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Legendary = Remarkable enough to be famous; very well known. Celebrated or described in legend: a legendary hero.
What is Legendary about the steps that is required to obtain this item exactly? Do you think that people will be amazed at these accomplishments? I personally don’t think Arenanet understands the meaning of the word Legendary.
In spite of your citation of the definition, it’s apparent that it is you, not ANet, with confusion over the meaning of the word.
Legendary weapons are “remarkable enough to be famous; very well known” (from an in-universe perspective), regardless of your or anyone else’s scorn towards them. They are widely recognizable and, to most players, need no identification.
Legends don’t have to be positively regarded. Mordred (of Arthurian legend) is a legendary villain.
I don’t regard legendaries that way. I look at a legendary in the same way I look at a diamond ring. A shiney, useless and expensive rock which you can aquire at your local jeweler.
Okay, but then you’re delving into the area of opinion, not definition, which is a far cry from your original argument.
Legendary = Remarkable enough to be famous; very well known. Celebrated or described in legend: a legendary hero.
What is Legendary about the steps that is required to obtain this item exactly? Do you think that people will be amazed at these accomplishments? I personally don’t think Arenanet understands the meaning of the word Legendary.
In spite of your citation of the definition, it’s apparent that it is you, not ANet, with confusion over the meaning of the word.
Legendary weapons are “remarkable enough to be famous; very well known” (from an in-universe perspective), regardless of your or anyone else’s scorn towards them. They are widely recognizable and, to most players, need no identification.
Legends don’t have to be positively regarded. Mordred (of Arthurian legend) is a legendary villain.
I have an armor graphic question… what is the armor Trahearne is wearing? I can’t tell if its light armor or heavy armor. Mostly curious about the gloves and chest.
It’s light armor as he is a Necromancer. It appears to be an amalgam of Sylvari cultural and possibly Twilight Armor armor.
The boots and legs are tier 2 light cultural – Orchid. The gloves and shoulders are tier 1 light – Snapdragon. I can’t identify the chest and headpieces (if he wears a headpiece, so hard to tell with Sylvari sometimes).
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Can you provide a screenshot of what you’re referring to?
Speaking of clues, I wondered if the name might hold a hidden clue, so…
a rift lens
Shadow Behemoth. Portals are “rifts” and they’re lens shaped. Oh yes, definitely.
flat risen
Did anyone try dropping a huge rock on the Eye in Zho’qafa?
nest flair
Graveling burrows are nests! Wait, we ruled out dungeons.
a nerf list
Noooooo, they nerfed its droprate! No wonder we can’t find it…
Im going thru lore texts adn history but still couldnt find even mention to artifact called Final Rest. Perhaps there is mention in one of gw2 published book? Anyway, if anybody can provide some lore texts with mention of Final Rest it could provide some clues.
From my own somewhat lazy attempts at lore research, I’ve not been able to find any mention of the artifact itself, and I don’t think it’s likely to be a renamed object from lore. What I meant by “subtle, lore-oriented clues” was more along the lines of:
-Specific references to gargoyles/statuary. Is anyone/where known for this? (Specifically, not just “gargoyles go in catacombs”). Is there a specific association?
-Tombs of well-known historical figures from the lore. This has been covered in great detail here already.
-Possible references to/associations with historical figures with a connection to death (the weapon is shaped like a reaper’s scythe). Thinking along the lines of Adelbern being known for the Foefire – death on a massive scale. This avenue will likely lead back to Orr, unfortunately.
-Any and all necromancers in lore, and the places associated with them.
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Thieves are great in WvW! Just be prepared to have everyone and their mothers kittening about how OP your stealth is. For some reason nobody seems to realize that every class has a unique survivability mechanic…
They’re flagged “Unique” for a reason.
because silver are needed for a legendary. that’s why
That’s all the more reason to do it.
Have you seen the price of Silver Doubloons lately?
It would deflate these, and they sorely need to be deflated in price. The less the 1% are able to ruin the Legendary crafting materials, the better.
I agree, the lack of a copper → silver recipe is nonsensical and feels like a contrived way to increase the difficulty of crafting the Juggernaut. I’d love to see this implemented, even if it means bumping the Juggernaut’s recipe up to platinums. Franky, I’d also like to see a recipe for copper doubloons.
That said, I don’t honestly expect this to happen. ANet keeps passing up opportunities to resolve the massive inflation of legendary components (Mystic Binding Agent being the latest epic fail on that front).
Both Taidha Covington and The Zho’qafa Catacombs I’ve done numerous times. Not to say it doesn’t drop out of those chests, but it really doesn’t seem likely. The Eye of Zaitan boss that spawns isn’t what i would conciser a rare boss spawn. Taidha, being basically a pirate does really seem to tie into the staff, not to mention it’s in a non 80 level zone. I don’t have any solid theories unfortunately, but I would assume it’s some rarely found boss and it’s in an 80 area. You can discard a lot of underwater champ events since they don’t spawn chests.
I’ve hit Zho’qafa several times with a full group, and typically a few random players show up for the boss fight (event indicator seems to be visible from the Temple of Balthazar in the final room). So far, none of us (random players have been cooperative with item links so far) have seen anything out of the ordinary for that chest. I’m not sure at what point to write it off, but given that it’s been thoroughly farmed by many people in this thread…
Additionally, the alleged dialogue clue isn’t really a good match. The eye simply says “how dare you disturb my resting place,” which is hardly an indicator of a Final Rest. I think that more subtle, lore-oriented clues are the way to go.
Can you explain on how, when you buy gems, and it is converted to gold in game, where does the gold come from? Is this from the 15% that is taken with sales on the TP/tax?
So real-world economies are largely based on “virtual” money already (electronic transactions) and you’re having a conceptual difficulty with virtual money in a virtual environment?
It comes from the same place as coin drops from mobs – created from nothing.
Groups I’ve been in generally agree that the drop rates on the chests have been nerfed very hard. Previously I’ve been able to get 4-8 rares with 1 or 2 runes, but now its only the 2 rares with runes that I seem to be getting. Mob drops look fine though.
Interesting note, I seems to be getting more greens with proper suffixes attatched to them, instead of just saying “trident”, compared to pre-patch.
My guild’s observations have been consistent with this. Rare/exotic drop rate seems vastly lower for reward chests, and non-prefixed/suffixed weapons seem to have been… fixed?
That said, there’s a dev post on the subject.
No changes were made to loot in fractals what so ever, they will be covered in release notes if changes of that nature are made.
Without delving into syntactical minutiae, I can’t explain the difference between what we as players seem to be observing and what ANet is reporting.
As far as I know, they nerfed the node in Southsun due to guesting- if they hadn’t nerfed it, you’d have been able to mine the thing three times a day by jumping onto other servers, not counting any alts you may have (as nodes are per character, not per account). By that logic, since WvW isn’t affected by guesting, the rich node in EB would be left alone.
The Southsun node was not nerfed due to guesting. Players had already tested prior to the patch implementing guesting whether the node is tied to the server, and found that it wasn’t – in other words, you could mine the node, transfer servers, and find that on the new server, you had no node (until the 24 hour respawn period had elapsed).
That said, since the patch notes only mention nerfing the Southsun node, it’s reasonable to assume that the EB node is intended to remain Rich – but it was bugged prior to the patch and remains bugged, so who knows.
Well I was gonna suggest Gort’s Treasure Chest since its a unique named one, but he isn’t really a boss (even though he is large
).
I wouldn’t go so far as to call the brother large. I mean, he’s got a size problem. What’s the guy to do? He’s a giant.
If he used birds on whoever has the aggro – that would be fine too I guess. But currently (well at least it was so in early january) he has some other mechanics to pick targets for birds, separate from his aggro mechanic.
It’s possible that this is a recent change. My static has completed this story mode three times since the 28 January patch, and had not done it prior to that. All three times I (as bunker guardian) maintained primary aggro on the Huntsman and was the target of the bird attack for 100% of the fight.
Beyond that, I can only theorize that it’s possible your group wasn’t playing in an aggro-conscious way, even if you in particular were. Low enough threat on the primary target could definitely cause him to re-target for the bird attack only – I’ve observed similar target-swapping in other circumstances.
The birds are the only hard part about this boss. Everything else you can kite\dodge.
But when he actively uses birds on you only during the whole fight (which happened to me) it basically means you’re going down. Sure people can kinda easily ress you, but the whole mechanics of this skill is very bad and dumb. It should at least have a longer CD and have a random targeting.
My static group (in which I play a bunker guardian) uses aggro-control and a player on dedicated support to get through this fight without difficulty. We ensure that the “tank” retains boss aggro, and heal through the bird skill when necessary.
Another option would be to use classes with invulnerability skills, such as an elementalist’s Obsidian Flesh or Mist Form, warrior’s Endure Pain, or Sylvari’s Take Root (4, 3, 6, and 3 seconds of invuln, respectively). Granted, most of these mechanics have cooldowns longer than that on the bird attack.
In any event, random targeting would essentially make it impossible to use coordinated, skilled play to get through the fight. It would probably make things worse, giving the Huntsman the ability to rapidly down multiple players before the first one is rezzed.
On the topic of scaling, it’s worth pointing out food boosts don’t get downscaled, but lower-level foods have lower-level stat values.
What about trays? Wiki says users buff is scaled to level? Just curious.
To the best of my knowledge, how a tray works is that it grants the buff for the item type used, but the magnitude scales depending on the user’s level at the time of interaction with a tray.
In other words, a level 70 character can’t eat Omnomberry Bars, but can eat Raspberry Peach Bars, which have the same effects but at a lesser magnitude. The desert tray, as it is able to be used by all characters regardless of level, checks for which buff is level-appropriate and grants that.
Well…I just typed a response and lost it in submitting…so I’ll put back just a summary of it.
This, is a brilliant question I’ve never contemplating to start off but after contemplating the question, I don’t believe it scales. Consider the Magic Find Booster (50%) and the Armor Booster (5%). Neither mentions scaling, and the Armor Booster doesn’t downscale. Furthermore, Magic Find does not affect the combat system, purely the drop loot system. So there would be no true reason to downscale MF, if you did, in a 1-10 zone, that Booster would be worth 2% (Possible Exaggeration).
Personally, I’ve never seen a scaling effect of it, however, I run mostly 70+ content where scaling wouldn’t be as steep. A great question regardless.
A fair point, but something else to consider is gear. Lower-level MF gear has lower stat values (example, Sunstone Nugget carries +1% MF while Opal Orb carries +3%). It’s reasonable to infer that, like all other gear-based stats, MF’s gear-derived value scales down by level.
Once that’s done, though, the MF and Armor boosters can simply add their percentage on top of the total. In the case of Armor, the result will be down-scaled – 5% of armor that’s been reduced to level 10 is quite a bit less than level 80 armor. Given how the MF stat is typically handled in terminology, though, it’s a safe assumption that the booster just provides a straight 50% addition on top of everything else.
On the topic of scaling, it’s worth pointing out food boosts don’t get downscaled, but lower-level foods have lower-level stat values.
It’s just amazing that some people posting silly posts with assumption that wethospu is an inexperienced glass canon player, doesn’t know how to play his profession well. Foot in the mouth disease.
You aren’t trying to put another solo video here, are you Weth?
I for one wasn’t claiming that he’s inexperienced. I (and I believe many others, though clearly not everyone) were pointing out that there are simply some things that class cannons won’t survive. Since dungeons weren’t designed with soloing in mind, it’s not surprising that sooner or later something would emerge that can effectively knock down a solo glass cannon.
Frankly I think a more pressing technical issue is render distance on players, though I agree that the overall draw distance could definitely benefit from improvement.
You neglect to mention all the traits for thieves that are easily specced into that regenerate health and initiative faster when stealthed, allow you to move faster when stealthed and clear conditions when stealthed.
You neglect to consider that in spite of all of those traits, thieves remain vulnerable to damage while stealthed. As stated above, simple use of immobilizes and/or pull-to skills make thieves incredibly easy pickings. Melee attacks and ground-cast skills prove quite effective.
That and shadow stepping doesn’t break stealth, making your getaway even more assured. Oh yeah, and then there’s the trait that extends all stealth skills’ durations.
Leap and teleport skills on other classes also don’t interfere with their respective escape mechanics. Oh, and there’s a trait that increases (using my specific example of Endure Pain) the duration of warrior stances. And again, stealth’s duration is irrelevant if you’re still hitting them while they’re stealthed.
Initiative is trivial to make back, and just using C&D and Tactical Strike will result in a net gain of initiative rather than a loss. You can spam this combination to your heart’s content and never run out of initiative.
Initiative would be fine if it couldn’t be used cheaply for stealth. Unfortunately, it can.
Since initiative is tied to all of a thief’s weapon skills except for the #1 skill, tactical strike is one of those 1-key skills, and tactical strike takes much less time to execute than the 3-second revealed debuff, if the C&D → Tactical Strike combo is all that a thief is using, he/she is deliberately reducing his/her combat effectiveness. If the thief is using additional skills, there’s a high probability that those are consuming initiative.
Bad example Blueshield.
Endure Pain has a 90 second cooldown.
Cloak & Dagger has no cooldown except for the 3 second “Revealed” debuff. Which if you’re using S/D is positively laughable anyway, as for a good part of those 3 seconds, the enemy won’t be able to hit you because you’ve stunned them.
It’s a perfectly good example. Stealthed enemies can still be attacked, just not targeted. As others have pointed out, roots/immobilizes and pull-to skills such as the guardian’s Blinding Blade are ways to effectively guarantee that you can kill a stealthed opponent.
Additionally, C&D has no cooldown because no thief skills do – they use initiative. That’s a class mechanic which has been balanced against other classes. It’s not possible to “perma-stealth” with C&D alone, meaning that the thief has to dump utility/heal slot skills into obtaining stealth to get anywhere near “perma.”
So in short – the comparison is using multiple skills to become un-targetable but still very killable versus using a single skill to become completely invulnerable and immune to everything in the game – damage, CC, etc. The initiative cost + cooldowns of the thief compared to the cooldown on the warrior seem pretty well tweaked, considering the effects.
Perma-stealth doesn’t have an cost that matches the benefit.
Not sure if it’s the actual skill or if it has more to do with rendering.
However, I would be ok with perma-stealth if you were revealed when you took damage.
See above, initiative cost equates to a cooldown and alleged “perma-stealth” requires skills that are on cooldowns.
More importantly, the failure of thieves to re-render from stealth has addressed as a malfunction by devs, so the kind of perma-stealth the OP refers to is a bug, not a true function of stealth mechanics.
I… Hate… Stealth.
I could’ve killed any of those thieves a million times, if they hadn’t had stealth.
Some will say ’that’s why they have stealth’. Well I strongly disagree. If a thief decides ’I’m not going to win this’, he can stealth and run off in any possible direction. There is no other profession that can do that, not one. It’s extremely overpowered to just stack some stealthing and be free of all potential threats.
I could have killed warriors a million times, if they didn’t have Endure Pain. When a warrior decides ’I’m not going to win this’, he can go invulnerable and run off in any possible direction. There is no other profession that can do that, not one. It’s extremely overpowered to just pop one utility skill and be free of all potential threats.
I could have killed mesmers a million times, if they didn’t have illusions and teleport skills. When a mesmer decides ’I’m not going to win this’, he can fire off a bunch of illusions and teleport away in any possible direction. There is no other profession that can do that, not one. It’s extremely overpowered to just stack some illusions and be free of all potential threats.
Wait a minute…
It sounds like… every class has some kind of escape mechanic! Who knew?!
Not to be “that guy,” but I find HotW to be one of the easiest Story Mode runs in the game.
Biggest thing is “Hunter’s Call” which it uses about every 15 seconds. It spawns birds hitting one target. These birds hit 16 times over ~4 seconds, each hit dealing 1,1k damage against my glass-warrior. On top of high damage you need to dodge 4 times to avoid most of the damage (against Lupicus you need to dodge max 2 times).
The problem is definitely that you’re a glass warrior. Anything glass would have problems here. That said, dodging is definitely the answer. All or nearly all of his high-damage melee attacks have a long charge-up animation, making them very easy to dodge. If you start dodging the bird attack as he summons them, you should be able to heal through what you can’t dodge, and if you can’t, then you need to reconsider gear or work on aggro management.
So ok, something dawns on me. All my gear is level capped.. My stats and everything else is level capped. So I get the idea to go back to orr, my new home away from home. And I find after 3 hours that I seem to be getting really decent drops. A slight noticeable increase from normal. Again, keep in mind this could be random luck.
So my question is:
When I’m scaled down, does my MF scale down as well? And if so how can we tell how much since we cannot see it in our stats? Please forgive me if this discussion has been stated before, I’ve been playing only about 500 hours, 48 days. If we can get a clear answer on this it “may” help people struggling with bad luck, or whatever they feel is hindering them.
That’s a really good point which I haven’t seen questioned/discussed here. I suspect that the answer is “yes,” but there’s no real way to confirm that without staff input given that Magic Find is inexplicably left off of the hero tab.
On a related note, I would assume that most people trying to use MF for drops, or experimenting with it, would do so in level 80 zones/instances (my reasoning being simply that it’s what I would do – and therefore this is by no means a safe assumption). Still, the question of whether it scales – and if so, how – is a good one indeed.
If the player purchased every component that is purchasable, or the entire legendary outright, he/she has raised hundreds to thousands of gold – an achievement certainly equal in effort if not in variety to having acquired the materials personally.
AN being the operative word. If the player purchased every component, then the accumulation of gold (or buying the gold with RL cash) is ONE achievement, not the broad range of achievements that the Isaiah Cartwright video implies that it symbolises.
Things not purchasable with gold:
Karma
World Completion
Dungeon tokens
Badges of Honor
Skill PointsThough I actually kinda wish they’d include Personal Story completion and Dungeon Master completion as requirements for the legendary. Ah well.
I think the OP’s main point on the topic of “buying one’s way to a legendary” is that the final, assembled weapon can be purchased outright.
Again, I for one don’t see a problem with that. If a player goes to the effort of crafting a legendary and decides he/she would rather have hundreds to thousands of gold than the weapon itself, it’s nice that the option is there.
Every time I come on these forums I see lazy people crying that they want everything so easy.
Every time I come on these forums I see lazy people making uninformed rebuttals to topics they haven’t even made an attempt to read.
Nobody in this thread is demanding immediate ascended amulets. The next time you create a straw man argument, at least try to make it plausible.
The point that the OP and others make is that up until now, BiS gear is only time-gated on a per-character basis – Fractal dailies are character-bound, rather than account-bound, etc. An alt-friendly system for ascended amulets wouldn’t necessarily be any faster – it would simply allow you to put in twice the effort and, at the end of a month, have two amulets.
When fotm first came out peole raged that it was took too long to get the rewards, now I see people moan about how they have everything they need and wish they had a way to get new rewards.
That’s an astoundingly uninformed example. When FotM first came out, the only way to acquire ascended rings was a (low probability) RNG gamble upon daily completion. The complaints were derived from the fact that the ascended rings essentially allowed progress to higher-tier Fractals, but being attached to RNG meant that progress was being allowed/blocked on the basis of pure luck – and a chance at that RNG roll itself was time-gated.
And it is a valid point that Pristine Fractal Relics build up uselessly. Unlike both Laurels and Dungeon Tokens, Pristine Relics have no exchange items with any repeat value (in the case of dungeons: potions, tonics, runes, sigils; in the case of Laurels: gear boxes, dyes, crafting bags, etc).
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Well, this is extraordinarily underwhelming.
3. Lvl req. is 80, it should logicaly be put to zone where lvl 80 monsters are, putting it in low lvl zone would disqualify every player that isnt lvl 80 but is doing boss event. This way even lvl 78 can loot Final Rest if he finish lvl 80 event/boss.
A logical conclusion, but bear in mind the fact that this item has apparently never been obtained. Given that level 80 players tend to gravitate towards level 80 content in the open world, it seems quite likely that the source could be tucked away in a lower-level zone.
Whoever the boss is, it has to have been hit by few enough eighties to have essentially never dropped Final Rest. That pretty much voids the vast majority of Orr.
Laurels, dungeons skins, etc. are not grinds. Why? Because ArenaNet is trying their hardest to make sure you don’t grind them.
Thank you! It’s nice to finally see a well-composed post here outlining how the game isn’t grindy, after a flood of posts nonsensically complaining about too much grind.
Let me ask you a question. If they kept adding gear with a higher power level than the power level of the current gear, would there come a point where you would feel it was mandatory to acquire the new gear?
That depends on what the scouter says about its power level.
Add Basilisk Venom to the list (thief elite).
It has the effect of turning an enemy to stone for 1.5 seconds (same effects as a stun). Ignores defiant, but is effected by blinds, blocks, evasions, obstructions, and invulnerable (you lose the venom application and it does nothing, in other words). Against players, it can be stun-broken.
So, it’s a mediocre-duration stun attached to an elite skill-sized cooldown, with vastly less functionality than the thief’s other options. However, it is the only elite for thieves usable underwater.
Furthermore on that point, we don’t actually necessarily have a disconnect between the previous statements. Linsey stated it came from a boss chest. Jeffrey stated that it’s loot from a specific boss. Those statements don’t necessarily conflict unless you’re being pedantic for the sake of being pedantic. If I open the chest following the Claw of Jormag event, how do I describe that loot? It would tell my guild “I got this exotic from Jormag!” Yes, technically I looted the chest I received for defeating the Claw of Jormag, and did not receive a loot drop directly from the boss itself. However, every single person who has ever participated in that event immediately knows exactly what my statement meant, despite the fact that on an extremely technical level it was not quite accurate.
I concur that the only result of this additional information is to narrow the field – while Mr. Vaughn unfortunately chose not to narrow it as much as we’d like, he has allowed us to rule out dungeons entirely.
While I agree that it’s possible that there’s not a disconnect between the two prior statements (drop from rare boss vs. large chest), we don’t have any information that allows us to jump one way or the other. I was inclined to opt for the “boss-drops-a-large-chest” interpretation until these latest quotations came to light – now I’m not so certain. What is served by refusing to confirm the veracity of a previous hint? An explanation along the lines you gave above would indicate that neither previous quotation was in error, whereas “no comment” just looks suspicious.
They consistently drop in dungeon chests – Fractals and others. I’d suggest AC explorable paths, personally – I consistently walk away with several bags of gems after doing all 3 paths.
Huh, that’s new to me. I always thought only Bags of Coins dropped- never had a Bag of Jewels drop for me outside of Fractals.
Bags of Coins drop very consistently from the bosses (guaranteed inside the Bags of Wondrous Goods) whereas bags of Jewels seem to drop nearly exclusively from chests (outside of FotM).
Also in need of congrats is Anet for getting the Champ Lt Kholer Encouter Right in every way you could of. (Apart from pulling through walls)
Depending on the wall you are referring to that might not be his fault! One of walls is only partially there. You can walk into the wall itself as well. That is a problem with the wall rather than Kholer.
Oh, sure, blame the helpless wall!
Personally I can’t definitively vouch for any changes in Kholer. My static group relies more on abilities to prevent his grapple skill than on dodging. I can verify that those abilities (stability appliers, projectile reflect/block, etc) still work just as well as they always did.
I want to make the Goblet of Kings and one of the components is a Bag of Jewels. Unfortunately, the wiki doesn’t provide any information where these bags can be obtained.
Anybody know where I can get these?
Thanks
They consistently drop in dungeon chests – Fractals and others. I’d suggest AC explorable paths, personally – I consistently walk away with several bags of gems after doing all 3 paths.
This is purely speculation, but it’s possible that the revamped Orr (which includes reduced enemy density and CC) has drawn more people into the zones where truffles are obtained, and therefore supply has increased.
This seems to jive with gw2spidy, which indicates that supply (sell order volume) has approximately tripled since 28 Jan.
Daily Combos (if it ever returns) didn’t exist back then.
Which reminds me (though slightly off topic for this thread)…what happened to those?
They were found to be bugged (making the achievement non-completable) on 28 Jan and removed from the rotation, pending a fix.
I see maybe 2 dead players in pve exploration and one will waypoint away before I can get to them.
Rezzing an NPC feels like cheating. People are jumping off cliffs for each other at 3:30 server time to get this done.
Yes, dead players often waypoint out before they can be rezzed. Downed players have a chance of rallying, which prevents credit.
Based on that, how is rezzing an NPC cheating? The game has always considered this to be on equal footing to rezzing a player (they do count towards Combat Medic, for example). If it disturbs you personally, then don’t do it, but it doesn’t undermine the achievement’s ability to be completed.
They also never said it drops from a “event boss”, they just said boss. There might be a boss which isnt connected to an event, which spawns a chest. Simply because event bosses IS NOT RARE! Every time you walk in a 100000 radius of the event the text: “NEW EVENT NEAR BY!” pops up and you go completed.. Not rare IMO..
Your logic is flawed in that long event chains (such as Zho’Qafa) can be failed. Just because there’s a 100% chance of boss spawn on completion in no way guarantees boss spawn every time the event chain is started. Given that, and confirmation that it’s in the open world, esoteric events are still the best bet.
Got any candidate bosses who aren’t connected to any events and spawn a chest? If not, the supposed rarity of event bosses is immaterial.
More importantly, given the lastest Vaughn quote on the topic delivered by Deified, it seems like the “specific (rare) boss” hint might have been Vaughn mis-speaking – he might have meant “rare drop from a specific boss.”
But i just thought of something… With the new equipment boxes you can buy for 5 laurels. Maybe you can get final rest from them? From like the necro, ele, mesmer etc. boxes? Since they contain a random piece of rare or exotic item
Highly unlikely. I’ve not yet seen any reports of people obtaining exotics with specific crafting recipes in the Mystic Forge (such as The Anomaly), so it seems likely that they’ve tabulated the loot tables carefully and specifically not included things – such as a staff that is supposedly only obtained from a single boss.
They’re designed to stand out and show everyone that you are a true master of Guild Wars 2.
Does anyone think that what we have in game right now hit that mark?
Again, ANet obviously believes that the ability to raise the money necessary to purchase a legendary weapon qualifies as a signifier of mastery, or they wouldn’t have changed the system to what we have currently. The fact that your opinion differs is interesting but irrelevant.
According to what I read, they don’t do bans lower than three days, and it scales up per infraction.
The term of lockout was irrelevant, my point is that if the decision was made to move ahead with a ban, it seems unlikely that the basis was the use of the word alone.
I don’t really see how a convo between two guildies really matters in bans either, but it still remains if you get banned for using said word, it should be filtered, there is a filter for a reason.
The filter is their passive form of protection, bans are active. More than a simple automated system detecting the word is in play here.
The TOS has two passages which have the possibility of applying to the situation.
While playing Guild Wars 2, you must respect the rights of others and their rights to play and enjoy the Game. To this end, you may not defraud, harass, threaten, embarrass or cause distress and/or unwanted attention to other players. This includes posting insulting, offensive, or abusive comments about players, repeatedly sending unwanted messages, reporting players maliciously, attacking a player based on race, sexual orientation, religion, heritage, etc. Hate speech is not tolerated.
You may not create character names or otherwise transmit, post, link to or facilitate the distribution of any sexually explicit, harmful, threatening, abusive, defamatory, infringing, obscene, hateful, vulgar, racially or ethnically offensive, invasive of personal privacy or publicity rights, or objectionable in a reasonable person’s view imagery or content.
Simple use of the word alone appears to fill neither of these criteria, therefore it is reasonable to assume that a GM examined the situation and found it to be a violation. This, in turn, suggests that someone have reported the content as a violation. In other words, the appearance is that the ban was not for posting the word itself, but for a usage of the word which was somehow offensive.
It sure as heck impacts the fruits of that effort being viewed with approval.
True, but it’s arguably irrelevant. ANet has never claimed that one of their purposes in implementing legendaries was to allow legendary owners to be approved of by the majority of players. If they weren’t purchasable, some members of the community would (and did, prior to their becoming purchasable) still disdain legendary owners for other reasons – having “no life” being a common one.
2. Don’t care. I’m not making this legendary to show-off to other people. I’m making this legendary because I set it as my own personal long-term goal for this game. It’s what motivates ME to play.
Exactly. It makes vastly more sense for designers to consider legendaries conceptually as providing players with long-term, personal goals, rather than as a means to widespread popularity and approval.
If fear of being viewed as a “market manipulator” dissuades you from setting that goal for yourself, then so be it.
The GAME was pitched as accommodating multiple playstyles. LEGENDARIES were pitched as the summation of most or all of those playstyles – requiring adventuring in dungeons, open world play, harvesting, acquiring coin, monumental luck in either drops of Mystic Forge use, WvW, and crafting.
And now its clear only one – acquring coin – is actually necessary to sport the shiney.
Bit of an expectation gap there.
That’s true of acquisition, certainly, but ANet has chosen to blur this line. Every legendary in existence was crafted by someone, period. If I choose to craft a Twilight, sell it, and use the proceeds to buy a Juggernaut, does that “taint” my Juggernaut somehow?
ANet obviously views the acquisition of enough gold to buy a legendary as approximately equivalent to the gameplay necessary to craft it – the choice to open the market to legendaries is a clear demonstration of this. The opinion of one individual, or ten, or a hundred is irrelevant to that.
Oh, I’d suspect that by whatever metric was used to generate that number, he thinks you’re behavior places you in part of that 15%. I have no opinion on the matter.
Well, you do have an opinion on it, because you brought it up and placed me there entirely of your own accord.
And you’re starting to put words into an awful lot of people’s mouths, here. Smith’s metric was that “15% of players enjoy making money,” not that “15% of players either enjoy making money or view that as a valid playstyle for others.”
Attempting to categorize individuals in the thread on the basis of the metric is not only presumptuous, but irrelevant to the topic at hand. If you plan to dismiss any opinions contrary to yours on the basis of the metric, why bring up the topic at all?
You ban people over it, then filter it. I honestly don’t see why its not filtered if you(anet) view it as an offensive and bannable thing to say. Fix this please. Such a silly reason to ban people for 72h or more.
On the one hand, if ANet views use of the word as sufficient in and of itself to justify an account lock, it should obviously be filtered and left at that.
On the other hand, I suspect that in this case usage matters. I highly doubt a 3d+ ban was handed out on the basis of the word alone.
No matter how you slice it, it takes some kind of work to produce a legendary. From where I stand, it’s no less impressive to do the work in the real world or carefully play the market, than to kill thousands of enemies for T6 fine mats.
And from where many of your fellow players stand (seemingly 85%) the type of effort involved in carefully playing the market doesn’t mean squat. “Impressive”? Neutrality is probably the nice end of the spectrum. Outright disgust is probably more common than apathy.
If 85% of your player base doesn’t find making gold fun, and Legendaries are cleary most easily acquired by making gold in vast quantities (indeed, in the most extreme case no other activity is required whatsoever), then is there any reason to think even 50% of your audience thinks they still represent any sort of laudible achievement?
Personal disdain for someone else’s playstyle doesn’t make the time and effort spent on it any less valid. If someone puts in the time to accomplish something within the framework of the game (i.e., not counting exploits. Trading on the market isn’t an exploit in and of itself), more power to them.
The game has always been pitched by ANet as being accommodating to multiple playstyles. Why would you be surprised that the market option exists, or disdain others for using it?
On an aside, please don’t assume to categorize me in John Smith’s (seemingly from-thin-air) 15% of players who enjoy making money. I never said I did; what I said was that as far as I’m concerned, it’s a no less valid approach to obtaining a legendary. ANet seemingly agrees, as the legendary process is only partially dependent upon bound items and the final product is able to be sold.
So dungeon tokens and (I think) honour badges have to be stored in your bank account, taking up valuable space, especially if you’ve got multiple stacks of them you’re saving up.
When you right click on them, there is a greyed out “Deposit Collectible” button. Will the tokens eventually have their own collectible section, and if so, when will this be implemented and why isn’t it there yet?
Scuttlebutt was that this was incoming shortly after we got the Rare Materials and Event collectible sections. I never saw a dev post on it at the time, so consider that thoroughly unconfirmed.
The only barrier to this that I can see is stack size. Currently the collectible system allows for deposit of one full stack per collectible – dungeon tokens easily require multiple stacks.
You could make it so commanders can only change their commander flag outside WvW to prevent toggling abuse.
That’s a point, some kind of toggling abuse prevention would be needed. I’m not sure that allowing it only outside WvW is the best answer though – if a commander needed to toggle for legitimate reasons once inside, he or she might (definitely would on many servers) have to queue to get back in (which can take easily over half an hour).
The problem with saying "If the player obtained all of the components manually, that player has invested a large amount of time fighting a variety of enemies (T6 crafting mats) in a variety of settings (dungeon participation required). " lends them an aura of accomplishment is that having gone out and started that exact process, I simply DO NOT BELIEVE even a fraction of the many, many legendaries I see in Lion’s Arch each day were actually made that way.
Okay, so you’re proposing that the vast majority of legendaries are crafted from components acquired on the trading post (because even the ones purchased in completed form had to be crafted). In that case, they represent one of the following things:
A substantial time investment. If the gold is acquired via grinding, then the player spent a not inconsiderable amount of time doing so. (Also note that raising the money by grinding would almost inevitably lead to acquiring at least some of the T6 materials needed).
A substantial real-world money investment. If the gold is acquired through the gem store, the player spent an astounding amount of money doing so (compared to other hobby-level spending). Simple maths will show that an itemized shopping list for legendary construction is typically in excess of 1000 gold (1250 USD). Again, raising that kind of discretionary income to spend on a game (which you play enough to feel justified spending the money on in the first place) is not unimpressive.
A substantial ability to play the TP. Given that the post was specifically designed not to be easily daytraded upon, this is still impressive. If you’re able to raise hundreds to thousands of gold around the 15% tax, 1c undercutters, and cross-servers market, you’re putting a lot of effort into the TP. Even “getting lucky” and flipping items during particularly volatile phases requires that the player track prices and be ready to jump at any moment – and deal with competitors.
No matter how you slice it, it takes some kind of work to produce a legendary. From where I stand, it’s no less impressive to do the work in the real world or carefully play the market, than to kill thousands of enemies for T6 fine mats.
I would argue that they are.
If the player obtained all of the components manually, that player has invested a large amount of time fighting a variety of enemies (T6 crafting mats) in a variety of settings (dungeon participation required). The player has also invested, according to the wiki, 231+ mystic coins worth of dailies/monthlies (around 3-4 months).
If the player purchased every component that is purchasable, or the entire legendary outright, he/she has raised hundreds to thousands of gold – an achievement certainly equal in effort if not in variety to having acquired the materials personally.
Regardless, all of the account/soulbound components represent an achievement in and of themselves. Total map completion remains an impressive feat regardless of how many players attain it. The half-million karma worth of Obsidian Shards looks somewhat lackluster compared to other requirements until you account for the additional shards used in clover completion, which puts the figure to at least just shy of a million. The Gift of Battle is something of an outlier here in that it can be obtained reliably from jumping puzzles – but arguably, completing the WvW jumping puzzles repeatedly in spite of players trying to kill you is still an accomplishment.
And of course, the precursor. Well, the player either got astoundingly lucky or raised the necessary sum (which by now is quite substantial) and purchased it. Again, the ability to raise that kind of money is not an accomplishment to be sneezed at.
As for the argument that purchasing gems and converting them into gold is not an accomplishment – currently the USD-gold ratio is 1.25-100. If a player used 100% gem-store obtained gold to craft a legendary, that player would have spent well over 1000 USD (in the case of purchasing the legendary outright, typically well over 2000 USD) – and the player would still have to have completed much of the process manually (dungeon, WvW, world completion, 300+ skill points, 1m karma). Besides, could argue that the ability to raise that much discretionary income to use on a legendary is still an accomplishment – albeit an out-of-game one.
(edited by Blueshield.6291)
go to Nageling in Diessa Plateau. The Giant kills the entire town of NPCs. When you rez them, he kills them again. Repeat. Everyone on every server could easily complete this simply by not killing the giant in nageling.
Not like he drops anything in the first place, amiright?
True story.
I think initially the spam filter was there to prevent gold spammers, but it’s clearly not working as intended on that front.
Since October, any time I see gold sellers in LA, they add a string of 4 characters to the end of their spam message, which changes each time, circumventing the filter. So, it’s been at least 3 months since this wasn’t working to stop gold seller spam.
At this point the filter seems to only effect players making legitimate posts, so I agree this should be re-assessed.
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