Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
I already answered you about making raw gold from :
Random piece of equipment of at least Masterwork rarity.
Random piece of equipment of at least Fine rarity.Let’s do a game,tonight i will go for a run of 50 chests and tell u how much raw gold i make from selling all the crap to merchant.
About the gold and kit i had to post it to stop you from being such a kitten
DONE,OPENED 45 CHESTS (9 MAPS) AND GOT AROUND 4.5G SELLING GREEN AND BLUE TO MERCHANT BUT I GUESS I’M THE ONLY ONE THAT DOES THIS INSTEAD OF SALVAGING THEM IN MATS RIGHT?
so basically let’s say i’m just the 10% of people doing this through multiloot,need to make 10 runs to get 4g and 5 runs to make 2g.there u are ur raw gold.
I don’t believe you , 4,5 gold by selling Blue , Green items to merchant from 45 Grand Exalted Chest . Let’s do the math : Blue item sell for few coin , Green sell for 1,5 Silver each ( average ) but let’s just say that you alway get green item when open chest . You must have :
4.5 / 0.015 = 300 ( Green Items ) .
So if i count blue item , The number will be above 300 because i don’t have data of blue , green drop . I think you must have 350 items including green and blue to get 4.5 gold from merchant .
DOES ANYONES HERE BELIEVE THAT HE GETS 300 GREEN ITEMS FROM 45 GRAND EXALTED CHEST ?
YOU’RE A LIAR BRO .Wait,i said 4.5g from everything i sold to merchant which includes everything except rares which i turned into ectos,big help was given from the bags and meta event.
I srsly we missing the point here,everyone is sharing opinions and fact not calling someone else liar because cant admit this farm is wrong,unlegit and for noobs that have no idea how to make gold using 10% of the brain they got.no wonder why people keep farm this,because its easy and requires 0 effort.
Wanna know why im so disgusted,because i used my brain and my sweat to make gold and the fact that 80% of players make their legendaries (an item that shoild be accessible only to the few that worked for it and DESERVED it)totally disappoints me,not counting the fact that every hour the whole community disappers because pressing F and make gold is the reason of playing gw2.
Abml is wrong but thats just my opinion
the tl;dr version:
QQ my gold doesn’t feel worth as much anymore. pls nerf so I can feel rich again.
Bro listen…a lot of players carry with them merchant express which is more likely seen at the endchest in every ABML,do you know what it means?it means that tons of players sell green/blue and white right to the merchant for RAW gold(like sw cf),and nope,green items are not just 1 silver very often they’re a little bit less than the price on TP so it’s around 1.6×.
Ps: I have copper fed salvage kit along with 13k gold cash in my wallet but yeah,thanks for your advice.and for your info i’ve done ab like 10 times in a life,stopped right after realizing it’s broken and totally unlegit.Who care if you have 13k gold , and a copper salvage kit ? Doing AB 10 times in a life and still worry about RAW GOLD in AB/ML . You must be very good at school bro .
Now , i’m the one who doing homework so answer my question : How can you create more than 2.25 RAW GOLD for me from 50 Grand Exalted Chest ?
Answer it or correct me if i’m wrong and we’ll continous discuss .I already answered you about making raw gold from :
Random piece of equipment of at least Masterwork rarity.
Random piece of equipment of at least Fine rarity.Let’s do a game,tonight i will go for a run of 50 chests and tell u how much raw gold i make from selling all the crap to merchant.
About the gold and kit i had to post it to stop you from being such a kitten
Done,opened 45 chests (9 maps) and got around 4.5g selling green and blue to merchant but i guess i’m the only one that does this instead of salvaging them in mats right?
so basically let’s say i’m just the 10% of people doing this through multiloot,need to make 10 runs to get 4g and 5 runs to make 2g.there u are ur raw gold.
The mats from salvage would be worth more than the vendor price.
To be blunt: only a minority, who have no grasp of value would vendor these items over salvage.
there is no single class that can use 20 weapon types so thats a waste of space. just keep 2 or 3 you use the most.
8 bags is plenty. figure out how to manage your inventory
different sigils?
different utility on weapons in different content?
I carry a lot more than the weapons I use at a single point in time. Probably not 20.. but easily fill a 20, sometimes 40 slots of invisible bag with spare gear.
More, smaller “worlds”, which would of course be easier with matchmaking.
Problems are heavily stacked servers.. what incentives would there be to destack from servers like BG?
I don’t honestly trust anets legendary matchmaking skills atm either.
add the complexity of how much time people spend actively playing wvw and it may not end well.
I suppose it’s flexible, but how many factions would you suggest? 3/6/9/12?
Certainly one of the better proposal’ I’ve seen though.
I’ve suggested that you cap existing servers like the battle group suggestion and keep them locked, no matter what, with spaces only opening through attrition.
Overcrowded existing servers would evict accounts based on seniority, until parity is reached.
The alliance system locks people into a group for 14 weeks. You don’t think that will annoy people?
Couple that with a doubling transfer cost each time you jump, and I think you’d begin to see stability, cater to ALL players who all paid the same cost of the game, and keep everyone happy, rather than the select few who have clearly outlined their agenda in the past couple of pages of this thread.
Most games are scrambling to create community, because they know that equates to player attachment and longevity of the game.
Blow that up and it will be a steady slip into obscurity.
If they are going to keep the current system then I actually agree they need to make changes something along these lines. However in a broad sense IMO this will lead to the mode continuing to stagnate, plus it doesn’t really fix the issues of population disparity. There’s real no incentive for player engagement so the player base will continue to decline. It will become more and more casual, which probably means less headaches for anet it must be said.
Wanted to highlight this post. It is a good prediction of the direction of WvW.
Basically we’re moving toward EotM mode. And the more I think about it, I think that is what the developers wanted or had in mind from the start of WvW. I honestly can’t see a single way to make the current WvW design competitive in any fashion. So the question becomes:
“What is WvW supposed to be?”
It’s funny you say that.
My trail of thought earlier in the thread led me to this thought:
“So it ends up as eotm matchmaking, with week or league long scoring.. HA, I can see that going over well..”
But at the time it sounded a little too aggressive and.. snidey so I cut it from the post.
It does however seem like factions may be worth considering still.
Balancing with something along the lines of alliance battles in gw1.. A server wins too much, map changes to favor the teams getting whipped.
DBL shrine buffs could be used in such a way ( losing team gets the buffs if they hold the keep, winning teams can’t get them at all. For the extreme case. while neutral/evenly scored/matched functions as they do currently).
Could also be: severely losing faction has objectives start at t2 or even t3. Then the map doesn’t actually need to be swapped out.
Heck, this could even be used in some kind of “comeback” system to give losing servers a chance to turn a match around?
If rumours involving elona are even remotely credible.. We could go through arah.
At which point Taimi’s gear could be used to create a new city zone.
Wouldn’t need to touch the old zones.
I think its a far-fetched idea at the moment, but I’m not willing to move anything off the quaggan table.
a full compliment of tomes ( that work similarly to engi kits) for the elite spec would be nice tbh.
Also gives anet a way to make a guard heal-spec.
a heal/clense tome
a support/buff tome
A dps oriented tome ( be it condi, power, or one for each)
a CC oriented tome?
the argument that people who dont do wont make the same gold is not a valid argument. no one has ever made insane profit from a majority of the maps. there is always 1 or 2 farm maps. nerf ab you will still have a farm map everyone will go there nothing will change.
I suspect this is why anet hasn’t changed anything yet tbh.
Coupled with if you take away the farm spots – what do the people who enjoy it do? find another spot, or quit?
Ultimately, nerfing changes very little. While potentially having negative effects. I’m pretty sure anet is already aware of this.
The purpose of repping beyond with guild tag you display was removed for good reasons.
Readding a reason to require repping is just.. urgh.
Definitely don’t want anything to justify rep requirements again.
edit: the reduced WP incentive is nice. It benefits the individual, but doesn’t add incentive for rep requirements. More things like that would be awesome. – most of those got turned into tavern potions though – which easy access to is still decent incentive imo.
(edited by Artemis Thuras.8795)
fire/air/arcane/tempest?
strength, tactics, berserker AND arms?
hahaha. The balance devs would be cringing in their graves.
The solution to the free account problem would be to not link low servers with high servers – but I haven’t had a look at NA lately, so no idea whats going on over there.
The base problem still is bigger = better.
How does that relate to the context of battle groups with a proposed 1000 player account cap?
Who will “lead” these battle groups?
That just means tonnes of work to keep purging random troll f2p accounts that keep filling up my
alliancebattle group.How does one then stay with their community? They would be forced to join a battle group or risk changing
communityrandom players every season?You have a lot of very good questions, all of which need answers. For the three quoted above I can see possible solutions.
Leadership of battlegroups:
Leadership of Battlegroups could be left to the commander tags we have in place. With random placement of players and guilds into battlegroups, it will be up to those leaders to rally the players they are given.
And I would propose that nobody can be kicked by any other player. Let the system kick players for inactivity perhaps, but it would have to require not logging in for a significant portion of the match.
F2P account trolls:
Don’t allow them. Only allow people who have bought the expansion(s) to play. In fact, I would suggest that if they do introduce this system or one like it that they wait until the next expansion.
Community
The new battlegroups could be called by the Server Names we have in place. Placement into those battelgroups could be given preference to players that have been on their servers the longest. Your spot could be “saved” for a certain amount of days before opening up to be filled by someone newer to the server or randomly placed by the system.
I can see an option after you click to join a battegroup that asks if you want to be placed into your server’s battlegroup or randomly amongst the others.
.
Would rather they fix the server system we have by forcing server balance (forcibly destack BlobGate), and killing blob warfare. But if they did decide to go the battlegroup route, I think it is workable. It could even be fun if done right.
By who will lead, I do not mean who will command.
I mean who will take care of the admin, who will have the powers to kick/invite to a battle group?
You can’t simply say: WvW is now for people with the xpac only.
Remember the backlash when it came out about features previously available now locked behind the xpac paywall? You want that all over again? PR suicide.
Will that reservation be there for every single time they reset the matchmaking?
How will that work with multiple battle groups allied up? How will that work with attempting to create fare matches? Assume every player is worth the same regardless of time/effort put into wvw?
(hit the character cap.. phooey)
This both balances population and makes it stable.
It allows you to form inter-guild groups with your friends and allies so that you are guaranteed to be on a team with that group. How is this wrong?
It’s not. But it’s also not really offering anything beyond what people can do now. This is where having 5 guild slots comes in. People form their own inter-guild relations. Without a guild leader telling them who to play with.
I don’t understand this issue people have with being kicked. If you don’t want to be kicked, form your own group or don’t join a group. In either case you will be matched with some server during matchmaking if you want to participate in WvW.
Politics.
Drama.
Casual play.
Time constraints & real world commitments.
Not being told they must raid at a certain time or be kicked from the guild/battle group. This has nothing to do with being “like-minded”. I’ve seen people get kicked for having commitments. I’ve even heard of an officer kicking a guild’s entire different timezone. Even kicked simply because someone “higher up” didn’t get what they wanted. The population cap and the direct control will simply encourage kicking, to fit more hardcore, more active players.
WvW is full of “pugs”. People who don’t want to be in a rigid schedule for wvw. But still enjoy integrating with a group when they get online.
I think some of you missed the part where individuals and unallied guilds would still be matched to a server with the battlegroups. No one is being left out. No one will be forced to be subjugated to some guild or battlegroup.
So where do I end up?
(1)With my unallied guild?
(2)With my guild in a battle group? ( that guild is in a BG, am I automatically in that BG?)
(3)With my bank guild That I was repping at the time of the reset & matchmaking?
(4)With that raiding & fractal guild I might’ve joined for an extra lfg rosta?
(5)The other WvW guild that runs on a different timezone, who may or may not end up on the same “server” post matchmaking?
It’s not about being left out of WvW. It’s about being moved aside from the group ( however large, however flexible) one enjoys wvw with.
I still don’t see any meaningful difference between guilds and battle groups, besides the population cap.
With the added function of guilds are dropped onto a server, with other guilds and players. Essentially just removing the player choice of which server they are on.
At which point it may as well just be X number of factions. With something in place to prioritize putting people in the same guilds together. Essentially something like the megaserver algorithm, but set at the weekly, or seasonal reset.
Battlegrounds take the worst exclusionary and “play my way or gtfo” aspects of guild/server leadership and make it a mandatory part of the WvW experience. I’m not surprised at its proponents. They are the people whose personal influence will be increased if the system is implemented.
I dont see battlegroups making anything more exclusive or more inclusive. That is human nature and any system that allows even a little self-organization will result in players expressing their preferences to play with one group vs another.
Battlegroups do balance the population. Why wouldn’t you want any system that balances the population given that imbalances in population is the most destructive part of the game mode.
And battlegroups may possibly weaken the position of server leadership since recruiting and influence will likely be locked to the battlegroups and not the servers. This isn’t likely to bother anyone except for those few players that have manage to position themselves as kings/queens of the servers. Reducing the scale of the organizations naturally reduces the influence of those players.
Simple: You can’t be kicked by another player from the server. Only anet can force you to leave a map ( which they are unlikely to do, unless they are banning you..).
A battle group is simply a guild by another name, with a larger cap. Along with all the current drama and politics that may come with it ( such as, “raid at this time or get kicked from the guild”).
However the “relinking” we currently have for worlds would be more like: world 1 : battle group 1 + 2 + random pugs number 1-100.
Effectively replacing “server” with “guildbattle group”
and replacing “world 1 (+ world 9)” with faction 1.I see lots of problems and issues to fix, but no meaningful benefit of the proposal.
It fixes the most important thing, population balance.
BG1: 1000 players, play 1 hour per week.
BG 2: 100 players, each play 6 hours per week.
BG 1 gets an extra 5000 players who all play 1 hour per week.
So both “servers” play combined 6k hours in a week.
BG 1 suddenly plays 10 hours per week.
Alternatively, BG 1 and BG 2 are deemed “equal” but coverage and player time spent means BG 1 QQ’s that they are heavily outnumbered.
It solves nothing of population imbalance.
My understanding is that Anet would be matchmaking battlegroups, guilds and individuals to create a server population. During the match, no one can be removed from the “server.”
Between matches an individual would be dust in the wind. unable to control whom they are matched with next round. That means an individual is required to join the guild/battle group to ensure they are teamed with people they wish to wvw with.
This forces people to deal with drama and politics within a guild & battle group.
This is also an issue for those complaining of strategies getting leaked.
Battlegrounds take the worst exclusionary and “play my way or gtfo” aspects of guild/server leadership and make it a mandatory part of the WvW experience. I’m not surprised at its proponents. They are the people whose personal influence will be increased if the system is implemented.
I dont see battlegroups making anything more exclusive or more inclusive. That is human nature and any system that allows even a little self-organization will result in players expressing their preferences to play with one group vs another.
Battlegroups do balance the population. Why wouldn’t you want any system that balances the population given that imbalances in population is the most destructive part of the game mode.
And battlegroups may possibly weaken the position of server leadership since recruiting and influence will likely be locked to the battlegroups and not the servers. This isn’t likely to bother anyone except for those few players that have manage to position themselves as kings/queens of the servers. Reducing the scale of the organizations naturally reduces the influence of those players.
Simple: You can’t be kicked by another player from the server. Only anet can force you to leave a map ( which they are unlikely to do, unless they are banning you..).
A battle group is simply a guild by another name, with a larger cap. Along with all the current drama and politics that may come with it ( such as, “raid at this time or get kicked from the guild”).
However the “relinking” we currently have for worlds would be more like: world 1 : battle group 1 + 2 + random pugs number 1-100.
Effectively replacing “server” with “guild battle group”
and replacing “world 1 (+ world 9)” with faction 1.
I see lots of problems and issues to fix, but no meaningful benefit of the proposal.
(edited by Artemis Thuras.8795)
How does a battle group include me, a player without a dedicated wvw guild, but enjoys dropping in from time to time?
You can join a battlegroup as a singular person. There would still be a server as well. Thus if the season hasn’t started you could transfer to where you want to play just the same. Someone can kick you out a battlegroup just like they can kick you out a guild. That doesn’t mean they can kick you off a server. The leak says there is a time period for formation inbetween seasons. This is the time to move as a individual or guild. I wouldn’t be able to talk in depth about the match making system because the leak doesn’t have the entire system detailed.
What you’re describing also sounds a similar to alliances in gw1.
However it sounds a lot like a “world” ( in the current meaning of the word world) would be made up of battle groups, who you’re teamed with decided by anet. A lot like world linking currently.
So a battle group sounds like a server – before its linked.
So as a player without a wvw guild.. I could end up anywhere – with battle groups made of guilds who have barely any interest in wvw, so I end up with dead maps?
Do I have to join a guild to be in a battle group at all?as a player without a guild, you can still join a battlegroup. As a player without a guild or battlegroup you can still join a server during the formation period.
Battlegroups would be much like Alliances in GW1 except, Arena Net would be using the various layers of the community to depict match making for balanced match ups. Right now Arena Net uses an equation based solely off server population for server links, locks and balance. Doing it this way leads to issues, and improper balance. Taking it down to a battlegroup level allows for more flexibly in match making and balance in general.
It’s really hard to guess what it would be like especially with so little information. I am also curious on the procedure to match make because that makes or breaks Battlegroups. The original idea was to not split communities which it seems it wouldn’t.
“• We will have a system to populate worlds automatically with battlegroups, guild and non-guilded players.”
“You will be able to switch battlegroups at any time but it won’t affect which world you are on until the next season for scoring purposes.”
“• The system opens the door for some type of matchmaking (guild activity levels, when they are most active) in order to better distribute people and define metrics about what kind of things guilds like to do. The ultimate goal of the system is to generate great matches.”
So by analyzing guilds and their battlegroups Arena Net would then be able to better place them and the community alike. Right now, they can’t do that with server links. Thus, each time they rematch us, they cause huge waves of transfers. Battlegroups would keep these communities together when a shuffle happens.
So who can kick me from a battle group?
Would I be moving as a person or guild to another server? to another battle group?
Who will “lead” these battle groups?
This sounds EXACTLY like gw1 alliances.
Just with a person cap rather than a number of guilds cap.
Where someone has to be designated leader.
How can one join any battle group if they can also be kicked?
That just means tonnes of work to keep purging random troll f2p accounts that keep filling up my alliance battle group.
So how does one join a server if they will be populated by battle groups + those not in battle groups via some matchmaking?
Can I be shuffled onto any random server as an individual without a battle group at the start of a season? How can the proposed system possibly work if it doesn’t potentially move me?
How does one then stay with their community? They would be forced to join a battle group or risk changing community random players every season?
If an individual can pick their server regardless of battle group membership, how does this solve anything?
What if one of my guilds joins a battle group – but they aren’t my wvw guild?
Which guilds battle group am I in? Will I be required to pay gems because the matchmaking didn’t put me with the “correct” guild/battlegroup/server?
Do battle groups then have to be totally independent of guilds?
So battle group === 1000 person cap guild by another name..?
Only the guilds battle groups can be dropped onto a server at random at the beginning of each season server linking.
What does this do, that is not currently fulfilled by guilds?
How does an individual not wanting to join a wvw dedicated guild, not get swept around like dust in the wind?
kittens?
5 <kitteny filter> hits?
If that has filtered.. might want to edit your post..
edit: it filters it.
You still haven’t outlined how it won’t be gamed.
Like a big guild group decides to push out another guild because they got in a fight by hyper recruiting and making sure all their players stay on map and fill those spots in your selected 1,000 player example cap.
And how does the battle group decide priority of placement? Is it random and first-come, first-served, like existing servers (and if that’s the case why change it)? Or will it give preference to the biggest guild in the battle group and get them “priority seating” on map?
Also, why can’t some of the principles you’ve stated as a benefit to the battle group simply be applied to the existing server set up and keep everyone happy?
As well, what happens to people who don’t want the big map blobs? We’ve heard a lot from them lately, and it seems they’re being ignored with a plan like this.
Again, the battlegroups, while ideal for GvG groups, and guilds in particular, does nothing for everyone else.
And I’d love to see the percentages of players in those guild groups vs smaller guilds/solo that actively play this game.
Don’t cater to a select few.
Include everyone.
Build community.
That’s what keeps a game going.
The 1000 person cap isn’t a map cap or world cap. It’s a cap on the battlegroup that similar to a guild cap. This is what you’re not understanding. 1 single guild can’t make up a battlegroup because a guild takes up slots up to 500, which means to fully fill an alliance with the biggest of guilds would require 2 guilds of 500 player each. If you have a battlegroup like this, it would probably still be playing with other guilds and players on a world. This battlegroup would be at a disadvantage simply do to management. In fact, their micromanagement would have to cover multiple timezones and is not feasible by any means.
Coming from someone who has played the higher tiers, I can’t name a guild that can fit this mold.
When you create a battlegroup you don’t have to breach even half the size off 1000 players because it will match you up with like minded players to create a balanced world. This is already similar to how its done with server links, but instead it’s looking deeper to analyze the community.
You can not gain the system because it locks all words during the 10 to 14 week season that would happen more frequently. Thus, you can’t move to sway battles in your light and you can’t decide the battle before it starts because you don’t know the match to be made.
You can make a battlegroup with all smaller havoc casual guilds and it would be match made just the same.
I think Battlegroups include everyone fairly.
How does a battle group include me, a player without a dedicated wvw guild, but enjoys dropping in from time to time?
It seems like I can be pushed out of a battle group if a guild recruits.
What you’re describing also sounds a similar to alliances in gw1.
However it sounds a lot like a “world” ( in the current meaning of the word world) would be made up of battle groups, who you’re teamed with decided by anet. A lot like world linking currently.
So a battle group sounds like a server – before its linked.
So as a player without a wvw guild.. I could end up anywhere – with battle groups made of guilds who have barely any interest in wvw, so I end up with dead maps?
Do I have to join a guild to be in a battle group at all?
Keep in mind that when the price of ecto was getting lower and lower they added salvaging for dust to increase their value. Ectos need to be more expensive because Anet wants them to be more expensive, the question is what’s the best way to stop their price drop.
From the June 2013 patch notes:
“Globs of ectoplasm can now be salvaged into Piles of Crystalline Dust. This change should help Globs of Ectoplasm maintain a strong value in the economy and lower the cost of Crystalline Dust.”
I remember crystalline dust being similar, or more expensive than ecto back then though.
That was probably more to do with the price of dust than the price of ectos.
Imagine this scenario: a warrior and an ele go downed near each other at the same time. Ele goes into vapor form and escapes. Warrior then CCs his avenger, but gets immediately stomped by ele’s avenger that wasn’t CCed.
Before the patch, when vapor form spawned a new avenger, I managed to get two teammates stomped in my place a few times
I wish I’d thought to try this. Unfortunately the people I usually do fotm with don’t down often enough for me to get 2 at the same time..
You could have avoided the whole situation.
Ok. Noted. But again, you are preaching to the choir.
Knowing that the oakheart has a KD and choosing to stay and continue to res was your first mistake,
I never said I didn’t know that the oakheart has a knock down. It’s plain obvious that it does. Don’t put words in my mouth.
You might want to reread what they said.
not identifying that Bloom was within leaping distance to the downed player was your second,
Another assumption. Can you actually go on the information I gave you, not other BS that I never said and is just you trying to take the kitten? And even if he is in leaping distance that doesn’t mean he will in fact leap.
what was assumed here? That you actually know when bloomy was in range? Didn’t you assert that you know the fight?
Or were you simply not paying attention and the assumption is you even knew where bloom is?
not knowing who the oakheart and bloom had aggro on was your third.
Another assumption. I never said this.
But you know the fight don’t you?
If you had the aggro, you should have kited the mobs away from the downed person and not gone for the res.
Which I didn’t. Or did you miss the part about it being totally unexpected? Did you even read my post? Seems like you are just here to put words in my mouth and tell me things I’ve already figured out, way before you came along.
Ah, so you weren’t paying attention at all. Otherwise you would be aware that you are in range of bloom.Thanks for clarifying that.
If someone else had aggro, then you should have told them to get away from the vicinity while you rubbed the down person.
….Do you even play t4? No seriously. Bloom can change aggro at anytime. It’s not purely based on “who is closest”. But if you have actually done t4 swamp and still don’t know this. Stop trying to use it in an argument, because you are clearly speaking from ignorance. I wouldn’t have ressed the person if bloom was in the vicinity. But of course, YOU, are the only person that could possibly think of that.
kitten right off.
That might hold some weight, if it were not preceded by your other comments.
Shouldn’t have to mention all this to someone who “pugged their way to 100 and got their legendary fractal backpiece all on their own”.
You didn’t. You came here and responded days after this was even posted. on top of that you have the audacity to accuse me of things that you can’t possibly know. Your post was useless.
This comment would also be fine.. were it not for the incredible hypocrisy you have demonstrated.
You might find you are better received with a little less ego in your posts.
It seems like it might be a good idea to shift the chak gerent prep 5 minutes later, and shift auric to 10 minutes later.
So the bosses don’t overlap.
It means DS starts during the AB reset – but that shouldn’t be much of a problem.
I suspect being able to chain VB -> TD -> AB ( rather than the times overlapping) might help with those maps being better populated. Resulting in higher success rates and higher populations in those maps.
Just a thought. Seems like a good idea to me.
Llamadary weapons and armour?
Zerk.. If you really need to grab extra defence, keep some toughness/vit food on standby. Much cheaper and easier to change which food you have active.. without cutting your own hamstring.
Isn’t it just limited to the craftable insignia stats?
edit: not the hot stats.
It’s partly because the vast majority of pugs will probably take 6 months to realise the toughness scaling is gone. – in my experience pugs take 6 months to pick up on meta changing patches like that.
Also because necro is almost entirely brain dead easy to play.
“meta” doesn’t have to mean fastest clear comp. Easiest clear will always be commonplace in pugs.
Would make the fresh air part of fresh air tempest kind of pointless.
weapon swap are a big part of many builds.
Would also mean rework of sigils like geomancy
Geo sigil has a 9s icd. This is regardless of weapon swap ( still only procs max 1/9s on an engi with toolkits for example).
Not saying I support the idea – just that the sigil point is moot.
An interesting idea.
I’m no economist so I can’t predict the effects it may have. However it’s certainly one of the better ideas I’ve heard regarding minor runes and being able to swap them around.
Would you suggest letting a player use them like a perfect salvage kit ( upgrade extractor in gw2)?
Seems like that would be easier for anet and simpler for players to understand than “it adds an extra option to the upgrade dialog”
15 badges for a food that costs over 50s is gonna mess with the economy. Just saying.
Idk, I see this stepping on the level 80 food and utility market too much. However, I would be down with being able to purchase any recipe in the game with badges.
There is no reason for WvW players to make gold transfers to PvE farmers. Make the provisioner sold consumables work in WvW only. Problem solved.
Ya I’m inclined to support this. The fact they have been making so much money off us to date though, means they get a say in this. Its unfortunate but thats how it works lol. Its like some1 building a factory on land that was never theirs to begin with. If its been operating for 25 years you can’t just order it shut down immediately. They have a claim to the land from occupation and productive usage of it.
Most of the food even the lvl 80 stuff is vastly under 50s..
To the point you’d be an idiot not to just convert to a badge of tribute and sell it → buy food in many cases. It’s mostly about convenience of getting it in the middle of a map when you forgot/ran out of food. Some foods being slightly “cheaper” isn’t a big problem, this is already the case with some of the lvl 70 foods.
So people bandwagon to unlock the skin/weapon type they want?
I predict “QQ server X is full, I want my Y weapon” threads if this gets the green light.
I wonder how all those whiners are actually playing fractals. Blindfolded with one hand tied behind their back (or to something else that’s not mouse and keyboard)? Bloomy does not require anything but a minimal amount of attention. His deadly attacks have clear and rather long windup times, so you can usually simply walk out. If dodges are needed, you have plenty due to the wisp regeneration buff. Trash in the onslaught phase dies from a few autoattacks.
So wtf is supposed to be difficult about swampland? Paying a little bit of attention for a few minutes? Very demanding …
I’ll answer that. My necro has 32k hp, and bloomhunger was still able to oneshot me in scale 89. And it does a lot of 24k+ hits. Which I think is complete BS.
My problem isnt his mechanics. Those are easy. My problem is that even with a tanky build his numbers are way too overtuned. But perhaps its my fault for not kicking the garbage condi necro’s that were in squad. Who knows.
>the mechanics are easy
>I die to him with a 32k necro who also has access to shroudpal, the problem is you, not the fight. Get better at the game and learn to use the dodge button at the right time. Bloomhunger got even easier with the removal of lethargic as you have normal endurance regen everywhere now and double that inside the wisp fields. That’s before anything else such as vigor you might get from whatever sources.
Can’t dodge while I’m knocked down. Can’t use shroud if you get one shot. Endurance regen isn’t even a factor for something you couldn’t dodge.
Did you even read my post? 32k hp in ONE hit. That’s a bit much don’t you think?
But ofc all the idiots will say “just learn to dodge”, or “you have shroud”, as if i dont already kittening know that.
Dodge the knockdown. Simples.
Maybe they could make it so you can only buy one ascended item from the vendor per week – that way it would work in effect more like the raid vendor does where its just a slow small drip of ascendeds that can supplement crafting (or, replace crafting if you are very patient). Relics need a long term sink beyond the one off purchases of the infinite pots, and a daily/weekly gated vendor could provide that without fractal vets totally crashing the market.
Don’t the time gated journal pages basically already do that? Though It’s more than a week for most pieces isn’t (stupid censor) it?
Ok, I originally had 50 badges in mind for toxic crystals – but reduced it to 30. I had it in my head they were cheaper than they are.
Could easily make them 50 or 60 badges.
Something to keep in mind here: there is only a very small selection of foods that would be “cheaper” to buy from the provisioner ( vs turning them into badges of tribute and buying/crafting the food). A Lot of foods you would be able to buy far more with the silver from selling a single badge of tribute.
I agree with archon – account bound, and usable anywhere. Using a small number of proofs of heroics is an interesting idea.
Say 30-50 badges + 1-3 proofs of heroics for a single toxic/bountiful utility? That sounds roughly fair to me.
The “normal” kind of food/utility should probably not have a proof of heroics cost associated with them imo – just badges. Though perhaps 20-25 may be more reasonable than 15 badges.
Foods like plate of mussels gnashblade might well be justified in having a proof of heroic cost too. ( say 25 badges + 1 proof?)
Maybe a couple of tabs, one for “standard lvl 80” consumables, and one for the “high-end” ones which also have some proofs as part of the cost.
im curious whats going to happen to people who dont have any of the seasons and have no way to get the new stat selection . which would make other players more powerful than them
anet: 200 gems per episode please.
What do people think of a price list along the lines of:
lvl 80 food: 15 badges
lvl 80 utility ( standard stones/crystals/oil) 15 badges.
crafting recipe foods like to nopal recipes: 30 badges
toxic tuning crystals: 30 badges.
bountiful sharpening stones: 30 badges
All none-tradable like the existing lvl 70 options
Keeping in mind 30 badges easily translates to over 30 silver atm
https://wiki.guildwars2.com/wiki/Badge_of_Tribute
edit: a lvl 70 version of these would be really nice too..
https://wiki.guildwars2.com/wiki/Food#Damage_Reduction
(edited by Artemis Thuras.8795)
VP subtraction would be very interesting. The last skirmish potentially holding heavy weight in theory means they (Skirmishes) should still matter late in the week ( one could gain a lead of say 5-6 points) giving them a buffer to secure their win.. But they have to keep holding it.
I would be interesting to see how +x/0/-y (x,y being arbitrary numbers, maybe the same), or +2/ -1/-1 would work out too.
edit: nothing to stop a server starting on say 10 VP at the beginning of the week, so initially losing has some impact also.
While it may not alter the outcome, it may make later in the week not feel like “the match is won/lost, no point playing/trying”. That should be a good thing.
It also may be worth thinking about Saturday resets again too if the last few hours can sway a match.
This coupled with per skirmish rewards, and the 1up/1down could be interesting.
I know I’ve already posted this elsewhere but its nice to have thoughts in one place..
monthly re-linking, with a placement reward for the month would also be quite interesting. ( participation used to calculate number of shares /player, world placement determines the treasure chest being shared).
(edited by Artemis Thuras.8795)
I kinda like the 1up, 1 down purely from the perspective of matchups should change every week without fail.
Higher frequency of relinking is probably better too.
It is tricky with bandwagoning & merges is just a temporary fix if population bleeds out further.
I’d say matchups/links, then put rewards on skirmishes personally.
Heck, I think a placement reward at the end of a 4 week block would be reasonable then ( maybe track participation over the four weeks?)
I was toying with an idea along the lines of participation used as “shares” and the “treasure chest” is determined by placement.
I wonder how all those whiners are actually playing fractals. Blindfolded with one hand tied behind their back (or to something else that’s not mouse and keyboard)? Bloomy does not require anything but a minimal amount of attention. His deadly attacks have clear and rather long windup times, so you can usually simply walk out. If dodges are needed, you have plenty due to the wisp regeneration buff. Trash in the onslaught phase dies from a few autoattacks.
So wtf is supposed to be difficult about swampland? Paying a little bit of attention for a few minutes? Very demanding …
They are watching netflix on their main monitor.
The rewards in dungeons are honestly not particularly worse than pre hot. At least once you factor in turning tokens into ectos.
They are also amazingly fast, even with the lower quality pugs ( which in my recent experience is a lot better than it was a few months ago ) thanks to elite specs.
I do tend to end up playing ps war though. The pugs do seem to have no clue about how boons & buffs work.
good ol’ pug roulette.
the reason it exists on accessories is simple.
Berserker trinket, with Valkyrie jewel.
armour and weapons can do this too. You just can’t also use a rune.
So your proposal is have WvW players spend a boatload of money on gems?
How much did anet pay you to make this post?
Purchase asc armor & weapon boxes for x relics / y pristine relics?
I swear this used to be in the f11 options somewhere…
The dwarves, being turned to stone..
Primordus may have corrupted them and turned them into minions.
So when we get to it.. we may have dwarves as well as destroyers to fight..
Considering how frequently anet can pump out black lion ticket skins – a new weapon set for a new dungeon seems like a very lazy argument.
If all new fractals are going to be recycled old fractals – sure terrain isn’t something they need to make much of either.
How well do we think continued cut&paste terrain is going to go over really?
Personally I’d have been in support of “HoT dungeons” being on par with raid difficulty – with the same kind of mechanics. Albeit with dungeon setting ( 5-man, party based, daily reset etc).
Along with this it could easily also offer ascended gear for tokens – thus new armor skins aren’t needed at all.
One could easily extend it to being able to swap for example – auric basin dungeon currency to aurilium. Or even directly offer auric weapons for x tokens.
Obviously that ship has already sailed for HoT. I sincerely hope Anet learns their lesson for xpac 2. I’m not holding out any hope at the moment however.
150 shards: weekly.
individual boss chests: daily.
Possibly with added: can open wing to any boss^. Since they would reset daily now and it would make getting to sab/matt/xera much more difficult for many.
^Requires clear up to that boss at least once to open?
Sadly I still see requiring to find 9 other players the biggest problem with raiding, not the loot. This would alleviate some problems, for a while but risks burnout much faster.
So a friend and I were talking about Legendary armor and we found it hilarious how it really wont make a difference. You can’t really change your build. Yeah you change your armor from berserker to viper but then you’d have to change your trinkets, accessories and amulet to viper as well. But even then, you’d also have the issue of runes. What, you gonna run scholar runes on your viper armor? Yeah…no. So unless they inroduce legendary trinkets, accessories, and amulets as well as legendary runes, legendary armor will just be for style. Ha fashion wars.
The one thing I get from this..
legendary runes > legendary armor.
Hardest part(only hard part imo) of raids:
Getting everyone online at the same time.
Which has nothing to do with the content, and everything to do with being raids and not dungeons ( which don’t have to be faceroll contrary to some beliefs).
+1 for hexes.
chances are they’ll be skills for an elite spec though.
limiting them to marks seems meh.
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