Nemata Sapshield – Dragonhunter
Lillian Estre – Tempest
I do worry that the price is too steep for these bags, 1 of the ascended mats per bag would be fine in my opinion.
I may have been a little overzealous in the pricing of the bags, may I ask around what price range you’d prefer? I believe 20-30g per bag would be good.
pls no.. no more ascended stuff.. no more infusion slots.. no more accoundbound items you have to craft.
Mind if I ask why you have this opinion? I feel that having more things to craft and strive for is a good thing in a game, no?
I can agree with the ascended runes if the idea is that you’re unlocking a rune to be able to be selected/equipped out of combat, a-la legendary stat swapping. I don’t think they should provide power creep/statistical benefit beyond that. However, I think Anet is already working on an idea for this.
I do like the idea of “swap-able” runes, especially on the legendary level. It would be great if legendary weapons had swap-able sigils built in, although that’s another topic altogether. I understand the concern for power creep, however I don’t feel that 1.1x exotic stats would be that big of a difference. Of coarse the more ascended stats you add to the game the more they add up, but since ascended is the highest tier that ANet will ever introduce, I think it’s within reason to have ascended everything. XD
I like the idea for ascended bags, 5 extra slots per bag would be really nice, but how do you propose to handle the base backpack? Would it automatically go up to 25 slots for everyone, or would it stay the same?
The base backpack is actually replaceable! So wouldn’t be too much of an issue.
I don’t think we need additional upgrades, at least, not without rebalancing everything else about combat. I don’t see any reason why a “lodestone promotion” is necessary.
Guess it might just be me, but having the lodestone progression end at exotic bugs me. xD
Increasing inventory space seems like a nice idea, but wouldn’t it be easier to ANet to simply offer another bag slot?
That would be the logical course of action if ANet wanted to make more money off the bank/inventory system. :P
ASCENDED BAGS
Lastly, the implementation of ascended bags. All ascended bags would have 25 slots, which is 5 more than exotic versions.
First you’d need to craft a Grand Rune of Holding:
Now for the discipline-specific recipes:
Leatherworking:
25 Slot Elonian Leather Pack
25 Slot Oiled Elonian Leather Pack
25 Slot Invisible Elonian Leather Pack
Armorsmith:
25 Slot Deldrimor Box
25 Slot Deldrimor Equipment Box
25 Slot Deldrimor Safe Box
Tailor:
25 Slot Damask Bag
25 Slot Damask Craftsman Bag
25 Slot Invisible Damask Bag
Hope you enjoyed reading through my ideas! Feel free to comment and (constructively) criticize.
TL:DR We need ascended quality runes & bags!
I’ve had the idea for awhile now on how to implement ascended runes and bags. I recently had a spark of inspiration and thought I would share my solution. The first step would be to add lodestone promotion into the game. This would add a much-needed ascended step to lodestone progression and would work as follows:
Lodestone Promotion (Mystic Forge)
This recipe would produce the following based on the lodestone used:
Now for the runes themselves. Ascended runes would be referred to as ‘Grand’, and all ascended rune attributes and effects would be 1.1x that of their exotic counterparts. The following recipes have been adapted from the exotic recipes.
CLASS RUNES
Grand Rune of the Ranger
Grand Rune of the Druid
Grand Rune of the Thief
Grand Rune of the Daredevil
Grand Rune of the Warrior
Grand Rune of the Berserker
Grand Rune of the Elementalist
Grand Rune of the Tempest
Grand Rune of the Engineer
Grand Rune of the Scrapper
Grand Rune of the Guardian
Grand Rune of the Dragonhunter
Grand Rune of the Mesmer
Grand Rune of the Chronomancer
Grand Rune of the Necromancer
Grand Rune of the Reaper
Grand Rune of the Revenant
Grand Rune of the Herald
ELEMENTAL RUNES
Grand Rune of the Ice
Grand Rune of the Water
Grand Rune of the Fire
Grand Rune of the Earth
Grand Rune of the Air
OTHER RUNES
Grand Rune of the Scholar
Grand Rune of the Speed
Grand Rune of the Undead
Grand Rune of the Wurm
Grand Rune of the Trooper
Grand Rune of Svanir
Grand Rune of the Ogre
Grand Rune of the Brawler
Grand Rune of the Krait
Alot of pre hot legendaries have subpar and wierd animations and some of them get small updates each lw patch your best bet is for when the hot torch releases but i would like to see alot of the pre hot ones get new effects and updates.
That’s true, the other offhand legendary weapons such as The Flameseeker Prophecies, The Minstrel, and Howler have all received updates in the past, I’m just hoping Rodgort gets its due diligence!
I recently crafted Rodgort as a fun project, and overall I’m quite satisfied with it. However there is one aspect that’s been bugging me. When drawing or sheathing the weapon, there is no in-between animation of the dragon head “coming to life” or “returning to rest”, instead the head just glitches or jerks to one state or the other. To compare, Nevermore has beautiful and seem-less animations from sheathed (the raven perched) and wielded (the raven becomes a spirit). It’s not game-breaker but I’d still like to see it addressed in the future, after all legendary weapons are meant to set the standard.
Thanks for reading and feel free to voice your opinions!
As a support/healing weapon staff does a great job. It has consistent healing, mobility, and some CC; however as the title states, it just feels “clunky”. What I mean by this is that the abilities and animations are not fluid or intuitive to the user. Skill 1 and 2 are barred behind having a target, which makes little sense seeing that many other weapons skills with similar effects do not (mesmer greatsword 1 for example). Additionally skill 3 has some issues with line of sight and ground targeting not working even if the desired location is well within reach. And lastly skill 4 has a “bugged?” ground target animation where a circle appears instead of the straight “vine line”.
TL:DR Druid staff is a great support weapon but is riddled with frustrating complications to the user.
… needs more dye channels. At least 3 would suffice. As is the glider may fit a few of my characters aesthetically but not match in colors. The blue tail and the tan upper section really don’t work in all circumstances, and since it’s a “Phoenix” glider shouldn’t it be more red/orange/yellow than blue?
TL:DR Phoenix Kite Glider needs 3-4 dye channels pls! ^^
…In Heart of Thorns is a problem. Just about every event, adventure, and hero point gives the player some sort of cache, champ bag, pouch, you name it, not to mention a whole host of greens & blues, recipes, crafting materials, map-specific keys, etc… While materials can be instantly deposited (up to 250 unless storage expander is used), greens & blues have to be clicked to sell or salvage individually, rares require two clicks to salvage, and champ bags have to be double clicked just to open them. I don’t mean to complain about loot – it’s always nice to be rewarded for ones actions – but I didn’t realize GW2 was re-branding to Inventory Wars 2.
Key Issues
Solutions
(edited by jwaz.1908)
Minor qualm, but Asuran and possibly all races versions of scrapper 2 and 3 abilities are missing The Juggernaut’s spill & splash of quicksilver effect.
…because surviving as a berserker means that you have to have a certain level a skill, level of hardware, level of connection. What percentage of players have all three?
I’ve played with/am friends with many Australians that have horrible internet connections, and while sure the occasional (or frequent) lag spike may cause them to fail, they are still easily some of the best players I’ve had the privilege to play with.
So while a bad connection or computer is a limiting factor, you can still successfully wear full berserker gear. It really comes down to skill level; which it seems many people are content with where they are.
The issue isn’t with zerker gear….
….it’s that condi gear in dungeons is practically worthless (bosses tend to condi cleanse and have reduced condi duration), and that tank/healing gear only really keeps the person wearing it alive (there are a few exceptions).
Guardians out-DPS warriors.
That’s the biggest bull heard on this forum since launch.
Ignorance is bliss.
Don’t worry 4 warrior 1 mesmer way will always be the most optimal team setup in dungeons.
It only takes one warrior to do all that. 2 banners + FGJ + EA can be done with one standard warrior setup.
You’re absolutely correct, one warrior can easily provide all the unique buffs the warrior has (banner of strength, discipline, and empowered allies).
But a single fgj isn’t going to maintain 25 stacks of might, and a single omm isn’t going to maintain 25 stacks of vulnerability.
This is why in most speed run groups I run with, we usually bring two elementalista to provide permanent 25 stacks of might, permanent fury, and vuln.
all warrior weapon abilities do higher base damage as it says in the tooltip and have lower cd’s then any gaurdian weapon abilities, therefore gaurdians couldnt even come close to compete with warriors for the most damage, anyone who could read im sure could point this out..
Please l2 wiki and tell me greatsword on guardian has less base damage than warrior.
http://wiki.guildwars2.com/wiki/Strike
http://wiki.guildwars2.com/wiki/Greatsword_Swing
If you want to talk tank vs. Dps guardian though, being a tanky or healing guardian does absolutely nothing for your team, because all of the support and utility a guardian offers doesn’t require much if any tankiness/healing traits or gear.
That’s true for dungeons anyways, im not going to talk about tequatl or other open world pve, where pvt gear and supportive builds may hold more weight.
Colesy is technically correct, in terms of a raw dps test, guardians can out dps a warrior with the proper traits, gear, and a greatsword/sword rotation. For one, guardian attacks have straight up higher base damage than warrior attacks, in addition, greatsword 2 if used properly has the highest burst damage of any regular weapon skill in the game.
That said, there are obvious reasons why you would only use one or two guardians in a group, and why warriors are so crucial in speed clear settings. The reason is that guardians offer no offensive utility or buffs, whereas warriors come with banners, empowered allies (soon to be nerfed), and instant might/fury/vulnerability. Of those the guardian is really only good for vulnerability stacking.
Hense why its better to stack other classes such as warriors or elementalists than guardians, plus one good guardian should be able to manage reflects, stability, condi-cleansing, and other party support on his own.
when my guildie uses his on his war I get sharks all over my screen all the time -_-
You like them and you know it!
Anyways though, I’m not sure what skills trigger the shark animation on Necro, but I know for all the other classes (minus warrior) not many skills trigger it.
In terms of the aura, it only glitches so people see it on land, but that’s not a bad thing. And I haven’t encountered about blood trail or weapon swap glitches.
All that tank gear does is improve self survival, if you want to help you’re group, running the proper utilities and powerful traits is more important. You can even go zerker if you’re up for it, if not use valkyrie or cavalier’s armor.
High end weapons only cost 21g?
Anyways you can salvage ANY exotic to get dark matter. There are many, many exotics that cost only like 1g or less. Or you could turn dungeon tokens into exotics and salvage those.
I easily got around 50 globs of dark matter from just salvaging various exotics I’ve found, and dungeon exotics.
There is no efficient way to farm T6 materials, which is one of the reasons why they’re 30s a piece. It’s more efficient to just dungeon or make money other ways, then buy the mats from the TP.
The only other way I can think of is laurels, but if you intend to get all 2000 T6 materials from laurels, it’s going to take a very long time.
I’m a legendary owner, and I completely support this.
As stated above, legendary weapons were meant to be aesthetic only. The swappable-stat feature currently on them is great, but I don’t see why it should be a legendary exclusive, it was merely an attempt to fix the transmuting legendaries problem.
At least anet could do this for sigils. If weapons had 3 or so sigil slots, and you could choose which one is active at a time, it would save those who use multiple sigils and weapon types a huge headache, especially for people who have multiple characters. Having to make 3 ascended weapons of the same type to accommodate different sigils is extremely user UN-friendly…
I’ve salvaged around 5 exotics with a master salvage kit and gotten 7 dark matter, just a matter of luck it seems.
It costs anywhere from 30-60g at the moment, stop exaggerating.
You only HAVE to craft exotics from lv400-450, at that point ascended refinement will unlock and you can level by refining different ascended materials, although you’ll still have to craft some exotics to reach lv500 most likely.
With current prices, getting from lv400-450 is quite expensive (around 40-60g I’d guess), but once the market settles and prices drop back down, it shouldn’t be too bad.
They’re all quite nice skins, I just wish we could choose the color separately from the stats…
Seeing that a few facets of the game are almost impossible to do without an auto-clicker (aka opening 1mil+ karma of orian boxes, or the drinking title), it would be silly for Anet to punish people for the use of auto clickers.
Also, there isn’t really an “advantage” of using an auto clicker, other than opening or using consumables fast and without killing your finger, but that really isn’t game-impacting.
I think the easiest solution to the use of auto clickers, though, would be a MUCH more user-friendly interface (something this game is highly lacking). This would include allowing someone to buy “X” amount of something from a vendor, consuming an entire stack of a consumable, or opening all of a box stack in an instant.
Though they will not have stat advantages when compared to ascended, legendaries will in fact have an advantage to players that have them simply because we will be able to switch stats. People like myself who have 4 legendaries or more will never have to buy these again, and if we are ever in need to change stats we don’t have to pay for it.
That is more of a convenience than an actual “advantage”, but I suppose that’s just opinion. Seeing that legendary weapons cost 800+ gold on average, not having to buy another of that weapon type is a very, very fair advantage.
Though, you forgot to consider sigils, if you can’t freely change the sigil of a legendary weapon (as with the stats), you’ll have to have multiple of weapons to accommodate different sigils.
All I can say is, I’m hoping they make legendary weapons account bound along with the other changes, so I can move the three of mine freely among different characters.
They are supposed to and this is a known bug, so really, yes they are supposed to stack but do not.
I’m aware this is a bug, I was just correcting the misinformation given by Caliga.
To be honest though, it wouldn’t surprise me if Anet was well aware of the footprint stacking issue before launch. They most likely didn’t have a proper solution to the stacking of footprints and didn’t think anyone would have two legendary weapons by now, so they brushed the issue under the rug to be fixed at a later date, but that’s just my theory.
Hmmm, while your suggestion is cool, I don’t see how practical it is, also shouldn’t the legendary show itself off enough? :p
I would agree, though, that the Legendary Collector achievement should give a title when completed (equipping 5 unique legendary weapons), and that the Legendary Treasures account medal should have at least 5 stages too.
Dedicated Players want better gear —> dedicated players play the game frequently --> some “content” is timegated
I really don’t see the problem.
I’m a dedicated player and I have no problem with time gating. It gives those who can’t devote their lives to the game a chance to stay current.
Giving more casual players a chance to catch up is perfectly fine, but having such a copious amounts of daily/time-gated content is very unhealthy for the longevity of GW2 on the whole. There’s also the problem that all the new content is very trivial and unrepeatable.
Last 3 patches i did only Living Story and WvW with my guild. I missed 70-80% of dailys. I can still do everything without problems. I don’s see the point in this thread.
Just because this issue doesn’t apply to you and the way you play, doesn’t mean this thread doesn’t have significance to other members of the player base.
Dailies are not meant to try and get players to play every day. Dailies are meant to give a little bump of xp for players who don’t have the luxury of spending the majority of their waking moments playing the game. They’re not meant to be a carrot at the end of the stick, thats just what non-casual players project onto it. They’re meant to be a “you only have a couple hours today? Its ok, you can still get a nice little chunk of xp for your char by doing things you’ll most likely complete as you play.”
At least before laurels were attached. They really need to take laurels off of the ‘daily achievements’ system.
You contradicted yourself? First you say daily achievements aren’t meant to compel players to log in every day, then you say “at least before laurels were attached”.
I’m sorry but I’m not just projecting a negative image onto dailies. While sure, your image of dailies could have been their original intention (little boosts of exp for casual leveling), due to the addition of laurels and ascended gear, they have become exactly what you say they aren’t (aka carrots on a stick).
I realize that people play GW2 very differently, and your image/opinion of dailies is perfectly valid. With that said though, you have to realize that my image/opinion of dailies isn’t merely a projection, but is a valid conclusion based on the way I and many other people play.
(edited by jwaz.1908)
But guess what is more popular – doing Dynamic Events for fun, or farming (as if the game were a chore) for rewards? Just take a look at Orr to have your reply.
It’s bad game design, sure. It’s also what the GW2 community wants. ArenaNet has slowly been changing the game to make it more grind-based, which includes the time gated rewards, because that’s what the players have been asking for.
You’re correct that a large percentage of the GW2 community want the grind of traditional MMO’s, I won’t dispute that fact.
The problem is that Orr farming and previously CoF farming (the easiest grinds) are/were the highest sources of income. This game has little balancing when it comes to rewarding more challenging content. Sure they made Arah alittle more rewarding, but you can only do it once per day for the full reward. Even high-level fractals, which was suppose to accommodate more hardcore players, gives some of the worst rewards in the game.
(TL:DR provided below)
Before I start my rant, I would like to ask a simple question; Does GW2 feel like more of a chore, than actually being fun?
The reason I ask is because I believe I have isolated the cause of this phenomenon, aka what makes GW2 feel like work. The answer is restricted, time-gated, and ‘daily’ content (no surprise here really).
Let me elaborate; GW2 was built to be a casual, community-based MMO. While I’m not saying that’s a bad thing, many of the design choices in the rewards system ended up backfiring, or being fundamentally flawed, and based of shallow ideologies. Things like ‘daily’ achievements are base attempts to get players playing every single day. Having something like dailies isn’t entirely a bad thing though, but once these daily activities start to pile up, GW2 starts to become work.
The game started with daily achievements and mineral nodes, and over the past 11 months has slowly picked up more and more ‘daily’ content. First it was Fractals of the Mist, and getting your daily FOTM chest (per 10 levels), then it was meta-events and getting your daily rare. As if that wasn’t enough ‘daily’ content, now we have daily dungeons! It’s getting absurd how much work you have to do each day, especially for a game that’s suppose to be ‘play how you want’. While it’s true that nobody is forcing you to do all these things, the restricted nature of these rewards compel people to do them every single day.
Content Restricted to Once Per Day
While ‘daily’ content keeps players playing every single day, time-gated content keeps players playing over the long-term. Things like ascended gear (laurels and guild commendations), monthly achievements, and the recently introduced celestial gear are all shallow incentives to keep players playing over many months.
Time-Gated Content
These two systems of keeping people playing every single day, and over long period of time (while effective in the short term) quickly loose their effectiveness and cause GW2 to become more work than it is fun. Even the so called ‘living story’ updates are just additional shallow content that compels players to continue playing. Instead of making high-quality and/or difficult content the source of progression, Anet opted to take the easy-route and just make everything time restricted somehow. I urge you Anet to re-evaluate your rewards system, or else I fear the fire of GW2 will soon extinguish.
TL:DR To summarize, the piling up ‘daily’ and time-gated content is just a shallow attempt to keep people coming back, and to restrict those that play many hours a day, causing GW2 to feel like a chore.
I’ve actually had the idea of Elementalist torch too in the past and think it would be awesome!
I imagine it would be kind of like a fire-dancer, or elemental juggler.
Maybe…upgrade legendary stats to better than ascended? That would be fine as well! ;D
ArenaNet has already said they will never make legendary weapons more powerful than exotic/ascended. Legendaries are suppose to be vanity items only, not unfair advantages to those without them.
Frostfang and Howler effects stack untop of each other. I think its because legendaries that are MEANT for the off-hand behave from a different protocol in terms of FX stacking.
The footprints of Frostfang and Howler do not stack (I have both of them so I should know)…
The effects you are refering to are the aura effects (the ice arm and fog aura), which stack with any legendary combination. But footprint effects do not stack EVER.
3- Make champion loot bags drop once per day for every champion type.
Stopped reading here…
More time gated content is not what GW2 needs…
Nope. Not true. I’ve changed the sigil on mine several times and it’s still purple. It still says Legendary, still shows purple in the chat when linking it and the name is still the same.
This.
That rumor you heard is from many months ago. In addition to being able to change the sigil freely on legendary weapons, you can also transmute them without losing the purple text.
I want to know that too. It already has a strike against it for not being able to recover upgrades.
Actually, it can (AFAIK) recover upgrades. Despite the gem store text saying it can’t, the item text says nothing of the sort.
All legendary gifts are account bound, meaning you can craft them on any character.
In order to craft the gifts, you need to have lv400 of the required crafting profession, which doesn’t require you to be lv80.
Another thread left out of the merge party
How sad, this thread was left out of the merge party
This boss is too hard. Reflects don’t work on the black widows and if you wipe you’re screwed, is this really how this boss was designed?
(edited by jwaz.1908)
I agree with OP.
Add the system to the TP that is currently in place for the gem store. It always asks you for confirmation.
This doesn’t give players more work. Its just one extra click…..and if you are complaining about clicking in an mmo……
I think having to confirm every item purchase might get very tedious. If they only added the confirm feature for say, items over 100g, then it might be acceptable.
As I stated above, a simpler solution would just be to re-enable personal gold bank storage.
I agree we should still be able to store gold in our personal banks…
But that being said you can’t blame Anet for your misclick. Also, assuming the hammer you just bought was one of the new champion skins (Entropy/Genesis), I bet you’ll actually end up making gold from buying it for 175g.
It’s spawns endless amount of spiders with giant damage, i complete all dungeons and need only ta p3 to dungeon master, but it is just impossible.
This boss isn’t impossible, you can burn him down in under a minute with the proper team composition.
I realize not everyone has access to the optimal team setup though, so there’s a second option. The so called ‘endless’ amount of spiders that spawn are actually tied to a physical attack the nightmare tree does himself (when he shakes). If all 5 members of your party dodge when he does this animation, no more spiders will spawn, and you can kill any of the remaining spiders then focus the tree.
They already know about this problem and have a fix for it in the next patch (so I’ve heard). It wasn’t intentional so there’s no reason to rage about it :p
While I agree cof p1 is still gonna be popular, its just not gonna be farmable to the same extent (as far as I know).
Also you’re 45 minute arah statement isn’t complete accurate, with an optimized group and skilled players you can get arah p3 done in like 18 minutes, which would then give you the same g/hour as cof.
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