What the hell? Gold isn’t accountbound nor will it ever be.
It’s becoming exactly account bound so read an update before posting like this
Because we cant all afford to be glued to the game 24/7. Where’s your life now dungeon trolls?
Confused. I thought that is what farming was.
But I said earlier that I never farm, I just want a dungeon I can go in, maybe 1-3 times a day if I need cash.
If you’re only going in one to three times a day, you will get even more gold in this new system than you did in the old one. Three runs in COF will maybe yield you 4g at the max, if you’re lucky with drops. Gold yield alone is only like 2-3g for three runs (which could take you anywhere from 20 to 30 minutes depending on your group).
Now one run (maybe seven or eight minutes, ten at most?) will yield you about the same in literally a third or so of the time, plus the boss and other champions in the dungeon will have better rewards! I’m sure diminishing returns will apply, but you’ll still be getting at least a gold on your second run I would imagine.
I don’t understand why you’re complaining when this system benefits you and you don’t even realize it.
Addendum: Hell, learn how to farm p2 and you’ll be getting double or triple your gold in the same time you spend every day! Now you can spend even more of your time going out and exploring alternative routes of revenue and income because your same amount of time you spend now will be freed up by not having to spend it all running a single dungeon over and over again.
You understand that the dungeon path reward is daily
The problem is they are eliminating a storage method for X amount of gold from total.
To answer a few of the questions:
- Pristine Fractal Relics are not included. I am not a designer so I cannot accurately comment on why they are not included.
- At this point the wallet supports core currencies, not seasonal/festival/temporary currencies. At this time we have no plans to add those to the wallet.
- Jugs of Karma will remain an item and can be used as usual. The karma you gain from them will then be stored in the wallet and will be accountwide.
And the gold collecting achievement, is it still possible?
Yes, the “Golden” title can still be acquired, simply by having 200g, since depositing coins into the bank is no longer possible.
I think the story is in a place right now where either character could turn out to be good, and either to be bad. Depending on how the vote goes, I’m assuming the winner will be the bobshell villain.
Something is going to float in on one of these hot air balloons.
No, not Team Rocket
I’m sure it will only be a few days before players that have a need to separate an amount of gold from their total will begin bringing up issues with this system. Was this considered?
Tokens for LS events i would imagine are not including due to the fact that they are, for the most part, temporary.
jewelers will prbably ctaft rings/ammy/accessories
Are they actually adding new runes and sigil? I’m not sure where people get the idea/info they were adding it.
https://www.guildwars2.com/en/the-game/releases/august-06-2013/#new-features-10
Watchwork Mechanisms
Watchwork tech is the latest and greatest innovation in Tyria. Watchwork parts can be used in new crafting recipes or as currency in the Crown Pavilion to buy items like new rune and sigil recipes, Watchknight Tonics, or the new Sovereign Weapon Set. You might even find the recipe to assemble a Watchwork Portal Device, allowing you to create a personal portal!
Good call Electro, I’d like to see more condition based upgrades
Are you thinking stat combos? I’m talking about the runes and sigils they mentioned :p
I have over 200k karma on a character…does that mean i can now use the 200k karma with my other characters? :O
Correct. All currencies in the wallet will be account bound.
BOOYOW!
Beautiful. Martin, any word on how this new interface will be implemented? will it be an extension of the current inventory window or something similar to a vault?
Anyone else extremely interested in this? Going through the current list it’s hard to predict what they could add. I’m excited.
Details will be made more clear when the actual update patches :p
It’s going to be implemented to all characters after the update, most likely. It would be weird to have to actually go and acquire the wallet, considering this is a pretty significant, across the board change.
Portal to home instance may make the most sense, and offer a way to beging this bracnhcing out of LA
Did the post mention where this ui would be located/how to access?
I’m assuming it’s an extention of the inventory UI, maybe a drop down menu
Knowing ANet it willbe absurdly difficult to get on a ridiculous cooldown :p
That karma question seems to be on everyone’s mind. By the sound of it, it seems karma is finally going account wide
It’s probably an Asura gate type item that you set to a city to transport to when you want, similar to WoW’s Hearthstone if you are familiar.
BUH nerf was the most unexpected nerf of that game for me, and that’s saying a lot for GW1
I like that idea Blood, I think Torment should be more heavily implemented in our builds.
I think Anet kind of put themselves into a bind here by mashing Dervish, Paragon, Warrior, and Monk into 2 professions. Honestly I wouldn’t expect another heavy class because of how useful the current two actually are. I’d bet for light, and I would love to see the Ritualist make a return
The only value they hold is rarity which people are complaining about
Those are good points spoj, I guess I never considered it that way. A lot of the time when I make noise about support I am doing so in favor of fully built support roles. I will admit that my opinion can be a bit biased considering I main Necro, and really just want to be able to run full conditions and be as effective as raw DPS, but I can dream.
I assume that’s a main point of your comment about specialized DPS builds as well. I’m not sure if you’re also following my thread in the Necro forum but someone suggested that for bleed caps, after 25 stacks, instead of applying more bleeds the applicator instead increases bleed damage universally on the target by a percentage per additional “would-be” bleed.
Well the game was intended for players to use support and control as well as damage in a group composition. Players that want to play the dungeons as intended, using a support or control role are, by a flawed system, less effective. Therefor players entering dungeons using the roles that were intended to be used are inherently less effective than blasting through the content with 5 damage roles.
Please note that I’m not saying 5 damage roles having the ability to be efficient is a bad thing, I’m just of the opinion that the alternative should have a level playing field. I guess I’m finding it difficult to articulate that I don’t think 5 damage roles should be punished, because I don’t, that’s not the point – if that’s how you want to play, have at it.
I just think there should be a reason to want or even need support and control builds in the content.
I think the problem occurs mostly for people that simply don’t want to run DPS based builds. It creates a rift in the community that can certainly diminish sociability of the game and forces a play style on people that are good at the game, but don’t have any interest in the play style. I guess ins hould be used to it coming from GW1 and being exposed to that particular speed clear community, which was much more extreme than the current.
My main gripe with the DPS only design is that it punishes players that use their skills and engage encounters as intended, by making them inherently less effective, and I think that’s a perfectly reasoned argument against the “meta”
Having to work down Defiant by using CCs being necessary mechanic is actually kind of worse than it is now. I say this because it isn’t really promoting using CC for its intended purpose, unless I’m misunderstanding you (or misunderstanding defiant).
Although I’ve been following your feedback in my other threads Spoj and you seem to be on the same page as me as far as what we need to make other build types a little more viable.
I found it interesting while reading the GW wiki page, on Mursaat, how so many things had referred back to the Jade fractal such as the (at-the-time) new condition, Agony (so much like the Mursaat’s ultimate skill, Spectral Agony), ascended items, basically referring to the Mursaat – Infusing, like in GW1 to be used against spectral agony – And lastly, the Jade contructs they built. All within one update..
There is no connection.
The Jade Constructs were Purple/Red like all other Mursaat constructs. They didn’t have anything to do with the Jade Sea, which was a product of the Jade Wind, other than both using the word ‘Jade’.
Agony is a mechanic and the condition is inflicted by all bosses in high level Fractals – other than it’s name and function there is nothing to suggest that lore-wise it is the same as the Mursaat’s Spectral Agony ability. Agony is extreme physical (or mental) suffering, Spectral Agony is sort of implied to be something worse. (In GW1 there was a Ritualist skill called Agony which of course also had nothing to do with the Mursaat, it’s just an noun :P
Ascended gear also doesn’t refer to the Mursaat at all. Ascension in GW1 was to do with attaining the blessing of the Gods, in GW2 it is just a word used to communicate an increased defensive property of the gear. Infusion was also specific to Spectral Agony, there is nothing to indicate that Agony Resistance in GW2 would protect us from Spectral Agony (of course there is also nothing to indicate that it wouldn’t either, but that isn’t the point).
Sorry I just can’t believe that the connection between infusing against agony(gw1) and infusing against agony(gw2) simply doesn’t exist.
I just want ring of fire
this is just sad to look at
Close to Death doesn’t affect condition damage.
Thank you
I guess the question I am really trying to ask is whether or not one class’s burning is more valuable than the other?
It doesn’t make sense to take Dhuumfire?
Unique mastery-based skins?
is this trait worth taking over Close to Death in a group with a Guardian if you are running a condition build?
It would fit with the recent change to Corrupt as well, in that it now takes two skills to remove (up to) 8 boons, with the trade off being that we get (ideally) 3 of those boons kicked back to us.
Increasing the bleed damage after cap is an interesting idea to solve the cap problem that I haven’t personally seen on the forums. After 25 stacks, additional bleeds increase blead damage instead of adding more bleeds.
That sounds fun. It could be a new debuff or even an inherent effect of intensity stacking conditions. It would cap out at 100%, doubling bleeds, and bringing their effectiveness closer to that of burst damage.
How would it be applied? 1% for each bleed after 25 stacks? More? Considering this would only be useful in groups of 2+ bleed stackers, where caps are a problem (generally world bosses or longer, static fights), it couldn’t add too much percentage per extra bleed, because then in smaller groups it would certainly be too OP.
This is a very interesting idea and so far the simplist, most effective way to solve cap problems I have seen. I’d suggest posting this idea elsewhere in the forums.
I’m not laughing at the notion of looking for who to talk to, I’m laughing at the notion of people still expecting any kind of meaningful feedback about PvE content in general (Colin’s post does not address the fundamental issues that plague the content).
I’m sorry, I don’t have malicious intent. At this point, with all the night and day changes made to Necros in the past month I’m not expecting anything meaningful for us until they figure out what we are useful for in PvE.
That’s why I’m suggesting taking boons from targets. It would be interesting, tactical, and flavorful.
3: Make Defiant a temporary buff, that wears off after a few seconds. A boss can instantly receive Defiant after being hit by any CC skill, to prevent them from being stun locked. But then it quickly wears off, and the boss is vulnerable to it again.
So who is the person in charge of overseeing the necromancer forums? And how do we get ahold of said person?
lol
A wall like guardian staff wall?
I was thinking about the necro problems at my boring job and wondering how effective a boon steal skill would be at balancing the mobility issues Necro.
This skill (Booneater, obviously) could be one of the newly implemented skills Colin talked about adding in the near future.
The main problem with this may be balacning the cool down, considering all the boon stripping we can do.
A boon transfer would be a totalyl different beast. Or many even slapping boon steal onto an existing skill/weapon?
To say that GW1 skill system is similar to GW2 shows that you know very little about the skill system of either game.