Showing Posts For bargamer.1762:
Icy Runestones, Tenebrous Crystals, Shimmering Crystals, Writs of Experience, Reclaimed Metal Plates, Chak Eggs, Machetes, Vials of Chak Acid, Exalted Keys, Pact Crowbars, Black Lion Ticket Scraps/Tickets, Black Lion Chests, Milling Basins, Mystic Crystals, Mystic Forge Stones, Philosopher’s Stones, Amalgamated gemstones, and Circus Vouchers.
As someone who has 400 in every crafting except scribing, I have noticed that of all the professions, nothing fills the inventory quite like Cooking, Jewelrycrafting, and Scribing, even if you are crafting in bulk.
QoL for the BLTP: Net Profit = Estimated Profit minus Vendor Value. Estimated Profit is awesome, but it’s only part of what a seller needs to know. What we REALLY want to know is whether it would be more profitable to sell it on the TP, or vendor/salvage it. Replacing Price with Net Profit would make such decisions immediately known, without trawling through tons of “false positives” that are only going to end up vendored or salvaged.
Oh yeah, I’m cool with my Captain’s Airship Pass redirecting me to the Royal Terrace instead. A convenience location is a convenience location to me.
Played in the second BWE, and I found the missing element: Swordmaster Faren. That event chain was COMEDY GOLD, end to end. The most mocked type of event, “the escort event,” was fun and engaging because you know this guy was gonna be dropping insulting zingers, bombastic boasts, and thereafter ALMOST GET KILLED BY A CHICKEN.
Otherwise, buffing the Reaper GS and Shroud was a good decision, the events were a lot less buggy, gained a few more points in Glider, up to Lean Techs, and OMFG I love gliding around so much!
No, seriously, I didn’t have this much fun gliding in Aion, and besides the angelic lingerie, that was their only gimmick.
Ran a theory-crafted gimmick build where I had Cleric’s gear with Monk runes, SR 3-2-1, Blood 1-3-1, and Reaper 3-1-1 with Dagger/Warhorn and GS. All Wells except for Darkness. BEST TIME OF MY LIFE!
Sure, I died a few times, mostly to Hive Trolls and Shadowplates, but everything else I was able to vamp enough to grind down to death. No surprise, Gravedigger was usually my killing blow. With 1508 Healing Power, even when I was being poisoned by as many as 3 Veteran Spiders at a time, I was still maintaining a respectable health. I only needed to use Well of Blood when I missed the interrupt on GS5.
Gliding and Bouncing Mushrooms were so convenient, it was almost unfair how I could pretty much ignore falling damage and all that climbing. Best Masteries EVER! If the events weren’t bugged, I’m pretty sure I could have gotten more levels in them.
Pretty much my only complaint besides the bugged events, is how GLACIALLY SLOW the Reaper feels, even with Speed of Shadows and Relentless Pursuit. The GS swings are so slow, I get about the same lifesteal whether I use GS auto or Dagger auto. That shouldn’t be right, should it? Without a ranged weapon, I kept having to chase down more mobs than was enjoyable, especially when they could just charge/KD me down again. WAY too low CD on those charges, guys.
9/10, would beta again. 10 if you could fix those bugged events.
Considering how many skills, traits, runes, etc depend on hitting certain thresholds, it would be good Quality of Life if either by default or when you select the trait/equip the rune/skill on your skill bar that there be a small marker, thin line, or some other visual indication of the relevant thresholds. For example, if the Reaper GS skill Gravedigger is triggered on the enemy’s health being at 50%, there should be a marker on the enemy’s health at the 50% mark.
Another example is the Necro Blood Magic Major Adept trait Quickening Thirst, where your Dagger skills recharge faster while above 75% health. There should be an indicator on your own bar at the 75% health threshold.
Similarly, if the Necro Soul Reaping skill triggers if your Life Force is above 50%, there should be a marker there, instead of as it currently stands, when you hover over the life force bar, the tooltip stays stuck at the last time you hovered over it, until you hover-off then hover back on, then it updates. Kind of two suggestions, there.
FOUR beta character slots? YES!
If we do a lot of skill challenges and stuff, what happens after we unlock everything before we hit level 80? Do we just keep getting spirit shards?
I would like to see an addition to a Blood Magic trait where excess Life Force is converted into heals. Good candidates for this include Vampiric, Bloodthirst, and Transfusion.
http://dulfy.net/gw2traits#build=AgQEpAXkBtw~
Zealot’s or Magi’s gear, Dagger/Warhorn and GS. Wells, the Reaper Elite Shout, and maybe the Signet of Locust. With the Blood Magic changes they’re talking about, I think I can be front-line sustain and support.
Basic rotation should be GS 5-3-auto-attack until they’re at 50%, 4, then spam 2 until they’re dead. If I ever get low, pop the elite, swap to Warhorn 5, pop SK, then SK 5, 4, auto until Life-force is at 50%, then drop out of SK. If I’m still low, blow all my wells and Signet while I auto with the dagger until my LF is back to full, then go back to SK.
With the increased(-again) emphasis on gear choice for stats, will you be taking another look at the drop rate and/or lower crafting requirements for Fine Crafting Materials?
Old thread, but the majority of my concerns are still valid: https://forum-en.gw2archive.eu/forum/archive/crafting/Fine-Material-Crafting-Revamp-please
Will you be able to exchange skill points for mastery points in HoT?
With the change to trait unlocking, will there be any way to “refund” those of us who spend money/skill points to unlock a trait?
So, I was taking a Well Necro in Zerker gear into Twilight Arbor, Aetherpath, for the first time. Thus began the most frustrating 6+ hours of my life. I went in with group after group, and we just KEPT FAILING. Searching the wiki after every wipe, of which there were many. The first wall we beat our heads against was the Ooze Font. We tried a 2/2 split, we tried tanking the lava elementals at the door, we tried 2 oozes in a lane, everything. Eventually, we got it, but it was mainly luck, as we lured the second ooze 8.5 seconds after the first one.
Wiped an average of 3-4 times each in each of the next several rooms. Whee, I could barely contain my glee.
And then came the Clockheart. An hour went by, and we eventually gave up. We kept getting knocked into the center, where nobody could rez us, or we’d jump on top of platforms in order to escape the electric floor, only to get knocked off or have a gear drop on top of it. And the only way to rally was if you killed a hologram, which was counterproductive. And sometimes, the hologram would get the Aether Shield, making it impossible to kill, for any purpose. I personally spent 6 Revive Orbs, mostly while dead in the center of the room, and I have very little to show for it. This dungeon BROKE me.
Please, tone down this dungeon. Dungeons should be fun challenges, not traumatic ordeals that make you want to sacrifice kittens to Elder Gods or break down in tears. I’ll be back on the 15th, maybe.
e-Mail from "ArenaNet?" Please read! [merged]
in Account & Technical Support
Posted by: bargamer.1762
Just got this one, too.
You know what would be great? Once you get to the Personal Story mission where you’re a member of the Pact, you can gain access to the instanced-off areas of any of the three Orders and get any of their armor/weapons.
It’d also be nice if Necros could have multiple copies of their minions, such as having 3 Utility Slots of Bone Minions. But not Flesh Golem, because that’s Traherne’s thing.
Ditto. I was in a good zerg, so I got them re-discovered, but was still kinda annoying.
Runes and Sigils are getting love? That’s great! However, if you REALLY want to promote build diversity, and make crafting something other than a race to max cap, could Anet please respond to my thread https://forum-en.gw2archive.eu/forum/game/crafting/Fine-Material-Crafting-Revamp-please
Crafting has become a race to max cap, with literally no reason to sell your own products, when you can salvage them instead for MF. Ok, sure, MF has been removed as a stat, but were people really looking for the stat combos that they replaced? I mean, maybe Dire for a Necro? Either way, nobody’s going to bother grinding spiders for Venom Sacs when they can champ farm.
So I bought a Character Expansion Slot early Thursday morning. Is it at possible for me to get that 20% back or am I outta luck?
Went quiet for the Wintersday and Flame and Frost launch, but nothing has been done about FCMs. In fact, with each limited-time holiday events, I could argue that the situation is now WORSE. If I wanted to go out and farm for snowflakes, or convert lower-tier Tiny Snowflakes into higher-tier snowflakes, can I do this? Nope!
Made a Warrior for the first time, and quickly found out that the Greatsword Warrior market was pretty glutted. So I decided to try something different, and made a Dual-Sword/Rifle. I wanted to find gear that had Precision, Crit Damage, and Condition Damage/Malice. Doesn’t exist. Alright, how about level 80 Exotic PVE Rabid gear? Dungeons for the armor, but no gems? Either way, can’t be crafted. Rampager’s? Power instead of Crit Damage isn’t too bad. Maybe Runes of the Eagle could make up for that, or 2 each of Centaur, Krait, and Afflicted, for extra bleed duration?
Six Gods, this is getting complicated! Too bad crafters can’t pick what kind of bonuses we get on runes, or I’d go for bleed durations on all 6. Couldn’t match a Thief or Ranger, but still fun.
With the Lost Shores update, I’m pretty sure that Karka Shells are going through the roof. 3.5 Silver each? Seriously? The silly thing is, they are not all that different from Cleric’s or Shaman’s. Blood Magic and Well Necros are happy, as are Water Magic Elementalists. But did they really need to push through an entire content patch for a minor change to end-game gear? They could really have done the same thing that I’ve described in the OP, without needlessly cluttering up inventory or bank space, by making Karka Shells represent Agony resistance. And then there’s the Passion Flower rarity, since you only get them from Harvesting Sickles, not by Mining or Chopping trees.
But Passion Flowers is a minor thing, compared to Tier 4 Jewelrycrafting. As it currently stands, Transmogrifying Tier 3 gemstones to Tier 4 is a mess. Spinel Lumps got left out in the cold, as they don’t get Transmogrified into ANYTHING. Beryl Shards require Peridot and Lapis, the stats for Sapphire Shards have only one minor attribute to do with the stats for Lapis Lumps, as does Emerald Shards and Peridot Lumps. And SOMEHOW, once you craft an Emerald Shard into a piece of jewelry, the stats get shuffled around, and the amulet/ring/earring has Toughness as its primary stat, instead of Precision?
No. Stop. Give Spinel Lumps equal love, Emerald Shards, Sapphire Shards, and Beryl Shards need to figure out who gets what and what are their primary stats regardless of whether they are gemstones or jewelry, and for Dwayna’s sake, could the 55-60 Jewelry get the same love that the 50 and 65 does, without quite so much of the Darkened Vine and Twisted Tendril jewelry, which, might I remind you, despite being Masterwork and Rare, only have two stats instead of the expected 3 from the Fine Mithril and Platinum jewelry?
@Flakfizer: The Mystic Forge and the Trading Post do some of what you suggest to a lesser and inefficient extent. Making butter only drop from low-level mobs is doing a lot to reduce the incoming supply of butter, but demand is low again, after the Mystic Forge recipe was deactivated.
Selling the FCMs that you don’t want to buy the ones that you do want is presumably the intent of the Trading Post, but due to the somewhat arbitrary selection and limited number of the max-level attribute combinations, some FCMs are highly desired, while others are vendor trash.
I’m sure that none of us WANT to grind the same creatures over and over again, which is why I suggested splitting a single attribute across all the FCMs, as well as making insignias require a lower number of three FCMs. This would make all FCMs (more or less) equally desirable, as with a wider variety of viable gear, a wider variety of builds become viable as well.
Made a few alts, and discovered another quality-of-life convenience it would be nice to have: Could we have Gathering Tools be Account Bound? This is, of course, relevant to those FCMs that drop when you gather.
Wish granted, WOOHOO!
(edited by Moderator)
And while we’re at it, merge the Marks/Talismans/Seals/Medallions/Crests into the Rune system, and make them craftable. As it stands, keeping track of all the upgrade components is ridiculously confusing.
Part of the reason fine materials need to be re-evaluated is because of the low drop rate. With my suggestion of fewer but more variety of each fine material needed for a given set of level appropriate gear, your typical PVE player is encouraged to explore the whole zone instead of the genocidal slaughter of a swamp’s population of fireflies, grubs, and the occasional Risen Wurm. I’m hoping that this thread encourages the dev team that is balancing crafting to lower the number of Fine Materials per Insignia, but until then, my main will be funding my alt’s progress for the foreseeable future. XD
With this revamp in mind, there are hundreds of combinations and thousands of permutations for any three attributes of the available 8. At max level, many farming builds are severely hampered by the fact that only two Inscriptions, Explorer’s and Traveler’s, contain Magic Find, and both of them contain Power as a minor attribute. This is not so bad for Heavy Armor characters, but for Light Armor characters, this is pretty much a death sentence.
This problem is mirrored in the gem and Jewelrymaking discipline, but the state of runes would make a grown man weep. To this day, many of the desirable runes that are found in the world simply cannot be crafted. Let us take Runes of the Dolyak for an example: At low level, the beginning player has the tendency to die a few times. For this reason, many players create a Heavy Armor character with a high survivability build. Runes of the Dolyak has both Vitality and Toughness. Unfortunately, the only source of Minor Runes of the Dolyak are on the Trading Post for a few silver. With the Adept Training Manual coming up at level 11, many beginning players must make the difficult decision between buying a full set of 6 runes and saving on repair fees until they can buy the manual, or buying the manual as soon as possible and putting their first points in defensive trait lines, until they can save up for better gear later or hope for good drops that they can either salvage or wear immediately. Neither option is ideal.
However, if the beginning player can do a little research and craft their own runes, much of the starting experience can be alleviated. As they level up and become better at their craft, they can make all the gear (runes, armor, gems, etc) that fits their build, whether they want to min-max or if they want to make the quirky gimmick builds that made GW1 so great.
The benefit of more crafting options, whether they are inscriptions, gems, or runes, can only be good for the game as a whole.
(edited by bargamer.1762)
I’d like a complete revamp of how crafting treats fine materials. As it stands, farming for them promotes staying in one area, killing the same things over and over. Or you buy them off the Trading Post, which seems to have decided that any gems besides rubies are barely worth the inventory slot they occupy. Both my Necromancer and my Elementalist cannot get the stats they want on any Tier 4+ gear outside of dungeon-grinding, karma-farming in Orr, and WvW. I mean, whatever happened to “We don’t think grinding is fun?” Who decided that Power had to be one of the attributes on every craftable Insignia?
I would instead have each fine material grant +X to a single given attribute. JUST AN EXAMPLE: Vials of Blood adding to Vitality, Scales adding to Toughness, and Totems adding to Power. Thus, 1 Vial of Blood, 1 Scale, 2 Totems, and 1 Bolt of Cotton makes a Soldier’s Cotton Insignia.
Splitting up attributes in this way promotes exploration, evens out trade, spreads out farming, allows for a wider variety of viable builds, and allows for a greater variety of discoverable and craftable recipes.
Anyone else think this might be a good idea?
Still blocked, when you get to the south exit of the cave. Oddly, the earlier blockage unstuck itself when we ran around and killed things. I still consider it bugged, though.