Showing Posts For Darkever.9732:
They may be trying to compensate for the over-abundance… I just hope it’s not permanent. I don’t even want to think how much will Abyssal dye be worth if it stays like this.
They will probably add this in the gem store like it was in GW1.
If you aren’t careful enough when creating your char, will have to pay later
Would rather be able to play as a Tengu/Skritt/Quaggan-/Kodan (in that order) before I play as one of them.
I agree that playing Largos, Tengus and Kodan would be awesome and entirely possible.
Not sure Skritts and Quaggan will ever be playable, for background reasons: Skritts are too stupid when they fight alone, and Quaggan are all pacifists, with very rare exceptions.
I think those minor races the player gets to help during personal story will stay minor. Another thing is for Largos, Tengus and Kodans…
Oh, and those runes can’t even be thrown into the Mystic Forge. I have 5 Minor Rune of the Monk between all my characters, but since I can’t even take them out of storage, there’s no way I can try to “recycle” them… :-/
With the November 1st patch, getting dyes was really too easy, and the market price was consequently falling. But now, after the November 5th patch, they have become very rare, and are consequently becoming way too expensive!!!
I realize they are cosmetic stuff, but there are there are 400 colors and every new characters must start collecting them from scratch! Also, it’s a kind of “basic” cosmetic customization, that should be easily available for all players, at least for common and uncommon colors.
I personally think the Unidentified Dyes drop rate pre-November was just fine, and I see no reason to change it. I hope you made those dyes so scarce only to compensate for the previous over-aboundance, and will reset the drop rate on the next patch.
Completely agree. Looting should have on key, and interaction another key.
Having dialog pop-up while fighting is very very very annoying.
Its not the number, its the respawn rate.
Completely agree. Many zones have this issue, but in Orr it’s more evident because mobs are tougher.
I think respawn rate should be somewhat linked to the ammount of players in the area. This way, a lone player gets some breathing space, while groups do not have the easy life they currently have. Going through Orr with a 5-man team is trivial.
If we ignore the bunker build, which is incredibly boring, it’s true that Elementalist have currently a hard time playing solo. Just to make an example, my War lv40 is much much easier to play in lv40- areas than my Ele lv80 in the same areas.
Elementalists play just fine in groups, where they can support the entire team and deal huge AoE damage, but they struggle when they are alone.
The problem is not the lack of weapon swapping, but rather the lowest hp and armor in the game together with the almost complete lack of defensive mechanism (unless you use focus, which has some). Also, I think some skills from air and water attunement need a buff: I find myself using those only for running, desperate healing, or when all strong skills from other attunements are in cd.
I agree with create more variety for dailies, but I must say… I don’t like too much your suggestions on possible tasks. Daily stuff must be easy to do, and must happen almost naturally after playing in PvE for a couple of hours.
TLDR version
Runes dropped by chests in dungeons should be account bound, instead of soulbound
Reasons
- Soulbound runes force the player to run the dungeon always with the same character for a chance to get a full set: this is definitely not good, since it limits diversity (and consequenty fun) for basically no reason.
- Getting a rune drop for a character that doesn’t need it really feels like wasted luck, not being able to re-use it on different characters.
- All the above happens for no apparent reason, since account bound runes are more than enough to ensure running dungeons is the only way to acquire those.
Long version
Some weeks ago my Thief received her first Superior Rune drop from a chest in CM; well, in fact I got two Superior Runes of the Noble in the same run… talk about luck! When I checked the description, I noticed it was soulbound to my Thief, but didn’t give too much thought at that time.
I continued to play CM with my Thief because she was doing quite good, until some days ago I decided I wanted to try CM with my Mesmer… but then I realized that if a Superior Rune dropped, I couldn’t use it to complete the set for my Thief!!! In the end I decided to play CM with Thief, instead of the Mesmer I wanted to use, on the worry I may get a “useless” reward.
A similar thing happened to me while playing AC with my Warrior: she got a Superior Monk Rune drop from a chest. Great thing!!! …too bad she absolutely has no use for it on the build I want. My Elementalist would love to have it… but no, he can’t, because it’s soulbound.
The thing that bugs me the most is that these runes are soulbound instead of account bound for no apparent reason!!! I perfectly agree in making dungeon runes non-tradeable, so that only people who are good enough do dungeons can use them, but I sincerely see no point in making them soulbound on drop.
I think that runes dropped by chests in dungeons should be account bound, instead of soulbound. This would make it possible to run any dungeon with any character without the worry of getting a rune that character doesn’t need or another character may need.
Let me know what you think about it
Edit:
I am perfectly aware that the set can be completed by buying runes with tokens, but that don’t solve the issue. Also, I plan to get the complete CM armor set for my Thief, and since it already has a full set of Superior Rune of the Noble, the two that dropped become useless too, not being re-usable on any other char.
(edited by Darkever.9732)