It’s very difficult as margins are thin and it changes a lot.
Eh, margins can be substantial, too. The problem is that anyone can craft and anyone has access to the same tools to seek out profitable opportunities. So while it’s easy enough to find something that generates a gold of profit quickly, it’s more difficult to find the multiple opportunities.
For the OP, another source of profit-through-mats comes from the mystic forge.
I prefer GW2 Shinies, although many people use GW2 Efficiency (and plenty of other sites have similar tools, including GW2 Profits). You can earn a few gold promoting jute into wool or gold ingots into platinum, for example.
If anything, I think the Druids were in the wrong here. True, Zinn’s typical asuran attitude didn’t help much… but he had a point – it’s his tyria too.
So, what you’re saying is that the druids were barking up the wrong tree?
It sounds like you autolooted successfully and just weren’t able to distinguish the new loot. I haven’t had any problem getting the loot, although sometimes we don’t see the new items scroll past (i might happen during the cutscene, for example).
However, if you’re correct and there’s a bug, here’s what would help ANet troubleshoot the issue:
- Take a ‘before’ screenshot of your inventory.
- Take a screenshot where one can see ‘Vinewrath Chest’ still lootable.
- Walk in and take an ‘after’ shot of your inventory.
- Submit a support ticket with those details (adding the approximate time/date and the /ip address of the map).
Save looting the bandit chests until afterward, just to avoid confusing the issue.
Good luck and please let us know what you find out.
What options do y’all have for auto-attacking? You might want to disable some/all of the options.
Crafting is just as viable as it always was. Many people make good money from it, although the easiest is to refine and sell time-gated ascended mats.
There’s no “best one”, because it varies with the market. Check out gw2profits.com — it has a widget that will figure out the most profitable things to craft with any ingredients you select. Even slicker, if you provide your secure API key (instructions on the site), it will use your material storage to determine the most profitable things you can make.
I don’t like leveling after the first character. I mean, it’s an okay way to be introduced to a game. I far prefer being maxed out and improving myself, rather than progressing the character(s) and I especially dislike going on scavenger hunts for abilities.
However, it’s pretty clear that my preference isn’t shared by the vast majority of gamers. That’s why GW2 has 80 levels, why ANet added in ascended gear, and why we have masteries. I agree with the OP’s idea of simplifying it, but I recognize that ANet is moving in a different direction.
Actually, on every map I’ve seen since reset, if it bugged, it eventually unbugged. Mind you, it was random how long it would take — sometimes a few minutes, sometimes like 30 or more. About an hour ago, I was describing the bug to someone who was asking, they left to find a new instance, and about 10 minutes later, the worm was up.
On other maps, it didn’t bug at all.
So the druid backpack can be progressed, just not conveniently. ANet should still prioritize the fix, in my opinion, but there’s still some work arounds.
I play without youtube, until I get what I can, then, maybe I go to finish it off. like I got 32 of the Mursaat Tokens in Ember Bay on my own and only recently went and looked where the last 8 were.
Vayne: you are your own YouTube for your guildies. I lost track of how many times people have taken you up on your offer to be shown around, for puzzles or scavenging, or various instanced content.
And I’d argue that getting help from someone in the game (such as Vayne) isn’t meaningfully different from getting that help from Dulfy or the wiki or QTfy indirectly.
I’m impressed with folks who can manage it on their own without a guide. And some stuff I’ll do on my own. But sometimes ANet’s idea is that if finding 10 rocks is fun than finding 60 is six times as fun… and for me, it’s not at all; it’s less fun.
I beg to differ (to a small extent) when you ask a person rather than looking for a video.
Of course, in techncial terms, it will amount to the same thing, but when escorted by a player there’s a sense of immersive rightfulness. As if you didn’t cheat. Just like in the real world you would ask a person for advice and they’d show you. I mean, from an immersive point of view, looking up a guide or getting help ingame by someone else feels truly different to me..
I hope you understand what I mean
I understand what you mean, I just can’t agree it’s important to me how you play or vice versa. To me, asking Vayne for help isn’t any different than asking Dulfy — I’m still relying on someone else. (If I RP’d, I still wouldn’t see any difference — there’s no reason why my character couldn’t be a loner who was good at researching solutions at the Vigil Library.)
By the way, the use of the term “cheating” in this context is weird. It’s not like there are any official or unofficial “Generally Established Rules” covering how to play MMOs. Some people do it all on their own, some only ask for help when they get stuck, some just blindly follow a guide — in the end, they all get the same AP and they all know how they went about doing it. Would Steph Curry or Neymar be superior ballplayers if they weren’t coached or didn’t receive training? Does it really matter how much is due to their innate abilities, how much to do with their ability to learn, or who they learned from?
South Koreans didn’t like how their a architect style was mixed with Chinese architect styles and vise versa. So what happened? Upon full release the Cantha District was turned into the Great Collapse again for those who remember and was then turned into The Crown Pavilion. Anet did this since South Korea (where NCSoft, Anet parent company is based) and China is a huge market for them and they didn’t want to upset either side.
There’s no evidence that that is true.
The sole comment on this theory comes from a single developer in a single interview who spitballed reasons as to why the Canthan district was removed — he had no direct knowledge of the motivation for the decision.
As comments come and go, I’m starting to believe the decision was never made. Someone accidentally deleted Cantha, and everyone thought it was a decision thinking someone else made, and started to think what it could possibly be
Of course a decision was made. My point is that ANet never gave a reason.
Besides that, there’s plenty of evidence of mixed styles in other games (including those made in the Eastern Hemisphere). It’s unlikely that anyone at ANet considered this an issue and it’s even more unlikely that someone at NCSOFT chose that one feature to micromanage.
We’ve seen a lot of examples in this game of things that seemed to make sense that were removed shortly before implementation. The replacement of the Canthan District with the sinkhole (and its own lore about its origins) is just one example.
TIL Kodama is making Juggernaut.
More seriously: thanks OP for the warning.
I support there being some sort of reward for defeating both bosses.
So...Now that legendary armor is out
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
That’s not the reason why this particular source of spirit shards is gated behind raids.
The system was designed so that post-mastery XP gave no rewards at all. That began well before HoT & raids. We protested and some time after HoT, ANet gave us the smallest possible reward: spirit shards for every ‘level’ past L80, after maxing a full mastery tree.
The problem is that raids were included as part of the HoT mastery tree and there wasn’t any easy way to separate them. So, by accident, this nearly trivial reward is now connected to raids.
It’s an unfortunate side effect and, on principle alone, it should be fixed. However, that’s not easily done.
Accordingly, I speculate that ANet is waiting to do something about this until they need to overhaul trait mechanics generally, e.g. with the upcoming expansion. They might change the reward from spirit shards to something meaningful or simply separate raids into its own mastery tree.
tl;dr it’s possible but not worth the effort to worry about a few spirit shards from post-mastery XP being gated behind raids.
South Koreans didn’t like how their a architect style was mixed with Chinese architect styles and vise versa. So what happened? Upon full release the Cantha District was turned into the Great Collapse again for those who remember and was then turned into The Crown Pavilion. Anet did this since South Korea (where NCSoft, Anet parent company is based) and China is a huge market for them and they didn’t want to upset either side.
There’s no evidence that that is true.
The sole comment on this theory comes from a single developer in a single interview who spitballed reasons as to why the Canthan district was removed — he had no direct knowledge of the motivation for the decision.
Not every goal needs to be specified as an in-game achievement.
Plus, the list of dagger skins constantly evolves (even excluding those that derive from the gem shop).
This is why loads of people have a theme with their names. Like a certain last name.
Which is an awkward work-around for people who didn’t think to do that or whose creativity runs in other directions.
However, speaking as someone who doesn’t use a theme with name nor an account name that is easily spelled (never mind remembered), I’m okay with the current setup. Folks will eventually learn to look at my account name (& connect it to my in-game nick name)… or they won’t. Any confusion for folks who don’t is temporary, at worst.
There are other nodes that are problematic; it’s not just the ones near hearts and not all the ones near hearts are problematic. (Some in the golem graveyard area are fine.)
Ideally, the functionality I’d like to see is:
- If you are holding a druid’s essence already, moving close refreshes your toon back to three uses.
- If you aren’t holding one, you must interact to get the bundle.
I play without youtube, until I get what I can, then, maybe I go to finish it off. like I got 32 of the Mursaat Tokens in Ember Bay on my own and only recently went and looked where the last 8 were.
Vayne: you are your own YouTube for your guildies. I lost track of how many times people have taken you up on your offer to be shown around, for puzzles or scavenging, or various instanced content.
And I’d argue that getting help from someone in the game (such as Vayne) isn’t meaningfully different from getting that help from Dulfy or the wiki or QTfy indirectly.
I’m impressed with folks who can manage it on their own without a guide. And some stuff I’ll do on my own. But sometimes ANet’s idea is that if finding 10 rocks is fun than finding 60 is six times as fun… and for me, it’s not at all; it’s less fun.
Will we ever going to see Gear Progression?
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
To be fair, I made it sound easy to show someone the ropes in raids; it’s not. Dungeons can be easily carried by two ‘average’ players, making them ‘safe’ environments for mentoring. Even T4 fractals can be easily managed with just 2-3 good players, which allows less-skilled or less-experienced folk the time & freedom to learn the mechanics, without worrying about wiping.
In contrast, it takes 6-8 people to create that level of safety net for raids and it still will be difficult for some folks. (And it’s no picnic to find such a group.)
So I believe a lot of people would like raids if they were “shown the ropes” and I acknowledge that’s it’s unlikely that most of them will be able to find that opportunity.
What you are saying is that a lot of people would find raids more fun if they could run them casually with friends, with a high degree of success.
No, that’s the very opposite of what I’m saying.
(I don’t disagree that more people would try them out and probably enjoy them if that were true — it’s just not what I meant.)
My starting point for this digression was that someone said they didn’t like raids — they had tried them and found it lacking. And I remember knowing many, many people who said the same about dungeons. For them, it turned out the issue was it seemed hard. So I provided an environment where they could more easily learn the mechanics and I wouldn’t have to carry them.
Similarly, I helped a bunch of folks learn T4 fractals. They, too, thought it “wasn’t fun” and again it turned out that the issue was they just didn’t under stand how they worked.
I just don’t really think it’s as easy to achieve as “being shown the ropes” by experts. Unless those veterans will happen to be your friends that will have no problem with helping you along (or even carrying you, if you end up skillwise not as good as you might want, while at the same time not making you think you are the weakest link).
For some people, it will be as easy as that.
My point is that finding a group of veterans willing to help out someone, even friends, is very difficult. It can take ages to take people from scratch to T4 fractals, where the mechanics are basic to the game: defiance bars, damage avoidance, might stacking, etc. For raids, there’s a lot more for novices to learn.
And there will always be the cases (and not as edge ones as you might think) where people will not be able to adapt to required raid playstyle/mindset because it’s that very part that they dislike/find painful/distasteful.
No question about that — raids will never be for everyone.
The point I’m trying to make is that there is a substantial subset of people out there who don’t raid now, but could and don’t know (yet) if they might like raids; they might even think that they don’t like them.
Being shown the ropes in dungeons work, because those ropes are so much lower than in raids.
Yes, certainly the bar is lower for dungeons. But it’s substantial for T4 fractals and I know people who ‘graduated’ from being completely unable to handle them to being pretty good …and enjoy doing them regularly.
So, yes. Many more people would like raids, if raids were easier for them.
That’s true (perhaps trivially true); it’s just not at all connected to the point I was trying to make. (And that’s probably my fault for explaining it poorly.)
I don’t think ANET wants to lose their market in China by kittening off China.
Why would anyone think that bringing back Cantha would do that?
They said in the AMA that they have no plans to ever release another set of legendary armor. So I wouldn’t hold your breath
On the bright side, that does not equate to no plans on other ways to acquire the current legendary armor.
They said that, too: envoy armor is for raids only.
Although to be fair, they said they have no current plans — I imagine they are exhausted with this effort and need a break before considering whether they want to give it another shot, perhaps in the form suggested by Zealex.
Yes, indeed, I’d like to see something like that.
In addition, LFG and map closures work as if they were designed for a game that didn’t have the dynamic instancing system used by GW2. It should be possible to queue for a full map, if you want, and to see where you are in the queue. Maps shouldn’t close just before the meta nor right after, at least not for zones where the meta is set to an absolute timer (i.e. all four original HoT maps + Dry Top).
Will we ever going to see Gear Progression?
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
To be fair, I made it sound easy to show someone the ropes in raids; it’s not. Dungeons can be easily carried by two ‘average’ players, making them ‘safe’ environments for mentoring. Even T4 fractals can be easily managed with just 2-3 good players, which allows less-skilled or less-experienced folk the time & freedom to learn the mechanics, without worrying about wiping.
In contrast, it takes 6-8 people to create that level of safety net for raids and it still will be difficult for some folks. (And it’s no picnic to find such a group.)
So I believe a lot of people would like raids if they were “shown the ropes” and I acknowledge that’s it’s unlikely that most of them will be able to find that opportunity.
I agree with everything the OP says about characters in general: we don’t have to like all of their behavior or agree with all of their stubborn choices.
However, in this case, I have trouble caring about the Braham that’s presented. I feel he’s one-dimensional, inarticulate, and, well, boring. I have nothing against him, but neither do I feel anything for him either. In contrast to Marjory & Caithe — I was stung on the PC’s behalf by Caithe’s betrayal and Jory’s indifference — Braham doesn’t provoke any feelings at all.
All recipes learned from a consumable are unlocked for all characters on the account, regardless of the level, discipline, or source. All of them. This includes specific recipes from heart/karma vendors, ascended recipes from laurel/master-crafter vendors, drops from foes, or purchased from any other NPC.
The only recipes that remain locked per character are those learned via crafting itself. That includes those that unlock automatically as you gain ranks in the discipline and those that must be ‘discovered’ by combining things in the top tab.
It has nothing specific to do with level.
Consequently, we no longer have to worry about “which character knows which recipe” — all characters know them all (or will learn them for free, as you need them).
(edited by Illconceived Was Na.9781)
(all the ones with cosmetics would be 9 agony)
Oops. I’ll fix that. (Thanks for pointing it out.)
Will we ever going to see Gear Progression?
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
I’ve raided enough, several hours now, to know that I don’t enjoy it.
If I enjoyed it, this conversation wouldn’t be happening.
To be fair, we both know people who hated dungeons and enjoy them now, because someone like you helped them learn the mechanics. That’s even more true for fractals, including T4s.
So perhaps this is the rare case where you don’t enjoy certain content, because (for a change), you’re the one who would benefit by being shown the ropes.
Regardless, the OP in the thread asked about true gear progression, not about fashion or functionality. And, however we feel about raids or about legendary armor or about l-armor being tied to raids, I hope we can all agree that it’s not part of what the OP means by “gear progression.”
ANet has actually been slowly nerfing NPCs for story instances — they want us to do the heavy lifting (although there are still plenty of times that I’ve let the NPCs do all the killing, just to test if it’s a work-around for friends who struggle).
So if you really want to see heroes, you’ll have to provide a compelling reason how this improves the game enough for the community that it’s worth the massive effort it would take to make it happen.
I really like it as it is. I don’t understand why other people don’t.
Are you being sarcastic? Because if you are not, I seriously question your taste.
I hate to break it to you, but that candelabra can in no way be looked upon as a “weapon”. It is piece of room decoration, not a weapon. Sure, there are other designs that can’t be considered weapons and are merely created to be funny (like the Improvised Weapon set), but those aren’t legendaries!
Sorry, but anything can be considered a ‘weapon’ in a fantasy game. Mesmers don’t use GS as weapons; they use them as magical foci, channeling their power. The torches in this game all cause burning, but that’s about all they have in common with a RL torch.
Of course a lamp (the generic group, which includes candelabras) can be used as a weapon — it can smash, it can burn, and (in this game), it can be used as a vessel for projecting skills.
So I love the idea of expanding the idea of what “torch” means. I just don’t like the execution.
It’s not everywhere — it’s a handful of specific nodes. It’s also not consistent.
I believe there are three cases currently:
- Some nodes never grant the skill automatically, even if I have the skill already.
- Some always grant it automatically.
- Some grant it automatically only if some condition is met. It might be if you’re holding a bundle of any sort (e.g. an inquest keypad or engie kit).
It’s still not a physical attack. It doesn’t have to fit in one or the other group. GW1 had physical and elemental damage but had other skills which didn’t fall under either of those types.
The description on endure pain is very clear. “You take NO damage from attacks, you are SUSCEPTIBLE to conditions and control effects.”
What else do you want? the description is crystal clear! You take no damage from attacks, any attacks; the damage should come from conditions only!
It’s ambiguous, as I explained above. Health siphoning need not be considered as an ‘attack’.
It was a good idea to post about it; now sit back and wait for ANet to decide — it doesn’t matter if any of us agree or not.
The OP might also wonder that Greenland is icier than Iceland, that Karl Marx wasn’t a Marxist, and that Stainless Steel can stain. Names are sometimes more about how something sounds or for historical reasons or marketing reasons.
I can understand people wanting to see GvG in this game; I just don’t think it’s useful to appeal on the basis of the game’s name.
I think it’s hard to predict how people will make use of a weapon+skill set up. People initially loved Necro GS, then it went out of fashion, and now it’s (almost) back in fashion. It’s not so much because the skills changed a lot (although there were some changes); it’s more because we got more clever about using it or other weapons.
People make all sorts of predictions about the impact of future changes will be, they make declarations the day the changes are implemented, but it always turns out differently (sometimes wildly different, sometimes just a bit). I’m not going to worry about elementalist sword until I get a chance to play it.
I’m a little confused. You have to do ‘something’ to get any mastery points — what’s the difference if it’s called an achievement or not?
The unlocks can be divided into a couple of categories. Which type is it that you hate doing? Maybe we can help you get it done or just give you the clothespin you can use in place of holding your nose through the unpleasantness.
- Minor Jumping: you have to reach a certain vantage point. Easy enough if you don’t mind jumping.
- Story Completion: finish chapter X or episode Y; automatic if you do the stories.
- Kill A Rat of Unusual Size: kill a boss; automatic if you go around killing stuff, especially big bad bosses.
- Collect ALL THE THINGS: some sort of collection.
- Super Mario: adventures.
- Challenge Mode: do a thing you did before, only do it faster or with one hand tied behind your back.
- Help ALL THE THINGS: compete a set of events.
- Do ALL THE THINGS: complete a set of similar goals, e.g. dives or JPs
Currently, you cannot convert it.
However, I wouldn’t destroy it. Some of us have been pushing ANet to offer a conversion recipe, like that made available for ascended gear generally and for aura-infusions, e.g. Winter’s Presence or Phospholuminescent Infusion. It won’t happen soon™, but I’m willing to bet it will happen eventually — if it does, your Heal+5/AR+9 infusion will be worth a lot to you.
Meantime, it can’t hurt to use the infusion in place of a regular AR+9.
PS just to be clear, this is generic Heal+5/AR+9 right? it’s not one of the ones with cosmetic auras?
replaced the AR+7 with AR+9; thanks to insanemaniac for pointing out the mistake
(edited by Illconceived Was Na.9781)
Alternative to raids (legendary armor)
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
That’s a separate issue. Any “pleb” can get every other legendary in the game except this one. I think ANet made a mistake in making this the fantastic reward locked behind raids.
I think Anet made a mistake in making all the other legenaries available to plebs by spamming 1 in open world. Account-binding is the biggest reason why I prefer HoT legendaries, although they’re still mostly designed to be a huge goldsink rather than a feat of skill.
I still consider Liadri (overlooking the stupid cheezy lifesteal bug) and SAB tribulation collections (overlooking the stupid 2k16 join-instance bug) some of the best and most prestigious content in the game, because everyone would have to do it for themselves (again, not counting bugs and unintended behavior) rather than leeching good players. I wish the game would have more stuff like this.
I don’t disagree that legendary weapons are a bit too easy to acquire (even the Gen 2.0 ones like Nevermore). But I don’t think that raids “need” to be the skill-required content that gates legendary armor.
- Armor takes ages for ANet to release — regardless of the reasons, this means it’s rare we get a chance for new skins.
- ANet acknowledged from the start that raids would never appeal to everyone.
So here’s this massive amount of effort that is only made available to a fraction of players.
I’m all in favor of the game having more content gated behind skill; I just can’t agree that Legendary Armor was an appropriate choice for raids.
They’ve said they thought about it and discovered something that made this harder to implement (than rune swapping). Unfortunately, they didn’t tell us what the nature of the issue(s) nor give us a time frame for coming up with an alternative solution.
In other words, it’s possible… but it’s not going to happen soon.
I’m just coming back after 2 years and wanted to know (as the title says) the state of the game. Yes, HoT launched, but I didn’t want to get into GW2 at the time. I had gotten my character to level 80 prior HoT launch and I just left it there. For me, I didn’t know what else to do since I wasn’t apart of any guilds or really had people to play with. It was just solo play from 1-80 for me, which was boring. Hence, I want to know everything summarized so I’ll know if I should get back into it.
If you need a summary to decide, I don’t think the game will have changed enough to make a difference for you. The core things that give GW2 its identity as a game … remain the same. That is, if you think was a boring solo game in 2016, it will still be (for you) a boring solo game in 2017.
Alternatively, since it’s free to return, consider coming back and trying to do things differently:
- Find a guild — playing with others is often much more fun than going it alone. (If you want to do this, folks can offer advice in locating a guild).
- Participate in map-wide events. Those can be a lot more fun. (Again, ask for advice if you choose this route.)
- Do the first story of the latest episode to gain access to the new map and hang out there. There are a lot of people, so there’s plenty of ways to join up with others.
- Head to WvW to see what it’s about. If you join at peak times, there should be someone who can hook you up with your world’s VoIP, which is often a good way to meet folks.
Good luck. I hope you find something you enjoy, whether in GW2 or another game.
I retrained myself to be more careful with how long I press the jump key. As a result, I’m better at jumping. I think the OP should reconsider whether it’s better to wait for ANet to change the game or figure out how to change their technique.
If you want to be extreme, start a Free-to-Play account. See if that brings back the enthusiasm… or if it reminds you of why you left… or if it reminds you that what you liked still allows you to play your original account.
There’s no evidence that the use of video or written guides is greater now than it was at the game’s launch or for any other game. And how is that any different from the people who ask for help in /map to find routes for map completion or scavenger hunt?
The fact is that some people will always do this on their own, some will explore in a group, and some will make use of any & all online help they can find.
More importantly: why does it matter? I know what I’ve done on my own; I’m not affected by how quickly or slowly someone else manages to complete the same content.
Medium or Heavy bags of material currently convert into gold at an average rate of 1.3g/laurel & 0.9g/laurel respectively. (Pre tax)
I’m very happy with my accidental setup.
- Elementalist: weaponsmith & tailor
- Mesmer: armorsmith & jeweler
- Thief: huntsman & artificer
- Engineer: chef & leather
The elementalist can do all the ascended dailies, so I don’t have to go back & forth to LA except for the rare occasion when I need specific items.
That way, the inscriptions and insignias only have to be purchased once each.
You’ve forgotten: inscriptions & insignias and all other purchased recipes only have to be purchased once — they are unlocked for the account now.
Alternative to raids (legendary armor)
in Guild Wars 2: Heart of Thorns
Posted by: Illconceived Was Na.9781
It’s called legendary armor, not pleb armor. Either git gud or you’ll never have it, that’s the whole point of it.
That’s a separate issue. Any “pleb” can get every other legendary in the game except this one. I think ANet made a mistake in making this the fantastic reward locked behind raids.
That said, it’s clear that ANet isn’t going to do anything about this in 2017 or 2018.. They’ve confirmed they have no plan to an another type of legendary armor, no plans to make Envoy armor available through other means, and no plans to substantially change how raids work.
So I think people who really want it (for whatever reason: silly or serious) are better served spending more time figuring out how to make it happen and less time trying to convince ANet to change its collective mind.
Thus making it impossible to complete the fractals.
No, it’s not impossible; the maze can be completed without touching the shields. It’s arguably easier to do that now, by paying careful attention to the golems’ pathing and the laser pew pew.
I’d support changing the mechanic so the shield was enabled via the special action key instead — that way, you wouldn’t have to worry about weapon swaps etc. However, I think it’s a low priority issue, since there’s a solid work-around already.
Foes become invulnerable when the game thinks they can’t hit back. I’ve seen harpies start off vulnerable and become invulnerable as I moved out of their range. It’s annoying and it would be great if that stopped happening. All the same, it’s easier to work-around by engaging them in melee.
I’ve confirmed that nobody kills the Elite Captain Wiley while he’s idle in his cave in last 2 instances
Is there something preventing people from killing Wiley there? That seems like a viable option. (Or maybe I misunderstood what you meant.)
After 4.5 years, I think the Mystic Forge Kit deserves its own icon.
ANet found the time to gussy up the icons for various otherwise identical icons for less-used items, so why is it that the popular Mystic Salvage Kit Icon still looks like that of the Crude Salvage Kit? One is great at recovering ectos from rares, one is a waste.
Can we get a little shininess shone on one of the most popular tools?
It’s worth a second topic imo, because the title of the other thread suggests just one sort of enrichment.
I’d certainly prefer no time limit. And if that’s not realistic, I’d like to know why.
There’s probably some point to it, otherwise none of the combat-enabled tonics would have a time limit.
(For what it’s worth, snowball doesn’t have a limit, but Endless Gift does — it might be the difference between transformations and other sorts.)