The devs aren’t doing this, so I feel I should:
Raids:
-To alleviate disadvantages experienced by colour blind players, the Vale Guardian, split Vale Guardians as well as all circles, warnings and effects within the Vale Guardian battle have been changed to blue.
-Rangers may now tame players which have been transformed into slublings.
Open World:
-Gliding duration and descent speed will now be affected by your character’s height and chosen body frame. Asura may glide indefinitely – but should avoid updrafts.
-Failure to defeat Ulgoth on all map instances will result in manditory re-completion of the intro for all human characters.
-With the successful redeployment of bunny ears and SAB, Anet will now be closing the redundant practice of community feedback.
-The upcoming legendary short bow, Chuka and Champawat, has been reclassified to a super-epic weapon.
-Production of all super-epic weapons have been cancelled.
-On taking lethal falling damage, gliders will now properly deploy.
-Accessing the Havoc’s Heir from Verdent Brink will now end badly.
-SAB has been taken offline for maintenance until further notice.
-Outfits may now be equipped with footwear, pants, gloves, shoulders and helms.
-Short bows are now viable.
-All mace uses have been replaced with sceptres. Maces may now be used underwater.
-The Flame Legion.
-Wardrobe choices which clip legs will now cause permanent cripple while equipped.
-Rangers may now tame the Colossus.
-The odds of Sam trinkets dropping in the Ogre Wars meta event have been halved. -Foulbear Chieftain is now accompanied by her pet rabbit Sam – he’s exotic.
-Rifles and pistols now retain set sizes across all races.
-Norns and char engineers may now dual wield rifles.
-Magic find bonus will now be based on total karma instead of luck.
-Killing critters will now invoke a 10% penalty to your total karma.
Adventures:
-To ensure Shooting Gallery is available to the largest possible playerbase during it’s short activation periods, Shooting Gallery will now exclusively open during mordrem raids in the night cycle.
-The Fallen Masks adventure has been reduced in duration by 3 seconds.
-Fungus among us: skill 2 has been disabled.
-Customer support has been reclassified an adventure.
LFG:
-Searching in the open world tab will now remove items matching your search term from list of results.
-To prevent thieves from being auto-kicked from LFG groups, thieves may no longer join LFG groups.
Fractals:
-The Fractal difficulty and selection process have been reverted to a future iteration. Gameplay remains largely unchanged.
Guilds:
-Guilds may now be freely attacked while attempting hard open world Guild Challenges.
-Guild halls now have a weekly rental fee of 2 brown pigments. Rental fees double weekly.
Warrior:
-Rage counter will now properly benefit from bi-weekly class balance Notes.
-Signet of Healing: Passive healing has been temporarily decreased.
Reaper:
-May no longer equip two handed weapons but can equip some great swords.
-No longer incorrectly summons revenants.
Chronomancer:
-Cooldown of Continuum Split has been reduced to 12 seconds.
Thiefs:
Consecutive use of invisibility will result in afk flagging.
Engineer:
-Turrets are now mobile and last 30 seconds max.
-Gyros are now stationary but will always stay upright.
-Using Elixer S will cause nearby minis to aggro you.
-Activating the Self Regulating Defences passive while under the the effects of Elixer S will now result in oblivion.
-Using elixer S will now correctly cause engineers to take 500% increased damage and reduce movement speed by 60%
Elementalist:
-Now equips aquabreather while in water overload.
Chronomancer:
-Cooldown of Continuum Split has been reduced to 12 seconds.
Revenant:
On being downed will become more powerful then you could possibly imagine.
Guardian:
-Equiping the Dragon Hunter elite specialisation now results in the instant death of said characters parents.
-Guardians with backstories implying dead parents are inately implied to be dragon hunter.
-Sylvari guardians must provide forged adoption papers to specialise as Dragon Hunters.
-All Char are presumed dragon hunters until proven otherwise.
Ranger:
-Bristleback: excessive molting will now result in death.
-Smokescale: summoning will now result in death.
PvP:
-Successful execution of finishers will now result in finisher animation specific effects.
-Sufficient use of Druid skills will result in pips.
-Warriors have been disabled.
Story missions:
-The standard Human Commoner story arc has been merged with Tribulation mode.
-Mesmers will automatically activate the migrain challenge mote when entering the heart of thorns story quest.
(edited by Gerrand.3085)
Greetings.
I’ve finally got enough time to attempt some raids. I’ve read all over that playing as a phalanx warrior, it is better to use scholar runes then strength runes – as the “Natures boon” which revenants provide covers all boon duration needs.
I’d like to know if people think strength runes are worse in raids, and if so, how much worse? Strength runes work better for me in fractals, roaming and Dragon’s stand. If I join a pug raid with strength runes, how much of a dps loss will I be inflicting on the group?
Regards.
Greetings. I solo queue spvp and while most matches feature team mates who seem slightly better then average or slightly worse then average (lets not talk about dismally below average), occasionally I queue up with a group of random players and our play styles mesh really well.
Unless you’ve been talking to your team mates in chat, it is nigh impossible to track them down after the match.
Was just wondering if anyone else would appreciate some sort of “end-of-match” functionality to make it easier to form parties with your pug’d team mates? Perhaps put a check list next to the end of match results with the player’s names, professions and a tick or cross. Anyone requesting to stay in the party would have a tick next to their name while anyone uninterested would have a cross – and when the match ended all interested parties would be merged into a single party in the heart of the mists.
Well… The story was very good until Rata Novus ended.
Too many unanswered questions though – on every front. We were told we would get exploration between mordremoth and the nightmare court. We had 2 nightmare courtiers say the mordremoth look was too emo. We were told we would have more insights on Scarlet. Nope.
I don’t feel like anything has been resolved at this point of the story. The state of the intelligent mordrem was not touched on. The state of Mord’s still living body was not touched on. The state of the pact was not touched on. There were no holographic dancing moas – the only true sign of victory.
The most infuriating part was the achievement for finding the secret dragon research lab in Rata Novus – it was empty. Seriously.
Could we not keep 2 sets of animations? The awesome set of animations for open world exploring, story instances, fractals and dungeons. The Puny version for raids, PvP and WvW.
Personally I’ve been using a beserker GS Warrior and a minion Necro for years. The only way you could nerf their animations would be to hide their arms during weapons swinging.
If, on the other hand, someone felt like nerfing that DH trap which goes off on large enemies like a flash bang, I may be inclined to overlook the loss of special fx..
While some item that consumes luck would be nice (preferably dolling out short term “lucky” buffs as opposed to green items) what I’d like is the ability to concentrate my luck.
I want a recipe which unlocks once you hit mf 300% with which you can combine ten 10 point lucks, ten 50 point lucks, ten 100 point lucks and ten 200 point lucks into “Grossly Concentrated Essence of luck”.
“Grossly Concentrated Essence of Luck” could then be used as a substitute item into several mystic forge recipes (defaulting to replacing the largest common crafting material stack) – complete with a rumor that it may increase the odds of receiving rarer rng table results.
A second recipe would also become available, allowing the user to combine 100 “Grossly Concentrated Essence of Luck” into a " Nauseatingly Concentrated Essence of Luck". “Nauseatingly Concentrated Essence of Luck” would be able to substitute for other items in mystic forge recipes (defaulting to replace the smallest of stack fine crafting material) and while it would be guaranteed to NOT increase the quality of rng returns, it would be guaranteed to give Zommoros indigestion.
@Jahroots: I’m not generally against limited edition rewards. That said, other games tend to provide tons of new (easily accessible) skins on a regular basis. Because GW2 tends to go for months without adding any new skins, dangling a limited edition skin for a few weeks and then withholding it permanently is really salting the wound.
Obviously not in this expansion but in two expansions time, perhaps, you will come across an unassuming man peddling a noodle cart. His voice will be deep, sexy, commanding even. He will tell you how he came upon the noodle cart, voicing details you would never have expected.
He will then ask you if you would like to buy a bowl of noodles; you will decline. Nodding his head knowingly the noodle cart vendor will peddle his cart away. -the hint of a smile will grace his face as he rounds a corner and your character will be left feeling that it missed something important…
Possibly a half rotted quaggan strapped to your back, animated by green energy and with the appearance of suffering constant agony.
That aside, it would be nice to have a hand held skull (focus skin) which constantly talked to your necromancer – or if a different class equipped it, constantly suggested they switch to necromancer – or at least give it a shot for a few cycles.
Unfortunately some dev made the commitment that the black lion trading store should only provide outfits, while armor pieces should only be given as in game rewards. As the black lion trading post has been the only meaningful supplier of new armor pieces for about 2.5 years, this is a real blow to future diversity.
The other problem is the price Anet attributes to high quality textures on armor pieces. Volcanus, zodiac armor, glowing carapace armor. Those don’t cost karma, those cost a fraction of your life. More troubling though is that all the really detailed equipment skins have been exclusively from the gem store. I’m not saying grinding 400 gems worth of gold is an issue, I’m saying that if armors are no longer to be sold in the black lion trading company, we may never see armor pieces of that quality ever again.
GW2 is surprisingly devoid of overly fantastical equipment. It is there, its just that it doesn’t cost a fraction of your life, you keep a fraction and hand in the rest of it -.-
Hellfire armor is really cool. Unless you a charr, in which unlike the other races, your neck does not turn to magma and your clawed feet turn into human footsies. But Hellfire charr are still pretty cool. We will probably get a corrupted thunder set if we ever take on the sparky dragon and I pray we will eventually get a partially mech driven armor when taking down the inquest.
But aye, I miss my wicked death knight attire from wow. That Tauren had style – and I was so close to obtaining the only lower section dress piece available to heavy armor users. Alas, that pulled a stunt so irritating it made the GW2 pre-purchase debacle look like a charity give away. So I left for “greener pastures” tm.
Admittedly, I like flesh wound’s version the most.
What do you think you’d get if you threw Princess, Mawdrey and the Star of Gratitude into the mystic forge (along with some other item)?
My personal guess would be “Adolescent Crystalline Karka” with the flavor text “You probably weren’t expecting Princess to eat the star as well.” Given the three base components, I’d assume Princess would then eat spirit shards daily. I’m not saying that would be desirable, I’m just saying that is how she’d roll ^^
Just saw the live stream notes now. So absolutely no tie between pact commander masteries and being pact commander. And 98% of players won’t troll so there is no problem -.-
1) Will the “Pact Commander Masteries” be locked until one of our characters has reached the point in the vanilla story of becoming a pact commander.
2) Any plans in place to stop people trolling, or scamming, with the “newb friendly help” map marker?.
@llias: You’ve been rather vague in the nature and topic of your rebuttal.
If you read my first paragraph, you’ll see I’m focusing on Axe PvE. While the Strength and Arms trait lines should adequately cover axes, they don’t.
You get to choose 3 traits in each line. In the strength line, the only two traits which increase the effectiveness of axes are in the same trait slot. Beserker’s Power or Axe Mastery, choose one and 6 of the other 7 or at odds with the pure damage playstyle of axe.
The arms trait line looks like it should boost axe, but if you play a bezerker build (and why wouldn’t one be aiming for pure damage with axes?) Most of the traits available in arms are near redundant. If you speccing for pure damage, you have between 62%-70% crit chance (usually more), plus you probably using at least one of two utility skills which give long periods of fury (plus off axes give you fury) resulting in 82%-90% crit chance (I usually sit on above 97%). So considering you have fury and 85% crit chance, beserker’s fury and burst precision hardly provide anything at all. Signet mastery gives less to axe then any other weapon as the individual axe hits are fairly weak (and the signet of might you going to continually be proccing to keep signet mastery active will be quickly consumed and wasted on these weak axe hits). Dual wielding is necessary for axes, that said, you’ve only managed to synergise 2.5 out of six chosen traits with your axes. That is too little synergy for PvE – especially when considering the bonuses that other weapons bring over the supposed pure damage axe weapons..
I’ve been ranting for a while about how certain warrior axe traits seem to be in terrible places and how if there was one more dps oriented trait which benefited axes (which could be selected while using the other axe traits), dual axes would be viably close to other PvE weapon combinations.
Which brought me to this odd fact. Warriors have more weapon options, and thus more weapon specific traits, then any class besides guardian. These are the ratios:
Class – Weapons – singular weapon traits
Warrior – 9 – 9
Guardian – 9 – 9
Ranger – 8 – 7
Engineer – 4 – 4
Thief – 4 – 3
Elementalist – 5 – 0
Necromancer – 6 – 6
Mesmer – 7 – 7
So if you wondering why warriors have weapon traits in inconvenient places, or why there aren’t enough viable traits to pick with certain weapons, it may be that the Warrior’s extremely diverse weapon set limited the amount of other traits which could fit into the trait lines.
Excluding the pre-set minor traits, there are 9 traits to choose from in every trait line – 45 in all 5. The extra few traits that warrior dedicates to extra weapons doesn’t break the system, but I do think reduction in non-weapon-specific traits shines through.
Bit late to change, but I think the system would have been fairer if a single line of traits in every trait line had been removed and replaced with a slot which could only be filled with weapon traits (or some other weapon specific trait for those who used 2 2-handed weapons or 1 weapon like the engineer).
Or if I’ve made any dubious assumptions in this, I’m sure one of you will point it out :/
Yup, seriously, go through the entirety of those links before commenting. It has nothing to do with an intent to avoid grinding.
That said, I feel they have been slinking further and further away from those ideals since launch – and have been fast approaching the realm of “every other mmo”.
I like the comment about bosses that respawn every 10 minutes and don’t care that you’ve killed them. They’ve been replaced with towns which are re-sieged every 10 minutes and don’t care that you saved them – or in the case of silverwastes, every 5 minutes.
One piece I will purposefully pull out of context is:
“We’re not going to rest on our laurels now. "
I’m sitting on over 250 laurels from repetitive daily grinding. If not sit, what should I be doing? Tap dance?
@xandine:
My main since launch has been a minion necro (PvE oriented) so I’m really looking forward to the reaper. All the Damask cloth I will need, not so much.
Its a very awkward question because its half way between being a question, an observation and a flimsy (uninformed) break down.
Most other mmos introduce a single extra class (or new approach to engaging content) once per expansion – many others only introduce a new class every second expansion. Introducing 10 new ways to play in one expansion is definitely odd. I can’t say if it will be good or bad, I’m just left with a lot of head scratching as to the benefits vs trade offs.
Information about the content we will be engaging against in the maguuma jungle has been rather vague in direction.
We’ve been told there will be difficult group content, very large maps with three different tiers and while these maps will be crammed fill with replayability, this expansion focuses on building underlying systems for GW2’s future – as opposed to content size.
While we don’t know what difficult group content and re-playable maps actually entail, lets assume that both promises prove to be completely and utterly true. The hard core players are continually frustrated by the challenge of completing the difficult content and the few provided maps prove to be worth the content of three times their number.
Even so, the admittedly below-average content size rubs up strangely again the elite system which is being introduced.
While it’s just my opinion, the elite specs being introduce seem to play so differently from their base classes, I’m willing to label them classes of their own. So in this expansion (by my narrow logic) our class count will be increasing from 8 to 18. And what will these 18 classes be engaged in? Very little.
Most of the current pve content is most easily completed in full bezerker mode, smiting whatever stands before you with your pointiest stick and expecting the target to be dead before it can poke you back. This holds true to most dungeons, story quests, fractals and all maps but the furthest corners of the silverwastes.
The maguuma jungles are going to challenge the feasibility of pure bezerking approaches (I’m led to believe). Great! But noting our 18 stylized approaches to killing stuff, how many of the approaches will a sane person be expected to utilize on a single zone? Or worded differently, what is the worth of adding many different ways to play, if there are not many new situations to play through?
Is re-leveling a different type of character supposed to be a selling point here? Or completing existing (mass-run) dungeons with a different tool set? Or is the selling point supposed to be using these (10!) new approaches to playing on the intentionally-small maguuma jungle zones?
It seems like an odd amount of effort into providing many approaches that most people wont use. Lets say that a player has 5 characters with different classes. At most, he will utilize 5 of the new 9 elite specs at some point. Nothing wrong here at all. What happens though when the next expansion comes out? We go up from 18 to 27 stylized ways of playing, at least 4/9 of which will add absolutely nothing to an individuals experience – and thats if the player decided to respec every character he currently owns.
I guess the question I’m trying to ask is, what the purpose of giving me so many ways to engage when there is so little to engage in?
Well, a very short reflect.
I know it’s short but I did not feel like going on a rant.
You miss-interpreted me there. I’m for a reflect, but it needs to be extremely short in duration, like half a second on cast ^^.
The only change to axes I’d need to make them base line viable would be an addition on axe 5 (or a trait for all warrior attacks with whirl finishers) which made the specified attack capable of redirecting up to one unused hit to each existing target (possibly for 50% damage). So if axe 5 [were to]* hit 3 enemies each second, the 2 unused hits would be redirected to 2 of those 3 targets per second. On my character, thousand blades does about 9000 a second and whirling axe 3200 a second. With this change, whirling axe could do 6400 damage to a target if there are less then 5 – making the skill more applicable is most PvE scenerios.
- apparently, removing the [] bit results in the 5 and the “hit” being kittened out of the post -.-
(edited by Gerrand.3085)
No subscription is a misused term here.
You know the fuss everyone is making over the expansion packages? Its because there is no separate expansion purchase. The base game and expansion (and all future expansions) are rolled into a single box. Always.
This means that if you buy the game and then buy an expansion, you’ve been retro-actively charged a subscription. If you buy the game, buy an expansion and then buy another expansion, you’ve repaid for the base game twice (equivalent to two retro-active subscriptions).
If you buy the base game, stop playing computer games for a decade, come back and buy the current game box (base game + 3 expansions), you’ll retro-actively pay 1 subscription worth of… subscribing.
Fairly cheap subscription, I think it will total about a 3rd of a normal subscription subscription – but calling the “unique” model Anet has set up f2p is a prime example of malicious spin doctoring and underhanded psychology.
There is a Sylvari starting area heart where your sylvari disguises itself as a nightmare courtier. You supposed to sabotage the nightmare base but you do have the option to do evil things instead.
If you do evil things, you get a stacking debuff which reads that you feel your heart darkening. Very hard to get to max stacks (as each stack bleeds you and they expre fairly quickly) but I really wanted to see what happened to a sylvari on hitting max nightmare corruption.
I did it. Was very excited.
Died instantly.
Fairly disappointed.
And mildly wondered how there are so many nightmare devotees when “falling to nightmare” instantly kills you -.-
He was okay. Not amazing, but okay. He took a lot of focus in the vanilla story, but as more stories unfold (each featuring the player) Trahearn’s hogging will seem less and less severe.
Also, don’t worry about Anet killing him, you will. Dragon’s going to try very hard to corrupt him, he’ll be on the verge of it for a while, you’ll have to beat him up and then he’ll make you kill him and swear to say he died fighting the dragon – as a PR move for Sylvari kind. Canach will make a long purblic speech – auto-skip will not be an option.
I’ll be very suprised if that isn’t the script they go with.
7.5-15% extra crit damage.
Just thought that should be said somewhere.
While we on the topic.
Well, a very short reflect.
See, it confuses new comers as well as “veterans” -.-
First off congratulations and my condolences.
Secondly, I believe that the Flames of Balthazar (from one of the pvp reward tracks you’ve probably completed thrice) was specifically meant to complete the hellfire set. Nearly identical magma look – plus some flame spewing.
White wings seem to complete the look on males, light of dwayna is a decent completion piece on females.
@pdavis: Axe/Axe is okay, but I feel like there is too much wasted synergy for pve – if you using pure beserker gear, anyway.
With full ascended Zerk gear, I’m currently sitting at 66% crit chance. With sigils, perma fury and the discipline banner I usually throw down, my crit chance is at 94.23%. So while Burst precision is nice on hybrid gear, my burst skills only get an extra 5.8% crit chance from this trait – which is silly.
I have a similarly funny problem with beserker’s fury. Most people shy away from engaging mordrem in narrow passages – as their pre-flesh-golem-nerf charges tend to insta-gib people. With a greatsword I avoid this problem by killing the mordrem before they have a chance to attack. The axes reach their fury too slowly, as by the time I get those 5 seconds of effect, the mordrem are all 1 attack off dying anyway – and they get a chance to charge me before I can kill them. And besides, there are so many other sources of near permanent fury on axe warriors, who needs more?
Signet mastery is powerful and fully viable. I have just got one qualm with it. If I’m farming silverwastes for an hour, for that entire hour I have to hit signet of might every 20 seconds or the effect of signet mastery is wasted. I’m hitting that button 180 per hour of silverwaste, irrespective of whats actually happening in game. That isn’t powerful, that torture.
The Axe mastery tree is fine, the disciple tree doesn’t seem to offer a fair amount of utility to axe though (only 3 of your 6 traits have any effect) and the arms tree, which holds that all important Dual Wield, forces one to take crit skills which are mostly wasted on a zerk player :/
I compare axe/axe to greatsword because I’d like to ditch my greatsword for axes. Unfortunately, greatsword seems to have greater upfront burst damage (for soloing normal mordrem mobs) and far superior sustain (dodge worked into a skill) and much faster travel options – not to mention that with the exact build which out damages axes, I also provide a constant 10 stacks of might to anyone around me.
Axes seem fine in WvW and PvP. In PvE however, I can’t make my axes match the kill speed of my greatsword, despite the fact that axes don’t provide buffs to teammates. I’d like to believe axe is viable, I just feel that one more axe specific trait need to be placed in early disipline or early arms to give it the same level of effectiveness in PvE that all other warrior weapons enjoy :/
Meh.
The Revenant did struggle in certain situations without the ability to hold a ranged and melee weapon – and some instances like level 30 fractals and mordrem bosses actually require swapping to a ranged weapon.
That said, I feel that the extreme weakness of no weapon swap was a defining feature of Revenant. At the least, I hope that weapon swap is bound to legend swap and there is a penalty to legend swap cooldown and the default 50 energy if you do use two weapons instead of one :/
I’m no expert on warrior (and waiting to see what the elite entails) but I’m pretty sure that physical skills are desirable for their cc effects, not damage. Damage increases would probably be useful in pvp but for anywhere else, i would have preffered an increase in cc effect or a reduction in cooldown :/
I’d really like to use dual axes for roaming PvE instead of greatsword. I just feel that offhand axe is geared towards dealing with situations that never occur in PvE events. You want to tag every opponent in a PvP zerg? Great! You want to tag every scaled up mordrem is the middle of a player zerg? Funeral!
Instead of buffing the skill, I would have really liked to see some more axe oriented options in the middle of the arms trait line. The passives are decent, the “Dual wield” grandmaster trait is why we care (or double leap finisher if you’ve got some gig set up) but the other options seem too condition oriented to take that line. Axe is pure direct damage and so one of the most likely suspects to go full zerk gear. Given the already high crit chance you probably packing, all these +crit traits benefit cond proc skills most and pure damage far less.
Casting balance aside for concept, I would have loved a trait that gave two of the following effects::
- all whirl finisher attacks gain half a second reflect on cast
- all whirl finisher attacks gain half a second dodge on cast
- Dodging does not interrupt whirling axe
- all whirl finishers which do not hit their max number of targets will redistribute up to one additional hit to existing targets for 50% damage.
So for the cost of a trait, either provide some small measure of defense (for going toe to toe against hard hitting mordrem) or allow axes to scale slightly better against mobs below the 3 count. That or remove the two axe requirement for reaping the reward of using axe mastery.
How are dual axes looking for PvE? Greatsword seems slightly weaker to me then previously – so many irrelevant options when speccing for them.
Was thinking of trying two axes if the expansion ever hits. The problem is that the coolest axe relevant trait available, 15% increased attack speed, seems buried behind two mandatory condition boosting choices – which are kind of pointless on a zero-condition weapon.
Can dual axe be made viable or are other combinations just better?
Are you sure supports get as much credit as you think? I’ve run a pure support paladin with zergs across maps, world bosses and the edge-of-the-mist borderland.
I found that on many targets, even those that took ages to take down, the damage I did wasn’t enough to qualify me for loot. Wacking that wurm for 30 seconds straight with a healing mace doesnt seem to meet the “tag” requirements.
I eventually gave up support in favor of a tanky necro and my zerk warrior which seem to qualify for far more loot in passing.
I read the title, considered NPCs (non-playable characters) and concluded this form must be about the non-playable experience. But it turned out to have nothing to do with the living world or expansion.
I’m not sure about changing current reflects into destroys, but destroys are an interesting mechanic. Would make a nice addition or even a nice double sided trait – double skill duration, degrade reflect to destroy.
Only legendary i am interested in getting. My only issue with it is that there are no classes which have pure offensive shield skills.
Hundreds of hours of zerker farming to get a legendary, then no zerker the shield can be useful for -.-
And as for the obligatory trip down memory lane, there was a time when the necromancer’s first downed skill healed for more then you bled out – so it wasn’t so much a possibility of self ressing as a near assured expectation.
Possibly not balanced, very fun though.
Oddly enough, getting hold of the recipes probably wont help you. I believe all the jubilee recipes required clockwork sprockets – the true source of the insane cost.
Farm enough clockwork sprockets to craft one of those recipes, sell them, and you’ll probably be several gold pieces off purchasing your sigils straight off the market.
What I dont get is why Anet don’t just display the exact amount of critical hit chance or bonus critical damage an item gives once you hit level 80.
21 Precision is meaningless. 1% Crit chance isn’t – or in the case of ascended shoulders, 1.619% crit chance.
Is the change too confusing? When you hit level 80, add a question mark to where prize boxes and notifications show up. When clicked, the question mark bring up a message stating:
“Congratulations on hitting level 80! You may now choose to view a simplified version of some stats”
With the button options:
- View a simplified version of precision to critical hit and ferocity to bonus crit damage.
and…
- Leave my view as is.
Still too complicated? Just add the option in the settings page and don’t inform people of it.
Well, given he lives rare salvaging kits, a more effective comparison may be the silver-fed salvager.
Well, at the very least there is a silver lining – to that pixilated cloud far, far in the distance.
When SAB does resurface, it’s take on the newly built glider engine should be most entertaining.
Copper-fed salvager pays for itself. More then that it saves hours worth of buying salvage kits (or mystic toileting them).
Stating that you wont apply the solution to your problem in no way shifts it.
Having run out of stuff to do, I don’t actually spend that much time playing the game – besides cutting down 4 trees in Kryta, viewing the vista above the owl shrine in Hoelbrak and buying 100 badges of honor worth of junk so I can discard it.
That said, I occasionally grace the citadel of flame (P1) or will be spotted trekking across the Silverwastes (searching for the elusive “maguuma waste” tagged tree).
In theses odd excursions of social proximity, I have been seeing a lot of odd buffs and graphical effects. I’ve not seen a “No Necro” tag in ages and while waiting for the explosives expert in CoF P1, I’m suddenly finding myself to be the only warrior in the village – which is great as I can then just drop both the flags without needing to converse with anyone.
I’m not arguing whether or not the builds I’m seeing are good, I am saying though that the sample of players I’ve seen seem to be donning greater build variety.
Have you lot been seeing greater diversity in what other players have been using post-patch or have I just spent too much time alone with my clockwork sprocket node in the home instance?
(edited by Gerrand.3085)
Look! Another armor skin butchered to the outfit level.
The gem store will keep having outfits while ingame rewards will focus more on armors. Would you prefer to have it the other way around? : >
I think we’ve had 3 outfits and no armor pieces since they announced this. I’m not sure if you compare 1 outfit to 6 gear pieces or a single cross-weight helm but at this point I’d take a gem store sandles over another outfit.
Fifty five karka hatchliiiiings on the wall!
Fifty fifty karka hatchliiiiings!
If I were to shoot one karka off the wall
Fifty four karka hatchliiiiings on the wall!!!
We need those wings, centaur playable race and a helm which consists of a single long horn coming out the center of the forehead.
Then we can all prance around pretending to be Uni-taur-asis’s
That said, you picture just reminded me of something. Any chance of us ever getting back pieces displayed on the character select page?
I like dwarves. Want mah dwarves back.
On the plus side, my ectos seem to be selling for 2 silver more ^^
- (before trade tax)
Stopped reading the moment you started speaking for the silent majority. It’s called “the silent majority” because they are not vocal of their opinions. No one knows what they think is appropriate, what difficulty they’d prefer or whether they prefer orange juice to porridge.
If you have an opinion, express it. Don’t hide behind some vague faceless mob you claim to be leading.
Frankly, world bosses were so easy before this patch that they were wasted content. You’re claims of “random people succeeding through teamwork” seems to ignorant of Tequatl before its first 3 rounds of nerfs – cause before then, Tequatl wasn’t so vulnerable to the power of togetherness.
The only two qualms I have about Teq now is that
1) Rewards are not fitting of the effort – unless you really like karma.
2)Non pure damage builds have been ousted from their last cliche. It was really cool that world bosses were better battled with bruisers then glass cannons – as it provided for far more stat based build variety. Now, it seems like people are encouraged to ditch all stats except pow, crit and cond for all things pve. The all or nothing approach limits design space. Rather give world bosses a percentile condition damage reduction and disallow crits – as it allows for a wider range of boss designs later on.