Would you mind telling us what happened in the other seven parts of Season 2? Maybe then I’ll understand what you are trying to say…
If you wanna be the very best, maybe you should go and check out Pokémon.
Aetherblade armor is not hidden. The wiki has a list of the hidden ones, mostly old skins (like sunglasses, bunny ears) or ones currently unavailable (green quaggan back, moto back, etc)
Okay, I just found the Aetherblade Armor skins. I did not find them because of the buggy German client (in German they are called ‘Ätherklingen’ and for some reason the wardrobe’s search function is case sensitive only for Ä, Ö and Ü, but not for any other letter).
The list of hidden skins is really useful, thanks a lot!
Not a bug. Several gem store skins are flagged as HideUntilUnlock.
I never noticed, but I just checked all the skins that are currently available in the Gem Store. I found three that are invisible in the Wardrobe Storage:
- the Shoulder Scarf
- the Replica Job-o-Tron Backpack
- the Aetherblade Armor (light, medium and heavy)
Does anyone know any other skins that are invisible in the Wardrobe Storage?
There are far more than 1000 skins in the game. Why does Anet not want people to see these three? Is there any logic behind this?
Bump.
Sorry, but I really need an answer.
“We’ve updated your bank with a Wardrobe Storage vault that includes every skin that you could potentially unlock! In that tab, you can sort, filter, and search to see not only the skins you have access to, but every skin available in the whole game. This makes it simple to look through every option open to you to find the look you really want.”
I do not know if this is intentional or not (and I really really really hope it is just a bug), but the new Shoulder Scarf skin is completely invisible in the Wardrobe Storage until after you have bought it. This brings along several problems:
- It is impossible to preview the skin in combination with light or medium armor without using external sources like gw2db to get the item ID. The preview option of the BLTC window for the scarf only works correctly for heavy armor classes. All other classes appear naked.
- The BLTC window preview is very limited anyway.
- You cannot change colors unless you change the color of your actual gear
- You cannot preview in combination with colors you do not yet own
- You cannot preview in combination with armor skins you do not yet own
- You cannot preview in combination with armor skins you do own but not wear, unless you use transmutation charges to change the look of your actual gear
But most importantly:
- Hiding new skins from the Wardrobe Storage completely breaks it’s purpose!!!
Your own quote above mentions that the Wardrobe Storage is meant to give players an easy way to look through all the skins in the game. When trying to find the perfect style for my character, I always click through the whole wardrobe to preview basically everything. Once I have found the perfect look, I check where I can find the specific skins I want and then I buy them from TP, craft them, spend gems on them or do whatever is necessary to obtain them.
The purpose of the wardrobe is to show us the skins we do not own. If I only wanted to see the skins that I have already unlocked, I might as well use the Wardrobe tab in my Hero Panel. If the wardrobe does not show me every skin, I am forced to use armor galleries from external sources again, just like I had to before the Wardrobe Storage was added to the game. And if I now have to browse these galleries again anyway, why should I even bother using the Wardrobe Storage any more?
Summary:
If this is a bug – please fix it.
If this is intentional and you want to repeat this with future items – please think about it one more time! I cannot see any advantage. You will break the Wardrobe Storage.
(edited by AzureSky.3175)
It’s exactly the opposite!
When in combat, you have your normal walking speed.
When out of combat, you get a speed boost so you can travel faster.
And I think that’s a great feature.
You do know that 1 skills are auto attack skills, right? Some of your ideas would make me go insane if they were auto attack, especially this:
Thief Torch
1) Twilight Shade> Flash Shadow Step to a target, damage and return to your old position in a matter of lightspeed
Dual wielding warhorns.
So awesome!
But how much are goods in Europe? If they cost more, then the Europeans aren’t really benefiting more are they? If Europeans get 2 times more money from the contest, but a loaf of bread is 2 times as much as it is here, they aren’t getting anymore money in reality.
That’s exactly not how it works. If 1€ equals 1.25$, then that means that if you own 1€ you can buy just as much as you can buy with 1.25$. So, if a loaf of bread is 1€ in Europe, the same loaf would be 1.25$ in America. You can basically exchange 1000€ for 1000 loafs of bread then, but 1000$ will only be worth 800 loafs of bread, and you’d actually need 1250$ for 1000 loafs.
This is only a simplified version and it’s a lot more complex in reality of course. But it’s more or less the general idea behind currency exchange.
If your example was true, everyone would be buying cheap bread for $ in America, sell it for double price in Europe, exchange the earned € for $, repeat and get infinitely rich.
159 for me plz (:
char name: Prinz Purzel
Today I noticed that the animation of the portals which transport you to other areas interferes with the blue/green/yellow light of my super weapons. The visible part of the portal seems to mix these lights into itself, even though I’m far away from the portal and in front of it (see screenshots).
Lol. I honestly thought you were a complete moron when you said ‘Because reading titles is hard’ when all the title said was ‘I died in 20 minutes’.
I’m really sorry for that, you have my apologies. Whoever changed the title did a really bad job here, even though the arising argument probably wasn’t intended.
Fair enough, I suppose it is your right to self-define.
So much win
Additionally I must say that I’m not a fan of the Trait System starting at level 30, and getting one Trait Point every 6 levels instead of 5 feels very… odd. I really fail to grasp how these changes are supposed to make things easier for new players. I think it’d be just fine if you get your first point at level 15, and afterwards you get 1 point every 5 levels. Unlocking the tiers at level 11 / 40 / 60 also felt way better than unlocking them at 30 / 60 / 80. I really don’t see what the advantage of all these changes are, but well, these are minor issues compared to the ones I mentioned above (I also prefered the 70 point system over the 14 point system, and I don’t think that it was in any way hard to get into for new players, but again, minor issue).
Thanks for reading.
I made a long post about this two months ago (not in this thread) that probably nobody ever read. Since there seems to be a little bit of dev activity now, I’ll just post the most important part here:
- Make all Adept Traits (I – VI) instantly available as soon as you reach level 36
- Make all Master Traits (VII – X) easier to obtain
- Leave all Grandmaster Traits (XI-XIII) similar the way they are right now, or maybe even make them a little harder to obtain
And here’s why I think that this would solve a lot of problems:
The most important part of my idea is making the Adept Traits instantly available. Right now, if you are new to Guild Wars or just created a new character, you reach level 30, unlock the trait system – and you gain next to nothing from it, because when reaching level 36, where you can technically choose traits for your major trait slot for the first time, you’re lucky if you’ll have three or four traits that you can use at that time. And if you’re very lucky you’ll even have one that you want to use. The whole trait situation feels bad, especially to new players. Now if you get a big amount of unlocked skills instead, you’ll have something to work with, and you’re encouraged to think about how to build your character later on.
Master Traits should be easier to obtain. Right now there’s too many not-well-thought-out requirements like ‘earn 100% completion in Lornar’s Pass’. Out of all the maps out there, why would anyone want to explore Lornar’s Pass 100% on each and every one of his/her characters? Unlocking methods like these are way too fixed. My suggestion is, you could for example make all the VII-traits mapbound. That means: Upon completing any map (except for the cities) you get to choose which of the five VII-traits you want to unlock. As soon as you complete any other map, you can choose any of the four remaining ones. This way people have more than one fixed way to unlock one fixed skill. They can explore any map they desire, and can unlock one of a variety of traits. You can also transfer this principle on other things like dungeons (Story Mode), Personal Story, etc. . Example:
- VII-traits: mapbound (one trait for each map you complete)
- VIII-traits: dungeonbound (one trait for each Story Mode you complete in a dungeon)
- IX-traits: personal-story-bound (one trait for each major step in Personal Story level 36 onward (joining the Vigil/Order/Priory, assisting the Quaggan/Hylek/…, retaking Claw Island, facing your fear after you tell the Pale Tree about it, cleansing Orr))
- X-traits: world-boss-bound (one trait for defeating one of the ‘lesser’ world bosses each: Shadow Behemoth, The Shatterer, Modniir Ulgoth, Fire Elemental, Megadestroyer, … (‘lesser’ means not Tequatl, Wurm or Temples))
[These are just some examples, there’s a lot of other possibilities, too, like jumping-puzzle-bound and so on.]
Many people like the ‘easy to learn, hard to master’-principle in games. I’d transfer this to the traits in a form of ‘easy to get into, hard to complete’. You have all the Adept Traits, you unlock a big amount of Master Traits along the way or get the ones you’re looking for with not too much work, thus you’ll have about 80% of all traits easily accessible and get a real feeling for the progress you make. With all these traits you can really personalize and specialize your build, you can create a solid and well-working build on your character. And to bring it to perfection – you’ll aim to unlock the Grandmaster Traits with your high-level-character. Unlike Master Traits, it’s totally okay for Grandmaster Traits to be hard to earn and specific, so you have to meet certain requirements to unlock a certain trait (not a choice of five like i suggested for Master Traits), so basically they can stay the way they are now. You may even make them harder to earn – conquer/defend a certain temple (we already have that), defeat Tequatl/Wurm, finish a certain explo mode path in a certain dungeon, … . You’ll have to work towards these, and even if earning them will depend a lot on other player’s effort, I’m sure earning them will still feel very rewarding.
The option to buy skills should stay, and should not be made any cheaper. I think of this as a ‘quality of life’-option. It is for experienced players that have gold and Scrolls of Knowledge left and are too lazy to put the required amount of effort into their alts. The buying option doesn’t appeal to new players anyway – usually they don’t have much gold left and are still saving their skill points for their elite slot skills. They really shouldn’t be forced to waste so much gold and so many skill points on buying traits.
Look at it this way:
You could either spend one hour on brainless farming ingame, or you talk to your boss about working an extra hour. It’s like farming outside of the game, and in most cases it’s far more exciting and intellectually challenging than grinding for mats and resources ingame. Depending on your income, you’ll usually farm more than 100g per hour.
In my opinion, anyone saying that spending real money on legendaries is stupid, should also accept that farming for legendaries can NEVER be less stupid.
(btw I’ve never bought gems, but neither have I ever spent an hour on farming. I’m pretty lucky with drops ingame and have more than enough gold most of the time. On the other hand I was never interested in getting legendaries, which probably contributes a lot to me having enough gold.)
The option to buy skills should stay, and should not be made any cheaper. I think of this as a ‘quality of life’-option. It is for experienced players that have gold and Scrolls of Knowledge left and are too lazy to put the required amount of effort into their alts. The buying option doesn’t appeal to new players anyway – usually they don’t have much gold left and are still saving their skill points for their elite slot skills. They really shouldn’t be forced to waste so much gold and so many skill points on buying traits.
Additionally I must say that I’m not a fan of the Trait System starting at level 30, and getting one Trait Point every 6 levels instead of 5 feels very… odd. I really fail to grasp why this change was made in the first place. I think it’d be just fine if you get your first point at level 15, and afterwards you get 1 point every 5 levels. Unlocking the tiers at level 11 / 40 / 60 also felt way better than unlocking them at 30 / 60 / 80. I really don’t see what the advantage of all these changes are, but well, these are minor issues compared to the ones I mentioned above (I also prefered the 70 point system over the 14 point system, and I don’t think that it was in any way hard to get into for new players, but again, minor issue).
I know that there’s a feedback thread for the trait system, but I think no dev ever replied to any of the complaints there, and since that thread is huge, I fear that if I post my idea there, it’ll just drown in the mass of complaints and no dev will ever read it. I didn’t read through the whole thread, so it may be (very) possible that similar ideas have already been mentioned there.
The real purpose of this thread is that I want people to discuss and give feedback specifically to this idea and similar ones, and not the trait system in general. So I hope that it doesn’t get instantly closed, redirecting me to the trait system feedback thread. :/
Thanks to everyone who reads this.
First of all, I’m sorry for my bad English.
As most of you already know, about two months ago a new trait system was implemented which caused a lot of discontent amongst players. I for one liked the idea of ‘earning traits’ when I first read about it, but I have to admit that I am not happy about the way it turned out :/ so I’ll get straight to the point and explain details later, I think a very good fix would look like this:
- Make all Adept Traits (I – VI) instantly available as soon as you reach level 36
- Make all Master Traits (VII – X) easier to obtain
- Leave all Grandmaster Traits (XI-XIII) just the way they are, or maybe even make them a little harder to obtain
And here’s why I think that this would solve a lot of problems:
The most important part of my idea is making the Adept Traits instantly available. Right now, if you are new to Guild Wars or just created a new character, you reach level 30, unlock the trait system – and you gain next to nothing from it, because when reaching level 36, where you can technically choose traits for your major trait slot for the first time, you’re lucky if you’ll have three or four traits that you can use at that time. And if you’re very lucky you’ll even have one that you want to use. The whole trait situation feels bad, especially to new players. Now if you get a big amount of unlocked skills instead, you’ll have something to work with, and you’re encouraged to think about how to build your character later on.
Master Traits should be easier to obtain. Right now there’s too many not-well-thought-out requirements like ‘earn 100% completion in Lornar’s Pass’. Out of all the maps out there, why would anyone want to explore Lornar’s Pass 100% on each and every one of his/her characters? Unlocking methods like these are way too fixed. My suggestion is, you could for example make all the VII-traits mapbound. That means: Upon completing any map (except for the cities) you get to choose which of the five VII-traits you want to unlock. As soon as you complete any other map, you can choose any of the four remaining ones. This way people have more than one fixed way to unlock one fixed skill. They can explore any map they desire, and can unlock one of a variety of traits. You can also transfer this principle on other things like dungeons (Story Mode), Personal Story, etc. . Example:
- VII-traits: mapbound (one trait for each map you complete)
- VIII-traits: dungeonbound (one trait for each Story Mode you complete in a dungeon)
- IX-traits: personal-story-bound (one trait for each major step in Personal Story level 36 onward (joining the Vigil/Order/Priory, assisting the Quaggan/Hylek/…, retaking Claw Island, facing your fear after you tell the Pale Tree about it, cleansing Orr))
- X-traits: world-boss-bound (one trait for defeating one of the ‘lesser’ world bosses each: Shadow Behemoth, The Shatterer, Modniir Ulgoth, Fire Elemental, Megadestroyer, … (‘lesser’ means not Tequatl, Wurm or Temples))
[These are just some examples, there’s a lot of other possibilities, too, like jumping-puzzle-bound and so on.]
Many people like the ‘easy to learn, hard to master’-principle in games. I’d transfer this to the traits in a form of ‘easy to get into, hard to complete’. You have all the Adept Traits, you unlock a big amount of Master Traits along the way or get the ones you’re looking for with not too much work, thus you’ll have about 80% of all traits easily accessible and get a real feeling for the progress you make. With all these traits you can really personalize and specialize your build, you can create a solid and well-working build on your character. And to bring it to perfection – you’ll aim to unlock the Grandmaster Traits with your high-level-character. Unlike Master Traits, it’s totally okay for Grandmaster Traits to be hard to earn and specific, so you have to meet certain requirements to unlock a certain trait (not a choice of five like i suggested for Master Traits), so basically they can stay the way they are now. You may even make them harder to earn – conquer a certain temple (we already have that), defeat Tequatl/Wurm, finish a certain explo mode path in a certain dungeon, … . You’ll have to work towards these, and even if earning them will depend a lot on other player’s effort, I’m sure earning them will still feel very rewarding.
Oh, I just saw that this year you even get a title for beating Liadri!
And they removed the glass ceilings of the arenas, so the camera problems are fixed as well.
Nice one, Anet!
tl;dr- I’m a special snowflake
/thread
This.
I also got Mini Liadri last year, and for obvious reasons my Mini Liadri and my SAB Tribulation Mode Skins are the only items ingame that I’m actually a little proud to own.
But to hope that these items will never again be obtainable, just for the sake of less people having them and stroking the egos of the owners because they’re soo very special, is just ridiculous and pathetic. Beating Liadri probably won’t be any easier this time, so why not reward the people that can beat her this year? Everybody who wants to get the mini should get the chance to.
And by the way, owning Mini Liadri does not make me a better or more skilled player. I’m still a casual. It just shows that back then I had the time and the will to battle her and stay focused for about 80 rounds. Some people should really get off their high horses.
(edited by AzureSky.3175)
I really don’t get why everyone is so upset. With the new system, some people get an advantage, some people don’t, but nobody get’s any disadvantages on their equipment compared to the way it was before.
And Legendaries really aren’t as prestigious as some people here seem to think. Do you really think that players that don’t own any Legendaries will stay still next to you for a few seconds and look up to you in admiration, respect and envy whenever you pass them by?
Right now there’s such a ridiculous amount of players with Legendaries in the game that it really isn’t anything that special at all.
When I started playing a year ago and saw a Twilight, I was like “Wow this thing looks really awesome” but now it’s just “Another Twilight… uhuh, oh, I’m gonna kill that Moa over there for my dailies”
Until we know how ferocity will be divided between trinkets and armor we won’t be able to say how much our hybrid builds will be affected.
We actually know already!
Since Ferocity will assimilate the old +Crit Damage stats to all the other stats, you can exactly see how much Ferocity each item will give you.
For example, a Draconic Helmet will always give you +45 points of it’s primary stat and +32 points of both of it’s secondary stats.
So if Berserker’s Draconic Helmet gives you +45 Power, +32 Precision and +2% Crit Damage right now, it will give you +45 Power, +32 Precision and +32 Ferocity after the patch.
Now here’s some pretty exact maths on a mediocre berserk warrior like mine:
I’ve got
- lvl80 exo Berserk Armor + Greatsword
- ascended celestial Trinkets (except for Backpiece which is lvl80 exo celestial)
- Superior Runes of the Eagle in all of my armor pieces
Skilled 30/30/0/10/0, battling usually under the influence of at least 5 stacks of Might and of course Fury, I get to 2111 Power and 2271 Precision for a Crit Chance of 89%.
Right now my Crit Damage boost is 63%, making a total of 213% Crit Damage.
If I convert my Crit Damage boost into Ferocity now, keeping in mind that the celestial Trinkets get a 6% boost to their stats and taking the values of the Eagle Runes that are given in the screenshot of the official website, I’ll end up with 692 Ferocity, which will give me (rounded down) 46% Crit Damage boost, making 196% Crit Damage in total.
And now, my Warrior also gets some minor buffs as well: The Superior Rune of the Eagle get’s a little buffed on Precision and +Damage.
The Celestial Trinkets get a buff which will end up in +14 Power and Precision for me. The extra Precision actually gives me +1% Crit Chance. My Power will be 2125 then. The new Eagle Rune will give me +6% damage to enemies with less than 50% of their health after the patch (right now it gives me only +5%). To make it more simple, let’s just assume an enemy has 50% of the time less than 50% of it’s health. So the average additional damage boost after the patch will be 0,5%.
And if you put all these numbers into one formula, to see how much my actual damage output has decreased, it looks something like this:
((2125*0,1)+(2125*1,96*0,9))*1,005
(2111*0,11)+(2111*2,13*0,89)
= 0,94 = 94%
So, if there are no mistakes in my calculation, my DPS will effectively be decreased by 6%.
Of course this is not very nice, but it’s not the end of the world either. 6% DPS loss for a build that is pretty bersy (or at least I think that it is). Acceptable. To sum it up, I don’t think the changes will hit you as hard as some are anticipating here.
But, of course, be careful! 6% may sound harmless at first, but if you run around in a group of 15 people, your damage will be decreased by 15 * 6% = 90%!!! /lol
(edited by AzureSky.3175)
I did it about 6 hours ago and got the achievement.
Everything’s working fine for me.
Sholar/Bachelor of Baubles ach. bug?
in Super Adventure Box: Back to School
Posted by: AzureSky.3175
Tried to get the Bachelor of Baubles achievement yesterday on normal mode, following the guide on dulfy. And although I’m sure i got 100% of the baubles mentioned, no achievement for me.
So no, you’re not the only one, looking at the comments on dulfy this seems to be quite a common problem right now.
Maybe there were some new baubles added? Right now I’m not really willing to go through all this again if the outcome will be the same as earlier…
Yesterday I spoke to a few people who were sure to get money for their gauntlet tickets once Queens Jubilee ends.
Back then when Cutthroat Politics was over, we all learned that you get heavily rewarded for not participating, since you were able to sell your support tokens afterwards to earn a decent amount of gold.
So my question is, will I be able to sell my gauntlet tickets after Queen’s Jubilee is over and get rewarded for not participating again? To be on the safe side I won’t even bother to join in the gauntlet thing, because most people here keep complaining that it’s way too hard anyway, and I highly recommend other players to do the same. I’m sure you’ll be rewarded with a load of gold, since that’s the way Anet seems to go.
…
Alright srsly, I’m just kidding a little, I participated (way too often), got eleven achievements and even beat Liadri after about 80 attempts.
I thought it was fun, and I’d have fun doing some of the fights again with some of my other characters, but when I look at my 400 not-sellable Evon representation buttons, I really fear that I’d waste a chance on a big amount of money again.
And isn’t it kind of sad that you can now meet people out there in the game, who are sure that it’s the better choice to not do the content?
So Anet, please just tell me if we can sell the tickets after this part of living story is over, or not.