(edited by Cyninja.2954)
Guys, there’s no downside to creating more bank slots, bigger bags, and more inventory bag slots. Those who have chosen to spend their time managing inventory simply don’t buy them. Those who have decided that time is money, and therefore they want to think about it less, they buy them. Which earns ANet more money.
Almost everybody wins, and absolutely NOBODY loses. Why is there even a discussion about this? This is a no-brainer:
ANet should just continuously add slots to all locations, until the amount of real-world money they receive for doing so drops to near what it costs them to create and maintain the extra slots.
Actually that is not quite true.
There is a very real downside to creating more bag space which I adressed in a side note earlier.
More bag space comes at a higher cost to get said bag space.
Either in form of more required gem purchases or more expensive bags. At the same time it would cover and soften poor item implementation allowing arenanet to keep designing and implementing items which do not go into the material storage for example. Desiging around 160 maximum bags space is different then for say 200.
Net result: everyone has to pay more to get maximum bag space which eventually becomes needed.
As repeatedly said in this thread, it’s not about bag space.
You’re right, having elites not be affected by CS is a huge nerf if it came by itself. If you had bothered reading past that line you would see that they’ve been buffed enough, and CDs shortened on TW and SoH, such that they would be suitably strong for the CD they have.
Like it or not, its impossible to balance elite skills on core mesmer while they are affected by CS. Flat out impossible. And for that reason alone CS shouldn’t affect elite skills.
I did read through your suggestions, hence why I gave 2 scenarios as to why I think they are trash. Had you bothered to read through my entire reply you could have deducted this.
First off, the changes do not make up for the nerf in pve. Giving some new fancy mechanics which are not even ingame yet to skills and reducing some of the elites cooldowns does not balance make especially the way you changed them. They end up on longer cooldowns then they are now (efectively 90s) while honestly believeing arenanet would keep something as SoH give a 10 second transform. Please get real.
Second I specifically addressed the issue of IF you were to increase the intended buff even more. In this case I’m absoultely sure that we would see a rebalance to the rebalance leaving us off in a worse state than right now.
Again all this does is buff base Mesmer at the expence of Chronomancer while adding a very high probability that we get screwed by arenanet.
All I see here is a slight rework of elite skills at the cost of the elite specialisation. Yes, CS is a balacing nightmare, but I’d rather keep the status quo than have arenanet “rebalance” our elite and leave the class broken for 2 years.
Let’s face it, mesmer was for a very long time in a very bad shape as far as balance and patches goes (right behind necro). Our only gimick was portal and TW and towards the end of vanilla even those 2 skills became obsolete due to powercreep. Now we are a glorified buffbot in pve and literally the only class which has no damage spec.
Having elites not get affected by CS is a huge nerf which I doubt arenanet would compensate with enough buffs to elites which, as others have mentioned, are already powerful and useful enough compared to other classes.
IF arenanet decided to go this route and make CS not affect elites there is exactly 2 ways this would play out:
A. best case our elites keep a slight buff but overall the class suffers in power
B. the elites get nerfed after a slight buff because now they are to powerful but CS affecting elites stays turned off
Thanks but no thanks. I’d rather wait for the next expansion and have the coin toss then with potentially another elite specialisation keeping us viable.
(edited by Cyninja.2954)
You know OP, 3 years ago you complained about this:
Sad because so far its been 16 months and…
No instanced raids
Same bugs/exploits since day one
Same bad mob AI(mossman can still be exploited)
Lack of defined roles for classes(and diversity)
Constant imbalanceWell you got raids, they fixed mossman ai, they added much more defined builds and diversity, they balanced dps roles a lot better.
They did a lot of the stuff you wanted them to do.
/Thread
Nah. That was three years ago and my original post only talks about the redesign of the Swamp fractal and I had no problem with the previous one save a few bugs which could have been fixed without a redesign. Then I just asked should I even bother pugging without HoT skills because at 40+ it seems to become a toxic cesspool where I run the risk of getting booted. Doesn’t matter if I can do it or not and I have done many 40s including the swamp already thanks to some not throwing a fit but the problem still stands. If I can do it without HoT skills then why are some people acting like its a requirement.
The current 40-75 is the old 30-40. Players were jerks back then and the pugs in that spectrum were worse than the ones at 49 or 50. So in a way, the game hasn’t changed in that regard, or to be more precise, the players haven’t changed.
What I don’t understand is, how does running fractals convince you to buy HoT or not?
Questions which seem a lot more meaningful to ask yourself would be:
Are you enjoying the Season 2 story?
Are you enjoying the way achievements for story segments are designed?
What did you think of Dry Top and Silverwastes?
What do you think of the redesigned skill and heropoint system?
How does your financial situation handle paying 20-25,- $ (Euro) for an expansion?
All these would be way more meaningful to your possible longterm enjoyment of the game over if some random pugs are jerks or not, not to mention that obviously other players will prefer a more powercreeped player.
There is a reason why Braham throws a blue circle after each phase. It provides you with stability if you forgot to bring some yourself.
The fight boils down to:
- don’t get hit by the flowers (easy enough, run through the middle of them)
- pick up the divine fire buff
- either run to the blue bubble Braham created or use you own stability to light a point up
- stand in dinvine buff area while ranging down shadows to prevent them from puttin gout fires
- rinse and repeat
Side not, the attack pattern of the dragon is always the same. His Headmunch can not be stabilitied through if I remember correctly, his stomp attacks (the ones with the big aoe cone) can.
Now thief is in a thougher spot than most classes granted due to lack of easy stability. In that case, you just have to work with Brahams shield he provides.
(edited by Cyninja.2954)
I think the primary question should be, how gated should the decor achievement be?
Is it supposed to be available to everyone as a nice gimmick for the guild hall?
→ yes, remove the trib 1-1 shop. no reason to argue if or how hard it is. fact is, it will be unobtainable to a big part of the playerbase
Is it supposed to be a hardcore achievement for only the most dedicated?
→ add required shops to every trib zone
Is it supposed to be an introduction and added incentive to have people try tribulation mode?
→ fine as is.
Personally I’m fine with number 1. Cosmetic guild items should be available to everyone I think as far as limited time events go.
Just wait till the new expansion gives us 5 new maps with 5 new map currencies that don’t go in the wallet, 5 new types of keys to open map specific chests, and then with legendary armor they introduce a bunch of crafting material that won’t go in the crafting material storage. You think I’m being sarcastic? Just watch.
Which as mentioned is a design problem, not an inventory problem. Fixing this by increasing the inventory size is just a bandaid fix. The best solution here is as mentioned a fix to the actual problem, aka making more currencies go into the currencies tab instead of stack into the material storage.
This would make the game a lot less interesting for a lot of people. Humans tend to put less value on stuff that just shows up (“drop cash, directly”) or that requires no effort (‘drop crafting mats, directly’).
Take spirit shards as an example. These drop directly and most people don’t realize how often they drop, because we never see them in inventory (outside of 3/day from dailies).
Well, yes. That’s the whole point. Right now I notice the loot, which is a bad thing because it’s a horrendously negative element of playing GW2, and the primary reason friends talked me into giving FF14 a shot. Which, to be fair, hasn’t even once filled up my bags. At all. Never vendored anything. At this point in GW2’s life I’d be through 1000-2000 shots of salvage kit.
You really don’t want to deal with all the inflation that would cause.
The entire reason that this game doesn’t have sinks like paying for armor repair is because of the low amount of raw gold that killing stuff gives.
But… do people really not vendor the grey items which drop? That’s what the money would be, replacement for all the stuff you’d just vendor anyhow. Same amount. 0 difference.
Yea, dropping tons of raw currency is not a good idea. It only has value because it can buy stuff. It doesn’t do much on its own beyond vendors and waypoints.
As annoying as the “salvage crap for materials” economy is, it works for a reason.
Again, I’m not arguing for adding money at all. You get tons of stuff in your inventory, yes? You salvage most of it Of the salvage stuff, you then vendor the sigils and the other gray stuff you got, yes? That part (and only that) would need replacement.
Because why go through all those clicks? We just turn it into money anyhow, why not just drop that money straight away?
I have to agree with the not direct currencie route here. 2 main reasons come to mind:
A.) in game design it has become evident that getting a huge chunk of useless stuff still leads to satisfaction. It’s the exact same reason why loot explosions of white and low tier items happen in diablo instead of just occasionally dorping that maybe useful legendary. We know it’s trash, we know 99% of it gets salvaged and ends up as materials, yet our brain still finds satisfaction in gaining a lot of “stuff”.
B.) direct gold or currency drops circumvent the Trading Post and with it the accompanying trading post fee. This would lead to more direct inflation and also removes checks and balances opportunities for arenanet. Yes, if you vendor anything that does not apply, but the GW2 economy is actually built so that most items get redistributed via the TP. Just look at all the items people sell on the TP at vendor price (meaning they take a 15% hit to value and have to wait for the item to sell instead of just instant vendoring to an NPC).
Let me prestate, that personally I find ArchonWings inventory management fine. With 52/160 slots used he is no where near where I would consider a bigger inventory is required. The suggestions I made were mostly of a possible nature to give people reading the thread an idea of what CAN be done inventory management wise.
The fundamental problem with just making bags bigger is that eventually people are going to fill them up too, and demand even bigger bags. And it all comes down to inventory management.
A very good point. I was trying to show that essentially it comes down to inventory management and when its necessity arises. The reason I’m sort of picky in this regard is because I was at the exactly same spot, I would literally save every single item that MIGHT be useful. Once I realize that 70% of the stuff was “there just in case” but maybe saw use once every full moon, I reorganized and rethought what I lug around. Does it bother me that I don’t carry around the birthday blaster? Sure it did in the beginning, now not so much. Would I love to have the exact boost with me in form of food or boosters on those occasional grind/farm trips? Sure, but the world or the game won’t end for me if I don’t.
Take item A that drops here and combine it with item B that drops there and make item C which is then used with item K to make food to feed some plant with a special feeder that you carry. Oh…and while this is going on, you have item G that you must use with item X to have a chance to get item Z that might help you make item A.
This is the actual culprit. In my opinion wacky gamedesign. The amount of influx in temporary material items that need to get carried around and new currencies that have no materialbank slot yet. This is no inventory problem though and if not fixed will cause an even bigger problem in the future even with bigger inventories (which are automatically more expensive to get).
We should be asking for better gamedesign from arenanet in this area, not for bandaid fixes in form of temporary size increases.
All I read was:
I came back to try GW2 after 3 years and even though
- my gear was still just as powerful as back then
- and I was able to get directly into endgame content
- was not required to relevel or catch up
- there were multiple new endgame maps
- was not required to spend even 1,- $ to play the game
- was not required to resubscribe
I was vastly disapointed that:
- the game content I played was rebalanced and reworked
Sorry but this seems like very huge first world problems right here. The game has had an expansion, yes. For many classes the Elite specialisations offer new and more powerful endgame builds. Bar some changes here and there, you still have exactly the same access to all the vanilla content as when you left the game (you’ll even be more powerful thanks to the trait and mastery changes). Best of all, you can play with everyone no matter if HoT upgraded or not in vanilla areas. Please tell me how many other MMOs out there offer this kind of service? The usual modus operandi is: get the expansion or be locked out of endgame content.
- some of the buff food (get either some best buff or second best. more than sufficient. don’t hoard food buffs you will never use)
Actually I do use all of them. It’s not needed to use the most expensive food all the time. Sometimes, low tier food helps
That’s convenience. You are essentially deciding to save a couple of silver by taking so much buff food with you. Essentially you value those couple of silver more than your bag space. Doesn’t change that so much food is not needed.
- definately the xp booster (if you aren’t capped, use those when you decide to run some meta event or high xp activity)
Sure. I think I mentioned it above.
Fair enough.
- that birthday gun sure seems useful – not (and yes, there are some fancy things you can do with it. it’s not needed though)
Not needed yes, but being soulbound and all, it’s pretty useless to stuff it in the bank. Good enough to help people with the buffs. I don’t need it that much.
Yes it’s soulbound and can easily be destroyed. The merchant in LA will happily restore it for you should you ever decide to need one again.
- all the wvw siege (unless you are actually commanding, in which case: yes you do need those) in general commanders don’t like random wvw siege being droped
And if I’m not in a zerg?
Then keep the rams and maybe the arrow carts. How many small scale non-commander siege do you usually put up? But sure, keep it then, that Permanent Portable Provisioneer is just for show after all right?
-black lion salvage kit. the amount of things you would salvage with this make it more than acceptable to have it in your bank. Then again you are missing a mystic one so 1for1 I guess
I have a silver fed kit already.
Even more of a reason to leave the BLSK at home.
- more useless boosters, food buffs, baloons, etc.
Celebratory boosters are useless?
Sure they are. They stack in duration up to multiple days so if you want to have the buff up you can use them every couple of hours.
They are long enough to pre use them inbetween salvage and inventory management stops.
Again, I could care less of how people manage or play the game their way. Whenever I read people complaining about not having enough space with potentially 160 inventory slots (excluding shared inventory) I know exactly what 80% of that used inventory space will be full of:
- oh I might need this later, better take it along all the time
or
- oh I absolutely NEED this item
Here is some advice a friend once told me: if something in my clothes closet is not getting used at least 1nce within 2 years, I remove it.
The same reasoning can be applied here too.
Bags fill up really fast in most big meta events. Box spam in WvW isn’t partciularly entertaining either, plus we also have the disadvantage of needing siege blueprints. PvE’rs also have to content with the plethora of keys that they can’t just stow away plus jade shards and berries and stuff.
Plus bag slots are some of the most expensive upgrades around! No matter how good you are with inventory management, you still have to deal with minor sigils and spikes and whatnot.
This is what my inventory looks like with the junk cleared out, so OP is right I think about using 1/4. This is about optimal for what I do as well. I could probably get it down a few slots by getting rid of a few redundant consumables like the fruitcake but it’s not really going to change matters. Note that I don’t have a lot of stuff like some keys and other random food/crap already, but I can only do that because I have a permanent bank access contract and all the shared slots which isn’t a reasonable thing to ask of most people. Without those, my inventory used to hit around 70’ish before doing anything!
I mean, what is this really? I think it’s already pretty minimal. An additional set of armor, all weapons this character can use, some boosters, food, and blueprints with a few random things to open chests. Selling the Heavy Loot Bags/Heavy Supply bags isn’t really going to help because they’re going to come back so fast anyways so the impact is null. I suppose I could get rid of those 2 crap boosters. It’s not too bad with 160 slots, but it’s pretty awful with 100 slots.
Let’s see, from top to bottom:
- some of the buff food (get either some best buff or second best. more than sufficient. don’t hoard food buffs you will never use)
- definately the xp booster (if you aren’t capped, use those when you decide to run some meta event or high xp activity)
- that birthday gun sure seems useful – not (and yes, there are some fancy things you can do with it. it’s not needed though)
- all the wvw siege (unless you are actually commanding, in which case: yes you do need those) in general commanders don’t like random wvw siege being droped
- toilet paper
- black lion salvage kit. the amount of things you would salvage with this make it more than acceptable to have it in your bank. Then again you are missing a mystic one so 1for1 I guess
- more useless boosters, food buffs, baloons, etc.
Yeah sorry but there is quite a lot of stuff you could easily bank or even get rid of without you ever noticing a decrease in gaming quality or performance.
If you want a setup of how to inventory manage, here is mine:
Bag slot —-————— Purpose
1.) Starter Backpack – stays empty, loot goes here (crafting mats, blues, etc.)
2.) 20 slot normal – more loot goes here
3.) 20 fractal uncom – green loot goes here
4.) 20 fractal uncom – more green loot
5.) 20 fractal uncom – yet even more grren loot (replace this one for a 20 slot invis
at the end if required or any other bag type as need be. adjust
slots accordingly)
6.) 20 fractal rare – rare loot goes here
7.) 20 fractal exotic – you guessed it, exotic loot goes here
8.) 20 invis – anything I carry around, extra gear, consumables, etc.
Benefit of organising the other way around is: your new loot will pile up at the beginning and by it being preorganised via rarity bags you have an instant overview where and what to salvage. Now granted this is quite fractal relic expensive. You can exchange the fractal uncommon bags for normal 20 slot bags or invisible bags as need be.
Shared inventory slots should prioritise as follows:
- 1st one gets the copper-fed (to valuable of a utility increase)
- 2nd one gets a permanent royal terrace pass or similar
- 3rd Inifnite Mist Omnipotion (if the player runs fractals)
- 4th gets the silver-fed or a Mystic Salavage kit
(edited by Cyninja.2954)
My advice: get used to using the LFG feature in this game.
Good advice for us all, regardless of which metas we love or hate, which story instance we can master.
1. Go to DS way on time
2. Get in a good squad through LFG
2. Dragon blasts everyone off the map
3. You get dumped along with a few others in empty instances away from your initial squad
4. Can’t rejoin the instance of the squad you were in the same instance with seconds before, because full
5. Game over, wait another two hours and try the slot machine again
Sorry but I call bs. I have not been on map for any of the runs I had and joined within 5-30 minutes after reset and all the runs were successful.
I’ve been through DS with almost every one of my 18 characters. Most of them just to get the elite specialisation done asap because it’s easy 70 hero points. If you do not get in the exact 1 map you want, then be flexible and join a different one. The map is nearly fail proof if full and it is always full when advertised in LFG unless you start less than 1 hour before reset.
I’m not sure what I do correctly and others fail. I take breaks from GW2, last one was 3/4 of a year. Basically I went from 6 months after HoTs launch to multiple patches later and a completely different meta.
Yet I was still able to complete over 10 chak gerrent events successfully (success rate aproximately 80-90% with complete random maps and joining an advertised map between 10-15 minutes before the event).
Completed 4-5 Verdant Brink T4 night phases (100% success rate) without even actively trying. Basically just noticed an LFG, joined the map, done. Now I’m sure I got lucky, but people complete this map daily.
Auric Basin and Dragon Stand aren’t even worth mentioning. Those get run on multiple maps every 2 hours successfullly. The events are fine
My advice: get used to using the LFG feature in this game.
As mentioned by others, this is intentional and requires you to upgrade your wallet.
Side note and at own risk (in case prices change), continue coins are interchangable for baubbles at a rate of 1:10 (at Moto outside) meaning you can store a lot more baubbles (in continue coin form) per stack. Just make sure to take any required amount of baubbles with you if you intend to buy something from one of the stores.
… why do people forget that everyone posting on these forums has purchased the game?
Because owning a forum account does not distinguish between owning vanilla GW2 and HoT. For purposes of cost, having to buy HoT to add to a vanilla account or to start from scratch is the same thing.
The second reason might be: because not everyone reading the forums owns a GW2 account.
snip
was 50 harder than 100 of today?
Not wanting to go to much off topic here but depending on which “50” we are talking about the answer can be yes and no.
The very first itteration of fractals when they had been fresh released was harder than required due to the fact that agony resistance required was not attainable on the available gear (I’d say this was the hardest fractal version when not exploiting). Boss fights only occured every even fractal (meaning 12,14,16… 28, 30, etc.) and only Jade Maw was available. Similarly there were less agony attacks (most end fractal bosses had 1 or 2 only) but those were 1-shot kills meaning if you couldn’t dodge them 100% of the time, you were toast. At the same time there was a ton of exploits which allowed people to reach insanely high fractal levels. Rewards stoped scaling and it was more of an “I did it” thing. The fractal community was tiny too.
The first revamp changed and fixed most of the imbalance issues and by then ascended gear had cought up to fractal requirements. Getting a pug to disband was still a thing to happen, but maybe only 1nce per week. A usual fractal run was between 40 – 90 minutes (with complete random pugs and based on which fractals you got).
Needless to say, this has changed a lot. In a way original fractals were less gear gated since if you could dodge all the agony thrown at you, you didn’t need agony resistance. This gating change came a lot later while taking a lot of danger out of agony attacks.
Leather is quite valuable so it might actually be of value to use the silver-fed. Otherwise the method I go by is and always has been as follows:
Is the sigil/rune worth keeping?
Y – use Black Lion Salvage kit
N – Is the item of exotic or rare quality (rare above level 68)?
Y – use Mystic salavage kit (if value of m.f. stones is = 0) > silver-fed > Master’s
N – use copper-fed
Don’t think much has changed. This method accounts for the price per use of the different salvage kits while realising that Black Lion Kits hold the highest value and Mystic Forge Stones are valued with 0 as long as people don’t consume more than they gain via achievements, dailies, fractals, etc.
Some good advice in the thread, definately try the free to play version first if you are unsure if the game and its combat is something for you.
As far as cost, realise this:
- the majority of cost comes from convenience purchases (or cosmetic). More bank space, more inventory slots, Infinite salvage kits, unbreakable harvesting items, etc.
- there is a gold to gem exchange so theoretivally all these items are available vie ingame currency and can get farmed. There are also no pay-to-win features which require you to spend real money to get ahead (which are quite common in free to play games).
If we assumed the bare minimum cost for items if you do not want to spend ingame gold for conversion I’d say the following is realistic:
- base price of HoT
- 4 character slots to be able to have 1 of each class (9 classes and you start with 5 slots, 2 in the free to play version) = 4 × 800 = 3,200 gems
A more realistic approach would be the bare minimum convenience items (but realise these are NOT needed, they just enhance the exprience):
- 1 shared inventory slot (you get one for free when buying HoT if I remember correctly)
- 1 copper-fed-salvage-o-matic to put in the shared slot (800 gems)
- maybe some bank slots or extra bag slots for your main character (800 gems for bank slots, 400 gems per bag slot for 1 character)
That’s basically it. Anything else you buy will either be purely cosmetic or more convenience like space which reduces the amount of inventory management which is needed.
Funny how people complain about them in BFF where they farm … karma? Magic? … but there isn’t a SINGLE thread complaining about any of the ones that hang out near the Sparks trying to AFK farm Charged Lodestones in Malchor’s Leap.
I guess when AFK farming lowers the price of something people want, then its OK. But when it’s completely inconsequential stuff like magic … look out! It’s a BIG problem.
If it were inconsequential then no one would be afk farming. Justifying one type of afk farming with another type is nonsense. Two wrongs do not make a right. That’s not the reason though why afk farming gets on peoples nerves.
I think the difference is that hardly anyone notices the ones in Malchor’s. Lots of people actively farm w-berries, so they are more likely to notice a particular necro (or five) in Bitterfrost.
It’s clear that the people complaining aren’t shy about bringing up the topic or lazy about /reporting.
This is.
The reason people are complaining is that it’s so absolutely obvious in your face that it actually makes people wonder and argue about it. Any experienced MMO player knows that there will be a certain amount of bots, hacks, exploits, etc. getting abused by a certain part of the playerbase. It’s unavoidable.
What one can ask for though is to at least have the developer take active steps to prevent the majority of the playerbase to notice. Especially in the newest maps which people will automatically gravitate to. I mentioned this in another thread, from an image and appearance standpoint, this is a disaster. It amazes me how inactive arenanet have been these last few weeks.
You can’t stay logged in. You have to use a skill or you get kicked out.
All players have to do is be close enough to press 1 button every 15 minutes or so. And according to the rules laid out by the dev, they can AFK farm as much as they want as long as they respond to a dev message asking if they’re AFK. Set up your AFKer and then go do some housework, play another game in the background, solve world hunger…the sky is the limit!
Which I am sure most do, but people love labels. TP Barons do the same thing, yet it’s not the same. People hate things that won’t benefiting them, if I don’t do it, you shouldn’t either, kind of thing.
Yes, I’m sure those characters loged in at 4 in the morning and the entire night through literally 24/7 have a real person check back every 15 minutes. Stop the bs pls.
I mean, I would like to say “don’t like it, don’t do it”
but the problem with this is that it requires dev attention that’s withdrawn from raiding, LS or other content. And it adds weapons that break immersion worse than a set of huge wings. And lets not forget the miniatures with their cringy 8-bit sounds.. Sorry, but this ‘festival’ does actually do harm
Look at it this way, if enough people enjoy this content it’s beneficial to the game, brings more revenue and active players back into the game.
Ressources are only wasted if the amount used is in no relation to the effect they generate. In this case it’s safe to assume that with the amount of people enjoying SAB it’s an overall net positiv. Let’s assume arenanet would have pulled the plug if this wasn’t the case.
I’m confused at how the SAB weapons break immersion. I could see it if they looked blatantly 8-bit (like the weapons you actually use within SAB) how that would clash. But they don’t. They’re glowy holographic weapons, with a few blocky design bits on the non-glowing parts. There’s plenty of instances of holograms in Asuran tech, so that’s not really unusual at all. Is it just because holograms shouldn’t be able to interact with the world? Because the weapon skins themselves have a description that explains that too, calling them “state-of-the-art solid holography”. Solid holograms doesn’t sound all that farfetched considering all the other fantastical magic tech in the world.
This, and even more this with current events in the Season 3 Living World story. The holo weapons fit better than ever into the game world. Better than some of the say glider skins.
(edited by Cyninja.2954)
- all arguments are based on literally 1 elite specialisation which in its curent forum can overcap crit in a raid enviroment(which might change in the future).
Necro isn’t the only class that has used precisionless ferocity stats. See Valkyrie Staff thief with Daredevil runes.
Also 1 class using it is sufficient motivation for that stat set’s existence. If a stat set is useful without being game breaking then it has reason to exist.
Classes should not be hampered by not having a optimal stat prefix available, at least not in PvE. (PvP is another story.)
Oh I agree, there are other classes who can use less precision on gear due to traits. Necro is the only one who is of actual consequence though (and even here theory craft shows that you don’t want to go 0 precision).
That valkyrie thief gains little to nothing from his extra vitality except some minor survivability (which is an absolute non-issue for pve, expecially a raid enviroment). Now are you seriously going to argue that some minor splashed in condition damage on 2-3 items will be of any significance without having:
- condition damage traits
- condition damage utilities
- condition damage weapon sets
- condition damage sigils/runes
- condition duration
No? Correct answer.
Fact of the matter is, the stat combination PFC is at best a sidegrade in the current pve enviroment, and that is stretching it a LOT.
Not sure why no one has used the time to actually link to this to help the TC:
https://wiki.guildwars2.com/wiki/Attribute_combinations
Instead we get a thread full of weak 1 sided arguments where:
- useless stat combination are considered options (they are not, just as 80% of the stat combinations could get removed from the game and no one would notice)
- people ignore the fact that 90% of the weapon sets are optimised for condition damage or power and the damage loss on power builds for taking a condition set would be quite big
- all arguments are based on literally 1 elite specialisation which in its curent forum can overcap crit in a raid enviroment(which might change in the future).
Go forum warriors.
I find it doesn’t really matter what your build and group is. Unless you are raiding.
Dungeons > Face roll
Fractals 1-50 > Face roll
Fractals 51-75> Some competence
Fractals 76-100 > Should probably run something meta.
Raids > Running a meta (or something close too) will help with a smoother run.
Haha, that one made me smile too, especially, and I’m quoting Family Guy here:“It’s funny cause it’s true.”
That being said, fractals are a steep step up from what probably 90% of the playerbase are used to from open world though. You actually need to start understanding the games mechanics.
Tbh the reason i stopped joining necro groups is because i almost forgot how to play the game on a decent level…… It literally reflected when i joined a group today as a chrono. 3 necros running around like chicken pewpewing and complaining about alacrity and quickness while no1 stacked on wells.
We finished 100cm but it felt like the first time i run dungeons….messy and lucklaster.
True. Was the same for me in vanilla when starting to play my guardian more in fractals instead of the mesmer. I literally start facetanking stuff because aegis. Stuff then hurt a lot when back on mesmer.
Still as many have pointed out, meta groups can have different goals. The 4N1D setup is wildly inefficient in many ways, but it’s so tanky and braindead easy that it’s perfect for those days where all you want are the shinies, especially when running with pugs. Epidemic is just to much of a condi damage multiplier in pve. Who needs rotation, positioning and so on when 4 people can literally double or tripple the groups damage output (with 25 stack limit in mind).Then again poor necros have nothing else going for them atm so…
If we’re going conspiracy then HoT had four playable maps and a few legendaries. LS3 has the same amount of playable maps and a few legendaries and will have to be paid for like Ls2.
shocker
LS3 is the expansion the content about the same just with map size offset by more legends, raids, and fractals than HoT. There just trickling it out so people don’t leave in mass. Good call TCBefore anyone goes blah blah but Anet said this or that so such and such. Anet has said a lot of things that never happen. Heck I don’t even believe what comes out of my own presidents moujtg so why give Anet a pass.
Anet is Fake News
You are conveniently leaving out:
- the revamp of the engine they had to do for gliding and HoT mechanics to actually work (as well as then introducing this engine to the old world. They specifically said that the engine took a huge chunk of developement ressources. We even had the no-SAB fiasco that year since they hadn’t come around to reworking it with the new engine)
- the complexity of HoT maps versus the Living World maps
- the entire redesign of traits and all the classes. Yes, while technically this came before HoT it still required a ton of ressources and was part of the expansion
- tons of other stuff
When accusing others of fake newsing, maybe at least pretend to make proper comparisons.
Hmm…
Seems your quoting a bunch of Fake NewsBut don’t you worry cause were gonna make Tyria great again just look at Bloodstone Fen it was a Yuuge improvement to the gliding mechanics what with the lazers, bombs, and aerial acrobatics not to mention the new gathering nodes. Ember Bay had the best Yuuussage of ley lines yet to traverse the map not to mention those thermal vents and all that water. Bitterfrost had the torch, water, and the bitter cold area of constant degen with new Quaggans to boot. Lake Doric’s subtle day and night event cycle and town invasion mechanics were fan-tastic. All those raids and rewards plus the legends and achievements heck I’m still getting fan mail from mah well buddy. Plus mode selective balancing trumps any sort of balancing they’ve done prior just look at the people happy that epidemic got a wvw fix.
They say since its three teams that each team is probably gonna make two maps each which is six playable maps. Six is average for most expansion so your fake news is debunked LS3 was the expansion they talked about earlier.
Let’s also not forget the cats as the cat collecting obviously took more time and energy than anything in HoT. If it was easy we’d have cat collecting for the guild hall itself too but not a single cat to collect for the hall.
Oh also since you took me seriously you didn’t even have to mention all the behind the scene stuff like reworking the game to fit gliding in or map complexity. A more straightforward approach would be to simply bring up the guild hall system along with the hall decoration system plus scribe and then call it a day.
Reworking an engine =/= how the new mechanics get used on the actual maps. I’m talking coding and actual physics engine, you know the stuff behind what you see that let’s the game work the way it does.
Here the quote from Colin as to why SAB did not return, sure he might be making stuff up about the engine rework not allowing them to have it that year, yet what would his gain be? If a rework of something as small as SAB doesn’t fit in, let’s just extrapolate how complex this has to be for the entire game.
Rinith’s reply is probably the closest description to the reality as of today where we stand with SAB. We’ve made a number of changes to the physics engine as a result of places like Silverwastes, Dry Top, and the expac that means we need to go back and re-work SAB to use all the new movement systems. It also needs a pretty solid rewards overhaul, and I know Josh would love to make some changes to world 2 before it returns.
We’re all focused on expansion – both the announced details, and the un-announced details and simply can’t peel anyone off a team to work on it right now without it effecting expac. The two SAB worlds we’ve seen will return as we’ve said before, but simply put our focus right now is on making the expansion amazing ????
http://dulfy.net/2015/07/01/gw2-colin-explains-why-sab-is-not-returning-soon/
Fun =/= complexity. Some of the simplest things in programming sometimes require the most complex amount of work. To argue the LW3 maps are in any way nearly as complex as the HoT maps is beyond silly.
I decided not to mentione very single change that came with HoT. Thought you might be smart enough to look those up yourself.
(edited by Cyninja.2954)
If we’re going conspiracy then HoT had four playable maps and a few legendaries. LS3 has the same amount of playable maps and a few legendaries and will have to be paid for like Ls2.
shocker
LS3 is the expansion the content about the same just with map size offset by more legends, raids, and fractals than HoT. There just trickling it out so people don’t leave in mass. Good call TCBefore anyone goes blah blah but Anet said this or that so such and such. Anet has said a lot of things that never happen. Heck I don’t even believe what comes out of my own presidents moujtg so why give Anet a pass.
Anet is Fake News
You are conveniently leaving out:
- the revamp of the engine they had to do for gliding and HoT mechanics to actually work (as well as then introducing this engine to the old world. They specifically said that the engine took a huge chunk of developement ressources. We even had the no-SAB fiasco that year since they hadn’t come around to reworking it with the new engine)
- the complexity of HoT maps versus the Living World maps
- the entire redesign of traits and all the classes. Yes, while technically this came before HoT it still required a ton of ressources and was part of the expansion
- tons of other stuff
When accusing others of fake newsing, maybe at least pretend to make proper comparisons.
3. Traps
Some are avoidable. Some have way too short timers, especially in some dungeons. The ones that include them always see a couple of wipes, and more wasted time at such spots.
Once again, not fun. Just frustrating. Eventually everyone gets through, but time was wasted.
Ah the time when dungeons were wipefests. How long has it been for the vast majority of the community? 3.5 years now? Don’t worry, just takes practice.
4. Travel
Yes, the HoT maps do require some memorization and have a learning process attached to them (well one of them does, the rest are very straight forward). Unlike some other MMOs you can’t just autopilot while watching the map autopiloting from quest objective to quest objective (well technically you can once you know the map and the npcs and their voice work). If you spend a couple of hours figuring the maps out you’ll soon come to realize how well crafted and designed they are. That of course requires some dedication and time investment.
-Gathering tools
Make them permanent. It’s an annoyance to run out, or spend cash on fancy versions from the item shop – which I understand still cost copper to use.
Lame.
What you are thinking of are the infinite salvaging tools, the gathering tools are free per use and infinite and yes, bought in the gem shop. Arenanet are a company after all and they do have to make money on something, you know without the monthly price model or the blantant pay-to-win some other non subscription games have.
-Item skins:
Many weapon skins exist in the game. Yet with a few exceptions, all the items I find are the simplest versions. They should be tiered. Like lvl 0-10; uses this skin, lvl 10-20 uses that, etc. It’s kinda stupid to keep finding the same iron greatsword /iron chainmail at any level only with better stats.
There are literally thousands of skins. You have either not spent even 10 seconds looking for some or are just trolling. Here a link to the dulfy guide for the fashion collector achievement: http://dulfy.net/2014/04/17/gw2-fashion-collector-title-guide/
-The cash shop.
I know, the studio has to make a profit somehow. But while the game is definitely not free – the expansion at least, yet some aspect are as limited as in any f2p game. Bank storage, bag slots, material storage, transmog charges and character slots should NOT cost money!
Sure, let’s hear your alternative suggestion as to what they should charge for. Remember though, your suggestion better be an improvement over the existing system, a simple “it should be free because I want to” very seldom is a valid businessplan.
Hello.
I’ve spent about a month with this game -it’s not as much as most of you have, but I’ve noticed some glaring mistakes.
Some people would tell me to get gud out of reflex, but inability to progress is not the issue, rather the general annoyance factor.
Yes, “most of us” are now closing in on having played this game close to 5 years. I would bet many of us would be overwhelmed aswell if thrown into the deep end of a game which is over 4 years old. From this month of experience, exatly how much time have you actually spent learning or understanding mechanics or the basics of how the game works, besides the quite fun leveling process I mean?
1. Knockbacks;
A lot of enemies knock me down, interrupt my best attacks, slow me down, and they do so with infuriating frequency. My character is often turned into a pinball, thrown around helplessly in a stunlock until his health depletes.
In less severe cases, it just prolongs the fight to several times the length it would otherwise be.
Some would say, evade them.
Thing is, there’s no evading all of it. Most of these attacks are fast and come with no warning.
Some are slow and telegraphed, and might even paint an indicator on the ground – Even these can be impossible to evade when fighting multiple monsters, or might still happen with such frequency that there is no time for attacking between trying to avoid danger.In short, it’s just not fun. A disabled character is not fun. Wasted time is not fun.
Yet thousands upon thousands of players manage just that, evade or counter the things the npcs throw at them. I’m not even talking about some of the insane solo stuff people have been doing but simple open world traversal and mechanics. I will give though, HoT will be very punishing to new players with its difficulty ramp up, especially on ones who barely have any gametime or experience.
2. Damage.
It’s okay in the early game, but the further I reached the more of a problem it became; Every monster deals too much damage, and takes too little.
By the time I hit 80 on my guardian, it became clear I have to abandon “Knight” stats in favor of a full “Soldier” type outfit, just so the most basic monsters would not present lethal danger.
A pity, for the class would have some interesting crit based procs.
The class does have some interesting crit based procs, unfortunately you lack the gear or the critical hit amount to make use of those. This isn’t WoW. Your damage is actually defined by the stats on the armor you wear. Here a small link to the itemnomencalture picture which nicely depicts the vanilla stat variations and how they relate to each other: https://wiki.guildwars2.com/images/5/55/Nomenclature_graph.png
Your Knights set provides you with 58% of the offensive stats which a full damage set would provide. Bad news, soldiers gives even less damage stats. Switching to soldiers from knights due to lack of damage is like poking your eye out because you have a problem with your vision. That’s not even getting into how the damage formula works.
To lazy to read the entire post, skimmed some of it. TC does not know or understand how to use the lfg feature in game. Solution: learn to use the lfg tool. Problem solved.
The HoT difficulty was already nerfed post HoT launch twice. It was fine before the very first nerf (and people managed to complete the metas back then) and it is most certainly fine now. Not every map event needs to roll over and provide loot when the minimum effort to succeed is literally:
- check time of next event
- spend 15 – 30 seconds of moving to an organized map
- ????
- profit.
I think the point of the “sheer excess of CC on some enemies” is that there are other ways to deal with CC. If I get stunlocked nowadays, I consider that my fault, not the game’s — it means I wasn’t paying attention to my surroundings and that I let myself get into an area where I could be CC’d to death.
This.
I can absolutely see why this would be painful as you learn to adapt,
I should have mentioned: yes, it was extremely painful before I adapted. It felt as if certain areas of the HoT maps were “off limits” entirely. (Then I started working out how to survive in a hostile environment.)
In other words: I sympathize with the OP’s frustration, while at the same time I strongly disagree with the idea that ANet needs to adjust the difficulty level.
Agreed, the way I view crowd control in pve, it’s less punishing than straight up one-shot kill attacks but more punishing than most other pve content where you can stand in the middle of the brain-dead-zerg and auto 1. If you get chain cced to downdstate/death consider it a boss one-shot kill attack which you took and feel lucky if you brought stun breaks or waypoint if not.
Yes, melee is often more punishing than ranged gameplay. That is nothing new to GW2 and it’s something that is very hard if at all to be corrected simply because distance is another layer of protection as well as reading enemy attacks up close is harder/requires better reflexes.
General consens seems to be that arenanet dealt with this issue well enough, to which I have to agree. We’ve gotten spoiled with how well the game and servers have been running over the last 4 years.
2 things though since these things always come up and really bother me:
1.) players deserving compensation and comparisons to buying things from a non digital store
You own exactly 1 thing: your client side account and temporary access to arenanets servers. You own just about nothing else (physical disc, collectors items etc. not considered). You own exactly 0 of your characters, items, ingame currency etc.
I’m getting tired of people not knowing or forgetting this. Look it up in the terms of service. It’s standard MMO practice. Let me repeat that: You own NOTHING!
2.) just because it’s easy to write, does not mean it’s easy or fast to code
I’m sure there are hundreds of ways how arenanet could have handled this problem with players retaining items, time spent, experience, etc.
I’m also quite sure the effort to take any of these other paths would have been drastically longer, more expensive, more difficult, etc.
Rollbacks are usually a last solution option, or at least one that is quite far at the end of the line (mostly dictated by how far back the developers have to go to fix the problem). If arenanet deemed it appropriate to do a rollback, it must have been necessary, all factors considered.
Developers usually don’t rush out rollbacks on a “we feel like it basis” since the damage they can do is well known. Take that into consideration when giving hobby programmer advice.
Mounts should have been implemented at launch
Swiftness, mushrooms, signets, skill, traits, masteries, and so forth that give speed should never have existed and all the time and energy they wasted implementing systems to replace the mounts would have been better spent on other aspects of the game.
To little to late now though all people ever really wanted was an additional fantasy aspect of a matching mount to their cosmetic choices. As for myself I just wanted them to have a simple baseline speed function that doesn’t mess with my choice of skill, traits, or so forth on my bars but your stuck altering a perfectly good combat build in order to get any sense of speed since the launch of this game. A Mesmer needed travelers runes, focus, signet, or even becoming a chrono in order to get any sort of speed or movement. None of that would be an issue at all if we had a mount movement system early on.
Furthermore I don’t think TC is really beating a dead horse there are many new players and many vets who have left so to them its a new game and its a new horse and their repeating and asking for the same things people have asked for since the launch of this game. The outcome will be the same for these new players as it was for the older ones and the neglect will continue.
A.) it is a dead horse no matter if people are aware of past conversations. One short google search throws up the gw2 merged mount thread. People jut being lazy as usual.
B.) What you wanted (a baseline speedfinction) was specifically left out and introduced with value into the character build aspect of the game. Mounts never fit and are not needed in the GW universe. Then again, most people comming from WoW are used to classes getting dumbed down and streamlined to all play the same.
C.) Especially considering players comming from different MMOs, we get it, you had something in game xyz which you really liked and want this aspect to get copied to GW2. Why stop at mounts? Why not introduce item degradation, regular raids, cash shop only mounts, etc.? Let’s make this game a full copy of the game you came from. Then again, why not just go back to the game you came from? Seems so much easier.
Oh, so I’m lazy because I’ve never seen a mount thread before and replied to one on the forums before doing an exhaustive search for any potential “dead horses”?
Thank you for your judgment on WoW players. As a former WoW player, I feel right at home with the degree of rudeness you display to total strangers on the forum. Did you used to play as well?
And picking up on your disdain for players like myself…
Look, bud. I get that you think I’m encroaching on YOUR game, but drop the attitude. It’s unnecessary. I made a suggestion not realizing it was such an emotionally charged issue. I apologize for peeing in your cornflakes. Forget I said anything.
Sheesh! So sensitive around here!
I apoligize, maybe you weren’t lazy. I simply assumed this thread was created due to one of the most common reasons people bring this topic up.
Then again if you were not lazy and aware of the code of conduct:
- Read the forum before asking a question. There’s a good chance your question has already been answered.
- Use the search function before posting. This will focus the discussion and facilitate a response.
- (https://forum-en.gw2archive.eu/forum/game/gw2/Mounts-merged/page/32#post6177984)
paiered with the sticky right at the top of the forum:
https://forum-en.gw2archive.eu/forum/game/gw2/Searching-the-Forums/first#post4701411
this does change things.
Now you were best case illinformed and worst case intentionally breaking forum rules.
This has nothing to do with rudeness. I was simply assuming you were posting according to forum rules and no, I won’t put a smily face or give you a hug after every single sentence. As far as the WoW crowd goes, you said it yourself, the people coming from that game are toxic and thus not well received (especially when breaking forum code and bringing up sensitive topics).
Auction hall
The auction hall unlike every other game under the sun with a hall doesn’t have a 12-48hour time limit no auction is infinite. However in this game it is your items will stay for years. This is a veritible anchor for the economy people who have quit the game still have things up for auction.
This is relevant because legendaries are on the auction hall and their prices are anchored to the high points and Anet set legendary crafting prices to those of the broken auction hall. Legendary crafting and the economy at large wouldnt’ be so bad if this minor detail was changed prices would actually change with supply and demand quickly and they’d wouldn’t revert afterwords. Would also remove access gold from the repostings.
As some have stated there never was an old system but the prices on the AH are still set to those old inflated prices. The only thing this new method does is increase the burden it’s beyond obvious that this new method takes additional work since they require new events and a crafting tree to implement. The workload for each legendary would increase since its additions to what we used to have. Meaning more time energy and money that Anet doesnt’ want to spend. In the end though even if all that extra work didn’t exist I don’t think we would get new legendaries anyway with how things have been going. A new legendary even though its less work is like getting a new dungeon. There always abandoning things and working on the next thing that will also be abandoned shortly after.
1.) Go to any site which tracks trades on the TP (gw2spidy, gw2tp, etc.).
2.) Look up price developements on precursors and legendaries.
3.) Realise what you just wrote is complete nonsense.
Legendaries and precursors are very well affected by supply and demand (as well as changes to material values since those factor in directly into cost of mf crafting them). You paying attention to only the last 2-4 weeks of their value luckily can easily get fixed by sites with historical data.
Mounts should have been implemented at launch
Swiftness, mushrooms, signets, skill, traits, masteries, and so forth that give speed should never have existed and all the time and energy they wasted implementing systems to replace the mounts would have been better spent on other aspects of the game.
To little to late now though all people ever really wanted was an additional fantasy aspect of a matching mount to their cosmetic choices. As for myself I just wanted them to have a simple baseline speed function that doesn’t mess with my choice of skill, traits, or so forth on my bars but your stuck altering a perfectly good combat build in order to get any sense of speed since the launch of this game. A Mesmer needed travelers runes, focus, signet, or even becoming a chrono in order to get any sort of speed or movement. None of that would be an issue at all if we had a mount movement system early on.
Furthermore I don’t think TC is really beating a dead horse there are many new players and many vets who have left so to them its a new game and its a new horse and their repeating and asking for the same things people have asked for since the launch of this game. The outcome will be the same for these new players as it was for the older ones and the neglect will continue.
A.) it is a dead horse no matter if people are aware of past conversations. One short google search throws up the gw2 merged mount thread. People jut being lazy as usual.
B.) What you wanted (a baseline speedfinction) was specifically left out and introduced with value into the character build aspect of the game. Mounts never fit and are not needed in the GW universe. Then again, most people comming from WoW are used to classes getting dumbed down and streamlined to all play the same.
C.) Especially considering players comming from different MMOs, we get it, you had something in game xyz which you really liked and want this aspect to get copied to GW2. Why stop at mounts? Why not introduce item degradation, regular raids, cash shop only mounts, etc.? Let’s make this game a full copy of the game you came from. Then again, why not just go back to the game you came from? Seems so much easier.
“Learn how to dodge” doesn’t solve the issue. The issue is why have healing abilities when characters have either 100% HP or 0% HP? I will learn more and more for how to not get hit by the one shot kill attacks, but that does not correct the game design issue of never needing healing because the character is either full HP or dead.
As mentioned, use more tanky gear. Make sure your gear is up to date and not from level 10, also fill up slots that are empty. Dungeons are 3.5 year old content (granted ascalon got a revamp some 2.5 years ago) and there has been a lot of powercreep with new trait and skill revamps. The games combat is focused around active defences so dodging “will solve the issue”. It’s definately you in this case.
Its also kind of odd that the game trains players up to 30 to use recovery abilities when leveling because mobs will damage the character but not kill in one hit. Then when I load up on recovery abilities and do a dungeon I find out I never need recovery, because dodging = living and not dodging = death.
Must have played different games. The game is very clear about dodging and it’s necessity. Only because it doesn’t instant kill you in open world content it is very apperent that taking hits HURTS unlike most other MMOs. You should have noticed by level 30 that the heals will at most refill 60-70% of your total life with heavy cooldowns associated. If that doesn’t screem: “this is a last resort skill, pray you don’t need it”, I don’t know what does.
The toon essentially has 1HP. Don’t take any damage. Spec for 100% DPS. Utility doesn’t matter. That’s the in game advice I’m given, which is why I posted – to see if recovery is actually a legit ability to spec for, or do I just abandon it and go all out DPS and use the “git out tha way” button for dealing with damage.
Actually the sentiment of don’t take any damage is always a good sentiment to play around. Granted in many other MMOs you get to have a healer at your back to cover for your mistakes. Treating everything like it is floor on lava though is a good basic approach.
Utility matters quite a bit, just not utility in form of healing. Reflects, boons, blinds, etc. make a huge difference. Standing there and trading hits with an enemy and healing away the damage is NOT utility.
In your case, on the contraty, get some toughness in and get used to the combat. Going full glasscanon will not suite you well until you can avoid taking damage. When GW2 came out people ran soldier gear instead of berserker, there was a reason for that.
Let’s clear things up a bit. Tripple trouble is not a dead event, it never was. It is one of the few events though that is not on farm by random zerg groups.
As mentioned by many others there are organised communities that run the event multiple times daily with success rates of over 90%. All it usually takes is to join a teamspeak (or other voice chat server) and listen to instructions.
So for anyone interested in seeing the event, getting their achievements, etc.:
- check on when the wurm actually spawns (this event has fixed spawn times same as tequatl)
- plan in an extra pre fight 30 minutes for organisation etc. and aproxiamtely 25-30 minutes for the actual event
- prepare to join voice chat (no reason to talk but listening to instructions and knowing which map to jump to is required)
- not sure how well the LFG groups do since I’ve been running the event in the past with gw2community. My assumption though is: save yourself the hassle and forget about the LFG tool. You really want voice comms for this event, especially the tripple head kill
Do you know what you’re talking about? Or are you just making things up based on what you believe? The wurm is killed SEVERAL times per day.
Let’s say a group of one-hundred people out of the entire joined servers kill the quest in question daily. Multiple times per day. This requires LFG and sitting in the specific zone anywhere from thirty minutes to an hour to get the quest done. Just to secure your place in said quest.
Now compare this to what is happening in the new zone where nearly all the server is farming all the events for said daily.
Yes, I know what I’m talking about. And no I do not make these things up. But I’m also not blind to common sense. In comparison, yes the event is dead. Please note, I did not say it could not be done.
And given the responses and advice above? Yes, it’s no walk in the park these days to get a successful group to gain said success and/or achievements. And let’s not split hairs. Even you know it unless someone else said this:
If you’re not on the map that is completing it, literally no one will be doing it.
Again, compare Triple Trouble to Bloodstone Fen’s legendary guardian. I stand by what I said. Yes, the zerg has moved on to greener pastures. Even you acknowledge that. Don’t know why that’s suddenly a point of contention.
How can an event be dead when it’s done daily? That doesn’t make sense.
Dead isn’t a comparative state. Something is either dead or it’s not.
The OP wants to do the event. Saying it’s dead when it’s not helps absolutely no one.
Aredenwolfe is mixing up “dead event” with “event on farm status by random pugs”. As mentioned, the event gets completed daily multiple times successfully.
Wurm was never a walk in the park and since it never was on farm status by randoms, comparing it to any other world event that gets rushed down with minimal effort is kind of pointless.
As a matter of fact, it’s now arguably easier to get wurm done compared to when people were actively running it with fail zerg groups. The organised groups have experiance and guarantee an almost always successful tripple head kill.
Marauder has been better than berserker ever since it was introduced. Is this still news to anyone?
News to me. As people said above, it depends on your goal. If a little extra health helps you, then great. Otherwise, the more offensive stats, the faster stuff dies.
This.
I think that some metabattle people have crunched the numbers and you lose about 10% DPS for 6k health with full Ascended. I suppose that whether that trade off is good or bad depends on the mode you’re playing.
Yes, which basically means:
If your goal is to have optimal pve dps berserker wins (assassins for some classes).
If your goal is to have maximum stats with a weight in direct damage maurauder wins.
Maurauder is in no way better than berserker in pve.
The default keybind is “-” and it can be rebound under F11> Control Options > Skills > Special Action. I
Quoting for truth since I assume quite a few people will have an issue with this.
I have to agree, this was a bit anoying. Personally it took me a couple of minutes to figure out what to do especially since the shield doesn’t come immediately off even if you do the “correct” action.
That being said, I think the bigger problem is that Arenanet has started using the special action button command more where you get to activate a limited time skill. This was already done in some of the raid fights so people with experience there knew where to look or what to watch out for.
I’m all for encounter specific design but a proper tutorial so players can get accustomed to this action might be nice. My guess is quite a few people will miss the button showing up and might not even have it keybound which does not help the entire situation. Maybe a small text hint could leviate this issue.
That being said, guides for new content appear within hours of release. It is unfortunate if this breaks immersion for some players, but it serves as a steping stone and help players progress. The new love for wild teleportation and condition spamming mobs was far more anoying.
If nothing else, the Trading Post eliminates most trading spam. Thank goodness. The game is better off without any Spamadams.
GW1 automatically put all trade spam into the trade channel, you could just turn that kitten off.
Also to the response above that people still got scammed… once again I say…. How? All anet has to do is auto direct all support requests about trade scams to the trash because its hilariously bad if you get scammed with such a system.
Hence why people started to circumvent the filter and still ended up clocking up the general chat. Are you really going to keep bringing up these “ideal but never have worked” situations?
Same as with the unscammable trade system. It does not exist, period. Your entire argument is a hypothetical “this is how it will work” or “this is how it should work”. All of which gets refuted by actual widespread occurances which have shown the system to get abused and its main flaw: human error.
This in turn leads to a lot more work for the support team. Simply trashbinning customer concerns is a sure way to lose a lot of customer satisfaction no matter if the customer was at fault or not. Which already begs the question, which is more beneficial to the game:
- a system where customer concerns need to be trashbinned
- a system where scamms are kept to a minimum
As was stated, arenanets stance is: it’s not forbiden but not supported. Not supported also means not making it easier for people to get scammed (even if you had 10 confirmation prompts).
(edited by Cyninja.2954)
Increasing the amount of ascended materials that players could refine would tank the market.
Is that really a good reason not to do it though? Do you think your average player cares about “the market”? And lets not kid ourselves they will still be quite valuable.
The question is not how good of a reason the timegate is, but is the reason more valuable to the game than the alternative.
The timegate creates value and lets crafters recuperate some of the expense of leveling the crafting skills which in turn is beneficial for multiple other layers of materials in the game.
It also facilitates the notion of having longterm goals in GW2. Something a lot of players need getting used to.
Removing the timegate has exactly 1 benefit: people can rush their item which is already possible for most of the steps for a price up when buying from the TP. (and no, potentially having the profit margins reduced and prices go down is not a benefit. Essentially prices of other items would spike as a result)
What’s our stance? No. Just no. Sure it’s possible. Sure, sometimes it works. But sometimes (often enough to be a highlighted concern) it does not. Which is precisely why the developers created the Trading Post …
OK. I have my own guild hall. Could you please tell me, how should I acquire so many acc-bound items (e.g. SW shovels) without p2p trading with people? Oh, you are probably going to tell me that I should spend whole days grinding like crazy in Silverwastes.
In other words: remove acc-bound restrictions (plus yeah, TP fees are ridiculously high) and I am gonna use TP for everything I need.
Your sense of proportion is a bit off. Bolt is worth ~4000g and being scammed over that would be devastating for the seller and a potential windfall for the “buyer”. Scamming shovels at what, 1g per item?, is just silly.
Sorry but it seems we are not talking bout the same … why are people using p2p trading? Two reasons, at least in my opinion:
1) too high TP fees
2) some items are not tradable via TP (acc bound)Remove those reasons, problem solved. If anyone would use p2p trading after those 2 removed, I agree, their problem.
Except that both of those reasons have valid reasons to exist. Sure some select account bound items might benefit from being tradable but a vast majority is account bound because the entire design around them is based on them not being tradable.
Same goes for the TP listing fees. Not going to get into detail why those are useful since there have been enough economic disscussion in the past, but let’s leave it at: TP fees are a good thing and removing them would hurt the game a lot.
As others mentioned, write a ticket, be polite (in general you should always be polit when you want something from someone else, it helps) and explain what happened.
Also, even if they should decide to not restore it first go (which I doubt especially with this item) stay persistant and keep writing tickets.
Seems pretty useless to me. Maxed MF and 2200+ hours, still never found a precursor.
RNG is RNG. You’re either lucky or you’re not.
Like you buy three lotto tickets instead of one, it’s not like you’re significantly increasing your chance to win, it’s still a drop in the ocean.
300 times 0.00001% is .003% Which means you go from a 1 in 100,000 chance to 3 in 3000 chance. Both of which can result in a trial of 2000 drops not yield a single precursor.
It’s useless if you’re getting it simply to get a precursor, you’re not going to be able to get it high enough to make the chances of it even remotely in the realm of reasonable to expect to get one in the very short term. It’s useful if you want to over the long run get better/more loot. Better means more greens and blues than whites or nothing. Better loot doesn’t mean a lot more rares and exotics. Especially when drop tables always include whites, greens, and blues.
Um.... not even close on any the math or numbers. You forgot MF is a linear increase of a percentile going from 100% (+0%MF) to 400% (+300%). So it's not 300 times anything. It's 0.00001% @ 100% (+0%MF) to 0.00004% @ 400% (+300%MF).
Also, 0.003% isnt 3/3000, it’s 3/100,000, and 0.00001% isnt 1/100,000, it’s 1/10,000,000.
edit: had to use the preformed coding tag to get it to show right.
.00001 is 1/100,000. 1/10,000,000 is 1e-7 or .0000001.
As to the other calculation, you are correct. .00001 with 300% Mr would .00004 or 4/100,000.
But either way, the gist of what I said is right. The increase doesn’t increase the chances enough for a small sample size to even begin to show any possible problems.
You are both right and wrong depending on how lenient one is with their math. The confusion lies with the % sign.
.00001 is 1/100,000 – yes.
but .00001% is not 1/100,000 since 1% is already 1/100th. It is in fact 1/10,000,000.
Essentially by putting the % sign at the end, you are dividing the number by another 100.
(edited by Cyninja.2954)
Hiya,
I’ve recently returned to GW2 from a 2+ year break, currently maining my Lvl 80 Daredevil Thief. So far I’ve bought HOT, just finished Verdant Brink, have full exotic gear (with 1 pink amulet, 1 pink ring) and just maxed my Leatherworking to 500. I’m just wondering – what should I start doing?
So far on my list, I think I should:
- Get 100% Map Completion
- Get full ascended gear (how to, I don’t know..)
- Participate daily in WvW, sPvP (so far I have)
- Trying to get into Fractals, only reached Level 11 so farWhat should I focus on to keep a sense of ‘progress’?
First off, try to set longterm goals. Full ascended is a good start since it can be broken down into steps and you can actually feel some progress. Do try to attach reason to the longterm goal though. Why are you aiming for full ascended? Just to own it as a goal might burn you out. Maybe consider which game mode you want to use it in since that’s where you’ll be spending most time in later.
Next, don’t force yourself to do “stuff”. Try out the other game modes besides pve, but if you aren’t having fun, leave them. Doing dailies for dailies sake will burn you out eventually. Play spvp if you enjoy it, play wvw if you enjoy, do pve only if you enjoy it.
Fractals can be quite fun, but at lower levels they cn be more frustrating than fun. Especially sub 50. I’d say stick with it, try to mix it up by going for the achievements for getting all the fractals done.
Living World Season 3 is starting next week. Finish up those story missions that are still open. Maybe finish the HoT story while at it.
Finally, join a guild. No reason to become best buddies right away, but in general most things in this game are more fun when done with people you know (especially low level fractals).
As for ascended, here some small pointers:
Trinkets
Rings - from pristine fractal tokens. Should take about 1 week of daily fractals.
Accessoires - ideally from guild commendations, is need be from laurels.
Amulet - laurels
Backpack - Mawdrey is currently cheap IF you have the crafting skill needed. Otherwise pick one of the others: https://docs.google.com/spreadsheets/d/1Rg9kYaV-YZ0qARJf1t8tR7Y5Ps73FwuEAdBrs17VCz8/edit?pref=2&pli=1#gid=901788735
Weapons
Go with exotic for now, try to finish your class HoT collection. Finish collections of other classes for more items. If you are absolutely sure what you need/want, craft them. Rule of thumb is: ascended weapon > armor.
Armor
- Do the Bioluminescenes Achievement and pick a desired chest armor https://www.reddit.com/r/Guildwars2/comments/2t21at/complete_bioluminescence_collection_guide_the/
- Rest stay at exotic. Only craft if you absolutely need the item for high level fractals.
Ofc just having raids not making this game wow-like. Making them as only endgame content is. Raids getting all the shines – new armor, new unique drops, whole new class of legendaries, easy access to best armor and weapon drops and even their own currency to buy them. But that’s not an issue, “work hard – get best” is pretty fine. Anet succeeded to create a new endgame, but failed to introduce players to it. They had one of most smooth learning systems for endgame ever, when they made fractals, but suddenly ignored their own experience and experience of every other successful pve game on mmo scene.
And that is essentially a difference in perspective.
- I don’t view raids as endgame. I view tham as challenging content alternative for people who seek somthing like this. PvE endgame in GW2 is and always has been world zerg events and amass as much trash loot as possible to get gold for loot you actually want. When 99% of the game is designed this way, the new 1% hardly can be considered endgame.
- raids get unique raid skins. I agree that other game modes should get unique items too (especially skins) and in some form or another they have. Fractals provide free ascended loot athigh tier if done regularly. Spvp provides dungeon skins, gold, tokens etc. free of charge, meaning your investment is close to 0 gold/material wise.
- easy access to gear in raids is debatable. The time it takes to get 1 item is significantly longer than it is to farm the gold for similar gear. The stat disparity is indeed unfair but as mentioned can be covered by different setups (viper armor for example which can get crafted)
- legendary armor is a reward for over 4 months of doing consistent content and investing a LOT of gold, and it’s exactly 0% better than ascended armor. I do agree though, there should be access to it via spvp and wvw, similar in length and difficulty to raids though.
This is once again an issue where a part of the playerbase screems “I’m getting treated unfair!” even though it’s at best a very hyped distraction. If you want to raid, put in the small effort. If not, well focus on things you can do and enjoy.
Once you start meating those full legendary people in wvw who can swap their stats on a whim after investing 30,000 gold into their gear, invest 3,000 gold into 3 full sets of ascended for the different stat combinations and be just as good as them. Problem solved.
Simply put: if it’s a chest with a key (especially keys that can get farmed) assume MF will not work. In general it works for almost nothing except direct kills (yes, I know there is stuff affected by it and the wiki covers that. This is just a general guideline I go by).
As far as how useful MF is (even though this wasn’t part of TCs question and other have covered this already here):
- buying MF is not “worth it” from a gold perspective. At best maybe go up to 100% Account MF, then save your gold.
- on average higher MF will mean better (not more) loot thus higher gold gain from anything that benefits MF.
- No, this does not take into account people who are super lucky. Obviously if your account is flagged by arenanet to kitten out precursors left and right, you won’t need magic find (and we all know our accounts are not flagged since we are discussing value of magic find)
- Same goes for people who are super unlucky. If your account is flagged to never get rare or above drops, magic find won’t save you.
tl;dr: absolutely get your MF to 300% asap. Best buy ectos en mass off the TP and salvage them. Just make sure to tell other beforehand so they too can drive up the price. /sarcasm
Yes it does take a lot of time and resources invested if you want to raid. But OTHERS are raiding and that means it is doable.
The only problem is that others aren’t willing to bother but still want the benefits of raiding. Without having to actually do the things required.It’s like me demanding that I get the Exalted Backpiece item skin because I bought HoT and because I want it.
I don’t want to work for it and do Tarir and events to get the collection done – I just want the item – so Anet give it to me because it’s content and I paid for the expansion.Don’t give me the “timeframe argument” – there are raid groups from EVERY timezone.
I’m on the US server and play on EU time – so I know what it’s like to have difficulty with raiding because of time zones. I found people in my time zone though – I went to the effort of doing it and I did.
And when I couldn’t I made the effort and raided at 3 AM with the US people. Because if you want to do something then you have to sacrifice something.Most raiding guilds have more than one team – and you can always make your own group.
The logistic I “seemingly take for granted” is there for me because I actually bothered to do things in order to make that logistic happen.
I geared up my characters so I could get into a good raiding guild. I talked to people – I found people in my timezone.
When I couldn’t run with a static group I made PUG groups and led the raid myself – because I wanted the kills and knew nobody was going to do stuff for me unless I did it myself.Next thing I hear is that starting the game is hard too.
Next thing you hear is that there is a lot of unsatisfied customers, who bought this game when it was advertised as something new and not wow-like, and now you here, and telling everyone that its fine and working as intended. You like it? Great. But who are you to tell everyone else that your opinion is only right one?
No one even asking for same loot, or raid legendaries, or nerfing current raids, people just want some godkitten decent way to learn and get into raids. No, your teaching guilds is not that one, and will never be, because its developers work to create a proper way into content, not waiting for some unknown people who may, or may not do it due to various reasons.
And yet all that I hear here is “no, you must do what I did, because I said so”.
Having raids does not make this game WoW-like. Dear god if that were all it would take every single MMO since Everquest and even before would be identical.
WoW-like means having your stuff devalued on a constant basis and fed new pixel items making your old stuff obsolete. Same as most other MMOs on the market. That is where GW2 differs, and this has essentially not changed since introduction of ascended shortly after launch. On the contrary, most steps so far have been to make it easier for people to get ascended gear.
Stop mixing in arguments which are not on topic.
- Raiding is generally perceived as a huge success by the raiding community → subjective fact.
- Raiding is not as hard as people make it out to be difficulty wise, especially wing 3 – going by what pre-guilds have pulled off and the actual requirements to clear bosses → fact.
- It’s difficult to organise raids – subjective and debatable but let’s go with it’s definately not as easy as most other content in this game → subjective fact.
- all other pve content in this game at this point in time is face roll easy (yes, even high rank fractals if people are not asleep) → subjective fact.
- it is possible to aquire Best-in-Slot gear playing multiple game modes, doing different things → fact (yes, even viper gear since trinkets are not needed to cap condition duration. Most proper builds use sinister for pve anyway).
Farming was never hard in GW2. The thing that might have been hard is finding something to do you enjoy without having to justify your ingame experience via a numeric gold value.
Instead of asking if farming is hard you should be asking what people enjoy and try stuff out for yourself. Farming gold has always been a means to an ende in GW2, never THE defining endgoal though (unless you enjoy becoming a pixel millionaire which ofcorse is fine too).
That being said, here are some goals people enjoy working for:
- legendaries
- fashion wars
- wvw
- spvp
- dungeon/fractal speedclears (this sorta died down a bit)
- achievement huntersI have no idea what you’re talking about. Gold was extremely difficult to acquire when GW2 was first released. 12 hours of straight-up farming netted me about 70 gold if I was lucky. Plus I had 73% magic find. That’s not much money for the amount of time spent on farming. On top of that, in the early stages of the game, gold was never a reward for anything you did. So if you didn’t farm, you were pretty much poor. Dungeon rewards were also time-gated, so that didn’t give you much gold either. If you didn’t farm, your income was approximately 3 gold per day, assuming you stayed logged-in for longer than half an hour.
So, compared to the early-game gold income, it’s extremely easy to acquire gold nowadays.
Yes, and prices at release were a fraction of what they are now.
So what good are those 100 gold you can farm in 3 hours today when T6 materials are at 50-80 silver a piece?
Those 70 gold in 12 hours at release could have bought just about any precursor on the TP since those started at 50g and went to about 150-200g the first few months. Go farm a Dusk or Dawn in 12 hours now.
That being said, my point still stands. Relative to the amount of gold one needs, it has never been hard to aquire gold in GW2. Then again, my entire point was a different one to begin with…