Showing Posts For Leamas.5803:

Best NPCs in the game

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Posted by: Leamas.5803

Leamas.5803

Magister Sieran, part of the personal story, is the only NPC in the game that felt completely genuine to me. Everything fit perfectly, the voice actor, appearance and demeanor of the character all fit very well. With the exception of a couple of the main characters, every other character I remember encountering feels forced or sub-par.


Throughout the story you could feel her empathy and it actually saddened me when she died. And again, it saddened me a bit to see her as a nightmare creature in the tower, especially as it seemed to be against her will. No other character in the game would make me sad if they died…especially Trahearne

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

- Destructible objects are immune to bleeds

I’m going to be honest, i lol’d at this one…of course they don’t bleed, they are objects, they aren’t alive!

I think bleed is more of a concept than anything…kind of like cuts or scratches. It should perhaps be more effective against living creatures, but there should be some sort of base damage one can cause against inanimate objects such as the graveling mounds in AC P3 so that one isn’t completely useless. Much of the necro’s direct damage is minions and while they’re fine in PvE, in dungeons they can quickly attract unwanted attention and are easily distracted when attacked.

Gear Grind

in Suggestions

Posted by: Leamas.5803

Leamas.5803

Agree! i would also like professions be account wide, so i don’t have to re-level them for every character, this is very irritating.

There was a suggestion going around a while back for a separate build tabs so that one could quickly swap between builds (Armor, slot skills, traits, trinkets and weapon sets) similar to how the weapons are now except for full builds. This would allow players to have a PvE build and a WvW build on the same character without having the need to go to a trainer and retrait or picking traits that are kind of in the middle of where they’d like to be. It would promote a lot more build diversity and I think this would achieve most of what you’re after. (It would be a great gold sink too since people could gear multiple sets per character…ANet, are you reading this?)

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

It isn’t a computational limit, but a bandwidth one. Apparently the server keeps track of all conditions on a target so that they can’t be manipulated client side(if this is even possible, I’m not sure – doubtful, though). When one person puts a condition, say, a stack of bleeding on a target, every other person who has that NPC targeted (or maybe just everyone in the area in general, idk), will have to receive that information. So, the server is sending that information out to all relevant players and doing calculations.

I don’t believe that increasing the cap for AoE limit and/or condition stacks would put such a strain on the server so as to become unplayable. I think it is just a way to say that it is for balancing purposes. If you think about it, being able to get an unlimited number of stacks of bleeding on a boss would trivialize the content even further. One necro/warrior can easily get 25 stacks of bleeding, and world events/bosses are huge. I can easily imagine at least 200 stacks of bleeding being possible with no cap.

If this is the case, getting rid of the shared condition stacks and giving everyone their own private stacks solves the problem, since then all the server has to return is the player specific data rather than all the data for every player. Total damage from all players can easily be calculated server side without affecting bandwidth.

As for removing the stack trivializing content, it’s no different than adding a pile of zerkers to the mix since direct damage is completely uncapped. It’s a group balance issue. Direct damage users can stack their damage indefinitely and add as many players as are available, while even a single condition user typically can’t even come close to applying their full damage in a group. Like I said in a previous post, already at level 40 my guard in all rares is more effective in a group than my 80 necro in exotics/ascended. This should not be the case. There is a good reason dungeon groups often specify no necro/no condi/DPS only…because the cap makes them ineffective in groups. A condi necro is very good for solo PvE as well as in WvW and perhaps the strongest build in PvP. But it’s absolutely terrible in groups because their damage does not scale up like a physical damage user.

(edited by Leamas.5803)

Gear Grind

in Suggestions

Posted by: Leamas.5803

Leamas.5803

Going off this suggestion I should just log in to the game and have everything. Sounds good to me.

No, what I’m suggesting is that cosmetic items become easier to get and more attainable across the account or for certain other, previously top tier, items to be upgraded to ascended. Dungeon armor for sure and perhaps temple armor. Ascended essentially turns GW2 in to a terrible grind for anyone who wants them. Not everyone has the the time to farm incessantly. I have no illusions of ever pursuing ascended gear unless I get one for a drop. I only get an hour or so to play every day and I want to use that time to actually play the game, go figure, not farm my kitten off. I’m not saying things should be easy of free, but there should be other ways besides farming yourself in to oblivion. The laurel system for rings and amulets is a good example of an alternative. At about a month per item, it’s certainly not near as quick as doing fractals, but is a good reward for “playing” the game. It’s the only reason I do dailies, to get that 1 laurel.

As for color seeds and letting them grow. I’m fine with that as long as the dyes are account bound. I typically only want or need 5-6 colors. There are no logical reasons why dyes should be soulbound. I can see the logic for certain “magical” items being soulbound, but still don’t agree with it.

(edited by Leamas.5803)

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

It is a technical limitation because Condition Damage is a stat. If all condi damage didn’t scale with stats, they could make the limit way higher but as it stands the system would have to calculate every condition on a target, and the condi stat of it’s caster every second. In a fight like a world boss where they always have max conditions on the boss that would create a massive delay in whatever function dictates damage.

An average home CPU, say an Intel i7 3930, can perform billions of floating point math operations every second, most commercial servers and leading edge home computers can get up in to the trillions of calculations pers second, yet there’s a technical limitation that prevents a few dozen people from having private stacks of damage? Can’t be much more than a few hundred stacks in a very busy event. Less that 100 total for an average event…even if every user is applying every condition possible. Perhaps a few million calculations on a given server at any given time. If there are technical limitations it’s in the software design.

How many Chars will you gear w/ ascended?

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Posted by: Leamas.5803

Leamas.5803

Weapons yes, armor there’s no way, Anet made sure you would need 6 transformation crystals for each armor by creating the crappiest armors yet. They darn well know of our dislike for butt capes and trench coats and yet they are still ignoring us. Since I cancelled all support of gems for 2014 it’ll be impossible for me to get them.
So my max for armors is exotics and even with those most of my 8 characters armors are mixed sets.

I like butt capes, at least on Asura. I find they look too goofy otherwise. But yes, the ascended stuff if ugly. What I dislike is that nearly all heavy armor for human women has an integrated miniskirt. It just makes no sense and is ugly to boot. Luckily, for my human guard I found some that I like that won’t break the bank.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

having said that – CAP increase means things will die too quickly

That makes no sense since there is no such limitation against direct damage. This is all condi users are asking for is to be able to contribute. Already at only level 42, in groups, my guard causes more damage than my 80 necro who is all in exo simply because the guard which is a power build, but not zerker since I built in some toughness, does not have to share. In the Queens train, I can regularly see several hundred damage, upwards of 700-800, but in the same group, my necro usually ticks under 100 because so many are sharing the stack and so many conditions are lost to the wind. Solo, I can easily tick much higher against strong foes when I have time to build a stack that is not shared by 20 others.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

well if they go down the road of sub classes and splitting up into Damage, Control & Support type rolls – then yes – conditions cap will need to be increased regardless…. otherwise everyone will just end up playing 1 style / sub class of each profession…

so i wouldn’t sweat it – this is eventually going to happen..

15 months in, and they acknowledged there was a problem with the cap over a year ago. No mention of it since. It’s not happening any time soon. Fixing condition damage doesn’t get more people playing, it doesn’t generate revenue. Where is the win for ANet? Time and time again, they’ve shown they care little for their customer’s concerns. I remember huge unanswered threads on this forum about various issues with this game…ignorance is bliss.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

“Guard/Warrior only”
“Zerker only”
“DPS only”
“no condi”

I shouldn’t have to see that in LFG. Especially not after a year of the game being out. Stop being so worried about buffing condition, don’t cling on to having every spell the same in PVP and PVE.

They can be the same, but they there’s absolutely no reason they can’t be balanced differently between PvP and PvE. Laziness, perhaps.

Your top 5 design mistakes in GW2?

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Posted by: Leamas.5803

Leamas.5803

4 – Making Fractals not fun. They feel a grind because they are a grind. Whats more, with long and short Fractals, you can go in and be in for 40-45 mins, or over 2 hours. Not everyone can commit random large lots of time to these things.

This is exactly my problem with fractals. I’ve done them exactly twice because I rarely get 2 straight hours to commit.

3 – Ascended gear. I don’t need to explain this more than it already has. With this one creation, the game has gone from “having many alts is a minor liability” to “You have alts? You moron! Bwah ha ha haaaa”.

Through killing bots, diminishing returns, nerfing drops, modifying events to make them unfarmable, changing mob spawns, moving resource nodes around or removing them altogether, etc, ANet tried very hard to kill farming in the late fall of 2012 through to the early winter of 2013. Then they turn around and introduce ascended gear which turns GW2 in to a gear grind/treadmill/farm-fest and encourages incredibly repetitive farming. Champ trains for bloodstone dust, portal from world boss to world boss for dragonite, repeat the same few jumping puzzles every day for empyream (sp??). It’s turned GW2 in to tedious repetition for anyone who decides to pursue ascended gear.

1 – No gelatinous cubes. Or Ooze as playable race. Totally unforgiveable :p

BOB!!!!

Gear Grind

in Suggestions

Posted by: Leamas.5803

Leamas.5803

Not sure how many people are aware, but dyes were originally intended to be unlocked across the entire account. Kristen Perry, who was responsible for designing the dye system, blogged about it in late 2010.

Then, in 2012, a post announced that ArenaNet had changed their mind, and were going to make them unlocked per character. The reasoning given was that they wanted dye unlocks to feel like a part of individual character progression. Oddly enough, this was not posted by Kristen Perry or another game designer. It was posted by Crystin Cox, the “monetization manager”, known for her previous work in developing Maplestory’s cash shop.

I wasn’t aware of that. Thanks for the info. Not that I planned too, but I certainly won’t be buying more dyes now.

Gear Grind

in Suggestions

Posted by: Leamas.5803

Leamas.5803

I agree with everything apart from lowering prices in BLT and dungeons/temples. Why should they be lowered? Temple/dungeon armor is easy enough for anyone know wants them to get already as they are, to the extent there’s nothing prestigious about getting any of the dungeon/temple sets.

The BLT is like a store in real life, prices are adjusted according to profit maximization, which is what companies do.

For the BLTP, I wasn’t talking about the TP itself, just the Weapon specialist that requires tickets/ticket scrap for skins. Tickets/scraps BL chest keys drop way to rarely to make this useful.

How many Chars will you gear w/ ascended?

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Posted by: Leamas.5803

Leamas.5803

None!! The only way I’ll wear ascended gear is if I can buy it cheap, such as rings and amulets, or if it drops. I don’t like what ascended has done to the game and it’s insult to all those who spent big money attaining ultra rare exotics to be the best.

Gear Grind

in Suggestions

Posted by: Leamas.5803

Leamas.5803

With the introduction of ascended, the game has become much less about how you look and much more a traditional gear grind/treadmill, I think ANet should unsoulbind cosmetic things like purchased/quest award skins and put them in the “Unlocked Rewards” section of the achievement panel or create a skin locker. The price for skins at the Black Lion Weapon Specialist should be lowered, as should all the temple/dungeon armors…or make them ascended. Dyes should become account bound. There’s no reason I should have to buy the same dye multiple times.

Throw us a bone here.

Your top 5 design mistakes in GW2?

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Posted by: Leamas.5803

Leamas.5803

I have 6…

  1. CONDITION DAMAGE CAP!!! Is this one the largest problems with PvE as it now stands.
  2. Gem store, especially the gem to gold conversion.
  3. Legendaries/precursors in the TP. Both should be account bound on acquire, especially legendaries. It’s just plain stupid you can sell legendary weapons, but ascended are account bound as soon as you get them.
  4. Anything soulbound, especially cosmetic items such as dyes. Dyes, especially should be account bound.
  5. WAY too many currencies. Currently we’re at what, 16?
  6. WAY WAY too much grind for T6 mats.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

Rabid is currently the highest condition damage. It is Con Dmg/Prec/Toughness.

Condition damage gives each condition a punch. Precision allows more condition applications due to traits/sigils and toughness gives more condition damage through food/traits/runes.

Dire loses out on the precision bonus and carrion loses out on the precision and toughness bonus.

Just because each condition does high damage doesn’t mean dps is high. A dire player’s bleeds may hit for the same amount but they can’t reach as many stacks as a rabid player. This means their overall DPS is lower. However you never notice this because of the stack limit and multiple people.

What we need is the condition duration cap to be removed along with the condition hard cap. Then slightly rebalance the durations of conditions and introduce a Condition damage/Condition duration/ precision gear set which would be the zerker equivalent of condition damage.

I don’t really know how you can compare DPS in this game though. I’ve been killed by warriors and thieves in <3 seconds but I can’t say i’ve ever been killed that fast by a condition user. Even 25 stacks of bleeds, burning and fear on me that is only 5k dps and would take 6 seconds to kill me, not the 3 that physical damage dealers can do. Without a dps meter there is no good way to tell if things are actually balanced.

Well stated/explained!! Just as a point of clarity, while Rabid offers the highest condition damage and good survivability, Dire offers the lowest direct damage of the three, but highest survivability and while Carrion is the squishiest, it offers the highest direct damage of the 3 with a CD/Vit/power spec. Personally I run Dire.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

its an easy balance fix all damage caps at same amount. cond doesnt have stacks the amount of possible damage that can be done per char is caped

That would be too much work. All the bosses and tougher creatures are balanced around an uncapped power user. If they capped power users/direct damage in a similar fashion to condi users all the stronger creatures in the game would have to be rebalanced. All the fractals and dungeons would have to be rebalanced. Can you imaging doing something like the golum or fire ele, or the maw, or ANY dungeon if everyone was capped at the same level of condition damage? Bosses would essentially become more work than they’re worth and no one would be doing them and dungeons would be all but impossible. A serious nerf to power users like that would kill the game. The ignore the problem with condition damage because we are a minority.

I’ve thrown in the towel and given up and have started leveling a guardian to use in PvE. I’ll still use my necro in WvW, but in PvE I’d like to run more dungeons, fractals and group events, but no one wants to do it with a necro or any other condition spec, and for good reason.

ANet should remove all condition speced gear/weapons and classes from PvE, like they did with MF gear and redo weapons so they all apply direct damage. This is the way they’re pushing people anyway, so why not just take the choice away altogether?

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

Well its not exactly the difference between life and death as far as killing objects goes, but its sort of in the same vein as making golems or elementals bleed. They did it because they didn’t want to force people to regear because their build was completely ineffective vs. certain enemies.

Imagine if all undead were immune to bleed/poison, all ghost had a passive 75% damage reduction against physical, and elementals were immune to their respective element. Wouldn’t be very fun, would it?

Sort of like how condition damage is when you aren’t soloing.

In many games, elementals will actually heal if you apply their respective elements against them.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

5 necros hitting a target arent going to do more dmg than 5 warriors. Bleed cap is stupid, and needs to be fixed asap.

I honestly believe that 5 warriors should be able to take a target down faster than 5 necros. Direct damage is and should be faster. The problems comes where 5 warriors will do 5x the damage and will increase as you add more warriors where 5 necros will cap and really only do, about 1.2-1.8x the damage, depending on the build and won’t increase damage much as you add more.

We’re talking a power spec warrior vs a condition necro, both very powerful builds solo.

(edited by Leamas.5803)

Grind, and more grind.

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Posted by: Leamas.5803

Leamas.5803

What all this comes down to is Entitlement. Certain players feel entitled to the best stuff as soon as possible. So when there’s gated end game content, and the player really wants it right away, they’ll call it a “grind”.

Guild Wars 2, to this day, still holds true to their Manifesto. Anet didn’t make a grindy game, but that doesn’t mean they left out the grind completely. You can play this game any way you want, and still have access to the same content, same story. The grind is there if you choose.

One huge mistake these complainers are making is that they feel they can’t live without Ascended gear. In their minds, they’ve convinced themselves that in order to be good at this game, you have to have the best gear. This is completely untrue. You can have max weapons, armor, and all trinkets and accessories, and still lose to another player clad in all Rare level gear. Skill will always hold more weight than gear.

Please note the following: BiS gear should be a goal, not a requirement. If you feel it’s a requirement, then that means you’ve forced the grind upon yourself.

Entitlement has nothing to do with the absurd drop rate for core crafting materials.

I miss the days of bots, when crafting materials could be bought at a decent price. Removal of bots from the game was the single worst thing to happen to the TP.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

Depends on what PvE situation… As long as you’re not hitting the cap you can do some very good DPS with conditions in PvE.

But this only applies to solo or very small groups. 2 condition users together can easily hit the cap on something that doesn’t have some sort of cleanse. This is not the case with power/direct damage users, whose damage adds up no matter how many you have.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

The reality is, they don’t want to anger power/direct damage users, who make up a majority of the players, since they already complain incessantly about condition damage. In all truth, they should own up an just remove condition builds from the game.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

And if it is a technical issue… Blizzard, with their glacial development pace, was able to solve the issue in their ancient WoW engine back in 2008.

Sad!

Ulari <— disappointed

It took them 4 years to do it.

While true, that doesn’t mean it has to take 4 years for every other game too

So if it took the 4 years to fix it, and they fixed it in 2008. In 2004 the best one could get would have been a single core Pentium 4 with an early 64-bit architecture, but Windows was not optimized to use it. I could maybe buy in to the fact that this hardware might have problems. 4 years later, in 2008, the first i7 processors appeared, quad core monsters with vastly more processing power. Dual core did not appear until 2006. It is shortly going to be 2014, ~10 years since the original issue surfaced in WoW and 6 years since Blizzard solved it. That is several lifetimes for computer hardware. These days, you can get 12-core, 16 core desktop computers with enormous amounts of RAM and power compared to that of 2008, servers, even moreso. ANet has no excuse for not addressing a problem that Blizzard solved on comparatively ancient hardware years ago.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

In terms of caps for conditions, it was explained that it’s a limitation of the technology since each stack of a condition has intensity or duration constantly updating for each and every single player.

That’s a cop-out. With today’s processing power there’s no reason for this to exist. There was lots of speculation around the 250 item stack limit in the bank too, and the staunch insisted it was a programmatic limitation, even against all the evidence that it was not. Now you can buy bank stack expansions in the gem store. The 250 is simply an arbitrary number which is exactly the same as the 25 for the condition stack…arbitrary. It’s not like it’s complex math, in fact, I would argue the cap complicates the process because they need some sort of algorithm to determine which conditions to apply and which to ignore, rather than just applying them and letting them time out. If they are at the limitation of their hardware and simply cannot increase the condition stack then all damage needs to be reworked because condition damage is broken in PvE.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

Conditions are extremely strong in pvp.

It has to do with condi scaling being linear and direct being exponential (armor stats considered).

In PvE, condi scaling is only linear to the 25 stack cap, then it’s flat, making more than one condi user in a group useless…2 at most, depending on the group. Direct damage isn’t capped or limited at all, which is why it’s so much more effective in PvE. There are no bosses with 500000hp in WvW or PvP which is why conditions are so much effective there. No time to build that 25 stack, so damage is no nerfed in to the ground. Something has to be done in PvE though. The cap has to go.

Corruption/Power stacks.

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Leamas.5803

OK, I use a sigil of corruption on my necro and a sigil of bloodlust on my guard and each build a 25 stack to increase condition damage/power respectively. It ends on down, which is fine, but why do I lose it when I portal from one zone to another? This doesn’t make sense to me.

Why is condition damage intentionally restricted?

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Posted by: Leamas.5803

Leamas.5803

I think they are scared to touch conditions until they gather more data. Right now condi builds are near useless in most PvE situations, and way too good in WvW situations.

They need to overhaul the entire condition system, but I wouldn’t expect it any time soon.

I don’t know if I’d say “way too good” in WvW, but they’re at least somewhat on par. Sure they’ll take down a glass canon zerker build like fire will burn oil soaked paper, but if you build with some condition cleansing it’s survivable if you play smart, get out of the AOE and actually run away when need be. I know, even as a dire equipped necro, I certainly run away when I see other players coming at me. I can still only take 3 or 4 hits before I’m down.

Condition builds are terrible in PvE, especially dungeons and world bosses. When the op says world bosses are immune, I think what he/she means that that marks typically don’t work on world bosses, effectively limiting a condition user’s attack quite substantially.

Do DE rewards need improvement?

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Leamas.5803

Here’s an idea, what if they rewarded level specific loot bags for DEs? Say 5 loot bags for gold, 3 for silver and 1 for bronze. So a DE in Gendarran would yield something like small moldy bags while a DE in Cursed Shore would yield heavy moldy bags. This would maintain some of the randomness that ANet so loves, but would bring some love back to the DEs. The could also implement DE specific DR to help prevent abuse and keep people moving from event to event rather than camping the same few events. Let’s say you can only get full rewards for a DE once every 2 hours or something like that.

I like your idea. I think the reason champs are so popular is that you are guaranteed loot, unlike so much of the rest of the game. As I stated above, I can go to Orr and kill 20 mobs and get ZIP. Why? Does ANet have any idea how frustrating that is???

They lower the drop rates of everything then do everything they can to prevent farming such as slow spawning mobs, DR and saturated market. With just straight farming of mats I can’t see how anyone gets all the T6mats required for a legendary in any reasonable amount of time. We’re talking multiple years at these drop rates. It’s less work to farm gold and buy mats. ANet created the problem themselves, but now the players have to pay for it, both literally and figuratively.

No more tonics…no more minis…no more currencies, a focus on something actually useful would be nice. I don’t care about crap I can’t use in battle. It amazes me every time I see someone flying a kite that they actually spend gems on it.

(edited by Leamas.5803)

Do DE rewards need improvement?

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Posted by: Leamas.5803

Leamas.5803

Here’s an idea, what if they rewarded level specific loot bags for DEs? Say 5 loot bags for gold, 3 for silver and 1 for bronze. So a DE in Gendarran would yield something like small moldy bags while a DE in Cursed Shore would yield heavy moldy bags. This would maintain some of the randomness that ANet so loves, but would bring some love back to the DEs. The could also implement DE specific DR to help prevent abuse and keep people moving from event to event rather than camping the same few events. Let’s say you can only get full rewards for a DE once every 2 hours or something like that.

Grind, and more grind.

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Leamas.5803

What is grind?

I need to make sure we’re talking about the same thing.

http://en.wikipedia.org/wiki/Grinding_%28video_gaming%29

Grind, and more grind.

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Posted by: Leamas.5803

Leamas.5803

You cant play a game for hundreds or thousands of hours unless they add a grind.

I played Skyrim for nearly 250 hours, still haven’t played the last expansion, and have only played on one class. It can be done. There’s grind and then there’s ridiculous grind. Ascended is ridiculous and the meager stat gain and ugly skin does not justify the cost in time and gold. Personally, I’ll stick to working toward a legendary. Which is a grind, but feels like less of a grind because you need so much almost every contributes and things that don’t can be sold for gold to buy things that contribute. And, I have the attitude that if I get one great, if I don’t so what.

Other ways to get ascended gear?

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Leamas.5803

Conclusion Since the whole point of Ascended was to solve the “problem” that exotics were moderately easy to achieve, I doubt they will ever be made easily achievable. I hope, however, that is not the case, as I would love to come back and make Tyria my home once again.

Then I won’t get them and will pretend they don’t exist. The sheer cost in time and gold isn’t justified by the gain. 5% isn’t a game breaking gain and when I’m only going to transmute them to look like exotics anyway, there’s even less of a point. I don’t play a game to grind mindlessly for hours on end. I haven’t been rushing toward a legendary and with playing well over a year (With a break in there) I’m still quite a long way away. I do enjoy the champ train occasionally when I don’t have time to do much else, but don’t sit there and do it for more than 30 minutes at most. A little more lately perhaps with me trying to level my guard, but I’ve been trying to use exploration and personal story to move that along as quickly as possible.

Other ways to get ascended gear?

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Posted by: Leamas.5803

Leamas.5803

ooooh i see, i didn’t know they upgraded the legendaries, makes a little more sense now, but still sounds like they’re pretty ridiculous to get

They don’t require as much as a legendary weapon, but legendary weapons let you change your base stats. That said, ascended requires much more specific grinding where legendary weapons you have the option of grinding for mats or grinding for gold to buy mats. So, I’m not sure which is better. In any case, I’m in no hurry and will wait to see if they become easier to get in the coming months. I know a lot of people who are doing them, but I suspect the adoption won’t be as high as ANet would like, so they’ll make them easier to get eventually. In the meantime, I’ll continue to save for a legendary. Was going for Bifrost, but with recent nerfs to make necro even less effective in PvE, I’m not so sure anymore.

Other ways to get ascended gear?

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Leamas.5803

Personally, I’ll stick to exotic _until they make ascended easier to get…like they did with trinkets.

Other ways to get ascended gear?

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Posted by: Leamas.5803

Leamas.5803

also if no, why were they even added?

Yes, they’re a tier above exotic in stats and they’ve upgraded legendary weapons to match ascended weapon stats. So base stats on say exotic draconic coat are 101,72,72. Base stats on ascended chest piece are 106,76,76. So just about 5% gain. Defense also increases from 363 to 381 on a chestpiece.

(edited by Leamas.5803)

Other ways to get ascended gear?

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Leamas.5803

Ok, how hard is it to get the mats for the gear, is it expensive? does it take a lot of time if you just gather all of the components?

For a full set of ascended armor, you’ll need 30 obsidian shards, 30 globs of dark matter, and 1500 (500/piece) each of bloodstone dust, dragonite and empyrium…that’s just to start. You’ll need piles of lower level mats and ecto and T6 mats and ton of Thermocatalytic Reagent. First thing is first, it’ll costs about 200g to get armorsmith from 400-500 and it’s a heavy grind too, I’m told. All ascended mats are account bound, so while you can buy certain ones from in game vendors others you can’t, so it’s grind farm, grind farm, etc, etc. Bloodstone is the easiest to get and is usually dropped by champs. Dragonite primarily comes from world boss chests and empy from other achievement chests, such as jumping puzzles.

http://wiki.guildwars2.com/wiki/Armorsmith/Grandmaster_recipes

AND, ascended armor is ugly, so count on transmutation crystals too.

(edited by Leamas.5803)

Do DE rewards need improvement?

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Leamas.5803

And would it help if you could buy the crafting mats from the Influence vendors? Say, set the price according to what Tier it is, and then allow them to sell small stacks of wood, ore, and bags of rare materials (similar to what you can get from the laurel vendors)?

Sure. Say Ascalon vendors have blood and venom, Kryta vendors have claws and fangs, etc. It would certainly make grinding certain materials far more realistic.

…and people would buy less gems…

Do DE rewards need improvement?

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Leamas.5803

Short answer, yes. IMO, the economy has inflated and DE have not kept up.

This has been the case since 3mo after launch…a classic ploy to get people to buy gems, but it only causes inflation which causes people to buy more gems, driving prices well beyond what can feasibly be made in game. So they add more currencies (Currently 16), and a new tier of gear to grind for…and it really is a grind. Makes the PvE content pretty sad in reality when DEs or renown hearts only reward in copper or a couple silver at most, considering how much you make for dungeons or fractals. Area completion rewards too, again, usually crappy soulbound on acquire gear and only a couple silver. Other than LW, champ trains and world boses, there’s not a lot in PvE to make people want to do anything else. Soon it’ll have to be called Dungeon Wars 2 since that’s mostly waht people will be doing when they finish leveling. The PvE content is becoming nothing more than a necessary evil to many.

How to promote build diversity

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Leamas.5803

What they need to do is implement an armor/trinket swap panel similar to the weapons so you could have multiple builds with traits and slot skills tied to each build, swappable with the click of a button. I could think of three right off the bat that people might want, a PvE build, a WvW build and a dungeon build. Wouldn’t it be nice to have 3 gear panels with traits and slot skills, even weapons (Though I see this as less of an issue) where you can say, “OK, I’m going in to WvW so I need this build…click”? This would go a long way in fixing gear diversity because you wouldn’t have to retrait every time and people will be much more likely to experiment with other builds without having to change their main and miss potentially profitable events/dungeon/fractal runs. Granted, buying multiple full sets of gear would not be cheap, but at least, this way, you could make the most of them. Yes, a retrait is only 3s50c, but it’s a neuscense to do because you have to travel to somewhere where there’s a trainer plus you have to carry all that extra gear and swap it manually.

Hell, just being able to retrait without having to go to the trainer would be a big improvement.

(edited by Leamas.5803)

Do DE rewards need improvement?

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Leamas.5803

idk, unless I show up late, even with big groups, my 80 conditionmancer, or even my level 40 guardian doesn’t have problems getting gold on champ trains. Even crazy bosses like the Fire Ele where I can’t get close, or events that attract lots of people like Jormag or Shatterer, my necro gets gold, so it’s not all about DPS.

Do DE rewards need improvement?

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Leamas.5803

We don’t need more currencies!!! We have 16 now.

Do DE rewards need improvement?

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Leamas.5803

While I’ll never turn down an increase in rewards, are DEs deserving of a loot increase? Realistically, most DEs are easily completed in a few minutes solo, so what you get is probably fine, though I’d like to see a karma increase. The problem ANet faces is larger than DE rewards, they need to get people, other than those simply leveling or map exploring, out roaming. Even if they increase the rewards, they’ll still not have many people out roaming just for the sake of it. People do champs chasing the carrot of possible reward, but moreso because the timing is predictable…it’s super easy for mediocre rewards. If the timing was changed and the spawn rate lowered the champ trains would die and Queens and Frostgorge would be as dead as any other zone, except when Jormag is up.

One way to get more people roaming would be to add some ascended crafting material to the DEs reward. You need so much of it just to make a full set of armor that it would be good if there were more ways to get it and DEs needs more incentive….seems a good fit. What is it for a full set, 60 dark matter and 3000 each of dragonite, bloodstone dust and empy. Dragonite and Bloodstone aren’t too bad to get, but empy takes much longer and dark matter only comes from salvaging exotics, which seems like a waste to me.

Condition Damage needs to be re-tooled

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Posted by: Leamas.5803

Leamas.5803

This is a cop out. You CAN play however you want…..but how you WANT doesn’t mean it’s guaranteed to be desired by other players. I’m not saying some sort of change or solution doesn’t need to be investigated, but turning this issue into some sort of, “ANET LIED TO ME!!!”, situation is pathetic.

You know, the more a read this, the more I realize you have no idea what you’re talking about. Condition users are asking is to have the damage systems adjusted so they’re just as effective in groups as power users. There’s really only two ways to do it. Remove the cap or adjust power users so they scale in a similar fashion to condition users. The first option is the easiest of course, the second would require a lot more more and adjustment of much of the game’s more difficult content. This isn’t an issue of “how you WANT doesn’t mean it’s guaranteed to be desired by other players”, it’s an issue of poor design.

Condition Damage needs to be re-tooled

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Leamas.5803

I’d argue almost any class can be a condition build. The sword and long bow on a warrior. sb and sword (or axe) on a ranger. Ele can do burns in fire and bleeds in earth. So it is more than just making necros useless.

Also the way the stats/condition damage works:

+19 power will increase your damage ever so slightly
+19 condition damage will do absolutely nothing if you use bleeds
and +0.9 sec bleed duration will also do absolutely nothing for your dps

Aside: I don’t know how accurate gw2 calculates precision. While I know +0.5% crit chance won’t show up in the hero menu, does it still factor during damage calculations?

Plus the weapon damage increases mean more in a power/crit build.

5% weapon damage means +5% more total damage for a power build
+5% weapon damage means ~
0.X% more total damage for a condition build

Indeed, but your condition warrior is just as limited as a condition necro, perhaps moreso since I would guess a necro probably has more survivability. In any case, some classes are obviously intended to be power while others are intended to be condition. A couple, like the engineer, seem to be confused. It’s the imbalance in the builds in a group environment that has to be addressed. A condition build is very powerful solo, so it a power build. But power builds scale up as you add more while condition build are capped and it’s useless to have more than 2. Even 2 will stomp on each other’s damage since a strong condition build can maintain 20 stacks of bleeding alone.

As I said, I’m sick of the perception of being ineffective in group events or dungeons, when in reality I’m very rarely the first one down and often the one resing, so I’m leveling a guardian and may opt to simply retire my necro until this is fixed.

Condition Damage needs to be re-tooled

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Leamas.5803

That said, condition damage also should not be reduced with 2 or more condi specs attacking the same target.

Right here, this one statement, is by far the one thing that is most broken with condition users. “Play the way I want to play.”, except that I can’t play in PvE groups and groups don’t want me because of my build.

This is a cop out. You CAN play however you want…..but how you WANT doesn’t mean it’s guaranteed to be desired by other players. I’m not saying some sort of change or solution doesn’t need to be investigated, but turning this issue into some sort of, “ANET LIED TO ME!!!”, situation is pathetic.

It’s no cop out. Sure, I can play how I want…if I want to be useless. They included classes which were intended to be condition builds, the necro being the prime example, then made it all but useless in groups and made it essentially impossible for condition build to group with each other since such a group would be a waste of time. No such limitations are imposed on power builds. This is not balanced.

Condition Damage needs to be re-tooled

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Posted by: Leamas.5803

Leamas.5803

That said, condition damage also should not be reduced with 2 or more condi specs attacking the same target.

Right here, this one statement, is by far the one thing that is most broken with condition users. “Play the way I want to play.”, except that I can’t play in PvE groups and groups don’t want me because of my build.

(edited by Leamas.5803)

What is the point in liquid karma?

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Leamas.5803

The amount you get varies on your level, but you’d have to do a lot.

http://wiki.guildwars2.com/wiki/Karma

For DEs at 80 and no DR you get 378 karma for gold participation, so you’d need to do about 2700 level 80 events. At current, I’ve done 1485 events total, not just 80s, and I have 634444 karma…very little of which I’ve ever spent, perhaps 50000. On average I don’t do a great many DEs anymore…perhaps a few a week and my main and maybe 10 or so a week on the alt I just started leveling.

As for why it’s still liquid in some cases…my guess it that it goes back to before there was an account wide wallet and since they’re account bound you could collect them all on to a single alt for purposes of amassing all your karma across all alts in one place to expedite the creation of legendaries.

(edited by Leamas.5803)

What is the point in liquid karma?

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Leamas.5803

You need over 1000000 karma buy all the obsidian shards required to make a legendary weapon and shards are used to make all kinds of other shinies. At 2100 karma per shard, and you need about 475 for a legendary, every little bit helps. 600 karma per daily and 6000 for the monthly, if you do it all it adds up to about 24000/month and you need what…about 50 times that just for a legendary. It used to be 4500 karma for daily and I don’t know how much for monthly, but they were both nerfed quite heavily because people were getting legendaries too quickly.

The Death of PvE?

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Leamas.5803

I only get to play about 3-4 hours each day (more on weekends) so for a casual player I have to say I feel like I accomplished a lot in such a short amount of time.

Is this what’s considered casual? No wonder it takes me forever to do anything. LOL

3-4 hours a day is anything but casual lol.

3 hours is on the casual side of being a progressionist to be honest. In most games if you play DPS you’ll spend about 30 mins to a hour waiting in a dungeon queue, and around 30 mins to complete a dungeon run, and 30 mins to do dailies, and then you’ll probably spend 30mins chatting to friends. That’s 2 hours doing bare minimum already.

I do dungeons very rarely. I play for AP. So, I do dailies at ~20-30 minutes (Preferably those that involve living world), adjust TP (Usually 3 times a week at ~20 minutes each), and sometimes a little exploration on my alt and time varies as I have time, every few days on average. While I have it open quite often all evening just to monitor chat and TP things as I walk by the computer, on average, I probably “play” less than an hour a day.