It’s just as you wouldn’t blame a computer because some 90yo doesn’t know how to type.
Also, if someone’s so bad at jumping that he solely plays engineer to do them, then taking away his only salvation isn’t fair to him by any stretch of the imagination.
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^ I find it hard to take you seriously if you think that being able to jump to a spot accurately (with Engi) is somehow on par with leap attacks in which you can’t control where you land exactly (unless you have something targetted.)
Seriously, I’d like to see you do, say, the entire Pig Iron Quarry JP with nothing but the Warrior/Ranger/Guardian leaps and tell me if it’s as easy as doing it it with nothing but Engi’s rifle jump. Also those skills don’t work where the next platform you jump is in an elevated position.
Also I worded my post wrong about Mesmers. Mesmers don’t see any advantage in the actual jumping portion, but the fact that they can allow people to “complete” the JP without actually doing is very irksome.
While it is a fact that jump shot is easy to use, with a small bit of practice you can use leap attacks just as easily. They always land you at the same range, so unless you’re having troubles judging distances, I can’t see the problem.
My only regret is that Blink and Lightning Flash work like shadowstep instead of actual teleports.
The Pig Iron Quarry JP is a very easy JP that barely has one or two spots where a leap may be useful. If you can’t jump across the hanging boxes using normal jumping and instead say it’s better to wait for the long recharge that jump shot has then I find it hard to take you seriously my self.
Personally, I have no problems with mesmers using portals to help others. For one — it’s what communities are for: to help each other out. The mesmer does pay a toll for having a harder time then others to get across the JP him self in the first place.
EDIT: Actually reading your post again, leaves me more confused. Why would use those skills? Every jump is possible by normal jumping. The reason why people use Engi rifle jump is so that they can control their jumps, so they don’t under/over jump. If you use the leap attacks you mentioned, that defeats the purpose because you can’t actually precisely control there you’re landing, the reason why people use the rifle jump over normally jumping in the first place.
If you’re consistently underjumping, use swiftness, which is available to all classes.
If you’re consistently overjumping, those skills don’t help you at all.
Engie rifle can be used to bypass some parts of jumping puzzles, there’s usually no need for it’s precision. That’s how leaps help as well, even though they may be a bit more difficult to use.
If you’re consistently underjumping, then 24/7 swiftness or at least the speed signet is available to everyone except the mesmer.
If you’re consistently overjumping, then you’re not doing it right.
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No. ALL skills, buffs, or any other un-equalizer will be removed.
That’s the idea I hate the most about where GW2’s JPs are headed. Skills, buffs and “un-equalizers” actually make the puzzles more fun, more dynamic. It provides creative ways to complete the said puzzles and awards thinking outside the box.
It is also imbalanced in hugely favors engineers and mesmers.
False.
Mesmers can only use portals to help others if they passed the puzzle already, their illusionary leap only works if there’s a targeted neutral/hostile, otherwise it fails. They also have no speed signet and their only reliable way for swiftness is on their focus with a huge downtime.
Engineers have the jump shot which is a great leap skill, however I’ve never had any trouble doing the same with the warrior (monarch’s leap), guardian (leap of faith), ranger (swoop, requires a bit of a run-up though, sword’s leap can also be used if you can at first waste the evade without falling off), elementalist (lightning leap from the conjured hammer). The thief has heartseeker, but due to it’s short range I haven’t used it as often. Necromancers are the only ones handicapped here, yet even they have a speed signet, marking them well above mesmers.
Such is how the fact, that mesmers can help an entire group bypass huge chunks of the puzzle, gets balanced out.
By stating that it’s imbalanced, you assume the JP is made in a specific way that specifically favors one or a few professions over others, while that is often true, it also adds further to the good side of dynamics and creative thinking. Especially if the JP in question has more then one route to the objective. The trick is to learn and play to your strengths and allowing skills, buffs and “un-equalizers” makes the JP a richer experience without much input by the developers them selves.
No. ALL skills, buffs, or any other un-equalizer will be removed.
That’s the idea I hate the most about where GW2’s JPs are headed. Skills, buffs and “un-equalizers” actually make the puzzles more fun, more dynamic. It provides creative ways to complete the said puzzles and awards thinking outside the box.
That said, I hated Griffonrook because, while dynamic, the griffons added a massive element of luck due to the erratic behavior of AI, their shifting positioning and twitchy attacks.
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My favorite jumping puzzle was the Scavenger’s Chasm.
It was atmospheric, unique. It’s design was thoughtful — the camera never gave me issues there (unlike in a puzzle just a short swim away), game’s slippery-slope mechanics weren’t an issue (yet again unlike in that one). The orbs were well hidden in creative places and the way the treasure room was built really made it seem like it was all worth doing.
The only sad part is that all it gives are blues and greens, which is a waste of 20 minutes (assuming you’re doing it the first time), yet even with that in mind — those 20 minutes were definitely the best part of the 800 hours I’ve spent in Guild Wars 2. It’s only funny that Griffonrook Run, an other jumping puzzle, made up the worst 3 hours of those 800.
Despite what people may tell you, there is no “best” class for anything. Every class has it’s perks in every situation:
Guardians: Great support abilities and survivability;
Warriors: Massive Point Blank AoE, can take a ton of damage and have a lot of support utilities;
Engineers: A wide variety of support abilities, bundles for dishing out insane amount of AoE;
Rangers: Probably the best healing ability in the game, long-range sniper support, AoE cripple, spirits;
Thieves: Single target assassin, AoE stealth capability, shortbow offers spammable AoE;
Elementalists: AoE heals, conjured weapons and offensive AoE;
Mesmers: An elite on short cooldown that stealths a ton of people for a long period of time, strong PBAoE, portals;
Necromancers: Great crowd control capabilities, boon/condition management, lots of combo fields.
The best zerg would have a variety of classes, but since you’re looking for a class that deals high AoE DPS — I’d recommend either the Engineer with the grenade kit or the Elementalist with a staff build.
I don’t know about you, but when I go back to low level zones I DO tear through everything like butter. I’m not 1 shotting them for absurd overkill, but I’m almost never in danger of dieing and everything drops dead with just a few hits.
I remember when I was first leveling my Guardian, taking on the veteran Oakhearts was a drawn out fight with lots of dodging and healing, and a little bit of hoping the Oakheart would aggro one of the nearby mobs onto it. Now I just stand at their feet and pound on them for about 15 seconds until they’re dead, the thought of dodging doesn’t even cross my mind.
Not to mention all of the trait effects, rune effects, sigil procs, and so on that I now benefit from that I never had access to at that level. The power of a scaled down character and an actual low level isn’t even comparable, even after this patch.
While sigils, runes and traits do add a distinct advantage, but unless you’re running a glass cannon build you won’t be scaled such as you’d kill mobs in a few hits.
In starting areas you do seem more powerful then when you first were there, but in mid-level areas are where the flaws of scaling really show. I’ve had more difficulty going through some zones downscaled then I had when I was of adequate level and that’s what annoys me the most.
An example of which would be a skillpoint guardian in Snowden Drifts (which isn’t even what you’d normally consider a mid-level area), the mesmer one east of Scholar’s Cleft waypoint. It’s even worse when there’s that sylvari there too.
If you get your sense of power and achievement by seeing big numbers on your screen then there are still plenty of defenseless critters you can slap around
Yeah, but the thing is those critters were never a problem to begin with, you didn’t achieve anything because you didn’t have to overcome them as an obstacle.
If at lvl10 I’m struggling with some champion fire elemental and I come back at lvl80, I want to be able to strike that thing down as if it were butter. Then I can remember how much difficulty I had before and that is what gives the sense of power and achievement.
Fun is entirely subjective. For me fun is going back to low level areas once you’re completely kitted out with top-tier gear and 1-hitting any mob you see. Gives that sense of power, of achievement — like you didn’t just waste 200 hours scratching your kitten and spamming 1-5 consistently.
Its funny, GW2 is Lots of Culling so you can’t see the enemy you’re fighting..
SWTOR had no culling, but you couldn’t fight with more then 16 people without it becoming a slide show..
DAOC still trucking alone with zero problem….
amazing how new MMO’s are getting worse as they along..
If in this day and age 16 players, that are loaded instantly, reduce you to a constant slideshow, you might consider getting a better rig or petitioning the devs to optimize their bloody game.
Why don’t they just remove the bloody thing altogether? Fear of wallhacks?
I’ve been getting hit by culling issues while doing map completion, not even in WvW. I just ran through a small camp, no players or anything in sight and the NPCs that I saw a second ago all disappear and reappear 5 seconds later.
Not to mention the fact that crates are invisible unless you look at them from a ridiculous angle (like in Snowden Drifts — by sticking your camera to the mountains that block off the perfectly rectangular map’s edges, they’re not visible from any other side).
Don’t stress about getting exotics that you don’t like — salvage them using higher-end salvage kits and hope for a few ectoplasms to craft your own perfect gear or sell them if they fetch a good price on the trading post.
I generally sell stuff that’s worth the same as a few ectoplasms, but salvage if there’s an expensive rune on it or it’s worth less then two ectos. With black lion kits obviously, of which I have a few stacks saved up from dailies, monthlies and chests.
Every time someone wants AoE caps removed, I want them to explain to how the game doesn’t devolve into a bunch of Eles spamming AoE?
Well for one — every class has some sort of AoE, but specifically for the elementalist:
An elementalist with a focus on AoE DPS loses things like durability, making them easy targets for thieves, rangers and melee classes if they are not blocked by terrain.
Also, AoE always comes at a price of lower per-player DPS, making it ineffective if the opponents keep a decent spread. This would mean that players would incorporate pincer tactics more, instead of a blunt force attack from one side with everything that’s available to spare. We’d very likely see two or three different groups of players attacking the same keep from different directions, making for more interesting play.
Zerging is not a legitimate tactic in the game due to three reasons:
1. It exploits culling issues that GW2 can’t get rid of.
2. It exploits no collision, making it possible for 30 players to stand in the space occupied by one person.
3. While zerging is a legitimate war tactic it isn’t a very good tactic in real life, because of suppression and other variables that are not made available to us in the game — in WW2 a whole platoon (26 to 55 troops) got wiped by 2 guys with machineguns placed on either side of a wide pathway, their crossfire completely annihilated that platoon in less then a minute.
Given these three things, I conclude that one of the three is correct:
1. AoE cap should be removed.
2. Player collision should be implemented.
3. There should be more tactical counters, available guerrilla tactics, that are effective against zerging.
The first option, in my opinion, is the most viable, as AoE abilities are made to be less effective if the enemy is spread out and devastating otherwise, forcing people to watch their spacing, which is a requirement in any war scenario. It’s one of the reasons formations are used.
I do not feel the the other two are as easy to implement, as they may result in latency issues, development hardships, annoying bugs and other unforeseen issues down the line.
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So everyone’s either eating it and claiming numerical superiority (wrong) or saving it for sentimental value (illogical)?
I’m only keeping mine to consume it later, when I’m drugged on karma boosts and karma jugs.
The easiest way to fix zerging in WvW would be to uncap AoE. It would force people to spread out, make zerging, botting and culling-exploiting less viable.
Obtain 5 levels on 4 different classes.
Kill 1000 enemies in a party of 5 players.
Buy 800 gems worth of items from the Gem Store. (This would just be to see the forums explode.)All of these would cause a literal kittenstorm on the forums, for obvious reasons.
Not only those, I’d raise hell if I had to do these:
Kill 5 commanders in WvW. (On second thought…this is cruel in a lot of ways.)
Kill 50 champions.
Obtain 5 levels on 4 different classes.
Interrupt 200 enemy attacks.
1. We have no indication on who is an enemy commander and who isn’t. This would lead to a ton of frustration.
2. People are already complaining about having to kill a few veterans, champions would fare no better.
3. There’d be a massive outcry that ANet would be forcing us to make multiple chars, you’d be surprised how many people have 2-3 and never get any more.
4. My class has only one interrupt on a massive cooldown. The whole interrupt mechanic is situational at best and would take several days to complete even focusing directly on that one goal.
Why should “Complete x dailies” be a part of the monthly? That’s a bit insane.
Invaders killed has always been a part of the monthly, it’s ANet’s way of getting people’s feet wet in WvW and it works perfectly. It’s also easy to get, all you have to do is spam a bit of AoE in a siege situation and you’ll get 10 kills in under 5 minutes.
30 jumping puzzles were a bit unusual, but I don’t think they’ll reuse it next month anyway. You could visit the same 10 jumping puzzles with 3 different characters and still get the achievement, it wasn’t an issue either.
7 fractals were required to start, but I don’t think they’ll reuse that either, because now everyone knows what they are and will go there willingly. And just as a note — that required 2 full fractal runs, which you could do in under 3 hours, spending most of the time passively looking for a group on http://www.gw2lfg.com/.
So how do we find out the “skill-specific coefficient”?
By skill coefficients I assumed skill’s damage, as in 317 for the long range shot.
Wait a second…
Damage = weapon damage multiplied by power multiplied by skill power and divided my target’s armor?
That sounds like nonsense:
I have ~1’000 weapon damage, ~2’000 power and the skill multiplier is ~300.
That’s 600’000’000 damage, that’s divided by the target’s armor… say 3’000.
The end result is that I should deal 200’000 damage.
Am I missing something or is that formula incorrect/incomplete?
Actually, knight’s was (toughness power precision). As for the jewelry with knight’s statistics — emerald, the amulet, rings and earrings also had (toughness power precision), but the jewels had (precision power toughness), which was something that I liked and fit my build perfectly.
(the bolded stat is the primary stat)
This “bug” is entertaining, it should not be fixed.
The animation is only looped, it doesn’t deal continuous damage or anything and has been a well-known trick for entertainment purposes for at least a month now.
Cost-benefit analysis says the higher tier kits aren’t worth the money. Percentage isn’t high enough to make going from 15 salvages for 32c to 25 salvages for 1s+ worth it. I always just use crude or basic unless I want ectos or the sigil.
And I use basic kits — they have 25 uses vs 15 of crude kits.
I was just pointing out what the percentage means, or is meant to mean.
Actually, I made a thread about the subject in the suggestions section: [Link].
Why would you use anything else?
You don’t get better returns with higher kits. The bump in % rare mat chance (whatever that means) doesn’t seem to actually do anything.
Actually that percentage shows the chance of getting higher-tier materials. For instance — you salvage a mithril item, normally you’d get mithril, but if the percentage roll succeeds — you gain orichalcum.
Not only bosses, but every NPC in the game can shut the hell up — I go to div’s reach to craft some stuff and have to constantly hear moaning, grunting and chatter that repeats every second for 5 seconds every 10 seconds.
The NPCs that get players’ awareness of ongoing events are no better, they usually begin repeating their annoying monologues even before their initial one finishes. And unlike with bosses — we can’t shove a blade through their face.
Actually, in the betas the elementalist could wield the greatsword. There was a whole video about the elementalist using different weapons — swords, shields, daggers, staves and the greatsword. We were led to believe any class could carry any weapon without restriction and would gain skills in accordance, but as is currently — classes have a limited choice in weapons.
I never understood their reasoning behind having gold and karma bound to the character they’re on. It’s just excess hassle to transfer gold via the bank to which ever character you’re playing at the time.
I hate this new layout. You could’ve seen everything you see now previously by just rolling your mouse over the attributes, now they’re all displayed in hard-to-understand icons.
And surely the Thackeray Family Crest has bugged stats (Pow-Vit-Tou), they’re not quickness, swiftness and evade for running away?!?
/sorry logan jokes again
If there was am amulet that gave perma-quickness you can bet I’d take it, even if it meant losing other possible bonuses for that slot.
I’ve seem a lot of commanders at once, mostly they’ve been cooperating with each other, running around together and having their tag on only for the glory.
I agree that this system is one of the worst implementations of the idea and that it should be changed to either require badges of honor or something that proves WvW knowledge or at least time span.
I’d love to see all soulbound gear to be account-bound or unbound entirely.
Actually, I’ve already started a thread with the same intent as this one — feel free to post in it.
It doesn’t have footsteaps because only the main-hand weapon is allowed to create them. Same thing happens with the incinerator and every other legendary you may equip in the off-hand.
This has likely been done in order to avoid conflicts between a few pieces of legendary gear on the same character and could be improved with little effort, by just checking if the player is wielding a legendary in the main-hand.
New Utility Infusions and Ascended Amulets
We’re adding a wide range of new gear that can be purchased with the new laurels.With 5 new Utility Infusions and 30 Ascended Amulets to choose from, there’s something for every style of player.
My playstyle demands an amulet that gives toughness power precision, preferrably with the jewel bonuses of precision power toughness. The closest there is, is power toughness critical damage and that doesn’t satisfy the requirements of my planned build.
I’d like to request for more options in ascended items to be added, as the current doesn’t replace my exotic-level emerald amulet (toughness power precision) with an emerald jewel (precision toughness power).
I’m sure more players didn’t have their preferred styles met and would like to see other interesting combination suggestions.
I have 3 characters at level 80, two of them have hearts at 100%, one at 90%. Two of the said characters have all their mail deleted, one kept as a reference. I don’t think I need to point out that I’m missing out on a lot of potential karma and have no intention of redoing 800 hours of work.
Then don’t. Nobody is forcing you.
Ah yes, that “argument”. Did you copy/paste that from some other thread or actually take the time to type it all out yourself?
I have 12 characters. 2 of them are 100% on the map. With the MASSIVE amount of Karma you can earn from just doing dailies, the monthly, and dungeons and all the other crap that awards karma – you shouldn’t complain about missing out on the probably 100 or so Karma you’d get from a heart completion.
And yes, I typed it out all by myself. Stop your complaining.
The point of the matter is not whenever it’s hard to obtain, but whenever it should be rewarded to everyone, instead of the select few who didn’t delete their mail.
Even if it’s only 100 karma for each and every heart (of which there are over 300) that adds up to a good bit of karma. Every bit counts when you’re seeking legendaries.
I have 3 characters at level 80, two of them have hearts at 100%, one at 90%. Two of the said characters have all their mail deleted, one kept as a reference. I don’t think I need to point out that I’m missing out on a lot of potential karma and have no intention of redoing 800 hours of work.
Then don’t. Nobody is forcing you.
Ah yes, that “argument”. Did you copy/paste that from some other thread or actually take the time to type it all out yourself?
I have 3 characters at level 80, two of them have hearts at 100%, one at 90%. Two of the said characters have all their mail deleted, one kept as a reference. I don’t think I need to point out that I’m missing out on a lot of potential karma and have no intention of redoing 800 hours of work.
Anything that stops Charr being pushed down our throat as the GW2 mascot is fine by me.
Fair enough.
I kind of like that Zephyr and Reflexes are survival skills, they’re the two skills that any ranger should have (one’s a massive boost to damage and the other’s our sole stun-breaker if you aren’t counting the signet with an astronomic cooldown) and you can get a -20% cooldown on both by just investing 10 points into Wilderness Survival, plus it gets you 50% faster endurance recharge as a bonus.