Silk scraps trade for 3 silver, wool for 3 silver, cotton for 4 and linen for 5. Silk may end up being the highest cost component, but it’s not clear that silk is the bottleneck in supply. I can’t see a scenario in which reducing the quality of silk required for damask wouldn’t drive these prices right up. Personally I am always short on wool.
In my opinion, the most likely result of reducing the silk requirement is that silk prices would plummet to be almost worthless while wool cloth and linen would more than double in price leaving damask at around 10 gold. The slight reduction in price is down to the fact that at 10 silver a pop enough people start farming mid-level areas specifically for cloth to stop prices going much higher.
The question of the high price being a problem has come up. My 2 cents is that in isolation 15g for damask isn’t a problem, but when comparing it to Deldrimor steel ingots at 3.8 and Elonian leather at 2 it is a problem, because it is inequitable for those playing light classes.
It might bother some people in terms of “making sense for professions,” but they could just adjust the number of each component needed, so that there isn’t such a huge disparity in number of Damask needed for Light compared to the others.
Liking the arrows. Was that editing?
As for those who are talking about a nerf, if everyone starts doing it, the sale value of Twister in a Jar and Lodestones will steadily decrease, making it a less effective farm over time. The only problem I see them acting on is if it harms the precious Legendary market, due to Lodestones.
Bugs I noticed:
- Getting skill 5 interrupted loses access to it for that particular mob.
- Skill 5 unlocks inconsistently. Appears that 50% is the intention, but I have not once seen the rifle bleed trigger the 50% change and unlock the skill.
- Rifle disappears after a number of minutes, but there is no visible buff timer.
Oh and I couldn’t get the arena to activate at all, but I’ve never used it before, so I’m not 100% sure how it’s supposed to work. Talked to the one dude, but he didn’t actually give me an option to do it.
I got to admit, I’m a bit concerned about the point of traits like Heightened Focus, Berserker’s Power, and Adrenal Health – all of which are effective if you can maintain high adrenaline. Considering that adrenaline now starts draining the moment you leave combat at all, it seems to me that it pushes these traits into “only maybe useful in a long boss fight.”
I have not run the DPS numbers, so maybe I’m wrong about that. But that’s how it looks to me.
I merged two active threads, and we appreciate the reports.
If you’ve recently noticed an drop in FPS, please post in this thread with the following:
- Your location
- Time and date of incident (plus time zone)
- Game World
- Map
- Brief description of what you’re seeing
- Ticket number, if you submitted one.
Thank you much!
(Since latency is a different issue and is not always related to this problem, I made a separate thread for that.)
I’m almost certain the affect on my graphics/FPS has something to do with character models/textures.
I just tested it again in Mystic Plaza by tweaking my settings: I had changed Character Model Limit and Character Model Quality to Lowest to have playable FPS since the patch and I tried putting them back to “Low” (where I had them pre-patch). Each one had a noticeable impact on FPS the moment I started moving around the Plaza and other players.
Turning off High-Res Character Textures appears to have a small positive affect as well.
Note: The part that appears to make the biggest impact is putting Character Model Quality on Lowest (which means every other player is displayed with the generic profession model).
Come on, you don’t eat luck.
Obviously, you snort it.
I got super high on luck once. Thought I looted a precursor. Turns out the loot tables for Moas are not so great and other than putting them on the brink of extinction, all I got was a bunch of feathers.
The seraph nearly arrested me for it, but I explained to them very slowly and carefully that if they want a precursor, they can go farm it themselves. The leeches.
It’s a neat method, but I won’t be key farming anymore if the only speedy way is to invest upfront. At that point, I can’t really call it “farming” – more like “key investing.”
They’re still going to be getting way less rewards than you, if you’re running around doing loads of events. I’m not saying it is or isn’t in issue – I don’t know enough about it to say – but if you put it in perspective, they aren’t leeching a whole lot.
Hi, everyone! Thank you all for the inspiring mix’n’match. Some of them are really stunning.
Here is mine, from my ranger Wohlfram Zu Heltzer.
First pic has a really sleek and elegant feel to it. I like it.
What about the WvW players that have to explore the PvE map which is ~10x bigger?
Do you have any suggestions for how to handle this better?
I don’t mean that in a snide way. I’m curious. I think if it is a genuine issue for WvW players, it’s worth talking about.
As for those who are suggesting a split, I disagree, unless you have the non-instance stuff still get you Been There Done That and the Gifts, as those are the main reasons for completing everything, other than being OCD about percentages.
Most of us asking for a split here in this thread want 2 new ones ADDED, for a total of 3 map completion achievements. Not simply split the current achievement into 2. At least from what I’ve read.
So there would be PvE Exploration, WvW Exploration, AND PvE + WvW Exploration. The PvE + WvW exploration would be a “achieve 2 achievements from the Map Exploration category” achievement. And only PvE Exploration and WvW Exploration would fall under the Map Exploration category.
The Gifts of Exploration and the Been There, Done That title would be tied to the PvE + WvW Exploration achievement. So that part would not change.
I understand that. I’m saying I disagree with the idea because the Gifts/title are the main reason people go for the whole thing (PvE + WvW). Splitting it alone could add more rewards I guess, but it doesn’t solve the problem of people who are looking for the main rewards and are forced to go into WvW.
And to someone who said its not like they don’t enjoy wvw, they just feel awkward going in to do map completion, please refer to my first post, wvw completion is not supposed to be mapping, youre supposed to be getting it by actually playing wvw normally. I both pve and wvw and usually have most maps done by the time my character gets to level 40 by doing what? – playing wvw… enter map, join commander, have fun for a couple of hours, log off.
I find the most annoying thing to do in wvw map completion to be those pois and skill points in top corner as they are not on the way to anywhere, and serve no purpose, also the 3 different pve camp things in eb, the krait, ogres and whatever it is in the cave.
Well you described it yourself, many of the areas in WvW mapping are not even remotely related to doing WvW, as far as I can tell. So I don’t know how you can say that WvW mapping is “supposed to be” through playing WvW normally. It’s more like, “You can get a significant part of it through playing WvW normally.”
As for those who are suggesting a split, I disagree, unless you have the non-instance stuff still get you Been There Done That and the Gifts, as those are the main reasons for completing everything, other than being OCD about percentages.
I trusted in what was on patch notes. That was my mistake
Lesson learned: Always assume that game design is fluid and will change.
Yes, add jumping puzzle achieve and a title.
https://forum-en.gw2archive.eu/forum/game/gw2/Moar-titles-ideas-within/first
I could get on board with this because quite frankly, I have yet to really touch WvW (unless you count EotM karma train) and I feel like I’m wasting a map slot to do my mapping, when I have no interest at the time in doing actual WvW content. It’s not like the mapping in there is even WvW content – it’s just PvE mapping in an instance, with a few blockades based on who controls what.
So really, it’s not that I don’t want to WvW (cause I can easily avoid that anyway). It’s that I don’t want to get in the way of serious WvW, just so that I can do my PvE crap. Every time I step in there to map complete, I feel like a spectator walking onto an NBA basketball court to pick daisies.
I think a lot of it has to do with ANet’s ambition being too large for their relatively small teams leading this kind of content. They have huge ideas like blowing up LA, but then they have to be on to the next one. There’s no time to account for how that mess will be cleaned up because it isn’t actively part of their trajectory (at the moment).
Mind you this is just my opinion, but it seems like they have a ton of climaxes with very little ramps, because they are under such strain to get that bombshell to live servers.
I’m inclined to agree based on what I’ve seen; big ambitions, but a difficult time making them a reality because… well, let’s face it… doing big stuff in a live MMO is just hard.
Ahhhh, the game designer in me can’t do it. Nope nope nope. Won’t do it. Can’t. Don’t.
Abort abort. System failure, shutdown imminent. Beeeeeeeeeeee……..
Beep… beep… beep. Reading from archives: Display archive material.
I would remove the cost on transmutation charges; add skin versions of cultural and order items for a 10th of the cost; slash ascended prices in half overall; sell precursor box with choice of weapon for 2 mil karma, or 25,000 badges, or something something dungeon tokens; add 5 equipment slots and 5 trait slots per character, for different builds; add Tequatl tokens that can be exchanged for a weapon box once you have enough; and tweak item drops every now and then just to mess with people (mostly John Smith, but don’t tell him that).
I’m sorry, our archives may have displayed some material that actually contained good ideas. Please accept our sincerest apologies. The late writer of these ideas malfunctioned while trying to destroy the game and has since been ‘taken care of.’ Have a nice day and please enjoy ruining the game.
You monster.
- GLaDOS
(edited by Labjax.2465)
It was about an 80 gold difference between heavy and light a few weeks ago when I last ran the numbers.
Yeesh. Well I know which profession I’m not going to bother with ascended on for a long long time.
There are new players continuously starting up this game and they too will probably want ascended at one point. It’s like the job market where people come and go from it all the time. It’s not a static number consisting of the same people.
True and that adds even more complications to the theory of it. For example, someone new may not have the same perception of what’s “too costly” compared to someone who has been around through lots of inflation.
Plus there may be a gap in-between new players leveling and existing players having gear, during which demand could go down some.
Sorry. I got distracted by the others but thank you for clarifying your intent of that post.
Anet stated that they wanted to give silk value. It had pretty much no use in the came. I believe they kept silk prices high because they felt that ascended armor was to be a long term goal.
I opinion on this is that the price of one material compared to another doesn’t matter.
I can buy that for a dollar. Now I am wondering how the total cost compares for each set. Reviewing the recipes, Tailor requires 36 Damask, Leatherworker 24, and Amorsmith 25. At a glance, it looks like Cloth beats the other two by a landslide, due to Damask.
A decrease in the quantity in the quantity of silk needed would decrease the overall price at first. However, this is where you stop and you don’t look further like so many people. The people that held off on getting their ascended will now be enticed to start going for their ascended now. This pushes the demand for silk even higher without supply changing. This will cause prices to go back up. We saw a 50% increase in silk prices when the collections came out so it’s not far out of the realm of possibility that the same could happen in materials needed were cut.
Another aspect that you’re also missing is the impact that this would have on the other materials such as linen, cotton, and wool. Those would also increase as well driving up the complete cost of the ascended set.
There is no guarantee these fluctuations would be permanent though. Yes, you can conceivably say that due to the increase in demand, the prices will temporarily spike. But let’s say (in theory) your average player only ever wants one set of ascended armor. This may mean he will go for it now when it was too expensive for him before, but as soon as he has his set, he is done and no longer has an affect on demand.
Because ascended armor is not a consumable item, demand (all other things being equal) will steadily go down as people acquire their permanent set. All other things are not equal, of course – one of the effects on supply is player activity – but in theory, it is not something that will stay increased because of a single drop in cost.
You weren’t even the one that complained in this thread, but thank you for answering. No, I’m not trying to demean anyone. The point is that people are getting really ticked off about something that is not necessary to the game. There is a lot of hate for the Gem Store and I don’t quite get it.
Hey by the way, sorry if I come across as overly harsh (or have already). The forums are really getting to me today, for some reason.
Personally, I don’t hate the Gem Store and if there is a lot of hate for it, I don’t understand it either. I have some issues with it that I’ve laid out in other threads, but for the most part, I am ok with how it operates.
How this thread is surprising and different from other RNG threads – OP says that Bl skins are nearly unobtainable with casual game play (He does not talk about the impossible collection achievement) – that’s not true. If he were make the same complaint about a precursor or legendary….well I’d be a little more sympathetic. BL skins are much cheaper and I do believe the RNG on getting a ticket is much better.
I can kind of see where you’re coming from, but let’s be fair: He said in his main post, “There has to be a better way that doesn’t ruin the business model.” Although he wrote it in an arguably extreme way, he is essentially saying, “This can be done better.” Not, “This is garbage and I hate it.”
Furthermore, referencing things like precursors issues is a topic in itself. It would not make sense for him to mix the two, when he is trying to discuss BL weapons specifically.
Those are not level 80 mats though.
They drop from level 80 items. Seriously, you are just cementing the fact that you want to contradict at this point.
Correction: they drop from level 58+ items.
I think I’m being trolled at this point. Please stop derailing the thread.
Yes, they drop from level 80 items, as well as some earlier levels. This has zero relevancy to the topic at hand.
You brought it up originally and I’m arguing against it.
I already explained in detail what I was talking about and you’ve yet to actually argue against it. You are just contradicting things that have nothing to do with my meaning.
See:
Thick Leather Section – 9 copper
Mithril Ore – 36 copper
Elder Wood Log – 14 copper
Silk Scrap – 3 silver, 21 copperI was mistaken to include Orichalcum in my post, as that’s not part of the core component for Spiritwood, Deldrimor, Elonian, or Damask. Those are what’s being discussed in the OP and thus, is what I was referring to.
That is the disparity I was referring to.
Those are not level 80 mats though.
They drop from level 80 items. Seriously, you are just cementing the fact that you want to contradict at this point.
Correction: they drop from level 58+ items.
I think I’m being trolled at this point. Please stop derailing the thread.
Yes, they drop from level 80 items, as well as some earlier levels. This has zero relevancy to the topic at hand.
Those are not level 80 mats though.
They drop from level 80 items. Seriously, you are just cementing the fact that you want to contradict at this point.
Sorry to the person who hates this phrase but….you don’t have to do it.
You know why I’ve grown to hate this phrase? Because it’s the rallying cry against anyone who ever complains about how an item is acquired in this game.
You know what the phrase accomplishes? Nothing. I mean, do people who say it honestly think that those they’re saying it to are so dumb that they don’t understand they have a choice in the matter? What exactly is the point?
I know full well that I don’t have to do it. I also know that I could quit this game forever right now and Anet isn’t going to hunt me down. That doesn’t stop me from thinking it’s questionable game design.
I just wish more people would engage the arguments at hand, instead of rallying to such a copout. It comes across as gut-reaction contradiction against anyone who dares to complain about how an item is acquired.
Isn’t RNG a part of any MMO? Let’s complain about precursors then. Or better yet, Ambrite Weapons collection…how’s the RNG on the Unidentified Fossilized Insect?
People already complain about precursors all the time and I’ve seen some occasional complaints about the RNG of Ambrite Fossils as well. How is this thread surprising and different?
Most cloth scraps sell for over a silver. Most wood logs sell for over a silver. Iron and Platinum ore sell for over a silver.
That still doesn’t help. You aren’t actually naming items or numbers. How much over a silver? What items? I’m not even sure what point you’re trying to make.
It seems you just want a reason to contradict me.
I assumed that everyone was aware or capable of looking on the TP if they questioned it. You’re arguing that I wasn’t specific or detailed in my post but it was not really necessary as I had provided enough information. Just about all materials used for ascended other than leather and a couple others are well over a silver.
Edit: Bleh. I’ll go ahead and list them out from memory
Iron – 1s
Platinum – 1.5s
Orichalcum – 5s
Soft Log – 1s
Seasoned Log – 1s
Hardened Log – 1.5s
Ancient Log – 4.5 silver (why was this filtered?)
Wool – 3s
Cotton – 4s
Linen – 5s
Well I somewhat understand what you’re trying to say now, though it’s irrelevant. I said level 80 mats, not “all materials used for ascended.”
Let’s see:
Thick Leather Section – 9 copper
Mithril Ore – 36 copper
Elder Wood Log – 14 copper
Silk Scrap – 3 silver, 21 copper
I was mistaken to include Orichalcum in my post, as that’s not part of the core component for Spiritwood, Deldrimor, Elonian, or Damask. Those are what’s being discussed in the OP and thus, is what I was referring to.
Most cloth scraps sell for over a silver. Most wood logs sell for over a silver. Iron and Platinum ore sell for over a silver.
That still doesn’t help. You aren’t actually naming items or numbers. How much over a silver? What items? I’m not even sure what point you’re trying to make.
It seems you just want a reason to contradict me.
This isn’t real life. We’re talking about a game.
With no parameters to compare everything gets easier to ask.
I would like to get a precursor or legendary as birthday gift.
BL skins for every 2k AP.
Guaranteed ticket scrap in every BL chest.
Also get 1 AP for every hour I’m not logged in the game, so casuals can compete with the hardcore.Get similar rewards of the “hardcore” players, being casual, doesn’t sound right.
You’ll keep the field clear of crows with all those straw-men. Not much else.
No one is asking for hand-out BL weapons.
The core arguments being made here are the following (and they are two separate issues):
1) Items being behind a gigantic currency wall, instead of through regular gameplay, does not a “fun” game make.
2) Collections, based on said items, that require you to get every skin in a set, including the ones you don’t want, as part of an advertised feature is questionable.
Let’s stick to what’s actually being argued, alright?
Well, “prestige” is a way to call expensive stuff, both in game and in RL.
I’m a system analyst and I have an ok pay check, I would love to have an Aston Martin but guess what, I can’t have it unless I “grind” a lot for it or have lucky with the lottery “RNG” to be able to get it.
The OP wants the Aston Martin even though he has a regular job and w/o the need of lottery. See where I want to go?
This isn’t real life. We’re talking about a game.
I mean, aside from overabundance meaning it has no real sale value, how would that make it any different from the other level 80 mats. Orichalcum is perhaps the only other one that sells for anything past a silver.
You may want to check the prices again for cloth scraps and ore.
You know, you could just save time and try to tell me what specifically you think is incorrect about what I said with examples, instead of the cryptic, superiority nonsense.
So there’s an achievement that maybe most people will never complete. So what? What about the player that only plays one toon or maybe only one race…and there are the achievements to collect all the racial armors? The list of achievements I can use as examples is quite the long one.
The argument was made that it’s unreasonable to expect anyone to collect these things…but who is setting that expectation? The achievement can simply be there for those special people who will go out and collect all the weapons (and do all those other way out there achievements).
Anet set the expectation when they advertised collections as a new feature and then threw in stuff like this.
It seems it’s like this in every game with cloth; no one implements a way to get cloth other than drops or salvaging, so it ends up disproportionately expensive. Kind of silly.
Just as a historical note, you could weave your own cloth in Ultima Online, after harvesting cotton from the wild.
Cool to know. Strange that other games have not done the same?
To try push players into spending more money on the horrible Black Lion Chests and their keys.
It is pretty difficult to see it any other way than that, in this instance.
I think someone once mentioned the idea of a collection achievement for collecting any 5 of them or something like that. The idea would be that you don’t have to go get the ones you’ll never use to complete the achieve. I think that’d be much more reasonable and a lot more interesting for your average player.
I understand the move from 50 to 100 was meant to compensate for an overabundance of silk on the market. Reverting the change is not really an option since it would recreate the problem that it was meant to fix.
I feel however the objective was not successfully met because the measures were too strong and need an adjustment. I proposed a solution, there might be others but i feel something needs to be done.
As for people raging about completing their set on high prices i’m sure they feel too a change is needed.
I gotta be honest, I don’t understand why an overabundance of silk would ever be an issue? Were people complaining about it at some point?
I mean, aside from overabundance meaning it has no real sale value, how would that make it any different from the other level 80 mats. Orichalcum is perhaps the only other one that sells for anything past a silver.
I thought it was clever. It’s an interesting point.
Um, when you decided to invest, you knew you were taking a risk. And if you didn’t, then now you know; that’s how investing works.
It’s not supposed to be a guaranteed gain.
And it’s not a “mechanic” that they can just “remove from the game.” The presence of a trade system makes it possible and they are not going to remove all trade…
Fix the problem at its core: Add some silk nodes to the game, as others have suggested in the past. Or if that’s too difficult, up the drop rate of cloth scraps from bags. Oh and change silk scraps to 2 for a bolt, instead of 3 – I mean, seriously, what’s up with that?
It seems it’s like this in every game with cloth; no one implements a way to get cloth other than drops or salvaging, so it ends up disproportionately expensive. Kind of silly.
Appreciate the numbers, but on a side not there is a pretty large spread between the current sell and the current buy bids. Not saying that it would be cheap for anyone to outright buy, but some of the differences I have seen are in the 50% range.
Fair point to make. Which would, unfortunately, still put the cost at around 23,500 gold (and that’s if you get every single one for half the price as I wrote it down).
I mean, concerning what people are saying about the collections, the responses are pretty predictable; “you don’t have to get it, so blah blah blah.” But let’s be honest here: Looking at the numbers for the BL collection, how many people do we actually think are going to try to complete them? You have to go out of your way, paying – in some cases – massive amounts of currency for skins that you will probably never use, just to complete the collection.
I’d imagine maybe 0.1% of the GW2 population is actually going to do it – 1% if I’m being generous.
The problem I have with it is that it’s not an achievement you’re going to progress on just by “playing the game.” Take some of the insane WvW achievements, for example; they are an extreme goal, but at least you progress on the goal by playing WvW. The only way you are going to progress anywhere significant on these achievements is if you have the singular goal to complete the collections.
Otherwise, your average players are just going to do what some people suggested in this thread; buy a skin or two that they really want and leave it at that.
So how much does it matter? Honestly, not a whole lot. But I’m sure they have metrics for seeing how many people bother with these BL collections and they may find that it’s not worth development time putting them together at all.
Come to think of it, I feel like my performance was even worse today. I thought it was my computer. The 9/9 patch did a number on my FPS as well and I know numerous other people had problems. I turned my settings way down to manage the 9/9 FPS problems until they get fixed, but I hope it isn’t getting even worse… I can’t really turn my graphics down any further.
another thread just reminded me.
Non sellable/salvageable gear is horrible. You should not give any one items that break the rules of all other items, and especially not new players.
You should be familiarizing them with game mechanics, not these weird exceptions that dont follow the rules.
What if people put a rune in one of these items? they are completely wasted.I really think you should eliminate this whole class of items, or make it into its own item class which doesnt accept upgrades, and reccomends throwing destroying it on use.
short version, dont give, or encourage new players to get any type of gear that is not salvageable/npcable. It causes more confusion at some point.
Good point. This reminds me: I have noticed through leveling a character from 20 something to 80 since the patch that the gear pieces handed out are most likely buggy; some of them are non-salvageable, while others are. It is inconsistent and it looks like whatever system they use to generate the reward items is mislabeling them at random as non-salvageable.
I don’t see a point to a level restriction on them though. It’s not like you’re gonna come across anything before level 15 that requires you to jump off a cliff into water. Much less anything that requires you to use diving goggles. It’s just an optional achievement you can get.
So I guess as veterans we won’t be seeing the restriction anymore:
Diving goggles now unlock on an account-wide basis rather than a per-character basis.
But it doesn’t change the point Charr is making here – a good one – that using diving goggles is completely optional content. It’s not even like skill challenges where it affects your abilities in some way. It’s just kitteningkittenkitten fluff for kitten’s sake.
Someone save the kittens!
I don’t understand what rationale could be behind this change. At worst, new players might have a moment of confusion if they don’t immediately understand how the goggles work. That’s OK. You can’t strip out every potential moment of confusion. You never will. And afaik, diving goggle locations are all in out-of-the-way locations. As in, you pretty much have to be going off the beaten path and exploring the world to even notice them.
What player who needs to stay on the rails is going to even come across these things? And on top of that, text that says you can’t use them without explaining a word about them or when you will be able to use them.
I’d like to think I’ve been pretty reasonable on the whole about these changes, but this one needs to go. There is no universe in which you can justify it. Fluff content should never ever be restricted based on “players will get confused” – the whole point of fluff content is that it’s something extra for the more adventurous players to play with. There’s nothing interesting about discovering little nuggets of fluff content if you only discover a wall and then it’s later force-fed to you.
Come to think of it, I believe I just made an argument for removing the restriction on vistas as well. An info tip to explain them is one thing; preventing use is another thing entirely.
I’m all for new titles (especially one for completing every JP – this is such an obvious and worthwhile example that I can’t imagine why they never gave it a title in the first place)…
However, I wouldn’t hold your breath. I made this same suggestion on the old (now archived) “Suggestions” forum over a year ago…
It is definitely not one of their priorities.
Eh, priority shmiority. :P Can’t be that hard to implement new titles. That’s why I’m giving them ideas to use, which I would imagine is the harder part of titles.
Feel free to get creative people and add your own ideas for title names!
Would you consider making traits account unlocks instead of individual unlocks? This will lead new players to content through requiring them to do it, but keep it from annoying the kitten out of people creating alts. It makes sense with how the NPE is now, and would be amazing.
I really like this idea.
As Columbo would say, “Oh and one more thing…”
In case it wasn’t clear in my post above, I believe the guide-arrow is still making some errors of judgment.
I think the issue is that the algorithm is sometimes seeking out the closest thing for you to do, as opposed to seeking out the most level appropriate thing for you to do.
So I tried leveling a human warrior to 10 and doing the personal story (both post-patch) to test out the experience.
Aside from grabbing a Vista and a couple of Skill Points, I did it as I imagine a new player would; I basically followed the guide-arrow the whole time.
The good:
- There were few moments where I wasn’t sure where to go next. I ended up doing some waypoint-hopping a few times, but for the most part, “what do I do” was pretty straightforward.
- Levels 1-5 were a breeze and felt like a smooth transition from area to area.
The bad:
- Only following the arrow had me hitting a few events along the way, but even with the XP of those events, the Hearts I was heading to outleveled me quickly. I believe it was around about level 6 or 7 that I found the arrow directing me to Hearts that were 2-3 levels higher. Some of this may have been an “arrow error” – as in, sending me towards X Heart when Y Heart is closer to my level – but even with that aside, my progress became almost painful at around level 8. At that point, I had to scrounge around for Hearts and events to get to 10, and even ended up discovering waypoints all the way over in Godslost (which was suggested to me by the arrow).
- Bag space was a nightmare. I could have bought a Salvage Kit along the way, but remember I’m playing as if I’m new and Salvaging doesn’t get introduced until (checking notes…) level 12. I found myself putting crap on the TP at one point, or just selling it for Copper at a merchant. I guess I kind of cheated there, but the alternative was running around with full bags.
Suggestions for improvement:
- Make levels 6-10 about as fast as 1-5, for two reasons:
1) This will more easily keep players on track with following Hearts/guide-arrow until they hit the first Personal Story – PS will then fast-track them to the Crafting info at level 12, which can then supplement the XP gap that Hearts leave at “normal-gain” levels.
2) It will make Key Farming a bit easier, which is something that I’m sure a lot of veterans would love to see make a return in its own way.
- Introduce Salvage Kit and Salvaging as a level 5 or 6 reward. You could even have the guide-arrow direct them to a Merchant to buy one, though that would obviously be extra design work (the idea behind directing them to a Merchant is to teach them how to buy more Kits if they run out and introduce them to their first one).
(Added bonus: Directing them to a Merchant means they can sell junk as well).
- Add a bag of introductory crafting materials as a Level 12 reward to replace the moved Salvage Kit. (Possible addition: Have the guide-arrow direct them to the nearest crafting area to make something, as soon as 1) PS L10 is finished and 2) Level 12 is reached. You could have this set to only activate if the account has never used a crafting station before.)
(Alternatively, or even in addition to, add a brief arrow-tutorial that directs them to a static node at level 9 when they get their gathering tools. This will give them some resources to work with when they reach level 12 and get introduced to crafting.)
In light of the fact that Black Lion Weapon Skins now have Collections – and the fact that I wanted to bring some hard numbers to this discussion – the following is what you are looking at spending in terms of item value if you buy every BL Weapon.
Some caveats first: The numbers were taken from current TP prices (e.g. what price each item is being sold for – you could probably get somewhat lower with buy orders). Also, I am not an accountant and may have made some mistakes in adding up the numbers, so take it as an estimate more than anything.
The total from all of the sets is ~47,077 gold. That number is subject to market fluctuation of course. I’ll let the numbers speak for themselves.
Aetherized set:
Axe – 344g
Dagger – 387g
Mace – 198g
Pistol – 399g
Scepter – 349g
Sword – 389g
Focus – 398g
Shield – 380g
Torch – 299g
Warhorn – 350g
Greatsword – 396g
Hammer – 365g
Longbow – 376g
Rifle – 399g
Short Bow – 399g
Staff – 397g
Harpoon Gun – N/A (none listed)
Spear – 438g
Trident – 299g
total == 6553g
Chaos set:
Axe – 94g
Dagger – 90g
Mace – 91g
Pistol – 97g
Scepter – 83g
Sword – 90g
Focus – 95g
Shield – 85g
Torch – 95g
Warhorn – 95g
Greatsword – 79g
Hammer – 92g
Longbow – 95g
Rifle – 85g
Short Bow – 94g
Staff – 90g
Harpoon Gun – 95g
Spear – 94g
Trident – 96g
total == 1735g
Dragon’s Jade:
Axe – 69g
Dagger – 78g
Mace – 90g
Pistol – 89g
Scepter – 95g
Sword – 70g
Focus – 100g
Shield – 60g
Torch – 95g
Warhorn – 97g
Greatsword – 69g
Hammer – 90g
Longbow – 87g
Rifle – 85g
Short Bow – 99g
Staff – 72g
total == 1345g
Dreamthistle:
Axe – 330g
Dagger – 388g
Mace – 390g
Pistol – 395g
Scepter – 394g
Sword – 440g
Focus – 378g
Shield – 348g
Torch – 329g
Warhorn – 429g
Greatsword – 380g
Hammer – 399g
Longbow – 364g
Rifle – 199g
Short Bow – 390g
Staff – 329g
Harpoon Gun – N/A (none listed)
Spear – N/A (none listed)
Trident – 389g
total == 6271g
Fused:
Axe – 418g
Dagger – 444g
Mace – 450g
Pistol – 489g
Scepter – N/A (none listed)
Sword – 420g
Focus – 999g
Shield – 399g
Torch – 349g
Warhorn – 420g
Greatsword – 449g
Hammer – 450g
Longbow – 440g
Rifle – 450g
Short Bow – 449g
Staff – N/A (none listed)
total == 6626
Ley Line:
Axe – 93g
Dagger – 98g
Mace – 73g
Pistol – 82g
Scepter – 85g
Sword – 82g
Focus – 99g
Shield – 123g
Torch – 119g
Warhorn – 117g
Greatsword – 87g
Hammer – 92g
Longbow – 119g
Rifle – 98g
Short Bow – 119g
Staff – 78g
total == 1564
Lovestruck:
Axe – 87g
Dagger – 98g
Mace – 156g
Pistol – 115g
Scepter – 158g
Sword – 114g
Focus – 179g
Shield – 58g
Torch – 225g
Warhorn – 279g
Greatsword – 75g
Hammer – 72g
Longbow – 99g
Rifle – 164g
Short Bow – 100g
Staff – 79g
total == 2058
Phoenix:
Axe – 110g
Dagger – 99g
Mace – 105g
Pistol – 136g
Scepter – 100g
Sword – 95g
Focus – 108g
Shield – 76g
Torch – 78g
Warhorn – 156g
Greatsword – 95g
Hammer – 150g
Longbow – 195g
Rifle – 125g
Short Bow – 135g
Staff – 84g
total == 1847
Sclerite:
Axe – 250g
Dagger – 250g
Mace – 289g
Pistol – 214g
Scepter – 269g
Sword – 299g
Focus – 198g
Shield – 169g
Torch – 199g
Warhorn – 399g
Greatsword – 253g
Hammer – 224g
Longbow – 229g
Rifle – 200g
Short Bow – 179g
Staff – 210g
total == 3831
Tormented:
Axe – 149g
Dagger – 179g
Mace – 350g
Pistol – 169g
Scepter – 245g
Sword – 113g
Focus – 139g
Shield – 84g
Torch – 264g
Warhorn – 174g
Greatsword – 96g
Hammer – 130g
Longbow – 168g
Rifle – 200g
Short Bow – 171g
Staff – 127g
Harpoon Gun – 183g
Spear – 249g
Trident – 248g
total == 3438
Wintersday:
Axe – 500g
Dagger – 999g
Pistol – 566g
Sword – 355g
Shield – 400g
Greatsword – 489g
Hammer – 450g
Longbow – 999g
Short Bow – 555g
Staff – 699g
total == 6012
Zodiac:
Axe – 285g
Dagger – 399g
Mace – 333g
Pistol – 335g
Scepter – 999g
Sword – N/A (none listed)
Focus – 399g
Shield – 309g
Torch – 424g
Warhorn – N/A (none listed)
Greatsword – 349g
Hammer – 420g
Longbow – 381g
Rifle – 339g
Short Bow – 299g
Staff – 526g
total == 5797
Could you let Elementalists keep element unlocks that they had before the patch? It’s a small thing, but I shouldn’t lose what I’ve already gained.
I’ve had about enough of the disabled Fort Marrimer waypoint. I like the idea of a Living World, but with so much of a gap in-between story, it’s just “a removed piece of gameplay functionality” at this point.
I started using Mystic Plaza ever since and I was tolerating the reduced functionality, but now with this guild bank change, it’s forcing me to walk over there if I want to do my stuff in LA and that’s not cool.
It’s more complicated than the gear itself. For example, in some situations you’re fighting objects and conditions don’t work on objects. Furthermore, in areas such as open world farming, things die so fast that trying to utilize anything other than a full power build is a waste of your time.
I’m not sure if that’s the same for dungeons, but the point is, there are really only two types of damage that I can think of: Power and conditions.
Encouraging the use of both means addressing things like: DoTs overwriting each other, inanimate objects, and the speed at which mobs die. And even then, they have to tweak carefully – one is inevitably going to be stronger on the whole, no matter what.