I’m still wondering where all the baubles are in World 2. Supposedly there’s a whole bunch of them, but I haven’t found them. I’ve come across some places which I would swear is a dig spot, but then there’s nothing. And then I’ve come across some chests, but I don’t have any keys. Pretty much all over the baubles just out in the world are 20s at best, and usually guarded by a bunch of mobs.
Since world 2 requires a lot more item use, I’m basically just breaking even.
Ah okey, i was on infantile mode
The dig sites are still on the same places as in most guides? if not how do i regonize them?And thank you for the help
Yeah. Most digsites are the same for World 1, though most also give less baubles. I think they added a few more digsites to World 1 too, but don’t ask me where those are.
Make sure you aren’t running on infantile mode either, as the dig sites won’t work.
I am hoping someone will get out an updated guide though with some new locations to dig. The old world 1 sites just aren’t as profitable as they were last time.
It’s a little annoying, I agree. I wouldn’t mind so much if I had to switch between bombs and slingshot before I could use them. But that I lose all my other skills including my torch and shovel and can’t swap to those quickly is a little annoying.
I still think the Whip is pretty much useless. Takes too long to use, still have to be at the same distance as the stick, and only stuns them long enough for maybe one hit. It’s just not very useful.
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Finally beat Zone 3 of World 2. That difficulty was actually a bit easier, though the bananas are a bit mean. So are the polar bears and yeti. Feels like I need those nunchucks with the greater attack range to stand a chance against them in melee.
Funny thing, I would say the Storm Wizard was the easiest thing out of the whole zone. Yeti was harder due to all the sliding around. Granted, the stormwizard did cost me a few lives, but I’m pretty sure I could do better. Only parts I really had issue with were the times he charges, and the lightning bolts.
Zone 3 was still very long though, and I know I missed a bunch of secrets because I was in a hurry to beat the zone rather than find hidden areas. (I did find the kingpin, but he really wasn’t worth the effort to kill.)
What I don’t like is that it feels like all the baubles are found in super secret areas. While in World 1, you could still get a decent amount just scattered across the zones, there are literally none scattered across World 2.
So, it really breeds a mentality of going to Dulfy and finding out how to get to the chests, so you can buy the upgrades and start to play World 2.
Yeah. And a lot of the good World 1 digging spots give drastically fewer baubles too, so I can’t just farm those to fill up my wallet.
I only found 1 secret digging spot so far in World 2. Zone 3, near the beginning for 50 baubles. The jumps aren’t the easiest, but they could be worse. Too bad it’s only once per account.
I’ve found 4 dig spots (totally by accident granted) in World 2, a few in Zone 2, and a few in zone 1 (have yet to really do Zone 3 due to me putting off the torch for so long lol), and 3 of them were for 50 baubles… not that bad, not to mention a lot of chests in World 2 have 50 baubles, it’s really not hard to get teh cash.
Might help to know where all those are, and how difficult they are to reach. Chests are fine and good, but you have to be lucky enough to get a key, or have to burn baubles on it.
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Josh, I’m curious which effects you find are limitations of the engine, compared to the ones which are just the nature of the design.
Using the gong to avoid all the dart traps feels like it’s pushing the limitations on the engine. The dart traps themselves being instant kill is just part of the design. Though, I would argue the whole gong itself is more a design problem than an engine limitation.
During the “many” times I was killed doing the gong puzzle, I was thinking of how it could be made more forgiving while still keeping the challenge. I had a few ideas about that. One being that the puzzle just gets divided into two. You make it up to the top once and then immediately hit a checkpoint just before doing the gong. Then the player can keep doing the gong without spending the time to jump all the way back up the tower.
One way of just making it slightly easier is to keep the climb up full of deadly traps. The gong rolls down and can be followed to avoid traps (you could tie an achievement to this or something), but the gong’s real goal would be that it breaks down a door that needs to be passed. Then even if the player dies, they still make progress.
(P.S. I really need to figure out where this shortcut eagle is.)
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Josh, Ive noticed on the gong run, you can release the gong..die the run back and meet the gong at the bottom ramp. Possible exploit!
I was SOOO tempted to do that. Especially because I realized it could be done relatively easily compared to following the hard to follow gong. But then I got stubborn and wanted to do it the “right way”.
Now, I know Josh has said there’s over 1000 baubles in World 2, but I’m still thinking that all the upgrades available are just a bit too pricy.
The flute is 250. The upgraded candle is 400. The nunchucks are 400. The upgraded health potion is 350. The new wallet is a full 750, which means having to get a full upgraded wallet, and then make sure to get to the store without spending/using any.
It just feels all a little much, especially when upgrades like the candle are required to progress.
The wallet is 500 (unless you were referring to it’s new amount that it can hold). And I believe the upgraded potion is 300.
But yes it is quite a lot.
Sorry. I did mean 500. I was thinking of how much it holds.
What I don’t like is that it feels like all the baubles are found in super secret areas. While in World 1, you could still get a decent amount just scattered across the zones, there are literally none scattered across World 2.
So, it really breeds a mentality of going to Dulfy and finding out how to get to the chests, so you can buy the upgrades and start to play World 2.
Yeah. And a lot of the good World 1 digging spots give drastically fewer baubles too, so I can’t just farm those to fill up my wallet.
I only found 1 secret digging spot so far in World 2. Zone 3, near the beginning for 50 baubles. The jumps aren’t the easiest, but they could be worse. Too bad it’s only once per account.
Now, I know Josh has said there’s over 1000 baubles in World 2, but I’m still thinking that all the upgrades available are just a bit too pricy.
The flute is 250. The upgraded candle is 400. The nunchucks are 400. The upgraded health potion is 350. The new wallet is a full 500, which means having to get a full upgraded wallet, and then make sure to get to the store without spending/using any.
It just feels all a little much, especially when upgrades like the candle are required to progress.
(edited by Coldin.2840)
Xunlai Electrum Ingot – “Refined from silver, gold, platinum, and mithrillium.”
http://wiki.guildwars2.com/wiki/Xunlai_Electrum_Ingot
maybe this was a preliminary idea before they chose to go with Deldrimore Steel Ingot?Crystalline Ingot – "Refined from crystalline ore. "
http://wiki.guildwars2.com/wiki/Crystalline_IngotThey are both listed on the wiki’s crafting material list
http://wiki.guildwars2.com/wiki/Crafting_material#Ascended_crafting_materials
but appear to have no uses and no way to get them?
If I had to guess, both Xunlai and Crystalline are for Jewelers, especially since Xunlai is only crafted from Gold, Silver, Platinum which are all the jeweler metals. Xunlai will probably be turned into the Chains, Hooks, Settings. Not sure exactly what the Crystaline Ingot will be used for, but if I had to guess, it will be used to make the actual jewel.
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Finally beat World 2 (Zone 2)!
And yeah, that gong run is pretty crazy. This is one place where I can see what the intent was, but maneuvering around that gong is just difficult, in addition to remembering/seeing where all the dart traps are so the gong can take the hits. It’s just a bit hard to know how much space you really have. Might help this a lot if the gong moved about half the speed (or the space between dart traps was twice as large). I was actually really surprised that there wasn’t a checkpoint immediately after that, instead I had another non trivial jump and two more assassins on a narrow walkway (luckily they could be killed with the slingshot before they got to me).
Zone 3 is looking easier so far in some ways, and I did find one 50 bauble dig spot which basically payed for my flute. Guess I’ll see how the rest of it goes later.
(edited by Coldin.2840)
Dragonite seems….relatively easy. Since they drop from the frequently repeating world bosses and temples in large quantities, it won’t be too difficult to collect 100.
Those shards though. Why only 2-5 per jumping puzzle chest? Some of those jumping puzzles and mini dungeons are hard and quite time consuming. Sure, you could park an alt at one, but even if they were dropping 10 per day, that would still take 50 days to collect enough.
I’m not really interested in doing dungeon runs for them, but I might have to once I get closer to actually crafting an Ascended Weapon.
If you have multiple characters, the Maelstrom golem might be the best way to farm on a per hour basis as it spawns hourly and gives 20+ ores per kill.
But does that lockout per character/account?
I did the Golem twice one day, and the second time there was no chest at all. Maybe that was a bug, but I figured that I just wasn’t able to claim the chest again.
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This is as designed. Dungeons are designed for up to 5 people. If you choose to solo a dungeon you should expect this sort of thing. At leas that’s how I look at it. Maybe because SAB doesn’t look like a dungeon there are different expectations? We did clearly communicate when you enter a world that 5 are recommended.
Except…this isn’t true for other parts of the game. Especially content that’s been described as part of the Living Story. The “dungeon” Scarlet’s Playhouse scales up and down based on the number of players that enter. I would think SAB would do the same. Less enemies while solo, more enemies while with a full group.
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Okay. I feel a little bad about making Josh depressed now!
Positive Feedback Time!
Aesthetics of World 2 are pretty great. Stepping into Zone 2 is pretty cool, seeing the large temples and vast mountains and clouds.
New monster types. The bear is pretty great, and fun to see for the first time. He’s also relatively easy to deal with once you learn his pattern of attack.
Hillbillies were really amusing as well, complete with explosive barrels and distillery.
I actually liked seeing some of the more “old school” mechanics, like traversing floating logs across the rapids, or ones falling down the waterfall. Being able to push blocks is pretty neat as well in use for puzzle solving and as sort of a shield ability (though I do wish it could be held down to last for a long duration). The physics puzzle with the squid is pretty neat to see in SAB too.
There’s a hillbilly tunnel?
SAB just became a metric F-ton easier.
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It probably does take the stress off a bit. All the bubbles and baubles can go directly towards upgrades and cosmetics. (Also 10 lives instead of 5 probably helps a bit too)
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For the long levels, they are a bit too long, even ignoring all the different mechanics in them. I’d say Zone 1 could basically be about half the size. Right after the raft ride would be a fine separation. Zone 2 could be split as well. Right after the poison dart puzzle would probably be fine.
While there is a lot going on in each of the new zones, there’s also just a lot really difficult jumps. Now, those jumps existed in World 1 too, but it was mostly for the unique achievements and finding secrets. They weren’t required to progress. In World 2, it feels like I’m constantly being asked to make many jumps that are either timed (geysers/clouds), require a full length jump (which can be easy to cut short), or have to navigate midair around an object to reach the platform. That combined with missed falls equaling death leads to a lot of added frustration, especially when the rest of the world has some difficult battles as well.
I’m not saying World 1 didn’t have instant death jumps either, but they were a bit more sparse. Usually a fall meant loss time or hearts. Zone 3 had all the poison water, but that still only knocked off a little health. It was a little more forgiving anyway.
Edit: Now, I really don’t want to say “Make it all shorter.” Because in some ways, I do kind of like it. But it does mean that if I get mid-way through a zone in World 2 and then have to take off, or I lose all my continues, it’s just a little depressing knowing I’ll have to start back over from the beginning rather than my last checkpoint.
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My biggest complain of difficulty:
- Where’s the sword?
Sure, we originally get the Pointy Stick in W1-Z1, but how come it hasn’t upgraded yet? The torch has an upgrade, the shovel has an upgrade, but the stick is still a stick? Why? Especially when it comes to the bears -polar and forest- as well as bananas, hillbillies, and raccoon mafia. Those things just laughing at the player’s Pointy Stick.
(Oh, and if there is a stick upgrade that I’m completely overlooking, please point it out and ignore this post).
There’s a hidden shop in world 2-2, all I’m gonna say.
Could you say a bit more? Like, at least how many baubles it costs so when I do find it I don’t waste my time?
Well, part of the thing is you don’t even need that many bricks. Just 5 per ascended weapon, right? That’s only one stack.
Of course while I’m complaining about having too much dust, the other ingredients feel much harder to come by.
Yeah. The first crafting (huntsman) I did was pretty cheap. I think I spent about 20 or so gold just to get enough ancient wood and orichalcum, but I had a pretty good stock of it before that. I also had plenty of rare crafting materials so I didn’t have to purchase those either. That got me to 450, and now I’m very slowly leveling on the ascended crafting.
The second crafting (weaponsmith) was much more costly. Since I no longer had a stockpile of wood and ore, I had to purchase it. I could gather it myself, but finding all the nodes gets frustrating since there are so few. And since prices for those have since skyrocketed, it’s a lot more expensive then when I bought them previous. Still, I think I got through to 450 with only spending about 60 gold, again because I already had a nice supply of rare materials.
I am not looking forward to what this will be like after 475 though, when apparently crafting ascended materials won’t be worth anything, and yet there’s nothing new to discover either.
Funny though. Most people were saying how the timegates were the grind in this, when those materials are actually the easiest to come by. It’s all the exotics that have to be crafted that’s the real grind.
The dragonite isn’t too bad if you do the daily world bosses it seems. Still gathering enough of that for one ascended weapon is likely to take a couple weeks if that’s the only way you farm it.
It’s the Empyreal Shards that’s driving me a bit nuts right now. I don’t really run dungeons, so I thought I might bee able to get a decent amount going around jumping puzzle. But so far it’s only a handful per chest. It’s going to take me a long while to get 500 of them…
The jumping puzzle rewards are still pretty piddly. You get more bloodstone dust for doing one loop around Queensdale for champ boxes, and you can’t say those events are difficult.
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Josh, you did make a couple comments about slowly introducing some new mechanics throughout the levels. While I think that works fine in the case of the rapids (though the rapids themselves are buggy), this doesn’t work very well for things like the deathly piranhas and poison darts. Namely, there’s just not much warning about these things and what they will do till you die to one. If the first time I walked into poison darts it just took away a heart, that would serve the purpose of telling me those things are dangerous. When the darts one shot me, I’m quickly sent back to the checkpoint wondering what happened. Perhaps the lesson is taught, but it’s like teaching the lesson while rapping my knuckles with a rule. It’s just not enjoyable.
what the hell, why is everyone complaining, i would love to have 7 stacks of bloodstone dust but i only had 2 and half, with 7 stacks i would almost be lvl 500 in weaponsmithing. Get to lvl 450 in a crafting and then you can lower the amount of dust you have, its that simple.
Yeah. Starting to feel a bit of a crunch getting to 500 myself. Though I’m pretty sure you can’t get to 500 from 450 on Dragondust alone.
Still, it might have felt a bit better if there was just more stuff to make at the 450 level. But as far I can tell, all there is the refinements.
It’ll probably balance out over the next month. There’s this initial rush from everyone salvaging blues and greens, plus all the materials that rushed in from people opening up champion loot boxes from invasions. Once diminishing returns kick in for the essences of luck, it’s likely people will go back to selling them.
And there is a use for those materials as well, since they’re used to make some of the new ascended stuff. Granted, that’s not a lot really, but it’s still some drain on those materials.
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It’s very rarely “You need to go back and find 200 coins, then you can buy this item.”
Hm. I remember doing that a lot. Maybe I shouldn’t call out Medroid/Castlevania exactly. But Zelda, Faxanadu, Willow, and most adventure games of their ilk did this. But I suppose arguing over precedent is pointless if your point is “I don’t like having to go back and save and buy stuff.”
Why am I still using a stick anyway?
Protip: Find the secret shop with the Chain Sticks!
Oh, the cost wouldn’t be so bad if you weren’t using the bubbles/baubles for everything. It’s ammo for the weapons. It’s your healing potions and extra lives. It’s your item upgrades, It’s the continue coins. Combine that with limited stacking even with upgrades and it can be a bit frustrating.
Yeah. Zelda had you do this a couple times. Like getting a Hylian Shield to get to Death Mountain. Though, I believe I recall there was a way to get a shield for free, or purchase it for a discount. It’s also fairly easy to go back and purchase it.
I’ll keep my eye out for the secret shop, though I’ve been pretty bad at finding any secrets so far in World 2.
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Pro-tip 2: there is absolutely nothing fun about having to randomly guess how far I can walk onto the water without 30 seconds of flopping around like a fish in order to maybe get a 1% chance of my whip/slingshot actually hitting a turtle.
Glad to see I’m not the only one for whom the slingshot almost never hits anything except at point-blank range. Whip doesn’t work for you either, I’m guessing.
That whip is the most unreliable item I have. The only time I hit anything with it is if I’m standing directly in front of them. And then the stun still doesn’t last very long compared to the knockdowns of the assassins.
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To the developers: snip
Thank you for the well-reasoned and clear feedback, nihil. I appreciate it. I agree with most of what your saying. I’ll check, but I don’t think the number of Baubles is less in World 2. They are just hidden better. I wanted a longer learning curve for World 2. I also disagree that it’s the mark of a troll game to make you go back and buy a piece of equipment to progress. That is pretty much the core mechanic of metroidvania games.
I’d argue there’s a difference with Metroidvania games. Yes, usually they require a new or upgraded item to advance, but getting that item usually takes you to a new place with new challenges. It’s very rarely “You need to go back and find 200 coins, then you can buy this item.” It’s more, “You need bombs to blow up that wall. Well, if you go down this other path and complete this task, you’ll get bombs.” Backtracking is part of the design, but also backtracking is made easier with the tools you are given.
If I make it to the end of World 2 Zone 3, am I going to be any better equipped to deal with the rapids again? Will I have a better sword? Will I have bigger bombs? Do I have more health that prevents one shots or getting knocked down? Why am I still using a stick anyway?
I just don’t find this a very apt comparison.
You sure you don’t already know it? The one missing material is Destroyer Lodestones, but that’s a different recipe.
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This I believe sums up a lot of frustration people are having.
Yep.
That part was not fun. Especially because after the 10th time of getting knocked down in those rapids, I was beginning to question if I was even going the right way. There were no more friendly arrows pointing the way, and all I could see was the big waterfall.
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@everyone: they made it this hard just to sell more infinite coins off the gem store. Don’t fall for this trap.
We made it so that it’s fun to play. It’s quite possible that we are just THAT much better at jumping than the average player, but I doubt it. I want it to be fun. If MOST people think it’s too hard to be fun then I’ll reduce the difficulty. But like I said above, we don’t have good numbers on that yet.
Keep in mind. You developed it. So you have advanced knowledge of pretty much everything in the level, as well as what route to take and where to time your jumps. You’re probably also dealing with a lot less latency/lag than some players.
Right now, it’s just feeling like you guys want me to die over and over again. Which is something I would have only expected in Tribulation Mode.
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Not to minimize your complaints but here’s my take.
1. The zones are too long
You are complaining about too much content.
You should know as a developer that making content that players don’t reach is wasted content. Too long here can mean the player doesn’t reach the end of the zone before giving up. Too long can also mean it’s too difficult to reach the end. Too long can also mean the reward for completing the zone is not worth the time invested.
2. Jumping on a flower can throw you into another flower and kill you
You can be more careful about the direction you are facing when you land on them.
The flowers could also be changed to require a key press from the player, so the player feels they have control of the situation of when and where they go.
3. Crocodile hit boxes are too little
You need to use tactical stratagy to find the spots to hit the from, just like old platform games.
Pixel perfection should not be required, especially when determining that distance is haphazard at best. This would be less of an issue if the bombs and slingshot were easier to accurately aim.
4. Too many enemies on all maps
Learning where enemies are and how to thwart them is part of the process of progressing in old platform games.
Fair enough. Though I still say some consideration should be given. There’s an awful lot of assassins in World 2.
5. World 2 spike traps are not fair, especially when you get to places where there are lots of cheap ones.
They are all visible. The darts shoot out of dart boxes. The assassin training grounds are meant to teach you to carefully observe your surroundings.
They teach that lesson poorly. I ran into a dart trap twice without realizing what was killing me. Then I saw the very hard to see darts flying around. One shots are never all that fun. Considering they already exist in the form of missed jumps, having them placed throughout the level too in normal mode is just cruel. One heart of damage would still teach the lesson without being overly punishing.
6. World 2 does not have nearly enough checkpoints and repeating the gong run is painful
The gong run is painful. I’d like to tap that difficulty spike down.
Checkpoints are pretty important, considering it’s the only way of making progress from bad jumps. Most 3D games decided to only remove some health from bad jumps instead of instantly killing because the spatial distance is very difficult to judge. With SAB, those jumps have to be very fine, which is even more difficult with things such as latency at play.
So far, it’s all far too difficult mainly due to some bad mechanics. In one frustrating example, I died about 5 times trying to cross the falling logs near the end of Zone 1. Not because the jumps were difficult, but because they were impossible to time across the full length of the waterfall. There’s simply no way to get any perspective, so one has to just jump to the next log. If you happen to wait a bit too long for a good jump (or no good jump comes), then you’ve fallen down too far and have to go all the way back. Except even getting back is difficult since making vertical progression can’t really be done. It was simply easier to die, get the checkpoint, and try again and hope I was luckier with timing.
It’s a bit ridiculous. I was expecting/hoping I might get 200 bloodstone dust from opening my champ boxes. Ending up with 7 stacks of 250…
I do have to wonder they just didn’t make it require 10 bloodstone dust instead of 100, and make them drop in quantities of 1-5.
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Yeah. World 2 is way too hard, even on the normal mode.
The lag of the rapid section, complete with close quarter cameras and quick time jumps. The assassins who take 4 hits to kill, but can take off 1 heart per attack. The falling log puzzle that’s actually impossible to cross if wait just a hair too long on one of the jumps. The death traps that are not obvious at all. The freaking Koi Pond that is apparently bottomless….
It’s all adding up to a lot of frustration. Especially with the very infrequent checkpoints and falls that consume 1 life instead of 1 heart.
An infinite continue coin sounds pretty awesome! I’m just not sure if I’d really want to spend 800 gems on one.
Because there’s some new stat distributions coming for armor/gear too.
Hmm. Is that math right on that?
As I’ve heard elsewhere, while your crit chance will be higher, it doesn’t outweigh the extra damage from power. You’ll be critting for more, but those crits deal less damage and all your non-crits also deal less damage. Add in some talents that give 100% crit or fury, and all that extra Precision becomes pointless anyway.
The main purpose to buying these would probably be to quickly level from 400 to 450, wouldn’t it?
Most likely reason to keep Ascended weapons from being made too quickly. A 1 day timer means only so many can be made per day, even if a player grinds a bunch of the materials.
It’s probably also keep the unbound components at a very high price, allowing poor players to sell them to rich players for a profit even if the base materials are worth much less.
Will Asc. crafting be time-gated per account?
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My opinion is if it’s time-gated then the items we create should be trade-able, if the items are going to remain account bound then there should be no time-gate. As someone who can only play on the weekends (usually), time-gating means it will be years before I can outfit all of my characters. For a daily player, it will take two weeks per item.
People seem to be keep missing the fact that some of the items are in fact tradeable.
Basically, you have a raw material (account bound), which you can used to make a refined material (account bound), which you then use to make the component material (unbound).
Or are you trying to tell me that you can gather up all the materials for a Legendary Weapon (including 100% map completion) in just 2 weeks?
Nope, but what makes you think anyone will be making Ascended weapons in just 2 weeks. We still don’t know what drops rates are going to be, and it’s Anet we’re talking about here. I’m not all that hopeful about it.
I bet we see someone posting up an Ascended weapon within the first week actually, since the end result items do not appear to any related timers, and the materials before that are unbound.
A legendary still requires a lot more effort due to the gift requirements.
Materials for a legendary are not time gated. You can farm that stuff.
The hard part about a legendary is the pre-cursor.
Okay. There isn’t an “artificial timegate” on farming the materials for a Legendary. But there is still the very real timegate of actually collecting all those materials. Or are you trying to tell me that you can gather up all the materials for a Legendary Weapon (including 100% map completion) in just 2 weeks?
It’s as much (if not more) likely as collecting materials for ascended weapon in two weeks (vision crystal… that’s over 40 champions, dungeon runs and temple/dragon events daily. And the last two are under separate time restriction now – i’m not sure if there are 40 different dungeon paths and world bosses in this game)
That’s still speculation on the droprate of those ingredients. We don’t know how many will drop.
If it is indeed just 1 per chest/event/dungeon, I will gladly eat my hat.
A legendary still requires a lot more effort due to the gift requirements.
Materials for a legendary are not time gated. You can farm that stuff.
The hard part about a legendary is the pre-cursor.
Okay. There isn’t an “artificial timegate” on farming the materials for a Legendary. But there is still the very real timegate of actually collecting all those materials. Or are you trying to tell me that you can gather up all the materials for a Legendary Weapon (including 100% map completion) in just 2 weeks?
I’m glad someone did this, but it’s still depressing. You thought a Legendary was hard?
I’m not sure I get this statement.
A legendary still requires a lot more effort due to the gift requirements. 250 obsidian shards. 200 skill point Bloodstone Shard. 77 mystic cloves (another 200+ obsidian shards), 250 of every type of T6 rare crafting material.
And that’s just for your gifts of Mastery and Fortune.
Ascended looks like a lot, but breaking it down, it’s actually not nearly as bad as the effort to get a Legendary. The only part we don’t know about are the various Ascended Materials. They apparently require a lot of them, but we don’t know how much drop at once either.
Only skins we’ve seen of Ascended so far is the greatsword (and maybe rifle).
I actually rather like them myself, especially the different color schemes. You probably will have to make two different ascended weapons if you want one stat but a different color.
How I understand it is that you will get enough MF essences to get to 20%, assuming you had no account MF at all.
I’m kind of hoping honestly that the bonuses from the Achievement MF and the new Essence of Luck MF are separately counted.