First thanks Gaile for the clarification before the rumor mill gets out of hand.
Second, since many people seem to take my opinion as criticism, on the contrary. Personally I love the stuff the raid team has done so far. I’m just a realist as far as what my expectations are.
Would it be great for raiders when we had regular new raids added to the game next to other content? Absolutely. I do believe though that 1 raid per expansion will be the best possible case scenario for this.
Raids require balance not only from a design perspective but also from an economic one etc.
Raid 1 (wind 1-3) is part of the legendary armor process and offer some unique skins.
Raid 2 could have some more unique skins and maybe another legendary armor path.
Raid 3 could have… and now we’ve hit a wall. The not increasing item cap in GW2 makes it more challenging to offer rewards which fit inside the game theme and design.
That is on top of all the design problems (how hard should the raids be?), the amount of playerbase the raid reaches and which part of the story the raid fits into.
This does not cover possible design or goal changes of future raids. For example making them easier, yet shorter so a higher part of the population can participate or might be interested (dungeons 2.0 for example). Not saying saying this will come, but throwing ideas out as to how more raids could fit into the game.
GW2 needs to get rid of scaled zones.
I say if you’re considering level scaling then just don’t have levels at all since they then serve no good purpose. Instead everything should scale up to 80 but have its level hidden leaving crafting tiers for rarities and stat sets instead of levels. The entire game needs a reboot from the ground up if it’s going to be competitive against today’s top offerings.
For $60 what can a customer have-
Overwatch:
~ snip ~
Guild Wars 2:
~ snip ~
Sound like just a PvP only comparison. What I want to know is how Overwatch’s PvE is better than GW2. I’m just gonna make myself some popcorn and wait on your keen observations and well-thought-out response.
No, no… No rush, I’ve got time. Please enlighten me as to what I, a non-PvPer, am missing….
Overwatch has practice vs. the AI which is PvE.
But it has “excellent framerate” and excessive sexualising of Tracer’s butt!!!
/sNo they don’t, Tracer has pants on the entire time she’s on screen unless there’s a thong outfit for her I don’t know about. Besides, Widow actually has a sexualized can and is a cute character Tracer and Widow’s poses were just fine before people who clearly aren’t the target demographic started complaining. Every minor thing gets criticized. This video deconstructs very well in a funny manner the Tracer controversy:
About the framerates; I’m getting up to 70 fps at 4k so they’re great. In Guild Wars 2 in zergs (WvW or PvE) the framerate can dip quite a bit and the aging engine shows. The stutters in places, poor camera physics and control, (can only zoom in little at a time and it goes from medium distance to first person view, I need to use objects with collision detection behind my character to get a proper selfie), repetitive grind, and other features mean Guild Wars 2 can see lots of improvement at a basic level.
You sir need to read up on what bottlenecks exist in performance in computer games..
Suffice to say that comparing an MMO with hundreds of players which need to get managed by server and client is vastly different than a shooter with a maximum of 12 players. No matter how good the engine of the MMO is, this is not even an uphill battle. The camera first person feature can get deactivated in the general options but shows just how familiar you’ve made yourself with your games configuration.
Not even going to comment on the practice AI vs Pve. Your just an obious troll, every one can see it.
Well… The fact you think it’s not going to happen doesn’t mean it won’t, you know…
As for the economy, if sigils are unlocked on a per weapon basis, not only it wouldn’t lower their price since you’d still have to buy them, but it would even be very likely to slightly increase it as players would buy more for the same weapon (as opposed to “buy one and sit on it” we have now).
Yeah, math, 1+1, etc…
You assuming that sigil’s need to drop in price for them to benefit the game economy…
I was talking from a general economic point of view, not personal player point. Cheaper sigil would need to get counter balanced.
Then again, you are right, maybe I’m wrong. Given how most other changes in the past have playerd out though (ascended recepies, crafting changes, precursor crafting, etc.), I’m confident my expectations are closer to reality than yours.
While they do a good job, this is probably the last set-piece we’ll see concerning Raids for a very long time….
I wouldn’t expect Raid 2 to happen for at least 6 months if not longer.
If ever.
While the raid team does a great job, I have a feeling that Arenanet will be moving away from raid content design. It just doesn’t attract enough players compared to the ressources it consumes.
Best result would be a new raid per future expansions but I doubt new raids will get added outside of those.
Short answer:
- not going to happen
I don’t see any official response. Do you have dev quotes to back up that assumption?
Nope, just common sense and understanding that to get something you need to give.
Runes and sigils are an integral part of the GW2 economy. Making them obsolete does the games economy no good. On the same note, buffing legendary items in this way would make them “need to have” especially for WvW.
Now count 1+1 together and the result is: not going to happen.
Now if someone would come up with a good idea how to counterbalance this change thus allowing for more flexibility and convegnience for the players while not making legendarys broken and negatively impacting the economy, go ahead and I’d be up for serious disscussion. Unfortunately all I’ve ever seen this kind of proper disscussion/idea was very one sided.
(edited by Cyninja.2954)
This idea was, once again, discussed not even 2 weeks ago:
https://forum-en.gw2archive.eu/forum/game/gw2/Making-legendarys-great-again-TBC/first#post6169005
Short answer:
- not going to happen
Long answer:
- read the other thread
The ability for Legendarys to change stats was implemented so players would not have to transmute the skin (back before the wardrobe system was implemented). It was never ment to have people circumvent an entire economic aspect of the game (value of changing sigils/runes).
Legendary sigil and runes will have to come sooner or later. Probably later.
Maybe, or more likely never since the current system works and adding more grind to the itemisation is not something the players base would take lightly.
The problem: GW2’s end game is lackluster at best and really provides no meaningful gameplay.
Why? The whole premise of the leveling system is flawed.
GW2 needs to get rid of scaled zones. It was a nice idea, but it is a terrible implementation. The zones should not scale users to the zones level. The rewards from monster drops (especially world boss tour drops) should be tweaked so that they drop zone-level appropriate items. With an emphasis on hero level to zone matching, the drops could be much more rewarding (i.e.: you have Exotic Level 10 weapons that drop from bosses in newbie zones). Make the scale of drops for all levels much greater.
GW2 scaled zones are one of its best features. Instead of reducing the size of a game to 10% of it’s zones and having 90% dead content or empty leveling zones it keeps every area valid. The entire line of thought about boss drops in low level zones is also nice on paper, but when facing reality just does not get used since people skip this kind of content.
Instead, the leveling process should be a long, drawn out experience that is rewarding in itself. Users should work hard to get from level to level, but each level should have great things available. With the current system, most people just can’t wait to buy the best possible blue/green gear for their current level and move on. With a different approach, we could have valuable items at all range of levels, 1-80, instead of the everything just falling into level 80 equipment.
Level process does not equal endgame. In school this analysis/suggestion would get answered by your teacher with: Failed to address the issue. Sit down you get 0 points.
Second, you are in luck. There is an ambudance of games which provide such an experience. Aion, BnS, Black Desert Online. Economically and from a market share perspective it makes no sense for Arenanet to change GW2 in such a way that they would have to compete with those titles.
With a rescaling of this proportion, I think it would vastly improve the GW2 experience. The game feels misguided in its current state. I played GW1 since 2005 and I’ve been hoping GW2 would get better as it goes along… it seems that the updates just make it worse. Every change is meant to water the game down for new players and provide just enough sustaining users so arena.net can pay the electric bill next month.
You mention GW1 but offer suggestions which are in complete contrast to what GW1 offered. The leveling curve in GW1 was way shorter and flat. The itemisation faster and cheaper to reach cap stats.
You are correct though. It seems GW2 is not to your liking. The solution you ask for though makes no sense. Move on and play some of the games which already offer the type of pve content you want. Then either stick with them or come back to GW2 once you’ve burned yourself out on grind. For you it’s a win-win.
Most mmorpg end game revolve around pvp and why is that so? Because pvping is the most self-sustain design ever. Take for example, counter strike, team fortress, dota, all of those games are pvping in a sense where players fight each other.
You want a pve end game? It doesn’t exist in a non-sandbox game.
I disagree. Yes pvp endgame is the easiest to design and when properly implemented will sustain players with a minimum of extras. But claiming most MMO endgame were pvp is plain out false.
The most successful pvp games are niche or have a very big pve player population along side the pvp. Many sole pvp focused MMOs have died over the years. In general the pve crowd in MMOs is bigger by a factor of 10 (look at Eve Online where over 90% of the playerbase never leaves high sec).
snip
Not sure if I should laugh or cry. Next time when comparing games try to at least stick to the same genre, or playerbase, or same gaming system (yes Overwatch is also available to PC players but is designed for PC and consols).
The comparison of Overwatch to GW2 is beyond apples and oranges. It’s closer to comparing a toaster to a bowl of salad. They are both useful to have, share absolutely no similarities and one can do without if need be or depending on personal taste/diet.
MEGA SPOILER.
IT MIGHT UPSET SOME PLAYERS.I’m sorry to break it into you,but these “toys” are mounts really.
How is the flying carpet any different than the flying carpet in WoW,or the ascender any different than the levitate mount in Rift?Or the broom any different than a speeder in SWTOR*?I know it must be hard to understand.
But there is no Santa(spoiler,sorry)
And there are mounts already in the game.
They just don’t give you a speed buff.
And of course the game didn’t blow up,and the engine allows it.*Ok,it’s easier to build and a bit less advanced technology.
The speeder that is!
MEGA SPOILER.
IT MIGHT UPSET SOME PLAYERS.
I’m sorry to break it into you,but these “mounts” are toys really.
How is the flying carpet in any way similar to the flying carpet in WoW, or the ascender in any way similar to the levitate mount in Rift? Or the broom in any way similar to the speeder in SWTOR*?
I know it must be hard to understand.
But there is no Santa(spoiler,sorry)
And there are toys already in the game.
They just don’t give you a speed buff.
And of course the game didn’t blow up,and the engine allows it.
Arenanet have officially stated that the engine would not do well with mounts implemented and requiring additional rendering. As long as they do not change that stance I’ll take their word over yours.
Keep trying though. Thousands before you have tried, and thousands will continue to try because there is always this group of players that move on to a different MMO and then want everything changed so it becomes a copy of their old MMO which they had grown bored of.
Is all bullkitten ofc they can do it we already have enemy ridin a raptor and more ofc they can do it
Yes, because comparing a limited amount of mounted of npcs to a maximum of 100 – 150 mounted players is valid.
In this case it’s not an issue of if the engine can do it, but how much processor power is required. Playing the game at 1-5 frames is not something a developer aims at.
We already have a “hidden minis when there are too many people on the map”. We can have the same for mounts.
Oh yes, that will go great. I can already hear the screams and forum flames once implemented:
- buhuhu why does my mount get deactivated. I paid good money for it.
Not to mention the awkward position players would be in when mounted if the mount simply gets devisualised or not rendered (and all the complications that brings).
Still, it has been a couple of weeks since this dead horse was beaten. Let’s beat it some more.
Is all bullkitten ofc they can do it we already have enemy ridin a raptor and more ofc they can do it
Yes, because comparing a limited amount of mounted of npcs to a maximum of 100 – 150 mounted players is valid.
In this case it’s not an issue of if the engine can do it, but how much processor power is required. Playing the game at 1-5 frames is not something a developer aims at.
Y’all know what “prelude” is?
This prelude to white mantle and ls3 is not a very good one so far. Nor are the npcs and bosses interesting with the way they are presented and laid out.
Question is, do you?
The term you were looking for is prologue (for literature) unless you were changing the subject to music.
Even if we were to take prelude and use it in context of narrative instead of choire, which part of short story, preface or introduction conflicts with the term side story?
Again, the entire raid story is supposed to be selfserving and not required for players to follow future content.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
That’s fine, doesn’t change my impression that the story is not good.
Most of the storytelling game wide hadn’t been that great either, so it’s not just me pulling things out of thin air.
Your impression is your own and you have every right to it.
The story in HoT being to flat or not deep enough is a valid concern aswell, but has literally nothing to do with raids or how good raids are. The story told during the raid wing was always ment to be:
- a side story
- requied to be discovered (aka mystery and hint based)
- not to extravagant or “need-to-see”Reason being that Arenanet expected raiders to be only a fraction of the players base.
Even with all the concerns and drama from people who do not raid, raids from a raiders perspective have been a success and most successful raiders will account to that.
The raid is not a “side story”, it’s supposed to be THE lead in to living story season 3… The whole thing is just meh and mashed up together.
Correct, it’s supposed to be the lead in story which is in no way supposed to be required so the majority of players who do not raid are not confused once S3 hits.
That makes it a side story.
Story doesn’t really matter for repeatable content. Fractals have no story. The explorable dungeon paths barely have a story.
You play a story once. You play good content several times over.
That’s fine, doesn’t change my impression that the story is not good.
Most of the storytelling game wide hadn’t been that great either, so it’s not just me pulling things out of thin air.
Your impression is your own and you have every right to it.
The story in HoT being to flat or not deep enough is a valid concern aswell, but has literally nothing to do with raids or how good raids are. The story told during the raid wing was always ment to be:
- a side story
- requied to be discovered (aka mystery and hint based)
- not to extravagant or “need-to-see”
Reason being that Arenanet expected raiders to be only a fraction of the players base.
Even with all the concerns and drama from people who do not raid, raids from a raiders perspective have been a success and most successful raiders will account to that.
. . . Once you have maxed out your Mastery XP bars, you no longer earn Mastery XP. . . . .
an XP bar that fills for no purpose whatsoever.
Also, what amount of XP should the bar show? First tier XP, second tier XP, fifth tier, tenth tier?
That was no help at all. Did you notice the “32” I mentioned? Have you not seen players who display “119” and such? How could I have maxed out all my masteries when I am trying to complete three of them, as I clearly stated.
“First tier XP, second tier XP, fifth tier,” What is this nonsense??? Have you been able to work on a fifth tier before you finished the second?
I fully expect that my next Mastery point will need more than 3,810,000 in achievements, but how much?
Your masterys points require exactly 0 experience.
Again as others have pointed out, you do not GAIN mastery points by gaining experience. See this wiki for most of the achievement unlocks which grant masterie points:
https://wiki.guildwars2.com/wiki/Mastery_point_unlocks
Your experience bar shows the last selected mastery line and will fill up until full (experience after that will get added to a not selected mastery line of the same area [Tyria or Maguma], not track). Once you have sufficient mastery experience you can spend your mastery points (gained from achievements) to unlock the benefits of the mastery track you gather experience for. Again, all explained here:
https://wiki.guildwars2.com/wiki/Mastery
Next time, do some simple wiki research first and when asking for help try not to get hostile. The expansion has been out for over 6 months now. It’s far more likely that you simply missunderstand the system than there being a bug in such a basic aspect of the expansion.
(edited by Cyninja.2954)
I’m a bit confused or maybe baffled. First you are unhappy with trade via mail:
I get spammed by 3 or 4 sellers per day especially in pvp lobby, anyway somethign came across my mind today but wont all of anets gold seller issues be solved if they simply forbid players to mail gold to each others ^^ ?
Then you are for banning all trade between players:
Well then if Anet is serious about stopping gold sellers they should ban all trade amongst players and ban every single person who used a gold seller.
Only to end up with now asking for Arenanet to implement direct player trade?
Is your account being used by multiple entities or are you simply undecided what exactly you want from the game?
I give raids a 3 out of 10 with all things factored in like story, immersion, combat, profession designs and their combat roles, replayability, inclusiveness…
The devs could do way better.
Yet most players who do raids consider it to be really great. At least compared to the rest of the game which is more lika a 1.5 out of 10.
That’s fine, but it’s not saying much considering most of the GW2 population doesn’t do raids, and some who have tried have had similar complaints as myself.
Raids could have been designed better considering they are end game content. Hopefully part 3 and any future raids are better.
If amount of players playing raids were a sign of how good the story is, WoW raids must have gone up story wise by thousands of % in quality since vanilla. Since Blizzard went from less than 5% of the playerbase raiding to over 40% of the playerbase.
Now that could be due to superior writing, or the massive decline in difficulty. Given the kitten story WoW has enjoyed over the last 3 expansions, I doubt it’s the former.
So no, the amount of players of the playerbase completing/playing raid content is not an indicator of how good the story is. Especially in a game like GW2 where raid content is the only content which deserves any type of mentioning combined with the word difficult or organised in pve.
I love this idea because removing and restricting players has always worked wonders in the past for games. /s
On a more serious note, if the problem of goldsellers were this easy to manage, Arenanet would have found a final solution ages ago. Main problem with this suggestion is:
- it heavily penalises the playerbase while having very likely a minor or even negative effect on curbing goldsellers and RMT activity.
- it’s very reactive and predictable.
1.) Arenanet stops gold trade → fine, goldsellers use items (which they already do)
2.) Arenanet stops item trade → fine, goldsellers start using complex methods of TP interaction by buying useless items for high prices from customers
3.) Arenanet starts intervening in the TP → aside from the negative effect it would have on the economy, goldsellers simply find the next thing they can trade (leveling services, achievements, gold farm services, etc.)
At no point in that chain of developement is the playerbase better off and the RMT sites just change their approach and services. All that without even getting into bots, account hacking and other illegal services (especially bots would surge in popularity).
I get what you are saying but consider this:
- first off the lack of salvage ability is a leftover from the beginning days when arenanet decided that purchased items should not be salvagable (multiple reasons for that, let’s just say: they went with this decision)
- the main reason you aquire those items is the skin. This is completely unaffected of how/if you can use the item or its rarity color wise. Many rare skins from vendors are rarer than exotic skins. The argument about their rarity is moot
- finally it wouldn’t make sense for arenanet to charge something for the item, then let you recuperate the cost somewhat. Why not make the item cheaper in the first place? Obviously the cost for vendor rare skin items is the purchase cost + the fact that you can’t salvage/mf the item
and also.. It is possible to salvage cultural armor.. why not the order armors and weapons??
Correct, this does not make sense. In fact they should remove the ability to salvage cultural armor since it does not make sense especially now that we have a wardrobe system.
My guess is, this is just something they haven’t bothered with bringing up to date after all the changes made to the cosmetic systems in the game.
(edited by Cyninja.2954)
Not sure I follow. So essentially you want Arenanet to change the game mode which literally means player versus enviroment (let me repeat that: Player Vs Enviroment) to have more player versus player components?
While I do understand the sentiment, there are dozens of games on the market which hit that swetspot(many of them are hardcore grinders from Korea with beautiful graphics).
So the question is: Where is Arenanets business incentive to follow the competition instead of staying with their niche game which has its following? The idea is basically financial nonsense, and that is not even getting into any gameplay or technical details.
If you want to no-life a game and define your selfworth via it, feel free to do so in any of the other MMOs on the market. Even GW2 allows for such glamour only in form of cosmetics. Meanwhile understand that the age demografik which plays MMOs (and more importantly has the financial ability to pay for microtransactions especially) has aged considerably over the last few years.
Finally, I absolutely have to praise the addition of this option. Not because it affected me that much, strange enough I was fine with my 2 sylvari main telling me how roselike they are, but I swear I was close to commiting centaur genocide just so my human characters would forget about them.
I love arenanet giving us the option to specifically deactivate the dialoge. I bet with a small break for most it will be nice to hear the VO again in the future.
Now if there was an option to have the Replica Job-o-Tron Backpack VO without actually having to have the skin active… Best line ingame: “Score—update: gravity—1, you—0.”.
(edited by Cyninja.2954)
I’ll just leave this here: https://www.youtube.com/watch?v=d-IACGTF3gw
But, but, but… how dare you! To take away the ability to blame ones own incompetence on the obvious lack of proper stats…
On topic, I don’t see how trailblazer trinkets is gamebreaking. Only because you WANT something does not make it actually that desirable Where exactly are you going to be using it in wvw?
In big zerg fights? Yes, because those few stat points will make a difference.
Small scale roaming? Sort of useful but in general you’ll want a more specialised focused stat set or at least some more damage/tank splashed in depending on the build you are running (most often more damage).
1v1? Definately more damage to be splashed in.
Point being, while trailblazer is nice it is not the major reason (maybe not even a minor one) you will fail in any of those situations.
Not even going to get into the entire calculation of hitting the expertise cap (same as with vipers) which makes a full trailblazer setup pointless. I’m sure you’ve considered that in your complaint.
While we are at it we should add an item rarity above legendary (its way too easy to get). Lets call it mystic and make it 10% better than ascended + cost 10x as much as legendary
A comedian. Legendaries are NOT easy to get. I’ve been playing since the initial release and RNG has never given me a precursor and I refuse to pay real money.
I am crafting a Bifrost now that there is a guaranteed way to get something, but am presently stuck working my way through the Fractals until I can get to level 20 where I an choose the one that will give me the lense.
No, Legendaries are not easy.
https://simple.wikipedia.org/wiki/Irony
Runes and sigils are fine. I’d settle for arenanet to balance the ones we have as a first step instead of increasing the powercreep.
https://wiki.guildwars2.com/wiki/Ascended_equipment
Changing attribute prefix
Ascended weapons and armor can be put into the Mystic Forge to change the attribute bonuses of the item. These recipes create new items and destroy any upgrade component on the item in the process.
Yay semantics. Helping out, playing what you like or whatever you want to call it.
If we’re going to count scaling then noone is helping out anyway. Everything just scale things up beyond 5 players.
And that’s why you do the ad-spawns in one group of 5 players each. Seems like you understood the concept.
Helping out means making the evens succeed quicker or more safely than if you weren’t participating. Now let’s say there was a dedicated group for each spawn:
- Would you killing the ads make the event succeed quicker? No, since the time determining factor, Tequatl’s health, is unaffected.
- Would you killing the ads make the event succeed safer? No, since the group of 5 people can already handle it. You might even make things harder for the defending group by spawning a champion.
A well organized map can handle champion spawns by stalling the champion and sending another group over once they finish their spawn, but that’s time they could’ve spent attacking Tequatl. And yes, on a Tequatl speedkill even the defending groups use the time between ad-spawns to attack Tequatl.
Disclaimer: I’m not saying that this is what OP did. From his post alone it’s impossible to tell whether he was helping or unintentionally hampering the event.
You basically said it yourself. That slightly slower kill isn’t going to do that much harm. Everything put in perspective it doesn’t even matter squat what he was doing because it only is of use if you want structured gameplay which is only possible to some extend in open world content. Not to mention that for tequatl it really is only the first 25% where this might be a problem. Which even then it rarely is.
Scaling up happens everywhere anyway and is usually well with in the parameters for success. Only if you have a big group of players who really dont know how to play this 1 person more might fail it. And if that’s the case you have much bigger problems than just the one extra player doing what he likes doing in this specific event.
It’s nitpicking at details if anything. Flippant behaviour because someone doesn’t conform to the exact standard.
Now if there’s a whole zerg at each side, then you have something to really complain about.
And this attitude is exactly why arenanet has to keep putting world bosses through kitten mode rebalance patches.
Does standing near a defensive turret encamptment when not needed make the event fail? No. There is enough people there who cover the slack and missplacement of players and the event is easy enough.
Does this give the right to other players to verbaly abuse someone? No. As mentioned this is never acceptable.
Does this give other payers the right to be upset? Absolutely. Not everyone likes working on the mouthbreather level.
Does this justify someone complaining about getting verbaly abused? Yes, but when others are overreacting be at least honest enough to realise that you were not without fault. Merely their reaction was out of line.
Will this change? No. By now everyone knows how organised and skilled the majority of the GW2 playerbase is. Play and expect accordingly.
I’ve been running in successful Tequatl maps for the last few months, I know the mechanics and don’t appreciate the ’we’re not asking you to do this, we’re telling you’ attitude I got from the recent attempt today.
My favourite class is Ele, and I’ve found I’m more suited to defensive teams / turrets as I’m typically never downed by anything there. And really, telling someone to rack off from defensive, or they’re not needed? Any other time people are begging for hills and boat teams.
People want to start crying and abusing other players, that’s fine. I just laugh and do Teq at daily reset. Don’t be surprised if you can’t get the numbers if yall gonna get abusive.
First as many have mentioned, verbal abuse is never apropriate. Report and/or block people who do this.
Second I do sense a certain attitude problem coming from your side.
If you are so versed in the exact mechanics of the Tequatle fight you’d know how the turrret events scale, meaning 1-2 people more than needed causes elite and eventually champion enemys to spawn. Which in turn requires more dedication than the standard 2 groups devoted to them. You intentionally sabotaging or negatively impacting the success of the world boss fight will draw hate from other players.
There is always 2 sides to each argument. If you are so fond of running the defensive teams/turrets, make this known early on and join one of the defensive squads. Those positions are usually the last to fill. Barging in at the last minute and demanding you get a spot on these events will get exactly the reaction you have been experiencing.
(edited by Cyninja.2954)
Did you ever heard of Megaserver ? If not google and you will see why there are always ppl around .
what a sad life you must have to want to try and pull someones happiness down to your level of misery.
Wow some of you must get the kitten out and get some air just told op why there are always ppl around this community turned toxic as kitten.
Yes you did answer the TCs question of why there is always people around. A question he never asked by the way.
You did so in a very condescending way, pair that with your thread history on the forums and it becomes quite evident that you are part of that toxic community you are complaining about.
Did you ever heard of Megaserver ? If not google and you will see why there are always ppl around .
And this devalues the TCs joy how?
TC, good for you. Enjoy and have fun playing GW2.
If you guys really feel a need to pay a subscription, you can always just buy 800 gems each month, or once every 2 months, and get most of what you’re listing….
This.
Nearly none of the ideas in this thread are unique or could not be done now or via additions to the gem store (add 80 boosts to the gemstore if need be).
If you absolutely want a subscription cost, buy regularly gems and convert them to gold or buy stuff off the Black Lion Store.
Seperating the playersbase into first class citizens and second class is not the way to go.
What if ascended weapons / armor / trinkets could have their stats changed at will like legendaries, except with like a 2 day time gate? (so if you invested the hundreds of gold in ascended gear, you could change up the stats every two days to keep things interesting)
My engineer wears yassith, my elementalist wears zojja, and my mesmer wears saphir, and it’s pretty pricey to change it up, so i rarely do. I’m also a casual WvW player which makes the gear thing a drag. Sometimes I feel like playing healing tempest for a while in WvW, and then a few days later I might want to switch back to Zerker for fractals, without spending that much gold to transform my equipment, or waste the inventory space to have multiple sets.
Idk, hardcore players with lots of legendaries might not approve, because it devalues the equipment tier, but I don’t think it would hurt the community to let us try out different WvW and PvE builds every few days to keep the gameplay fresh. As compensation legendary weapons could have modifiable sigils at will as well (and of course, changing stats would not be time gated)
On the contrary, I believe most hardcore players would welcome this change, then again let’s run your idea through multiple steps of what it ACTUALLY means:
- ascended items get to change stats every couple of days -> decline in requirement of ascended items -> direct impact on GW2 economy
- legendary users could care less, still superior to ascended. The 1% of players who own legendarys have enough ascended in general to already switch to what ever they need
Working off of these 2 points we can assume that there needs to be a fix in the defunct economic design of the game though, we can either expect arenanet to make ascended more expensive or introduce some other form of grind which fixes the loss in revenue etc. (material drain, gold drain etc.)
Now guess who will get most affected by those changes?
It’s not the hardcore players you need to worry about with this change, they will always get by or change games. It’s once again something that will make the casual player have to run through more hoops or invest more time and/or money.
tl;dr: Stop throwing ideas out without offering balancing design decisions.
Let’s get this troll thread to page 2. Go go go.
On a more serious note, I think everyone in this thread has very nicely shown that comparing 2 skills while omitting outside factors and context to class is useless and misleading.
Now my question is, could it be that TC is practicing favorism himself? Just a couple of posts down we get this gem:
Each class has their disadvantages
Guards have low HP
“Virtues have been said to help balance the guardian; for example, they have a lower base health than the warrior profession but compensate for this with their higher health regeneration granted by Virtue of Resolve.” – from Gw2 wiki
Ele’s have low HP
“They also have the lowest base health in comparison to other professions, so they have to make up for their lack of durability under fire by managing their attunements and skills carefully and avoid putting themselves in dangerous situations. They also are very versatile, able to easily adopt a support or damage role.”
Mesmers have low HP
- They essentially make up for that with high mobiliy, stealth and clones.
Engineer has high recharge times on their skills
With an kitten nal of turrets and kits, the engineer can also become quite durable when properly prepared. However, this is somewhat offset by the long recharge times of their abilities.
And so on..
Now for the Necromancers it’s nothing but good news.
“Necromancers gather Life Force from nearby deaths that allows them to transform into Death Shroud which gives them access to different set of skills and enables them to use life force instead of their health.
Necromancers have more health than other scholars; they not only are able to extend that health through the use of the Death Shroud, but also possess a wide variety of life stealing abilities, meaning the necromancer can potentially be a very sturdy profession. The necromancer is also great at inflicting debilitating or damaging conditions on enemies as well as removing conditions from allies and boons from enemies.
Necromancers also prominently make use of fear — a removable condition that forces the enemy to flee directly away from the caster for a short period of time."
Overcompensating much?
The truth is, they let out two incredible important facts about the necromancer
1. They are only viable with conditions.
2. They are slow as the slowest things to ever be slowBeing slow is a HUGE drawback in pvp. We’re talking PvP here. Even in the “world of kungkitten speed determines the victor”.
The same can very easily be applied to this game or nearly any game out there.
Some say, “well necro’s have better sticking power. They’re able to keep their enemies near them longer”
In what world? As far as I can tell, every other class is well equipped to do just the exact opposite; avoid getting cc’d as much as possible.
So these perks cancel each other out. This means… Necro is left being slow.
Now again, not a huge problem if you’re just playing with your conditions. You just stand there in one spot just facerolling your keyboard until the enemy dies. Boring, unfun, and dull. All meaning the same thing but idc.
Its a sad way to play and a frustrating thing as well considering this game marketed itself has having dynamic professions. Letting you do you when it comes to building your character. Which, lets face it, is true. You can do you. However, again, they just so happened to leave out another little fact: you CAN play these builds… but they suck; which is pretty much anet consolidating the professions into very specific roles.
Necromancer = No mobility. Lots of conditions. Lots of health. The durr profession.
Mesmer = Lots of mobility. Lots of flashyness. Lots of utility. Lots of damage. Lots of love.
Elementalist = Lots of mobility. Lots of aoe damage. Lots of stun breaks and evasion. Lots of killing.
Engineer = Lots of sustain. Lots of durability. Lots of CC. Lots of damage. Plenty of mobility. Plenty of condition damage builds. Plenty of power builds. Plenty of plenty. High cooldowns on their 20 million abilities.It just doesn’t seem right.
Why are necro’s forced to play such a boring role becuase their lack of mobility is not compensated for.
Why isn’t Necro littered with Quickness buffs to counterbalance their overly sluggish ways?
doesn’t make sense to me.
From his thread Why necro’s are not treated fairly. We get it, you feel your favorite class is being treated unfairly and are lashing out and grasping for weak comparisons. Unfortunately the one thing you are complaining about seems to be exactly the reason you are refusing to accept the arguments brought up in this thread.
Moreover it seems that for every 60 minutes of playtime in WVW, I am spending up to 10 minutes of that hour doing little more than salvaging/selling blues/greens/yellows, as well as the almost ludicrous amount of excess crafting materials.
Bag space is a luxury good in this game. It takes about 1-2 minutes to salvage/sell an inventory of 120 items +30-50 loot bags if you:
- salvage everything up to rares
- salvage all rares except for 4-5 which are worth selling directly
- wait with opening all loot bags until enough room is cleared, then repeat the process
If you are not caped at 160 inventory space (all upgrades, 20 slot bags), 80 (no upgrades, 15 slot bags) is an easy to achieve bareminimum, 100 (no upgrades, 20 slot bags) or 135 (all upgrades, 15 slot bags) are attainable. Rember to check for alternative 20-slot bags besides buying them off the TP (Fractal bags, Halloween bags, etc.).
I personally use a system of: 1 normal 20 slot bags, 3 green fractal loot bags, 1 rare fractal loot bags, 1 exotic fractal loot bag, 1 invisible bag.
With the inventory sized to 20 items per line (bags hiden) I have an instant overview of where what is and needs to get salvaged (no need to watchout with salvaging).
[alternate characters who have no inventory size upgrades get 1 green fractal loot bags, 1 rare fractal loot bags, 1 exotic fractal loot bag, 1 invisible bag]
Why set the limit of crafting materials so low? Whether the limit is 250 or 1 million it consumes the exact same amount of space on the server, so this arbitrarily low limit is clearly all about adding tedium in order to make a few extra bucks.
Same as inventory space. Bank space is a luxury good. 250 slots base are more than enough to keep selling off your bank materials to a minimum.
Inventory management is as tedious as you make it to be. Some small preperation beforehand though will reduce your management time significantly.
(edited by Cyninja.2954)
So, are we really saying that the current party UI system is perfect, that it cannot use improvements? The solution offered to complaints that, “…got kicked from a group” is invariably, “Start you own.” Thus, a system that allows someone else to hijack the group and kick the starter is flawed.
Not necessarily, the thing is, getting a group start is not that big of a feat (bit tedious maybe but no nobel prize worthy accomplishment). The fact that many people are to lazy to do it is a problem, agreed.
On the other hand, if you make a group you are inherently in a position where most joiners would listen to you since as mentioned most players are lazy. If the group now decides to go a different direction this can have multiple reasons:
- some “know it alls” joined and disagree with your decision as group leader (probably the most common cause). Still means the rest of the group has to agree with them for the majority vote
- you as a group leader are not assertive enough or incapable to keep the groups trust in your ability to actually pull this off (many different reasons starting with friendlyness, to communication to general vibe communicated)
- the mix of players in the group does not fit. (fact of life: some people can’t play with each other)
Now I’m not saying the current party UI is perfect or could not use some beefing up, I just don’t think that the UI, which works well enough to complete the objectives set, is the issue in most of these cases. It’s merely the tool used to resolve the aformentioned problems, not their cause.
Again, I don’t think making a more riggid UI system will solve them since:
- if the majority of the group disagrees with the current leader, a new leader will get chosen and the rest of the group will reform if need be
- might help a less assertive/charismatic leader keep their position early on but by the time the second wipe happens people will be leaving
- jerks will be jerks and if certain people can’t work together a more riggid group system will not fix this
To the actual situation described by the TC:
Someone with a tag taking over the group lead since the original leader has no commander tag. → That should get fixed.
(edited by Cyninja.2954)
Simply put, add in to many ways to make ways to farm gold and you will get inflation up until the point where the amount of gems bought for real money covers the amount of gems bought with gold.
Players were screaming and yelling about how with the launch of HoT gold generation was heavily curbed and begged arenanet to increase gold gains. Arenanet obliged.
It’s one or the other. Can’t have it both ways (quite literally you can’t since it’s 2 opposite economic extremes). There are multiple factors which are part of this equation, but that summary is basically it.
(edited by Cyninja.2954)
We have home instances. I imagine that they would allow us to decorate our home instances before creating a separate player housing system.
This. It would be my hope that ANet would put less resources into such features and more into sustainable, regular releases of playable content.
Have to go with this aswell.
My personal reason is simple, I’ve never been a big fan of player housing to begin with (pure subjective opinion). Main reason being, it’s always either heavily instanced meaning arenanet spends vast ressources on things a huge part of the playerbase will never see (the ones not caring about housing). Or it creates vast areas of content out of hand of the developer (looking at you DaoC housing) where you are very reliant on taste, effort and style of players (and we all know those things are heavily subjective).
I like the take of the home instance and think the idea is very underdeveloped. It would be great to have arenanet expand on this (maybe allow for some decorations similar to the guild decorations in a select area in the home instance).
I’d love for a proper type of housing system, but I doubt the ability to properly implement this. There is a reason many western MMOs have been dialing back on this issue. It essentially has the developer give up some of his influence to the playerbase (which can be good and bad). This is also the reason I believe you’ll never see player housing in WoW. I doubt Blizzard for example would ever allow for so much player contoll.
Matchmaking is terrible and here’s proof. There is literally nothing I can do to win those games nor lose those games.
The math might say one thing, but my experience says another.
Not sure, all I see is a 2-3 streak. Explenation wise all I can see is:
-> you trashed the enemy team -> your MMR increased a lot
-> you got destroyed by the enemy team -> your MMR got reduced (likely less than it was increased earlier)
-> you got destroyed by the enemy team -> your MMR got reduced even more
-> you got destroyed by the enemy team -> your MMR got reduced (by now likely past what your ranking should be)
-> you destroyed the enemy team -> once again your MMR increases a lot
While I understand this can be frustrating, from a balance standpoint it seems fine. Nothing that can’t be explained by saying:
- you are circling your proper MMR (and being quite close at that)
- some good/bad luck with team mates. Good luck when crushing the opponent and bad luck when losing.
Main problem is the small sample size of 5 games.
Long win streaks are, imo, along with long losing streaks, evidence of bad matchmaking. Good matchmaking should be matching like skilled players with like skilled players against like skilled players. Truth be told, if the matchmaking is working correctly according to that model, then you should in the long run be winning approximately 50% of your matches.
This.
No, if you don’t get winstreaks it is not the matchmakings fault. On the contrary. Thus a correction is the last thing that needs to be done. That being said, if you experience problem with progression that can be due to multiple reasons:
- the MMR matchmaking system not working well with the progression pip system
- your rating rebalancing after an unjustified win-streak (maybe your opponents had bad days, disconnects, etc.)
- you having a bad day and getting a lose streak (either due to you not playing up to par, or member of your team)
- you actually being progression wise where you should be
The good thing about good mathcmaking though is, the bigger the pool and the longer the seasons, the further appart the field of players will get stretched. Meaning the super pro players will move futher up towards the top end while the good players will move up to below that and the mediocre players will move up behind them.
The Revenant went through many changes from its original concept.
I believe its time to let go of some of the older design concepts that are still around, such as the Energy System, and the Legend Swap mechanics.
Legend Swap should be designed around frequent swapping like Engineer Kits, instead of the cooldown version we have today.
Cooldowns are all thats needed. the Energy system was an old concept that just never worked out. Yeah cool call back to GW1, but it doesnt even work like GW1 does.
While I agree that the revenant in its current state has issues, I’m not sure making the class a copy of the engineer is the way to go.
I do think Arenanet needs to sit down and do a proper class revamp taking into account many of the last minute changes the class experienced (weapon swaping, cooldown on skill even though energy is required, bugs). The class is now aproximately 6 months old which should give enough knowledge of what works and what doesn’t work.
Personally I would hate seeing things like legendswaping and the energy mechanic go. It’s what makes the class unique (and the lore works around this). Maybe differentiate between weapon and utility skills. Remove energy cost from weapon skills (have them work off of cds) and use energy cost for utility skills. Then let people freely choose utility skills from both selected legends (and ideally racial skills). Rebalance accordingly.
Finish the story. Maybe try for the achievements (I personally found them quite fun).
Try WvW, that kept me going during the occasionall pve slumps. Personally my first choice of recomendation if the pve/story gets boring.
Try spvp, while not perfect it will offer some alternative entertainment and works quite differently compared to pve. Find a class you enjoy (this can vary greatly from your pve choice of class!) and start getting good.
Achievements, long term goals like legendarys or certain skins work for some people.
Try a different class. They all play quite different. World completion also kept me busy multiple times and I’ve returned to it on alt characters occasionally.
Worst case, take a break or reschedule your play time. Summer is comming and with it many activities which draw one away from the healthy monitor glow we’ve all grown accustomed to over the winter. Good thing is, the way GW2 is setup, if you feel the itch to start playing again you can start off right where you left off (unlike many other MMOs where you get to play “catch up” first).
I don’t like guilds, and they don’t like me. I play like a super neckbeard hardcore nerd, but I have the mindset of a casual — in other words, I play a lot and I play well, but I don’t treat the game like a job, and just have fun with it. So, I have to either go with a hardcore guild that can keep up with me but sucks all the fun out of the game, or join a casual guild that drives me crazy with their incompetence. Both of those just wouldn’t work for me. Sure, I could try making my own guild, but I’m not really a people person, and typically make people hate me before they like me, so it’d never go anywhere.
This seems more of a personal problem. Suffice to say there are enough guilds with likeminded individuals. Your tone and the fact that you differentiate in such manner between casual and hardcore players (there is enough hardcore players who are below average and enough casual players who are quite decent) does raise eyebrows though. Maybe it’s a problem with the attitude you bring to the table, but that is pure speculation.
Again, this is a personal problem and not one of how raids or parties are implemented. If you are not a people person you will have a harder time in MMO group content to succeed. Changing the party system to a more unflexible “1 rules over all” party leader will not fix this. If absolutely necessary, you have the option of buying a commander tag, I doubt though this will increase or further your enjoyment of the game. People will simply leave your group/party and reform without you.
In my >10 years of playing WoW, I never had a guild, but I did all the raid content when it was new and fresh. I even pugged heroic stuff and did fine, not just LFR. When people can function in a raid, and know what to do (or are capable of learning), you clear things without a guild. To act like a guild is a requirement for raiding is just silly.
WoW raiding changed a lot between vanilla and now. Heroic modes, LFR, flex raids were not in place. I find it doubtful that you completed raids pre WotLK when they were “new and fresh” without a dedicated raid group or guild (especially sicne most raids were 40-man). Maybe once pugs started clearing them which was usually a good 3-6 months after initial release. I’m not going to get into detail how raiding difficulties changed with WotLK, let’s just remember that, the addition of multiple tiers of difficulty had a reason (aka normal and hard were no where near what basic raid difficulty was in the past).
Biggest difference though is, raid loot in WoW (and games with similar raid design) is class bound. Raid rewards here are account bound.
And, no. Literally every other game with raiding does lockouts per character, not account. If they’re so afraid of people getting loot, just make all ascended drops in the raid soulbound, and magnetite shards per character. Boom. Now you have a reason to constantly run with all your characters. But, I’m sure there’s some greedy F2P philosophy behind it, so I don’t think they really care.
Yes, because changing an entire loot system, inventory ressource system with abstract penalties is more convenient than the current system.
Well, one reason I get kicked every now and then is because I like to play a power Scrapper. Did a lot of testing on the golem, and I do just as much (and often more) damage as a condi Engi — and I’m not even full ascended. People are just so afraid of the raids in this game, even though they’re kittening pathetic compared to every other game in the genre.
Not playing a class desired by 9 other members of your group no matter if reasonable or not will always cause problems. I’ll rephrase what I said in point one, changing the party lead system to a more dictatorial one will not resolve the issue (people will just leave your group and reform, especially once they are close to full).
(edited by Cyninja.2954)
First, this belongs in the Fractals, Dungeons and Raids forum.
Second, raids always ment to be high difficulty organised group content, thus they are more likely to be completed by guilds. Arenanet even stated before adding the first wing that they expect pugs to only get so far before it required dedicated raid groups. The fact that raids are easy enough that they can be puged is more a design flaw and caving to the low skill cap of casual players. This is not WoW LFR though where you get to run through halfblind and still get loot.
Third, lockouts while certainly not benefiting the pool of available players for raids are in place for a reason (balance of raid rewards per account). They are a common practice for this kind of content in every MMO. They also mean that players with say 12 characters like myself or 30+ characters like some others don’t fill up on raids rewards withint 1-2 weeks (again leaving the pool of players after).
Final thought, if you are serious about raiding there is no reason not to apply to a guild and stop pugging or at least get some like minded players and start running a dedicated group. This seems a bit more inuitive as solution to me than reworking the party and commander system (which does not solve the core problem of you playing seemingly a class which is undesired or getting kicked for whatever reason).
(edited by Cyninja.2954)
AB doesn’t generate gold. You people need to stop harping on this, it’s a red herring. It may even sink some gold because of salvaging costs and fewer keys are given out from metas than farming would require.
http://wiki.guildwars2.com/wiki/Grand_Exalted_Chest
See, no coin.
Not sure myself why people automatically run to AB or other farms that provide material rewards mostly.
Then again, no need to look far to find the new gold sources:
- increased rewards in fractals (starting aproximately mid december) if you look at the graph I posted earlier, that correlates very close with the 1 week after begin of a steady increase in gem-gold price
- beginning of April daily reward addition of 2g/day. again, look at the graph, a clear spike is visible
One thing which people forget though: there are 2 ways to reduce gold-gem price. The second being to get people to buy gems (with doller/euro/etc.) and sell them. If the farming is to lucrative (no matter if material or direct gold), the real money->gem conversion declines thus reducing the amount of gems sold for gold thus making gems for gold more expensive. So while AB and other material farms might not directly influence gold inflation, they might have an impact on the gem-gold rate through customer attrition.
(edited by Cyninja.2954)
When HoT launched, gold influx into the game economy got curbed by quite a bit. Dungeons for example.
This in turn made more people buy gems with real money to convert to gold and had less people convert their hard earned gold into gems.
The gold-gem price droped to 14-15 gold per 100 gems and kept stable at 16-17 gold.
Now the gold influx was drastically increased. People feel happier with their gold value increasing while not realising that prices increased by close to 20-30% on certain commodities.
Simply put: easier gold to come by means more inflation which has an effect on the gem-gold exchange. Watch the spike close to the April update which changed the HoT areas and added the 2gold daily bonus. https://gw2efficiency.com/currencies/gems
The easiest way to get rich in GW2 is to never spend any gold. After playing 10k hours you will easily have 100k raw gold on your hands that way.
With trading those 100k gold could easily be 500k gold.And have 30 accounts feeding you about 1500 gold/28 days (or about 19k gold a year) for logging in.
I excluded options like convertig gems to gold or extra accounts since that obviously skews the results. I think it costs less than 10k USD to buy 100k gold with gems to gold option at the moment which is a pocket change for plenty of people. If you have disposable income and value your time trading gems for gold is obviously the best way to get gold. Farming gold yourself means you value your time at only like 1 USD per hour.
Having a easy income of 1500 gold or so a month also means it’s easy to say things like, “don’t spend gold and you’ll be rich.” Easy to say but not really useful to tell people to not spend gold in a cosmetics based game.
I think it costs less than 10k USD to buy 100k gold with gems to gold option at the moment which is a pocket change for plenty of people
I’m not surprised at all that you think 10k USD is pocket change.
I feel bad for anyone who can just kitten away $10k and can’t think of anything better to do with it than buy currency in some online game.
Some bankers, sports personalities, entertainers and businessmen will pay $10,000 plus on a ‘good night out’. ‘Investing’ that sort of money in a game would be relatively cheap for them.
People with that kind of money play better video games
You mean other MMOs where they are subject to constant gear loss and even more competition? Somehow I’d think that people with these kind of jobs will likely:
- play games to unwind with as little stress/work as possible (got enough of that at their job)
- have very little time to commit to actually playing
- mibght enjoy a cosmetic endgame and the ability to save time with $$$ → gem → gold trade
Not that many MMOs meet those criteria. No reason to sell GW2 short in this respect.
At some point, probably when hardly anyone does them anymore, the oldest raids will get nerfed to the point where they are completely puggable. Every MMO does it, and I don’t expect gw2 will be any different. It is just such an easy way to open up more content for casual players.
Maybe, but where other games keep shoving new gear and item tiers in players faces thus making old raid rewards obsolete, GW2 has not so far (except the 1 time increase to ascended gear tier).
Maybe they will open up raids and make them easier, but very likely not with the same reward structure. I highly doubt they will leave legendary armor as a reward if they decide to make raids easier.
I recently had interesting experience with purchasing The Legend by mistake. Got a bit lagg, and double clicked on TP, causing to instantly buy it xD
100% my mistake, and I then crafted Bifrost to sell on TP and get profit out of it, so all fine.But I would realy like to have some system in game to deposit gold in bank or something.
So if nothing else, I would avoid purchasing wrong items on TP in future.But we can go further with this idea. Some kind of banking and profits.
For example: You can deposit 1000g and if you leave it in the bank for 7 or 30 days, you get 5% worth, so after 30d, you can withdraw 1050g.
But if you withdar after 29days, you don’t get any profit.
That 5% is just a random number pulled out from the sky. So just an idea.Some might say that it would make rich players even richer, so I wouldn’t mind if we don’t get any profit from puting gold in bank.
The main reason is, to put gold somewhere safe, so I can’t buy something expencive by mistake, while I’m just looking at prices of items
The idea for a gold deposit for value over 500g is indeed something which makes sense for pure personal use as to not circumvent the reason for the 500g limit. Not sure if this is a priority or topic arenanet will cover though since it it’s basically a backup to a backup mechanism (double clicking, confirmations etc.).
The idea with the interest though you can forgot imediately. Simply put: there is no need for an interest mechanic.
The Eternal or Closer to the Stars. Just preference. Never had the stomach for GWAMMy but love that arenanet gave players the ability to transfer titles from GW1.
Still not a lot which beats GWAMM in my opinion, though yackslapper and some of the other more insane titles certainly come close.
I wouldn’t worry to much about getting to HoT. I’ve run just about all of my twinks there (about 10-11) for completion of the different class masteries.
Do what Inculpatus cedo and Sir Mad said, follow the story. It will take you about 20 minutes to get to Verdant Brink if you leave from DR and do the story mission.
That being said, finishing the HoT story can be done as fast as 1.5 hours since a lot of the cutscenes and story progression during instanced missions can be skipped. I would still recommend you finish the story 1-2 times normally though since there are minor branching paths. Following the story normally should take you about 6-10 hours depending on how well you do in the missions. Full exotic is recommended, but I’ve finished the story in a mix of masterwork-rare (even the final fight).
You are wrong. They already offer a significant functional advantage in the form of stat swapping. The sigil update is only logical to happen.
They already offer an insignificant functional advantage in the form of stat swapping. The proposed sigil update would change that to a significant functional advantage.
Neither is insignificant (stat swapping is far from insignificant look at the difference its made to people making Ascended equipment). Sigil swapping would not be overpowered.
Okay, let’s look at the difference. A legendary weapon costs between 2.5-3.5k gold. That is aproximately 16 – 23 ascended weapons. Now if we assume that 3 different stat combinations cover all the builds useful that is still a cost of less than 1/5th of a legendary.
Ascended benefit in this case since you can slot in sigils apropriate for the build while legendarys require for sigils swaping while providing all stat combinations (useful with omni sigils that work in multiple builds).
So no, the pure stat swapping does NOT provide a huge functional advantage. Adding sigil swaping has a compounding advantage effect.
It’s both actually, it has been both since they introduced stat swapping. Same stats as Ascended better functionality and cooler skin and effects (although YMMV on the “cooler” bit).
Again, not true. The stat changing effect for legendarys was added so players would not have to transfer skins onto ascended items which are inherently more expensive than exotics (by close to a factor of 30-50). The pure stat swapping effect without sigil changing is fluff at best or minor convegnience.
You are wrong. They already offer a significant functional advantage in the form of stat swapping. The sigil update is only logical to happen.
Wrong, but it’s intersting that your solution to what you call a “significant advantage” is to add even more advantage on top. See my argument further up, legendarys are not ment to become required.
Ok. Here is the problem.
Is a Legendary Weapon/Item, a sign of prestige, or is it a functional advantage?
If it’s a sign of prestige, it does not need any changes, It’s already got a huge larger then life graphic, and feet effects that scream “look at me”
If it’s functional, it needs to be made a heck of a lot less grind, to make it accessible for the population, who will need this stupid item to stay competitive.
Solid points IMO.
If only everything that had any sort of functional advantage was easily accessible to the population. I’m looking at you Permanent Bank Access Contract, Permanent black lion merchant contract, and permanent trading post express contract. However, the above isn’t really my point.
There is no functional advantage to having an instant bank access. You are still as limited as anyone else with what you can put in it, and take from it.
I agree with the OP mainly because there has been so much work put into the game to try to increase build diversity without taking rune/sigil/stat swapping into consideration. They added viper stats, commander stats, changed how conditions work etc. Before it was just berserker. Now for chrono you need some commanders for raids, some assassins for fractals, and a different set for WvW. Thats 3 different sets of ascended armor if you want to be optimal for one class. Then if you want to play ele you have to use scholar runes instead of chrono runes and for Necro you need Viper armor with Thorn runes. Before, it was never like this. Times have changed. If an encounter requires different stats, then people will expect you to have them by switching armor sets. This will happen regardless of weather or not legendary armor or weapons has sigil/rune switching. To me, the ability to swap runes/sigils so I don’t have to carry multiple sets of armor alone would be a nice little perk for spending so much money on skins that are now even starting to look phased out by many of the black lion skins.
Thank you for explaining the Functional Advantage of sigil swapping.
With that put out, Legendary Weapons were never meant to provide a functional advantage, they were meant to be purely for show.
As such, I stand by what I first said:
Either it is a mark of Prestige, in which case it serves it’s purpose just fine as it is. a Lot of work to make, to stop others from doing it, so those with it, can brag they have it.
Or
It Provides a Functional Advantage (or needed Function) and thus should be made reasonably available to the masses.
This.
Especially this when the functional advantage brings with it a huge economic advantage. Otherwise buy some spare sigils and every time you change stats exchange the sigils aswell.
Legendary weapons are ment as prestige only and longterm goals (thus no extra functionallity needed while costing a high price). Stop trying to make them “must-have” or “need to have”.
instead of cluttering up the legendary specific ui piece, how about “separating” sigils from weapons so that you can pick each independently of the other.
then you can make a “legendary sigil” which is extremely expensive and can provide a sink for all the crap sigils but allows switching at will, where normally slotting a nonlegendary sigil could overwrite whats already there.
(make the legendary sigil/rune require a new item crafted from any superior sigils/runes similar to how amalgamated gemstones are crafted from orbs and then used in HoT legendaries)
This is actually a solution which is more in line with benefitting every player instead of the select few. Would need to get counterbalanced economically but at least this way legendarys are not made even more unequal compared to ascended items. Thus not turning legendarys as much into a “need to have” gear tier.