(edited by Exterminans.9723)
The tax money vanishes. You have gold sources (like loot or event rewards) and you have gold sinks (like harvesting tools, waypoints, TP taxes, repair costs). As long as they even out, the amount of gold in circulation stays stable.
The increased tax would just be added or passed through to the new cost of the item and transferred to the new buyers.
If it was so simple… Actually there are more than just two persons in that example. You don’t only have the producer and the consumer, but also 1-2 traders in the middle. They will make sure that there is an increase in price before the item reaches the final consumer. So even if the taxes are only 15% PER SALE now, doesn’t mean that the price only increases by 15%. It’s actually more close to 35-40% right now. If the tax was 30% in the first place, that would be effectively less because reselling items isn’t worthwhile any more.
Players that buy/sell regularly will still do so, but pass on the extra 15% of fees on to their customers.
Actually, they wouldn’t. If they did, it would be 30% more, not 15%. That means total fees of 60% of the average sale price which exceeds their possible margin by far. The increased taxes actually prevents flipping while having also having an positive effect on the price of any item which gets flipped right now.
(edited by Exterminans.9723)
@xxxzavulonxxx.8413
You clearly don’t understand the effects. Either that or you haven’t read the text at all.
The effect on players who don’t play the TP is minimal, you are already affected by players who flip the items YOU sold and force you to pay higher prices later on – for the same item! The 30% are already in place (it’s actually even more on some items, more like 40-50%, the remaining 10% are margin for the TP players), but you are not the one in control of this price increase. Also many players have set their goals a little too high, they are aiming for items which are available in a very limited quantity only. The price of those items however is dictated by the top percentile of the users which managed to accumulate wealth which exceeds any reasonable limit. You will therefor NEVER be able to reach your goal as long as those players are able to make new gold FASTER than you can.
(edited by Exterminans.9723)
This happens because you have a certain sigils on your weapons. I guess one of your sigils / runes would trigger on weapon swap?
The patcher counts the number of file to download rather than the total size.
… what would happen?
The TP is also quite an efficient gold sink right now, at least if go by the absolute amount of money which is taking out of the game.
Right now we have a 15% tax on every sale, yet item flipping is still very profitable because prices fluctuate far more than these 15%. I can only guess the numbers, but I expect that most items actually get sold twice before being consumed so this makes an effective tax as high as 30% of the average price on each item.
Lowering the taxtes would probably destabilize the market even further, increasing margins for TP traders and causing even larger price fluctuations.
But what would happen in the opposite direction?
I’m talking about taxes in the size of a total of 30% per transaction.
First of all, item flipping would become pointless on most items which are available in high quantities. You can’t expect to cover the price-gap of 30% between purchase and sale. Total sales would therefor go down by an significant factor.
This wouldn’t hinder the function as a goldsink though:
The supply and demand for items stay the same so sales can’t lower by more than factor 2, expecting no more than one flip per item. Therefor the total amount of gold which is taken out of the game stays essentially the same or it might even go up a little, considering that not all items are flipped because the initial price already aimed high enough.
So what else?
With item flipping reduced, market prices would stabilize. Slight fluctuations are inevitable, yet the amplitude would lower by an significant amount. This affects both daily fluctuations as well as fluctuations caused by long term speculation because both are encouraged by the fact that the expected cut would exceed the taxes.
What do I make this numbers based on?
It’s simple: Observation. A few years ago i had myself the chance to lead an online game with an community of a few thousand players over the course of 3 years. The market had the same issues as the one in GW2. It originally was limited to player2player trades only and the economy was quite stable with huge local differences, yet rather stable prices in each subeconomy. But when i decided to open the market, prices started to fluctuate heavily thanks to a small group of players who did the same as in GW2, they speculated and managed to accumulate health by an almost exponential factor (still limited by the TOTAL volume of the market, but far from any reasonable limit). A tax of 15% was my first attempt back then, but it wasn’t sufficient, players would still try speculate over longer terms. At last a tax in the range of 25-30% has shown to be sufficient to counter price fluctuations by preventing speculations by users who don’t act as a (at least potential) sink for the item.
It was not before that point, when it was finally possible to balance the game based on the REAL price of several items on the market in comparison to others without the disturbance of artificial, not necessarily intended, fluctuations.
Another side effect: Playing the market now had an natural limit on the profit you could make by doing that which lead to an much more evenly spread distribution of wealth which also lead to an stabilization of the worth of the currency. This meant, that is was actually possible to offer benefits for ingame currency without the omnipresent danger of a handful of players who would be able to abuse it big style.
Oh my, this bug has been reported over 50 times in the last two months alone…
Still good to see, that it is finally being looked in. While at it, please check also other combinations of item attributes, where only one of them is shown but the wrong (more restrictive) one is hidden.
I disagree with the OP. I just did a quick search on the interweb and I could not find one TP bot out there that can do the undercutting that is suspected.
The only bots out there are the run around ones that get the ask price on the TP when they are dumping mats/items.
So you are not seeing bots. You are seeing real live people that are undercutting you.
There are bots in the TP, doing item flipping. None of them are public (because it would hurt the margin of the few people who use them!!!), but they exist and are active since early December 2012.
Problem with AoE (as it is right now) is more that “large radius” and “high damage” just don’t fit together.
AoE which deals high damage must always be limited to small areas (like the whirlwirnd attack with greatsword or little, tick based AoE fields).
Now whats with “large radius” AoE? One could either go the cheap way as GW2 did (deal low, direct damage), or the proper way, which is to think outside the box:
If you deal with large numbers of enemies, your goal is usually to gain an advantage to even out the odds. This means that you require mass CC effects rather than plain damage. In terms of GW2:
Long duration mass vulnerability, mass slow, mass weakness, maybe even mass confusion. Or summed up: Effects which HELP you taking out target 1by1 more efficient.
(edited by Exterminans.9723)
(On a somewhat similar note, someone said that the siren noise was almost constantly reproducible by having three people spam the unbreakable bell inside of a time warp.)
That IS an helpful information! Because it means, that the siren noise is actually an buffer overflow (coders forgot to check the boundary of a buffer so new data is written to a location which is already reserved for something different) when too many sounds are played at the same time.
If you’re using a Windows PC, click on the clock in the lower right, then click on “Change date and time settings.” Make sure the date, time, and time zone are all correct. I haven’t used a Mac in 5 years, so I’m afraid I can’t help with setting the time on MacOS.
Please check the program logic ASAP. I also had the issue, that the dailys would be swapped at midnight LOCAL time (which means my computer clock is set to the right date) yet the new dailies have long been active at that point. This is just bad code style to use the local clock for ANYTHING except for showing the hour. You do have the server time available on the client and you can estimate the time zone on the client, so why don’t you use those two informations as you are supposed to do?
It does work as intended.
Some bundles used base-stats which exceeded any weapon a player could ever have. Now the damage output is much more consistent and scales with the type of weapon the bundle is based on.
Works great for regular bundles and enviromental weapons, but sadly they also appeared to have touch elite skills like the conjured fiery greatsword which sufferd heavy loss in damage output, making it not exactly worthy to be called an elite skill any more. (Just joking, that sword was OP. If used right, 15k every 5 seconds (whirlwind against wall) + burning + piercing 3-shot projectile autoattack + mid range jump move and you could keep it up for 120 of 180 seconds cooldown. Given to a ranger with the right traits even worse…)
(edited by Exterminans.9723)
Go for the flame and ice prelude quest, there are 3 veteran dolyaks aside the path which are 1 level under par which you can kill solo, all 3 at once. And all of the count. Respawn rate is pretty high, too. Oh, and they are yellow until attacked.
/confirm
Happens since latest patch. And it’s not the mouse itself, it’s working fine in every other application. Appears like the game is randomly forgetting the state of the mouse button while performing other movement related action / accidentally hovering over objects in the game world.
There are several issues with the light armor for the dungeon Sorrow’s Embrace:
- Prices are all messed up. Gloves have the price of chest armor, legs the price of gloves and shoulders the price of legs.
- Wrong inventory icons for chest, gloves, legs and boots. All four items use the “regular” trash icon without glow effects while EVERY other piece exotic dungeon armor in the game has a highlight in the inventory icon.
When transmuting a dagger with Centurions claw, the inventory icon remains the same as before transmuting. Only skin and name change.
Same bug also occurs with all other heritage items.
John Smith is the only one who claimed it didn’t exist, but I wouldn’t trust him at all.
The supply must produce more sales than currently fabulously wealthy market manipulators can keep up with.
This. Just this.
We have an articifial shortage on most mats, precursorsors etc. in GW2 which necessarily leads to the kind inflation we are experiencing right now.
The economy also lacks FREE (usable in unlimited quantities and NOT limited by gems / skillpoints / mystic coins!) transmutation recipes which would allow to balance prices between materials of the same grade and between items of the same type but multiple grades.
It actually does work for lvl80 masterwork / rare items, the latter ones are worth ~20x as much as the masterworks because you can transmute them at just that precise rate via the mystic toilet, but prices of regular mats or “wanted” equip (like bezerk) are not tied together at all which allows for strange price manipulations because you can simply buy the whole market and you can be sure, that nobody would be able to produce sufficient supplies to counter the manipulations.
But I’m sure John Smith won’t see any problem with this, because thats how economics are supposed to work from his point of view…. He should recall that this is a GAME and that economics of a game are supposed to help players to overcome the drawbacks of an RNG based loot system. And NOT to simulate a real world economic.
The item is actually “souldbound at use” AND “souldbound” at the same time. But only one of those attributes will show up, so you will not see the “souldbound” as long as “soulbound on use” is still active.
Using the item will remove “soulbound on use” and “souldbound” will show up.
It’s not the pull effect in general, but a set of skills which don’t count as attacks. It’s rather simple: If the skill itself won’t do any damage, then it isn’t an attack either.
Some skills however are unblockable and can therefor can not be countered by this technique.
This includes some skill which won’t do any damage (and don’t count as attacks) but consist purely of some CC effect. Only stability or evading will protect against these.
It was a small number of players who wanted to constantly grind for better gear because they were use to from the last MMORPG they played. Yet they made the heaviest appearance on the forum for the first two months…
Oh, and most of them are already went on to the next MMORPG by now…
Now Anet is stuck with a system which most of the remaining community doesn’t accept, plans for an audience which is no longer present and with a boatload of problems if they decided to switch course now.
GW2 will get DX11 when they have nothing better to work on. It’s low priority, I wouldn’t hold your breath.
Considering working on the engine is probably a seperate team I dont see how it can be a low priority for a game released in late 2012.
The engine team is working on culling right now. After that, they probably have a ton of performance optimizations to do, and who knows what else.
Adding DX11 at this point in time would not be cost effective. It’s fluff, and they have bigger fish to fry.
Since when is optimizing the game to run on hardware that has been around since 2009 fluff?
If your rig can run DX11 without issue, then it should be plenty fast for GW2. What’s your angle exactly?
Is the game too slow on your PC?
Is the game not pretty enough on your PC?
Will DX11 change your answers above?
Actually having DX11 is not about having sufficient computing power. It’s about solving many of the now rather expensive graphical features in a much cheaper way. Almost every modern GPU is DX11 capable and is be able to produce better graphics than GW2 when used properly.
GW2 isn’t such a CPU hog because it would provide any state of the art graphics, but because it violates the CPU (actually even less the CPU itself, but communication between CPU and GPU) in order to achieve features in an outdated graphics framework which doesn’t support such features natively.
If GW2 was supposed to give state of the art graphics on average machines, the whole graphic engine would need to be redesigned, making use of the extended (and yet simpler) shader model of DX10/11, dynamic tesselation and vertex displacement maps for proper level of detail and last but not least an modern rendering pipeline like deferred shaders.
Right now the engine scales badly with almost everything. Dropshadows crash your FPS, LoD is poorly implemented, many of the semi transparent effects on skills will cause your FPS to drop, total lack of model instancing which would save you ridiculous amounts of computing power etc.
This type of engine was fine, back when GW1 came out first and when “state of the art graphics” meant to AVOID scenarios which would overburden the engine, like heaving too many objects, transparent effetcs or multiple lightsources, but it was a foolish move to take the old engine and to even hope to be able to outrun the technical limitations with more computing power. The technical limitations, which lead to the old engine in the first place, don’t exist any more.
How is this supposed to be possible? I just checked, and every character still has different colors unlocked.
Wrong, it’s player emails which SHOULD count towards the quota solely, but thats not the case.
Actually emails with green stars also count to the quota, at least internally. This however does not reflect the quota which is showed in the GUI as it will only count “real” mails from other players.
Question, do you get honor marks for killing the same person over and over again?
If so, then I’m going to talk some “enemies” into a kill trade. They kill me several times (while i wear no armor) and in return i may kill them several times (with them wearing no armor). In remembrance of the good old “red resigns” tradition from GW1.
Main problem with large raids is, that the battle system scales only badly.
We are already at the point, where several bosses have one-hit AoE attacks and “skill” (or what the 13 year old kiddies call it) is mostly reduced to dodging.
This is not going to be better with larger groups, the only difference would be, that you had more combos, more AoE heals and an ridiculous damage output.
Actually sending more than one group into an dungeon and asking them to play together (each group on a different path)? Forget about it, ingame communication is horrible in this game. Also they would just zerg again, because the broken fight mechanics usually reward large groups over a well organized, small team. (e.g. you will always have a combo field for every single combo finisher you create etc.)
In the end, you would just end up with ridiculous health blobs as bosses which randomly kill players. The lack of a trinity makes things even worse, everybody just rushes the boss and tries to survive on his own. And you don’t have much of a choice, the crappy game engine won’t be able to show more than 10 players along with a crowd of monsters at the same time, at least on average PCs.
It still works on Maggs and any other NPC. They only removed the ability to revive dead players. So that can’t be the reason.
In the beginning, several classes had skills which allowed to rez dead players in combat, WITHOUT the need for having 2-3 players designated for the task of reviving players. And I’m not just talking about helping up downed players, but dead players.
To be specific, it’s the following set of skills:
http://wiki.guildwars2.com/wiki/Signet_of_Mercy
http://wiki.guildwars2.com/wiki/Glyph_of_Renewal
http://wiki.guildwars2.com/wiki/Battle_Standard
Even the descriptions of those skills still state, that they are able to revive ANY player, not limited to downed players. However, the ability to revive dead players was patched away rather soon, without any explanation.
Right now, those skills are pretty much useless. Why waste a 240(!) second cooldown skill on reviving a downed players which can be done in 2 seconds if two players come to aid? There are even more skills which fall into this category (and all of them are useless!): http://wiki.guildwars2.com/wiki/Revive
Right now, there is only a single skill left, which is capable of reviving dead players without crippling the group:
http://wiki.guildwars2.com/wiki/%22Search_and_Rescue%22
This skill actually works also on dead players, although the description states that it would only work on downed players.
With the oncoming change which makes rushing impossible, being able to revive dead party members during boss fights become even more important than before. Far too many bosses have AoE attacks which can not only make you go downed with one attack, but also kill you with a second hit. And AoE circles tend to overlap a lot…
This leads to a simple conclusion, either you enable players to revive dead players in an EFFICIENT manner, or you grant invulnerability / limited damage while downed. The state it is right now, is just unacceptable.
I’m aware, that more experienced players will manage do to a boss fight without dieing AT ALL, but that is NOT the treshold. Also, why should you care? If your group won’t die at all, then you won’t need to waste any of your skill slots for revival skills.
Because one of the lead designers of this game is a business guy.
Thats why we have so many systems which apparently work perfectly fine from an economists point of view, but are not fun to play at all.
There is actually an bug about the mailbox limit. (And Anet is uncapable to comprehend the existence of this bug.)
In the UI, only “mails with content”, e.g. no mails with green stars will be counted. However internally, ALL mails count towards the limit, including those with a green star. You won’t be able to receive any “regular” mails from other players or the gemshop, as long as the TOTAL NUMBER of mails isn’t less than 10 messages.
So what is the bug? Messages with green starts don’t count towards the limit in the UI, but they do count towards the limits when receiving mails. Green mails also ignore the limit.
So if you happen to have ONLY 10 green mails in your inbox, the UI will show that you have “0/10” mails in your inbox, yet you won’t be able to receive any “non-green-star” messages.
http://wiki.guildwars2.com/wiki/Exploit Just saying. It’s just sad to see so many loopholes in the system, and as a software engineer, i can say for sure, that fixing / detecting most of them would require only little effort.
Detecting non-cheating bots is actually more complicated as hey act very much like real players and the differences are very subtile, even though there are many and every human could spot them.
Support won’t help you, they’ve made it clear more than once that they won’t help players with any problems caused by their own ingame actions. They wouldn’t even help you, if you accidentally salvaged Eternity for ectos.
It’s one of those human things to do something with the path of least resistance and danger, especially when there is a reward at the end. I could make enemies never drop their aggro on players and force them to fight every single mob, but I don’t see that as a viable solution right now.
I think the better solution is to look at why people are skipping things, and approach from a different angle. Trash mobs have too much HP, and can’t be counted on for lucrative drops from a Risk/Time vs Reward, so people interested in making money (most groups) aren’t incentivized to do it, whereas the end chest/boss are more guaranteed and accountable returns on time and risk. I also think there is something to be said about interesting trash mob mechanics making them more enjoyable of a fight.
I can’t make the rewards from trash mobs so lucrative though that people just farm the first couple trash mobs/boss in a dungeon and then rinse/repeat. We encountered this when people just farmed the first boss in an instance and then restarted it (earlier around launch time), and we had to adjust the content as a result. It’s a fine line you have to walk to encourage players to get to the end, but make the process of getting there rewarding enough as well.I don’t imagine this next update will resolve all the skipping behavior. The path of least resistance is engrained in people, and even if I do everything I could to incentivize people, there will still be those who skip stuff. I have been fixing exploits that will require players to complete more of the events in dungeons, but I am sure people will still skip what they can to get to their end goal.
For now I would encourage those not looking to skip to find some folks who don’t like skipping and make a guild with them… or maybe look for guilds that are dedicated to not skipping, and tag along with them. I’m in a couple of them (anonymously), and it really is an effective solution to playing the game the way you want to play it: Find other people with similar interests and band together with them.
So the reason why you won’t give rewards on trash mobs is, that people could farm them endlessly and wouldn’t do the actual dungeon?
To me, there appears to be a simple solution to that: Introduce a concept which measures how well / complete the dungeon was and make the reward based on that. Similar to the concept of the bonus goals in Guildwars 1, the completion of the bonus goal is logged, but not rewarded until the end of the dungeon.
Just increase an counter for every boss in the dungeon (and large enemy groups) and calculate the final reward based on what the players actually killed. In case of respawning groups, make them count once a certain number of waves has been killed.
So if the group want the bonus for a certain area, they have to kill all the enemies inside, skipping them will just cut their profits. They may still run straight for the endboss and may even skip bosses in between (either by exploit or because it is optional), but rewards will be lower.
Don’t forget to throw in an additional bonus, if a group decides to wipe the WHOLE dungeon (at least every area which is reachable from their path). This way groups are rewarded to do the whole dungeon or at least large parts of it, without making quickruns impossible.
Also give the group an indication every time their reward level raised, to keep them motivated!
(edited by Exterminans.9723)
And better buy a supply, because Anet is going to remove that items from the vendor one day, I’m sure about that…
Similar problem. Sometimes i can’t invite people by clicking on their portrait or on their name in chat, sometimes the option won’t even show up and i have no clue why.
Adding people to groups by typing their name in the corresponding textfield works every time.
All under the bad excuse of “it has caused bugs”.
So what? The preview is still bugged, half the weapons don’t show up right (if they have any fancy effects or transparent parts, they will miss in the preview. Also anything except for greatswords, bows and staffs vanishes in your armor…)
And they are probably going to KEEP it out of the game, they are just waiting for us to forget that there ever was such a feature.
What i would like to see would be the combination of the following mechanics:
- Unlimited stacking: Tools of the same type can be equipped in any numbers, stacksize is only limited while in inventory. It changes nothing to the function as “goldsink”. If not unlimited, allow at least recombining stacks and increase stacksize to 250 in general.
- High quality tools & low quality nodes: If you use a tool, you have a chance to keep the tool if the quality of the node is below the quality of the tool. The actual chance to loose a tool would be 0.6^([node level] – [item level]). So if you equip the expensive orichalcium tools, you don’t have to worry about WASTING them on low quality nodes. Well, they are still more expensive than using the designated tools, but harvesting copper nodes with orichalcium tools isn’t a complete failure any more as you have a 93% chance of keeping the tool.
What we actually would need (instead of the “invisible bag” mechanic), would be a way to lock items in our inventory. They could no longer be targeted by any external action which would consume / move / remove them until unlocked. Best signaled with an icon right above the item.
You could still activate the item (and thereby consuming / equipping it), but it would stay unaffected by “deposit all” and “compact layout” and wouldn’t even show up in bank, vendor, magic forge or TP.
And it should not be limited to a certain spot in your inventory, but to the item id, so if you choose to lock your equipment, it would stay locked even if you equipped and unequipped it again. Or if you choose to lock an stackable item, the whole item type would become locked.
“Challenging and short”? Seriously? Are you sure, it’s not path 3 you are talking about?
Besides, where is challenge?
You are forced to go for a borderline burst build and it isn’t even possible with some classes as they simply don’t have any suiteable burst skills. It’s not even about lack of teamplay or skill, either your whole group is equiped for that situation or it isn’t possible.
Probably unintended change / bad internal communication on the side of Anet. It’s rarely the same person which resolves bug and the one who actually planned the dungeon. Which leads to new bugs, like this one.
Writetyper, have you done path 1 recently? I mean past the december patch? With a group which hadn’t full exotic / ascended equip yet?
And did you try it without making use of any of the exploits like “keeping one alive” or “finding a bugged spot to stand”?
That “longer gap” doesn’t exist any more, it’s gone since the large dungeon patch. The longest interval between 2 waves is 30 seconds now which is barely enough to take down the golem.
So you suggest using yet another exploit to do the dungeon? Not killing the first group and thereby completely disabling the waves? And you have to keep that mob alive so it won’t unspawn?
I’m talking about the first boss in Sorrow’s Embrace where you have to fight a golem boss which is surrounded by 3 veteran inquest and every 20 seconds 3 ADDITIONAL VETERAN inquests spawn. Not to replace the ones you already killed, instead they stack with those you haven’t managed to kill yet.
If you take longer than 60 seconds to kill the boss, you would have to deal with a total of 12 veterans plus the boss.
We went in with full rare/exotic equip, but we still couldn’t get the boss below 50% before we got overwhelmed by veterans up to that point where even the guardian got onehittet before getting a single strike.
Once there are more than 9 veterans, you can only die, rally to a distant waypoint and wait until they all ran away.
So what seems to be wrong?
The 3 (or 4) veterans standing right next to the golem boss seem to be right (and working as intended), the groups of 3 veterans each which keep running up the path while fighting the boss DON’T.
You can hardly beat them while dealing with the barricades, but they are impossible to deal while engaging the boss.
It appears like the veterans running up the path actually should be NON-veteran level inquest, in that case it would offer a fair difficulty level.
But right now, this path is considered the same difficulty as the one bugged Arah path, which is not “hard” but “impossible” if you don’t go borderline glass canon to kill the bugged boss before it resets.
(Well, in the end we actually managed to beat that boss by finding a spot where we could do AoE-damage and the boss and all the inquest would neither reset nor engage nor kite. But being forced to exploit to do a boss isn’t nice. The rest of the dungeon (the other 6 bosses) was actually quite easy and can be done without dieing at all. It only lacks a waypoint, somewhere halfway.)
(edited by Exterminans.9723)
Needles and stackable “trash” items are fine. Like it was said multiple times, the drops don’t need to be wort much and the value of the “trash” drops might even be substracted from the regular money drops so it evens out.
It’s just that there should be a reward for every kill you make, doesn’t matter whether it’s useful or not, it should just be there as a little reward to keep you motivated.
And while at it: Who thought it was a good idea to remove loot from the game when the corpse vanishes? Happens quite often in dungeons, there are masses of enemies in one spot, you need several tries to eliminate them all, and the first ones are already gone once you have a chance to loot them.
Then please read the post again, carefully this time.
There is a certain condition mentioned, which needs to be present in order for the dungeon to break. I’m talking about “Caithe” being dead at the wrong moment, and this isn’t unlikely since Caithe loves to get killed by the masher trap you encounter when trying to open that specific gate.
I also managed to complete the dungeon on the second try while avoiding that situation, but i nonetheless needs to be fixed. And something went terribly wrong on the server side, if two dungeons (the personal story line dungeon and the actual dungeon) get mixed up so badly, that you get the missions from the one in the other.
(edited by Exterminans.9723)
d/d ele still becomes boring after a while. All you do is cycling attunements all the time to spam your high CD skills.
But there actually IS one way to play an ele so it actually feels like you are supporting the group (and thats not only because you can create combo fields or boons in rare conditions):
Play with conjured weapons. You get one for yourself and one for a different group member. Most conjured weapons have melee DPS, but a range of 900/1200 units, plus one AoE and either CC / interrupt / movement skill.
It’s especially helpful for classes which lack proper skills with some weapon set and it’s quite funny when your warrior suddenly goes ranged – while maintaining the DPS. The conjurer elite is even worse, it gives you a flaming greatsword which has higher DPS than every other weapon in the game. (Some combos might achieve higher burst damage, but that thing keeps the damage up for ~30-40 seconds before the 2x 25 charges run out!)
Also provides a relieve for other players. Not only do you gain the variety which eles usually lack (every other class can switch between ranged and melee weapon sets. Eles can’t), but you also offer them a variation from their usual skills. And trust me, they are just as bored from their fixed skillsets as you are…
Yes, flames disappear too. At least the animated part, the particle effects will still work.
To be more precise: Anything which is NOT visible in the preview window when previewing armor / weapons WILL disappear if you use ANY type of skin which adds additional effects to your armor / weapons.
This includes:
- Any type of crystal / glass / transparent texture
- Animated textures (like flames), but not particle effects
- Special shaders, like “metal look”
This is because any of those skins will REPLACE the original shader on each other item. Problem is, the parts mentioned above exist ONLY from a shader, they have no “real” texture. So if you replace the shader, those elements are treated as completely transparent and become therefore invisible.
This is also the reason why so many things don’t work in the preview. It’s not the actual character you see, but one where all shaders have been replaced with a “simplified” one. So it’s basically the same bug.
If you do the story mode of Sorrow’s Embrace and Caithe is dead the moment you open the door with the missing gears, the whole instance starts bugging.
First of all Caithe’s dialog lines are missing and Zojja starts monologues instead. Even if you revive Caithe now, the game STAYS bugged.
The speech of the dredge leader is now also missing and the mortars are not attackable, but still vulnerable to AoE. The cutscene about “destinies edge” however works, except for the fact, that you get the task to “Kill Zaithan” once the cutscene ends. The dungeon won’t progress to the phase where you have to protect Zojja until she opens the door.
We tried as hard as we could, but Zaithan wasn’t anywhere to be found in that dungeon, so we had to abort the run at that point.