Showing Posts For Yalan.9102:
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For the new ascended armor that’s coming soon as well I don’t want to just earn it by doing dailies or crafting I want to earn it by doing difficult content, epic boss battles where my group fails over and over again until we finally kill it and have the best feeling of reward in the game.
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All I get out of this post is: I want them to add gear that takes lots of time and skill to get so hardcore gamers can lord it over the casuals.
Most people that play will agree having skins/titles added to more difficult content so you can challenge yourself is great. Adding actual gear and stats to it is not. I find it funny how often people who ask for more challenge immediately follow it up by asking for better rewards too. Wasn’t the challenge itself what you wanted?
Anyone CLAIMING that Anet didn’t take the MF item points on Celestial Gear into account when creating the armor – could you please provide a link from a dev backing up your nonsense statement? Thanks a ton.
Exotic Celestial chest armour =270 stat points (45 × 6 stats), plus 6% crit damage, plus 3% magic find
Exotic Tri-stat chest armour (e.g. Carrion) = 245 stat points (101 + 72 + 72)
Exotic Tri-stat chest armour including crit damage (e.g. Berserker) = 173 stat points (101 + 72), plus 5% crit damage
Celestial gear is over budget even without magic find. FACT.
It’s perfectly obvious, given that the intended removal of magic find was announced before Celestial gear was added, that it was budgeted to be desirable even without magic find.
I totally disagree on comparing stats on celestial armor vs tri-sets, but people have invested time and celestial is not easily obtainable via pve/pvp/dungeon tokens etc. It’s only available through crafting and time gated components. Not gold. And the extra 35 points spread over it + the MF is quite reasonable. Now removing the entire MF w/o compensation is just a rip-off imho. Time is gold, Time > gold.
@Anet, you release a gear for your consumer to aim at and 2 months later, you remove w/o compensation to it. Please propose something for replacement that balance it out, not too overkill and I guess your consumers will be happy. I can see some good suggestion like boon duration or maybe armor skins that change during day/night
As Magic Find is not a combat stat, the only reasonable way to ‘compensate’ would be to change MF on celestial directly to another non-combat stat such as gold find or karma.
If ANet wanted to solve these issues, there are a few things they could do.
1. Make achievements independent of additional rewards.
2. Create a proper match making system that factors in things like latency, wins/losses, average FPS, etc.
3. Allow players to create races with entry requirements (friends only, latency, etc).
1. While it technically is worth points towards an achievement prize, let’s be honest here. What is 5/10/20 points in the grand scheme of things? The best solution would be to make the ‘skill’ achievements worth 0 points and give a title to boast but then title collectors would be upset that they still ‘need to do it.’ Making 100% of achievements obtainable to 100% of people rather defeats the purpose of achievements and further turns them into a time-sink checklist.
2. For the amount of coding work that would require to make things ‘equal’, the games will still not really be equal. You want them to evaluate FPS, latency, packet loss, attached hardware by scanning, check previous win rates, etc and somehow find people on at the same time with the same specs to race? That just isn’t even remotely realistic for an achievement. Even competitive FPS games don’t put in that much effort.
3. Letting people race friends would just mean people cheating it far worse. Might as well just remove the achievement in that case.
Don’t get me wrong. I love this race. Personally, I would jump for joy if they made it a permanent mini-game you could invite friends to after the event ended. It is the best mini-game to date.
Not giving ‘bonus’ chests, even for a character that has not received one that day, to guested characters would instantly solve the abuse. This shouldn’t interfere with the designed goals of guesting unless you literally only ran dragons etc. on a different server and never your own.
This does seem to blatantly favor large guilds. In a game designed around scaling in so many ways, why was guild size never considered for scaling? My guild was extremely excited for guild jump puzzles etc. until people saw the cost.