Guard gives 8 seconds of Protection to your pet. I use it for that fact, personally.
I was hoping they would fix the pistol trait bug… ya know the one that increases the range and reduces the cd’s of all pistol skills by 20%…. but actually increases the cd of the iduelest, and make’s it do less damage. :’(
Maybe next month : /
They fixed that last month, didn’t they? I remember reading a patch note about it anyway. Or did the fix not work properly?
We’ve gotten pretty much nothing but buffs and a single, probably overdue, nerf. We even got a fairly big (for turret engineers) bugfix that they didn’t list. I’m not unhappy with this.
I just wish every listed change wasn’t something to do with Kits, except for Elixir U. Other skillsets need work, too.
Do people even use turrets? Because even with the fix, turrets seem… well, bad.
They aren’t that great, but yes, some use them. Me for one. I run a full-on turret build, usually with all 3 utilities as turrets (though occassionally switching 1 kit or Throw Mine).
The fact that they’re unused is exactly the reason they need to be improved. They need to be improved to the point where people feel its worthwhile to use them beyond novelty.
They look MUCH better now. A floating ball is about as boring and generic as you can get. They’re actually interesting now.
All IMO, of course. Obviously others feel differently, but I’m very happy with the change.
Seems like a bug fix to me. No reason for one aura to give double the boon duration compared to all the others. Everyone was always wondering why that was even the case in the first place. Don’t see why this is suprising or upsetting everyone that much.
I’m curious as to why people are getting angry at Anet buffing stuff some people don’t use… isn’t one of the chief complaints of this game is that there isn’t enough build variety? If you feel you have access to different weapons with different strengths along with access to more utilities that you find appealing it goes towards solving issues surrounding build diversity.
Now half of what I’m reading is people complaining about them buffing stuff nobody uses. Of course they will. You were complaining that nobody was using it.
I for one, am off to try out axe. Always loved running a focus, but I may finally test out this Axe/Focus combo. Though it’ll be very hard to give up my MH dagger. I freakin’ love that thing.
Its probably not all the same people complaining. Some people value variety more and complain about wanting them to buff less useful options, some people just want to use the stuff that already works well and have it work better. The latter are the ones who are saying “no one uses it so why bother”.
Better axes works for me. Its one of my favorite weapons visually, so having it be more useful beyond “looking cool” is definately a good thing.
I will actually use Torch now. The fact that you couldn’t do anything besides wait for the channel to go off if you actually wanted damage from The Prestige was the whole reason I didn’t like using it. Changing a weapon from “will not use” to “will definately rotate it in now and then” is a very good thing.
Never really saw a problem with Riposte or Counter, but thats probably because I’m almost always at mid to short range with those weapons anyway (because I run a status on clone death build + clone on dodge, so I need to be close so that my clones apply status when I go over 3 and blow one). Won’t have much of a direct impact on me, but fixes are good.
Portal change is good. Doesn’t make sense that you’d be able to interact with a portal behind an object, since interacting is supposed to simulate you entering the portal and its kind of hard to enter a portal through a wall.
Mind Stab hitting 3 targets is nice. Makes it a bit better as a cleave weapon.
Mirror buff is also nice. I would have buffed it a bit further maybe (3 seconds total) but this is definately a good improvement over the paltry 1 second it previously gave (which was so minor I never even considered using it). iI might actually consider using it now, which is good because having an option besides Ether Feast is nice.
So overall the patch made 1 weapon and 1 healing utility actual appeal to me. Pretty darn good, I must say.
This again?
Skills / weapons that aren’t being used tells them “this skill needs to be improved”.
Professions that aren’t being used tells them “no one cares about this profession so why should we”.
Not a single person in this thread has complained that guardians got a buff (unless I legitimately missed that person post scrolling though). People are only complaining that on a class that has a similar mechanic that is just as in need of work as another classes received the work it needed, and that it wasn’t an across the board improvement in something that is lackluster for more than just 1 class.
Saying stuff like “You fixed the wrong spirits” is pretty much implying that Ranger spirits should have gotten fixed instead of Guardian spirit weapons.
And Spirit Weapons and Ranger spirits are not very similar at all, really. The similarities end with the fact that they both have “Spirit” in their name and the fact that they’re both summoned. So just slapping a health increase on all of them accross the board probably wouldn’t be the best approach.
Is it that hard and long and cost intensive to fix the pet ai? Don’t even bother working on bird graphics, you have hundreds of class fixes on the table and you guys kittening fix the bird icon? Let’s see how well the bird icon change does for me in combat, oh … I can see the same pet not doing kitten in a fight, just has a more noticeable icon graphic. thanks guys for helping us out with that.
Its a quick, simple fix that requires nothing more than an artfile path name change and maybe a bit of new artwork (if the icon didn’t exist and wasn’t just incorrectly displayed).
Its not like they pushed a dozen big fixes out of the way to fix it or anything. Its an easy fix that they can probably do in a few minutes (or a bit more if requiring new artwork, though thats not programming time, but artist time). They could have not fixed it and wouldn’t have had time to do anything else substancial. A minor fix is better than no fix at all or them just moving onto another profession and fixing one of their minor issues.
Spirit Weapons were terribly frail after the last patch and getting killed far too easily, especially considering they spend most of their time in melee range of enemies. The buff was perfectly justified, and I don’t really know if even thats going to make enough of a difference. I’ll have to actually test them out.
I hate the mentality of “Well if we don’t get buffed no one else deserves to either”. Buffs should be given where needed, not given out only if other professions can get buffs too.
Not to say Ranger spirits don’t need improvement (personally I’d prefer a reduction of that bothersome internal cooldown over health, but exactly what needs to be improved is another matter), but complaining about something that needed a buff getting improved just because ours didn’t get buffed too is just petty.
Oh, it was fixed? Well thats good, but… stealth fixes make me sad. A fix is a fix, but I want to actually know about it.
Its been suggested before, and I don’t agree with it. Turrets are turrets, they don’t need to be turned into kits.
I would like to be able to grab and reposition turrets (putting them into your hand similar to kits, except just to move them around) though. Give me that functionality and I will be a happy camper. All of the storyline turrets seem to work this way (there are grabbable / placable turrets in the Iron Legion Charr storyline and the Vigil recapturing of Claw Island if you choose to recruit the Charr warband), why can’t Engineer turrets?
Individual kit buffs are nice.
But some turret buffs would be nice. I realize kits are a more core Engineer mechanic and all, but turrets exist too. Buffs or fixes please?
Pure of Voice fix seems nice, even if I’ll probably never grab that trait. Working traits are always good, though.
I dunno how much actual effect Spirit Weapon health increases will actually have. 33% is substancial, but a substancial boost to a tiny amount is still a tiny boost in the end. But I’ll have to play around with it to see.
Staff buffs are great. Staff is my favorite Guardian weapon, and improvements are welcome even though I’m not one of those who insists its horrible. Empower buff honestly seems like overkill a bit, a skill that provides 12 stacks of Might having a long cast time seems completely justified to me, but it probably wasn’t boosted that much. Somewhat leery about the animation change for Line of Warding. Being able to use it while moving is amazing, but I loved the animation it was using before (and I believe it was the only attack in the game that used that animation). Don’t know what they changed it too, hopefully not the generic “hand wave” animation like Symbol of Swiftness.
Healing Breeze buff is nice, and something I definately agree with. Aiming a cone is a lot more difficult than aiming something like a radial heal, so giving a bit of extra leeway on it is good.
Symbol of Wrath fix and Shield of Absorption tooltip changes are nice little fixes.
Overall, a very, very nice patch for Guardian. Especially compared to Ranger.
Aura buffs are awesome. Makes them worth using beyond just granting Fury / Swiftness with traits. The only problem is that I’ve trained myself to mostly ignore Frost Aura and now I need to stop doing that, heh. Flame Shield increased duration to go along with that is also nice.
Stoning and Comet speed buffs are nice. Glyph boost to 3 might is also nice, though I almost never use it.
Flame Wall is still inferior to Ring of Fire, but at hopefully it’ll at least be slightly less wonky now. I swear at times I’ve shot things right through it and not gotten a combo, and needing to plant yourself directly in the center is annoying.
Static Field…. I don’t really get what changed. It seemed to stun enemies properly before, but maybe thats just because the AI reacts to Daze the same way as Stun, I dunno. I would have liked a more substancial buff to this skill, though, because its pretty lackluster IMO. Needs longer duration and to have some sort of effect on enemies inside (even just damage) and not just those crossing the line.
RTL nerf sucks. I don’t see how RTL was overpowered at all as it was. Not the end of the world or anything, but I don’t really see the point of it either.
Path of Scars buff is very nice. 85% is a pretty signifigant boost.
Guard nerf I assume is going to kitten a lot of people off. From the wording it probably means no more Guard bombing with pets from the top of walls and the like, which is apparently something a lot of WvW rangers were relying on. But doesn’t bother me, I only use Guard for Protection.
Crippling Talon buff is… alright.
Emphatic Bond probably got a whole lot worse. I never used it, but it sounds like before it was just making coniditons vanish and now they correctly transfer to your pet. Though its now working “as intended” so… I agree with it even if its technically a nerf.
Eagle / Hawk fix is a minor bug fix. Good, but nothing exciting. Disappointed they didn’t fix the Marsh Drake icon while they were at it.
Icy Screech… I don’t know how long it lasted before so I can’t really say whether its a buff or nerf, but either way its still worse than the Alpine Wolf’s (which is full radial AoE and I believe 4 seconds in duration, where Icy Screech is only a cone) so it needs to be buffed more if it was buffed with this change. I never use Moa’s anyway, though.
Overall, pretty lackluster Ranger changes all around. Better than nothing (or nothing but nerfs) though.
EDIT: Oh, but the Frost Aura / Flame Aura buffs are very nice for Ranger even though not Ranger-specific. The Ranger himself and a number of his pets have easy access to both of those through combos, and they’ll be a lot more helpful to proc now.
(edited by Electro.4173)
I find Throw Mine quite useful. A knockback utility and on-demand blast finisher with a really low cooldown and pretty decent damage to boot. Good for keeping enemies a bay a bit more, particularly since you can throw it down pre-battle and let the enemy smash into it all on their own (PvE of course) while you pepper them with shots.
The only problem I have with it is that, given the fact that I run a turret build, its hard to justify using it over a third turret slot, even though it does synergize with turrets quite well (keeping enemies away means free shots for your turrets). But I do use it, and its probably the utility I use most besides turrets themselves.
At least the Mesmer cooldown skills all have additional effects as well as the CD reduce (and some are quite good, like the Focus). Professions like Guardian get nothing but CD reduction on their similar skills. Not sure why traits are so uneven like that between classes.
I expect nothing.
Not saying that in the cynical “oh they won’t do anything life sucks” sort of way, but the fact that I really have no idea what they’ll do. There hasn’t really been much hinting at all lately and with Guild Missions hitting I doubt any of the huge issues like Pet AI are going to be tackled just yet, so…
A staff with skills which focus on boons and heals would greatly complement the class. Unfortunately I fear new weapons are reserved for future expansions.
Completely new weapon types (like battleaxes) would certainly be expansion material given the amount of work required to make a completely new weapon type (dozens of new models, multiple new movesets for multiple classes, ect), but I can see them adding existing weapons to classes in a monthly update, provided the focus of the update was weapon expansion (and not a storyline update).
That is, of course, assuming their at all inclined to do so. They may consider the current weapon sets perfect and have no intention of adding more (existing) weapons to the current classes, so they only way they’d ever expand weapons is with completely new ones. Hard to say.
I’d actually prefer Scepter to Staff just so we could possibly have a 1H ranged weapon which doesn’t have an aggro-magnet AoE like Axe does. But either one would work fine, and I think would fit Ranger better than the Rifle that everyone and their mother keeps asking for. With spirits and the like in our arsenal, a magical option seems to fit better than a gun IMO.
I also agree that having it buff / heal related would be great synergy with the Ranger class. Would be nice to have a weapon which would really focus on pets to go along with pet-heavy builds, and group heals / buffs would to that nicely.
I swapped sic’em out for the flame trap, mainly cus sic’em is bugged atm. if you dont need the range on the utility then i would suggest the flame trap even if not speced for it.. does more dps then both..
Well for starters, Sick’Em is only bugged if you START combat with it, IE don’t let your pet attack at all before using it. Secondly Sick’Em, and all other shouts, stop working if you give your pet ANY new commands, and thirdly, flame trap Only does more damage than either the two (it never out damages Sick’Em if your pet actually is attacking btw) IF and only IF they stand in it the whole time.
Stops working as in the bonus damage disappears the second you issue another command? Because if so, I will have to facepalm hard, I’ve been using Sic’em then immedietly doing F2 assuming I was getting crazy bonus damage on the (usually) hard hitting F2 abilities.
There already are some weapons that only drop from specific bosses, I believe. There’s a specific scepter that drops from Tequatl, a focus that drops from the Great Worm in Caledon Forest… and probably others I’m sure.
Definately possible, and the main point of Transmutation Stones. Take a good looking but lower level item (or item with stats you don’t like) and turn it into something you can use.
Basic Transmutation Stones are used for anything level 1-79. If either of the items you’re transmuting is level 80, a Fine Transmutation Stone is required.
Double-click the stone, drag the 2 items into the box that pops up (make sure both are unequipped) and pick the appearence / stats (and upgrade if applicable) you want. Appearence if the top bit, stats is in the middle, and upgrade is at the bottom. Pick 1 of each and then click the button to combine the two.
Dodging is got to be one of the easiest daily to complete. I enjoy doing the dailies, people need to stop over thinking the dailies and just do them. If you don’t like them don’t do them no one is forcing you to do dailies. Most of them can be completed in you daily game play without any effort
People feel “forced” because they get rewards for doing them, especially Laurels which ATM are only achievable via Daily / Monthly.
Its a lose-lose situation really, because if you didn’t get anything worthwhile people would be complaining they weren’t worth doing. But with a worthwhile reward, people feel like they’re being forced into it.
Very nice writeup. Definately something I’ll keep handy if I ever stop being wishy-washy with whether I want to actually get into RP (seems like it’d be fun but at the same time a lot of extra work), and an interesting read regardless of that.
Goofy picture, but I could definately support having some leaf-based beards for male Sylvari. There are already a couple branch “beards” (though they’re pretty small) so why not leaves too?
I doubt guesting would have any actual effect on lag, considering the overflow servers. If too many people get on, they’ll just be thrown into overflow, and I assume the number of people that can be in any given area is set by Anet to combat server lag. It might have some effect, but I doubt it would be as bad as what you’re describing.
As for why TC…. because everyone constantly talks about it. Every time I see a “which server is the best” post (not even just here, other places like GFAQs as well) its a pretty sure bet that TC will be the first one mentioned, or at least one of the first. High population which people are looking for to avoid “dead” zones, and has a reputation for having a friendly population as well. About the only time TC doesn’t get brought up right away is if someone is looking specifically for a WvW server.
If they announced it 48 hours before, people that bought it 50 hours before would complain. There’s always going to be some point where people bought the thing before the sale was announced, whether it’s not announced until right when it happens or whether there is warning.
That. There’s always gonna be someone who bought it just moments before an announcement, or the sale itself going live, or whatever. It doesn’t matter if they give days, weeks, or months notice, there’s still going to be someone.
And from a business perspective, any advanced announcement at all is bad. The sale exists to encourage buyers who aren’t already intending to buy to do so. If you’re already willing to buy without the sale, you aren’t the “target” for the sale. They want you to pay full price because you’re already willing to. Giving notice in advance means that people who might have paid full price are just going to wait and not pay full price, which means less profit.
Improve it, definately. Hell no to removing it.
When it was first introduced they said they were going to add stuff to it, flesh it out more. I haven’t been back there since the intro weekend event (haven’t yet hit 80 on any of my characters, though they’re all around 70-75 now so it won’t be long) but it sounds like they haven’t done anything much with it yet. They should do as they said they were going to.
Also, I’ve read a few threads about the insane rarity of Passiflowers. That should be fixed as well.
I agree that the way it currently works is less than intuitive. Requires you to wait longer than you might normally wait to avoid an attack (if I see an enemy wind up I’m gone right away, I don’t wait until a split-second before the attack lands).
However, I think its really the only way they can handle it because just getting out of the way of an attack probably isn’t really something the game records. The way it works now, the daily goes up as the game displays an “Evaded” message, which it does because its seeing an enemy hit you during an invulnerability period. Its a simple thing to have the game increase the “Daily Dodger” based on an evaded message being displayed.
The game isn’t seeing anything if you get out of the way in advance. And while they could probably add some extra programming to make it recognize that (If an enemy attacks but you take no damage, that counts as a dodge, for example), I can forsee a lot of problems popping up with that method, where the game can’t differentiate between an enemy attack that you just moved slightly to the left to avoid as opposed to actually dodging. They want to encourage actual dodging, not “kite a melee enemy a bit”. And multi-hit AoE abilities would give you a dozen dodges instantly for avoiding the attack in such a scenario.
As for Blind / Aegis…. I don’t think those should count toward the Daily. Those types of effects (as well as Block abilities, which I’ve also seen people suggest should count) are much easier to time since they tend to last 5+ seconds (for the effects) and 2-3 seconds for blocks, and so classes which have access to those effects in abundance would be able to complete the daily signifigantly easier than others if they counted. I don’t believe dailys should favor certain classes over others. Dodging is something that all classes have access to, and while some classes do have extra “evade” type attacks which I believe do count, they’re just as short and challenging to time as a regular dodge.
Won’t let me.edit set for the double post.
http://www.gw2armor.com/charr/male/whispers/light/display_looks.php
LOL, that headpiece. I won’t use the Whispers light armor on my Sylvari because the headpiece is the best part and I don’t want my Sylvari to lose his mushroom head (hair), so I was kind of toying with the idea of making my new Charr Necro a Whispers character so I could use it on him, but… yah. Wow. Biggest headpiece ever.
Haven’t noticed any issues with shields clipping into the back on my female Guardian. At least not in actual gameplay. The shields seem to clip a lot in the preview / inventory windows, but for some reason do not clip in the game world. Its… strange.
My female Charr engineer, on the other hand… no clipping into the body, but the shield does hover off her back / arm when equipped.
That’s . . . an interesting problem.
I’d say the moral isn’t “don’t fiddle with stuff” it’s “double check your work”. The Bank/Bag tab problem, some other things that don’t ask for confirmation, in general the moral of all these problems hitting people is: pay closer attention to what you’re doing.
It’s your own doing, your own fault, and while I take my hat off in sympathy . . . the lesson is not that things are badly designed (and even if you can successfully make the case they are) it is more that you should ‘measure twice, cut once’ as the old adage goes. Double check before you do something you might not be able to undo.
Its hard to measure something when there’s no indication of what will happen. Other than maybe reading about someone else doing the same thing, nothing in the game indicates or warns that something like this can happen just for changing a title (at least nothing does based on the posts here, I don’t know myself because I have never and will never run a guild). And no reason to suspect it’d happen either, really. A guild leader should be more than just a title that can be instantly swept away by a single action, one would think.
This is a good idea. Seeing the flames in the dark is nice. You guys should put those pics on the Wiki, though probably as an alternate pic and not the “main” gallery picture, since the main picture should probably be up close and in daylight to show the details of the torch itself.
I’ve got a few that aren’t on the list, I’ll see about grabbing some pics when I get a chance. Gonna be annoying since they’re all soulbound to different characters though, guess I’ll have to run Sharkmaw a few times.
I would imagine part of the reason Precision gets paired with Condition Damage is the fairly large number of on-crit condition effects from both sigils and traits. Bleed on crit, burn on crit, ect.
I hate the CoF gear. It just looks so goofy to me, running around with fire shooting out of their arms / legs / chest / whatever. Easily my least favorite armor in the game.
Too bad its everywhere and I have to see it constantly >.>
I can see how it’d be really hard to track this sort of thing (damage is eays, just X damage = a certain degree of contribution, where with support you have to consider "Well, applying Aegis to others provides this much benefit, applying regen this much, weakness debuff means this much, ect), but it really is nessicary. Support should not be penalized and damage should not be the only thing rewarded. Despite the difficulties, I hope the devs consider something like this, both for loot and event credit.
This is an interesting idea, sounds good to me. Not sure how willing people would be to utilize their higher tier stuff to break down into lower stuff, but still, its a nice option anyway.
I think the drop rates might need a bit of looking as well, though. T1 and T2 fine materials seem to drop more often than the T3-T4 stuff does.
I levelled 5 characters at the same time, and in the early stages I always had plenty of fine materials to level up crafting and craft myself the gear I wanted to craft fitting with my character level. But once I started getting to the point where I was using T3 and T4 stuff, I started running out before I could get all my crafting professions up and make the stuff I needed. I even dropped one character out of crafting completely and I still wasn’t gathering enough materials, where I always was in the earlier crafting tiers.
I swear this gets suggested at least once a week. And my response is always the same.
No.
Armor classes and appearence are part of the identity of the profession, just as usable weapon types and utilities are. Part of what makes each class distinctive. Taking away things that differentiate classes is not a good idea. Classes should become more distinct, not less.
And the idea of warriors running around in skimpy cloth tops while mages run around in chain mail is silly.
All I want from Ranger Longbow is faster firing speed (the weapon actually fires much slower than it should according to whats listed in the description, I believe) and a less harsh close-range penalty on the basic 1 shot. And I don’t even know if the later would be nessicary if it was firing as fast as its supposed to, that alone would probably make a huge difference.
I find all of the other attacks perfectly fine. Though I wouldn’t say no to more pet synergy (even though the 10 vulnerability shot is already get pet synergy as it is, thats a 10% damage boost after all).
Certain armors that are class-specific would be nice. In addition to what we currently have, that is. In the same way cultural armors are an option, so to could profession armors be. Something a little more unique you could choose to wear, or just stick with the default all-around stuff.
Restricting every set of armor based on class, though (as seems to be what you’re suggesting) I’d have to say no to. The game has already established the armor situation as it is, and turning around and restricting every set of armor at this point would be a bad change. Limiting options already available is a bad move and would likely leave thousands of players screwed out of their armor (Canabalist set becomes Necro-only, sucks for all the Elementalists and Mesmers who were using it already, now they have a useless set of gear). Even if you included a “respec” option so that players could still use their armor if it suddenly got locked by changing it to a different appearence, you’re still suddenly taking away a look that player chose and liked.
I would imagine that they’d put their voice resources to work on new races rather than just more voices for existing races. Either way its going to be a lot of work, but it pays off a bit better with a completely new race.
Valentine’s Day is a minor holiday, so I think expecting anything based around it is unrealistic. There wasn’t anything for Thanksgiving, after all. Heck, Valentine’s Day did get the toy bouquet, so thats still “something” and more than I would have expected.
I also think there’s no lore based on Valentine’s Day either, so there’s that as well. Wintersday and Halloween are both lore-based celebrations (kind of suprised they kept Halloween and didn’t name it something else, but still). Seems they want to keep the holiday events based around lore and not just throwing in real-world holidays which have no basis in the GW world.
I never played GW1, so I don’t really know what other holidays exist in lore. Maybe someone who did can chime in and let us know what to expect on that front?
I like the current weapons just fine, personally. I’m a “less is more” kind of guy, though, so thats just me.
But the fact that its subjective is a bit of a problem. Whats boring for you is good for me, and some of the stuff you’re suggesting (like customizable “glowy effects”) would be too over-the-top in my opinion.
I do like the idea of changing the metal type and such, though. Even though that kind of exists with weapon crafting (something like mythril is a different color than iron), but only for the basic weapon skin. Having it expanded to other types of weapons would be nice.
I would definately support this.
The current aiming works off the camera angle, which is nice in concept, but since most players will not angle their camera perfectly level with the ground (doing that puts your player character right in the middle and blocks the view of stuff in front of you), it usually leads to dumbfired projectiles going straight into the ground. So just ditch the “camera aiming” idea and have projectiles fire straight ahead when dumbfiring. That way you can actually hit things in stealth as long as you know where they are.
The only issue with this is that it would mess up dumbfiring on hills (unless you could somehow make shots auto-angle to the ground you’re standing on). You’d shoot above the enemy if the enemy was below you on a hill, or into the hill itself if you’re trying to shoot uphill. But I think being able to reliably hit something directly in front of you takes precedence over hill firing, so it should be changed regardless. And maybe they could work out adjusting the firing angle based on hills, since your characters’ feet / legs already conform to the hills, so there must be something detecting that sort of thing.
I think its a simple question of players taking advantage to try and make money.
Lower level items are always somewhat in demand due to new alts and new players, and in the case of new players they won’t really know what items typically go for. And due to the very low sell cost of low level gear and the fact that many players sell stuff like blues at 1c above sell price, its very easy for players with even a bit of money to “fix” the prices on low level gear. Put in a buy order for a hundred items with a handful of silver, then turn around and sell them all back for 1s a pop. Then use the profit to place higher buy orders, and raise your selling price. Not that any one person is causing this, I think its a large number of people who all have the same idea.
I’ve seen many low level items with pending buy orders for hundreds of units at or around 50-60c or more (some even as high as 1s buy orders, where sell price are at 2s). Salvaging them for low level mats wouldn’t be worth the price, it’d be cheaper to just buy the mats themselves for that if getting past 100 tailoring was the goal.
And if its just for salvages, there are cheaper items to buy than those as well. Level 20 items are still going for sell price +1, and the like.
This seems to be almost entirely centered around 1-15 blue and white gear. Past that point prices seem to even back out to the usual sell price +1 for blues.
You really, honestly expect them to compensate you for what you could have earned? Compensating based on potential gain just doesn’t happen. There’s no way to quantify it (saying “well I’ve never missed it before” doesn’t mean with 100% certainty you wouldn’t have missed it) and its a slipperly slope to start compensating people based on what they “could” get.
It sucks that you were banned falsely, but using something like them not giving you what you might have gotten as a reason to claim they don’t care is bad.
It is not nor has it ever been a second life bar, it is a second downed state. Think about it 4 skills, degens, pretty sure in early beta that WAS the necro downed state.
I thought it was well known that Death Shroud was originally the necro downed state.
If DS was originally the Necro downed state, what was Necro’s original profession mechanic? Or did they just originally not have a profession mechanic at all until dying?