No.
Permanent +50% MF and +50% Karma? Dream on.
Besides, Kaimick, do you think people really want to do Math for a game? Guess again. They don’t want to do math at all.
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Yeah, let’s all just roll the Microsoft way of a progress bar that moves while the remaining time goes up.
And honestly, basic math skills are necessary. Sadly, most people lack those and that’s why people like me, who enjoy math, get weird looks.
… But that would defeat half the purpose of having it.
If you knew exactly when the DR starts, then you would stop playing. The only time when this wouldn’t happen would be with bots. And that’s something you can deal with elsewhere.
And even if they did let you know it, the next thing people would want is a duration for it. And that, let’s be honest, would totally make it useless as anything but a paper thin anti-bot mechanism.
I’ll agree that the refinement system could use work. Personally I would like an option to craft a finalized product if I have all the base materials for it. That is, instead of having to make all the dowels and hafts and whatnot, as long as I got all the materials, I could make the final item with one click.
However, you can already search your recipes. So once you know the names, you’re usually good to go. Gets annoying if you’re simultaneously buying the materials from the TP, though.
..very annoying to have to enter a password every time I open my inventory.. Not gonna happen…
So you rather have everything you worked hard for stolen?
The thing is, there is no difference between having a password entered once and having it entered countless times.
You could make it a voluntary option, where, upon logging in, you need to enter a password to access the bank or move stuff in the inventory. Just once. I already know games that do this.
But really, having it every single time you want to open the inventory, even if to just check how many Porous Bones you have? That’s not only dumb, but it doesn’t work. If they crack the password once, it’s cracked, asking for it again isn’t going to change anything.
Yes, happening here too.
Been getting this since yesterday. No changes in hardware, the only related change in software being the patches downloaded by the launcher itself.
- Only realistic types such as horses, camels, trained dolyaks
I don’t think I’ve ever even seen a camel in the game.
As for Dolyaks, you only see them used to transport heavy goods, because they’re slow. In fact, you can go to Fireheart Rise and find a quest where you kill Dolyaks for the meat
- Speed is a maximum of 55% faster than walking
Too fast. The current fastest you can go is +33% from permanent Swiftness and in most cases that requires a lot of tweaking.
And it could also be seen as unfair as there’s plenty of passives which grant a permanent 10-25% increase in movement speed.
- Can only be used by pickup from stables out in the world. (what i mean here is that it is not a spell that you summon, you must choose where to store it and you MUST go there to get it, take it wherever you want in the open world, and if you want to store it or remove it, you MUST put it in a close by stable – you cannot ever just click to unsummon.
- You have to feed it once per 3 hours of active playtime and will get a reminder to do this by the stablemaster.
-You can leave the mount unfed for a maximum of 3 active days of playtime before it permanently dies and you have to grind yourself a new one.
-You can pay a certain amount of gold to the stablemaster to automatically feed your horse every 3 hours.
-Feeding the mount costs gold depending on what food it will eat. You can choose with the NPC stablemaster which food to feed it, and can choose to indefinitely feed it every 3 hours of active playtime.
-When you pickup your mount, you pay the bill in gold. If you don’t have enough gold, you cannot pick it up and go out with it.
- When out questing or exploring, dismounting will leave your mount in that position for 2 hours of active playtime. If you do not return to your mount within that time, your mount will abandon you and you will have to regrind for a new one. (so you could logout and leave it there, login and it will be there, so long as within 2 hours of active logged in playtime you return to it and pick it up).
Not necessarily a bad idea, but the people who want mounts would probably find that to be very tedious. That in turn would open a market for ANet to introduce Express Stables and Permanent Express Stables, like they now have for Black Lion Traders and Bankers. And that would just defeat the whole system.
Benefits:
- Some players would prefer to mount it across the open land using it as a tool for great exploration and discouraging themselves from using waypoints all the time, although can still use them.
The thing is, the waypoint costs aren’t something that you’re supposed to avoid. They’re there for a good reason.
Also, you said nothing about in-combat mounts. Take Orr for example: What would happen when a Risen uses a pull on you? Or a Cripple? Will you be automatically dismounted? Will you be totally immune to the effects altogether? Will you be pulled but not dismounted?
Now this wouldn’t prevent people from doing events. Sure, you may not be in the area for the event to take the location, but if you’re alone you weren’t exactly going to do a group event and succeed all by yourself. If enough people are there to do the defend event though, you will be there to do that. If there aren’t enough people, well you’re not exactly going to hold it by yourself either.
But how would this affect regular events?
Also, as for the constant defending of a location once it’s taken. The defend event shouldn’t always be the same. It should go up in difficulty the more times that players are successful, without increasing the numbers of players needed in the area. That way you will eventually have to retake the location because the number of enemies assaulting it just became overwhelming.
Granted, if you’re sitting in a location that gets a lot of defends, such as Lone Post in Straits of Devastation or Penitent in Cursed Shore, it does get a bit repetitive.
Basically, once a location is taken, it shouldn’t be lost while no one is around to actually defend it. Non group events wouldn’t be affected by this mind you, just ones that are labeled [Group Event]. This would promote players to group up if they’d like to do a group event for the rewards, and I think it would be nice to see that.
This is the biggest problem I see with your suggestion.
Right now, a lot of events of taking a location in Orr result in followup events, which result in the camp becoming empty. Or people just leave after they take it. Your suggestion would make it so that the camp wouldn’t be attacked at all, until a sufficient number of players got there. Now you have to ask, when would this be? What would be reason enough for this group of people to go there? For an organized group hitting multiple events, there is no reason to go to a location they’ve already been to. It’s better if they march on towards the bigger events, such as Gates of Arah in Cursed Shore or Temple of Balthazar in Straits of Devastation.
Add in your suggestion of consecutive defenses resulting in more difficulty, and you got yourself a zerg train. There’s no reason to defend multiple times as it gets more difficult and you run the risk of losing the camp, which often resets the whole chain back by a lot. Instead, it’s more profitable to move forward, thus leaving the camp unattended and, due to your suggestion, completely unattacked.
The result would be near extinction of the lower levels of an event chain. For example, for the Lone Post, this would mean that defending the trebuchet camp or assisting the weapons delivery. The reason is simple: The only way for you to lose the pivotal point, in this case Lone Post, would be for a group to be present and for then to fail to defend it. And when does that happen? When the group is too small or when the difficulty is too high. Your suggestion makes the former simply disappear and the latter unlikely because the larger groups will either dissolve as they do now, or go forward in the chain.
Um… you can do it with a bit of rebinding.
In the control settings, you will find Autorun. Default key is R or NumLock. You could bind that to a key on your mouse. Press once to start running, press again to stop running. The Autorun runs to the direction of the camera, which you can control with the mouse.
That is, you could do the following setup:
- Forward key to move forward
- Backward key to move backward
- Left key to Strafe left
- Right key to Strafe right
- Mouse Button to Autorun
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Leeching and Battle have internal cooldowns preventing them from stacking.
Sigil of Force will stack.
Not quite. The skill needed 4 strikes of adrenaline in order to use it in GW1. I am not talking about a “Shout-heal” warrior. I am talking about another ability to cause a knockdown, without the need to play on hammer for example. And will work quite fine with Bull’s Strike.
The thing is, you only said that the knockdown effect requires a moving foe. Meaning that you could still use the skill, even if the foe wasn’t moving. And that’s still a 5-10s recharge Shout, which can be made to heal. And that’s broken as hell.
You might not be considering a Vigorous Shouts build, but with a recharge of 5-10s, it would be an instant favorite for those builds. I play one myself and I know I would take that thing just because of the short recharge rate.
That skill is only useful on 1vs1 situations since it is the condition that must be met in order for this skill to work properly.
“Isn’t near an ally”, how exactly does that work against mobs? Even with no effect whatsoever, that’s yet another 8s recharge healing Shout.
Exactly, a skill and a signet. Also you must use trait on reduction of signet recharge. Here you have only one skill for that.
There’s plenty of ways to make Charge and Signet of Rage give you permanent Swiftness:
- +20% Boon Duration alone does that
- Signet Mastery alone does that
- Lung Capacity alone does that (because it requires a minimum of +20% Boon Duration)
Permanent Swiftness should not be something that is handed out like candy during Wintersday.
A permanent buff on taking double damage. The skill that i mentioned is how “Frenzy” worked on GW1. It´s a stance which will be cancelled on double damage since it´s has this condition and also because will be cancelled by using another stance. I do not think anyone would want to run with a permanent buff on taking double damage. “Frenzy” in GW2 gives you 4sec quickness on 60 sec recharge and you take double damage. If you find that is ok then that is your opinion. In my opinion however it´s not.
The thing is, Frenzy is already very problematic.
Certainly we do not need to trash “Rampage”. But since almost no one uses it it´s an indication for that. As i said at the beginning of my post, the main point is that, the warrior needs a rework to existing skills. At least this is my opinion.
What you suggested wasn’t reworking existing skills, it was a crapton of new skills. Also, did you notice that every race has the same number of skills? Well, adding all these skills into the Warrior means that every other race would have to get just as many new skills.
And besides, one of the key reasons they kept the amount of skills on GW2 very small was because they felt that the quantity of skills on GW1 was getting out of hand.
And honestly, GW2 is a new game. It should not cut-and-paste things from the previous incarnation. Because let’s face it, if you do that, you might have just as well released a graphical update to GW1 instead.
I dunno about doing it alone, but I know I was able to do it with one other person with very little difficulty with a Warrior + Guardian duo.
If Anet wants us to run in circles all day, make aim follow mouse, give the ability to lock the mouse look, and make target target lock optional.
The dodge mechanic is actually really nice. If you were able to just sit there and take damage, you would eventually end up classifying certain professions (most likely Guardian) as a tank, which would bring us back to the trinity of tank-healer-dps.
Either that or at least give us the option to stat into healing or defense that actually matters enough for us to stand and properly place those ground targeted abilities without getting half the health chewed away.
Personally, I turned off the ground-targeting circles from the menu. This results in my ground targeting skills firing off where my mouse is when I click the skill. Same is true for skills where you select a movement direction, such as Whirlwind Attack.
Um…. I am pretty sure your suggestion is totally impossible.
Firstly, the American and European servers run different clocks. Secondly, the servers aren’t just groupings of players via programming code, they’re actual physical machines.
Basically what you’re asking is for them to take down their current server architecture and re-do is all as a single, massive cluster.
Well guess what that would mean? Firstly, the game would have to be taken down for weeks due to the physical servers being moved about and tweaked. Secondly, the new system would be much weaker against server issues.
Also, since the new system would make it so that there’s tons and tons of players, you would most likely either end up with every location in the game being in constant Overflow. Not to mention that most likely ANet would have to invest tons of money on completely new server machinery.
What you’re asking is a bit like asking for a turn-based console version of GW2. It’s just not possible without starting over from scratch.
The world is so massive that there are not enough players to do dynamic events and fill the map up. And it is VERY boring having to solo a TEAM-BASED MMO
The issue with most areas lacking players has to do with the player base. In an MMORPG, the players will always crowd the areas that have the best money-for-time ratios. And that can be fixed without changing the server architecture.
And GW2 is not a “team-based MMORPG”. That much is obvious from the fact that you can easily get to level 80 solo and complete all but the last part of your Personal Story alone.
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Back in Diablo 2, they have the /f m command, which would send the same message to everyone in your friends list. However, since that was much shorter than /charactername or /accountname, people usually used that instead of the others, creating situations where you could easily be spammed with parts of a chat that you never were a part of. And the only way to avoid it was to put yourself in /dnd, which blocked all messages.
Honestly, I don’t think that the mess and drama it creates is worth the gains. If you want to talk to multiple friends outside of your guild and you’re too busy to talk to them individually, you probably shouldn’t be talking in the first place.
Squad chat is also an option. In fact my friends prefer to squad me just because they think the squad chat color is easier to read than the whisper color.
The damage the tool tip gives is indeed the total damage dealt over the duration.
From what I could tell, the tooltip is pretty accurate when it comes to condition damage. I counted what happened with my Bleed damage and I found that the tooltip correctly displayed the damage over not 7.25 but 7.0 seconds.
How can you tell when we can’t even see how much hp a mob has? I see nothing for my burning condition (debuff).
Well, I used the wiki page on Bleeding in getting to that conclusion. I also used the page on burning together with my guardian to see that it matched.
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Well I’m not sure if I understand how the boon works correctly as I can’t see its effect. GW2 wiki doesn’t explain it well.
The damage the tool tip gives is indeed the total damage dealt over the duration.
From what I could tell, the tooltip is pretty accurate when it comes to condition damage. I counted what happened with my Bleed damage and I found that the tooltip correctly displayed the damage over not 7.25 but 7.0 seconds.
The question is, where on earth are your priorities? New cash shop items, a single underwhelming event that was mostly broken? And now with the Wintersday stuff coming up, I find myself honestly preferring that you’d just forget about the holiday flavor entirely and work exclusively on gameplay. No Wintersday in exchange for real, necessary changes? I know it won’t happen, but that’s a purely fair trade.
The thing is, GW2 doesn’t have a gear treadmill. So once you get to 80, you’re left with Legendaries, exploration, WvW and sPvP. The events spice it up for those who don’t really have much to do.
It’s VERY IMPORTANT to note that not every skill suffers from being underwhelming; a handful in every class are quite good, a shining few are even overpowered at times. But with the skill selection already so limited, a prevalance of underwhelming utilities, and on top of that, only three to choose from, creates a very restricted and unfun experience.
What do you mean with “overpowered”? Or “underpowered”? What is your “balanced”? Is it the relation of effect-to-cooldown? In that case Frenzy is underpowered. Is it how effective it is in practice? In that case, the same Frenzy is overpowered.
Is it the actual effects skills have?
Honestly, the underpowered/overpowered thing depends on what you’re doing and what your level is. For example, Deep Strike is considered an excellent skill to use while you’re leveling, but crap when you’re 80. Similarly, Frenzy is often considered overpowered in PvP when coupled with 100 Blades, but you don’t see anyone using that in PvE.
In lieu of adding an additional utility slot/s, a nice fix could be to increase utility effects and effectiveness. Most classes need this across the board, and the players of most classes draw from the same pool of commonly-known good utilities, futher decreasing any semblance of build variety.
So you want more effects and for them to be more powerful? Great, so you’re rooting for everyone being overpowered.
Additionally, utilities and elites often have ridiculous and completely unwarranted cooldowns which does not seem to synergize very well with a game that often prolongs conflicts, requiring you to employ all assets generally when they come off cooldown to stay alive and inflict DPS/control. And why so few elites? Look to GW1, which had numerous diverse and usually fun and intersting elites that entire builds could be formed around. In GW2, some classes are forced to pick the one of several elites that is “not the worst”.
Yes, in some cases the cooldowns are a bit ridiculous, most notably the transformation type elite skills. But in most cases, the cooldowns are neatly fit. For example, a lot of powerful skills have long cooldowns so that you cannot spam them constantly. On the other hand, a lot of boons have shorter cooldowns, enabling builds that have those boons on permanently.
Customization of the weapon bar by having pools of weapon-specific skills would add an entirely new level of depth and customization to the game that, frankly, does not seem to have many drawbacks. There are any number of ways this can be done, and (a group of people and I who play GW2 regularly talked this out for quite some time) there are several different systems where any drawbacks or balance questions this could introduce would be negligible. All that additional variety and gameplay, and at practically no cost except some work and testing by ArenaNet.
One of the key reasons they made GW2 was because they felt that the quantity of skills was getting out of hand. In interviews they said that they’re going to focus “more on quality than quantity”. And I think that’s apparent from all the tweaks they’ve been pushing.
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1-we need more skills to be put on our weapons so we can have more builds.
2-the ability to save builds and change builds without having to pay(put gold sink somewhere else).
3-no armor breaking (put the gold sink somewhere else). The reason is many ppl will not fight cuz they will lose money so they will run or logout.
4-fix what is wrong with the game first before adding new content.this will make it a solid game.
5-monsters NPC health reset immunity to damage and respawn time all need to be fixed.
6-fix Orr and the super fast zombies and put some distance between em.
7- no more nerf to loot stop pushing everyone to the gemstore.
- The quantity of skills in GW is ridiculous, we don’t really need that here. More skills result in more balancing issues. And even if you manage to balance it, that will lead to some skills being so weak that they’ll be ignored.
- Everyone says this about any gold silk: TP fees, waypoints, retraining, commander manual, Gifts… The gold sinks are there for a reason. You cannot just shove them to a place where you personally won’t have to deal with them.
- Again with the gold sink. See above
- It’s true, but the thing is, new content brings new players. New players means more income. And just like any large system, it’s bound to have some bugs
- The underwater monsters turning randomly invulnerable is a glitchy mechanic that is in place to avoid cheesing the mobs. The respawn rates in places like Orr are probably intentional.
- Why? It’s a freaking warzone, it’s supposed to be bad. You’re not meant to be able to just waltz around and not have to fight anything.
- The supposed nerfs to the drops go hand in hand with the bots. If anything, they need to add in some decently useful sinks for crafting materials.
This makes no sense. (forgetting of course that PS3&Xbox games do this all the time)
Show me a console MMORPG that is not adapted to the PC.
So your saying that since the game is [O]nline a gamepad can’t work? LOL
So your saying that there are [M]ultiplayers a gamepad can’t work? LOL
So your saying that a [M]assive amont of players a gamepad can’t work? LOLDid I mention your funny?
Oh come on, you’re playing semantics?
The game is designed around a keyboard-and-mouse setup. Simple as that. Majority of all MMORPGs are designed around a keyboard-and-mouse setup simply because they have a crapton of hotkeys or skills that you have to use and it’s just not feasible to put them all on a gaming pad.
PS3 controller has 2 sticks, 4 arrows, the X-Circle-Triangle-Square buttons, four shoulder buttons, select and start. That’s a total of 16 keys. To realistically play GW2, you need at least 20. And that’s if you’re playing a profession like Warrior, that only requires 1 key for the professional mechanic. And that doesn’t cover convenience things like autorunning, Shift, Ctrl or the toggle for chat window background.
Not to mention that the game doesn’t have a native virtual keyboard. Even if it did, typing would be a mess.
In all seriousness, please keep the [snob] keyboard/mouse attitude/opinion to yourself. As I mentioned I don’t play sitting at a desk bent over a keyboard/mouse with a screen inches in front of my face. I have to balance a KB/Mouse on my lap and hunt for the keys as I can’t see them in the dark.
Two things that you could consider:
- USB extension cable for your keyboard
- Backlit keyboards, such as Logitech Wireless Illuminated or Razer Black Widow or Logitech G510 or Logitech G19 or Logitech G110 or Logitech Illuminated Keyboard
You have abundant choices of backlit keyboards, some of them even being wireless. Not really a proper excuse. Personally I got a Microsoft Sidewinder X4.
Ice is water. That has changed states, from a liquid state to a solid state. >_>
Doesn’t really work that way. Water is a chemical. Soil and Air are combinations of chemicals, whereas Fire is just a reaction.
The basis for the quadruplet doesn’t come from chemistry, it comes from Greek philosophy of nature.
If the developers want to pay homage to such a classic, you should respect that.
Alternatively, ANet could just reset the personal story on use of the race change item.
This would cause people to use the race change item to farm the achievement points for having joined each of the 3 different orders.
I don’t see why I have to roll another warrior (using up another Character slot) when I have one that has done the world completion, full story etc. Surely, I should be able to make the choice whether I want to spend Gems to change his race.
So you completed all of the maps and the story before you realized that you wanted to play as another race? Yeah right.
To me, the race change topics just reek of lazy or dumb people. You want a race change on a generic level 80 character? Well then reroll. You want a race change after you completed the world, got a Legendary and a full set of Exotic dungeon armor? Yeah, you should have given more thought to that before you got all that stuff.
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Last and not least why is there a conversion tax, why should you lose 15% of the gems value. The appeal of buying gems might be a bit more realistic if you didnt have the tax and the market might not be as volatile.
The conversion tax on the gem-to-gold side is there to prevent people from buying Gems when its low and easily turning over a profit when it hikes due to an event or a discount in the Gem Store.
Basically, the company does not want players flipping currency that has a real monetary value.
Word. If you enjoy the game, you could support it now and then by buying a few gems. And if you dont like the game why do you want gems in first place.
There’s a billion arguments that I could throw at that:
- Players are supporting the game by playing it. With players, comes paying customers
- Players are supporting the game by participating in the gold-to-gem exchange
- Players are supporting the game by buying the game in the first place
- Some players are unable to spend cash on the game for personal reasons
- Wanting change is a healthy thing
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… Do you even realize how many servers there are in this game?
Not only that, but server forums tend to be a breeding ground for useless crap like “Who is the best X in our server?”
Oh come on.
The quadruplet fire/earth/air/water has a lot of history.
Ugh! I got attacked and… I suddenly feel soooo slooooow…
Yeah, not the most realistic episode. In fact, in reaction to danger the body would produce adrenaline which actually gives you more strength, awareness and agility.
Then again the same adrenaline can make you perceive time much slower than it actually is.
And let’s be honest, there needs to be something that makes it so that you cannot just run past every single mob. And I would rather have a slower movement speed in combat than having every single mob capable of using Cripple, Immobilize, Pull or Knockdown.
And besides, if this change was implemented, next you would have people asking for
- Removal of weapon swap timer while in combat
- Removal of the lock on your utilities while in combat
- Removal of the lock on your equipment while in combat
And we really, really don’t wanna go there.
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The more people you have, the less crucial it becomes to have a diverse group. That is, the numbers end up trivializing the content. Not good.
Also, there’s already the Commander title.
Maybe have the option to craft them. For instance, the trainer sells the recipe for say 500K karma. You have the recipe lets say for the dreamer. Now it costs 100 of those ancient logs, 100 of the hardened leather or whatever the T6 mat is. The insignia itself would say bet 100-150 of whatever T6 mats are.
500,000 Karma?
That’s 66-112 Jugs of Liquid Karma.
That’s 46-112 days for a Precursor.
That’s quite a short time, if you ask me. After all, that’s just from doing the Daily and Monthly Achievement.
I like to think of it as a licensing/apprentice fee.
Whenever you choose another craft, you have to pay a licensing fee so that you can register yourself as craftsman as a part of a Crafter’s Union. Or something. Or you become the apprentice of the Master Craftsperson for that fee.
As for forgetting it, the Council of Elders has set a rule where you can only hold any two licenses at one time to stop any individual from monopolizing the crafting market.
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The “Hard Work Model” works when you have a gear treadmill. It works because the hard work doesn’t end.
No matter how “hard” you make it, if you make it guaranteed from any source, you’ll have Legendaries all over the place. Either that, or you make it too hard and nothing will essentially change.
The thing is, the underwear texture isn’t there for realism, it’s there to cover up the nudity. And of course, the nudity is covered up because it would result in the game getting a much higher rating and thus missing most of its key demographic.
And since it isn’t there for a customization purpose, there’s no need to allow it to be customized.
In fact, arguments about realism in any fantasy game are a bit awkward.
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Would bring some pretty hefty balancing issues.
Well, the difference is that according to the Lore, Orr is literally an active warzone. It’s supposed to be crowded. Otherwise the whole story with the Pact army marching into Orr to defeat Zhaitan is kinda lost.
Elite Stance. For 1…12…15 second[s], you attack 33% faster and move 25% faster, but you take double damage. A 30 sec recharge
would be fine.
The duration looks a bit short for the recharge, since traits give a +25% duration boost.
Elite Shout. If target foe is moving, that foe is knocked down. A 5-10 sec recharge would be fine, and would have a good synergy with Bull’s Strike
A 5-10s recharge on a knockdown? And a Shout? With traits, the recharge will go down to 4-8s and you get a freaking 1k+ heal on it. Totally broken.
Elite Shout. If target foe isn’t near an ally, that foe suffers from Cripple and Weakness for 8 seconds. A 10 sec recharge would be fine. Further would be a good support for “On My Mark” skill.
Trait into shouts and condition duration and you get permanent cripple and weakness with an 8s cooldown on a healing Shout. Broken as crap.
Elite Stance. (5…17…20 seconds.) You move 33% faster and gain double adrenaline from your attacks.
Stance. For 8…18…20 seconds, you move 25% faster.
We already have Charge which is +33% movement speed for 10s on a 20s cooldown. Add in Signet of Rage and you get a permanent Swiftness.
Stance. (8 seconds.) You attack 33% faster. You take double damage. A 10-15 sec recharge would be fine.
8s duration on a stance with 10-15s cooldown? Trait into Stances and you’ve just made it a permanent buff.
I like the idea of an elite stance, but that does not mean we need to trash Rampage. Add a single elite stance, a single elite shout, tweak Rampage and Battle Standard.
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after reading this game is NOT about farming i decided to save up and buy it as im long term ill and on no money a week, i dont mind the odd hour farm here and thre but needs to be balanced between farming and fun .. i laughed/cried as black market 50% off come around and gem prices went up 75% making items 25% more lol and now as the gem prices are around the 40 gems to the G.. due to my cercumstance im priced out.. i dont have money to pay for vurtual gold i dont even have enough money to pay irl bills.. and i think this has ruiend the game for me personaly .. games are about escapisum and enjoyment fun etc .. so what is this? its not fun or funny .. its not good .. its not enjoyable having to farm 10 days for the equivelent 5 days the week before for the same result is it?… the diminishing returns of fun/enjoyment is halfed each week, if you dont pay money that is ! best of luck. im out.
What you’re seeing right now is the Gems hiking in prices due to various events.
We had Halloween just a while ago, then the Makeovers arrived. They also recently announced the Wintersday, so the people who hold the Gems are waiting for the Wintersday offers.
In all likelihood, the prices for Gems will stay high until sometime after New Year’s Eve.
- More variety in weapons skills (possibly an option of two skills per slot)
- A way to save and easily swap between skill/trait builds
- A way to save and easily swap between equipment sets
- More elite skills and significant buff to most existing ones. Make them build defining
- Fix soulbinding on unnecessary items (they went some way with the tools but there’s still a hell of a lot more)
- Free waypointing to cities or “go to LA” button
- Decreased waypoint costs
- Direct trading (along with trade channel) [could cause unbalancing]
- Account-wide Karma
- Lower cost for swapping crafting profession
- Cue on consumable expiry (or consumable autouse)
- Less RNG on stuff like precursors, let people get them through skill and effort rather than just luck of the draw
My comments on the ones I disagreed on:
- Skills come with hours and hours of testing for balancing. And honestly, the more variance you add to the skills, the more you steer the game towards a build-based setting, which you would want to avoid as it’s not beginner-friendly.
- Swapping between traits fast would lead to diminishing the purpose of choosing a specific set of traits in the first place, which would destroy a good part of what makes each character unique.
- Swapping between equipment sets? I sure hope you mean out-of-combat and only with sets that you actually carry around. Though this feature would definitely result in people asking for increased inventory space, or the ability to swap from bank.
- Some elite skills could use buffing, but definitely not all of them. For example, most warriors run with either Battle Standard or Signet of Rage because the other options are hindered due to being weak and having ridiculous cooldowns.
- What items would you consider “unnecessarily” soulbound?
- Waypointing to cities for free? I dunno. Maybe allow you to port for free to the capital of your race? You could also tie the whole thing into the story, like getting some Pact-related token that allows free teleports to LA?
- The waypoint costs are fine. You’re not meant to spam the waypoints like a madman.
- Accountwide Karma is already in place in the game in a way. Jugs of Karma are Accountbound and they give a hefty amount of Karma.
- Cheapening the swaps between crafts would defeat the purpose of only having two of them. And only having two of them makes it all better: you have to choose what you want to do. For example, you could play with a friend and select such disciplines that compliment each other for the races you picked.
- Autouse on consumables? Please no. After that we will get people asking for auto-use on Boosters, followed by multiple auto-attack options.
- The Precursors were meant to be rare. You cannot have rare without it depending on the RNG. Make it based on skill and you’ll have the hardcore community monopolizing the precursors. Make it a one-off thing and you’ll have people who misclicked or later decided that they wanted a different precursor. And how would you measure “skill” in an MMORPG anyway?
Your story doesn’t really add up. You GET a legendary /duskand then sell it so that one day you can afford one?
He got a Dusk from the Karka event, which he sold.
The Precursor isn’t even the biggest cost with a Legendary, it’s just the only one people really talk about.
And just having a Dusk with 0 Gold is pretty useless, considering that Gift of Fortune probably costs more than a Dusk.
Not really anything of value here.
All I got out of it was your personal preferences in profit margin and that you dislike it when people put in sell orders for more than 1 copper below the lowest one already in.
10% profit within 24 hours is worse than 3% within 6 hours, especially if you’re investing your profit.
Similarly, conditions for undercutting sale or buy orders depends. If you’re buying something that is going down in price, you need to either completely withdraw or lower your prices. If you’re selling something that is going up in price, you would preferably bump up your sale prices so that you don’t get left over. And of course, if the market you’re handling just has a lot of movement, then making sure that you have stock is a higher priority than making sure you maximize profit.
It’s a bit sad to see people giving “trading” advice and then utterly ignoring the time aspect. Just because you trade on a 24h span does not mean everyone else does.
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But the lack of universal safety is part of what makes the world feel real.
I mean, with the way you wanted to implement it, you could go into Lone Post in Straits of Devastation, afk, watch the encampment get taken back by Risen and still be sitting around like nothing happened. And that’s dumb.
The thing is, sPvP is meant to have everyone on equal ground. That ensures that people who really are better get better overall results.
Heck, ArenaNet is pushing sPvP as an eSport side of GW2. And let me tell you, if you could lose to someone because you have worse gear than they do, that part would be pretty dull.
Just think about it. The amount of time you spend in guild wars 2, would it be considered a casual time investment in any other hobby, say for example football, tennis, drawing, going out? Most likely you play about an hour a day. Name any other past time with that time commitment that would classify such a commitment as “casual”?
Books, movies and TV come to mind.
The examples that you provided are pretty bad. Neither football nor tennis is a solo hobby: Football requires a full team of people whereas tennis requires an opponent. Doesn’t mean you cannot practice your techniques on your own, though. Drawing, on the other hand, is a creative hobby. Most creative efforts cannot be forced, so assigning a consistent daily amount to it would be hard. It’s still possible though, as you could easily decide that you’ll pick a random photo from DeviantArt every day and do a version of it in your preferred medium of drawing.
Being hardcore in MMO games is not possible unless you’re neither student nor working. That’s a cold, hard fact. Don’t fret over it. We still have the option of having the “hardcore” work for us by buying gems, and seeing how the gem prices are on the rise, the casual position becomes ever more comfortable. For me it now takes less than an hour of work to do the equivalent of a week of grinding. Not bad imho.
That depends a lot, actually. There’s plenty of people who have jobs that only require a few hours of work a day, if even that. As for students, it comes down to the university you’re going to, not to mention your personal ability.
The upgrade recipes are mostly intended to get rid of your leftover items, not for you to get higher tiers cheaply.
No, just no.
The Obsidian Shards can already be gotten from the Fractals. That’s bad enough.
We do not want every last bit of a Legendary to be something you can buy from the TP. It’s already bad enough as it is.
And making items sold on the Gem Store tradeable is a pretty silly idea.
Shouts removing conditions is something very popular on Warriors, mostly due to Vigorous Shouts adding a heal to all shouts.
And you can’t just compare all the stats and make conclusions based on the total amounts. It might be 11 stats, but since we’re talking Warriors, most of them are going to be running Soldier’s, Knight’s or Berserker’s Armor, giving them either very high Power or very high Toughness, so the Power and Toughness advantage of the Medallions is lost. In comparison, the Superior Rune of the Soldier has 105 more vitality, which is pretty big.
… Isn’t Jormag Christmas-ey enough for you?
So, once more for the cheap seats; this isn’t about time. People are happy to spend time doing fun things to earn a legendary. People are not happy to spend their time grinding. That is a direct affront to the manifesto and a key point you are guys consistently and conveniently over looking.
The OP tried to argue that the rising prices of materials is making Legendaries impossible, because by the time you get enough for the price that it was a few weeks ago, it has already gone up by a bit.
The issue is about method of acquisition; the current implementation of the legendary system prices out the majority and encourages grind. Even over 12 months this system shuts down many other aspects of the game.
The thing is, it’s impossible to make a system that fulfills the following conditions, which I think is what most people would want a Legendary to be:
- Takes time
- Does not take grinding
- Is equally accessible to everyone
Fulfill 1 and 2 and you have a “skill-based” Legendary that would, for example, requiring tons of difficult Jumping Puzzles. That would make it much more difficult for any Norn or Charr to get a Legendary, not to mention people with disabilities. And that’s clearly not fair. Not to mention that it wouldn’t take long before you would see YouTube videos of how to complete them.
Fulfill 1 and 3 and you get a grindfest.
Fulfill 2 and 3 and your Legendary isn’t very Legendary anymore.
Adenos.3018:High demand, low supply items like lodestones and silver doubloons can be easily manipulated by the rich at everyone else’s expense.
Silver Doubloons I can see manipulated by some TP baron. Lodestones not so much. The thing is, anything that can be farmed from a specific source isn’t going to be too good of a thing to trade in, as the supply is ever-increasing. Items like Silver Doubloons that only drop randomly from all mobs, on the other hand, are much less likely to take a dive due to increased supply.
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Turtle’s Defense with Restorative Strength? That’s pretty dumb, to be honest. Especially if you happen to be using Mending.
Of your 6 traits, 2 are wasted on being mutually exclusive, 3 are damage-oriented and 1 is a mediocre passive. And you still wonder why you’re getting whacked around like a ragdoll?
Firstly, Turtle’s Defense is kinda dumb, so I would get rid of that. Use Restorative Strength with Mending and you’re good for pretty much everything.
Secondly, ditch Deep Strikes. Even with full signets, you’re gaining just 200 Precision, which is like 9% crit. In comparison, you could be using For Great Justice and Signet of Rage for a 77% uptime on Fury, which would bring you an average of +15% crit rate and allow you to use Mending and two utilities that are actually useful. Not to mention that constantly using Signet of Rage and For Great Justice is going to bring you a crapton of damage from the Might stacks.
Now, you have 2 Traits free. Get Rending Strikes for the extra vulnerabilities. If you want even more damage, swap out to 20/20/10/0/10 and get Heightened Focus. For defense, your best option would probably get 30/20/10/0/0 and grabbing Great Fortitude.
Other than that, you might wanna work on fixing your utilities. Mending, Signet of Rage, For Great Justice for starters.
Just a note: The passive regen is just 360 hp every 3 seconds, that’s not going to keep you alive if you only have melee range options.
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The way the warrior traits are layed out are very messed up in a way that the weapons you chose force a player into putting massive amounts of points in trait lines to do decent damage. They are then left with not enough points to traits defense or some of the other things they need to survive like mobile strikes.
You need Mobile Strikes to Survive? Since when? We already have a crapton of ways to break immobilize:
- Charge
- Shake it Off
- 6 Soldier Runes with any Shout
- Mending
- Restorative Strength
My proposal would be to move some of the weapon specific traits to 10 points instead of 20. As well as combine some traits like mobile strikes and warriors sprint. I really don’t find it game breaking that 1 trait will make a warrior run faster and movement skills breaking out of immobilize in a single trait.
Warrior’s Sprint it already made rather useless due to easy access to Swiftness from Charge and Signet of Rage.
And some of the weapon-specific traits are clearly too strong to be 10 pointers, such as Forceful Greatsword, Merciless Hammer and Axe Mastery. And it would bring a lot of imbalance, as you could do something like Quick Breathing + Lung Capacity + Vigorous Shouts.
The separation of traits to Adept, Master and Grandmaster is there for balance reasons.
Change how some skills work why do we need to trait restorative strength for heals to remove immobilize when other professions heal skills already do this. So some skills I think need to become independent of traits in ways that remove conditions automatically.
Requiring Restorative Strength? Use Charge or Shake it Off or Mending or Soldier Runes.
Nah.
The Projected Profit does not count in your Listing Fee. The Projected Profit is 90% of the sell price, rounded down. The 10% is a TP gold sink.
The Listing Fee is entirely separate. You pay the Listing Fee from your current funds when you list the item.
So in the end, you actually get Projected Profit – Listing Fee, or 2.44 Silver in this case, when your item eventually sells.