|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
This one I disagree with only because there are many situations when the object is what I’m trying to target so I can get rid of it but enemies are constantly getting in the way.
The current system for precursors is flat out broken. The fact that an individual can play for 8 hours a day for a year and never see a precursor is a problem. Even if you do get a precursor drop it may not be the one you want and it may not be worth anywhere near the amount the one you want is. In my opinion what would be a good system would be to have a precursor vendor and have him sell precursors at something along the lines of 1000 tokens from each dungeon. Not only would this make it so that you can get the precursor you want it would promote people playing every dungeon. It just seems unbalanced to me that a person can get lucky and get their precursor and essentially have their legendary for a fraction of the cost of someone who never gets it and ends up having to get it on the TP.
Go on the dictionary and search the word “Legendary” , google it too !
How many dungeon runs is 1000 tokens worth? Now run every dungeon that many times. That almost seems like it could be in the range of going to every location in the map, or killing hundreds of enemies players, or harvesting body parts from thousands of creatures.
I’m just against the idea of purchasing a Precurser, regardless of what the currency is. I would much rather a long old school type quest, unique to each precurser, that simultaneously makes you work for it and learn some lore about it in order to get it.
The one in the log seems the most reasonable if they were going to do it at all
I can support this, though I mostly like my elites on all my characters, it’s really annoying that my Asura Thief can only use basilisk venom underwater, and I’m not specced for venoms.
I’d like to see a simple guild-based rule for golem access control:
- if an empty golem is within a claimed structure then it can be piloted only by a member of the claiming guild (in practical terms, “within the structure” will simply mean “within the coverage area of the guild’s WvW buffs”)
- if an empty golem is within an unclaimed structure (or the spawn area, or in the middle of a field) then it can be piloted by any friendly player
Problem senario: Guild has seige golems. Zerg takes structure. Some one from a diferent guild claims structure before Guild can. Guild members leave golems, for whatever reason, not realizing Guild didn’t claim structure. Now they can’t get back in because those golems became the effective property of random other guild.
I think the best options is an object debuff. I will call it claimed. The debuff lasts for X minutes after someone leaves it. The person who left it has the buff claimed that can be dismissed by clicking it or something. If the buff is dismissed the debuff is automatically dismissed as well. That way someone can get out, and while they can’t hand it off to a specific person they can dismiss it allowing someone else to claim it. It would probably be easier to deal with, if somewhat less secure.
That is the coolest thing I have ever seen. My server is lucky to throw together 5.
The reason they’re allowed to do whatever and break all the rules is because they cost so kitten much to make.
Man I was going to say everything you just said but you said it for me.
@thekap.8645
At what point does Power help your condition damage? Since Power increase your raw damage not condition. The stats you should be looking for is
Pricision, Condition damage, condition duration, crit damage then power.
Although in all of it Power usually comes in the stat set up for condition damage, even though it offers very little in way of a condition build.
Power increases raw damage and accuracy, precision only increase critical chance. If conditions are the main distribution of damage then power is more useful because it reduced your chance of missing. Precision and Critical damage have no real impact on conditions, why would you favor them?
You need to look at your tool tips again, Crit damage increase the amount of damage you do when you crit, Precision increase the amount of times by % you crit, Your crit chance does affect and does apply to conditions, also the crit damage also applies to conditions also. Power is only raw damage I have put forth a screen shot of the tool tips for you that say what each stat affects. Sorry the power is light but that is just how it took he screen shot. But it does clearly stat it affects attack not accuracy.
Attack attributes it the next icon over. It increases damage and accuracy.
In any case I was unaware that conditions could crit, I’ve never seen that happen to me or for me. If that’s true I can see a value in it, but only if it’s true.
Is this still the case since they changed how transmutes work, such that the higher quality is what is transfered to the item? I assumed they did that for this very reason, so people could transmute Legendaries and still have them when they were done.
Yes unforcantly, I had a friend link her legendary that she transmuted from another staff and it was purple and looked like brifrost but it didn’t state it was a legendary weapon unlike all the other staffs, so yes it loses it’s legendary tag
That needs to be fixed then too, since it is probably tht tag more than the quality that will enable it to keep its best in slot…ness
(edited by Kal Spiro.9745)
Hrm Kal.. Perhaps you might need the grade school review. In some parts of the US we have this thing called Daylight savings time. Which started last Sunday and we “sprung” ahead. Thats gaining 1 hr. So EST Reset is 8pm now.
And i think the reset time is perfectly fine. Sure it would be nice if it was midnight for ease but 24 hrs is 24 hrs I have to acheive it in.
I totally forgot about that. Ah well, editted. 8 is a much easier time to plan for anyway.
(edited by Kal Spiro.9745)
I don’t care about the first two, since I don’t worry about power, but my Necro is based around Death Shroud so the third one is of interest to me.
The first thing of interest to me is, Death Shroud doesn’t work that way, at all. The reason you lose all information from your normal UI is because while in Death Shroud none of it matters. Your HP is entirely protected for the duration of the shroud, so no need to see it. I’m not certain, but I believe you are also immune to conditions in that state.
While I am ok with having a bleed, since I’m a bleed-centric Necro, and even ok with having it be based on your life force, if wouldn’t be a concideration. Using powers in Death Shroud doesn’t drain lifeforce. Being in Death Shroud drains life force, and getting hit my mobs drains it. Therefore, if you’re a condition necro you would automatically use the bleed power over the DD regardless of your current life force level.
All in all, I think you can work on your Axes and Greatsword, but leave my Death Shroud alone. It works just fine the way it is.
Actually if you transmute the legendary you lose the legendary tag and just gain the skin, for people with only one legendary this losses the account medal also.
Is this still the case since they changed how transmutes work, such that the higher quality is what is transfered to the item? I assumed they did that for this very reason, so people could transmute Legendaries and still have them when they were done.
Man I was going to say everything you just said but you said it for me.
@thekap.8645
At what point does Power help your condition damage? Since Power increase your raw damage not condition. The stats you should be looking for is
Pricision, Condition damage, condition duration, crit damage then power.
Although in all of it Power usually comes in the stat set up for condition damage, even though it offers very little in way of a condition build.
Power increases raw damage and accuracy, precision only increase critical chance. If conditions are the main distribution of damage then power is more useful because it reduced your chance of missing. Precision and Critical damage have no real impact on conditions, why would you favor them?
Legendary weapons HAVE THE SAME EXACT STATS AS A SOLDIERS EXOTIC WEAPON. THEY DO NOT HAVE HIGHER BASE ATTACK. Please check your facts.
This is the only, new, post with relevant information. Legendary is NOT the top teir of gear. Legendary is EQUAL to the top teir of gear. Currently the top teir of weapons is exotic, meaning Legendary is equal to exotic.
All you need to do to make the Legendary what you want it to be is transmute it to a level 80 exotic with the stats you want. Thanks to the change in the way transmutation works you will end up with level 80 exotic stats, but the new weapon will maintain legendary quality.
Why this is important. When Ascended weapons inevitably come out Legendaries will magically gain the stats of Ascended, since they will remain equal to the top teir. Therefore, if you transmuted your Legendary to new stats it should follow it’s design and gain the stats of the Ascended version of that load out. Theoretically.
The day ends at midnight of the player (irl).
For me, it does not end at 7pm! I am in Central Standard Time. Personally, after trying many times I’ve stopped attempting to get the Daily Achievement during the week. I get home from work and get to play some… nearly getting the Daily Achievement… to notice it was just reset. That is extremely aggravating.
If you can’t finish it before 7, just do it after. I’m not saying it shouldn’t be fixed to local midnight, but it’s not the end of the world that it’s not.
(edited by Kal Spiro.9745)
Yes please, most annoying “feature” in the game. It isn’t even necessarily what is directly in front of you. I have attacked things that were off my screen before.
You’re doing it wrong, sorry to say.
The problem is not a lack of interest, it is the lack of an effective ingame group finder. Go to GW2LFG.com
You will find the most effective group finder you can for this game. It offers no concideration for server, as such you regularly get groups from all different servers. This means you have the maximum possible options for the dungeon you want to run. It also means you don’t have to wait by the dungeon you want to get into, you can join the group or build the group from anywhere then just hop to the dungeon you plan to run.
What we need is not necessarily more incentive to run dungeons, though that shouldn’t be discouraged, what we need is this feature copied into the game, as is. I don’t think it can be effectively improved.
I am all for ways of changing the system away from RNG, but this is definately not the option we need. Precursers are a step toward legendary, as such the effort should speak of the legend. “Bought it at the market,” doesn’t fit the legend.
I can see the points here, but this would very much interfere with knowledgeable people who play combo fields to great advantage. You have to know the field is there before you hit with a finisher, and if you can’t see it that presents a problem.
So don’t turn down your graphics setting. That’s all that’s being asked for here, a graphics setting that allows you to disable other peoples particle effects. This is definately a useful feature for people.
I definately am in favor of a boons/conditions area for the pet just like you have for you.
Ok, I know that this one has been brought up before, but it’s easier to make a new thread than to find the last one.
There are a lot of traits that only have an effect every X many seconds. It would be especially nice if each of them could show up on buff/debuff section of the UI to indicate they were in cooldown. Only, of course, while they were actively in cooldown, though. They don’t need to be there all the time.
(edited by Kal Spiro.9745)
Thx for the replay Tuomir, so far GW2 been doing good the way they been, keeping things in their own sandbox and hope it will continue that way.
Just afraid they start shifting their direction ending into dungeon raid runs. There are so many games out there already have that, hope GW2 don’t lose their track on their unique features of the game. Love this game so far.
What does any of this have to do with Guesting?
I would even PAY to get rid of the (maily dead and a liability) pet.
And Rangers are not a pet class, that’s a beasmaster.
Sadly I always play a Ranger, and nothing else, stupidly I thought we would be able to dump it like GW1, w cahnge something that wasn’t broken and made everybody happy.
If there’s one thing that makes me leave this game, it will be the Ranger pet.
You can argue it all you want, but Ranger IS a pet class. Every class has at least one unique mechanic. Elementalist can change between four different sets for their weapons. Warrior charges up a single big attack. Necromancer can charge up then swap into a semi-invulnerable state with unique powers. Rangers get pets. That is the entirety and extent of their unique ability, to have pets with some level of control.
A Beastmaster specializes in pets, like a Death Magic Necro specializes in their mechanic. Each class has one trait line that specializes in their mechanic but that doesn’t change that every other spec of that class still has that mechanic. Rangers are a pet class whether you specialize in it or not.
The main problem, as I see it, is people keep thinking this is GW1. I don’t know why, because this game doesn’t even hold a passing resemblance to that one, except that it takes place in the same setting, roughly. The classes are diferent, even the ones with the same names. It’s up to you to learn to cope with the differences, not ANet’s to change things so you don’t have to.
(edited by Kal Spiro.9745)
Ranger is a pet class. It is, in fact, the pet class of Guild Wars 2. Some might concider the Necro with their slew of pets, but they just summon, they don’t control.
As a Ranger you need to be able to micromanage a pet, if you can’t, then you just shouldn’t be playing a Ranger. Don’t ask to change the single mechanic unique to the ranger just because it doesn’t suit your play style.
The only way to fix the ‘issue’ without harming legitimate guesters is to limit the amount of times you can guest to multiple servers.
This is still not a good solution though. Limit the reward and you limit only those abusing the system. Limit the service and you limit everyone who wants to make use of that service no matter why they want to.
I am just curious as to why you are so worried about a digital fictitious characters underwear over all the other stuff that could be worked on?
Maybe because the visual aspects of our characters are what are important to us, and the rest of the game is working out just fine otherwise?
If it doesn’t matter to you, move on. It doesn’t hurt you either, since the team that would be working on it isn’t involved in any of the aspects that are important to you.
Hey no need to get uptight about it, I was just curious. To me the underwear is the last thing I am looking at on a digital character.
Exactly, you don’t care, it doesn’t effect you. There is no need to even comment.
I did, but I got it from DnD 3.5, or maybe 3.0, it was a feat.
I am just curious as to why you are so worried about a digital fictitious characters underwear over all the other stuff that could be worked on?
Maybe because the visual aspects of our characters are what are important to us, and the rest of the game is working out just fine otherwise?
If it doesn’t matter to you, move on. It doesn’t hurt you either, since the team that would be working on it isn’t involved in any of the aspects that are important to you.
So wait… why should warriors have Monkey Grip?
Sorry, but no. If someone is interested in the thing they will make the effort to check up on it. If they miss it then that’s too bad, it isn’t going to ruin their whole day. If it is going to ruin their whole day they had entirely separate issues that don’t need to be addressed here. I don’t need a pop up or any other kind of alert telling me about things just because I happen to be in the same zone as them. Getting an alert when within range is sufficent.
The system works just fine as it is.
I would like the option to remove the top from my Charr female entirely. It’s not like the random strip of cloth is actually covering anything, it’s just hanging there for no good reason.
Yes, it would. Having things that people actually want and will spend money on is necessary for a healthy economy.
If nothing else, I’d love them to separate appearance and stat’s in Armor. Armor restrictions are simply that, restrictions. It’s annoying when you see appearance items and can’t have them. All this does is create frustration…
This would remove the entire transmutation stone system and a major revenue source for ANet.
The OP would rewrite the very nature of the game nearly from scratch.
Sorry, none of these have any chance of ever happening, ever.
Definately support inactive leader demotion
I mean that if you want to buy a lot of food, salvage kits or anything that you want from a merchant you have to click until your finger explode.
Apparently not as self-explanitory as initially expected, eh?
@GEO AOE doesn’t unveil them…i wish it did IN FACT it makes total sense that it should…and I hate people telling how other people should play their character. Let the OP play whatever is fun.
Sure it may be learn to play issue but fact is perma-stealth is overpowered.
The reason it’s not over powered, though, is because it’s all they can do. In order to be able to stealth that long they have to put everything into it.
Like I said in my first post, this isn’t like all other MMOs where the rogues actually have perma stealth for as long as they want and never have to come out of stealth except to attack.
I don’t know why it wouldn’t be technically possible if they chose to do it. If they didn’t already have the overflow servers then yeah, it’d be a huge lift to create, but the technology to create these should be almost identical to the overflows, just applied differently.
The idea occurred to me because in a previous MMO they had issues with their open world becoming empty, so they merged all the servers and then had the open world areas fill up entirely based on need, sort of like having only “overflow servers.” I don’t think that’s the right way to go for GW2, but it’d be nice if they could manage some sort of compromise to make the less populated zones more “lively.” The living world and some daily achievements help to some degree, but even if they were pumping them out way faster than they do it wouldn’t really be enough to attain solid populations in every game zone on every server.
Ok, think about it this way. How does the Overflow work?
The zone gets filled up to capacity. Someone tries to enter the zone, so it shunts them over to a new zone with room into it. When their home zone gains space they are alerted that they can move back.How would an Underflow work?
There are less than a minimum number of people in the zone. Someone tries to enter the zone but is shunted to a new zone full of people. No new people enter their home zone because they’re all moved to Underflow which is now over capacity and moving people to an Overflow of the Underflow. It doesn’t break the value for minimum people. Now what?No if Underflow is full it moves people to another underflow! When X people enter the zone from SAME server they will be moved to original server if they confirm the popup.
You are from server A, you enter server A map but there are less then X people so you are moved to common underflow, there will be several underflows as overflows. when X people from A server are in total on that map, not depended in which underflow, they can all move to original A server.
And that is all very complicated and technical and not at all simple to design or implement, thus proving my initial point.
To what end? What exactly do you gain by being 80 that you lose by being a lower level even though you’re actually 80?
I don’t know why it wouldn’t be technically possible if they chose to do it. If they didn’t already have the overflow servers then yeah, it’d be a huge lift to create, but the technology to create these should be almost identical to the overflows, just applied differently.
The idea occurred to me because in a previous MMO they had issues with their open world becoming empty, so they merged all the servers and then had the open world areas fill up entirely based on need, sort of like having only “overflow servers.” I don’t think that’s the right way to go for GW2, but it’d be nice if they could manage some sort of compromise to make the less populated zones more “lively.” The living world and some daily achievements help to some degree, but even if they were pumping them out way faster than they do it wouldn’t really be enough to attain solid populations in every game zone on every server.
Ok, think about it this way. How does the Overflow work?
The zone gets filled up to capacity. Someone tries to enter the zone, so it shunts them over to a new zone with room into it. When their home zone gains space they are alerted that they can move back.
How would an Underflow work?
There are less than a minimum number of people in the zone. Someone tries to enter the zone but is shunted to a new zone full of people. No new people enter their home zone because they’re all moved to Underflow which is now over capacity and moving people to an Overflow of the Underflow. It doesn’t break the value for minimum people. Now what?
I think we’ve been reading two very different series of responses to your thread then. Maybe there are people who think that, but there are always people who are willing to blame others for their own inadequecies. I’m sorry that you feel the way you do, but the simple fact is, thieves aren’t all that.
Your situation is very clear. Either you need to stop playing Elementalist because it just isn’t working for you, you need to realize where you are difficient and step up your game, or you need just accept that when you run into a thief they’re probably going to kill you. All of these are valid responces, the one responce which isn’t valid, and is unfortunately the one you opted for, is to demand changes to the other class that contains one spec that is beating you.
Easy enough to solve without interupting the nature of how the event is supposed to function. Announce to the zone that it’s happening and then more people will show up that want to help and that guild’s nonparticipation won’t matter.
Daily quests, event boss chests, and rare resource nodes respawn at a specific time every day. With over 40 jumping puzzles in the game that are “once per day”, I find it odd that they are treated differently.
It’d be nice if jump puzzles reset at server time like everything else.
I was unaware they didn’t. I’m pretty sure I’ve done a jumping puzzle during the day, then done it again after reset.
All I can think of when I look at this is, for the love of kitten don’t ever play any other MMO ever, where the rogue class has an actual stealth that works indefinately. If you think a class that actually has to actively work at being stealthed for duration is bad you would murder yourself rather than deal with a real stealth class.
Riiight, I will not play any other MMO ever…
Seriously I’m talking about abusing the AI and killing people in less than a second, the first being a bug and the second a balance issue. That the thief class is hard or easy to play is irrelevant. Do you believe that the ele is an easier class to play? We cannot even switch weapons without having the inventory window opened.
Play something else then, because you’re obviously not suited to what you chose.
The point is that once it’s activated it functions like a Dynamic Event open to everyone. This is how small guilds who can’t possibly afford it are supposed to be able to participate.
It took be a bit to realize you were saying Under instead of Over, but after the initial confusion this is actually a rather intreguing idea. I tend to suspect it isn’t really possible, but it’s still interesting.
All I can think of when I look at this is, for the love of kitten don’t ever play any other MMO ever, where the rogue class has an actual stealth that works indefinately. If you think a class that actually has to actively work at being stealthed for duration is bad you would murder yourself rather than deal with a real stealth class.
The way I see it, the reason there is no last online feature is because it is a pointless and useless feature. Just because someone is online doesn’t mean they’re representing your guild, therefore their online status tells you nothing about their contribution to your guild. What you want is their last representing status, where being offline is concidered not representing. Then you would actually be able to note the last time.
What you also want, since that still doesn’t give a proper indication of activity, is a way to see specifically how much influence they have accumulated for the guild. That way when you see they last represented an hour ago, because they flicked on represent then flicked it back off, you can also see that they haven’t actually accumulated anything for the last couple days and probably haven’t been participating.
That is, if you care about such things.
Once per Day per Account across servers. That is the only way to effectively stop guesting abuse. If you cannot receive the chest reward a second time regardless of which character you are on and which server you are on then people will stop doing it. The only ones left will be people who have not done the chest yet that day, be they guests or not. It will spread out players more throughout the day and reduce lag without impairing guests who aren’t trying to abuse the system.
This is the same thing as asking for light medium and heavy armor to be interchangable. It’s not going to happen.
They aren’t going to remove it, so it was pointless to even ask. Requiring an invite will only cause people on host servers to offer invites. This won’t solve the problem. There is only one sure fire solution. You don’t fix the problem by reacting to the problem, you fix the problem by dealing with the cause of the problem. As is pointed out in the other five or so threads on this same issue. My sig is now the answer cause it’s easier.
Are you actually certain it doesn’t stack? I will accept that it is super pointless if it doesn’t, and as such was under the impression it had to stack because who would actually make something like that otherwise.
First off ANet won’t “lose” anything. You’re not paying to play the game and neither is anyone else. Second you make it so that Once per Day is actually meaningful. If you can only loot the chest once, period, regardless of where you come from or what character you’re playing you have no reason to go anywhere else to loot it again.
This way they can have the loot remain good and the lag issue decreases because once someone has looted the chest they don’t have a good reason to do the event again. This means that they won’t try to get to the event as often and participation gets spread out more.
But it also doesn’t interfere with someone who wants to guest over to do the event with a friend, or with their guild on a different server.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.