“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee
/disagree – this entirely defeats the challenge in visiting lower level zones and completely removes the incentive for visiting.
However, karma rewards need to be fixed so that the currency actually has value.
I had to re-read this a couple times to not reply with “there already is that, it’s under the entire map completion bar”.
I would also like to open the map screen and be able to tell which zones aren’t fully complete (not just the zone I am currently in). Perhaps put in an icon indicator next to the zone name that shows a dialog callout letting us know how far complete that zone is.
in Suggestions
Posted by: Lance Coolee.9480
There needs to be better distinction between all of the vendors on the map; right now, there is far too much clutter that makes it incredibly difficult to know which vendor actually sells what – the generic “Armorsmith, Weaponsmith, General” vendor icons don’t cut it, there are far too many trash vendors.
Some vendors don’t even show up on the map – I still can’t find the Lion’s Arch guild armor / weaponsmith.
The dungeon currency vendors look just like general trash vendors.
Only reason I can find the cultural weaponsmith is because it’s generally near the cultural armorsmith (who shows a blue armorsmith icon instead of the standard grey).
If we want to get creative, we can even have them show up initially as just general vendors until you visit them for the first time, then show them with a more distinctive icon / tooltip.
TP is a browser, prolly why they don’t have the “Preview” option available on it.
Just alt-tab or get another monitor (gotta love dual monitors – I couldn’t live w/out em)
I’ve been tossing them. Can’t sell em, can’t vendor em, far too many of them accumulated in the bank for no reason.
… but they have sooo much potential to really help bring this game and its content together.
Preface: at the time of writing, I am about 92% map complete, and I thoroughly enjoy revisiting lower level zones to play w/ friends and explore the beautifully crafted landscapes. I also had 56k karma saved until last night.
My real issue, however is that there is no real tangible reward for revisiting these lower level zones for the content, regardless of the fun factor. The last thing I want to find myself doing is revisiting similar content repeatedly in an effort to “farm” the gear that really makes logical sense in my character’s build progress.
The two most critical factors limiting karma’s potential as a viable currency (and as a stimulant to continuing to visit all of the games content) are:
1. Reasonable level 80 items cost way too much. Just last night I spent 52k karma to replace my two rings (http://www.guildhead.com/item/47761/invaders-ring). Both rings are 26k karma a piece! That is almost all of the karma I’ve acquired on my path to 80 (and map completion). I would effectively have to level up to 80 six more times to be able to replace my gear with Rare quality karma items.
2. They don’t compare in quality and stats as other gear that is actually easier to obtain. Those two rare rings are already easily replaced by crafted exotics going for 2g a piece on the AH. So I basically spent all that karma on items that I didn’t really feel fulfilled in purchasing; I know I’ll just replace them in another week or two when I have 4g saved up (or I may just as easily spend that money on leveling JC).
-lc
Update: it seems that crits are fine, but I’m still unable to see any procs on the rage sigil.
I felt it odd that I haven’t been getting any procs off of my rage sigil, then decided to throw arcane power utility up (next five attacks are crits) and they appear to not show up as criticals.
Can anyone else confirm?
-lc
I hear a lot of gripe regarding the squishiness of our beloved profession, but I think most of these arguments are more complaints than they are logical solutions to the problem.
I’ll offers some suggestions
1. We need better mobility options and stun breaks – Cleansing Fire and Armor of Earth are nice, but the cooldowns should be reduced to make them more viable in PVE. Lightning flash is nice, but in the heat of battles and the partical effect orgasms, it’s terribly difficult to pick the landing spot that won’t get you equally facemelted – perhaps have this behave more like a portal to a pre-determined location (where you can proactively set the location for where this skill will port you to).
2. Give us the option to summon the right elemental for the situation at hand w/out having to switch attunements. If I find myself getting ganged up on, I need to be able to rather quickly pick the right “pet” to help out. Switching attunements greatly hinders this due to the CD timers. Perhaps hovering over the summon skill will pop up a new window to pick which elemental
3. Give us an avenue to dump aggro (mist form feels like the right utility for this). This is especially valuable in dungeons.
4. Reduce the cast time on certain abilities to make them more viable during those crazy boss battles – Meteor Shower, Earthquake, Churning Earth come to mind.
(edited by Lance Coolee.9480)
in Elementalist
Posted by: Lance Coolee.9480
similar thread – https://forum-en.gw2archive.eu/forum/professions/elementalist/Passive-traits-that-disadvantage-you
in Elementalist
Posted by: Lance Coolee.9480
1. There are no optional traits that damage on attunement swap, only the mandatory level 15 trait unlock, so “opting out” of this behavior is not an option.
2. The text for those level 15 trait unlocks explicitly say to either deal aoe dmg or cause dmg on the selected target; this doesn’t appear to be the way it behaves currently – it will auto target the closest mob if none is selected, then cause damage and continue to auto-attack.
in Elementalist
Posted by: Lance Coolee.9480
i don’t want to turn off auto attack, i want to auto attack when i actually intend on attacking a mob.
switching attunements is not (in my opinion) and indication of intent to attack a mob.
in Elementalist
Posted by: Lance Coolee.9480
So many times have I caught myself trying to zip from one place to another, would switch to air attunement for the speed buff and it would start auto-attacking the closest mob.
Please fix that.
(and while we’re at it, it also appears as though exiting combat also takes too long, fix that, too. kthx).
-lc
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