From what Anet said, it seems like anything that originally dropped scrolls of knowledge will now drop spirit shards instead. I got some from dailies Wednesday. Can still find them in champ bags,I believe. Also, using a tome of knowledge on a lvl 80 character will award one.
Was it only things that gave scrolls of knowledge? I thought anything that gave a skill point was supposed to give a spirit shard (i.e. including leveling, which doesn’t as far as I can tell, so I don’t think a Tome would either)
Either way it appears to be at a rate significantly reduced, even for the ones that do.
Out of dozens of bags I’ve received 1 single shard, it seems the main source is supposed to be the daily 3 shard bag.
I used to get a lot of scrolls of knowledge out of champ bags. Between some world boss runs and other content, it wasn’t unusual for me to get more than 3 of those per day. Under the new system, it looks like you can only get 3 per day from doing a full set of 3+ dailies. I don’t have any firm evidence on drop rates from champ bags under the new system, but it seems like they drop far less often. As a result, the rate to obtain spirit shards in the new system is potentially slower than gaining raw skill points was in the previous system. The impact may force players who want spirit shards to do dailies and then grind additional bosses or champs for the possibility of more, instead of allowing them to just focus on bosses and champs to earn them more quickly.
In addition, I was getting a few writs of experience per day (still do), which I would just eat on whichever level 80 toon I was playing (can’t now). Under the new system, it appears that only toons under level 80 can use these. As a result, this has effectively slowed the gaining spirit shards / skill points compared to the previous system as well.
I’ve currently got about 3K spirit shards stock-piled and I have no idea how I’ll ever spend that many. But for newer players, I can see how the changes in the rate of obtaining these may be a problem.
I wish we could trade Spirit Shards on the TP, since players like the OP want more, while players like myself have a few thousand and don’t have a use for that many.
There’s a really big toilet in Lion’s Arch. It even flushes now.
It should be possible to stack up to 13 seconds of Quickness by using Heightened Focus (4 sec) + Frenzy (6 sec) + Superior Sigil of Rage (3 sec).
I’ve been running a power-focused Axe/[warhorn/mace] + LB with banners build for a long time. Depending on the content, it alternated between 6/5/0/0/3 w/ zerk gear and 6/0/0/6/2 w/ soldier gear. It may not have been a top-tier DPS build, but it worked well for me. It also seemed to have good support for pug groups, and it’s been a pretty solid performer for guild forays into dungeons or fractals.
With the updated traits, it looks like the build is pretty much dead since it will be losing some significant dps with the new trait placement. I’ll try out GS+LB but I’m not that fond of GW with warrior. I’ll really miss the warhorn’s speed buffs and blast finisher, or the mace’s extra vuln and Tremor attacks. If I can’t find a new build I like, I may end up playing one of my alts where the class got some major buffs instead.
Axe Mastery definitely needs to get moved out of Strength Grandmaster. It will be a dead trait there.
One option would be to revert it back to Strength Master level, replacing either Body Blow or Great Fortitude. Another option would be to move it to Arms master, possibly replacing Unsuspecting Foe.
In either case, I’m not sure what should be added as the new Strength Grandmaster to replace it, but whatever trait gets put there is going to have to be good enough to compete with Berserker’s Power, or be a niche type trait that is found in builds that wouldn’t use BP.
I hope it’s the torch but it’s probably going to be something lame and completely un-warrior like pistol or dagger.
Dagger is not “un-warrior like”. From a historical perspective, it was rather common for warriors across several eras to carry a dagger or knife for a variety of close combat situations. In the case of being disarmed, or having their weapon break, carrying the extra blade gave them a fallback option as well. Even today, bayonet knives are still standard issue within many armies, though they may seldom be used in most forms of modern combat.
So, now what is the viable build for PvE? Greatsword, again?
It’s amazing how people prefer actually prefer axe over greatsword. People just have some sort of hipster-appeal with the meta. If it’s popular and good, then I don’t want to use it, regardless of actual gameplay or mechanics.
I can only speak for myself, but I actually don’t like having movement skills automatically tied to attacks. I can be clumsy with fat-fingering keypresses, so it’s way too easy for me to accidentally press #3, or to simply mis-aim Whirlwind Attack when I’m actually trying to use it, and the warrior goes spinning off into all manner of badness (off cliffs, into previously unaggro’d mobs, etc). To a much lesser degree, I sometimes have issues with Rush causing me to move unexpectedly too.
By comparison, I much prefer the Axe for it’s relative lack of movement to with attack skills. It has the leap on F1, but the movement with Eviscerate seems much more intuitive as part of the burst, and I don’t have any issues fat-fingering it. I also like the flexibility that it offers in letting me run alternate off-hand weapons such as mace or warhorn.
Ironically, I actually like the appearance of the greatsword quite a bit, and I find many of the GS skins to be superior to most of the axe or off-hand mace & warhorn options. I just wish the GS skills were less prone to error, and more in line with my preferred play style.
Tip : use only Basic Salvage Kit for blue or green trash.
Even using just a basic salvage kit for blues and greens ends up with a lot of minor runes and sigils. It used to not be such a problem because apparently the basic kit was salvaging fewer runes and sigils than the listed 20%. ANet fixed this issue in a recent update, and since then, I’ve been getting flooded with minor runes and sigils from salvage.
Having some kind of mass sell option for things like this would be helpful.
I have asc axe and mace that I will be keeping in my inventory from now on… Will be running full meta now (GS + Bow, because rifle have trouble to hit some stuff, that supposed to be easy to hit). Offhand axe was joke in 99,9% situations anyway. Main hand axe can’t compete with new GS trait + berserker’s power.
I’m in the same situation. I’ve been running warrior axe builds for a long time, but after these changes, it looks like axe/anything or anything/axe will be very subpar compared to other weapons in the new meta. Since the warrior specialty will be focused on a different weapon, I doubt that it will offer anything extra to save axe. After these changes go live, my ascended axe is either going to get buried in my bank or handed off to some other class than can still use it.
Rytlock rerolled already.
Axe + gs builds will be even more viable though, maybe time to take out my frost fang lol(CI proc’ing on on burst and not on hit)
I have been running axe builds, but with these changes, those builds look like they’ll be too nerfed to continue running them now. Overall, axe builds seem to be less viable, not more viable with these changes.
I was hoping to get in first with an obligatory, “The ’70’s called – they want their Pet Rock back,” though I see that someone already posted about the Pet Rock.
Growing up in the 1970s, I was exposed to many of variants of these, including many hand-made versions where people would take a simple rock (usually round and somewhat flat) and paint or decorate it to look like some kind of insect (lady bugs were popular) or other critter.
Given the speed and frequency of Trillia’s escapes from the Ebonhawke prison, it seems likely that there must be one or more separatist sympathizers working amongst the guards!
The guild I belong to has found since the Megaserver update that Trillia is an unreliable bounty candidate. Far too often, we’ve been unable to get our entire guild into position before some other guild activates the bounty. Her lifespan can be mere seconds with large gatherings. As a result, we tend to avoid Trillia and take other more reliable bounty options which are less frequently chosen and/or won’t instantly evaporate once the bounty starts.
Yeh, but i always get thrown off that ‘safe spot’ and i never seem to be able to avoid the floor aoe lightning dmg when i’m to close. At least not on my warrior , my thief doesn’t seem to have that problem.
A warrior can easily stay on the boxes for the entire fight. You just need to equip a skill that provides stability and use it. A good option is Balanced Stance since it recharges fast enough (40s) that it will be ready to use each time. During the fight, the golem slams its fists down 3 times which from the SE boxes viewpoint is left-side, right-side, then both. It’s the final fist slam that knocks people off the boxes. Activate the Balanced Stance before that final fist slam, and you’ll stay safely on the boxes. The duration of the stability is long enough (8s) that you can basically activate the Balanced Stance once you see the first or second fist slam, and it will still be active for the final fist slam, so it’s really easy to time this to avoid getting knocked off the boxes.
As far as mega goes, for the most part he’s easy to hit, but sometimes, and more often then i like ppl seem to pull him towards the other end from where i’m standing (left or right) and i need to switch sides, unless i equip rifle.
I have only tried fighting from the north or south shores of the lava for MD. It seems so much more natural to me to fight from one of those locations, especially the south side since it’s where the final chest will spawn, so it saves on how much extra movement is needed after the battle ends.
“Is Rifle better than Longbow at anything?”
Anything? Yes. It’s subjective, but I think several Rifle skins look much better than Longbow skins. Many of the longbow skins look boring, strange or just unappealing to me.
But as for gameplay and such, I run Longbow since I find it a better weapon than rifle for my preferred style of play.
Oh, one more thing :
on my build the rifle has 1200 range. Longbow 1K. So it’s perfect for worldbosses like Golem and Megadestroyer where you have ppl pushing the boss away (out of reach of LB) or where it isn’t advisable to go meleeing it.
As a longbow-using warrior, I’ve never encountered any such problem like this at either Golem or Megadestroyer. To my knowledge, neither of those bosses can be pushed, and in fact, Golem is fixed in its position. While standing in the safe spot on the boxes in the SE corner of the platform, the longbow easily reaches the golem. Meanwhile, Megadestroyer may move to follow players, but generally he comes toward the south side where the largest number of players congregate. I’ve always been able to reach MD with longbow from the south edge of the lava. In any event, if players did manage to troll the event and lured him to the north side instead, it would be simple enough to must run around to the other side.
Overall, longbow is a very good warrior weapon for PvE, especially for world boss fights that may require significant periods of ranged combat.
My 7 level 80 alts have been relegated to the following purposes:
- JP Chest Farmer (4). The alt is parked at a JP for daily chest farming. They only move from this location via WvW map to access chest, merch, etc.
- Extra World Boss Runner (1), for times where I play long enough for a boss to spawn multiple times during my play session.
- Dragonite Ore Packmule (2) The number of my alts gaining this status will continue to grow until ANet gives us a dragonite convertor.
I badly need a converter for Dragonite Orr. I’ve resorted to turning two of my alts into dragonite packmules, and I’ve still got more in a bank tab.
Hopefully when it’s added, they also give it a bigger appetite (i.e more gifts per day, or alternately, consuming more dragonite to give improved quality gifts) to help make up for the fact that it is getting added later than the other converters. The new converter will have a lot of catching up to do.
Power / Vitality / Boon Duration
I agree with Elegie that Warrior’s Spring is nice, but it’s not needed.
For example, warhorn builds can use “Charge!” to effectively supersede the benefits of Warrior’s Sprint (charge 33% vs trait 25%). This opens up the option to take another useful Discipline adept skills like Signet Mastery.
Banners can also be used for speed buffing, albeit in a more clunky manner (cast banner → pickup banner → activate skill #3 or #4). It would be nice to have the option to summon to hand instead of ground so we could immediately activate the run skills, but that’s a different issue entirely.
Could you elaborate on which area(s) of gameplay that you use this build?
I’ve played since the early release, and have played PvE almost exclusively. I have yet to find much point in using a shield or Physical skills in PvE. I also don’t play the ultra-common meta builds like GS or Hambow. Instead I’ve mostly used axe builds with varying off-hands like axe, mace or warhorn and longbow for ranged combat. I’ve usually taken 6 points in strength to get Axe Mastery and Berserker’s Power.
I realize they are changing up the Berserker’s Power trait quite a bit, but the new incarnation would be a perfect fit for boosting the Axe Burst attack damage. As a result, also putting Axe Mastery into the Strength GM trait slot doesn’t make sense…aside from supporting the viewpoint that ANet has some kind of vendetta against warrior axe users which might be entirely true.
The changes look nice for GS warriors, and I suspect for hammer warriors too. But axe warriors seem to be getting left behind by these changes.
- Axe Mastery
The only positive is that it was moved from “Master” to “Grandmaster” thus giving the option to take “Body-Blow”.
I hardly see moving Axe Mastery from a master to a grandmaster as a positive. Also, Body Blow seems to be mostly useless outside of Hammer builds. So the Strength master traits effectively boil down to a Hammer trait (Body Blow), a GS trait (Forceful Greatsword), and rather weak general trait (Great Fortitude) for non-Hammer/GS builds. Previously, Great Fortitude was a minor, and even there it was weak.
The new strength minors appear very weak. The majors are useful for Hammer and GS, and not very useful for other weapon builds. But if you want to use an axe, for example, you art stuck with fairly useless minor and major in Strength just to reach the GM. And if you take the Axe Master GM, it prevents access to Berserker’s Power.
Strength minors choices look poor:
Death from above – only generally useful for JP stuff.
Restorative strength – remove conditions when activating a heal. This is probably useful in PvP, but for PvE you don’t need it at all.
Physical training – I can’t remember the last time I equipped a physical skill, and it was even longer ago that I found one marginally useful at all. These tend to be rather useless in PvE.
Meanwhile, dual wielding is gone? Yikes! And they bumped Great Fortitude to a Major? Why?
Strength Master / Grandmaster
They moved axe mastery to grandmaster (and merged it with sharpened axes which was previously a discipline major)! The merge may seem well-intended, but it probably just killed off axe builds. You can’t take it and Berserker’s Power, which is a 20% dmg nerf for axe builds.
Tactics
- They moved Quick Breathing to adept, which is a good thing actually. This is the only warrior change I see that I like. Previously there were too many good options all crowded into the master tier. With this change, it now means a warrior can take both Quick Breathing and Empower Allies (two good ally boosting traits), and still take a tactics grandmaster too.
- They moved all the banner traits out of tactics.
Discipline
- Inspiring Battle Standard (previously Tactics Grandmaster) is now a Displine Master. The problem is that it doesn’t fit well with this line of traits. Discipline tends to be self-reliance and personal dmg boosts which is very unlike the battle standard boost. Seems like the battle standard would have fit better in tactics (where it was) or defense.
- Sharpened axes is gone! As described above, they merged its abilities into the GM strength trait for axes. This means that a player is forced to take strength gm for axes to get what this offered previously as a master in discipline. Previously, a player could skip strength and take this plus arms traits for example for some pretty solid axe dmg. That type of build will no longer be an option.
Overall, it looks like their attempt to streamline axe into one trait has gutted much of the trait versatility that was previously available for axe builds, and simultaneously nerfed the overall DPS potential by about 20% due to the inability to run both axe mastery and berserker’s power. As if the warrior GS meta wasn’t big enough already, this pretty much forces warriors to use it now. Prior to this, GS and axe builds were close to on par for damage output, but without Bererker’s Power, GS will be dealing at vastly more dps than an axe build can.
These Experience Scrolls (for instant level 20) were a reward from the First Birthday Gift and Second Birthday Gift. Apparently, the game has tagged them uniquely (1st year vs. 2nd year) so they don’t stack. It’s very annoying.
I have a few gotten several of these, but I don’t play PvP, so they are basically useless to me.
I would recommend that these tokens should either be removed them from the Black Lion Chest loot options, make them tradeable so that we can sell them on the TP, or give them a default value so that we can sell them to a merchant.
From what I’ve observed, many players try to raise their crafting levels without bothering to look at crafting guides. Instead, once they’ve run out of easy crafting steps (refinement, etc), many of them jump straight to the discovery panel and start trying to combine various items from their inventory in hopes of unlocking a new recipe. For weapon crafter types there are several combinations that can result in unlocking a sigil recipe, while for armor crafter types, there are several combinations that can result in unlocking a rune recipe.
Unfortunately, nearly all of the sigil and rune recipes result in an item that is worth far less gold than the input materials needed to craft it. The reason for the price being low is purely an effect of supply and demand: these sigils and runes are very easy to craft, and they get crafted in abundance by players trying to bump their crafting levels, resulting in a huge supply. However, most of them are useless, so there is little to no demand for them.
TL;DR – Ignore crafting guides at your own risk.
(edited by Kalendraf.9521)
I’d love to play or DM a GW2 campaign in a table-top setting. However, the existing GW2 rules would not translate well. Rather than inventing a new system, ANet could pair up with an existing table-top RPG game and add a campaign setting to it.
Regardless of whether they do that, I would really like to see ANet release a line of 25mm miniatures for table-top game play. With advances in 3D printing, they might be able to just sell the print-models to remove the need for a production facility or physical sales of the minis.
/endorsed
Even before they added Mawdrey and the Star, I had more dragonite on hand than bloodstone or empyreal. I’ve got a few packs on an alt crammed full of this stuff, and it just keeps getting worse. Please give us something to convert it.
I just checked again after reset (my first login attempt of the day), and I now can access the guild banks in all guilds that I belong to.
Same problem here
1 Group guild where I’m a member – can’t access
2 Personal guilds where I’m the leader – can access one, but not the other
Superior Rune of Trench Coats (6/6)
(1): Chest piece skin is replaced by a full-length trench coat.
(2): Leggings skin is replaced by the pants best described as “Something that Columbo would wear”.
(3): Headgear skin is replaced by an umbrella hat.
(4): Glove skins are replaced by large, over-sized rubber gloves.
(5): Footwear skins are replaced by thick rubber waders.
(6): While wearing armor with all 6 runes, each successful event completed by the player gains 1 Trench Coat Claim Ticket.
5000 Trench Coat Claim Tickets can be exchanged for an Outfit item called, “The Trench Coat”.
The Battle Standard (aka Warbanner) works. It can only revive characters that are downed, not fully dead. Also, it has limited radius of 600, so the downed characters need to be close to where the standard gets placed.
Whenever I’ve seen it fail to revive characters, it has been due to the characters actually being dead (possibly dying just before the banner), being too far from the banner, or they were revived some other way just before the standard was placed.
I was considering buying this outfit too, but after seeing it on another player’s character, I instantly saw that the model cuts off the legs a short ways above the ankles and has a barrier above that.
This type of modeling shortcut might be acceptable for static 3D art where the character is always positioned in a way so that the area is never visible. However, in a game where characters can fight, run, swim, dance or do a variety of other poses via emotes, this type of model ends up looking cheap and incomplete.
I also noticed that the Hex outfit has a similar problem, although in that case the problem occurs further up the legs. However, due to these issues, I don’t plan to get either of them.
FFXIV has the best graphics out there out of any MMORPG. It’s not even debatable imo…
<snip>
Anyways, here’s a few pictures I found of it:
http://goo.gl/n9NMwz
What’s this? A character showing their legs from the backside? Is that legal? After seeing so many trenchcoats, rear capes and long skirts in GW2, I was under the impression that the ESRB must have banned them from games rated T.
(edited by Kalendraf.9521)
At one time, there were a lot of teleport-farm-bots that did exactly what the OP describes. They were thick in some maps. It can be very difficult to catch their ID and report them. They banned a lot of accounts at one point for this activity, and since then, I haven’t seen any more. If these teleport-farm-bots are showing up again, it may help to let ANet know which map you saw them on, which area of the map, and at what time of day.
There’s a right place and wrong place to use RNG. The modified RNG method sounds intriguing, but it may not be the correct solution for everything. Here is a repost about RNG I previously had made on the gw2guru site which seem applicable toward this discussion:
There isn’t necessarily a one size fits all approach for this. The main issue with RNG often relates to it’s magnitude and frequency. For example, depending on the nature of the game, here are situations where RNG might be ok versus ones that are definitely not ok (ranges are intended as examples):
A ) Check occurs often, chance of success is relatively high (30% or more) = perfect place to use normal RNG
B ) Check occurs often, chance of success is moderate (10% to 30%) = RNG is probably ok, but alternative approach could be considered for fairness.
C ) Check occurs often, chance is low (1% to 10%) = RNG might be ok, but an alternative approach is likely better.
D ) Check occurs often, chance is miniscule (below 1%) = RNG should not be considered. An alternative method should be used instead.
E ) Check occurs infrequently, chance of success is relatively high (30% or more) = RNG is probably ok, but alternative approach should be considered if check occurs only at very long intervals.
F ) Check occurs infrequently, chance of success is moderate (10% to 30%) = RNG might be ok, but an alternative approach should probably be used instead for fairness.
G ) Check occurs infrequently, chance is low (1% to 10%) = RNG should not be considered, and an alternative method should be used instead
H ) Check occurs infrequently, chance is miniscule (below 1%) = This combination should be avoided entirely! For fairness, the game mechanics should not permit combinations where a chance is too low with infrequent checks.
Note – my definition here of often vs. infrequent are intentionally vague. For a general idea, “often” would be a check that occurs many times per hour in the course of normal gameplay. Infrequent would be something that occurs very rarely, or requires significant time or resource expenditure by the player to make it occur.
How do those relate to GW2? The following are intended as examples and the exact percentages may not fit the example ranges listed above:
A ) Chance of landing a critical hit (depending on build of course). Perfect place for RNG
B ) Chance of a mob dropping a random item (of any type). Other RNG could determine the specific type of item.
C ) Chance of a node producing a special item when harvested. For example, getting a gem while mining an ore node.
D ) Chance of a lockpick from piles of silky sand (often category might be a stretch here – is based on a player participating continually in DryTop events)
E ) Chance of getting at least 1 ecto while salvaging a rare with a mystic kit.
F ) Chance of a Black Lion Chest producing a scrap
G ) Chance of Mystic Forge producing something useful (exotic with rare skin, valuable rune/sigil)
H ) Chance of Mystic Forge producing a precursor
My own experiments with medallions in the forge are similar. I’ve seen many upgrades result in every other kind of orb and crest, but never an azurite orb.
The original instance of the Molten Facility had (6?) Mithril nodes, which drop crystals, in the rooms. These are the ones that are present in the Fractals version of Molten Facility.
The original instance also had an Orichalcum node, which dropped orbs, reached by by doing a little jumping in the room with the huge group of trash mobs (where people tend to stack on high levels). This node was not included in the Fractals version of the Molten Facility.
I forgot those were from the ori node. Actually, I thought there were 2 ori nodes in the complex, but one was rather well-hidden. I only ran that thing a couple times during the living story, but I managed to get 7 orbs. I thought a few of them actually came from the mithril nodes.
For a crafting material that is no longer obtainable, the pricing trends on gw2tp don’t look how I would expect them to. As people buy them up and craft with them and remove them from the market, the supply/demand pricing should show a continuous uptrend. But that doesn’t seem to be happening. So either the majority of buyers are just speculators who aren’t consuming them in crafting, or there is a significant buffer of orbs available in people’s banks that keep getting added into the market to offset any crafting consumption.
(edited by Kalendraf.9521)
From my own observations, I seem to have better luck tagging the bosses if I do both regular DPS and condition DPS. If I only do regular DPS, then it seems like I need to do a significantly larger amount amount (like 2x to 3x more during the entire fight) to get credit. I don’t have any builds that are pure condition damage, so I can’t vouch for whether the reverse is true and that it needs do a lot more condition damage if you don’t do much regular damage.
Based on this, and the fact that bosses seem to cap out on conditions early, the behavior mentioned above may make some sense. Conditions applied later in fight may not register if the boss is already capped out. Thus, a guardian that is going to get every 5th hit with burning as a condition may only register this combination of physical and condition damage if they joined the fight before stacks of burning were maxed out.
So my trick to getting credit is to make sure I tag a boss early enough with at least one condition that deals damage, and then return to doing my normal damage attacks. By doing that, I seem to almost always get credit for the boss loot.
Azurite was briefly available in the Molten Facility during the Flame & Frost living story. After they added Molten Furnace fractal, Azurite is again available. Thus, it’s not impossible to get, just very limited.
Only Azurite Crystals are available through mining the nodes in the molten facility fractal, not orbs, which are required to craft exotic tier gear.
And Artificers cant transmogrify azurite crystals into orbs, either.
Thanks for the clarification. I was under the impression that since the nodes existed, that both the crystals and orbs could be obtained.
I wonder if they changed it due to the behavior of the original nodes in the Molten Facility having what appeared to be a higher-than-normal chance to give orbs? The few times I ran that, I ended up with roughly 50/50 orbs/crystals during my mining attempts.
I’m also surprised that they didn’t add in a way to transmogrify them. That seems like a no-brainer.
Azurite was briefly available in the Molten Facility during the Flame & Frost living story. After they added Molten Furnace fractal, Azurite is again available. Thus, it’s not impossible to get, just very limited.
Meanwhile, it’s debatable as to whether the Sentinel’s gear that uses it for crafting is useful or not. It’s basically just a swizzle on soldier’s gear, but it shifts the emphasis from +Power (nearly always useful) to +Vitality (useful, but not mandatory).
“when am i going to get some armor that looks cool?”
I’ve been playing since early release. I’ve seen all the armor in-game (easy to preview now via the wardrobe, btw). Alas, I’m still wondering when I’ll actually find some good looking armor…
At this point, I’ve resolved myself to the fact that there probably never will be any armors in GW2 that I find attractive. That’s a downright shame since pursuing cosmetic rewards was supposed to be part of the end-game allure.
What about making new set of advanced guild missions aimed at larger groups? Could that serve this purpose? Current ones don’t require that many players (~15 for most challenges, ~6 for a puzzle, and just a handful for a single bounty or rush). Future guild missions could require significantly larger numbers of players. This new tier of missions would need to be unlocked. These would also include significantly better rewards than the current set of guild mission rewards contain.
Also, group size should be able to scale. Based on experience with my own guild which features over 200 active members worldwide, amassing more than 15 players at any moment for organized content can be tricky to pull off. On our official guild night, we sometimes struggle to get more than 10 players. As a result, if they do create content for larger groups, I would hope that it scales to some degree. Perhaps there could be a lower limit for minimum number of players and an upper limit for the maximum number of players. Larger groups could be rewarded higher coin, exp and karma values, but other non-coin rewards (commendations, rare/exotic/ascended items, etc) would be equivalent regardless of group size.
I got 2 blade shards yesterday. In the past I’ve gone several days without one. It’s just the nature of RNG to have streaks – if it didn’t, it wouldn’t actually be random.
Some players may feel that because there are currently only 2 classes that use heavy armor compared 3 that use light or medium that this implies the need for an additional class to use heavy armor. I personally don’t see that as a compelling argument.
Rather, if they do add new classes, I’d hope they get evaluated for need within the game, and then allocated with the correct armor for the style. That very well could be another class that uses heavy, but it could also be medium, light or something else entirely. What about a class that can only wear jewelry and perhaps some very limited clothing options with no armor bonus at all? What about a class that can wear a new ultra-heavy armor that gives even more armor than heavy? What about a hybrid that allows the class to wear any type of existing armor (perhaps with some restrictions/trade-offs)?
When trying to come up with a new class, let the ideas flow – don’t limit the creative potential by artificially limiting it to a perceived omission in the current options.
Since the feature pack update, I’ve found a few of the new selectable type weapons dropped by enemies. Unfortunately, the level of the items are vastly lower than the maps where they have been found. Since I already have eight 80th level toons, these items are rather useless to me. Some examples (sorry I don’t have the exact item names since I’ve destroyed them already)…
Selectable blue staff (~level 13) – Dropped by a risen in Straits of Devastation (level 70-75 map)
Selectable green staff (~level 26) – Dropped by a beetle in Dry Top (level 80 map)
Selectable yellow pistol (~level 39) – Dropped by a risen in Malchor’s Leap (level 75-80 map)
Also, when salvaging, I only have gotten luck and no crafting mats. Not sure if that is intended or not.
I recommend that these new selectable weapons be adjusted so that their level is more appropriate for the maps where they are found.
1 ) All permanent weapons and associated skills are removed from game. Characters must now find and use environmental weapons for every combat. Weapon breaking percentage remains intact.
I actually kind of like the idea of an Environment-Weapon-Only build. Actually sounds oddly fun.
FYI – I’m actually working on a challenge concept related to this, but the need for using environmental weapons are just one aspect of the challenge. I’m still ironing out a few details. Planning to write it up and maybe even post a youtube video when it’s ready.
1 ) All permanent weapons and associated skills are removed from game. Characters must now find and use environmental weapons for every combat. Weapon breaking percentage remains intact.
(Not only does this greatly minimize the future work needed for weapon skill balancing, but it also provides a permanent way to eliminate the “bad luck” many players have with trying obtaining precursors and legendaries by removing such items entirely.)
2 ) Player revival at a waypoint now incurs a 15% death tax on all items possessed on the account. Gold, gems, stacks of crafting materials, and any stackable items contained in bank slots or carried by characters across the account are reduced automatically upon revival at the waypoint.
3 ) The “Deposit Collectible” feature is removed, and it is replaced by a new feature called Autofill which separates one or more currently stacked items in the characters inventory to fill all available slots. By default, the Autofill feature is enabled to activate when any new stackable is picked up. Players can pay 800 gems to change this default setting.