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My ideas to nerf necro

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Posted by: Leamas.5803

Leamas.5803

Either you know something about necros that others don’t or you really don’t understand the other classes or you’re simply a trolling warrior.

No love for the condi necro, even with a healthy dose of toughness we’re still as squishy as a rotten tomato. While we can do a lot of damage with conditions, especially in PvE where enemies don’t dodge or shed conditions very well, in WvW, conditions are more of a crowd control to break up zergs, get rid of NPC archers and the such and much less effective at killing. Those who die by my hand tend to either be too stubborn or too stupid to move out of the way…and there are no lack of those in WvW. That said, in WvW a couple pure condi necros are what you want protecting your keeps since they can break up a zerg beating on you gate very quickly, giving the higher survivability players a better chance to chase the zerg off. If anything we need something to restore stamina quicker and give us a bit more survivability in area like WvW and dungeons.

(edited by Leamas.5803)

No offering under vendor price on TP

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Posted by: Leamas.5803

Leamas.5803

Also agreed.

Got this weird error:
An Error Prevented Saving:
Message Body length must at least be 15.

Every Black Lion Chest should give 1 scrap?

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Posted by: Leamas.5803

Leamas.5803

Either this, or Anet should put finally all of those special weapon skins to the ingame shop for direct selling prices completely removign any rng out of the game lettign us directly finally buy, what we want.

The problem with this, is if they were player controlled, the prices would quickly become outrageous, much like the Grim Reaper Sickle skin.

Every Black Lion Chest should give 1 scrap?

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Posted by: Leamas.5803

Leamas.5803

That would be nice! I might actually BUY keys of that were the case.

Agreed.

Make zerg-farming in PVE less worthwhile !!

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Posted by: Leamas.5803

Leamas.5803

But if you take it away, it’s ruining someone else’s play style. What makes you any more important than anyone else?

Every Black Lion Chest should give 1 scrap?

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Posted by: Leamas.5803

Leamas.5803

Agreed, but still have a chance to give a token

Make zerg-farming in PVE less worthwhile !!

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Posted by: Leamas.5803

Leamas.5803

There is no right or wrong way to play this game as long as you are enjoying what you are doing. If you, or anyone, doesn’t like what someone is doing, that’s your problem, no theirs. There are all kinds of play styles.

  1. Believe it or not, some people like grinding for hours on end and find relaxation in the mindless repetition. Be it destroyers in Mount Maelstrom or the champ train, they just do their thing, they get what they get and move on.
  2. Others are dungeon/fractal addicts and will run the same dungeon over and over again much like grinders will grind the same area for hours.
  3. Others prefer solo tasks such as exploration and only group up when they have to.
  4. Others jump from world boss to world boss
  5. Others prefer the money markets and like to play the trading post.
  6. Then there are the PvP and WvW folks which is another area all in of itself.

Many of those who engage in highly repetitive tasks are farming for specific items they need to craft something or farming gold to buy items they need to craft something. It’s the ONLY way to get what’s needed for things like legendary weapons. For example, every legendary weapon requires a full stack (250) of every T6 material and is a small part of what’s needed in order to craft the legendary…500 dungeon tokens, 500 badges of honor, almost a full stack of ecto, nearly 2 full stacks of obsidian shards, 100 icy runestones, 2 specific crafts at 400, which you need a ton more material to achieve. That is still just the beginning, then you get in to specific legendaries, say The Bifrost, which needs 100 more icy runestones 2 more full stacks of crystalline dust, a full stack of unidentified dyes, 100 pearl orbs. The list just goes on… Tell me…how to get this without grinding your butt off either for the specific mats or for gold to buy it? The game is designed for grind…get over it.

Myself I do a little bit of all of the above…including the highly taboo playing the market. I’m not moving hundreds of gold, but I make enough to cover my costs for sure. Probably less that I would make grinding, but it’s more enjoyable to me. This game is far too big, with way too much to do to be complaining about a few champions. Since champ rewards were nerfed last week the reward really isn’t so earth shattering to be complaining about and almost not worth running the champs anymore. I haven’t gotten a rare, or god forbid, an exotic the last few times I ran FS and barely made enough to cover the wp fees. I only run it to collect Essence of Luck for MF and to help out with the monthly salvage achievement. And this is playing the game wrong how?

(edited by Leamas.5803)

Suggestion for Necro Lack of Evade/Block

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Posted by: Leamas.5803

Leamas.5803

This certainly explains why my necro seems a little more squishy than it used to. I had to respec/retrait to add toughness at a cost to power and some vit. Anyone know what the exact patch date was so I can go and read the release notes myself? FYI, more necro nerfs coming with the Dec 10th patch. :/ Warriors too…

Two-Handed weapons with 2 sigils

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Posted by: Leamas.5803

Leamas.5803

Why not have three sigils?

But seriously. 2h weapons are currently balanced around the # of sigils, so it’s not that it’s unfair that 2h weapons only have 1 sigil.

No, not really, if I’m using a superior sigil of corruption on all my weapons, I can build my corruption stack twice as fast two handed than with the staff.

Two-Handed weapons with 2 sigils

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Posted by: Leamas.5803

Leamas.5803

I agree, this would be a definite improvement.

Make zerg-farming in PVE less worthwhile !!

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Leamas.5803

At least the champ train is people playing together…isn’t this part of what an MMO is supposed to be about?

Unrealistic ideas#2: Remove Gear drops

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Posted by: Leamas.5803

Leamas.5803

Looking at it from a purely economics standpoint, the bandages had the desired effect. There’s a problem though. This is a videogame, not an economics simulator. The solution isn’t very fun.

The problem is that it’s closer to an economics simulator that you might think, this is why they created gear/money sinks such as salvaging and the mystic toilet. The larger problem within the economy is the unlimited amount of money the gem to gold conversion creates. This devalues the worth of in game gold and causes inflation, which we’ve seen all to clearly with the prices of the most desirable items such as legendaries, precursors and skins. When I started playing you could buy The Legend on the TP for 60g, now it’s 722g, over a 1200% increase in just over a year. This is the definition of runaway inflation and it is largely caused by the gem to gold conversion. There are no limits placed on how much gold can be injected in to the economy and this is a bad thing. There is a reason the US just doesn’t print more money to pay off their debts…it would make the dollar worthless and would destroy their economy.

Nerfs and Unsatisfactory Reward System

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Posted by: Leamas.5803

Leamas.5803

The answer is not more taxes, since when have more taxes ever made anyone other than the government happier? Get rid of the gems to gold conversion, and reset the TP. It would be a mess for a while, but in the long run, this would fix the economy. The reason being that even the super rich would not be be able to maintain current prices since without the gem to gold conversion few, other than the ultra hardcore, would ever be able to pay 800g for a precursor let alone 2500g for a legendary. Within 6 months most things would balance down to what could feasibly be made in game. Within a year, the economy would be completely stable again, with reasonable prices in the TP. Drop rates may or may not have to be adjusted, time would have to tell.

(edited by Leamas.5803)

Nerfs and Unsatisfactory Reward System

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Posted by: Leamas.5803

Leamas.5803

To be honest, I wouldn’t mind having to pay monthly to play this game if it meant that content was delivered into the game rather than into the in game store.

Exactly.

Right now they have very little incentive to do so though. As long as they can keep getting in new players to replace the one’s leaving, they don’t need to change.

To do this now, they would have to completely gut the TP and gem store. Both Anet and players have WAY too much money invested to change how it works. The gem store is flawed to begin with and is slowly destroying the in game economy, but if they change it now, they will lose way more players than they will gain. GW2 no longer has the luster of a being a brand new game.

Make zerg-farming in PVE less worthwhile !!

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Posted by: Leamas.5803

Leamas.5803

I’m wondering how long it will take for people to realize that thanks to the new magic find system, it might actually be more rewarding to run around in Orr killing mobs.

This might be true only if we assume they fixed the old MF system, which was terribly flawed from the ground up. With the old system, and full MF gear, say 200% or higher, drops actually decreased and profitability went down. The reason is that the old MF system worked on a slotted scale. High magic find, in theory, raises the threshold of what will drop, both at the low end and high end making very low end items and vendor junk less likely to drop and rares/exo more likely to drop. So when I was running full MF (About 250% give or take) in Orr I was getting much less porous bones and whites, but the chances of a rare or exo dropping are increased, in theory.

Here’s where the flawed logic comes in. The chances of a rare or exo dropping are already so incredibly low that increasing it 250% is marginal at best and the increased drop rates certainly not noticeable. The overall result was less money in the bank since most of the money I made in Orr typically came from porous bones, and whites, which were typically vendored at the time, which would not be uncommon for me to get around porous bones at a rate of 100/hr when doing some hardcore farming (Yes, I was very unlucky, certainly on the low end of the scale of anyone I played with at the time).

Other than a bit of stuff with my new guild I haven’t tried playing Orr since starting to play again. My experience from last winter still leaves a sour taste in my mouth.

MF, or luck as they now seem to be calling it, should increase the likelihood of everything dropping. Or, at the very least, it should NEVER lower the likelihood of anything, even vendor trash.

Nerfs and Unsatisfactory Reward System

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Posted by: Leamas.5803

Leamas.5803

It would be a lot easier if they would alter their “Diminishing returns” so the more gold you have in your account the less gold that will drop.

I’m not among those who is very good at manipulating the system, which usually involves untold amounts of grinding that I don’t have the patience for, but limiting your gold based on how much you have seems like punishment for hard work, which I consider a terrible idea. I think diminishing returns is generally bad and the guise in which they justify it is weak at best.

Make zerg-farming in PVE less worthwhile !!

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Posted by: Leamas.5803

Leamas.5803

And again, the market/economy in this game was broken loooooooooong before champ farming was even a thing. Champ farming is the symptom of a much larger, more important disease and we need to worry about curing that instead of focusing on all these temporary, and ultimately useless, fixes.

Removing all the bots at once added a great deal of pressure on the TP which drove prices up. Then opening gem store broke the market. Allowing people to buy in game gold with real money. It just adds more and more gold in to the economy, which can only cause gold to devalue. You can’t inject unlimited funds in an economy without causing terrible inflation…especially on the high end, most desirable items.

Now many would argue gold farmers/sellers, such as some on the champ trains are are I’m sure, are the bane of the economy, but are they? Personally, I think this is a myth. Think about it, bots and gold sellers still have to grind in game to get stuff to sell to make gold, they keep the TP well stocked and prices stay low. Take away the bots, well most of them, and prices have skyrocketed over that last year. I remember Dawn being 60g. At least the money they make from the couple silver and selling the drops or mats came from in game and will generally stay in game. It’s not some huge influx that just magically appears like what happens with the gem store. The gem store is way worse for the economy that gold sellers. At least the gold the gold sellers are sell came from in game.

I’ve never reported bots because, as a player, bots are in my better interest because they help keep TP prices down. Nearly everything negative that has been said about bots and gold sellers is a myth. They are NOT good for ANet, who wants to make money, but they both benefit players by helping keep stock up and prices down.

Reputation system

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Posted by: Leamas.5803

Leamas.5803

Hard to do in a MMO when DEs repeat themselves repeatedly. Perhaps it could be done based on renown hearts, but they already remember you in many cases. Some core game elements would also have to change. You’d have to be able to agro most, or all, regular NPCs to accommodate those players who wish to be villains. If this happens are you allowed to kill them? Who would police it and what are the consequences for other players? You’d also have to allow players to choose which side of a battle to participate. These aren’t small things to do.

(edited by Leamas.5803)

Infusions overpriced/underpowered?

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Posted by: Leamas.5803

Leamas.5803

Or how about infusions that add purely cosmetic effects like auras or sparkles? Anything that makes then somewhat useful somewhere other than fractals. Of course the standard +5 agony resistance should be able to be added to any of these using the MF forge method to create Fine versions.

Infusions overpriced/underpowered?

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Posted by: Leamas.5803

Leamas.5803

Because of the high stats already on ascended I don’t even think infusions need to be be offensive/defensive. More options in the utility range and allow utilities to be applied to all trinkets. Things, like a speed infusion to increase player speed, or one to increase stamina/health regen rate or slot skill recharge rate, or even profession specific infusions. Lots that could be done here to make ascended less tied to the fractals.

Infusions overpriced/underpowered?

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Posted by: Leamas.5803

Leamas.5803

and an infusion on an item that is supposed to equal that of legendary

You’re kinda misled there. It’s not that Ascended are the equal to Legendaries, it’s the other way around.

No, I understand that, but essentially, they’re supposed to the same stat-wise. Which is kind of splitting hairs.

only gives +4…comparable to T1 material really? This seems incredibly unbalanced. The top end condition damage upgrade component at the exotic level is an Exquisite Chrysocola Jewel which gives +25 Condition Damage, +15 Power, and +15 Vitality. Should ascended infusions not be at least somewhat comparable?

Well, the thing is that the stats on your Ascended piece are already balanced around not having an infusion at all. And by far the most useful way to use infusions is agony resistance, which is the whole concept behind Ascended gear in the first place.

I realize that, but if I don’t want to do fractals, I should, at least, be able to get infusions that are useful in PVE, WvW, regular dungeons. To a maxed out level 80, currently, only the 4 utility infusions seem to be of any use outside of fractals and they can only be applied to amulets. A +4 to any stat at this level is not useful.

(edited by Leamas.5803)

Hair accessory color

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Posted by: Leamas.5803

Leamas.5803

I’m all for it, but when I make a character, I plan it from 1-80 , I predetermine everything about it, then work towards it.

First, and only, character currently. Didn’t realize the hair accessory was considered part of the hair and not part of the wardrobe, as it should be.

Hair accessory color

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Posted by: Leamas.5803

Leamas.5803

Totally agree on this…. It’s a bit expensive to use a hair style kit to change every time u’d like to match u’r armour/clothing…

Exactly, I’m happy with the hair style, it’s just the ribbon color that needs to be changed.

This would be handy; whenever I create a character, I either steer away from head accessories or make them very dull/unnoticeable, because I have no idea what color scheme a character is going to take to eighty levels later.

Had I known, I probably would have done the same.

Infusions overpriced/underpowered?

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Leamas.5803

Is it just me, or do infusions seem incredibly underpowered when compared to the cost, especially when compared to conventional upgrades.

A Malign infusion, for instance gives a meager +4 condition damage at a cost of 5 laurels…not even remotely worth that. An amber pebble, any level 1 player can equip and can be bought at the TP for less than a silver and gives +3 condition damage. If someone is looking to spec ascended gear to improve condition damage, they’ve probably already got full exotics and a condition damage rating of well over 1000 (Personally, over 1500), and an infusion on an item that is supposed to equal that of legendary, only gives +4…comparable to T1 material really? This seems incredibly unbalanced. The top end condition damage upgrade component at the exotic level is an Exquisite Chrysocola Jewel which gives +25 Condition Damage, +15 Power, and +15 Vitality. Should ascended infusions not be at least somewhat comparable?

If you want to add agony resistance to these infusions, the cost goes up exponentially. The recipe at the mystic forge for a Malign infusion with agony resistance is, 50 Philosopher’s Stones, 20 Mystic Coin, 250 Passion Fruit , and 100 Powerful Venom Sac. And for this you get a tawdry +5 condition damage and +5 agony resistance. Really? You could probably make dozens of Exquisite Chrysocola Jewels for this cost. I realize this is currently one of the only ways to get agony resistance, but it still seems like a horribly expensive money toilet for what you get.

At their current bonus level, I would suggest infusions become much cheaper and available on the TP or much more in line with what’s available for exotics.

(edited by Leamas.5803)

Lose WvW in 100% map completion

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Posted by: Leamas.5803

Leamas.5803

@Lemas – Yes, I see your point, but you are missing mine.

Although you have been put into the “try it and you may like it” category, I am speaking for those of us who do NOT like it after trying it…. and remember for the ones who DO like it, they don’t need POI’s ,Vista’s, SP’s.. Etc… to stay in WvW a long time, because that’s what they enjoy doing.

You don’t need to stay in if you don’t want to play, you can pop in and check to see if what you need is under our control and pop out, this is what a friend of mine did. This will take longer, but unless map completion is the last ling you need for the legendary weapon, what’s the hurry? The enemy borderlands can be more challenging and you may find yourself doing some suicide runs. In any case, if you want to make a legendary weapon, you have to play WvW to get the 500 badges of honor to buy the Gift of Battle.

Hair accessory color

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Posted by: Leamas.5803

Leamas.5803

Can the hair accessories be added to one of the mask/helm color changes? I use red/black/white, but the ribbons in my hair are still the original green they were when the character was created. It kind of throws the look off.

(edited by Leamas.5803)

Lose WvW in 100% map completion

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Leamas.5803

There are quite a bit of people that never tried WvW, due to assuming they won’t like it. But then end up liking it after being “forced” to do it in order to do world completion.

This is the category I fell in to. I hated being “forced” in to WvW, but once there and figured out what was going on I quite enjoyed it and have since gotten map completion and through kills and various achievements have amassed over 1200 badges of honor. A lot for a staff using necro who doesn’t typically get a lot of finishers, but I can scatter a zerg real quick. It really helps to have competent commander(s) on the map. I don’t even play WvW if there are no commanders around and leave if they’re incompetent, which there seem to be more and more of. Unless you’re doing a suicide run to get a POI or vista, don’t try to roam solo in WvW, that’s just asking to die. If there are commanders on the map go to them, that is where the zerg will be and there is much more safety in numbers. If there are more than one commander, use world chat and ask where you should be. You also have to watch world chat much more closely in WvW.

My suggestion is to give it a try a “few” times since if you only try it once and decide you hate it, which I did because I had no idea what I was doing, was swarmed by a zerg and died almost immediately. Months later I tried it again and figured things out. Like I said, a good commander makes all the difference, but you have to accept the fact that you WILL die A LOT more often in WvW than in PvE.

(edited by Leamas.5803)

Limit Bad Luck/RNG

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Leamas.5803

Unless we are privy to the outcome of all results, we have no idea if the randomness is failing. Because test sampling of random factors in inherently flawed.

No, test sampling randomness is very predictable if it’s truly random. I don’t know what GW2 is written in, but if given enough tests, the RNG in Java pretty much falls in to linearness and balances a vast majority of the time and produces the expected Gaussian bell curve when the distribution is analyzed. This indicates indicates that those with very good/bad luck should be very rare and should balance ultimately toward the middle. I’ve written code to test the randomness of the built in Java function.

If you randomly pick 1 out of 10 items, you have a 10% chance of getting one. If you
do it again, you have still have a 10% chance, but could do it 100 times and never get it, but the odds are still 10%. However, given enough tries it will eventually balance the curve. If the RNG is working properly, in 1000 tests you will get approximately 100 per bucket, with a small amount of deviation, a vast majority of the time. The further away you get away from 100 in a bucket, the less it will happen. The RNG in GW2 has seemingly never had very good balancing and seemed weighted toward high DPS dealers getting better rewards most of the time, while low DPS dealers and support type roles are on the opposite end of the curve. But this is also not exclusive and testing showed that even in groups, or solo, whether it be farming or adventuring, the loot did not improve, ever, which is counter to everything RNG theory says it should be doing. This behavior also extended to dungeons and for some, even fractals.

I like said, this was based on stats from last winter and I have not done enough testing to see if this is still the case, but I do know how RNG is supposed to work.

Make zerg-farming in PVE less worthwhile !!

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Posted by: Leamas.5803

Leamas.5803

why not make it so that the only champions that drop good stuff are the difficult ones, that will certainly lower the demand on lower level champion zergs and makes the champions that barely to never get killed by zergs allot more popular.

i am actually against zerg farms and farming in general, i just don’t see farming a part of the game nor do zergs.
better yet, i hope Anet discourages farming and makes ppl work together in order to get better rewards, it’s a social game not a train sim.

Unfortunately in GW2, once you’re an 80, if you don’t farm in some way, shape, or form, it’s next to impossible to get good gear. If the gem to gold conversion was not there, then items on the TP, especially top end items, would not be nearly so expensive, then I could agree that farming should be less a part of the game.

Limit Bad Luck/RNG

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Leamas.5803

None of that actually disputes what I said. You actually agreed with me by acknowledging the possibility that “Now it could just be caulked up to good luck/bad luck.” But even then, any RNG is going to have the “perception of people with extremely bad luck as long as there are people who dont get what they want when they want. the amount of luck is relative to expectations.”

That’s how random factors works. Like a roulette wheel. it can often come up red 30 times in a row. That would be interpreted as a “bug” only because the person betting black wasn’t doing it while it was coming up black 40 times in a row.

Yes, but there is a point at which the randomness failed, again, I’m not even sure if this is still an issue since this was last winter. But when you can reliably predict what will happen and when it will happen, then the RNG is broken. It’s kind of like using loaded dice for craps.

Limit Bad Luck/RNG

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Leamas.5803

there will alwys be the perception of people with extremely bad luck as long as there are people who dont get what they want when they want. the amount of luck is relative to expectations.

No, there was extensive research done by players on it last winter. Now it could just be caulked up to good luck/bad luck. For certain players it was just permanent bad luck, forever. The only exception seemed to be the first hour, or so, played after a patch release where drops seemed to improve but, oddly, often came in multiples and quite often with similar stats. At the time, I had it happen at least 10 times, where within minutes of each other, I’d get two rares both “…of the Cleric”, or “Berserker…of the…” At least once I had two of the exact same rares drop with minutes of each other. One that comes to mind was at Jormag and the second a couple minutes later from some lowbie mob not far from the Jormag spawning area…the EXACT same item. All this points to a very obvious bug in the RNG. I could also go weeks/months without seeing rares, then all of a sudden get 5 in the run of a couple days, then back to nothing. Exotics were so rare as to not even bother mentioning.

These issues had been reported and ticketed multiple times by multiple players and nothing was ever done and responses were rarely received. Those responses received were usually dismissive at best or insulting at worst. Discussion threads were often closed by moderators without resolution or merged with others to try to bury the issue. The only loot related issue they EVER acknowledged was that of champion loot, and they had to, because NO ONE was doing champions unless they HAD to. World discussion could quickly get very toxic when someone even suggested doing a champion. Eventually I got fed up with crappy drops, stopped following the issue and stopped playing. I only just picked it back up again for Halloween because I needed the jumping puzzle, being the only one I hadn’t done. God knows how long I’ll stick with it this time…we’ll see how drops go.

+25% movement skill for all professions

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Posted by: Leamas.5803

Leamas.5803

If everyone is increased 25% or 33%…then add the regular permanent 25% speed buff most classes can get on to of that, hell we’d all look like mosquitoes zipping around the map. Harkens back to the early days of multiplayer FPS. In games like Quakeworld or Unreal Tournament players moved so fast it looked like they had rockets up their butt. Go to any city in GW2 and compare your current movement speed relative to the environment. Regular movement speed is not unduly slow compared to the size of the environment. Sometimes a big map is just a big map. I guarantee, if they were to implement a 33% increase across the board, in a month someone would be complaining their character is moving too slow. And to drop the global 33% “traveling bonus” when in combat, would be nothing less that aggravating, and would generate a whole new batch of complaints. This is an MMO, they want/need things to take a long time. If everyone finishes everything in 2 months because they can clear stuff at lightning speed, this doesn’t help the game.

There was an Elder Scrolls game some years ago, perhaps Daggerfall, where the map was so large it was estimated it would take something like 3 weeks of straight running to get between some locations. The map is randomly generated in this case, but that’s BIG, the GW2 map is not. If all you did was run, no fighting, no stopping, no waypoints you could still probably get from Metrica Province all the Way to Fields of Ruin in less than 2 hours, corner to corner in a larger zone in less than 15 minutes. C’mon guys, that’s really not that big.

+25% movement skill for all professions

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Posted by: Leamas.5803

Leamas.5803

A permanent speed increase for all professions breaks other game dynamics. They have too much invested in things like jumping puzzles, which are typically spaced for the current standard speed (Anyone who says a speed buff helps in JPs are deluded). The only other way to do it is with what they’ve done. Make it optional with skills/traits.

speed does help in jp (some more than others) with a speed boost you jump further and in some situations this can allow you to bypass sections of the puzzle. If nothing else it helps a lot in the wider gaps in jumping puzzles

Granted, speed may help in some limited instances, The Collapsed Observatory is one example where a part could potentially be skipped, but overall, a majority of the puzzles are designed for standard speed. I’ve done all the jumping puzzles, all on standard speed, and I can only think one instance where haste has a benefit and that is Griffonrook Run, which is probably the most difficult of all the JP chests to get…run it naked, really, I learned that the hard way!!! The only other puzzle I remember having any real problems with is Dark Reverie (And haste would not have helped), those who have done it, know the exact jump I’m talking about (A height thing to a very small landing, not distance). Puzzles where platforms pop up that you have to jump to like Spekks’s Laboratory (Run this one naked too), Clock Tower, Snow Globe, Skipping Stones, etc (Most of which I would argue would be near impossible with haste), or others with very small, easy to overshoot landing areas like Not So Secret and Coddler’s Cove would be SO much more difficult and time consuming with haste.

Remove stats from gear

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Posted by: Leamas.5803

Leamas.5803

I’m not sure if you’re saying condition damage users get the short end of the stick in WvW or not, but it really depends on how you’re using them. A CD user such as a necro is used differently in WvW for different situations, while I grab a kill when I can, I tend to stay back and support the zerg. Between kills and other bonus’ I have amassed just 3 shy of 1000 badges of honor, in really not a great deal of play time, by no means toothless, but probably not as many as the front-line players such as warriors. Enemies suffering from conditions will go down a faster and have difficulties escaping the heavier hitters. CD/AOE users are the only way to go for tower defense. Just a handful on the battlements can stop an entire zerg. You’re basically protected by the wall, while they’re sitting ducks trying to take down the door. This is strategy.

Let the player make it...

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Posted by: Leamas.5803

Leamas.5803

I’m not saying this is necessarily a bad or good idea, but look up Skyrim’s Creation Kit and see just how complex setting up RPG levels can be and Skyrim is only single player. When you add multiple players, creatures and/or NPCs and all the consideration therein the complexity increases exponentially. I think it would be a lot of development and probably more hardware and storage for ANet for a limited audience.

Inspect gear feature

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Posted by: Leamas.5803

Leamas.5803

I personally like the idea, but I’m not a troll or elitist in any way, more because if I like the look of an armor or weapon it would be nice to know what it is…on the other hand, I really have no problem whispering a complete stranger to ask them what staff or armor they’re using. 99% of the time players respond and we have a little conversation about gear and specing ideas, so I guess in a way this ways is better.

Make zerg-farming in PVE less worthwhile !!

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Posted by: Leamas.5803

Leamas.5803

If anything, I believe the harder zones should be more worthwhile. If you’re only getting blues and greens to salvage for luck in both zones, why NOT go to the easier one? I find that Orr is hardly enjoyable, or very rewarding.

Do I like the champ farm in Queens? No.
Will I get angry at people who do it? No.

Orr used to be awesome for farming, or so I’m told, but they drastically nerfed rewards and made many of the common farming events (Shelter/Penetent/Jofast/Plinx etc) so difficult or unrewarding that they’re pretty useless now. Not sure if anyone is doing these events now, but the last few times I was in Cursed Shore, I know it was not nearly as busy as it was last winter, when it was often nearly as crowded as Lion’s Arch…a shame really.

Make zerg-farming in PVE less worthwhile !!

in Suggestions

Posted by: Leamas.5803

Leamas.5803

But don’t you find it kind of sad that running around in a circle killing the same champions over and over should be “the point of an MMO”? I don’t know, that just sounds so wrong to me.

I agree, but it’s really the only efficient way to gather luck, and they nerfed that back some too, don’t know if anyone noticed that. I don’t know how much, but I know I’m not getting as much as I was. That said, I only tend to do it for 1/2 and hour to 45 minutes and then toddle off to do other things. The repetition bores me fairly quickly. But it is a nice option to have an activity, outside dungeons, we’re you’re guaranteed to make some, albeit not as much as last week, profit…especially if I don’t have a lot of time. That said, it’s a game with limited content, repetition is built in, just look at the a lot of the achievement requirements, or requirements to craft anything better than a rare. You have to grind for mats or grind for gold to buy mats or, God forbid, you have to buy gems to convert to gold to buy mats. I hate the gem to gold conversion and believe it’s ruining the TP, but that’s a different issue.

Make zerg-farming in PVE less worthwhile !!

in Suggestions

Posted by: Leamas.5803

Leamas.5803

In the last weeks it became clear to me that certain groups of players are exploiting the high respawn rate of champions to farm massive amounts of gold and items. That behavior probably has an negative effect on the ingame market. But that’s not even the main reason for my posting this. I am really frustrated by the way some of those players are killing the atmosphere on maps like Queensdale and Frostgorge Sound. Constantly flaming and insulting other players because someone dared to kill THEIR champion without them…

I know Anet is not in the least responsible for the behavior of the players but I think some mechanics in GW2 make farming way too easy!

My suggestions to make zerg-farming less worthwhile:

1. If more players are involved in a fight, the champ should become much stronger, so that you cannot just autohit-kill it in less than a minute!

2. Those champions should be able to hit more than five players with their attacks. Either remove that limit completely or make it dynamically adjust to the number of players.

3. The time until champion/event respawn should be much longer!

I hope other ppl will give their suggestions to this problem as well. Please refrain from flaming and stay objective

Rian Dreamweaver

I think they should make make such thing more worthwhile and in more areas of the map. We FINALLY have something that just random groups of players come together to complete a common goals. What’s better is that you don’t need a great deal of time, you can participate for 15 minutes or 15 hours and no one will judge you either way. Isn’t this the point of an MMO, to bring people together? I don’t see how it affects the market greatly other than for a few uber rare mats perhaps (Cores, lodestones, T6 mats). A vast majority of the chests received from champs return only blues or greens and a vast majority of those get salvaged for luck. If people are being disrespectful on the channel(s) report them or play another area that night.

+25% movement skill for all professions

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Posted by: Leamas.5803

Leamas.5803

Speed Buff’s help in a JP. How, it get’s it done faster!!! Including the error correcting benefit’s of the extra jumping distance. Anet’s concept of spacing for a full heighter is to defy gravity by having one foot standing on air to make a jump

Let’s you and me do Skipping Stones or the Clock Tower, or wait until Xmas for the Snow Globe to return. You can use your speed buff. Sometimes the extra distance is not an advantage, though I would argue it makes all JPs more difficult.

+25% movement skill for all professions

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Posted by: Leamas.5803

Leamas.5803

A permanent speed increase for all professions breaks other game dynamics. They have too much invested in things like jumping puzzles, which are typically spaced for the current standard speed (Anyone who says a speed buff helps in JPs are deluded). The only other way to do it is with what they’ve done. Make it optional with skills/traits.

Limit Bad Luck/RNG

in Suggestions

Posted by: Leamas.5803

Leamas.5803

There were a number of HUGE threads last year, thousands of posts, regarding bad luck/bad loot. I don’t know if anything was ever done about it, but last winter it seemed there were a group of people, myself included, cursed with a sort of permanent diminished return on loot drops. It was very disheartening to run events in Cursed Shore with a group getting 3-10 gold per run when I’m counting in silver. To my knowledge Anet never acknowledged the thread or even replied. I do remember them trying to bury the topic a few times by closing threads or merging in to others. It was an incredible PR failure and a large reason I stopped playing the game for ~6 months. Silence is golden and the short of it is, they want people to buy gems. It’s not rocket-science.

Nerf this ridiculous condition meta

in Suggestions

Posted by: Leamas.5803

Leamas.5803

You need condition removal and learn how to play against a magic user. Necros have lots of life, yes (As they should since their whole mythos is about life stealing prolonging life), but, in reality a pure CD build can take very little physical damage due to lack of any real toughness or armor. Even at over 31000hp, it only takes a couple hits from a well speced warrior to put me down and necro dodges recharge very slowly. You just have to run up to them and whack at them. Now, for condition bombing, go around the marks. They’re easy to see, I can’t count how many times I’ve placed marks and just watched people walk through them as if there was nothing there. One my personal favorites is to place marks in to the middle of a zerg and many don’t even bother to dodge. If one mark is place, you HAVE to expect more coming. This is just asking to die. If you’re looking to take a fort and it’s protected by player magic/range users, you’re probably better off to move on and try another, you’re just a sitting duck while trying to beat the door down.

Everything with characters is about balance or imbalance, if you spec your character with little or no skills/traits for condition mitigation then, while you’ll surely be more powerful/tougher in other areas, you have to expect to take an abnormally high amount of CD. My necro is speced solely for CD….everything, about +1500 when I have a full 25 stack of corruption. I have nothing to increase armor or toughness. I expect that I’m going to be squishy, so I don’t go around whining about overpowered warriors since I can’t stand there and let them hack at me.

IMO CD removal abilities are especially important in WvW. It seems not a lot of people understand what conditions are and fewer spec to deal with them.

Nerfs and Unsatisfactory Reward System

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Posted by: Leamas.5803

Leamas.5803

ANet is in this to make money, giving people good rewards is counter-intuitive to making money. They want people to use the gem store.

Change Price on the TP

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Posted by: Leamas.5803

Leamas.5803

I’m not saying there shouldn’t be a penalty, I’m more saying the current method is clunky. I’m not saying that postings should be delayed by 24 hours, or 7 days, the option to unlist/relist, and take the penalty, should always be there. All I’m saying is that it would be nice to be able to change the price periodically without having to unlist/relist. If anything, allowing unpenilized price changes every 7 days would help stablize prices, because people would be less prone to unlist/relist, opting to wait the 7 days rather that take the penalty. This would also be more realistic to a true marketplace.

I have nothing against flippers. But I do have more respect for people who actually play the game. So making flipping easier cheaper would drive more people to the TP and away from actually playing the game.

You over estimate the time commitment. Flipping is pretty quick and easy now. I can unlist/relist 70+ offers in 20 minutes. That said, to generalize flippers as those who don’t play the game is unfair. I have map completion and combat healer and have played the last few living world events to completion. I could counter argue that if you’re not playing the market, your only playing part of the game. People play the parts of the game they like. I don’t like fractals, for instance.

At least all the gold (Well mostly silver) I trade came from in game and stays in game. The gem to gold conversion causes inflation and is far worse for the game IMO.

Ascended Armor Suggestions

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Posted by: Leamas.5803

Leamas.5803

I don’t think that necromancer outfit would work with my cute little asura necro. ;D
http://i44.tinypic.com/2wrdaxd.jpg

Dear ArenaNet, let's rethink Commanders

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Posted by: Leamas.5803

Leamas.5803

Allow commanders to select their own tags, if even only in color, so that each commander is easily distinguishable in the mini-map. It would simplify calling commands on chat.

Tequatl the Sunless nerf

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Posted by: Leamas.5803

Leamas.5803

This shows the bone wall in the original event. The tendrils, more use to throw you in the the original than anything. I watched a video of the new event, this is an event designed for a large well organized group. A group who has sub teams and everyone has well defined roles. This is a “guild event”. The only other similar event I’ve done, that I can think of, is the Cathedral of Eternal Radiance, which also requires a relatively large well organized group…it’s a gong show otherwise.

The Price of Transmuting

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Posted by: Leamas.5803

Leamas.5803

You can always level alts, as they are, or atleast used to be, rare drops from dailies and map completion. This is where I got ALL, maybe 8, of mine, of which I’m still hoarding 3. Perhaps from AP chests too, I don’t remember. Once you find a look you like, at least me anyway, you really don’t go through many.

(edited by Leamas.5803)

Tequatl the Sunless nerf

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Posted by: Leamas.5803

Leamas.5803

MOAR POWER =/= MOAR HP, I do hate that Anet chose to increase HP by so much.

Actually its not the HP I’m conserned about,
Old video’s on youtube (pre my time of playing this game) show how Taquetl was already very strong, but he simply did not have his bone wall, bone claws and krait army yet

in my own opinion i would say, remove the krait army entirely, add only a few bone claws that do minor damage only to distract players and let the bone wall apear only a few times, not 5 seconds after you have torn it down like it does not (figure of speech, but by the time you manage to get rid of the krait the actually time of facing Taquetl before the wall respawn really becomes 5 seconds)

I haven’t done the new event yet, but didn’t the bone wall and tendrils already exist in the old event or is it just more predominant now?