… actually, stat-per-stat, DPS is the least efficient way to play the game…
How do you figure? This cannot be true alongside this:
People will always pursue the most time-efficient option to beat the game.
Since no other resource but time is ever brought into question the only efficient way to play is through DPS. The Magi’s Warrior example swapped time for energy taking far longer but essentially standing around doing little to nothing quite happily. But since the reward system works off of time (Kills = loot, faster kills = more kills = more loot) there’s no real value to endurance/player-energy conservation (AFK gameplay).
I’m all in favor of adding fatter character models as long as they come with a -25% movement speed. :p
lol, can they get +25% effectiveness from Mango Pie?
The Rally System
Because you can just build pure damage, as long as you or someone near you kills the mob, you come back with a substantial amount of health. This allows players to play reckless and go all in without much penalty. I feel like the system needs to be revamped, at least in raids it’s a bit better and you can’t just go full DPS and mindlessly mash your keyboard hoping to rally.
It’s a risk reward system. Every time you charge in recklessly and go down you do risk not being able to get back up or kill your opponent in time, each time shortening, so the tactic only has so much weight. Yes, it is a “Berserker” type behavior to rush in and attempt to obliterate everything with pure power and it does work to some degree but it has/d its demerits. One of the demerits, the cost repair gear, is gone though making it much more usable as a tactic.
Healing Power Is Broken
Why does it not scale with revive speed? This would encourage people to actually perhaps build it more; maybe allow it to have faster revive speed, or instant revive (maybe too OP, but you’re sacrificing damage for healing so why not?). In general healing power builds don’t feel rewarding because you don’t really ever have an idea of how much you really ARE helping the team or how much you really ARE making an impact. You just see a ton of green numbers.
Healing Power is an interesting stat. Generally speaking “action games” don’t have this stat and there is a reason for that. The marriage between the concept and the actual practice didn’t work out well of course as no one uses the stat except for the few who maybe decided to capitalize on an effect or two or are afraid to die or something. Though unused Zealot actually tried to fix the problem but it just was too late to really get a sound introduction despite not actually being a poor choice for people who want to deal damage and sustain as well. Scaling it to revival speed wouldn’t fix the problem since you don’t solve “actions” with “stats”; that’s why it doesn’t exist in other games of the action type to begin with.
Out of Combat Healing
Even if you run past a ton of mobs, you won’t die anyway because once out of combat your health shoots up anyway. And even if you do die, then you can have enough power probably to kill and just rally again. Why not make food a requirement to health regen, or having to go near a camp, or something. That would be more interesting IMO, and would require people to build a bit different maybe?
This is outright cumbersome. In order for this to work food effects would need to last hours not minutes and the cost of said things would be ridiculous. This is especially true in dungeons and other areas of interest where there are no external resources or rest stops. This is something you would do in a one-player game but honestly it’s like any other action game, your shield (health) goes down, you take cover and wait a second and voila you can keep playing. GW2 is majorly an action game even if it claims to be a marriage between action and RPG.
No Need for Threat Control, So No Tanks
The PVE content is already easy, and even if it wasn’t we don’t any major threat control abilities where we can pull mob aggro on the fly whenever we want. And there isn’t a need to even because everything dies so quickly. That’s why we see tanks only really needed in raids, because they CAN control the threat and those bosses don’t die instantly.
This is required for the world to be soloable. This cannot and will not ever change. I highly recommend you drop this one in the toilet and flush it.
If you want zerker meta to end all you have to do is increase damage output of enemies and damage resistance. Playing dumb won’t be fun anymore. You don’t run around in PvP like that for a reason whether it be WvWvW or sPvP and it is because other players have smarter tactics, hit considerably harder and damage management is required.
The thing is you really don’t want zerker meta to end. When you say “I want to see more viability and diversity” what you’re saying isn’t “make zerker weaker” it’s “make everything else stronger” which is the epitome of power creep methodolgy. Increasing the effectiveness of healing power, toughness, vitality, precision or ferocity means that power lags and then players want better power which in turn leads to the same lag story. There is no sweet spot because action games don’t really have stats in them for a reason and being an MMO made it considerably worse since player-side augmentation (you know them as mods but there are other elements included) isn’t possible.
Just kick back and play Berzerker: It’s how the game was designed and changing that design cannot ever happen because of what the game is at the core.
(edited by DGraves.3720)
Cooldown per target.
I agree.
The problem with this is that it’s been offloaded to the turrets. They are that “pylon”. The change would be applied there.
http://wiki.guildwars2.com/wiki/Flame_Jet
DescriptionSpray fire in a cone pattern while moving, burning foes on the final attack. Deals 10% bonus damage to burning targets.
I would propose a simple change to this:
ChangeSpray fire in a cone pattern while moving, each attack having a 33% chance to apply burning with a 1.5 second cooldown. Deals 10% bonus damage to burning targets.
Reasoning:
I think that Flame Jet would benefit because the final attack piece doesn’t work well within the frame of the game in my opinion. In PvE there is nothing that dodges the attacks so when the burning is applied makes no difference (paling in comparison to the previous damage ramp-up). In PvP and WvWvW the problem isn’t that players dodge or even run through but that the inconsistency lies in the tick number; if a player gets hit by ticks 1-9 for instance they can’t be burned but at the same time if they get hit by just 10 they get burned or any other varying array of strange oddities. Realistically a player may take two or three ticks before moving and also it likely won’t be tick #10. I think this raises the consistency and importance of hitting the target while adding a dynamic feel to the attack preventing the almost underwhelming static feel of the skill.
The ICD is to mimic the previous setting so it doesn’t become overpowered by applying too much burning allowing it to go off once per normal chain. The skill should function normally under quickness since quickness does not effect ICD timers to my knowledge. If it does then the ICD should be changed to 2s so as to ride out the shift in the difference with quickness.
Thoughts?
But if the roles aren’t carefully defined shouldn’t you be saying “When I need to heal my team I take X skill on my Warrior.” instead of “When I need to heal I take a Druid.”? The roles are as clear as day honestly; you don’t take an Engineer to do a Mesmer’s job and you don’t take a Thief to be your Ranger and so forth and so on.
We do not define these roles, we just choose which ones to play, which isn’t the same thing in my opinion. Defining a role to me means actually being able to take any class and make it fit what you need.
I can’t agree with your abstraction. I don’t want that every class can do everything equally well — I want that I can swap around profs & builds and play the sort of role I want. When I wrote, “when I want to heal, I take my druid” — meant exactly that: when I want to heal. Ele & engineer also have some very effective healing builds for PvE. (And there’s the fun but perhaps horribly niche “Stealth Medic” for WvW.)
I have no problem with not every class being able to do everything, that’s fine, but I think that the roles are clear. What is interesting however is the fact that every class can take care of itself equally well (self-healer) so this creates that void that the OP is talking about. There are tanks, there are bruisers, there are controllers, there are conditionmancers and DoT classes, there are supporters and buffers but there’s a real lack of a healing role. Druid is the only real healing class in the game. That’s not a bad thing but it definitely is a clear role for that particular class.
The only reason why I picked up on this particular statement is because your choice to play a role is not the same as the roles themselves being sort of hazy. They really aren’t. You have more wiggle room but really Mesmer isn’t Necromancer, etc. and they have very real roles with very real utility and pragmatism attached. That’s why it bleeds over into the issue at hand; “Heal/Support” really doesn’t exist in the same sense as the other roles because at least each could sort of manage the role but good luck getting half the classes good for such an endeavor.
I think the issue is that the OP is expecting a traditional healer role, which more or less requires a traditional tank, too (or at least, conventional mechanics for which players developed the role originally). I like that GW2 hasn’t felt compelled to follow the 40-year old tropes from paper and pencil games in which there’s a close range fighter, a ranged erm ranger, a ranged defense/restore caster, and a ranged offense/buff caster… and all sorts of hybrids. Instead, every class is (mostly) self contained, with a range of things that makes them useful & fun.
Warriors are and always have been traditional tanks though. They’re natural bruisers (heavy-damage tanks) just by design. I do know and understand what you’re saying to be true, it is good that they deviated, but their branch system sort of wobbled to one side way too heavily; boons, healing, support and general maintenance roles don’t really exist. You have damage output support but not really overall support without extreme gimmicks and builds built specifically to engage that gap and none of them do it terribly well. That’s why Druid is so controversial and important; they are the first and only class in the game to really fill in those bubbles and make damage not primary. Even old support which was effective was tied to damage gimmicks.
Well, since you have to do raids to get Legendary Armor, it’s definitely integrated. I wouldn’t say it is central but at the same time I definitely wouldn’t say that it is “optional”. Unlike Legendary Weapons which are majorly cosmetic Legendary Armor has some serious utility because of all the pieces you have to get over and over when changing your character armor and trinkets, or 12 of the 14 pieces of equipment, need to be done and redone and redone and redone for every build over and over and over.
It’s cost effective in the long-run to build the armor so … sorta.
I think this is a great idea. Then we can bring fat shaming to GW2 just like in real life. Should add anorexic mode too.
I see what you’re saying. You’re right, the weight of your actions is lower, so there is more micromanagement regarding rotations and engagements. Engineers are weaker than they used to be and the Scrapper profession was sort of the way to sweep the inherent issues with Engineer under the rug still leaving it a very broken class in comparison to it’s power in the past.
Engineers do more damage today than they ever have but the cost of that damage is pretty much learning to play Beethoven as you said. The Scrapper, no matter how I test it out, doesn’t cap out on the damage possible for the Engineer and is very much so a bunker profession and making up that damage with some of the traits gone altogether is sort of hard.
I just miss when they applied conditions (rifle, rocket). Man that was great.
I agree with you. You have shared inventory, shared currency and shared stash. While it is a QoL item it is ultimately meaningless to actually have in the game without that universality. It’s why I’ve never bothered to buy any and why I avoided the salvage machines too; it saves all but a few seconds and fills the inventory with junk sigils to boot.
Engineer- The “archer medic” that uses longbow or shortbow to fire offensive arrows fit with various healing canisters that support front liners.
That’s mortar kit.
I think the OP has got things turned around. This game’s roles aren’t supposed to be carefully defined — that is mostly up to us. I don’t play the role my team deserves — I play the role my team needs. I play druid when the team has trouble surviving; I don’t otherwise. I dust off the mesmer when the issue is utility or reflects. The ele can swap around between roles without too much effort.
I like that GW2 (mostly) provides us a variety of tools and gives us the freedom to figure out which role to play.
But if the roles aren’t carefully defined shouldn’t you be saying “When I need to heal my team I take X skill on my Warrior.” instead of “When I need to heal I take a Druid.”? The roles are as clear as day honestly; you don’t take an Engineer to do a Mesmer’s job and you don’t take a Thief to be your Ranger and so forth and so on.
We do not define these roles, we just choose which ones to play, which isn’t the same thing in my opinion. Defining a role to me means actually being able to take any class and make it fit what you need.
(edited by DGraves.3720)
All stacking sigils will do better at 25 stacks, it is how they were designed, but how much better varies based on the base you start with. This is simply a question of efficiency.
5% of 2,500 is 125 which is equal to 12.5 stacks of sigil of bloodlust. However you can’t have half a stack so you need 13 of the stacks to do better.
Let’s change the base to 2,750 in power. 5% is now 137.5 which is equal to 13.75 stacks, again you can’t have a partial stack, so you need 14 now.
Let’s change the base to a realistic 3,000 power which can achieved through traits, top gear, food, effects, auras, etc. 5% of this is now 150 which means you need 15 stacks to be doing equal to one Sigil of Force.
Sigil of Force is not better because it always does more damage. It’s better because the more power you get from other sources the more dynamic it becomes and if you don’t at any time, have that number of stacks you are completely losing damage. So for instance during the build of those 13 stacks you are doing less damage than you would have with only Sigil of Force. If you go down often enough you are guaranteed to be doing less damage and if you have a high amount of power, say 3,250, it becomes harder and harder to achieve the number of stacks required to beat it.
This is readily apparent in some fractals where there are not many enemies. You’ll never hit 25 stacks. In some you’ll never hit 12. Speedruns typically don’t go through droves of enemies either and most try to skip them as best they can.
That said Sigil of Cruelty is better than Sigil of Bloodlust.
(edited by DGraves.3720)
That is exactly my dilemma.
The better option is to create a bag that automatically empties when you visit a merchant and specifically tries to take on junk and anything less than rare that you pick up first. It’s like any of the other types of bags, I.E. weapon or oiled, only it automatically empties at a vendor every time of its contents.
Since the buyback feature trades at the same value there’s no real risk of loss unless one forgets.
auto sale green and blue armor and wep bag would be interesting but that still would require sorting through the bags as to what to place in there
I do not think there is any method which is truly “hands off”. I just think this is the greatest marriage between the two worlds since you don’t want heavy development going towards this but you also sort of want the service.
I got an awesome drop but it’s for the wrong armor class. I know we can convert the stats but I was wondering if it would be a bad idea to be able to convert armor class. This would lower “waste” drops, esp. those of extremely rare quality, because I don’t need this chest for this armor class (light) but do for another (heavy).
The better option is to create a bag that automatically empties when you visit a merchant and specifically tries to take on junk and anything less than rare that you pick up first. It’s like any of the other types of bags, I.E. weapon or oiled, only it automatically empties at a vendor every time of its contents.
Since the buyback feature trades at the same value there’s no real risk of loss unless one forgets.
You can use video of other players or just describe your own experience. I had one where we had 3s on Mordremoth and somehow demolished him with at least 15% HP left and won. I do not know what happened. I still do not understand how that worked out.
I think that old confusion was better where it did a lot more damage when you acted. Torment could follow its lead doing no damage when stationary but tremendous when moving. Like true pressure is intended to.
When the game was launched there were a lot more options, combinations, and legitimate ways to play around with ideas. Over time that has been reduced on purpose to help streamline things, you can’t stack sigils, the rune rework, the trait rework reducing the number of options, some simplifications to classes, etc.
I do not mind the direction the game is going in. I do wish the game was more diverse because that is what I paid for but I still play from time to time and the game has its merits and whatnot. I’m just curious about the more regular players: Are you happy with the diversity in the game? Do you wish there was more? Or even less?
What would you change along those lines?
“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.”
I do sort of agree. I really don’t see the point of having to go from 1 – 80. It is, at best, an annoyance since 80 really is when you start playing the game. I guess in a sense the problem could be defined as the “end game” being the “whole game” really; this is esp. true for PvE.
Two words: Skinner Box.
~EW
This is the best explanation.
The ratio should be reworked and have diminishing return.
Nothing in this game has diminishing returns and you do not want anything in this game to have diminishing returns. That would be the exact opposite of solving this particular problem since it effectively reduces the value of Healing Power even more.
I would think all they would have to do is apply the once a [time limit] element and then make the event hourly. For instance you can only get certain rewards once a day no matter how many times you kill whatever it is you’re killing so you just add a secondary element that makes it so the boss only drops loot once every X hours per account and just run the boss hourly.
It has the same effect without all the coordination issues.
This has always been something that has bugged me and my friends to no end over GW2 is how generally useless healing power has always been.
For those of you who don’t know healing power scales in a faction of a point restored per healing power:
What this realistically means is lets just say a full set of healing power items gives you 500 healing power most abilities that heal allies have a .5(Average) healing scale ratio meaning that full set of healing as the main stat gives you ONLY 250 HP PER HEALING ABILITY!
When you think about that 50% returns is actually really high. The deadweight is “1” or you get 1 point of HP for every 2 healing power invested. That’s a better ratio than most other stats (including power) in the game in most circumstances.
Furthermore because of the hp of each class being in the 15k-15k+ range that means per every 30 seconds YOU HEAL FOR 1.6% MORE MAX HP AT BEST AND ONLY 1% MORE MAX HP HEALED AT WORSE
The problem here is that you’re looking at singular ability. Concurrent healing (every class has it, from passives to actives and additional optional effects) generates a totally different set of numbers. Combined that 1.6% can get as high as say, theoretically, 12% if we look at the same time frame combining self-healing actives, passives, and optional effects that scale with healing power.
So I ask you: Should healing power/Ratios be reworked in my honest opinion is yes.
No. My reasoning is that first the game is designed to be action oriented so you do not want people essentially building a repertoire of sustains and second the sustains themselves tend to be very heavy when considering other elements that effect damage taken. For instance when truly put together healing power and toughness effect one another greatly; ignoring other game modes in PvE it generally trivializes (regardless of time increase) most challenges presuming the player is paying a modicum of attention to their surroundings.
I think the scope of healing power has been, for some time, misunderstood. I mean I personally would love the passive sustain to receive a little love of maybe 1 or 2 percent simply because some of it suffers from being gimmicky but not a real rework.
That’s why I personally want healing power as a whole to be reworked to not be useless on any class but not too overpowered on another and to make getting healing power actually matter in the slightest(healing power scales horribly but some heals have such a high base amount that people THINK you have healing power when you don’t).
Also from what I read on that thread Endless soul its not a complaint about healing but of passive tankiness and base healing being too powerful not healing power its self.
But why make another stat “mandatory”? Or rather, why reduce the effectiveness of roles and builds that were specifcally mandated to work that way? A Druid that now needs toughness is no Druid at all! Or so I would believe. I can see your point though.
Main question is in the title.
I’m just curious why I don’t see more of them since the game has been out for 3 years.
Are precursors truly that rare (that theyre not enough on the tp)?
but all these fanboys that get defensive? whats the problem with you?
Shouldn’t I be defensive about my choice to play something others deem “terrible”?
I believe for the casual player this will make content more accessible – there are plenty of times that you may want to swap from a highly dmg orientated rune set (eg scholar) to something more defensive (mercy runes or runes with toughness).
You are aware that mercy runes are dirt cheap? The scholar is the expensive one. The scholar is the one that goes to the higher-end players. Most generic players aren’t running around in runes of the scholar even if they are making 3g an hour, which is one rune, which is only 6 hrs. of gameplay. If they did manage to buy 18g worth of runes they aren’t going to try and buff up with 175 toughness. I also hope they don’t plan to revive their way to victory.
This isn’t a realistic representation of player choices. You must think very, very little of other players.
If you look at the high end players right now – your costs for meta is wrong …it’s a lot higher. Many meta players at the extreme end will have all professions geared / weapons and your costs need to be x9.
You’d have me believe that instead of taking the ascended drops they get from high-end content and efficient farming and just using the Mystic Forge to convert them to what they need they build every set with love? Mastering all 9 classes, that is equivalent to be able to say that you “main” all 9 classes and know them inside and out, is probably not common no matter where you look. They know how to play, inside and out, how to theorycraft, and what they want so they aren’t blowing gold “testing” things and even if they are they work together and pool their earnings for the testing so they aren’t broke jokes.
The prices of items such as ‘sigil of force’ will always be whatever people will pay. If content requires this before people will allow entry (eg Raids)- this is a cost people are forced to absorb regardless of the price.
And finally this. Yeah, no. The price of these things are not based on what you are willing to pay but your impatience. If you were truly basing it on willingness to pay … this thread wouldn’t exist! When a thread exists because you don’t want to pay 53s for a Sigil of Accuracy I’ll buy into it.
Reality: Few sigils and runes are truly expensive, but you want them, so you want an entire system built to allow you to have your cake and eat it to at the expense of everyone else. Of course you’re willing to see runes that you will never use go up in price. How … convenient?
I would understand if we were talking about Legendary Armor. I’d be right with you. If we were discussing Legendary Weapons, right behind you. But we’re not. We’re talking junk weapons and armor that shouldn’t even exist that the playerbase demanded because they just had to add eggs to the cake mix!*
The only people who benefit are the disenfranchised “middle class” players who aren’t the forefront leaders in innovations nor are they the poor and resourceful who couldn’t care less.
*http://www.snopes.com/business/genius/cakemix.asp
But this makes absolutely no sense. First, most players who own two ascended sets and are running around aren’t the average dirt-poor citizen. They aren’t playing “average” content. They aren’t on “average” making only 3~10 gold an hour. They aren’t “average” farmers who “averagely” plot their randomized routes. That’s not who we’re talking about. Turns out we’re also not talking about the average sigils or runes; there are only 10 sigils over 5 gold. That’s it. These are the sigils that the high-end players are buying in droves and the only sigils that are actually effected by this. It turns out the runes have the same reality and fewer of the runes over 5g are actually used, for example, Exuberance or Torment!
That is why it is a bad idea. It is catering to a distinct minority who is painting themselves as some form of suffering majority element. Worse: It isn’t actually anyone forcing or enforcing these prices; it’s not some S&D element here (which was the point of the Mithril) but essentially people trying to follow a meta and buyers failing to realize that they control the market.
If everyone refused to pay more than 3g for a Sigil of Force guess how much a Sigil of Force would sell for? 3g. It is a perfectly competitive market. The buyer’s are impatient and so they are willing to pay anything to get their hands on it, it has nothing to do with some implied meta element, and even if it did if the meta changes every 3 months and you make 3g a day even if the runes and sigils were 20g a piece you could afford it. Evidence? 160g, which is (6 runes + 2 sigils) multiplied by 20 gold a piece divided by 90 days is only 1g 77s 78c a day averaged. At 10g an hour that’s 16 hours of gameplay in 90 days. It is nothing.
But if you’re flipping sigils and runes everyday and it’s too expensive … stop doing that. That’s the solution. Stop being indecisive. The reason why you’re more than willing for the “lower items” go to up in price is because you won’t buy them anyway but you fail to realize that all the sigils and runes will go up in price. It has the direct opposite effect of what you want, because the economy compensates for your decisions somewhere every time.
11g for a sigil of force would become 33g or whatever it takes to equate the average value of swaps because the sellers aren’t going to lose money and the buyers will pay anything.
What they need to do is make those value scale with the creature Rank.
Against weaker enemies, they are way too much. Against normal enemies, they need to be toned down. Against veteran enemies and players, some are ok, some need to change. Against elites and higher rank they could work better in many cases.
If they scaled with creature rank and considered players the same rank as veterans with no scaling, that’ll work across all game modes.
The scaling would be backwards though. Typically you do less, not more, to tougher enemies… It would work though. Maybe.
The problem with that is that it is purposefully nerfing player builds and reducing player tactics. It is one thing to nerf something across the board but the moment you make it crappy in one mode but excellent in another you’re just going to make everyone angry.
Going to break up your post to reply – there is several points here.
Mithril – salvage rates got nerfed. Meaning supply went down.
Demand went way up ( guild halls using a few thousand ingots each for example).
More people using things like sharpening stones for raids.
New Legendary collections use this material.Price went up? No sherlock, really? ( paraphrased due to forum kitties).
Not to sound abusive, but you really shouldn’t have been surprised mithril went up either. it was next to worthless.Demand for runes/sigils going up – lots are at minimum vendor price. Explain how demand going up for these is a bad thing please?
The final point: you’re talking as if a sigil/rune would be unlocked on a character or account not a single piece of gear. Who’s to say you don’t lose ALL runes on a piece when its forged to get another stat? Then there is wanting new weapons and armor sets for different stats or alts.
Coupled with that many refuse to change the runes they use due to the negative feedback of “overwriting” existing upgrades. The consumption of sigils/runes for those that are currently meta won’t change particularly. The niche runes move off vendor price and those crummy worthless exotics people complain about getting very rarely? They might not be so worthless anymore. Which sounds like a good thing to me ( yay my rare loot is worth more than a 5min ac p1).
I wrote out a huge response to this but it got long and complicated and there was math. Knowing how much people don’t like the math rather than writing proofs of my point I’ll keep it down to 5 keypoints:
1. Mithril is an inexhaustible resource that is self-produced so supplemental behavior ( that is, supply and demand ) doesn’t really explain why Mithril went up. What does explain it is increased utility, but marginal utility that never decreases, such as permanent installments or abilities or armors, naturally fades so the value will spike and then slowly descend until it has no value again. But there is no shortage of Mithril so demand’s going up wouldn’t be sufficient to explain buying every piece of Mithril from it’s base of 52c to the new base of 1s. This is especially true of guilds which are just community resource pools anyway.
2. Having low prices for sigils is equivalent to what the OP is asking. If you want to explore the value of a sigil in your build if all sigils were 10s this thread wouldn’t exist. The lower the cost the better for all players overall. Higher prices hurt both buyers and sellers because sellers have a harder time offloading and buyers have a harder time acquiring. This also means that players will explore less because if it were not so this thread wouldn’t exist; prohibitive pricing reduces the interest in exploration.
3. Inflated prices for sigils and runes, if tied to one piece of equipment, would lead to economic drought. Changing your mind now is “bad” but changing your mind when it costs additional resources (the insignia/inscription + Mystic Forge costs) only to lose the now more expensive “unlocked” sigil/rune is just a lose all the way across the board. This is worse for characters with multiple weapon sets or dual wielders. It is even worse if you main two characters instead of just one or are exploring the possibility of a profession and it’s many weapons since each weapon set is now it’s own burden.
4. The problem of rarity and acquisition is compounded. Some runes like the Runes of Exuberance are very expensive, more than say Rune of the Berserker, but are not anywhere near as useful. I am sure someone uses them but the rune’s price comes not from it’s utility. Those prices alongside the ones that you are referring to at the bottom will rise as well. So sigils that were prohibitive before only become more prohibitively priced and runes that are just harder to get or rarer only become more expensive regardless of utility.
5. It’s just a really bad idea.
What would the effect be on the economy?
Runes:
Short-Term: Increase in niche/standard runes so they are unlocked on ascended armor.
Long-Term: Stability in the market across more runes as players unlock niche runes on armor. This would also encourage players to get some of the HoT Runes for unlocking on an ascended armor set (Leadership/Thorn etc).This would ensure that individuals who want multiple armor sets/toons would be unlocking runes on each character. By requiring a rune unlock on each armor set this does not have the effect of destroying the current economy and still allow people to swap armor between characters.
Economically speaking what will happen is the direct opposite. Literally the direct opposite. In the Short-Run people will buy up runes, even common ones, to completely deplete the pool of resources. It will not play out as a community pool but almost the direct opposite where prices skyrocket for all runes and sigils and then stay high long-term resulting in a decrease in highly valuable or difficult to attain rune sets and sigils.
To illustrate Mithril went up in price. Now Mithral is more abundant than the air you breathe in that game; it is the primary metal on level 80 equipment so it’s salvaged far more than other metals are since equipment is for player level, it is easy to mine, it has many nodes, and really there would be no way for their to be a shortage. So why did the price rise?
Utility. More stuff needs it and that stuff has amazing utility and permanence, so in your logic the price should have decreased, that is people would relinquish their hold on the resource more easily because there’s simply no reason to hold and hoard the resource but the opposite occurs; the more valuable the resource, esp. when considering one-off behavior, the more it costs!
Demand for Sigils and Runes under this system goes way up, too far up actually, because even with the introduction of more options now you still require six of each one, they have no “resale” value meaning a player buys it once and is done, and they have incredible utility.
Market prices are specifically driven down by marginal utility. When there’s no marginal utility market prices almost always just go up. Obviously there’s nothing marginal to a complete collection of effects to choose from on the fly. In the real world commodities and necessities like food versus furniture work this way; you can’t charge a lot for a banana because it has limited utility; you eat it and it is gone and you will need another one, but you can charge an incredible amount for a sofa despite the sofa costing far less to produce dollar per dollar than the banana because of its long-term utility. One is an investment and one is a sunk cost.
TLDR; Sigils and Runes must never experience this system. It would be an economic catastrophe.
Well throwing some Ascended gear into the Mystic Forge, to change it’s stats, I found myself thinking; what if instead of losing one stat set, plus sigils/runes, for another stat set, that Anet just make so you can just add that stat set to the gear, making it so you can change back and forth to the stats sets you have added to the gear. It would be great if the same thing could be done with sigils/runes as well.
The caveat of this doing this, would be limiting it to Ascended gear. This would keep the cost/effort of doing so, close to the same as what can be done with Legendary gear, because trying to add all the stat sets to Ascended gear, certainly would be a pain to accomplish.
Thoughts, concern, input?
So, Legendary Armor / Weapons without the Legendary work?
Well I think we have our answer – they know its a bug that is annoying people and has been since the game launched, but its not worth their time to fix it. Cool.
Software and hardware limitations are not bugs.
Limitations do not indicate failure to work as intended.
The most legal and safe DPS meter is called a “Stopwatch”.
I wish there was a counter to see how much you’ve gotten out of every class of item through vendor selling. I’m sure I’ve gotten at least 5g from junk over time.
PTR? PTS? What are you guys talking about?
Utterly confused by everything in this thread.
PTR stands for Public Test Realm if I remember correctly. It’s where players go to be live guinea pigs. In this game that wouldn’t work because most people can’t even dodge correctly so asking these individuals to judge the game would end terribly. Turns out the same is true of high end content; asking elite guilds tends to build content that is above the playerbase.
But benchmarking and fixing bugs is supposed to take place on these servers.
Are you a psychology student? These questions you keep posing seem like psychology thought experiments.
“If a player just presses 1 all the time and you see he’s about to be rolled over by an arrowhead, do you interrupt it or not? And how does that make you feel?”
To be honest Economics and Psychology aren’t that far apart. I didn’t even notice.
Scenario: You are within a team and one of the players just auto-attacks the whole time. They have no downtime and 100% critical strike from being in the team but all they do is stay alive (whatever that entails) and press “1”.
How do you feel about this player in general?
How do you feel about this player if you lose the encounter?
How do you feel about this player if you win the encounter?
While staying alive, that is. This is an action game, not pen and paper. You’re meant to dodge, duck, dip, dive, and DPS, not just sit there and take it.
I just wish there was more depth to that. Toughness isn’t meant to get you through it, Vitality isn’t mean to allow you to out-survive it, Healing Power isn’t meant to sustain you through a relentless assault. I’d almost they’d just remove the stats and replace them with something else more mechanically inclined while focusing more on just the offensive pieces since the game is all about active defense plus pure offense.
It’s like playing a weird and clunky version of Dark Souls; your armor does nothing but allow you play peakitten and that is working as intended. I just remember when the game was tougher and somewhat wish that the developer had stuck to their guns but I understand that their playerbase is at stake too. “Casual” and “Action-Oriented MMO” probably shouldn’t have been blended.
But enough of my belly-aching. I’m too old to bemoan a game.
GW2 can do trinity for raids without infringing on your ability to run whatever in the rest of the game. But not having proper trinity in raids leads to the devs having their hands tied when it comes to interesting mechanics.
When did “Tank&Spank” become an “Interesting Mechanic” ?
IMHO, in all this debate, the only one that gets a clue it is STIHL.
It is irrelevant if GW2 allows “Trinity” or not. What is relevant is GW2 allows MUCH MORE. Because Trinity basic strategy is BORING.
If it were up to me, I’ll organize encounter mechanics around a “GW2 Quintet” or something like that: Defense, Healing, Crowd Control, Damage (Direct and/or Over-time), Boost/Debuff. Even this could become boring after a few years, but at least is not already wasted and obsolete.
The current strategy is boring. “Do as much damage as possible.” That’s it. That’s all you do. You use as little of everything else you can while just pushing numbers. The fewer buttons you are pushing the more pro you are.
How often is the air immobilize problem a problem? Every time? I’m only asking because I’ve never personally come across it.
I would do this. Then I don’t have to map complete on classes I loathe.
How would this solve that issue? And why can’t you just keep creating toons of classes you like to explore?
I would think that I could keep the Gift of Exploration for completing the map and then I don’t need a net new character to enjoy the game my way either. I don’t want to be level 1 many times to get tomes for repeating the same task over and over. Just let me be 80.
The game gives lots of tomes. I think you get 10 tomes a month for logging in. You get writs of XP every day for doing the dailies. You get 5 tomes of mentorship for map completion to level up your next character. In other words, it seems highly unlikely that you would need so many gifts of exploration that the tomes you get as rewards wouldn’t insta-level any character you wanted to do map completion with. Perhaps you are one of those rare players that crafts legs every day, and this is a problem for you, but I can’t help but think you’d be a minority.
I probably am. I just don’t want to add another character slot to do something like level up the same class over and over and call it playing my way. But rules are rules, etc.
I would do this. Then I don’t have to map complete on classes I loathe.
How would this solve that issue? And why can’t you just keep creating toons of classes you like to explore?
I would think that I could keep the Gift of Exploration for completing the map and then I don’t need a net new character to enjoy the game my way either. I don’t want to be level 1 many times to get tomes for repeating the same task over and over. Just let me be 80.
I would do this. Then I don’t have to map complete on classes I loathe.
Content Gate. You don’t do Raids? No Legendary Armor.
You don’t do SAB? No Super weapons skin.
You don’t do Fractal?. No Ad Infinitum, or fractal weapons.
You don’t do PvP?. No glorious armor, no Ascension.
You don’t do dungeon, WvW or Open World? No Legendary weapons.
You don’t do HoT maps? No new Legendary weapons.
What are the difference between all of this? If there isn’t then should to do something about everything that is exclusive to one content? Is two content enough? Or is it different because it’s raid? And if so, why?
What actually constitutes a “Content Gate” is not something having a requirement but something having a requirement which may not be available to any given player. For instance normal Legendaries require you to get dungeon tokens which you can solo for if you’d like or run PvP tracks, but no matter what, or how hard, you can get these items.
Raids are different. If Raids ended up like Dungeons where no one was running them you cannot (won’t even let you in) possibly overcome that gate. It’s over. Legendary Armor being attached to a mode where you possibly could not get in is equivalent to a Content Gate.
For Open World content for instance that would be equivalent to making Triple Trouble required for a Legendary. You cannot possibly do that alone. It is a Content Gate. If for some reason everyone quit doing it, maybe a nerf in rewards or something, then goodbye chances.
Player choice is not what dictates a Content Gate. Developer Choice is. It would be Player choice to abandon all dungeons but Developer choice to still leave them open to single players though there may be ones that cannot be completed alone. I don’t know all of the paths by heart. Regardless there is at least one, ignoring PvP tracks, that allows you to get the tokens.
Amendment: There is one Content Gate for old Legendaries; Rohjan the Penitent only spawns if you defeat Claw of Jormag I believe and that means if everyone did abandon that particular event you could not finish a Legendary because you need the 100 stones.
Glad you brought that to mind. I don’t think there are any others.
(edited by DGraves.3720)
Guilds and friend list they never on anymore
many just login to get the daily login reward and log out again
hundreds of youtube videos about why i left guild wars 2
Is this the end for guild wars ?
So long as there is a Zerker Meta and the game is willing to continuously cradle to the populace, no.