Showing Posts For laibros.3490:
I can confirm that. Unable to log in, the same error code.
Well this is mainly about speed of animation and assigned animation to specific abilities. I will write about dual wield warrior which is like berserker to me. The fluid combat is very important for getting proper feeling from the character.
Let’s start with selected offhand weapons.
Axe:
Dual Strike (DS) – speed up the animation by at least 25%. Problem is that landing DS is being quite tricky to land and that’s the reason why this is being called like lackluster ability. The axes abilities are overall pretty fast and dual chop completely ruin that I’m berserker feeling. It simply does not fit to rotation.
Mace:
Crushing Blow – speed up the animation by at least 25%. It’s very very slow. Too slow for my taste. Also that attack would be prolly better to have from above not from right to left. Honestly, you can’t make crushing blow from left/right to right/left because you’re not able to develop such force. It’s usually going from above because the force is greater.
Sword:
Impale (Rip) – Rip is the worst animation attached to ability I ever saw in GW2. You Impale an opponent and for extra damage you make the same slow animation like for Crushing Blow attack. You have no idea how big impact it does have on combat fluency. Please get rid of crushing blow animation on Rip and replace it with proper thrust animation. I don’t think you can make proper rip animation from opponent to you but direct thrust would be sufficient. Also it should be fast.
What’s the purpose of all of this?
The overall feeling from DW warrior is good but not so good as it should be. The combat fluency is very important. It says about that profession more than any written description.
To Nazgul:
My point is to make dragon fight more epic like encounter and force (try to teach) ppl to cooperate more, learn tactic and work as team. The minimum 15 ppl are necessary for successful ice crystal destruction. E.g. right now the second crystal spawns 2 trolls. If two trolls do have that aura, more ppl might be needed for kiting them. However I’m talking about unskilled people. That should be always possibility for finishing the event in very organized groups (5+). Two people can easily kite them and rest can damage crystal.
To Rizzo:
I agree, that must be learned. Avoiding ice shards is really easy but sometimes you must dodge into opposite direction which is unnatural for normal front camera view. However Anet did kitten good job regarding timing demo charges and timer on frostbite. So when you’re running down from ice wall with frostbite it expires almost every time when you’re again running towards ice wall and once you’re here you’re healed because you were out of combat (you can have speed buff up, it is still fine). Once you master that, you will find out that this way is much better than charzookas.
The wall goes down pretty quickly if you use explosive charge instead of charzookas. Problem is that most of the ppl do not really know that using them is much faster than standard way. However, it’s slightly harder. You just need to use proper dodge rolls when running to ice wall and vice versa. For example in a group of 5-10 ppl you can get down the wall in one minute or sooner if I exaggerate a little bit. It is really going down fast. I would suggest to try that and you will see. :-)
CoJ phase 2:
The phase 2 is more or less balanced only problem there is people inability to do proper things like guarding NPC’s carrying bombs, destroying ice pillars and so on. What needs to be covered is again the blind spot on the right side of the rock..where nothing can reach you except of fear. People need to clearly know that this is not the way.
Make sure we can destroy the left and right side with elementals. Right now they have too much HP and the time when CoJ spawns them again is too short. We should have an opportunity to ease the encounter.
Bug fixes (again mainly CoJ event).
- get rid of fear chain – please remove two fears in a row..it is just stupid and makes remove conditions useless.
- make fear just one time ability and not on going ability. Especially visible in Tequatl encounter when I remove fear but I’m hit with a fear again because it is still running. We need to have our abilities useful.
- get rid of red circles delay under destroyed ice pillars in CoJ phase 2. Problem is that when you destroy that pillar, the red circle shows even if the crystal is destroyed. This delay is problematic because you destroy the crystal but the NPC can still step on the place and die. Which is pretty annoying. It needs to be synchronized. Destroyed pillar = removed red circle immediately.
- get rid of ice pillar collision once the destroy animation is played. We destroyed it, right, so why the hell these small shards do have so destructive effect on NPC carrying a bomb? HP is zero, pillar is down (the debris is falling) and the NPC can be still destroyed.
- lower leap damage for champion wolf. I have almost 25k HP p/v/t armor and I’m still insta downed. It’s not even funny and honestly almost impossible to avoid.
- do NOT reset the HP from phase 1. In case we are able to generate a lot of damage, we should not be punished for that and so phase 2 can be shorter. Even if we get CoJ to 25% in phase 1, it is reset to 50% in phase 2. Sorry that is not really nice and well designed. Either fix phase 1 or keep it like that without resetting the HP to 50%.
- make sure that bomb kit (what throws grenades) does not disappear when I use first ability. It should stay like flamethrower. It makes this tool useless.
- improve hit collision system on you crystals. It is pretty hard to hit them. Well this problem is across whole game (e.g. boss encounter in HotW). It does affect melee fight and using flamethrower significantly.
update
- sync ice wall HP bar with actual destruction. Even if the ice wall does have HP bar 0, it is still absorbing damage and we need to wait up to 10 seconds until it is really destroyed. It’s slightly breaking proper tactic regarding carrying a detonation charge to Claw and also avoiding “freezing” debuff properly.
I’m aware that such changes can prolong the encounter twice (or not if played well). The reason behind that is to provide decent reward, better feeling you defeated something strong (not stupid = safe spots like the place pretty close to Shatterer where mainly shard prison can reach you and then nothing, any safe spot around Tequatl, safe right side rock area in CoJ encounter). I believe that if the adequate reward is provided the encounter can be improved significantly. There is dozens of improvements which can be applied to any dragon encounter within the game. This is just fragment of it.
(edited by laibros.3490)
I killed them dozens of times and as I can agree that it can be very nice experience for a new player but it does not give anything to veteran players. The loot at the end is just unrewarding if I say that politely. The dragons do need revamp either in encounter behavior and also in rewards. As I saw Grenth revamp I’m quite sure that Anet can provide very nice boss improvement if they have time. Let’s start with rewards revamp.
Each dragon phase and pre-events should award player specific percentage to final loot generated in the chest.
Example for Claw of Jormag event:
Crystal 1 – 10% rare, 0.5% exotic
Crystal 2 – 10% rare, 0.5% exotic
Crystal 3 – 10% rare, 0.5% exotic
Crystal 4 – 10% rare, 0.5% exotic
Phase 1 – 15% rare, 0.75% exotic
Phase 2 – 15% rare, 0.75% exotic
Total: 70% rare, 4,5% exotic in a chest if every encounter was player part of. This percentage contains chance for one rare/exotic. You can get more rares/exotics in a chest but the chance is lower. I would personally divide it by 3. In this case, chance for getting second rare is ~23%, 1.5% for second exotic, ~7.6% and 0.5% for third rare/exotic and so on. Blue tier of gear should be completely removed and minimum green tier (masterwork) is awarded. The maximum number of gear from chest should stay the same.
Please keep in mind that the encounter must be revamped too for meeting such generous loot upgrade. Let’s see some ideas for CoJ encounter revamp. Dragons should have scaling turned on but from specific minimum (15+ players)
Crystals:
Monsters should spawn continuously and not like it’s now once the crystal meets specific damage percentage taken. The monsters should be stronger and that encounter should not allow small group to destroy crystals. Minimum should be 15 people for crystals 1-4. Also fighting these monsters need more group oriented behavior not just zerg. E.g. we have crystal spawning trolls. The troll will generate an aura protecting the crystal. In case the troll won’t be killed and pulled away from crystal, the crystal is immune to damage. Every crystal should have different way how we can destroy it.
CoJ phase 1:
First get rid of safe spots. E.g. on the right edge of the rock where almost nothing can hit you (reach you). Incoming crystals should be prerequisite for destroying ice wall. It means that we need to kill all elementals and then we can proceed and continue in destroying the ice wall. E.g. we can freeze all cannons (providing specific “melting” debuff to ice wall) and once all elementals are killed the freeze status breaks and cannons can shoot again. It will force people to move more and not just stay on one place. Also covering that blind spot with CoJ abilities will help too.
I hope it’s not a bug. :-) However is it possible to link retaliation totem to his “retaliation skill” he is using during the fight?
In other words if the group destroy this totem he stops using 360 degrees retaliation which hits like a truck.
For being able recognize what skill I mean, please check attached screenshot.
By Jonathan Sharp:
We want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.
Source: https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/first#post999247
Regarding rangers…majority of rangers what I was playing with in dungeons were unable to control pet properly.
That is correct. Any pug, I was running, contained at least two warriors. Btw, I was running once with four guardians and that was a blast). I’m running heavy armor classes last ten years in MMOs and sometimes medium armor warrior classes such as berserkers but I must say that usually the warrior only shines if it is supported by other classes. However that is either wrong desing or good design. Anet said that warrior needs other class but the question is why GW2 game supports classes which can perform without help of anyone. This is broken. Any class should have major disadvantage in any specific thing and for being 100% effective, requires other classes to fill the gap. Or have every class indenpedent. Problem is that may create homogeneous classes (they can do anything). I would rather ask what MAJOR weakness specific class has and according the results, create/improve one and improve rest of the abilities for moving class to specific role.
Majority of people are playing PVE and because of that warrior is prolly the easiest class against PVE. In other aspects of the game, the warrior can be replaced quite easily because it does not offer too many utilities than other classes can provide.
Hammer Warrior with Soldier stats here.
I’m frankly disgusted by Greatswords and zerker gear, it’s just not fun to play.
Anyone trying out the warrior class should really try out things beside glass cannon GS, there is more fun, flavour and/or use to this class then that.
I agree with you. I’m sick of GS a never use it. OFC, I know all advantages but I refused to wear it because nearly every warrior uses GS. I rather prefer axe, mace, horn, rifle and bow. Getting tired of “only the GS is the viable solution” talks. Regarding warrior power..the OP prolly don’t know anything about warrior. Without these “OP” characteristics we would not do anything. We can excel, yes, but against ppl who do not know how to fight (read noobs) or with support from other classes. We can excel in PVE environment only because the NPC are stupid but other classes can do as well. Warriors can speed up dungeons run but it does not mean it’s not possible to do that with other classes. PPL are just looking for the quickest way, that’s all.
Theodore Bruckner – warrior and Celestine de Santis – guardian
Throwing snowballs at kids and knocking them over, or becoming a plant dog to play with puppies is what I think about when I think of adult conflict.
This is mainly Wintersday one time event. It does not count.
To Nikkistar:
You’re trying to take only the words what are the best for your argumentation. Never mind, I will answer that question. Every legendary should have story about them and it should be attached to any part of the history or present time. The term legendary is explaining everything. However it’s not present here but it does not taking the responsibility from them. It should not be only the weapon TIER. I don’t know what future will show but Anet stated that Legendary is the “king”. I would expect to have some background for them. Let’s imagine Sauron’s mace breaking the Narsil. If you know LOTR, you immediately feel that it has a history. Legendary should have great background and of course power (either positive or negative).
I would be more calm if they would provide solid background for such weapon but now it’s only legendary tier providing ridiculous effects (some weapons, not all) in world where good fights against evil narrated as solid and ADULT conflict. I’m repeating myself now…and if you read my posts carefully you hopefully get whole picture about why I think it does not fit to the game.
(edited by laibros.3490)
Ok, let’s explain that more in detail.
We have world where specific conflict is explained and narrated. The world and conflict is not pretty (innocents are being killed and so on). Of course we have some save places like big town but they are still struggled by conspiracy and fights among nobles. The narrative is quite clear.
Anet is trying to explain the world, the relationship and any other connections to provide the best feeling from the game. I’m hardcore RPG player and story and overall feeling from the world and LORE is quite important for me. GW2 is not definitely the best but if I would be creative director in Anet, I would never ever release something which breaks immersion. Of course, I understand that they need to make money and such items like quaggan backpacks are simply demanded by specific group of people.
However, creating such items with circus like effects really do not help me in identifying with the world and conflict there. Some legendary weapons do have decent effects, even the Juggernaut is acceptable but it is already on the edge. I’m not talking about having everything in grey (homogeneous) but some rules should be given and created.
Box of Fun, Costume Brawl etc is way to go but the world itself should not be affected by permanent immersion breaking stuff. Anet presented adult world and conflict and I thought that they will stick with that. How can I identify with the new content when army of quaggan backpacks followed by army of unicorns cover my screen? (I’m exaggerating here. )
Btw. I’m not saying it’s not nice visual but it simply does not fit to this game according to my explanation above.
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Fun to play…hahaha. First, you need to consider that you’re killing people, animals and so on and second you need to consider that you’re KILLING living beings in virtual world. How does it feel? So now you’re killing living beings with unicorns…it’s not funny, it is embarrassing!
It is the same like with quaggan backpack. I saw character with CoF full heavy set and 2h sword and he was carrying quaggan backpack. It only raises questions if the player is child or without taste. Such updates are destroying overall feeling from environment. Sorry but seeing such character fighting against dragon or other epic fight just downgrading whole game for me.
Such updates should be only for town clothing, costume brawl etc and never ever as part of the gear used for combat and progressing through game world.
This is conjured flame but also model for Titan’s Vengeance. The hand holding the axe is too high positioned. Should be slightly lower, close to the bulky end of the hilt.
You can see it on brighter screenshot here: http://wiki.guildwars2.com/wiki/Titans'_Vengance
It feels simply wrong when you’re holding it. It feels like character cannot have proper balancing and impact.
Race: Human
Sex: Male
Class: Warrior
1. The belt is slightly clipping through other part of the leg armor model. It seems it’s problem with Strong Splint Legs model because when I was trying to remove other parts of the armor, the clipping was still visible.
2. The second screenshot is not a problem with clipping (well, there is problem with clipping but nothing I would like to report). Problem is with the visuals of the Frostfang. Point is that majority of heavy armor gloves are very massive and because of that the effect of frozen wrist is not visible. Draconic gloves are somehow decent still the ice is almost invisible. The question is if you would be able to replace hand model with completely frozen one or increase the size of the ice covering. Please check also screenshot number 3 for your reference (the character on the left side – left hand). I understand that it must look decent however some improvements are really necessary.
Let’s imagine NPC is running from A to B. The B is final destination until the NPC gets aggro. If I knockdown such NPC (with Tremor) and once the KD effect wears off, the NPC turns back and returns back to original spawn location.
It seems that the NPC lost waypoint (for path-finding) and needs to return back for getting back to track. Of course, I have no idea how is working your path-finding but it really looks like that knockdown effect breaks navigation. This is very visible in any location where NPC needs to reach specific point.
For example: Penitent camp where generic NPC’s are attacking the camp every half minute or so. You just need to knockdown that NPC before it reaches the destination in a camp.
It’s very easy to reproduce.
I’m sorry to write that but gold sellers control even the legendary market. A few day ago I reported PM from gold selling company and that user directly mentioned that they’re selling also legendaries. Not all illegal farmers are using bots and I doubt that ordinary players will sell their legendary instead of using it. Of course there might be exceptions.
I would recommend Anet to track id of the user and in case that id was banned permanently for various reasons, immediately remove all items present on TP. Who already bought that “illegal” item won’t be affected except of that id will be banned in the future and that item was placed on TP again. I’m talking about money (item) laundering type of tactic. It sounds like difficult process but I do believe it can be handled through databases.
Maybe I’m completely blind but I can’t simply see a category for spineguard piece of equipment. It seems that this equipment is completely out of any category in the game.
There is multiple spineguard type of items within the game and I’m not sure how can I list them all if the name is different from the name “spineguard”.
It would be great to put it under armor section and add it to proper category.
We’ve had an extremely difficult time trying to reproduce this locally, but I added some safety measures to the ice shield to make sure it goes into its visible/attackable state if it’s alive. It’ll be in the end-of-month content update.
Hello, it might not help you but what I have noticed many times the shield became bugged (at the start of the Jormag) is when some veterans (usually elementals) stays around the place where the shield will spawn. I would recommend to spawn some veteran elementals and the second veteran npc which spawns from the final crystal around and on the place where Claw will land including location of the ice wall. Maybe there is a problem with dynamic environment collision reacting on NPC collisions.
But you prolly tried this).
(edited by laibros.3490)
TO OP: It seems you did not prolly learn yet how easy it is. Abo can be stunned and once it’s stunned all stacks of frenzy dissappear. Problem is that the most of the players do not use brain for defeating any encounter but only way they are able to use is a way of damage. I stopped ressing people at Claw of Jormag event because they did not learn a thing. You can provide advice every event but nothing is changed next event. And because the life in gw2 is worth of nothing due downed state, people are not forced to learn. That’s sad fact.
Can I get a screenshot of the shield in its broken state? I suspect that the issue is that it’s not entering the “repaired” animation state correctly, but it’s nigh-impossible for me to recreate the bug locally.
Currently bugged on Piken Square
Red,
you just taken all my thoughts an put them on the “paper”. I must thank you for that.
Anet I’m not going to work on something your QA team should handle. Period.
Nor we do have tools for that. What you’re requesting is simply impudence from your side.
Read this forum and work with this information. Assign people and let them use all in-house tools you have. If you think we will fill xls sheets in for you, you must be crazy.
I’m very disappointed with this official answer.
(edited by laibros.3490)
It seems that Claw of Jormag was stealth updated again or build manager do not know what is in his build. ;-)
What is probably changed.
1. Ice (knockback) claws do have different pattern now…no nearly save spot in the middle, the claws cover wider area and the pattern has a few variations.
2. Ice shards do have bigger AOE damage and now the save “charzooka” spot is affected by this AOE damage.
3. I’m receiving also almost no loot from ordinary elemental (this is speculation). I was asking and majority of ppl got claws. The Veteran still drops various loot…I got maybe one blue from normal elemental and that’s was all (apart of a few claws). DR wasn’t definitely in effect. I was in Frostgorge only for a while.
Overall the event is longer and it also seems that the loot table for a chest could be improved. I need to play more Jormag events..but I got three rares and other people got quite a lot rares too. It’s again speculation but the event is changing somehow and nobody is giving any piece of information. Build manager either do not have an idea what’s inside or Anet is trying to do something about this event. Improve the chest rewards and decrease the gain from mob farming part..it’s fine but must be worthy of players time.
P.S. the ice wall is still bugged.
P.S.2 I might be wrong but from my observation it looks really different.
P.S.3 It would be good if someone would be able to check that too.
(edited by laibros.3490)
Remember that the Legendary-related achievement involves equipping the item, not just getting it. I think that encourages players to equip, therefore keeping a lot of Legendaries out of the marketplace. Just my perception, but something I wanted to share.
Well the legendary in question is Twilight, which doesn’t award the achievement, so this point is moot.
The problem is that someone like you did not read what’s new. This is already known bug which will be fixed. The statement from Gaile is completely legit.
It’s completely legit and fine for me regarding buying legendary from TP. However it does not mean I would go that way. I would not buy legendary weapon ever. The reason? It’s not only about skin, it’s about inner feeling you achieved something even if the route you chose is much longer.
It’s only about personal preference what’s right and what’s not. Also what should I be doing in this game? ;-)
To OP.
The one pre-requisite for legendary is the gift of battle required for gift of mastery. If you’re not able to do this part, you do not deserve the legendary. It’s plain and simple. Legendary does cover every part of the game, including PvP. If you dont have a stomach for doing puzzle, bring friends but do not complain.
As they have full right to kill you, knock you down or simply bring numbers, you’re allowed to do the same. Legendary is not only about “safe” PvE. It’s with little exaggeration testing your overall game skills. Either as solo or with a group against PvE content or against PvP content. Changing something would be really stupid. You can be glad that Anet is so generous in giving badges from PvP puzzles and do not force you to do actual WvW.
Anet does have full right to not answer to anything. Problem is that whole economy and players mood is very fragile thing. Admitting such problem as bug in loot or stealth nerf is something Anet won’t probably risk.
Also I believe that the guy responsible for economy does have the main influence about drop rates.
However what I can see as major problem is the gameplay element which should be on the first place. I can just guess but the guy responsible for economy can see just numbers. You know move slider here and there. This is free to play MMO and moving these sliders do have impact on Anet income. :-)
With all the fairness I always went with the honesty even if the temporary impact would be customer rage. I can remember WoW who did have the same problem. The communication was scarce between developer and customer. They significantly improved that a few years back. The impact on community and understanding was tremendous.
I know that designers team probably want to have the best game experience “in the field” and managers want to have steady income. It’s very tricky cooperation but I believe that better game experience, even if they slightly damage the income, do have greater impact for GW2 (in a good way) for the future.
I can see that on myself..if something pisses me off in the games..I quit and very rarely return back. GW2 is not that case yet but I can’t believe that there is no answer at all.
It’s just speculation but when I see how e.g. Robert Hrouda is communicating regarding dungeons or other designers in Wintersday section, I can simply presume that it’s forbidden to talk here.
(edited by laibros.3490)
Piken Square (EU) ..should be uncontested for next 30-60 minutes.
I must be very weird warrior if I may say that. I never went to dungeon with signets up. I’m using Axe+Horn and Bow. Regarding skills, it’s healing, Shake It Off, On My Mark, For Great Justice and Elite banner for being able to resurrect. In case it’s needed I have almost all weapons available in my bag.
I think that especially the horn is the best supporting weapon for warrior. And bow provides root, blind and great aoe’s if used properly.
This setup provides great mobility for group, vigor and debuffs for enemies. Horn does have one of the best available. Bow in other hand can be taken as temporary problem “remover” due root and blind. Also warrior can do own combo with a bow providing AOE might +3 buff.
All is about people only.
(edited by laibros.3490)
I do not think they can be beaten. The new bots wave is completely stupid and according to your assumptions they should be more clever than before. My experience is different. They are dumb. However the names are now normal and they can be part of the guild and this is improvement for me. Also they have decent equipment for farming.
The script is script. No matter what bot makers do you can visually reveal them. Some rules are always necessary in bot scripting like what to do if the monster is close, what to do if the bot is unable to continue on specific path and so on. This is not AI. Script is always recognizable.
Btw. if they script too sophisticated bot it may automatically become less effective in farming resources. They need to add conditions and the conditions may work ultimately against them. And so I believe it the bots will be always clearly distinguished from real players.
(edited by laibros.3490)
bots will always be back but anet will ban them in waves and eventually the $60 investment won’t be worth it for the gold farmers.
That’s the point. The waves. Waves are simply wrong approach. They should ban them immediately they know it’s a bot. Marketing department can wait a month and release a huge news about banning thousands of bots or whatever but the action from Anet should be asap. But not asap as we all know but really fast.
I know that Anet is not going to provide information every day but I’m really frustrated about how long it takes to just ban account.
I know location and the name of the bot which is farming for a week or so without nearly any pause. Except of (I presume) selling the stuff and returning back to the farming location. I was able to broke the bot script a few times but it seems that they improved that script and now it’s impossible.
Point is that I made various test regarding credibility of that character before I reported that to Anet as botting. It includes letting the bot fall from the cliff, stuck it in terrain, checking aggro ranges and so on. It’s on 200% that’s real bot and no data mining is required. I simply do not understand why every case requires data mining.
As I understand that customer service requires much more money, I would strongly recommend to hire GMs (game masters) which may pop up immediately on reported place and observe the bot/s behavior. For example the bot I’m talking about can be clearly recognized from real player in 10 minutes maximum. GM can create some screenshots or video as a proof in case the player (bot) will complain.
“My” reported bot farmed (my guess) thousands but more likely 10k+ resources during these days. I’m counting that as average what I can get in one hour of farming. This is just ONE bot.
The bots ban simply can’t take so long and should be treated immediately (up to 3 days) but it requires personal experience from Anet representative as a proof for banning them. I understand that some cases might be hard to review but there are specific rules for each scripted bot such as:
1. “Aggro” range – the radius where the bot operates and reacts on mobs.
2. Path-finding – unnatural moving – returning to specific point even if it’s not necessary.
3. Collision treating – how the bot reacts if there is an obstacle.
4. Luring the bot to dangerous places with using bot aggro on monsters.
5. Warping – some bots may slightly warp when moving.
..and so on.
Also I reported bots which were members of the guild with normal names. So the bot does not usually mean character with the name “xyowujel” and without guild.
I’m player currently working on my legendary but with the bots situated in key locations it’s becoming extremely frustrating experience. I know I can do other things (and I do other things) but I need to return to specific places because it is necessary for my legendary “journey”.
Btw sorry, the other topic about bots was posted during the creation of this post. So it wasn’t intended to create multiple topics.
(edited by laibros.3490)
Well I personally dumped over 1000 (one thousand) rare axes and got nothing apart of many other exotics from the Mystic Forge. Legendary does offer a new skin, special weapon effects, no stat changes from exotics (but it will change because legendary will be on par with ascended weapons), medal and that’s it. However it definitely gives prestige to wearer because the effort required for getting one legendary is huge. But in general it’s mainly inner achievement for you. :-)
I’m pretty sure its 1 vicious fang, 5 crystalline dust, 250 large fangs, 5 philosopher’s stones.
No it’s not. It was 50 a few days ago. 250 pieces applies only for T5 dust.
To penatbater.4710:
You know, I bought the precursor after Ancient Karka event. I was just talking about better way how you can obtain it. I also put 1000+ axes before into forge and got nothing. Point is that the precursor journey should have been the first step (before anyone knew what other resources are needed) right at the start of GW2. But I’m still happy their working on it for a future.
The last statement does have its reason. You’re getting the large chunk of reward after you completed the small chunks. I was writing mainly about inner feeling you’re going forward and each block is "virtually"divided to small chunks with result of large chunk. However regarding precursor, icy runestones and lodestones I never had that feeling. Even if the mystic forge weapon sink would provide part of “Tooth of Frostfang” (as an example) it would be still better for me (together with the chance to get complete precursor). E.g. you have 1% chance to get piece of specific precursor. You need X precursor pieces and X pieces of X material for reforging this precursor. Anything would be better than abysmal chance for getting precursor from mystic forge or the same extremely small chance from monsters or chests.
Icy runestones and lodestones should have other places for obtaining them. If FotM does have higher chance for getting lodestones, other dungeon should be affected too but I’m not really sure it happened. We do not have any solid data.
I’m getting globs as you have written I was just pointing out that the amount is somehow weird or maybe unnecessary. The way for getting globs is fine for me.
Regarding complains. That’s the problem which cannot be solved. Never. However developer can do maximum possible for making the game without major problems. But it’s very hard and sometimes it takes time to find out that some design elements are crude and should be polished. :-)
(edited by laibros.3490)
Well, I’m slowly getting all resources I need for crafting my first legendary. The more I read these topics the more I agree with almost all Anet requirements set for crafting legendary weapon.
The issue what they need to fix is the rate for obtaining specific parts only. The question is what should be treated as component which needs some adjustment and what’s not necessary to change.
Obtaining T6 mats is quite easy because you can receive them in steady rate either with farming T6 only or farming T5 mats and use mystic forge. I know it costs skill points but honestly SP are so easily to get. You can also use your second, third..character for crafting (e.g. making clovers) and save SP on your main character. You have a lot of opportunities to get T6 materials.
Gifts from dungeons are probably the easiest way how to get necessary component for legendary. You need 500 badges and you can have 180 per day if you finish all three dailies. You can make all 500 in couple of days.
Gift of Battle is not that easy but still there is a steady rate for getting badges of honor even if you make jumping puzzles only and do not touch any part of WvWvW.
Lodestones – one of two major problems. You’re not getting them in steady rate because their drop rate is extremely low and so majority of people are quite frustrated because it does increase the need for pure gold farming what is very boring. So you can count 0-100+ gold extra per legendary. I know about cores and the mystic forge but the chances for getting cores are extremely low too. The dungeons should be the main place for getting them, e.g. HoTW for corrupted and so on. For example finishing HoTW gives you 50% to get 1 lodestone for each path in daily chest, so maximum is 3 per day. It is still 33 days minimum if I do not count the low drop chance from ordinary mobs. Players will feel that they’re receiving something for their effort. It increases also demand for other dungeons than FotM only in these days.
Icy Runestones – again major flaw in design. This is pure gold sink. You can’t get it either from clovers "craft"or drop from chests, bosses, events, etc. At least crafting Mystic Clovers could grand you Icy Runestone if you’re lucky as part of T6 resources. You can get obsidian shards during Mystic Clover crafting, why not Icy Runestones?
Precursor – problem with precursors was somehow temporarily addressed by Ancient Karka event. However having some kind of legendary travel for obtaining precursor is way to go because this is just a start. Start for another long journey. It’s pity it wasn’t introduced from the start.
Globs – well it’s controversy. I’m not sure why it was invented like this. 250 globs necessary for crafting Gift of Fortune but Mystic Clovers need globs too. Its very weird. Also the average amount of globs for getting 77 Mystic Clovers is I believe around 230..not sure now. It was written somewhere. So it is almost 500! globs (another 100g). I can understand 100 globs but another 250..very weird.
The time I’m frustrated is the time I’m stuck and not getting anywhere (even in very slow rate). If I know I can get X amount of any material per X hours/days I can simply plan the legendary journey. RNG is common factor in MMO’s but I would rather prefer clever RNG or RNG supported by guaranteed resources if I do XY content every hour/day/week whatever.
If Anet can address this issue the players won’t complain. It’s all about having a feeling that I move forward and not staying on the same place for too long.
Btw. I do agree that getting legendary should take very long time but it’s better to have the journey divided to thousands of small parts (“rewards”) rather than having huge gaps in some cases on your path. I believe that these gaps are source of all complains.
(edited by laibros.3490)
Everything is nice but no word about corrupted lodestones. Their drop rate wasn’t increased at all. I have like 6 from thousands of monsters and it includes all known locations in Frostsound Gorge like Claw of Jormag event, HoTW and so on. The amount on TP is more or less the same. Price is always slightly over 1g.
Problem with lodestones is quite different. Some of them are I would say easier to get and some are extremely rare like corrupted lodestones. There should be at least some kind of balance. For example me. I got 2 corrupted lodestones from like 500 icebrood colossus elementals and I have 150+ MF.
Honestly it looks more like a bug than expected drop rate. I might be extremely unlucky but anyway there are thousands of other resources and this one is just one of many.
What I would like to hear from Anet is to check if the drop rates are as intended because this really does not look natural. If I would have one lodestone per hour its still 100 hours of farming and as you all know, lodestones are just small part of long journey leading to legendary weapon.
Also I would expect that e.g. in HoTW where it’s all about “corrupted” the drop rate will be significantly higher but I got one lodestone only. So I’m now only with 4 (got one from Claw of Jormag event) lodestones in total which is quite frustrating result.
(edited by laibros.3490)