Showing Posts For LoreChief.8391:

Greatsaw Skin?

in Blood and Madness

Posted by: LoreChief.8391

LoreChief.8391

How are we supposed to get this skin? Right now the only one on the TP is 900+ gold.. and there isn’t a recipe for it. Even the “Mad King Chest” you could make in the MF last year is gone!

This can’t be a “BLTC or no skin for you” situation… DON’T RUIN THE HOLIDAY EVENT ANET!

Clocktower rewards?

in Blood and Madness

Posted by: LoreChief.8391

LoreChief.8391

You can get the rest of the armor the same way as last year – killing the super bosses in the Labyrinth. They aren’t special skins though (never were).

200.000 chattering = 740g to NPC

in Blood and Madness

Posted by: LoreChief.8391

LoreChief.8391

I would like to say, 10,000 is still too much :| Even 1000 might even be too much with all the candy corn mining that needs to be done…

Can we expect more Halloween content?

in Blood and Madness

Posted by: LoreChief.8391

LoreChief.8391

I believe this is what we get. Last year there was a lot of content (and it lasted a while) because it was new. Also it lasted longer due to the bugs, and they comped us heftily for that.

I believe the idea now is to let most of the event run itself (aside from story updates), that way they can use the holiday months to develop new content for the rest of the game, instead of re-working holidays every time.

Make a list: Engi issues post 10/15 patch

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

The only “minions” that are ever controlled are the ranger pets and necro pets. Are you saying that they didn’t buff any other AI except those two?

Make a list: Engi issues post 10/15 patch

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

Updated the main post with info so far. Keep em comin! Unless we’re out.

LFG tool - add "open for invite"

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

I disagree with your suggestion. For the reasons Olba stated, and the fact that it will encourage people who will inevitibly just idle on the invite, afk, etc.

Just because there are already ways to cherry-pick, doesn’t mean we’re supposed to add more.

Elementalis Conjured Weapons

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

I would personally like to see the following;

  • No longer 4 different Conjure Utilities
  • New Conjure Utility; Conjure Arms (Cooldown 60s, range 1200, ground targetted). Summon a weapon of the same type of element you are currently attunted to. Fire = axe, Water = bow, Earth = shield, Air = hammer. No charges, only timer. Lasts for 45 seconds, everything else stays the same.

Now we have room for 3 other “Conjure” type skills.

Rework of Traits

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Hi Zoid! You might be interested in supporting my post from last week

https://forum-en.gw2archive.eu/forum/game/suggestions/Trait-system-Worst-part-of-the-game/first#post2997002

Thanks!
-LoreChief

Make a list: Engi issues post 10/15 patch

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

Hi everyone! It would make a lot of sense if we could condense the various issues discovered with Engi in this latest patch. Please contribute any/all bugs/breakings/complaints that you’ve noticed.

Here’s the collection so far!

  • Rocket Turret: Projectile no longer inflicts burn
  • Turret (general): Turrets are less effective than ever, now that their AI cannot handle AoE situations, slow turning and constant re-targetting is taken into account.
  • Turret (general): No increased HP buff as promised for non-mesmer-clone minions. A single mesmer phantasm can down a rifle turret in one hit!
  • Missing heal threshold info for “Low Health Response System”
  • Info for “Elixir U” is missing, only shows that it is a stunbreaker
  • Remote Mine toolbelt skill “Minefield” does not get a radius increase with Forceful Explosives.
  • Rocket Turret – attack damage following overcharge is halved for next shot
  • Rocket Turret – Toolbelt skill; shows as a ground-target skill, and cannot target enemies underwater
  • Turret Hitbox is too big
  • “Autotool Installation” trait has incorrect tooltip. Shows as 1% health every 10 seconds instead of 10% every 10 seconds
  • Rifle Turret: Rate of fire is broken, shoots faster on the first shot from Overcharge, but not on shots afterwards

I’ll add to this list as you guys present them!

Thanks,
-LoreChief

(edited by LoreChief.8391)

New Turret Targeting Effectively Useless

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

Why can’t we have an “attack my target” button for the turrets like Rangers have? U think there would be any issues with that?

I asked this very same question as the GW2 Meet’N’Greet after EMCC. They basically said the ONLY REASON THEY WON’T DO THIS – is because it would make the functionality “too similar to what rangers have”.

That’s it. That was the only reason offered. They just don’t want it to be close to something a different class has – even when all it is, is a partial mechanic that is proven to work, and is desperately needed.

World Population Display

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

I think that it would only make sense to display how many players were existent in WvW maps, not the actual server in general.

I say this because players tend to flock to servers with higher populations, even though it is not an accurate representation of WvW strength or the quality of a servers population. I think having access to a count of players in each of the maps though, would be good for letting a server know what maps it would be most appreciated on.

Swiftness needs to be changed

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Can you point me at where this is? It’s definitely not in game like that right now, and I didn’t see it on the upcoming patch notes either.

Swiftness needs to be changed

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

This is a two-part suggestion.

1. Swiftness needs to change.
2. All classes need access to +25% movement speed without extraordinary limitations.

(Read the longer reasons for justification below at the bottom)

1. Swiftness should have its duration substantially reduced. Instead of providing a +33% movement speed increase (which is barely noticeable while in combat), it instead gives a short-duration burst of speed, +75% at least. The durations will rival that of ‘Haste/Quickness’, making this a fully-functional combat buff that can be adequately taken advantage of by the more spry classes.

2. For Guardian, Warrior & Mesmer, I would suggest adding a signet or altering a current signet to allow for this passive. For Engineers – since they have no signets, I would suggest at least providing a low-level accessible +25% movement trait similar to the ‘One With Air’ that Elementalists get. “for every 5 second out of combat, gain +5% movement speed. Caps at 25%” Good enough for now.

~~~~~~~~~~~~~~~~~~~~~~~~~~

1. Justification for #1, long-story:
Now hear me out on this. Right now most classes have access to +25% movement speed. Swiftness is just 33%, which is 8% faster than the passive. That is not noticeable, and most people with 25% do not strive to use/access swiftness unless they are in a zerging situation.

For my suggested change, I would like to reference a similar, more noticeable ‘kin’ to Swiftness, the boon ‘Quickness’. It used to double action speed, but now is only +50%. My recommendation to swiftness is this; Swiftness is now +75% movement speed. Duration is substantially decreased. Example: Instead of ‘Retreat’ granting 20s of Swiftness, it will now grant 6 seconds. This will make Swiftness a much more noticeable combat boon, not just some half- kitten d attempt at navigating a map slightly faster. This will also mean players are more likely to conserve their Swiftness for combat usage, and an actual advantage to use in combat. It will also enhance the play-style of classes that do traditionally less damage, but focus more on defense (such as Acrobatics Thieves).

2. Justification for #2, long-story:
Right now there are a few classes inconvenienced by their limited mobility.

1. Mesmer: Has no passive movement speed increase aside from one that requires the player to have 3 illusions out. This is nonsensical in its current implementation due to the fact that combat movement speed and combat movement actions (backpeddling, strafing) make the +30% (read: Almost Swiftness) relatively unnoticeable. Also, they do not have access to this movement speed outside of combat.
2. Engineer: Passive movement speed increase either requires specific traits for kit-swapping (does not work for non-kit engi’s), or for them to be in combat (see above about how pointless this is).
3. Guardian: No passive movement speed increase.
4. Warrior: Only while wielding melee. Not the hardest trait to get, but it does not have the capacity to cater to all warriors.

I think its important to note these classes, as 2 of them are the least played classes in the game, and often get complaints that say it is due to their poor mobility (1 & 2). I believe all classes should have access to +25% movement speed, at the cost of a utility slot, if they so choose.

Thanks for reading!
-LoreChief

Trait system - Worst part of the game

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Thanks for all the support on my ideas I normally don’t get much so its really nice!

As far as some of the questions about my proposed concept, I’ll see if I can come up with some answers.

1) “You have less major traits than the current implementation, and less minors as well”?

A. This is true. Currently we are given little kicker-bonuses for putting a certain number of points in the tree. These don’t always provide an actual use to the character who gets them, so I feel they are an unnecessary burden. However, keep in mind that the traits we have in game now are not the ones I would suggest be used with my concept.

A lot of the ones we have now are complete crap. Linking back to one of my old blog posts; http://lorechiefgw2.blogspot.com/2012/09/the-reckoning-of-boring-traits.html – I have a google docs in there with a list of all the traits I would cull from our pools first. All the traits should be interesting, if not – they need to be combined with other traits that ARE interesting. In my implementation, you would be able to feel that your opponent has specced a certain way just by the way they fight and things that happen as a result.

2) “How do you unlock these traits?”

A. Simply put, you do it the same way you would now. I see nothing wrong in gating trait access based on the level of the character. I would suggest the following:

  • Major traits alternate between weapon/spell as you level. You get one every 10 levels, with the “Class Mechanic Bonus” being unlocked first at level 10, and again at level 40.
  • Special Selected Bonus (See: Stat pool) is unlocked from level 5. I would like to think this would make new players in WvW less squishable right off the get-go as well, depending on how they choose their bonus.
  • Minor traits would be unlocked at level gates too, but I don’t want to do the math right now to figure out how often that would happen!

3A) A little bit more on the SSB (Special Selected Bonus). This is interchangeable outside of combat the same way traits are, except you’ll have to wait 30 seconds before it activates. There are some SSB’s that people might be tempted to switch to the second they get out of combat (such as the passive movement speed), and I wouldn’t want to see it abused for something petty like that. So yeah, 30 seconds after you swap it – then it becomes active. You could probably have something like a cooldown timer on your buff bar that says “Time til SSB active..” or something.

Thanks again for all the support everyone!
-LoreChief

Trait system - Worst part of the game

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Answering here as well, free bump and all.

I get what you’re saying, they basically screwed themselves (and us) over by using this current trait system. It might be hard to balance mine, I don’t doubt that it’s not perfect, it probably isn’t. What it does do that the current model doesn’t though, is allow balance the power between individual traits as they are, while allowing customization.
I think a lot of the reason ANet has trouble with traits now is because they have this hodge-podge system that tries to balance trait effects with the stat lines they belong to, which doesn’t work out when traits are completely mis-matched to the wrong tree, or are too niche to be of use to anyone who has other goals in each tree. Providing a more open framework, such as unhinging stats from powerful traits from weak traits allows them to work on the customization in a modular format, instead of a complete/ambiguous package.

Trait system - Worst part of the game

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

We need to talk. There are no two-ways about this. This trait system looks like something designed at the last minute, and it has plagued the entirety of the game and is largely responsible for the berserker-required META we’re all used to seeing/complaining about.

I’ve started a thread on the subreddit here; http://www.reddit.com/r/Guildwars2/comments/1o3sz2/calling_attention_to_bunk_traits/

I’ve got my own idea for how to re-work the trait system, but pretty much anything other than what we have at this point is good. Links for information on my concept below.

Description of the idea; https://docs.google.com/file/d/0B8pOlN5QiiHTb043aEhPck9nLWs/edit?usp=sharing
Picture of the idea; https://docs.google.com/file/d/0B8pOlN5QiiHTall4V0xOSjU5SFE/edit?usp=sharing

Please add this medium armor into the game.

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

I don’t remember either… Which is funny because I cropped it out of a youtube video from the trailer.

Please add this medium armor into the game.

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

This is a picture from the trailer that came out before the game launch. http://imgur.com/PrBNYyQ

It looks to be a human, and they appear to be wearing spiked shoulders, a short leather caped garment of some sort, strapped gauntlets, and a hooded cowl with a scarf of some sort.

It looks freakin awesome, to put it simply. So many of us complain about the lack of variety in medium armors (everything is a trench-coat of some sort!). This is quite different. It lends more to the “I might assassinate you with a knife in the back, or a well-placed arrow in the skull from the canopy of a tree” kind of feel. So much more kitten.

I would like to see the entirety of the armor design mentality re-aligned with what it was in the concept art to be honest. A lot of them made it into the game, but a lot did not. It’s like all the creative juice went into concept art, and never translated into reality. Such a shame….

Please add this armor into the game to start with though!

Trait Reset item should be infinite use

in Guild Wars 2 Discussion

Posted by: LoreChief.8391

LoreChief.8391

This new item is a flaming piece of crap. Nobody wants to spend that much to get a reset just to avoid spending 2 minutes to go to town. We wanted trait builds/loadouts that we could switch between, not this nonsense slap in the face.

Bad ANet, Bad!

Full or partial refund of listing fee on TP

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

It ended up not costing me anything. Not to be spiteful, but the 5 underbids beneath me ended up selling and mine eventually was top of the pile.

I was also unaware that cancelling a posting would get you most of the deposit back, I thought it was just “eaten”.

Good points on it being abused as an alternative banking system though.

New class of binding; Mailable, not sellable.

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

This is specifically for skins that are currently account-bound, such as the Super skins. I would like to be able to mail skins I get to my wife or sister, since they are unable to do SAB due to nausea issues with the environment there. They can’t do it, but this is only an anecdotal example of the usefulness of this.

I would also like to help out guild members in getting super skins (and in the future, other consumed skins that we can earn). Right now though, they get bound to my account.

I say non-sellable, as these skins should be able to be posted on the TP, or sold to an NPC – but instead mailable for use in mailing to friends/guildies/family.

Offense vs. punishment, risk vs. reward

in PvP

Posted by: LoreChief.8391

LoreChief.8391

Why not just remove auto attack altogether? Make every skill a “main bar” skill with a cooldown. Just make auto attack look like a combo, but give it a 2 second cooldown, decrease its damage, and make it primarily for utility/filler.

Better yet, make it a modular skill. We need more skills to swap out on the main bar in general, give us a choice of what type of auto-attack skill is assigned to our weapons (the same way we change out utilities). As a D/D thief, I find it annoying that my 3rd strike is poison-damage when I don’t give a crap about conditions on him. I’d much rather have a short-duration cripple or something.

Improvement for visibility of LFG

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Things that don’t need to be on the top bar;

1. Inventory
2. Game Menu
3. Guild
4. Hints

They should either let us customize the ribbon the way we want, or they should remove those 4 and add LFG to it.

Full or partial refund of listing fee on TP

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

We need either a full or partial refund on items posted on the TP if they don’t sell. You put up an item like a legendary for 2000g, and someone turns around and posts one for 1985g – and now yours won’t sell and you’re out the 100g it cost to post it in the first place. We should get either 100% or 75% back. SOMETHING! Re-posting it for a cheaper price to compete with cheaper market prices is super friggin expensive. That 100g you posted it for before is now 185g.

Real world markets don’t function this way. If you put up stuff in your store at a price, and competitors start offering it for cheaper, you aren’t banned from lowering your prices to compete! Why do we have to do that in a game?

HUD some ideas for you

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Some good ideas. +1. Now if only we could get first person zoom for screenshot purposes at least…

Taking damage in stealth drops stealth

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Ugh, another one of those “I don’t understand a thing about Stealth, I never have, I’ve never tried to – and because I die to it, it must be OP!” threads.

Seriously, delete this post – you’re wasting everyones time.

Skill the ranger Crossfire

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Hi Piper Halliwell, I think I understand what you’re suggesting. Feel free to copy & paste what I’m saying and use it as your description.

“Dear Arena Net, please change the Ranger shortbow skill; Crossfire. The enemy can run through you while you’re casting the skill, causing all of the arrows to miss and no stacks of bleeding to be applied.”

Simple suggestion

in Elementalist

Posted by: LoreChief.8391

LoreChief.8391

Thats a weird rule to set. Thief gets poison field + spammable blast finishers on the same weapon! Why would they limit that on Ele’s? :S

Screw you Lightning

in Elementalist

Posted by: LoreChief.8391

LoreChief.8391

Sounds like someones been watching too much airbender.

Lightning is generated by cloud formations and friction/temperature. Regardless of the fact that you can “burn” yourself with lightning, its primarily a process of atmospheric changes, which is what we have relegated to the “air” tree for elementalists. Other weather effects go to water (such as healing rain).

That being said, I’m hoping to see more wind-based skills when new weapons are finally released for ele’s.

Cosmetic Mounts

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

This belongs in the suggestions forums where it can be properly addressed in the same manner it is being addressed here. Of all the people playing this game, only 1% want mounts, and they want them for stupid reasons. We have enough means of transportation in this game, and sitting on a stupid horse/chicken/whatever for the sake of sitting on something for “cosmetic reasons” is absolutely a waste of players, developers, YOUR time.

Allow custom messages on guild banners

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Great idea! So much better than the boring generic message, and with lots of possibilities.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: LoreChief.8391

LoreChief.8391

Interesting patch notes, but I feel that the attention is being paid in the wrong respects. This recent change to Rangers being able to detect stealthed players is a direct nerf to Thieves in general, and I’ll tell you why;

Stealth, unless heavily traited, does NOT provide any of the following;

  • Damage mitigation
  • Increased damage
  • Increased mobility

To re-iterate my point here, Stealth, by itself – ONLY PROVIDES ACCESS TO A STEALTH SKILL, AND THE ELEMENT OF SURPRISE. To put this in perspective to anyone who doesn’t understand how thief works;

  • Dagger stealth skill is a powerful opener.
  • Sword stealth skill is a useful opener, but situational
  • Pistol, shortbow stealth skills are pitiful, awful, and a complete waste of our wimpy stealth in the first place

NOW! When heavily traited specifically for stealth, you can do the following;

  • Run away better
  • Get a second breath for combat (get some initiative back, heal some)
  • Blind enemies
  • Get a guaranteed crit

AGAIN, SERIOUSLY – This is ONLY when heavily traited that you can do all these things. If you are heavily traited for stealth usage, you cannot do very much else.

As a last comment in the defense of our wimpy implementation of stealth; Thieves have super low health, no powerful/quick AoE, an arsenal of single-target attacks, and no real option for ranged combat (900 is the limit!). Stealth itself, only gives us anywhere between 2 (at least) and 11 (at most) seconds of stealth, the latter only achievable using a lengthy cooldown utility skill. It only exists to give most thieves the element of surprise on an enemy, allow the use of a stealth skill, and run our happy kitten away when we actually fight someone with 2 cents worth of common sense to swing their weapon around the entire time we’re trying to close in on them.

If this hasn’t sunk in for anyone yet, let me put it in very simple terms…

You are giving a super-long range class the ability to directly counter the shortest-range class character in the game by taking away the only mechanic that they actually have access to. YOU ARE MAKING IT SO THAT A THIEF CAN. NOT. GET. CLOSE. TO A LONG RANGE CLASS, EVEN WHEN THEY ARE INVISIBLE. Let that sink in for a second. Good. Now STRIKE THIS IDEA AND TRY TO FIND A REAL WAY TO MAKE STEALTH FREAKING USEFUL.

Sincerely,
-An Already Unhappy Thief

Can't add more bank slots, give me gems back

in Account & Technical Support

Posted by: LoreChief.8391

LoreChief.8391

I don’t have an option for asking questions, what are you referring to?

Can't add more bank slots, give me gems back

in Account & Technical Support

Posted by: LoreChief.8391

LoreChief.8391

This is pretty shoddy craftsmanship here. You guys won’t let me add anymore bank slots to my account (I’ve maxed out), but you let me purchase one regardless? I thought maybe the option to add one was just removed from the interface (used to have a lock beneath the last tab so you could buy another). So I just bought one from the shop UI, it mails it to me, “You already have the maximum number of bank slots”. SOOOOooooo.. why did you let me buy one then? What am I supposed to do with this now?

Please fix, seriously – why would you do this?

Legendary weapons - account bound on use

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

I will +1 this suggestion whenever I see it. Legendary weapons should be account bound, not soul bound.

Asuran weapon size. Easy fix.

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

They should just make the code look like this;

If Norn, weapon size = 5
If Human, weapon size = 3
If Charr, weapon size = 5
If Sylvari, weapon size = 3
If Asura, weapon size = 5

Fixed!

Darker themed legendary weapons please

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

I think when they add Greataxes to the game, they will give Necro’s the option to wield them. I also think the first legendary Greataxe we see will be very dark themed. It just makes sense to me at least.

Crossbows

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Crossbows do not fire as far as a longbow, and they don’t reload as quickly as a shortbow. They also are not meant to fire in an arch, which means they fire straight forward the same as a rifle would. This means that a crossbow does not do anything differently than a shortbow, longbow, rifle and pistol already do. That’s probably why they haven’t been added so far.

However, the classes you’ve chosen to say should get them, will find even less of an actual use out of them. Thieves need a long range weapon, such as a longbow or a rifle – not another quick-fire mid-range, they already have shortbow after all.

Warriors definitely don’t need them, for the same reasons listed above, and the fact that they should be provided a limited array of long-range weaponry, as that is not the job of their archetype.

Engineers actually are in need of a close combat weapon set, they currently only have pistol and rifles. The only way they can fight close combat in any special way is with the wrench kit, which sucks completely. If anything, Engineer needs a hammer or mace weapon added.

Lastly, Ranger – which would only make sense in the fact that they should be able to use all physical long range weapons in the game – would be the only class to actually be able to use an X-bow. However, they don’t like to add weapons into the game for just a single class to use, so there has to be more than one who can realistically make use out of it for them to consider adding it.

I would personally like to see many other weapons added before I see a crossbow, including;

  • Greataxe (Guardian, Warrior, Necromancer)
  • Knuckle Dusters (Elementalist, Thief, Guardian)
  • Lance (Warrior, Guardian, Ranger, Mesmer)
  • Katar (Thief, Mesmer, Ranger)

This is just my $1 though.

Halloween weapon skins returning?

in Bugs: Game, Forum, Website

Posted by: LoreChief.8391

LoreChief.8391

Are the halloween weapon skins coming back this year? Will they be the exact same as last years? I’m wondering because the price on some of these skins are super high, and idk if they’re just going to get higher and higher.

MF items NOT account bound but soulbound

in Bugs: Game, Forum, Website

Posted by: LoreChief.8391

LoreChief.8391

I agree. They seem to forget that they promised something, even if they want to change their mind and call it a misunderstanding later. A promise is a promise is a promise.

MF items NOT account bound but soulbound

in Bugs: Game, Forum, Website

Posted by: LoreChief.8391

LoreChief.8391

You still need to correct this ANet. You can’t call a lie something else and say it’s not a lie, because you’re lying. You either need to correct the issue, or admit you’re lying and say you won’t fix your mistake, in those exact words. One of the two.

MF items NOT account bound but soulbound

in Bugs: Game, Forum, Website

Posted by: LoreChief.8391

LoreChief.8391

I have ex-mf “Soulbound” equipment in my bank that can’t be removed by anyone of my characters. These items were not soulbound before the patch. I tried right clicking the item to give them stats, and it worked, and now it says soulbound. To whom? No clue. I guess my bank now owns them…

I didn’t even think about this, I checked and i have soul bound equipment that doesn’t belong to any char in my bank, and I cant do anything with it! And I have friends that have this same issue. This tells me this was either totally unintentional and it was suppose to be account bound, or they screwed up so beyond belief they didn’t think a single step ahead of getting rid of MF. This is ridiculous, now not only do I have equipment I cant use, BUT ITS STUCK IN MY BANK FOREVER.

Have you submitted a ticket for that yet? You should do that if you haven’t. Good thing you brought it up here though, because I never would have thought about that Glad I didn’t have MF gear on more than one char…

MF items NOT account bound but soulbound

in Bugs: Game, Forum, Website

Posted by: LoreChief.8391

LoreChief.8391

Keep it at the top until it gets addressed guys!

MF items NOT account bound but soulbound

in Bugs: Game, Forum, Website

Posted by: LoreChief.8391

LoreChief.8391

I would like to add my own $1 here. We were told repeatedly, multiple times, over the last few weeks, that these items would become Account-Bound. I realize that you are now claiming that this is not what was intended, but let me put it to you this way;

We do not have trait loadouts. We want them, but we don’t have them. Because we don’t have them, every player/character is essentially single-traited. Now, keeping that in mind – I personally have two sets of exotic gears on a Thief. I play Power/Precision on said Thief, and because I do not have another set of traits I can swap to on the fly, I have no need of another Exotic set on this character.

A week ago if you asked me, I would have said “I will put my second exotic medium set on my Engineer who is currently in greens.” Now if you ask me, I’ll say “I have 11 pieces of exotic gears that I’ve transmuted a look onto that I don’t want to simply scrap for ecto’s. Now it takes up bank space and I have nothing I can actually do with it that would be worth the work I put in to get it.”

Does this make sense? You basically told us (whether you meant to repeatedly or not) that we would free up a set of exotics that we could transfer to another character. Now you’re telling us we get to either waste time/money/effort for little/no reward, or we can stuff it in our already too-small bank slots. I have all bank slots unlocked btw, I don’t want to stuff 11 items into it for no good reason.

SOMETHING to do with clovers.

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Actually since it’s been asked – I have about 83 extra clovers as a result of using the clover recipe to make T6 mats.

SOMETHING to do with clovers.

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

We need an alternate usage for Mystic Clovers aside from being used for the Gifts for legendaries. I’ve got an excess of them that I have nothing to do with, and there is nothing to do with them. Preferably we could do something like salvage them (like how we can salvage ecto’s now) but with a chance at random T6 mats (1-4 sound fair?)

Thanks.

Build saving

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

And here we are again! I hope they listen to yours Up up and away you goooooooooo!

Why Skin Wardrobe should be a high-priority

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Wow I +1’d this 9 months ago. I’m going to give you a bump, because I still want this to happen and I’m quite surprised/disappointed that it hasn’t…

Please change Troll's End

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

I would say that each JP should have an NPC in the front that allows you to shrink yourself down to 1/2 the size for the duration of the JP, or give you a cancel-out ability or something.