So the fact that the game is been released in china and that the 4 winds festival has an Asian touch means that Cantha will be released soon
?
Also according to a certain site we get to rebuild LA.
BTW when will the NPC that buy LS stuff comes?
(edited by Mor The Thief.9135)
Well I had this bug as well with my thief.
It was the first time it happened to me(other than skill lag) that I couldn’t use any skills.
However I managed to use skills that DIDN’T have any animations that the character had to do such as Signets and the Steal skill(other skills with no cast time didn’t work, couldn’t use the stolen skill).
Maybe it has something to do with character animations?
I managed to fix that problem by getting into the downed state, but using waypoints(at the same map at least) and swapping weapons didn’t fix it.
Hey all,
As the title says I have an idea of convenience.
Make a new inventory bag slot that works the same as a bank and make it an account-wide shared inventory slot so people wont have to run to the bank and put 1 or more items in it in order to transfer it to another character(I really don’t want to run to the bank every time I want to use my Copper-fed Salvage-o-matic everytime I play on different character)
However there should be limitations to not make the bank useless:
1. There will be only 1 “bank” inventory bag slot for each character.
2. You can only put Gem store items and Account Bound CONSUMABLES (such as living world rewards) in it(maybe minis too but in this case make the bag not drop any collectibles to the bank, which will might solve the “mini slot” on the hero panel that people suggested already).
3. The amount of item slots it will have will be a max of 20(can be lower as in the end it depends on anet).
4. To get the slot one must first unlock the slot with gems(much like unlocking more slots to put bags in in the inventory); The slot will be character bound(that way it will be more profitable for anet)
5. To fill the unlocked slot one must put a “special” bag in it with a varying amount of 5-10-15-20(can be done either by crafting, therefore giving some sort of progression. or by buying with gems with increased gem price for bigger bags for the lazy people and once again give anet a profit). Same as the slot itself the bag will be character bound(more profit to anet because of lazy people).
Well that’s my suggestion.
It won’t make some people better then the rest as it will be mostly for convenience and seeing as it will be restricted to certain items only makes it more so.
I didn’t write the gem prices as I have no economic sense and in the end I’m not sure if this idea will even be implemented(but I sure hope it will!)
(and btw I’m lazy XD)
Please post opinions and suggestions for improvement!
(edited by Mor The Thief.9135)
I play A/A only because I like it and because I hate maces on OH.
The WW skill is somewhat fine compared to the thief elite AND stolen skill(since that skill is super situational).
Also the fact that you can use that skill AND move AND dodge(unlike the ranger skill) makes it even better.
When traited for 20% faster recharge it makes it even semi-spammable compared to other skills.
Also don’t try to compare it to GS skill 3 since you can’t move while using it AND it’s better only if you manage to get every hit up to the last(well not every hit but the last hit is most important cause it has most damage, and only if target isn’t moving).
However it’s damage is still a bit mediocre compared to other skills considering it’s recharge and the fact that it’s skill 5(which in most classes should have a nice niche to it).
Therefore I suggest only upping its damage a bit so it can have at least damage close to the GS 3 skill, and not make it REFLECT but BLOCK so it won’t make other skills like Ranger’s OH Axe skill 5 look bad
Even more with the fact that you need to invest most of the points in Marksmanship and Skirmishing trait lines only to make the Longbow and Shortbow a viable options(which even then are still considered bad choices by a lot of a groups, no matter how good the player is as long he uses one of the 2 bows as the main weapon).
The least that could be done is merging some of the traits like the 20% reduce cooldown of bow skills with the piercing arrows traits. Therefore giving rangers at least 10 trait points to invest in something else instead of investing all the points only to make 1 type of weapon as it should be.
Other then that I hope the damage buff to the Longbow auto-attack at least makes it a bit less redundant unless you’re at max range.
Also about the Endurance nerf, there is a skill called Lightning Reflexes which gives rangers an extra dodge while also dealing a bit of damage at the spot the skill was used, but most of all gives VIGOR, and also the skill is a stun breaker making it a pretty nice option of survivability(also if u invest 10 points in wilderness survival you can take the 20% reduction on survival skill cooldowns and therefore making this skill even more frequently useable).
The reason you won’t see accessories drop from daily chests and tradable for pristine is because anet forces us to play different kinds of content, i.e. to get accessories you need to do guild missions, otherwise grind for laurels and ectos, but the former is better since it’s cheaper.
Back to topic I think if we post as much as possible in this topic and make it most of the time on the top of the topics list, anet might have no choice but to give an answer.
As many of us know Ascended Rings whether infused or not are much easily attainable, much to the point that a lot of people stock them up in the bank because they seem too good to sell to merchant for less then 5 silver but have no other use for them.
So the question is:
Will we ever get another use for those rings since they’re pretty easy to get(even more with the pristine fractal relics which is also the only use for those)?
Like making them salvageable for mists essences, as according to a dev post in this forum will be needed to make the new rune and sigil?
Or at least upping their merchant price a bit so it won’t feel like people doing challenging content(depends on the person and level of difficulty) only to get an unneeded ring(seeing as lesser tiered rings are much more expensive, since they are salvageable and their jewels, or orbs can be sold for a nice penny)
(edited by Mor The Thief.9135)
Just a bag you put on the existing slots would be kind of troublesome. And it’ll be a waste of slots. You’ll be effectively losing 20 potential item slots per character to have 20 shared slots.
For those reasons exactly I gave here another option which is having a special 9th slot that can only be bought with gems(must be bought on each character to be able to use it on that character) which in this slot can only be put the special account-wide bag that will be shared among chars(just like the slot, the beg itself will also be bought with gems and must be bought for every character in order for that character to use the shared items).
By making it a per-char purchase ANET can make a profit from it
(edited by Mor The Thief.9135)
Great idea!
I’ve begun using my salvage-o-matic on my main ever since the mf became account bound but when I switch to another char I can’t use it because it’s still on my main.
ANET could use something like this:
Each char has an option to buy a single slot which automatically opens a bag with a certain amount of slots(at least 5) and that bag will be account bound however if u want to use it on another char you have to buy that same slot on another char, that way ANET can still make a profit from this while we get what we want(they can also put the account bound bag as a gem store item and therefore doubling their profit).
I know I will use this on all my 8 chars XD
Overall the balancing looks great for most if not all classes.
However I don’t think that moving the Explosives Adept Tier Trait V – Incendiary Powder to Master Tier is a good idea since a lot of builds invest only 10 points in this line just to get this trait which also provides builds at least some form of burning(especially for rifles).
Take my Engineer for example which doesn’t use any kits(because I like my dual pistols build) or turrets.
By moving this trait to master tier from adept tier takes one of the few dps options for support engineers.
Other then that I think everything else is good and even though some people think it makes things worse, might actually make it better so the best way is to use it and see when it’s released(like the thieves initiative regain).
Superb idea!
Seeking out trainers and even Masters!
Considering the fact that ANET stated that there will be skill and traits unlocked via challenges, I really want this to be implemented.
For the way the skills work it can be somewhat similar to how choosing skills worked in gw1 but with limitations available to gw2 to make it more unique(otherwise it will be the same as it was in gw1).
i.e. certain skills can only be at certain slots.
Example:
SLOT 1(Auto) can change between all the slot 1 skills that you’ve unlocked.
SLOT 2, same thing as SLOT 1 but has it’s own skills to choose from.
In the end all 5 slots will have their own choices of skills while being exclusive to their respective slots, i.e. slot 1 skills are exclusive to that slot only, and the same will be for other slots(this way there will be a limit so weapons won’t become OP).
Also the skills can only be changed while out of combat for balancing and limitations.
By doing that there will be a lot more diversity and options for builds and possibly a lot more options for other classes, like giving Warriors poison on sword for more condition options other then Bleed, or giving Necromancers a weapon skill that gives Vigor when certain conditions are met(that way necromancers will finally have access to Vigor).
Even better if you can do it while lvling to 80!
But the trainers shouldn’t be in cities but more like in certain villages and towns and even giving some of them routes in certain maps to further expand exploration of the world.
Also trainers should have a lvl requirement to them(by spreading them in certain maps, those maps will determine the lvl required)
Just think about it, a new player comes in and he finally chose his most favorite weapon.
That player got to lvl say… 30 and on his way to do a heart, he found a trainer for his weapon’s choice and the trainer says that he will teach him a new technique if the player defeats him to see if he’s worthy(now I don’t see any reason for a player to reject this kind of offer so most ppl will probably do this).
By doing it like this players will have options to choose from earlier into the game and will be easier to adapt to their new found skills while not giving them too many options too early into the game and making it more confusing.
Also the trainers should be weapon specific.
By doing that it will feel more realistic and all professions must actually look for their own trainer and not just look for any trainer to teach them new stuff.
The trainers can also hint you to certain masters to make it more fun to look for those masters.
Only the masters should have another requirement other then finding them and being lvl 80, like unlocking certain skills from certain trainers and use a certain skills combination as a requirement to defeat them(i.e. certain trainers are disciples of a certain master and said master must see if you mastered all of his disciples techniques which are really his own to see if you are worthy of his ULTIMATE technique) .
Defeating a master can also be a DE that requires a group of a players only to show how strong those masters are!
By doing that, learning those skills will be somewhat similar to the capturing of Elite skills in gw1.
That way players will have an incentive to look for those trainers and even have a challenge to defeating the masters.
However certain questions also arise from this:
How many of those skills will be available to every weapon and how many will be available to every slot?
Will those weapon skills be universal or will there be skills specific to every class?
Will the skill u get from MASTERS be stronger then other skill and by that making the game unbalanced?
For the last question there is a partial solution:
Making the Master’s skills a “Master” skills that will work the same way that Elite skills worked in gw1, i.e. can use only 1 “Master” skill on weapon skill bar(only choice is which slot the master skill will take), to limit this farther, “Master” skills can’t be used on SLOT 1 as they’re the most used skills after all(otherwise it would be too OP).
Also each SLOT will have only 1 “Master” skill for a total of 4 “Master” skills for every weapon and every “Master” skill will be exclusive to its own slot.
(edited by Mor The Thief.9135)
Hmm just double checked. Answer turns out to be “neither”. What dropped was actually the regular TA axe(the one you would normally get by trading tokens). Got a bit confused by that.
What got me even more confused is the fact that he got the weapon that can only be gotten by trading tokens as a drop.
IMO the dungeon is fine and actually fun to do.
Maybe it takes a bit of coordination(which is not even close to the amount needed for teq). But other then that it’s doable even with pugs(all the runs I did were with pugs).
However considering it’s length and lvl of difficulty compared to other dungeons it could use a boost to its rewards(like giving an extra chance as a daily reward for the new weapon skins like the fractals daily chests?).
And I think Arah path 4 is harder only because of Simin(which literally requires a group of zerkers, unlike this dungeon which can be done with any group that knows how to play).
IMO I would even pay 2k gems for an unlimited uses that still requires u to pay a small amount of silver(should still be more then trainer price) for each time u use it.
Heck I would buy one for each of my 8 chars for a total price of 16k gems
Most likely there is a reason for that.
Most dungeons(except for the event ones and fotm) require the leader to have done story mode in order to access exp mode.
For the above reason, that is most likely why this dysfunctional system is still here.
However a simple solution to that is for the game to automatically assign a new leader that has done story mode for that dungeon and only when no one is eligible for doing exp mode(i.e no one has done story mode except for the leader that left) the party should be kicked out of the dungeon.
Still an absolutely terrible system. If you are allowed into the dungeon in the first place, there is absolutely NO reason why you should be ejected from it because of someone quitting or disconnecting. It’s ridiculous.
That is most likely a limitation put by ANET so ppl that havn’t done story mode gain easy access to exp mode by getting someone that has done story mode and then kicking him to get another party member and by that having a full party of ppl that havn’t done story mode but still doing exp mode
Most likely there is a reason for that.
Most dungeons(except for the event ones and fotm) require the leader to have done story mode in order to access exp mode.
For the above reason, that is most likely why this dysfunctional system is still here.
However a simple solution to that is for the game to automatically assign a new leader that has done story mode for that dungeon and only when no one is eligible for doing exp mode(i.e no one has done story mode except for the leader that left) the party should be kicked out of the dungeon.
The token system was something I posted in the suggestions forum however it didn’t see much posts and got lost somewhere in that forum.
For now I will still vote for adding that system and hope ANET will consider adding it.
For the tokens I think they should be a daily account bound reward that by doing that less people will do it everyday once they got the token that day and therefore will make it easier for others that didn’t get their token that day to join a main server and have a chance to get it.(that way it will also eliminate the problem with overflows somewhat then what it is now)
Also I think the tequatl weapons should require about 25 tokens so they won’t become a common weapon and will show somewhat a level of dedication to doing this event.
While the mini should be worth about 50(maybe more).
Even though the token system will be a very good(and probably a must add) addition to the event. However the RNG drops should also remain to give people also the chance to not have to work for it as much as they need to and by doing that making people feel less that they need to grind for stuff.
I know that giving people the weapons even though they have never killed him might encourage them to fail his event to still getting rewards.
That’s why this post was made for: to find a solution so people won’t fail it as much as they do now while still keeping the challenge of his event and(probably the most important) how to keep this event alive by adding a better reward system then what it is currently, so people won’t feel discouraged because they didn’t get anything good even though they tried hard to kill him. Because really considering it’s difficulty AND the fact that the reward is daily, as of now the reward isn’t near as “rewarding” considering that the only way to get rewarded from it is a small RNG chance to get a special weapon skin or a special mini(which currently as I see it the chance is too small).
I’m not sure if it’s not allowed and if it is I’m sorry.
Won’t be posting it anymore but please do read it
Please enter this thread I made on the suggestion forum:
https://forum-en.gw2archive.eu/forum/game/suggestions/An-addition-to-taco-s-rewards/
Read it and post any idea, suggestion or opinion there please.
Let’s help the devs make this event better then it is now and more accessible to everyone!
in that case please enter that thread read it and post any idea, suggestion or opinion that you have.
Let’s all make this event the best as it can be!!
In order to make these rewards even remotely accessible for lower-tier/less-organized servers who rarely if ever defeat Tequatl, I would suggest adding 1 token drop in each phase chest, with a super-token drop in the final chest. The super-token could just be worth 10 regular tokens, or could function like a golden fortune scrap (i.e. Tequatl weapon costs 40 dragon tokens + 2 gold, or 2 super dragon tokens).
That’s a nice idea although I don’t want to encourage people to fail this event but making the token reward system like this might still give availability to the rewards for people that continue to fail it. But in this case I suggest upping the reward for super tokens to 3 or 4 super tokens+1g and reducing the normal token cost to say 30 +2g for a bit more consistency as the tokens are mostly daily rewards(the numbers can be changed since i’m pretty tired and don’t have the strength to do any math atm)
(edited by Mor The Thief.9135)
Considering what was posted here by all of you please visit this thread I made on the suggestions forum:
https://forum-en.gw2archive.eu/forum/game/suggestions/An-addition-to-taco-s-rewards/
Read the entire first post(and 3rd) and give any idea or suggestion you have there
.
Because really the game should be available to all players(even more to casuals) but in order to keep this event challenging let us all throw ideas on how to make it more available while keeping the difficulty
Please visit this thread I made at the suggestions forum:
https://forum-en.gw2archive.eu/forum/game/suggestions/An-addition-to-taco-s-rewards/
Give your opinion there and any suggestion or idea you have
Maybe if enough people post there the Devs will notice and might even take some of the ideas posted there(maybe your idea) into consideration
Guys please enter this suggestion thread I made:
https://forum-en.gw2archive.eu/forum/game/suggestions/An-addition-to-taco-s-rewards/
Try to read the entire first post and please post there any ideas and suggestions and give any opinions you have to make taco a better event
)
To reduce the amount of posts here please go to this thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/An-addition-to-taco-s-rewards/
This thread I made is dedicated to make taco a better event and more open to all other players that are having difficulty with him(while also making him more worthwhile with his rewards
)
Please feel free to post any idea or suggestion there(only after reading the entire first post please
)
Instead of a nerf please look at the suggestion I made here:
https://forum-en.gw2archive.eu/forum/game/suggestions/An-addition-to-taco-s-rewards/
this makes taco retain its difficulty while giving options to players that have problems defeating him.
Also please feel free to post any suggestion or idea there
I like your idea!!!
ANET you must make this idea real!!!!
I like your idea of this book(even more if it’s a gem store item) but almost tripling its re-traiting price isn’t a good idea but say up it to 5s or 6s is possibly a better choice
That’s what the bundle of superweapon is for, to help people kill him but only as an option(especially for those that can’t manage to kill him).
Also this actually makes the scaling of his rewards redundant cause it can actually make people successful at his event a lot more than it is now and therefore give people the other rewards suggested at this thread
.
Also you shouldn’t feel satisfied for getting a small reward by failing his event when you can get much better rewards for succeeding xD.
Hmm, now that I think about it the bundle can actually make this event too easy therefore I’m going to add another part for it so it won’t make this event too easy:
Make the superweapon have skills that have requirements like skill 1 does its bigger damage only when taco has lower then say 15 scales(maybe 10). That way the turrets will have a reason to keep his scales down and while ANET said that scales don’t reduce your damage it will reduce any increased damage on him from the superweapon but at this point the superweapon will do the same damage as any other weapon on taco.
As an addition even though it can reduce the damage from the superweapon it won’t reduce the overall damage done to taco and by that can actually take a bit of pressure from the people that are manning the turrets(although turrets people should still reduce his scales XD)
By adding that possibility the superweapon doesn’t make this event as easier as it can be but it will still make it easier then it is now especially for the low pop servers and overflows. Also it is only an option for those that want the real challenge and therefore to not use the superweapon considering that you need to get it with the rewards you get from taco XD. In this case the people that can down taco without it won’t get this weapon(because that way they can keep the reward for defeating him instead of trading it for the bundle) and people that are having trouble at defeating him will get this bundle so they won’t have as much trouble defeating him.
Also to not make this superweapon a “superweapon” it’s damage bonus should only work if taco is only above 75% hp(since in most cases getting him to 75% is the hardest part).
Of course all the things said are just an idea and can get a fine tuning here and there.(like the main problem that people might sell the bundle for a LEGENDARY price at start if it really will be a tradeable item).
There are probably other ways to let casual players and low pop servers and overflows a chance to succeed at this event but I don’t have any ideas how to do it other then nerfing him or his event(I consider the turrets a big part of it and in my opinion anything done to them other then finding a solution for afkers and trollers, will be considered a nerf to me) or by adding this bundle idea.
(edited by Mor The Thief.9135)
Hey there.
I’m one of the people that managed to defeat the taco a few times now and I’ve noticed that the rewards you get from him aren’t worthwhile considering the difficulty of even organizing a group of people to do his event without failing.
Now I know there must have been a few suggestion like nerfing him or even adding a reward even for failing him.
However my suggestion doesn’t include any of those(keep him the way he is now, his event is really fun!):
Add a Daily Token system for defeating taco(kind of like fractals with pristine fractal relics only you can get ONLY 1 a day for defeating him, unlike fractals which the amount you can get depends on your fractal lvls).
Also the NPC that you can trade those tokens to will only spawn on servers(or overflows) that taco have been beaten on(and will disappear when taco’s event is active and won’t spawn until taco is defeated again) much like the temple events with their karma vendors that spawn on the end of their respective event chains.
The items that you can trade the tokens for could be any of the following:
*Taco’s unique skins(skin version without stats or like the fractal weapons that require transmutation, but you can add the Ascended version as well for a much higher token requirement of course ;D)-by adding this option(much like the Aetherized weapons which had 2 possible ways to getting them) people will have a reason to keep doing his event and be happy with their rewards(even if what they get from the chests isn’t good) because they can have a goal even after they have gotten their Sunbringer title and not hoping they have luck with RNG.
*Exotic armors(with the recent karma nerf this can be a nice alternative instead of going and searching for events in order to karma or doing dungeons)
*Ascended accessories such as the ones you get with Guild Commendations(by this adding an alternative for smaller guilds or newer ones) OR Infused Rings(adding an option to get infused rings for those that don’t do much or like fractals, however should be harder to get then the uninfused ones that you can get with laurels).
*Special minis(not sure which ones so go ahead and add ones
).
*Special Consumables(like a potion of undead slaying that gives 15% extra defense and damage).
*Recipe for the new Superior Rune of the Sunless that has been added(not sure if a recipe already exists so correct me if I’m wrong).
*Bundle items(that only work on taco) that can help killing taco for next time you do his event(like a bundle of 5 super weapons that damage him twice as much or at least x1.5 damage as you do with a regular weapon seeing as you can’t critical him anyways-1 weapon per taco event only-can be done by adding a cooldown debuff like the transformation tonic that you get from Clockwork Chaos, for 3 tokens per bundle)- that way people will have a reason to get this for easier token getting and can be like an investment towards easier achievement of future rewards from taco and will also make taco easier for low pop servers(and overflows) that need to rely on bigger servers to guest(as this item should be tradeable with its full uses only), that way there can be more then 1 person with this weapon during an event. Also this solves the problem for some of the Condition builds with its current and very annoying(sorry but it’s true) limitations.
*Empyreal Fragments for people that don’t want to grind dungeons for them or are not good at jumping puzzles(this is an opinion of mine only, can be discarded if deemed that it isn’t needed).
*New boosters or material bags like the ones you get with laurels.
*I’ve cracked my mind for all those possible rewards and don’t have any more ideas so please feel free to add to the list xD.
The only problem is figuring out how many tokens will be needed for every item(but it’s probably better leaving it to ANET to decide if they even will add this system to taco xD)
By adding this Token reward system people won’t feel that they aren’t being rewarded for doing hard stuff and continue doing it even if they didn’t get any luck with the RNG on the chests. Also it will give people the incentive to continue doing his event after getting his title(which currently is the main reason why people are still doing his event at the moment). Also this will probably let the event stay alive after all the hype is over considering what people are saying that the event will die in a few weeks(which I really hope doesn’t considering how fun it is
)
After all this have been said I think the event was totally fun and I’m having a great time continue doing this event to help people get his title(and by doing that getting new records on how much I killed him and how fast xD), a very good addition to the game(and I hope ANET does this for other world bosses as well
)
(edited by Mor The Thief.9135)
A topic like this has already been made but you should still read thsi topic too^^.
As the title says, I’ve already killed taco a few times and the best i got was the exotic fang accessory and about 4 yellows total from al the times i killed him.
Also on all the times i killed him it was a full overflow(way over 150 ppl) and the best rewards there were about 1 ascended weapon chest for each overflow(and once someone got a mini taco as well).
Also i still didn’t see anyone either here(on forums) or anywhere else that managed to get his uniuqe skins…
Therefore i suggest a buff to his reward like giving 1 exotic item(with 100% chance to get it) for defeating him as a daily reward.
Also adding a TOKEN system for defeating him as a daily reward(much like the pristine fractal relics, only that you can get only 1 token from taco as daily reward for a day unlike the relics which you can get more depanding on fractal lvls). Also the NPC that you will be able to trade the tokens to will spawn only on servers or overflows that taco has been defeated on(much like the temple events with karma vendors at the end of those event chains).
The things you would be able to trade the tokens to can be a skin version of his ascended weapons(or it can be the weapon version as well ;D).
Maybe another option to get Ascended Accessories like those that you buy with commendations or maybe INFUSED version of rings(for those that don’t like fractals only will be harder to get then those that you get with laurels for consistency).
*taco should still have a drop chance for his weapon skins(kinda like how you had 2 ways to get aetherized weapons)
By adding this TOKEN system to taco ppl will always have a shot at getting good rewards from him as long they keep succeeding at defeating him.
ALSO, Anet should realy revamp all the other bosses just like they did to taco and add a TOKEN reward system to them aswell with different rewards to each boss(and different token to each boss aswell) which will give ppl the incentive to do them even though they are hard and get good rewards(but that’s only my opinion xD)
SO FAR the only ppl that defeat taco are those that only try to get the title and will probably wob’t have a reason to do his event anymore after they get it.
BUT with this TOKEN system in place they WILL have a reason to keep doing his event, and it might also encourage other ppl that don’t care about the title and only about the reward to do his event aswell.
Please discuss this and do add any suggestions^^
For now they want to keep the challenge as part of the “boss week” evnet so don’t expect a nerf anytime soon.
But maybe after it’s over you will see a nerf to keep people to continue killing him(although i hope for reward increase more then a nerf XD)
Really i already killed taco twice and i only saw 1 person get an ascended drop(and it wasn’t the unique skin one).
It must have been already said here but ANET should realy put a token option for this.
However to get the npc that you can trade the tokens to should spawn only if taco is defeated at that server(or overflow) much like the temple events. And also the tokens should be a daily reward(kinda like the pristine fractal relics) BUT unlike the relics you can get only 1 token as a daily reward for beating taco that day(unlike relics which can get more then 1 a day depanding on fractals lvl).
That way the event will be consistent with other similar events such as the temples(only a lot more fun XD) and will give people the incentive to keep doing it after all its hype is over.
The only problem about this is figuring out how many tokens you need for a weapon
actually zerker’s always have spots at turrets defense cuz they kill mobs faster
In my opinion ANET should make them the same as you get ascended rings from fractals.
i.e chance to get the skins from the chest just like it is now but also maybe add an option of tokens for getting a token once a day if you defeat taco that day and say you need about 25 tokens(maybe more maybe less) and be able to trade it for a weapon from a npc(much like the pristine fractal relics) that spawns after taco is defeated(kinda like the karma vendors that spawn at temples after you finishi their event chains)
That way people will still have the incentive to do thsi event after all the hype for it is over and that way even if they fail they will always know that they can still get the weapon as long they continue to defeat him
I’m not asking about what it is(I know arleady xD).
What I’m asking is what is the chance to get it from this event xD
It’s not too difficult, the problem is that it requires way too much coordination for this kind of game.
also the turrets part is annoying because in can ruin the whole thing
hmmmmm i think we should start a research on it’s drop rate, because even if u get lucky and get it on first try doesn’t means it has a high drop rate XD
I’m not sure if it’s feasible to continue doing this event if the drop rate is too low so(cause that’s the main reason im doing this XD) may we get an estimate of the drop rate for that^^?
It might even encourage us to do this event more
As the title says’ after the living world part of taco ends will it still be possible to get his unique ascended skins?
After all that’s probably the BIGGEST reason that i will keep doing(and trying to) beat him even after the event will be over…
Other then that apart from trying to get the title i don’t see any good reason to keep trying to beat him…
EU Desolation escort eventi s on come help!!!!
temple started on elona’s reach EU server come help!!!!!
(edited by Mor The Thief.9135)
me and some other guys are trying to do the southern invasion in elona’s reach EU server come help us!!!
(edited by Mor The Thief.9135)
I am a new possible theory! (I know i get new ones all the time, but i actually have “proof” for this one)
2. What the moderators have said might actually be a hint to the recipe. With all the “Specific rare boss” Might hint to a specific rare boss ITEM, or something which is a part of the recipe. Is there a yellow/rare crafting material wich drops from bosses?
May be some hidden message in what the mods have been saying
As for a yellow crafting material the item that comes to mind is “Large Skull”;
Since the lore says that gargoyles were hunted for their skulls