It depends on what kind of a player you are. There is really no “right” or “wrong”. Some people prefer having all of their commands on their mouse, others prefer smaller mice. Some like a specific shape over others.
If you’d like having all of your most important hotkeys on your mouse, then I suggest looking into Razer Naga or Logitech G600.
On the other hand, if you’re just looking for an overall good mouse, then Logitech G400 or Razer DeathAdder
If you’re a person with smaller hands, then I’d look into Logitech G300 or Razer AbyssusPersonally, I’m using a Zowie EC1 eVo because it’s the closest I could find to an IntelliMouse Explorer 3.0, which sadly doesn’t provide high enough sensitivity (or a dpi switch) to match my preferences.
Wow I didn’t expect such a quick and detailed response. Thanks I’ll check out all these mice and see which one I’d go for!
Some people are geeks when it comes to the headphones they use. Others are rabid about how bad LCD monitors are in comparison to CRT. Some would give you a sermon about how great mechanical keyboards are. Personally, the only thing I have ever felt hindered my gaming was mice.
It depends on what kind of a player you are. There is really no “right” or “wrong”. Some people prefer having all of their commands on their mouse, others prefer smaller mice. Some like a specific shape over others. Personally, my experience with mice in gaming is that utility comes second to comfort, unless there’s a very significant lack of utility.
As an example, I used a SideWinder X8 because the shape was perfect, but I ended up ditching it because the batteries started dying and charging a wireless mouse all the time kinda makes the wirelessness pointless. I returned to my trustworthy IntelliMouse Explorer 3.0, but I found out that its 450dpi just wasn’t enough for my 1920×1080 monitor, especially since some of the games I played did not have an internal sensitivity adjustment option, causing extra hassle when wanting to play some games. In the end, I looked for a mouse that had the closest shape to the IntelliMouse Explorer 3.0, but came with a DPI switch.
If you’d like having all of your most important hotkeys on your mouse, then I suggest looking into Razer Naga or Logitech G600.
On the other hand, if you’re just looking for an overall good mouse, then Logitech G400 or Razer DeathAdder
If you’re a person with smaller hands, then I’d look into Logitech G300 or Razer Abyssus
Personally, I’m using a Zowie EC1 eVo because it’s the closest I could find to an IntelliMouse Explorer 3.0, which sadly doesn’t provide high enough sensitivity (or a dpi switch) to match my preferences.
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Makes me wish there was a way to get max gear without waiting for weeks and weeks for the raid to res……i mean for the laurels and commendations.
Well let me ask you this: Why do you want with that max gear? What will you do once you have it? What will it help you achieve, that you cannot do right now?
The reason to the lack of Rabid is that you cannot craft it. Meaning that the only way to get it as a tradeable piece is a random drop.
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Yeah, choose a band you like for example and choose your fave song name of theirs. If you need to change password again choose another band and again choose their fave song of yours for a password name. I’m sure EVERYONE can think of many examples like this where passwords can be easy to remember by basing them on something such as this.
You could always use this site. Mine is good for 157 billion years.
http://howsecureismypassword.net/
Combining these two, plus the XKCD principle, I ended up with sextillion years. That is, 1,000,000,000,000,000,000,000 years. That’s about 220,264,317,180 times the age of Earth.
On the other hand, using line of sight naming got me 579 septillion years, or 579,000 times the above number.
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I have almost every weapon. My full set is as follows:
- Exotic Greatsword (main)
- Rare Rifle (swap)
- Rare Hammer
- Rare Shield
- Exotic Axe
- 2x Exotic Sword
- Rare Longbow
- Rare Mace
- Rare Warhorn
So the only things I am missing are another axe and another mace. I used to have 2 Maces, but I got rid of it because I didn’t like Mace/Mace. Same for my axe.
Out of the things I have, I frequently use Greatsword, Rifle, Warhorn and Axe, so upgrading the Warhorn and Rifle are my current weapon priorities.
Currency Tab
Forums
Inspecting Players
Trade
- The collections tab is also limited to 250 stacks.
- There’s a total of 51 Servers. Currently, there’s a total of 40 subforums. It’s just not balanced. Plus, some of those forums would be in French, Spanish or German. And who says that all servers are even active enough to warrant a forum? The thing is, if you put a forum for one server, you have to do it for all. And that’s a potential for a massive amount of very inactive subforums.
- There have been tons of topics about inspecting, and the general opinion towards it has been pretty negative.
- Why would we need trading? I have not seen one justification for player-to-player trading that made sense.
he initiative system is supposed to balance us, but if you grab 3 ways tor estore initiative you maya s well not even HAVE the initiative system as you no longer need to pay attention to it.
Thieves need every way that regens initiative or expands the initiative pool removed.
Ofcourse the best option is to remove initiative entirely and put thieves on the cooldown timers like everyone else and end the problem with endless initiative builds
Mmm, that’s a bit harsh. Personally, one of the key things I enjoy on my thief is the lack of cooldowns. Granted, it can be abused to achieve imbalance, but you can also use it to provide the most offensive gameplay of any profession. And that’s one of the biggest reasons I like Thief: the fast-paced combat is really, really exciting. IN comparison, on my Warrior I find myself blowing cooldowns, then I’m down to just using auto-attack or switching to my secondary weaponset until the cooldowns are done.
problem is with grabbing the ways to restore initiative is you loose out of a lot of other things that would be generally more potent, it sacrifices a lot of the burst power for more sustained combat.
If they are doing the big hits they wont have that restoration, if they have that restoration they won’t be hitting anywhere as hard or with as many utilities/options.
Also talking about skill is pointless, specially when talking about stealth systems in most games as the entire potency of those systems depends on the enemy not the stealther.
I was responding to the prospective changes that OP offered for this new Backstab: that a fully-charged Backstab would leave your enemy at 10% hp if it connected. Of course, that also has the problem that there is currently no skill in the game that takes away specific percentages of an opponent’s HP. But if Backstab worked that way, then it wouldn’t really change much, as Thieves would just Backstab and finish you off with a quick HS.
I say no to add-ons for various reasons. Firstly, as WoW demonstrated, some addons trivialize content and force developers to change it and/or adapt new developing philosophies. This means that a) developers spend extra time b) the content might end up too difficult for players without those addons. Secondly, addons make it harder for new players to get into the game.
Okay so if you couldn’t 1 shot then it seems that this would only result bad for thief wouldn’t it ?
Now: you backstab someone and
- hit – 50% hp left, you’re doing damage with other skills
- dodge – 100% hp, doing damage with other skills.
Your suggestion: hold BS to max and :
- hit – 50% hp left, can’t kill – run.
- dodge – 100% hp, lost all initiative – run.
Nope more something like:
hold BS to max and:
#hit – 0 to 10%hp left
#dodge – 100% hp, lost all initiative – run.hold BS to half and:
#hit – 30 to 40% hp left, half ini for other skills
#dodge – 100% hp, lost half initiative – do something.spam BS and:
#hit 60-70% hp left, full ini …it will be more about skill and good/bad choices… something like risk/reward
Your suggestion kinda sucks. Let me make a full list of the things that go wrong with it.
- By making it cost initiative, you either force CnD thieves to get more initiative regen or they will be locked out of the full damage. That’s going to affect the diversity in traits and utilities, as you will have to get some initiative regen if you want the full damage.
- The initiative cost is not an issue for the Thief. We have tons of ways to increase our initiative regeneration.
- With your suggested damage being that high, and with some initiative regeneration, the end result is that your thief is going to backstab you once and HS you once or twice and you’re dead.
Of course, there I assume that the damage and speed of charging is dynamic: You cannot get more damage by using longer stealths or by having more initiative. And of course, that the costs adapt to the maximum amount of initiative you have.
So what I am seeing here is a change not to the end result, but to how we get there. Right now, you might see thieves using backstab more than once. With this change, they will use it once, regenerate some initiative and heartseeker you to death.
For example, Signets of Power and Signet use for post-Backstab, plus Kleptomaniac. Now I am up to 5 Initiative with 5 stacks of Might and 15% extra damage. Now I would just heartseeker my opponenet, who apparently has like 10% HP left, to death, regardless of what build they are. Throw in Roll for Initiative in case I miss the backstab.
So how exactly do you foresee this being any different from the current situation?
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Hooray for stealth-Kill Shot. Or Stealth 100 Blades. People would consider BS to be weak.
The listing fee is there to avoid people from using the TP as a storage. That and to combat undercutting.
And the daily commerce at the TP is most definitely much more than any other gold sink we have in the game.
Scripting something like that takes less than half an hour, granted, longer to impliament on server wide scale but for the simple scripting your joking? Have you ever used C++?
Let me pose some questions to you, then.
- How do you differentiate between the “Tutorial” part and any other portion of the Personal Story? Because you need to do that or people will have the ability to skip Personal Story parts
- How would decide whether someone is eligible to skip the “Tutorial” or not? Having one character of any profession+race combination? Having one character of the same race and one character of the same profession, not necessarily the same character?
- How would you prevent people from accidentally skipping the “Tutorial”?
- If you allow skipping it, will you also allow repeating it?
- If you allow skipping one thing in the Personal Story, will you allow skipping other things in it? If not, why not? If yes, then how would you decide the limitations on the skipping, such as which content can be skipped, what are the requirements and how often can you skip stuff?
Its nice you are trying to create a social game, but some times is not that great… What if I wan to do some events that require group, and I cannot find anyone? What if I wan do run through some Dungeons and I cannot get a decent party?
Sometimes it just is like that. Let’s be honest, it’s an MMORPG, so promoting grouping is kinda expected. And crap on a toast, GW2 is the least group-oriented multiplayer game I have ever played. I know games where you’re softcapped from progressing with your character if you’re not willing to group up by putting in bosses that you cannot expect to kill on your own until dozens of levels later… including using skills that you would only unlock by beating said boss first.
In GW 1 that wasn’t a problem, you could make your own party with your heros. Please add them back in to game. An other thing is to add a Dungeon finder that will auto queue you in to finding group for dungeons. This will save unnecessary time wasted on looking for others and traveling through the map.
But if they added heroes, they would have to ramp up the difficulty of everything, because everyone would be running around with a party full of NPCs. And there’s a difference between a regular event and a group event for a good reason.
Also, I find it funny that you first talk about finding “decent groups” for dungeons and then bring up an automatic LFG system. A lot of people who have experience with those automatic grouping systems agree that they are more likely to produce a bad group than a good. Of course, since GW2 has no healers nor tanks, the effect is somewhat reduced, but it’s still present. And please let’s not go into asking for an LFG that allows you options on how it’ll choose your party members, that’ll just result in an uproar.
Last thing i have to say is that, convenience is one very importand factor to keep players on game. Thats one of the main reasons world of warcraft stayed alive so many years and it still is. And I am not talking just on the mounts, dungeon/raid/pvp finders, but for the huge selection of Add ons that you can add, and the games support to the addons. Its nice to create something different, but keep the guaranteed working recipes as well.
Before I go any further, I’d like you to know that I do not believe that World of Warcraft represents convenience. It’s extremely beginner unfriendly, because everyone, including Blizzard, expect that you will use specific mods. And that’s very inconvenient.
As for other stuff from WoW. We do not have mounts because it doesn’t make sense from a lore standpoint due to the Asura Gates and teleportation: we have the waypoint system for transporting individual people whereas transporting larger things is done with the Asura Gates.
And the addons are a thing that ANet chose from the get-go to not include. At least that’s the impression you get if you read some developer postings. Add-ons make it harder for newcomers and people unfamiliar to the finer details of the game to observe it and understand what’s going on. And with the whole eSports thing with sPvP, that’s not going to change.
Also, some add-ons put in functionality that trivializes previous content. This forces the developers into a tough spot: either they redesign the old content and pretty much end up forcing their players to use this new add-on, or they ban the add-on and take the community backlash for it. The backlash is almost never the option you want to take, because the first question people will ask is “How do I know that my add-on won’t be banned?” And there is no universal answer to that, it has to be on a case-by-case basis. Which in turn would cause the add-on developers to be much more reluctant because they will never know whether their add-on will be banned and thus all their effort wasted. So either these “bad” add-ons are allowed and the developers take the beating for it, it they’re banned and you pretty much kill off the add-on development community. And let’s not kid oursevels, the first thing people would make in an add-on is the stuff that trivializes content, because the average MMORPG player is extremely result-oriented, always looking for the most efficient activities.
Why is my target bar/portrait way at the top of the screen? it doesn’t even make sense to have it there….
Actually, from an ergonomics standpoint, the top of your monitor should be at eye level. Thus, it actually does make sense: the most important information is at the point where your eyes should default to.
and where’s the target of target?
We have the Call Target and the respective Take Target command.
Why can’t we at least move around what they gave us?
There are some elements in the UI that you can move. Well, you can move the minimap and the chat window.
But if you want my opinion, it’s because ANet has been pushing the eSports thing from the get-go. Due to that, customization has to be put to a minimum to achieve easy of access. And let’s be honest, nowadays videoguides and highlight reels on YouTube are pretty kitten common. For those purposes as well, having a consistent UI is important to understanding.
Also, just because something is common does not mean it’s a requirement. Different developers have different philosophies: some will strive to allow maximum customization whereas others want a consistent, easy-to-understand system. And ANet is obviously in the latter, considering that a lot of the things we’re “lacking” can be explained if you look at it from a newcomer’s perspective.
One of the more advertised things about combos was comboing with your allies.
So no.
Plus, what you’re doing is supposed to be a bit difficult.
The idea behind Soulbound is to remove some of the gear from the game. The moment you equip it, it’s out of circulation. Now, if all things were Account Bound instead of Soulbound, most people would just get one set of heavy, medium and light armor, plus matching accessories, and switch them around. Same for weapons.
So while both effectively remove items from the economy, Soulbound is far more effective at it than Account Bound, and that’s why it is used instead.
It’s a town cloth item.
Just out of curiosity, Olba, if in main hand someone had the 60% chance to bleed on crit and in the other hand had a Superior Sigil of accuracy which adds +5 to critical chance with no cooldown, how do those compare for procing the crit bleed?
- 2x Superior Sigil of Earth > 1x Superior Sigil of Earth + 1x Sigil of Accuracy if you have at least 13% crit rate without the Sigil of Accuracy. This can be solved from the inequality 84x > 60*(x+5)
- 2x Superior Sigil of Earth > 1x Superior Sigil of Earth + 1x Superior Sigil of Perception if you have at least 30% crit rate without the Superior Sigil of Perception. This can be solved from the inequality 84x > 60*(x+12)
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It’s rather redundant to have two on-crit Sigils because they share cooldowns. That is, you can never proc the same on-crit effect twice, you can only increase the odds.
The cases that you get with, for example, the 60% chance to bleed on crit, would be:
- The mainhand sigil procs at 60%
- The offhand sigil will only proc when the mainhand doesn’t, so it’s (1-0.6) * 0.6 = 0.4 * 0.6 = 0.24 = 24%
- From these, the total average proc rate would go up to 84%
As for the Dagger skills, dual wielding is no different from a mainhand-offhand set in terms of procing: you will still only ever proc once.
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would make the precursors into something trivial. Something that people would get without really having to try too hard for it.
that made me laugh…
if you think thats trivial then you play wayyyy too much
Well getting the skillpoints isn’t even that much of an issue, as according to the wiki there’s 202 skill challenges in the game. Add in the 80 that you get from leveling up one character and that’s plenty. And the Karma isn’t really that much either, considering that you get 180,000 from doing the daily and monthly in a single month.
And the big point that I have is that the precursor should not be something that you can just get by doing nothing at all. Skill points, karma and dungeons, really? If you’re going for a Legendary, you’ll get the skillpoints just from doing the map exploration. And getting Karma is easy. Leaves you with the dungeons, but that’s not going to take you too long.
If you’re someone who does map exploration just for the heck of it and does regular dungeons with your guild for fun, you’ll pretty much end up meeting these requirements for the precursor without doing anything out of ordinary. Which I think is wrong. Especially if they wouldn’t be account bound on acquire.
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I’m against this.
Simply because it doesn’t fit. For example, the male human default set isn’t going to go well with armors like Gladiator armor or Barbaric armor.
As for what comes to using town clothes in combat, I’m also against that.
Personally, I would prefer if they just allowed an option that automatically put your town clothes on if you were in one of the major cities.
Runes aren’t like gems. By having 2 runes of the same type, e.g. Superior Rune of Lyssa, you get a different effect than having 1 Superior Rune of Lyssa.
The rune counter counts how many runes you currently have. 0/2 means you have 0 runes and that the set consists of 2 runes. For example, Minor Rune of Thief gives you 10 Precision if you have 1 rune and an additional 7 condition damage if you have two of them.
I suggest reading the wiki page on runes.
The short guidelines for runes are:
- Minor, major, and superior runes with the same suffix do not count towards these bonuses, e.g. equipping two Major Runes of the Ice and four Superior Runes of the Ice provides the (1) & (2) major bonuses and the (1)-(4) superior bonuses.
- Equipping extra minor or major runes will not provide an additional bonus, e.g. equipping four minor runes provides the same benefits as using just two.
- The tooltip on equipped runes tallies the total number of identical runes equipped: green showing active runes, red showing excess runes past the maximum of two (for minor) or four (for major) runes, and gray if there are additional effects possible. The effects themselves will be grayed-out if inactive or appear in blue if active.
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And therefore it is simply impossible to add translations to the game without making a new server in the process?
But think about it for a second. Clearly, by adding servers for specific languages, ANet is acknowledging that there has to be a significant amount of players who use those languages. Otherwise there wouldn’t be a point in making those servers. On that train of thought, any translation has to have a significant amount of players who would use it to justify spending the resources for it.
So, the requirement for a server for a specific language is by definition the same as the requirement for a translation. Thus they both have to occur at the same time.
And with that in mind, you have to ask yourself: how many of the current speakers of the specific language, in this case Italian, would be willing to move to these servers? How many active WvW players would move to that server, just for the language?
Honestly, if you ask me, I think it’s too late. People have already established their guilds, their friendships and whatnot. Asking them now to populate a new server would be unlikely to work well.
Why can’t there be simple translations as there were in GW1, Bork Bork Bork never had a server for example.
Different game, different rules.
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Why?
You’d get crushed in WvW.
He isn’t asking for a server, he is asking for a translation. I do not see how seeing and reading italian text would make you play poorly in WvW.
Because every single language that is officially supported has their own servers.
And as I already pointed out, ANet choosing French, German and Spanish has specific reasons.
You are right. However, point is that in Italy people usually talk in Italian only… unless you go towards the northern boundaries of the country (everywhere else there is just the sea). Moreover, everything that arrives in Italy (books, TV shows, movies) is automatically translated and dubbed in Italian. People are just not used to deal with other languages. Even if English and French are taught in schools, there is almost no chance to use them in daily life; which means, very few people are fluent in foreign languages.
The same is true for dozens of languages.
Just as an example, I consider the people asking for a Russian translation to be in a better position, simply because Russian has different written alphabet.
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Actually, removing the cap will not change it.
Instead you’ll see the groupings becoming even stronger as Warriors with Vigorous Shouts will be able to heal every member of the group.
Diminishing returns. Fixed.
They could implement a 50% wvw damage reduction for all AOE’s.
But it’s not really the damage that’s the problem. There are AoE heals in the game, too. And limiting those just won’t work.
- If you make it so that the heals diminish based on the people around you, the zergs will just separate into smaller groups, meaning that they will still have the same offensive power and the same healing power
- If you make it so that the heals are diminished regardless of the people around you, you’re punishing smaller groups and individuals, which would further encourage the zerg mentality
What you see as limiting, others see as enabling.
Specific traits make specific styles of play, specific choices of utilities or weaponry, better. Personally, I think this is a good thing. Of course, some traits have balance issues, but that’s not because the trait system is bad, it’s because the trait itself or the combinations are bad.
If you ask me, the only bad thing I can see with the traits as a system is that certain utilities or weapons lack support. For example, Warriors have barely any support for longbow or shield from traits. Similarly, Pistol/Sword, Sword/Dagger and Shortbow on Thief lack traits to power them up.
If you ask me, there’s far too many combinations of Sigils that do not work together.
With different weapons, it’s not that much of a problem, because it’s not guaranteed that they will be used at the same time. With a 2h weapon, they will be used at the same time.
I mean, where in the game does it tell you that you cannot stack the on-kill stack effects like Bloodlust or Luck or Perception? What about on-crit effects like Earth and Blood? Or weapon swap effects like Battle and Intelligence?
And let’s be honest, where would they add this new list of combinations that work? It is in the wiki, but you cannot get to that in the game. The other option, which obviously won’t happen, would be to allow all sigils to stack together.
And of course, there’s the naming schemes. There’s a total of 157 different Sigils and 41 Gemstones. With two slots, this means there’s a total of 39,204 different combinations that you can do. And you would need a name for every single one of those. And of course, with the new names, comes new spots on the TP. And that’s a crapton of space, considering that there’s 9 types of 2h weapons and all the potential qualities they can be.
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Pretty sure all mice nowadays can handle several millions of clicks before they start approaching the end of their lifespan.
Here’s a $14.95 mouse that’s rated at 3,000,000 clicks for both left and right click.
Actually, removing the cap will not change it.
Instead you’ll see the groupings becoming even stronger as Warriors with Vigorous Shouts will be able to heal every member of the group.
Nah.
Would cause some really serious balance issues by allowing Glass Cannons to get defensive skills.
It’s only game, set, match if the final data is provided that substantiates that the control of ectos is not controlled by a small minority, i.e., 2 guys could have traded 140k of those ectos with the remaining 10k being squabbled over by the 9498.
Stats can be used to prove or disprove anything (often the same thing). It’s all in how you present it. Not saying that’s the case here, but just saying.
A minor distribution breakdown.
That’s so awesome, John!
Though sadly I am now expecting someone to point out that there’s that one person with 2,544 ectos sold, rather than that the number of ectos sold by unique players is vastly higher than the combined singular players.
No. 1 excuse Thieves are using that stealth is not overpowered. The problem is, you can’t see the Thief, so you don’t know where, when to hit, and when you hit, how do you know you have hitted him?
The where is about experience. If you know how a thief plays, you know where they will be going.
The when is a no-brainer: You do it right now.
As for how to know that you hit them. The simplest way is to use your 1 skill, because if you hit the thief, it’ll begin the rotation.
And as a thief myself, I’ll tell you one thing. If you’re using CCs like immobilizes, knockbacks, knockdowns, cripples, chills, it’s going to be effective.
And honestly, a thief is going to stealth for one of two reasons. Either they’re running away or they’re going for a stealth attack. There’s exactly two stealth skills that do not benefit from being behind your enemy: Sneak Attack and Surprise Shot. So in all likelihood, the Thief will try to get to your backside for the increased effect.
make shadow shot 1200 range and maybe, just maybe it’d worth 4 init
steal should shadowstep as far as it could get you, not canceled
longer duration on swiftness from dodging will allow us to save up some endurance once we got there
Stop kidding yourself. Look at all the teleports and leaps that we got, their ranges and initiative costs:
- Infiltrator’s Arrow, 900 range, 6 initiative
- Steal, 900 range (1200 traited), 0 initiative
- Infiltrator’s Strike, 600 range, 3 initiative
- Shadow Shot, 900 range, 4 initiative
- Heartseeker, 450 range, 3 initiative
Now let’s look at the range/initiative figures for each of those:
- Infiltrator’s arrow: 150 range/initiative
- Infiltrator’s Strike: 200 range/initiative
- Shadow Shot: 225 range/initiative
- Heartseeker: 150 range/initiative
So Shadow Shot already has the most range per initiative, plus it comes with a blind on the target.
And it’s not like we don’t have utilities with teleports.
Well, that would mean that they would have to change Last Refuge. Because an automatic stunbreaker with stealth at 25% hp is kinda insane for 5 points.
- Withdraw and Roll for Initiative are no longer evading the thief backwards. Instead, they let you evade in the direction you run. If standing still, you evade backwards like before.
This would be a good change, right now a few people play with them because they are very situational.
Just make Withdraw and Roll of Initiative trigger the dodge related traits and you’re golden. And maybe throw in some condition removal.
Survivability on a thief is the stealth line. See the problem?
Yup, I see it. The problem is that even with no points in the stealth line, stealth is still incredibly easy to access.
That’s what you meant right?
With no points into the stealth line, the stealth doesn’t provide much in terms of surviving. The stealth line provides condition removing and pretty decent life regen while in stealth, not to mention easier access to stealth due to lower initiative costs.
Thieves are not invincible while in stealth. Knockbacks, knockdowns, immobilizes, dazes, stuns, AoEs all work wonderfully against a thief.
1. the market would be in chaos. I would rather have a market that was chaotic for a few days a month then a market that is Broken seeing that most items I buy on a daily basis cost 1 copper more than vendor price so even though the player thinks they are making money after the 15% tax they are actually selling at a loss. and this is near 50% of the market you would have to sell items at at least 16% above cost to make 1% profit. so items need to be selling for + 20-30% vendor value that would net you a 5-10 % gain
My point is that the big traders could and would abuse that chaos to make even more profits than they already are making. And really, that’s not a strategy that you want to endorse.
The only actually broken part is that there are buy orders for below the vendor price. That’s something that shouldn’t be there. Prices being barely above the vendor pricing just tells that this specific item isn’t very desired.
And let’s be serious for a moment: you cannot, you should not and they will not make a system where crafting will result in profits.
And besides, the TP already warns you about your pricing. You cannot sell stuff if the price is less than vendor price. And you clearly see the Projected Profit and the Listing Fee and if you’re selling stuff on the TP, you should also know the vendor price of it.
2. that’s the idea get the stuff that is priced not based on an ever changing market out of there let prices fluctuate instead of just being on a slow down hill curve. Put some boom in the market
The prices of items aren’t supposed the fluctuate. At least not the items that no one wants and that exist en masse in the game. And those are exactly the items that currently have below vendor price buy orders.
It sounds nice in theory, but there’s tons of problems with it.
- They already did all of the voice acting and paid the voice actors. It’d be kinda mean of ANet to put this stuff in so late in the game.
- I can see this being abused by people. Can you imagine people choosing a high pitched voice and then autocasting the shortest shout they can think of just so that they can annoy people?
- As was pointed out by people, the software is clearly not finished yet. A lot of the expressions were interpreted in a strange manner or resulted in a look that wasn’t really that accurate. And that brings me to the next point: how the name of the six gods would you animate Charrs? Their facial structure is just so different from a human’s, so it’s not really something that could be accurately represented.
It also forces the basic heal – Hide in Shadows – make you to become vulnerable for 3 seconds when using it (While currently, if you don’t attack while in the stealth you are free to re-stealth after it fades)
Well hopefully that’ll make people consider the other heals. Because let’s face it, there’s very few people who use Withdraw or Signet of Malice. Heck, if they added the condition removals of Hide in Shadows to Signet of Malice, I could see tons of people using it, myself included.
As far as combat goes, the difference will be minor but if you attempt to use a stealth skill and it gets dodged? Well, not only is your damage from the attack negated but you cannot restealth for another 3 seconds.
But I don’t think that’s such a bad thing. You failed at doing your job, you should pay a price. Any other class would be faced with a cooldown, whereas a Thief all we get is a negligible cost in initiative.
Honestly, it’s not going to have much of an effect on the D/D Backstabbers, which I find funny considering that they specifically mentioned that build in that context. It also won’t have much of an effect on P/D Sneak Attack setups, other than making sure that they don’t just apply bleeds and then stealth for 8 seconds to wait for the bleeds to tick while healing 5k hp.
Can you elaborate more plz?
you find it more easy than random, or trough the MF, or buying it from TP, too easy because it don’t need enough token, karma, obsidian shard, or gold?How fast do you think it take to get 1000 tokens of every dungeon, 200 skills point, 250 obsidian shard?
Well, as I said, I think it’s too fast if these precursors aren’t account bound. There’s tons of people who have the spare 200 skill points, the spare 500,000 Karma and the spare tokens. This also means that there would be tons of people who could use this new way to get Precursors. And that’s something we don’t really want.
Also, most of the things that you included in the requirements are something that a lot of people will have without having ever aimed for it. The karma will accumulate with time, same with the skillpoints. Now you’re only left with the dungeon tokens, but there’s people out there who do dungeons because they’re fun, keeping their tokens.
From what I can see, your method, while it would eliminate the randomness, would make the precursors into something trivial. Something that people would get without really having to try too hard for it.
And let’s be honest, the quantity of the dungeon runs is kinda low.
Sounds too easy for me.
At least if we’re talking precursors not being account bound.
I play a thief myself and I honestly don’t see what all the fuss is about.
Ok, the Revealed buff on exiting stealth is going to make some traits a bit ickier, such as Last Refuge. It will also put a pretty decent dent on D/P permastealthers. And, of course, it’ll make it so that you cannot just use CnD or smoke fields to get indefinite stealth.
But majority of thieves actually use their stealth skills. P/D uses it, D/D uses it, D/P uses it and S/D uses it. So for those purposes, the change doesn’t do anything: you were already getting Revealed.
As for Mug, changing it makes sense. The only purpose it served was to get a 900 range teleport that dealt ridiculous damage. The only thing it really does is make CnD+Backstab comboing even more ridiculous. So even if they made it so that Mug dealt negligible damage, it’d be just fine.
Because it’s a good baseline. Not only is it possible and semi-likely depending on your opinion, but you can use the numbers to interpolate damage against targets with toughness, protection, etc.
It’s only a good baseline if you use it properly. Right now, people are using the gc vs gc figures as some kind of “average”, which it obviously isn’t. The numbers that gc vs gc fights produce are maximums, so the average damage you’ll get is going to be lower. In most cases, it’ll be much, much lower.
And even then, there’s some shadiness in those numbers. Are we talking one, two or three crits? Are we talking 100% crit rate from stealth or 20% damage increase when target has less than 50% hp?
(edited by Olba.5376)
Last Refuge: Auto-stealth on 25% HP, minor, unable to opt-out if you want Shadow Arts. This is bad enough as it is, since you have no control of it and you could be in the middle of an attack or attempting to use a C+D of your own when it procs, and you end up dying because of a trait you have no choice over. Either make this trait exempt from the change to Revealed or give the player immunity to Revealed for 0.5-1s. This means that if you’re in the middle of an attack, you can land it safely and not get killed because of something out of your control.
Making Last Refuge not trigger Revealed would make it what it should be: A last-resort escape. Though naturally this would cause a lot of complaints from people, considering that it’s a 5 point trait. Not that anyone ever goes only 5 points into Shadow Arts.
Descent of Shadows: Simply should not give Revealed. The activation is sporadic depending on your battle terrain and auto-stealth and auto-Revealed will most likely get you killed more than saved.
I actually like Descent of Shadows. It’s a trait that needs some planning to be used to your advantage. I cannot recall a single instance where it would have killed me, but I can recall multiple times where the extra stealth has saved my life or allowed me to get some kills I wouldn’t have otherwise gotten.
Instinctual Response: Again, if you have this trait active, you can’t predict a 10% hit well enough to plan ahead. Chances are almost every hit is going to be 10% or higher, so this trait will throw you all over the place. Immunity to the Revealed change.
Honestly, I dunno about Instinctual Response. It’s got a pretty heavy cooldown, so most likely it’ll proc when you go below 90% and then not proc again until your enemy is dead. But yes, it does share the same weakness as Last Refuge.
I would also suggest switching around the minor trait “Meld with Shadows” with “Infusion of Shadow”, but that’s just my personal preference, what I’d like to see instead. Not really related, but it would be nice from my view.
Why?
You pay the listing fee from your current funds when you put the offer in.
The TP takes 10% from the actual sale price (28.90 gold) as a selling fee, if/when the item sells. So in the end, you get 26.01 gold for the sale and you pay 1.445 gold as a listing fee.
Resetting the TP would cause all kinds of issues.
- Resetting at a fixed date would mean the market would be in chaos just before and just after the reset.
- Relisting everything would be implausible, especially since a lot of the stuff has been there for months and some is owned by people who don’t play anymore.
- People would complain even more about the listing fees
Of course, if the goal was to only get rid of the offers that are below vendor price, then you could just do a one-time reset, as currently it’s impossible to list stuff at below vendor price.
I don’t like the stats of dungeon hammers how could I craft one specificly for power, toughness, healing power
Get a Cleric’s Orichalcum Inscription from a Master Weaponsmith. With that, your options will be Pearl Crusher and Destroyer Maul.