One of the reasons that the trading post is so powerful in this game is that you don’t have to farm mats — you can farm anything you like, convert it to gold, and then buy what you need.
Just before ascended weapons first came out, I was farming 50-100 elder wood logs/day and I thought, eh, not that much effort to make that 150. And it wasn’t that much more effort.
It was, however, completely dull and vaguely stressful. The original farm I used would sometimes generate 50 logs, sometimes 100 and I didn’t really sweat the difference. But trying to make it a guaranteed 150…that made it a chore instead of a short bit of fun.
I dropped the idea of farming the logs and just buy them now. Yeah, it’s painful to spend a few gold every few days to buy logs, but it takes 10 seconds to put in the buy order on the TP and then I can go back to playing the game.
With ascended armor, the TP is an even more efficient system: people like me who want to craft ascended gear pay for the time spent by others in farming foes of the appropriate level, salvaging (or promoting) the scraps, and so on.
Or we can also choose to wait a few months for the price of ascended mats to drop, at which point it might even be a better use of our time to buy those mats directly.
Do you have any screen shots showing how much karma you got? The game shows the amount of karma gained in several places in the UI, some are the pre-buff amounts and some the amounts with the buff.
For example, there’s an event I do in Mt. Maelstrom that rewards 333 karma (if I recall correctly). It always shows that amount regardless of which toon I’m on, but the pop-up in the lower-right will show a different amount depending on the character (e.g. the one with the karma infusion shows +15% karma compared to the ones without that buff).
It’s also possible that something is bugged, in which case showing the event reward and the amount of karma you earned in the same screenshot would be helpful for troubleshooting.
If the tips linked by Inculpatus didn’t do the trick, you should contact support (top of this screen, towards the left, “support” and create a new ticket). They will be able to help you, sometimes very quickly.
Good luck.
I don’t know of any vendors that work any differently:
- Currencies in the wallet are always available (dungeon tokens, gold, karma, badges of honor, …).
- Any other types of items, tokens, etc used as currency must be in your inventory, i.e. on your character.
The OP’s idea is really less about SAB and more about being able to participate in short-term content (as opposed to repeating content, e.g. SAB, Wintersday, etc.).
If ANet wants to do this, all they need to do is add an NPC that people could speak to. “Do you want to relive the events of the Molten Alliance’s attempt to take Ascalon by storm?”
As noted above, I agree that the so-called creative mode is a feature that fits an entirely different type of MMO. GW2 is “amusement park” style: the rides are already setup and we choose which ones we want to try out. The “sandbox” style game offers the opportunity for players to manipulate the environment in a way that others can also experience it.
Doesn’t the cat move at the same speed as every other tonic-form in the game?
Generally speaking, I think everyone in cities should have a permanent +33% speed boost (non-stacking) instead of being required to interact with an NPC or use skills.
Instead of kicking people from a dungeon/fotm (or other instance) party, split the group:
- The initiator creates a new party, Group A and can select 1-3 members of the original party to invite to it.
- Those not invited get an option to create Group B, the leader of which is the first to accept the opportunity.
- Those invited to Group A can accept / reject. Everyone else gets an opportunity to join Group B.
- Group B is moved to a new instance, which is a cloned copy of the existing instance in terms of progress (same waypoints unlocked, same bosses dead …i.e. a miniature overflow).
- Both groups have an opportunity to use /LFG to get new people to complete the dungeon.
- This applies only to instances, not to open world:
- I am not aware of any issues relating to it being easy to kick in PvE.
- The bigger issue for WvW is that it lacks the UI option to kick/invite/join in the first place.
PROs
- Ensures everyone gets an opportunity to complete the instance, without favoring one group.
- Ends the debate about whether two, three, or four people should be required to /kick.
- Reduces the chances that evil-doers can troll or exploit well-meaning others in their party.
CONs
- Requires a lot of developer resources to program and test, e.g. requires a new interface, a new way of cloning instances.
- Doesn’t entirely prevent existing abuses of the system. People could still kick others to invite friends or sell those spots. This merely prevents those kicked from losing their own opportunity to finish the instance.
RISKs
- Subject to abuse without safeguards, e.g. 5 people run a dungeon to final boss, kick each other to form a cloned instance and sell their spots to others.
- A lot of devil in the details for this. A poor interface might create more problems than this is meant to resolve. Might be difficult to determine who is Group A vs Group B or whether there should be a Group C.
Background
At least once a week, someone rages about the current system used to kick people. We read horror stories about innocent PUGs who complete 90% of the dungeon only to be kicked just before the final boss. We sympathize with party leaders who have lost their patience with PUGs who need to be rezzed constantly or otherwise have been leeching.
I think that both viewpoints have merit and I think that has made it difficult for ANet to decide whether to change the current system of requiring only a single confirming vote before kicking.
But what if those kicked were offered the same opportunity to complete the dungeon? The number of votes becomes of little importance. It becomes more sensible to split the party sooner than later, if people are communicating poorly or some perceive that others aren’t pulling their weight.
This doesn’t solve all the issues and it creates the potential for some new ones. But it could be fairer than the current system and it would remove one of the primary reasons that some people shy away from the LFG system.
I’m not sorry to see this change. The match up forum stopped serving its original purpose. The conversations were repetitious or unnecessarily mean-spirited, often both. I feel that they did too much harm to the overall gameplay.
I do hope that ANet brings back this forum (with renewed moderation) when Season 2 rolls around, but until then, I support the removal of the match up forum.
Here’s what I saw:
- At best, trash talk posts overwhelmed any sort of constructive discussions.
- At second best, when there was “respectful” trash talk (by which I mean nothing personal), it quickly devolved into conversational empty back and forths, e.g. “no, your server is bad — no, no it’s your server that’s bad.”
- At worst, a few individual posters successfully trolled others into angry diatribes that became unpleasant to read.
- At worst, the vitriol spilled off the official forums and into guild or server forums. On the forum of my WvW guild, people got into heated arguments about whether we should let one of our opponents make false claims about our server or just let it go. While it’s true that was our issue not ANet’s, nor that of anyone posting here, it wouldn’t have happened if the official forums hadn’t established an environment that catalyzed animosity.
Should ANet have done something different? Promoted posts that showed mutual respect and hid/deleted posts that didn’t? They tried that and people accused them of censorship or of stifling conversation.
Some above say that trash talking is part of the game. True enough. Some say that no one actually takes it seriously and no one actually hates each other, but that clearly wasn’t true in the match-up forum. It’s just a game and people shouldn’t take it that seriously, but it’s naive to pretend that people’s feelings are always logical.
Soulbound to Accountbound for Re Rolling
in Account & Technical Support
Posted by: Illconceived Was Na.9781
If you’re willing to spend 800 gems, you have two options for “refreshing” a character:
- Create an entirely new character (park the old one at nodes and/or a JP for some extra loot, to help defray costs).
- Rename the existing character. To change the looks, you’d also have to spend 350 gems to get a total makeover kit.
Unfortunately, if you “can’t afford to lose” the equipment, then you probably cannot afford these options either.
My two concerns are:
- I never want to see a single dueling request. If this is enabled, there needs to be an option for players to disable receiving relevant messages/invites.
- This takes away two sets of resources from other issues: it takes programming resources to implement and maintain and customer service resources to deal with the inevitable complaints (regardless of whether any of them would be reasonable).
I’d really prefer that ANet work on other features instead. Plenty of other games include dueling; I don’t believe that this one has to.
I’ve never seen this. And my approach is similar — I have a toon parked in Maelstrom that mostly participates in Mark II Golem fight and farms. I have another toon that sometimes only fights the Shatterer.
If this is a bug, then it’s going to be hard to track down. Here’s what I recommend to help provide the support team with enough details to allow them to troubleshoot:
- Start writing down the time/date you do the relevant event (Shatterer for the OP, Mark II for the first respondent).
- Collect this until the next time it happens again (or if it happens immediately, collect it for another 2-3 days).
- Create a support ticket with these details.
This will allow support to compare what “flags” are set (or not) on your account and figure out which (if any) are interfering with your ability to get the bigger rewards.
Every time I think I’m “stuck in combat without a single enemy around,” it turns out there is an enemy, I just don’t see it right away. This happens a lot on my mesmer — illusions survive (especially dodge-roll-generated clones) after I leave the immediate area of the mob → the foe leashes → I move on and no longer see the mob → the illusion dies and the foe is still upset and wants to fight, but now has no way to find me.
This isn’t a good thing, but it’s not entirely random.
That said, I’d prefer a system in which this didn’t happen. But unless this is trivial to fix (and I don’t think it is), I prefer that ANet devotes resources to fixing other issues. I can work around this.
I don’t think targeting is “broken” so much as the current AI used to prioritize targets generates too many unintended consequences. Put another way: it’s probably “working as intended,” but I think they should intend something else.
- Players should get to choose whether monster level (legendary > champ > elite > vet > normal > yellow) takes priority.
- Players should get to choose whether non-hostile foes (yellow or white) are auto-targeted.
- Players should get to choose whether proximity takes precedence over line of sight (the foe next to you, but obscured by a catapult versus the completely visible at 900 units away).
- Auto-targeting, [tab]-targeting, and ©-targeting shouldn’t depend on the height of the hit boxes, e.g. you shouldn’t have to click on the Dragon Crystals (during the pre-Clawr of Jormag events) to target them, especially when directly next to them.
I doubt any of the above things are easy to adjust — simple, perhaps, but the testing alone will be very time consuming.
I do think it’s fine for AoE damage to aggro mobs (hostiles or neutrals), and that includes throwing axes or bouncing mesmer staff auto-attacks.
We already need a lot of karma for ascended and legendary items. You can also convert karma to gold by crafting food that uses karma-based ingredients and selling the results.
If those don’t appeal to you, I’d hang on to your karma. A couple of recent comments by ANet suggest it will have additional uses/value in the future.
inb4: the new title should be, Rather Baffled
(I don’t have an opinion on getting a title for assembling 5 legendaries — seems as legit as a title for the first miniature collection, but not the second)
This thread is 39 pages already. There’s a new focus to the discussion. → Two good reasons for a new thread.
So I know time gates is a pretty hot topical overall as I’ve had some pretty heated debates in the past over it. So here is my view on them.
Summary
Overall I think time gates are important for an MMO, …Con’s
- Time gates hurt players with more time …
- Repeatable time gates add “pressure” to complete the content before the gate resets, this can add fatigue to players play experience …
- Time gates are very calculable …Pro’s
- Time gates help players with less time …
- Repeatable time gates add “pressure” to log in which helps create possible reward loops and play patterns …
- Time gates equalize players by bringing the hardcore and the causal players closer together. …
- Time gates help group players up …
Reasons for time gating
- Exploits (Many time gates are there to avoid exploits)
- Overflow issues …
- Reward Equalization …
- Character vs Account …Overall I feel like time gating is important for an MMO because it’s important to close the gap between the causal and hardcore group so you can make sure your future rewards and content are useful for a wider variety of players. …
I support the reasons behind gating and I even support specific examples within the game. Unfortunately, I think the way it was implemented for ascended gear has hurt rather than helped the game. In particular, the time gating makes the game less fun to play.
Missing from the cons listed by Izzy above:
- Gear-related time gates are inherently tedious.
Missing from the cons as time gates are applied in GW2:
- All crafting-related time gates force players to logon specific characters and perform specific tasks.
I support the daily time gating of rewards from content. Those who play more and have more alts can therefore obtain more ascended rings and/or dragonite ore than others, but they can’t gain it so rapidly that more casual players fall too far behind.
- Bonus rewards are account-bound. -> Reduces pressure on players to attend every event and reduces likelihood of overflows.
- World event rewards are character-bound. -> Gives a minor advantage to altaholics.
- Pristine fractal relics and ascended drops are account-bound.
In contrast, I don’t support the gating for ascended armor and weapons:
- There’s only one guaranteed way to obtain these, forcing everyone to level up crafting. Previously, those who hated crafting could avoid it completely.
- It discourages build experimentation/swapping/diversity.
- Small mistakes are expensive and horribly frustrating.
- There are multiple gates: laurel costs for recipes, karma costs for materials & recipes, level multiple disciplines to 500, gather multiple types of materials, and the refining itself.
- The specific gates force people to play certain types of content: karma can be obtained from any part of the game, but there are very few sources of dragonite.
- Dark Matter has only once source and it’s horribly random — there’s absolutely no way to predict how much gold one needs to invest per item.
- Celestial recipes no longer drop, putting people at the mercy of speculators. Bad enough that this affects people who didn’t think ahead during the Zephrite visits, but anyone who has started the game since had no opportunity to learn these recipes.
- Make sure your mail box is clear.
- Check mail for all your characters. It wasn’t necessarily sent to your WvW toon.
- Double-check bank and individual character inventory. The most reliable way to do so is to type “chest” into the filter at the top of each window — that way, it won’t matter if you recognize the icon or not.
If none of that works, create a support ticket (by following the link at the top left of this page). ANet staff should be able to assist.
All guild influence and improvements are tied to a specific server. Even if you earn the influence on your new server and build a new guild bank, you won’t be able to get your stuff out until you do one of the following:
- transfer back to the original server or
- give a friend permission to get into the guild bank and ask them to mail it to you (obviously, this should be someone you trust implicitly)
I’m sorry for the trouble — I don’t really understand the reasons for this policy, even though I’m clear on the mechanics.
You can try contacting support to ask them for help resolving this, but as far as I know, they point the wiki and the various warning messages you get.
First, keep in mind that you are talking about 100s of different individuals, perhaps 1,000s. The people in the zerg right now aren’t necessarily the people who were in it yesterday or will be in it tomorrow.
Second, there are a whole host of reasons why people don’t want to participate in voice, but do want to join the zerg:
- Not every commander uses VoIP well. Some don’t know how to “clear chat” to make sure their commands and the reports of sentries/scouts are heard. Some don’t offer any clue as to their strategy or tactics.
- Some people aren’t technically comfortable installing/using VoIP software.
- VoIP requires far more bandwidth than the game and not everyone has unlimited data plans and some have to share their pipe with neighbors or roommates.
- Not everyone wanting to participate wants to invest effort to setup VoIP for a particular server/guild until they are sure that this is something they want to do regularly.
In short, the only way to convince “people” to join your server’s VoIP is to work with people individually to address their concerns.
- Technical issues? Offer to help them set it up.
- Don’t like the chatter? Give them the names of the better commanders who keep the channel focused.
- Can’t see the value of VoIP? Show them the difference by pointing them to a map that has a strong VoIP commander and another map without one. Sometimes, this difference is visible without joining the zerg using the Live Map feature of mos.millenium.org.
- At worst, take the time to talk to individuals.
Mostly, what I see in /team or /map discourages me from participating in voice: if I wanted to get berated for using the wrong tools, I’d go back to visit my high school shop teacher. He’s much funnier at it.
I agree that the Season 1 meta reward wasn’t very valuable in terms of gold equivalent
However, the value was comparable to every other meta since launch (if anything, it offered more value than most, if not all the other metas).
- Season 1: Mini + Ascended crafting items + 5-10 items + (winners only) 250-use finisher.
- Wintersday 2013: mini
- Twilight Assault: backpack skin
- Clockwork Chaos: infinite-use tonic
- Queen’s Jubilee: mini
- Nightmare is Over: tricolor key (something obtainable without the meta)
- Fractured: ascended materials
Comparing the S1 meta reward with running AC, killing dragons, or doing fractals is apples to oranges.
- Each fractal run offers more in terms of value than the Fractured meta did.
- Each daily that counted for the Queen’s Jubilee had more value than the meta reward.
- Running AC three times is also worth more than any of the meta rewards I’ve listed above.
They didn’t release the hotfix before the reset because it wasn’t ready. They didn’t push back the reset timing for many reasons:
- They couldn’t be sure when the hotfix would be released;
- The bugs affected people in other time zones, not just NA.
- Some people would have been just as upset to hear about an indeterminate delay (although it would have largely been a different group of people).
- Delaying for 2-3 hours would have interrupted other people’s “prime time,” including those starting long runs in dungeons or fractals.
- It’s a lot more expensive for them to release a patch outside of ANet regular hours — and those costs reduce the resources they have to QA/fix or generate other content.
Put another way: there is never a good time to push out a hotfix. There are bad times and worse times. Some significant group of players was going to be inconvenienced and sometimes the least bad alternative is to release sooner rather than later.
Just read a thread closed and the moderator stated:
If you witness any of these acts while playing, please report them using the in-game ticketing system so our Customer Support team can properly investigate the issue.
Wise advice, but what option are we to choose from? Here we are, over a year after the games release and our choices from the in-game ticketing system are:
Botting
Inappropriate Character Name
Spamming
Verbal Abuse
Scamming
Selling Gold
LFG System AbuseWhich one do you use for hacking? Which one do you use for someone exploiting? Which one for cross-server cheating?
LFG system goes into the game and they have absolutely no problem adding LFG System Abuse to the list and since it is a drop down list, how hard could it have been to add the item to a table somewhere in the database?
So why not one for hacking/exploiting/cheating? Why are we still asking for this miniscule change over a year later?
I think the list should be shorter, not longer. As it is, people worry too much about which pull down to use. I think the only choices should be:
- Inappropriate behavior: covers character names, spamming, and language.
- Scamming: covers any situation in which one player tries to take advantage of others.
- Exploiting: covers any situation in which a player tries to take “unfair” advantage of the game’s mechanics.
It doesn’t really matter if you report gold sellers as (2) or (3), because after seeing the report, ANet staff is going to look at the reported account’s chat logs and will see gold selling whispers. It doesn’t really matter if you report /lfg abuse as (1), (2), or (3) because staff will still have to investigate recent behavior and will, as a matter of course, look at other things (such as appropriateness of character names).
What would make the short list work even better from a player point of view is if we were allowed to type in 15-50 characters, similar to what happens with /bug. That way, we could clarify whether we mean an improper character name or an improper pet name, whether someone kicked people from a run, or whatever the main issue was that caused someone to report another player.
- If a server is “high population,” it’s not dead or dying — that number is largely based on current and recent logons (and you can see this by noticing that the status changes over the course of the week).
- The cost of transferring has nothing to do with helping WvW or PvE. It’s better for players and ANet if each server has approximately the same population, so ANet offers a discount to move to less populated servers.
- If anything about this was easy, ANet would have done it already, if for no other reason to reduce the number of threads with folks complaining about this issue.
All that said, I support the idea of offering a discount for servers with low WvW scores:
- The discount should apply to anyone transferring, not just WvWers.
- The most expensive moves should still be to Very High pop servers; the cheapest should still be to the lowest populated servers.
So the current could be changed from
- 1,800 (very high) | 1,000 (high) | 500 (med)
- 1,800 (very high) | 1,000 (high) , 750 (high + low wvw scores) | 500 (med)
Keep in mind that even at 1,800, the cost to move is still $22,50, less than the discount cost of buying a new copy of the game.
On TC, ot has been stalled on this reset for at least a day or two; it was stalled on the pre-Wintersday reset for about 10 days. It was also stalled for the reset before that, but I didn’t keep track of how long.
Is there a cap of 15? Several of the achievements allow a theoretically infinite number of points, but they require investing a lot of time, e.g. you get another point every 15 rounds of Toy Apocalypse, but the rate of acquisition is relatively low due to the rounds requiring a fixed amount of time.
The reward chest is sent via email and the two most common reasons you might not have seen it are:
- It doesn’t necessarily go to your WvW character; check the mail for each of your toons.
- If your mailbox is full, it might not get to you at all. Clear out your mail. (The game limits the number of emails you can keep, so as a rule of thumb, you should try to keep your inbox empty.)
If none of that does the trick, open a support ticket — that’s the only way you can guarantee that the Support team will get a chance to investigate the particulars for your situation and follow-up with you.
Wait… you can use the tp? Tp is down for two days now :S
TP hasn’t been down at all recently. If it’s not working for you and you have logged off/on, check:
- Is your anti-malware software blocking awesomium.exe, which is the 3rd party front-end for the trading post’s HTML?
- Do you have admin privileges on the folder that launches gw2.exe?
- If the above doesn’t do the trick, you can clear out your gw2 cache folder.
(See the tech support forum for stickies explaining how to do each of the above.)
If none of that works, then open a support ticket — the tech team is very successful helping people to troubleshoot issues with the TP not functioning correctly.
I think before we talk about solutions, we have to be clear about the problems and that not everyone agrees about what is grind vs what is inherently enjoyable. For example, getting to max level in GW1 was easier, but getting to max stats/abilities (e.g. skills) was much grindier in my opinion — and yet, we see people in this thread arguing the opposite.
I think, though, we can agree about some things:
- Time gating & account-bound crafting conflicts with running alts and swapping builds.
- Gear/stats aren’t progressed as much as it’s replaced: you can’t resell or reuse masterwork, rare, or exotics when you upgrade to the next level. Heck, when you decide to junk PVT for something else, you also can’t reuse or recycle.
- A lot of people like constantly improving their game in-game (e.g. levels, new skills, gear), but a lot of people who drank the GW2 kool-aid (including me) prefer maxing in-game abilities quickly and challenging ourselves in-game to improve our playing abilities. Both groups will see the same activity or challenges completely differently: the first group is glad there are 80 levels; the second group is not.
For me personally, I don’t like any sort of vertical progression. Leveling is a burden to me. It wasn’t hard in GW2 to reach L80, but I didn’t feel I was really playing the game until I had all skills unlocked for each profession, an activity that became increasingly dull for me with each alt. I also don’t care much about horizontal progression: I like attractive armor and weapons as much as anyone, but I don’t care much if I have it.
What interests me is personal progression: I want a game that always presents challenges for me. I liked this about GW1 and GW2: no matter how good I thought I was, there were always things I couldn’t do at first, but only after mastering other aspects of the game. GW1’s short-lived version of the Living Story (GW Beyond) added such challenges and gave the game new life for me.
People don’t seem to remember how hard it was to get max stats in GW1.
+50 hp rune was unnecessary; they didn’t stack like runes do in GW2.
Ascended gear isn’t necessary either. The GW1 +50 HP rune was “best in stats” and it wasn’t easy to accumulate the coin to get it.
People don’t seem to remember how hard it was to get max stats in GW1.
- +50 health rune was prohibitively expensive. Very people I know could afford one, let alone multiples for their characters and heroes.
- Runes & insignias popular in the meta were expensive and sometimes the NPCs ran out of them. When the game first came out, you couldn’t even get these on demand.
- Getting the right weapon stats was extremely difficult. There was no NPC who sold inscriptions no for prefix or suffix slots, so you either searched the wiki for the NPC who sold the right weapon and farmed the relevant trophies (often a pain), or you waited around one of the outposts to buy one, hoping to pay market rate or less. (And every minute spent looking for a seller was a minute that you weren’t playing the game.)
Getting level 20 max armor and level 20 max weapons was easy, but updating them with the stats you wanted was far more frustrating than the current system in GW2.
Yeah, I’d prefer to skip the time gating and I’d prefer all max stat items to be available on the TP (the game shouldn’t force people to learn crafting). And yeah, for all that trouble, I’d prefer getting more than a +5% stat boost and I’d like to be able to choose the skin. But all that said, I wouldn’t trade this system for that of other popular MMOs and I certainly don’t want to go back to the GW1 system. GW2’s system has its faults, but like democracy, it’s (so far) still better than the alternatives.
Thanks for the guide. I always brought the supplies back to build siege, but I like the idea of building where you find it. Faster and less trouble.
It seems easier to me this year than last, and not just because you can lose some of the yaks. Anyone else have that impression?
IMO, this was well thought out. As mentioned above, all sorts of skritt snowball fighters. On overflow, it is even more fun: when you attack the skritt, the splash AoE from your attack accidentally hits nearby players…leading to confusion and, yes, massive snowball fights.
I think this is working exactly as intended.
People are asking 5g in map chat, but if you have bought or sold one already (and can search your history), you can get them off the TP for 1.5-2g or so (a bit less than the Grenth version, which is easier to find).
I don’t like the idea that people who happened to have been lucky enough to get these as a drop can now get an insider-trading-like bonus of 2-3g/recipe. When your ROI is a guaranteed 250-300%, you can risk selling via /map chat without worrying about losing money.
T5 and Omnoms recharge periodically; T6 mats do not. You can only harvest T6 1x/character between resets. You cannot gather them on multiple servers and you have to wait until reset, which is currently 4 pm server time for servers in the NA region.
This has been true since last year.
The worm seems to target groups of players, so stacking (as people ask us to do in /map chat) seems effective. I prefer stacking at range so you can see it coming and jump appropriately, but standing near the worm is where players seem to group — for that, you can just jump randomly. Most people near me got 5-8 evades following that method.
I like this build for havoc, dueling, and sentry duty. It’s durable and does everything that our opponents hate: spam illusions & keep them off-balance.
With gear prefixes, I believe in mixing 10% theorycrafting and 90% real world experience. I support your choice of Knight’s to start with. Then, you can swap in Soldier’s or even Zerk (or Valk or whatever), depending on whether you need to reduce pressure on yourself or increase pressure on opponents.
For runes, I personally find it hard to WvW without a swiftness or speed boost of some sort (Runes of Speed, Traveler, or Divinity). AFAIK, only one rune synergizes directly with signet builds: Rune of Resistance (aegis on signet use, extra toughness, and reduced condition duration). Or there’s Melandru (to make up for lack of direct stunbreaks).
For sigils: if you feel that you’re sufficiently durable, I’d have a prec stacking set and then swap to effect-to sigils with on-crit + always-on effects. But, this, too, will depend on experience. I like torment sigils because they hit like a mesmer: hurts if you stand still; hurts more if you move.
Finally, try out different weapon combinations. GS hits harder than staff, but I find that I prefer staff for when I’m mostly kiting.
Good luck & keep us posted! This looks like a fun and interesting build.
Contact support (link at the top of this page) and create a ticket — that’s the only reliable route to getting help with an individual issue.
Also: check the mail for each of your characters. It’s possible it’s waiting for you on a storage toon or one you don’t usually use for WvW.
Glad it got resolved for you.
You won’t always get someone posting in the forum about a specific issue — sometimes they have time to do that, but often they only have time to work on the issue.
Work with support. They have had good success helping others with similar issues.
Often, making sure that you launch GW2.exe with admin privileges prevents this from happening. If you’re on a Mac, today’s update was supposed to address a similar problem.
Finally, there’s a small chance that your anti-malware software is preventing awesomium.exe from running — that’s the app the game uses to access to the TP (it’s sort of 3rd party browser designed to work within games). See http://wiki.guildwars2.com/wiki/Trading_post#Trivia for a link to the company’s website.
This was addressed in today’s (Wednesday’s) patch.
No thanks.
I confess, however, I stopped reading after the OP’s complaining that there were “too many dailies” to keep up with.
I am sympathetic to the idea that the game is vast, but I don’t think that ANet should cater to people at the top of the leaderboards or to completionists who are attempting to do everything.
If you are having trouble doing all the dailies, please stop doing them all.
Regardless of the specifics of the OP’s situation, I agree: the game should only allow you to treat as “friends” when both players are on each other’s friends lists.
- No information about location, APs, or logon/logoff.
- No support on the leaderboards.
“Follower” should be renamed to “Requests to be added to friends list.”
I like this idea. This provides a mechanism for those who want special features to pay for them. I’m sure most players have no interest in joining more than 5 guilds, but I know a small group who would be willing to spend gems on this.
This was addressed in today’s (Wednesday’s) patch.
It’s good that you opened up a ticket. Give support a chance to respond.
- If you opened “several” tickets, close the newer ones and ask that they be merged with your original ticket.
- If you haven’t heard anything by 3 business days (ANet time) from the original ticket, Gaile Gray has a thread to ask for a review of your ticket.
By the way: double check the mail for each of your characters — the chest goes to a single toon and you might have missed it (a few people I know did, since it didn’t go to their WvW main).
Good luck.
I support including the base damage and the AR that reduces it as much as possible. However, “Lowest Requirement” is in the eye of the beholder — there are people who have managed to dodge agony until Fractured and have managed just fine with a lot less than “lowest” even now.
- Tier 0 (L1-9): No agony
- Tier 1 (L10-19): 12% base agony damage (AR 10 reduces damage to 1%)
- Tier 2 (L20-29): 30% base agony damage (AR 25 reduces damage to 1%)
etc.
I’d even be okay with directing people to the wiki — if people aren’t familiar with Agony and AR, I somehow doubt that they are going to carefully read the LFG and update their gear accordingly.
- Tier 0 (L1-9)
- Tier 1 (L10-19)
- Tier 2 (L20-29)
etc.
I /block and then /report any scammers or gold sellers. I have never seen the same message more than once, except when I am in combat and can’t /block quickly enough.
Although ANet needs to verify reports, they often ban accounts within a minute of a reports.
Prohibiting certain phrases is almost never successful: it turns into an arms race. If ANet makes the phrase too general, it affects honest players. If ANet makes it too specific, the spammers make tiny modifications to the text. BannedText.com becomes BaNNedtext.com or Banned Text dot com (no spaces). Or they just get a new URL to use (tinyurl.com/feisty). At that point, ANet is spending far too many resources trying to maintain the banned list and fewer resources dealing with specific accounts or root causes.
The “Recipe: Light of Dwayna” item (id = 49478) does not appear on the Trading Post if you want to buy it. You can search for ascended items, for “light” or “dwayna,” but it won’t show in the search results.
The only way I’ve been able to put in a buy order was to sell the one I got from a Giant Wintersday Gift and then search my “Items I’ve Sold” list.