(edited by EndlessDreamer.6780)
Hi!
So here’s my suggestions:
1) Allow light/medium/heavy armor to be transmogrified on to armor of a different type. Aka, you have skins. You have these skins modeled on every character model. Please allow us access to them. There are some awesome light armors that my character would love to wear.
Hey, even better. Add a gem shop item that allows this. We get to wear our spiffy armor and you guys get something extra.
2) Allow cultural armor to be worn by non-races. Yes, it’d look silly for a Norn to be walking around in plant leaves with gigantic fairy wings, but if they want to, why limit it? I understand this is a much larger request than number 1 as you do not have these models on hand easily and would have to make them, however I have seen quite a few people drooling over the norn/human/sylvari/asura/charr cultural armor and it’s really more of a limiter than anything else that doesn’t make sense.
If I want my fairy Norn, by golly, what’s the issue?
However, this is mostly about number 1, since I understand the technical nightmare that is number 2, since you’d have to make an armor type for each body type for each race and that’d take a while.
Neop. Not -yet- unfortunately. However… on that note, to the Suggestion forum!
Nope. You have to buy the second to be able to buy the third unfortunately.
There is actually one dynamic event in which a Norn woman and her ‘mate’ as she calls him, are having a bit of a tiff. Well, less of a tiff and more of a he’s become a dragon worshiping freak and he says that she has to come with him to be with him. She tells him that he’s not the man he once was and to buzz off.
So they aren’t married, they’re mated and it doesn’t seem to have any strict force keeping it together other than force of will and fists.
I just want to ask if anyone has managed to find all 177 areas within the Shiverpeaks. I’m currently at 172 with 100% completion on all of them, so pretty much I have the side areas I need to find, the nice little ones that are tucked away. I’ve done all the jumping puzzles in the area, gotten all the main text areas (as far as the wiki is concerned) and was wondering if someone who had done it could point me in the right direction?
Or has it been done at all? I’m just curious if I’m wasting my time exploring every nook and cranny when it might not be doable at the current. Any information would be helpful.
Did you see a big treasure chest at the end, go up to it and press the interact key?
Wait, for legendaries, do we need just the prereq item in its normal form… or do we need it to be specifically the “Dawn of insert”?
Um, I don’t think it’s actually a code cause I’ve had it happen the other way around, where I get crud drops for the first hour then awesome drops. I just think that the RNG is a fickle mistress and that we should bow down to her whims. I could be horribly wrong, but I always just assumed that the RNG decided a value during a time period and that value, during that time period, would decide your drop frequency. Thus times of amazing loot and times of cruddy loot.
Again, I think though. Has anyone actually done a multiple hour study on this though? Cause it also might be that you notice the not dropping more often as time goes by.
That one’s easy. Go to the master of your profession and look at their buy tabs. Go to one below their first and there should be rare recipes you can buy for karma. Go to two below their first and there should be exotic recipes you can buy for karma. Exotic = 80 though I believe.
You use them in discovery, yes. But I think you can also use them for potions or the mystic forge for undiscovered things. So to be honest, I’d hold on to them as the stuff you make for them is kinda… underrated compared to how often they don’t drop.
I wouldn’t say my pet doubles my DPS but it definitely adds a good 20-30% to it, since they’re usually hitting for 400 – 700 per shot, plus bleeds and other attacks. They’re also little tanks in a box, even the ones that aren’t tanks. Mixed with the sigil that makes them invulnerable, by the time they go down, you’re ready to take out the boss/mob who are on it’s last legs.
Even if I wasn’t a pet focused ranger, I’d probably be stuck without one. They gained aggro so much faster than I ever did at lower levels and saved me from dying a horribly painful death so many times.
I definitely second this. Support roles in big dragon fights tend to get shafted a lot because they are dealing with mobs, walls, etc, and not doing direct damage to the dragon itself. I had a friend who didn’t get a medal even though he showed up halfway through the claw of Jormag fight because he was focused on keeping the golems up and resurrecting people.
I believe all karma merchant items are soulbound if I’m not mistaken.
Okay, so here is my question:
What you want is this – a crafting system in which you can always make something useful for yourself and you never have to make ‘junk’, correct?
So how?
There are only a few ways Arenanet can do this.
- Make it so that each item you craft gives you ungodly more experience. In order to actually make that worth it, they’d have to make them ungodly harder to make as well. So, you’re asking for the ability for your crafting to make an awesome pistol for you, the only way to do that is to make that pistol cost as much time and mats as 10-20 various weapons.
- Make it so that you can craft various levels of equipment. Like instead of level 5, 10 and 15 weapons, levels 5, 6, 7, etc. Honestly, I have enough trouble keeping recipes in my head straight.
- Make it a complete cake walk to get to 400, which would undermine the entire point of it.
Given that you can get on level gear from just questing around and the real benefits of crafting don’t shine until you hit 400, you can probably assume crafting is a side thing. I started crafting at level 80. I have only just now made myself something useful, a nice exotic. I don’t regret it at all.
Crafting isn’t necessary to level up through the game. However, it is useful, but that doesn’t mean it always -has- to keep up with your level.
Unless you’d like them to cap your level until you get to a certain level in crafts so that you can always make things good for you.
There are two of the three “Instance” areas in Destiny’s Reach (human starting town) that I was able to enter but was not able to exit.
These were the home area and the guard barracks that is to the right of the palace.
I am playing on Yak’s Bend server with a Norn character. Whenever approaching the entrances that I came through, I did not get prompted a message to return to the server and thus had to waypoint out. While that isn’t an enormous issue, it is slightly bothersome to have to pay a fee to get out of the area, especially considering the larger fees when you are a higher level.
Keep in mind that my little diatribe wasn’t saying
“Oh my god, GW2’s story sucks!”
I love the meta-plot. Nor was it saying that I didn’t enjoy the personal story. I did watch it and I found it interesting.
It just could have been a lot better. And I feel like, with feedback, they can work on it in upcoming expansions eventually.
It’s definitely not a deal breaker for me. Just something I kinda chuckled at.
ArenaNet definitely seems to have an issue with a certain trope.
Death does not equal plot development.
Spoiler alerts below, but when you have three or four NPCs that are introduced and die within a certain time period, it becomes a drinking game. The first one actually means something. I felt kind of bad when you know who bit it defending the gate.
Though why he had to be on the other side of a CLOSED GATE made me wonder how much of his decision was nobility and how much stupidity but still…
But then one died. And then another one. And then the friends I was doing stuff with just decided to make it a drinking game and were surprised that Traheren (or however you spell his name) doesn’t actually bite it at the end.
Worthwhile deaths are good. Hoping that your companion is still alive as you fight to the top of the tower would have been amazing.
Knowing perfectly well she wasn’t…. not so much.
Give us a bit more to attach to a character to make their disappearance seem somewhat worthwhile in future content.
At least I hope that happens.
Yes, it’s a war. Death happens. But it’s also an amazing plot element… when used properly. When used improperly…
“Eh, there goes another one.”
Personal Story - Why does only 1 person get credit for killing last boss?
Posted by: EndlessDreamer.6780
You don’t actually have to run the dungeon five times in a row. Every person in the dungeon gets dungeon completion and then you have to move on to the final cinematic in Trinity. Every person has to do -that- once in order to get completion, which is a bit of a pain, but you don’t have to do the dungeon five times in a row.
I believe the issue is with the genre of higher fantasy that you have the expectations of epicness.
The Norn are all stoic hunters, the humans all heroic, the Charr all powerful, Asura are all genius inventors, etc.
However by constantly applying this same trope to every set of dialogue, you create a feeling of staleness.
After one hundred Norns all talking about glory in the exact same tone of voice, you lose their individuality. The characters become defined by their races instead of colored by them. Yes, a Norn might have been raised in a society that glorifies hunting and power, but would -all- Norn have the same “For glory! They shall sing my songs in the halls of etc etc” sphiel?
Cause currently, they do.
I think ArenaNet has fallen back in to the old trope that everything has to be epic. No character must show weakness. It must all be amazing. They all rise to the occasion and they are all heroes. They never once falter.
Hell, we even miss the one crowning moment of possible moral ambiguity in the series, the defection of Logan.
It’s far too black and white and far too unbelievable. It works in a limited sense, but unfortunately, it reduces the believability of the character as a multi-faceted individual if all of them share it.
So I think a bit more work needs to be done to flesh out your side characters. We don’t want all of them to be simpering cowards, but it’s not bad to hate a NPC. We don’t have to like them all. It’s more believable if there are some we like and some we find insufferable. It also adds to the story immensely if they are redeemed or not redeemed, versus us going in knowing that they are:
A) Either going to be heroes and succeed
B) Going to be Heroes and die trying.
I’ll be completely honest, I really didn’t buy GW2 for the story telling. I love the game mind you, but the NPCs could use some serious work.