Gw2 was my second mmo after Lotro (I was playing lore master there,support/crowd control/debuff you can understand what is my play style) and I experienced worse dungeon system here which are skip trash and push boss to a corner,dodge zerk,dodge zerk,dodge zerk… really no strategy…etc Whatever it is called “Holy Trinity” We need more roles,tactics out of just zerk.
Traditional raids/dungeons are just as routine imo as GW2’s, except that they require more precise execution:
- GW2: skip trash->corner boss->stack+dodge -> repeat
- Traditional: wait for team to assemble -> reject the inexperienced -> wait for monk to return from phone call -> enter instance -> move to designated spot -> tank the mobs -> heal the tank -> burn the boss -> repeat
What both systems have in common is that PvE becomes predictable with repetition. GW2’s Fractals of the Mists solves some of this, by allowing 50 levels of difficulty and offering some randomness, but even it becomes routine after a while. Bethesda’s Elder Scrolls similar introduces some randomness into which encounters you’ll find in its game.
But in the end, it’s a problem inherent to player-vs-environment, because by necessity, balanced, computer-generated instances are static relative to our imagination. If ANet is going to deliver more diverse dungeon runs, they either have to commit resources to updating/adding runs every 6 months or figuring out a way to extend the FotM system.
tl;dr this isn’t about Trinity vs non-Trinity, it’s about static vs dynamic instances.
Suggestion: add a guild-consumable that allows guilds to create a temporary, instanced version of any of the existing, group “activities.” Currently, those include: Sanctum Sprint, Southsun Survival, Keg Brawl, and Crab Toss. Ideally, during specific festivals, the selection would also include the relevant activities, e.g. during Wintersday, the guild could also choose Bell Choir or Snowball Mayhem.
There are several reasons this would be a fun addition to the game:
- Many guilds continue to have more influence & merits than they can spend.
- There still aren’t many things guilds can do as a group.
- Many people enjoy these activities, although they aren’t available on demand — and the game doesn’t make it easy to know which is available on a given day.
Of course, there would be a number of implementation headaches:
- How much should this cost (in terms of time and currency)?
- Should any of these matches count for achievement track progress?
- Should the instances be available to non-guild members?
- How long should the instance last? What happens if people show up after it’s created?
I would like to see an example for that, especially if linked video guides don’t explain that either.
Sure, we can have dozens of different perspectives. But it must be really fun to check through all of them instead of just one or two sources to find what you are looking for.
I’m not asking for dozens. I’m saying a single guide isn’t ever sufficient, especially if it’s only maintained by a single person (or small group), as is the case with gw2dungeons and Dulfy guides. Unless a guide is truly crowdsourced similarly to the wiki, the writing stops evolving: there’s no value to Dulfy to update her guide every time someone comments with a useful idea, even when those ideas might be really helpful to some people.
As a simpler example, take the world boss timers — despite the limited content it covers, there are at least half a dozen popular versions out there. I have yet to find a single one that I can unequivocally recommend to every player. The wiki is great for those who like a simple text guide, but some people prefer one of the overlays. Others prefer a more graphical display for a second monitor. Thus, when that shaman or anyone else presents a new boss timer, I’m all in favor: the best ones usually remain and the others end up seeing less traffic.
I think gw2dungeons is a great resource and I have made good use of it. But there are points that could be explained more clearly (sometimes with fewer words, sometimes with more).
tl;dr I’m always pleased to see a new resource and to let the community figure out which resources are worth recommending.
Right, I used “account name” incorrectly. I’ll fix it above (which will cause some responses to seem off-topic). (The jargon is unfortunate, since “account name” is a reasonable term for multiple uses, but that’s completely off topic.)
As an example, the wiki article on agony infusion currently shows:
+10 agony infusion
- 512 +1 infusions, @9s 37c each (top right corner)
- 511 reagents: 7g 64s 46c
- TP price: 55g 51s 0c
That 55g looks nice and shiny compared to the reagent costs, until you add up what you could get from selling the +1 infusions, i.e. 47g 97s 44c (pre-fees). Combine that with the reagent costs and you’d actually lose a tiny bit of money overall. The math is similar for all other +x infusions.
You could watch the market and ensure a bit of profit by carefully selecting prices and infusion amounts, but again, if you want to invest that much time studying the TP, there are more lucrative markets out there.
After taking into account the cost of reagents, there’s very little additional profit to be made combining +1 infusions unless you track the market very carefully…and if you are willing to invest that amount of time, you can make much more profit in other markets.
In short, sell your +1 infusions; there’s nothing else to do that will be worth your time.
What I would like to know is how they get our account names. After i blacklist them i go and check where in the game they r and most of them seem to still be in the 1st instance after creating a character.
The leaderboards are public, these forums are public, and compromised accounts are filled with account names display names of friends/followers/guildies. No mystery.
_edit: I’ve replaced “account name” with “display name,” as technically ANet uses “account name” to mean your email address (which no one can see) and “display name” to be the userID.#### name which is publicly available to anyone willing to invest a few minutes.
A number of accounts get bought with stolen credit cards, i.e. they don’t have to compromise a GW2 player to setup a spam-generating account. In fact, it’s probably safer to use compromised GW2 accounts to do the actual trading and use the bought-with-stolen-funds accounts as throwaways — those will be disabled anyhow, as soon as the credit card company becomes aware of the theft.
Finally, to address the OP’s original question: what is ANet doing about this? Besides banning specific accounts, ANet established the gem conversion system, which reduces a lot of the profit from gold selling: the higher the gold:gem ratio is, the more gold the sellers have to farm to be able to compete.
Unfortunately, there are still enough players around who are willing to buy from gold traders to get a few more gems for their dollar, pound, or euro. As long as those players exist, the gold sellers will find a way to profit.
(edited by Illconceived Was Na.9781)
Why make a game with no trinity that still has a trinity player made that shuts out so many people.
It would indeed be bad if that happened. But it hasn’t.
As with any game, some PUGs are more elitist than others and they will find a reason to restrict who can join. But there is no reason to do so in GW2 other than a perception by a few players that it matters.
Oh sure, if you plan on competing for speed records, you will need to be particular, but then we would be talking about premades, not PUGs. For running dungeon dailies for gold (and potential drops), a good group is composed of 5 people who know their profession well and are at least familiar with the dungeon mechanics. Second to that is people who know the dungeon well and are competent in their prof. I would never want to be in a run-for-the-gold PUG that specified a profession or even armor weight.
You can get maximum agony damage reduction up through level 29 with only AR25 and you can obtain that using ascended trinkets and simple infusions alone. There’s no mechanical advantage to spending the extra time and coin to build up +X Agony Infusions.
Further, taking all costs into account, there’s only a tiny additional profit realized from selling a +N infusion as opposed to 2^n–1 basic infusions.
So my strong recommendation is to sell +1 infusions and not bother with combining them.
edit: adding example
As an example, the wiki article on agony infusion currently shows:
+10 agony infusion
- 512 +1 infusions, @9s 37c each (top right corner)
- 511 reagents: 7g 64s 46c
- TP price: 55g 51s 0c
That 55g looks nice and shiny compared to the reagent costs, until you add up what you could get from selling the +1 infusions, i.e. 47g 97s 44c (pre-fees). Combine that with the reagent costs and you’d actually lose a tiny bit of money overall. The math is similar for all other +x infusions.
You could watch the market and ensure a bit of profit by carefully selecting prices and infusion amounts, but again, if you want to invest that much time studying the TP, there are more lucrative markets out there.
(edited by Illconceived Was Na.9781)
Not to mean sound harsh but I personally feel it’s a bit waste of (your) time to make a competing guide for gw2dungeons.
I strongly disagree. Some of the advice at gw2dungeons is great, some of it is hard to follow. Different people offer different perspectives and given how many different types of players in the game, I think we could stand to see still more quality guides.
For the moment, I am avoiding trying to unlock anything while in the Heart of the Mists. I don’t imagine that everything there is bugged, but it’s not worth taking the chance since it’s just as easy to unlock in PvE.
i’ve been playing harmoniously for a while and I only see this issue on rare occasions and only in the following situations:
- When recently transformed through game mechanics, e.g. Thaumanova or Ascalon fractals.
- When recently revived via waypoint or “return to checkpoint” mechanics (as opposed to rallying or being healed by an ally).
- When dropping an environmental or summoned weapon.
The vast majority of the time, I get 3 charges for each mantra and those only reduce when I invoke the mantra.
I’d like to offer another point of view: a lot of people with strong opinions about lore won’t be participating in this or similar conversations. I hope the writing team spends their most of their time working on the next evolution of the story and very little time on molehills-turned-into-mountains.
There are a lot of fans who do great work documenting lore. As they do so, they uncover inconsistencies and contradictions, which should be expected in both a well-written and horribly-written story, as well as when the writer(s) aren’t keeping track of the details.
The question is: what are the rest of us to make of this? My feeling is that a few of the self-appointed lore experts go too far, in effect writing fan fiction by interpreting what they see and telling the rest of us how we are supposed to understand the lore. It’s only a few people who do this, but I think it becomes a distraction to the actual story.
For example, “all the sylvari felt it when rhiannoc died” — even when I first encountered this idea, I always thought it was hyperbole. To me, this is the same as people saying that “all Americans felt it when Kennedy died” — people found out at different times, but nevertheless feel they shared a specific experience, even though technically, they did not. But some lore experts would have us believe that this was originally intended to be literal, because that is how they (the expert) interpreted it upon first reading. To be sure, there wasn’t that much evidence one way or another to know what the writers meant with certainty, but that could be a result of both good or bad writing.
It’s also clear from the personal and living stories that NPCs in GW2 aren’t always honest. They tell outright lies, omit critical details, and bend the truth to suit their interests. Because this is an MMO, this tends to be obvious most of the time, but I think it’s great when it’s subtle, too — I’d like to see more of the characters behaving like real people, i.e. full of their own contradictions and other foibles.
A lot of things were left ambiguous in the original personal story, perhaps intentionally, perhaps because (as some believe) the game was rushed to release to make NCSOFT shareholders happy, perhaps because the writing team wasn’t paying that much attention to matters they considered minor. As a player, I don’t really care — as long as the story compels my attention, then I’m okay with some details being inconsistent.
For example, I’m not bothered by luminaries claiming to be the first to be born in their cycle — “first” is obviously a big deal among the sylvari. I’m not concerned that there are contradictions between dreams of some and statements by others — the dreams don’t seem to be literal and sylvari are just as prone to misunderstandings as charr or humans (although not as bad as the asura). But even if I’m mistaken, none of this affects the basics of the story. Wynne’s reveal is still powerful, Scarlet’s motivations are still mysterious in some ways, and the conflict between Mother Tree, firstborn, and Nightmare Court still leaves me wanting to learn more.
tl;dr I hope the writing team focuses on what they perceive as critical, and doesn’t get too distracted by whatever latest “outrage” is posted on the forums. I’m enjoying the living story and I’m looking forward to the next installment.
It’s not a bug; the game doesn’t let you salvage when your inventory is full now, to prevent people from potentially losing stuff because they accidentally dismiss the overflow button.
The easiest way to deal with this change is to start salvaging before your inventory is 100% full.
If there’s latency between you and the TP, you aren’t losing your items or gold — however, you might not be able to locate the transactions in the queue for a bit. Do contact support, but also keep an eye out — as soon as the servers catch up, you should see the items/gold waiting in your drop box.
You have to count the number of times the pick gets used. Sometimes, there’s not many animations, but you still consume three uses of the pick. Rich veins should always consume 10 stacks; regular mines should consume between 3 and 6.
Loading time is a function of your disk speed and the amount of resources to display. You can use a solid state to improve the first and tune down your graphical effects for the second.
Sometimes, the sheer size of the GW2.dat file means it gets fragmented beyond the ability of windows to handle. Try repairing it (see the wiki’s article on “command line” arguments) or using a defrag tool that allows you to choose just the one file.
Just a thought, but most other games have learnt to release updates, patches, etc at quieter times so it doesn’t crash and take the forums along with it.
5.30pm isn’t a good time to release new content.
I know you base the updates on US time but try and think of your EU customer base too, and maybe we can avoid the problems experienced today.
9:30 AM Pacific is a great time to release new content, since that’s when the maximum number of ANet staff are available to deal with any issues that arise. Further, unlike a lot of other companies, ANet doesn’t take the game down during this time — if you’re in-game at patch time, you can stay in (usually for about 60 minutes); this isn’t true for every game.
However, the OP does imply an interesting question:
What else is ANet doing to reduce the chance that this happens and to decease the downtime if the servers are overwhelmed?
Today, the authentication servers and even the forum became unavailable for roughly 30 minutes (more for some, less for others). We know that tons of people will download the patch within the first hour of availability and that hammers the GW2 infrastructure. Since this ‘fact’ is predictable and ANet should have metrics on the intensity of DL requests, it seems to me that it should be possible to diminish the impact to the community.
Why introduce this to GW2? I see dual-class systems as basically saying that the existing professions don’t stand well on their own and need to be supplemented by skills from other classes.
For build diversity, I’d rather see ANet introduce a few new skills or traits or eliminate those skills and traits that don’t see “significant” usage. I wouldn’t be against new professions either, but I can imagine that makes balancing PvP and WvW much more difficult.
I play about the same.
I don’t think ANet should force people to give up names just because someone hasn’t logged in.
What if the person was in the military serving their country and didn’t have access to the game? What if they were too busy with life or school in 2014, but lost their job and now have time to play?
The requirements are:
- Unlock the collection itself, by acquiring the toy box (nearly free from the TP).
- Unlock each skin for your wardrobe. Like any skin, there are several ways to do this:
- Apply to a weapon.
- Destroy the item, which also allows several choices:
- right-click and choose “add to wardrobe” (destroys the skin; adds to wardrobe).
- drag the item out of your inventory (same as above)
- for actual gear (not skins nor minis), you can also salvage the item
- for actual gear (not skins nor minis), you can also forge with other items.
The wiki assumes that people understand that some collections have a required unlock item, which is often listed in a separate part of the article.
In all cases, you get a pop-up on your screen:
- when you unlock a skin
- you you get credit for adding something to a collection
As Zaxares says, make sure you report this with the in-game /bug tool. ANet needs the data from the instance you are in, especially if you are sure that the other three legendaries spawned several times each (or more).
And (like Zaxares), I also sympathize with your situation. It’s beyond frustrating when events stall, if those events are required for other things, e.g. trait or collection unlocks.
Sometimes he gets stuck, but not that often. When he does get stuck, he apparently remains stuck until the instance despawns. Or at least, I’ve never seen him move after confirming that he’s stuck (although, I have seen people claiming the event was stalled, when it was not).
Guest to another server and try again, using the /IP command to verify that you are in a new map. Or try just after an update.
That said, I agree that ANet should ensure that this event doesn’t stall — any event tied to a collection or trait unlock should work every time, not just sometimes.
It’s not RNG. It depends entirely on the design of the chest from which you acquire the Mysterious Grubby Package (MGP). After unlocking the collection, the first MGP you open from each chest type will contain the ornament you need; before or after that, you will get a junk item. (You can also collect MGPs in advance of completion and save them until you have the collection unlocked; like any container, the contents are determined when you open, not when you acquire the MGPs.)
All of the chest types are available at the end of JPs, although many JPs don’t have a relevant type and I believe each chest type can be found outside JPs, too.
Last I checked, if you stick to either Dulfy’s or the wiki’s list, you’ll be fine — there are many, many other sources, though.
It is also account based; you won’t receive two of the same ornaments and you can go hunting on any or all your characters.
To reiterate the information posted elsewhere, you need chests that have the:
- Asura design, found in some Metrica JPs
- Sylvari design, found in some Caledon JPs
- Orrian design, found in Orr.
- Human design, found in some Kryta JPs, including Sharkmaw (but not the other LA puzzles iirc).
- Charr design, found in some Ascalon JPs.
Gaile, is there a reason why you guys can’t just prevent people from writing “Arenanet” in the subject line of in game mail? It seems like that would at least force scammers to write something else, which would in turn stop some slightly more unsuspecting people from accidentally believing the mail to be true.
Filters like this end up creating more work for the company and end up doing little. Say they prevent you from typing “Arenanet” in the subject line. Then:
- Scammers start writing “arenanet” and “arena-net” in the subject line.
- Players who were trying to let friends know that “arenanet is having a sale” get upset that they can’t type out a legit email.
So, the company updates the filter.
- Scammers now write, “arena•net” and “arena.net.”
- More players start getting annoyed and posting on the forums about how the company needs to lighten up on restrictions that hurt their game, too.
The problem is that filters don’t address the root cause, which is that there is easy money to be made from folks who don’t pay attention to the details in posts, emails, etc.
I’m all in favor of using technology to make our lives easier, but in this case, the problem is social, not technical — it cannot be resolved by software alone.
(edited by Illconceived Was Na.9781)
Maybe … there is practically an army of people camping Rhendak daily but that doesn’t seem to have had much impact on the price either.
I’ve been running this every day for nearly the entire time since the collection was released and only once did I see someone link that they had gotten the exotic ring. Maybe the drop rate is lower than ANet intended.
Thanks for sharing this, both here and on reddit. Amazing solo effort.
Cliffhangers do not work in a MMO, especially not if you try to tie new gameplay to the story.
The problem are not the cliffhangers but the episodic structure.
I disagree strongly with both statements:
- I like cliffhangers.
- I like the episodic structure.
Combined, both give the sense of an evolving story that consumes the folks within (including our character) and that drives them forward, making choices both good an bad. I enjoy seeing the discussions that ensue. I enjoy trying to figure out how these events are related to past histories and might influence the future.
For me, the problems are that sometimes the cliffhangers drag out unnecessarily:
- Not finding out where Rytlock went? Fine, I don’t mind waiting.
- Not finding out why Caithe acted seemingly out of character: not fine, especially since the episode was hyped to deliver that answer. We learned a lot of background, but not really anything that seemed relevant to the previous episode. For me, it felt like a flashback for the purposes of having a flashback.
In other words, it wasn’t the cliffhanger or the episodic story telling, it was the trivialization of an important cliffhanger by (what seemed to me to be) a gratuitous digression. Here’s how I would have organized the release:
- Sub-chapter 1: Go directly to the sylvari discussing the secondborn and in the same episode, move the group to the rescue mission. Skip the bit about talking to the avatar to learn about memory seeds.
- Sub-chapter 2: Move to the Silverwastes and, for Kormir’s sake, slow down the story at the point that Faolin loses it and attacks the centaurs — in the current version, that came out of nowhere. Yes, we knew she was going to go postal, but there must have been an actual trigger and we ought to see it.
- Sub-chapter 3: find out whatever it is that made Caithe think that it was a good idea to steal Glint’s last known viable egg. Plenty of other things to hang over the cliff for the final chapter.
Most likely what this change will do is make progression even slower and earning laurels even harder along with even less daily rewards. Every change ANET has made to gameplay has resulted in slowing progression to date without exception.
Wrong. leveling is now faster after the changes back in Sept..
With the exception of the trait system, I agree: leveling is much faster in a variety of ways. (The trait system makes things a lot slower, unfortunately.)
short version: wait it out; it should resolve itself. (You might also want to create a support ticket or at least use the in-game /report feature.)
You are having trouble with one of the game servers used by GW2. For a variety of strategic reasons, ANet has multiple servers doing various functions. One keeps track of your logon, friends lists, and guild membership/influence/etc. (I’m 90% certain it’s the same one.) Every so often, that server has trouble and you get routed to another so that you stay logged on, but the “move” ends up borking one or more of the following: chat channels, your guild membership, your guild’s ability to see its members or upgrades.
It happens a lot when they are doing back-end maintenance and it happens rarely when they aren’t. It usually means there’s some sort of internet routing issue, between your ISP and ANet’s ISP. Sometimes, it means there’s something wrong with ANet’s ISP.
Unless it’s something other than what I’ve described, the issues will disappear on their own eventually. Sometimes, you can speed up that process by quitting the game and restarting the client.
Regardless, I would recommend contacting support: the only way ANet knows that this is happening “a lot” is if they are seeing a lot of tickets.
Good luck everyone.
What worked for me is guesting to another server.
(Obviously, there is no reason this should work, since (a) you are always on a megaserver and (b) in the silverwastes, chances are you get a new map each time. Still, I don’t question the results: I tried 8 times without luck, only succeeding after guesting. Thanks to Inculpatus cedo, who suggested this.)
(Bumping because the non-appearing challenge mote is sometimes still an issue.)
I spend far more time in situations in which MF does apply; I can’t imagine that most people with high MF spend a lot of time in PS or LS.
However, regardless of whether the current situation is fair or not, it’s confusing.
- MF doesn’t apply to containers, unless it’s from PvP.
- MF doesn’t apply to open world chests, unless it’s lost bandit chests.
- MF applies to loot from foe deaths, but story foes don’t “die” (which also affects traits, sigils, etc).
As a result, lots of players aren’t sure just when MF applies and when it doesn’t. I’d prefer for ANet to pick a set of rules and stick with it. (Or if they are trying things out, to let us know, so we can provide appropriate feedback.)
tl;dr I’m not sure the OP is correct that there is a fairness issue (at least: not yet). But there is a consistency problem.
Since they removed skins from AP milestone chests, it sure would be nice if they added a couple full tickets into them as replacement.
They did? I just got a Zenith skin this last saturday.
http://wiki.guildwars2.com/wiki/Achievement_rewardsI think he’s talking about all the PvP skins we use to get pre wardrobe.
At the time, PvE players hated those drops: they took up room in inventory (since one tended to get a lot of the same) and had no value for PvE. Oops.
There were things on sale for Black Friday. As I recall, people weren’t terribly impressed. However, there were plenty of sales in December and January, including a deal where you could acquire a special mini if you spent real cash on gems (some people thought of it as spending US$50 for the mini and getting gems for free).
tl;dr stuff will be on sale, but hard to say what and how much of a discount.
The drop rates for tickets are low, but decent for scraps. But in general, the drop rates for most of the things that most people want are low enough that a lot of people will need to open more than 25 chests before they see it.
Think of it as a lottery: if you enjoy the anticipation of opening to be worth the price, great. If not, you can just about anything else directly for cheaper on the TP or in the gem shop, by converting gems to gold (or just avoiding converting gold to gems).
There are seasonal achievements, but so far, there haven’t been any seasonal collections. It’s possible that this is the first, but it seems more likely that this is a bug.
@OP: I’d create a support ticket and link to this thread, just in case it’s something that they can fix on their side (doubtful though).
Prices are affected by things other than farming. The pact weapons are the first set I’ve seen the majority of my guild compliment — I suspect it’s just more popular.
Prices are running 64g to buy, 78g to sell (on average), which is roughly consistent with the previous two sets.
We already get tons of stuff for monthlies and earning achievement points; I don’t see that adding BL tickets to monthlies makes the game that much better.
You need a target for each of those skills. Are you sure you had one?
I get scraps every day. I find that the drop more often from non-JP chests, but they definitely drop from JP chests, too.
GW2 does a bunch of things that an aggressive anti-malware program will act on. The software’s settings should allow you to make exceptions for particular programs, which is probably the better option than tuning down the rules. It’s been too long since I used Avast, so I can’t point you to the specific panel.
Good luck.
It would be good if the game prevented you from double-clicking anything in your inventory when it is full; this would prevent a lot of current and potential bugs.
This isn’t the first time (nor, I fear, the last) when something like this has happened.
There’s a huge difference between ANet adding elite weapons to the HoM in GW1 and reducing a potential profit source for them in GW2. In the first case, they made it possible for more people to progress their HoM score easily. The equivalent in GW2 would be making it easier to obtain achievement points, which ANet has already done in various ways.
The suggested change to GW2 is to remove a convenience fee that everyone pays for every other skin in the game. Cultural, Pact, Legendary, and other skins all cost a lot to obtain, but we only get one free skin of each — and in the case of Cultural & Pact weapons, we don’t even get to apply it to ascended stats. The GW1 equivalent would be … well, there is no GW1 equivalent because skin & stats were linked together.
I confess I’m not a fan of collecting transmutation charges, but it seems reasonable to me that we pay a small fee per use for skins generally and I don’t see BL skins as being more special than the others.
Yeah but it already is a source of potential profit, they’re double dipping when we’re paying to reapply the skin every 5-10 levels. (triple, quadruple, etc dipping actually)
No, they aren’t double-dipping. We are only charged once for the unlock. And then, like every other skin in the game (with three types of exceptions), we are charged per re-skin.
I get that some people might not like this system, but that’s different from saying there’s something unusual or immoral about it. To change skins from the current system to a pay-once/infinite-reskins, there would have to be a higher acquisition cost, perhaps lowering the drop rate of scraps/tickets or increasing the per-skin ticket costs. I don’t think either of these alternatives is more popular than the status quo, since some already feel the unlock costs are higher than they can afford.
You are of course correct Malediktus but if there was more than one way to get it then the variety of activities I am doing in game can earn me more than one skin.
rough example:
I could earn 60-70 over time (long time for me) while I am farming XYZ to earn a skin, this would eventually net 2 skins if I should choose to buy one.
That sounds like an argument in favor of skins being available through the TP: every activity in the game earns some coin, so eventually you accumulate enough to buy skins. In contrast, there’s only one way to earn the insect weapons and only two ways to earn dungeon skins.
Personally, I like the fact that ANet doesn’t stick to one system. Some skins are gem store, some are story related, some require tokens, and some are available for gold. That means there are always some skins that are available in a way that works best for each type of player.
Account Suspended, no Response yet.
in Account & Technical Support
Posted by: Illconceived Was Na.9781
@GM Talon Thanks. A lot of the stickies that were there people used to point people to look at. We can’t link the Knowledge Base as it pops up a warning, so something that can be pointed to easily for people to see and trust would be appreciated.
Yes, please.
Or perhaps maybe you guys can create a single sticky that points to various important FAQs for the relevant forum, e.g. for “Account Issues,” the sticky would link to the KB articles on not getting emails, on the reason for avoiding multiple tickets, etc. The tech support sticky would link to articles on configuring anti-malware, clearing the cache, repairing the .dat, etc.
Add me to the list of people who loves underwater combat/exploration. I also hope that underwater combat gets a revamp some day.
Don’t hold your breath.
(Wait for it.)
The forge sometimes cares about the order in which you select items. I can’t reproduce any specific patterns, except I’ve only seen this happen with trinkets, mystic clover, a few weapon recipes, and, occasionally, a promotion recipe. I’ve always been able to work around it, so I’m always able to forge stuff that is supposed to be forgeable. Of course, there are some weird & quirky exceptions.
I really wish an item’s description would include whether it’s salvageable and whether it’s forgeable.
Mesmer has always been at a disadvantage in every story instance since launch. Most skills require a target, much of the mesmer’s abilities come from illusions that are destroyed when their target dies, and mesmers are the only class that has to RP walk through the game (ok, that last is an exaggeration, but mesmers are certainly slower than other classes).
But to suggest that something changed with Chapter 5… I’m not seeing it. The new instances are more challenging for everyone, not just mesmers. The new stories are soloable by any prof, including mesmers. And no, I didn’t primarily stick to autoattacks.
I’m sure the community would be able to help the OP if they created a new post that asked, “can you help me out?,” folks would have some positive suggestions, especially if the OP mentioned where they are having trouble and what they have tried to date.
I map [v] to dodge and map that to my G9. That allows me to dodge in the direction I’m moving (or facing, with some caveats). I used to use double-tap to dodge, but I found it was unreliable. Worse, it was too easy to dodge by accident, during fights and while doing a JP, e.g. when I meant to nudge myself a second time in the same direction.