Showing Posts For Olba.5376:

Shout Builds and the Healing changes

in Warrior

Posted by: Olba.5376

Olba.5376

The only healing change was regarding the amount of targets you can heal.

How often do you find yourself healing more than 5 allies?

Waypoint Cost is too expensive

in Suggestions

Posted by: Olba.5376

Olba.5376

The costs for dying are there because otherwise you could just go to events, die over and over again and get exp/karma/coin that way.

And considering that we have an autoattack and an autorun feature, that would make it very easy for people to semi-afk farm events for the rewards, without any kind of botting involved.

And the way point costs are good: it makes Swiftness boon very handy, plus it promotes exploration.

Small Suggestion : Guild Offline Time

in Suggestions

Posted by: Olba.5376

Olba.5376

If they do this, they should make it a feature that can be given to groups of members, rather than it being an open statistic.

Why? Simply because it affects the image of a guild. If someone arrives and sees that there’s a significant portion of people who haven’t logged in a few days, a week, a few weeks, a month or whatever amount, they’ll come to view the guild as being inactive or disorganized or subpar or whatever.

Though, I don’t think you should be allowed to kick people based on their login date, at least not until it gets ridiculous. Same as we don’t want dungeons to become elitist with gear inspection, I think we should avoid guilds becoming elitist by giving strict requirements for activity. If anything, you should be able to flag them so that they get an in-game mail or a notification when they login.

Can we now get an inspect option?

in Suggestions

Posted by: Olba.5376

Olba.5376

Ascended gear won’t be a necessity.
Bad players will still fail even if they have Ascended gear.
Good players will succeed even if they have Exotic gear.

That is the baseline.

A lot of people are talking about WvW, but from what I’ve seen, most WvW fights are decided by numbers rather than gear.

A lot of people are talking about PUGs, but how many people actually do that? I would bet that a significant majority of people prefer to do their dungeon runs in their guilds.

WHY IS THAT SO HARD TO UNDERSTAND?

Not allowing your PUG group to inspect your gear will be taken as you having bad gear. Even if it isn’t. Been there, seen it happen.

Since Ascended gear is the only thing with infusion slots, it will be required at some point.

There’s two holes in that. Firstly, it’s only applicable to the dungeon itself, not outside it. Even right now, a good player in Masterwork armor will kill a bad one wearing Exotics. Same thing is going to happen.

Secondly, you do not know what they mean by that. It could be that you only start requiring it once you get far enough to get a few pieces of Ascended gear. If that were the case, then having Exotics or Rares or whatever wouldn’t matter.

(edited by Olba.5376)

Can we now get an inspect option?

in Suggestions

Posted by: Olba.5376

Olba.5376

I have hated this suggestion since day one. Look it up. I’ve fought the idea every time it was asked, reported dozens of threads suggesting inspection to be closed because it’s just a bad idea that’s been talked about over and over again. I hate it. Absolutely hate it.

I have played in a game where they had gear inspection. Later on, they added a skill for one class that allowed them to inspect inventories, and amulets that let you inspect exact stats of other players.

But, with new content where we have been told that it will simply be “A must” that we have upgraded gear with specific stats… We need inspection in order to build parties now. I hate to say it, but it’s just true.

Not necessarily. Of course, if the Agony mechanic is a keeper, then it’s going to affect things on the long run, in a bad way.

But two things. Firstly, when no one has Ascended gear, you have to get it from somewhere. And if no one has it, then they can’t yet discriminate on it. Secondly, if the Agony mechanic gets enough flak, we might see it tweaked or removed entirely. Or we might get dungeons that do not have Agony in place but still provide Ascended gear. Or dungeons that provide even better gear, without an Agony mechanic.

The game is only lost if the Agony system proves to be popular and flawless. If it’s too powerful and needs tweaking, you can be sure as hell it’s going to be tweaked. If it’s a hated mechanic, they might remove it entirely.

However, they can still salvage it by making it possible to craft Ascended gear or buy it with Karma. I don’t like doing dungeons simply because I don’t like doing the same thing over and over and over and over again. Similarly, after counting how much the Exotic armors would cost to manufacture, I opted for the Karma ones. How did I get that? Well, I got a Karma Booster from somewhere, I honestly can’t remember where. I then proceeded to get my dailies for those Jug of Liquid Karma and last month’s monthly, via various means. Some days I would spend it mostly in WvWvW, some days I would go explore the lowbie zones in Grove, Black Citadel, Rata Sum or Hoelbrak. Once I got majority of the daily from 100% on Queensdale.

(edited by Olba.5376)

Can we now get an inspect option?

in Suggestions

Posted by: Olba.5376

Olba.5376

Definitely not a good idea.

I played a game where most people expected that the only reason you run a specific endgame dungeon was money, rather than to farm the gear from it. This resulted in a significant majority (80%+) of all PUGs requiring gear that was specifically gotten from that dungeon.

Luckily for that game, the gear and the bits to make it were tradeable, so it was possible for you to get it without doing the dungeon. The biggest problem was that to do that, you needed some other source of funds. For a lot of people, that meant turning to cash shopping (e.g. buying gems, buying from gold sellers) or merchanting.

The ones that couldn’t do either were left out.

And sadly, in that game, I spent literally years merchanting (their equivalent of playing the TP) to out-do the gear treadmill, because it was literally impossible for me to viably farm the gear and I refused to cash shop.

And since they also had gear based PvP as the only option, I never got into PvP. Which means when I got to a high enough level (the cap wasn’t realistically reachable), I just spent years to get gear… for the sake of getting gear.

(edited by Olba.5376)

Warriors are so BORING

in Warrior

Posted by: Olba.5376

Olba.5376

I am pretty sure there are already skins for a lightning hammer and an ice axe out there.

Comprehensive list of UI issues

in Suggestions

Posted by: Olba.5376

Olba.5376

Ye shall not use a calculator for all machinery is evil.
I agree to disagree. It improves involvment with the game and people do that anyway but its a lot more cumbersome than it has to be.
Btw there are already builds in the game.

Calculators are mostly useless anyway.

The thing is, with UI additions and options to check for DPS, you run at a risk of alienating quite a bit of people. I don’t play WoW, so I am not quite familiar with how they work, but the picture I got is that there’s ridiculous competition for DPS going on there and that Blizzard “had to” change certain things because of a widespread UI addon.

As for builds, there are builds, but they’re all voluntary. Since there’s no way to know the DPS, you cannot alienate someone because they prefer using a weapon or armorset that is less than optimally efficient. In fact, I was originally not going to buy GW2 at all out of fear of being alienated from group content due to preference for certain weapon combinations that might not necessarily be “optimal”.

Comprehensive list of UI issues

in Suggestions

Posted by: Olba.5376

Olba.5376

There’s quite a few things that I am against.

For example, minmaxing characters and UI addons. Minmaxing causes there to be “builds”, and I am pretty sure not having those is one of the big parts of GW2.

UI addons bring elitism in guilds and dungeons. You’ll be told to get this and that add-on. And a lot of those add-ons trivialize parts of the content, which is bad.

Striving for perfection that is completely aided by machinery isn’t really what this game needs.

Waypoints Are Free (100% Completion Of That Area)

in Suggestions

Posted by: Olba.5376

Olba.5376

Without gold sinks, gold looses it’s value as everything becomes easily affordable. When that happens, people stop paying real money for gems and just buy them with gold which causes Anet to lose money and have to shut the game down. Waypoints are NOT even remotely expensive unless you’re blowing money left and right on pointless garbage. Doing one DE will usually pay for the port in gold and gear so claiming that this encourages gold sellers is just dumb.

One other side effect of lack of Gold sinks is that everything gets proportionally more expensive. And that results in in-game efforts such as doing events being much less rewarding. And that would cause people not to do them, which would result in ANet having to tweak the rewards, which would then make everything go further down the slope.

Either we have these small coin sinks here and there or we accept that ANet will purge all gold off all servers once every few months.

And the latter option is going to cause more problems than it’s going to solve.

waypoint costs do attend to not be cheap in some case. It is a tool used for Gold sinking, which does not work in GW2. Far to many Gold sellers = A lot of bots, and far to many players that buy gold. So all the gold sinking the devs added just goes to waste. I wish they did not cost anything to waypoint around, because now it makes it unfair to the handful of people that play the game who earn gold legitly, and not the illegal way.

So you’re suggesting that because gold sinks are less effective, we should just remove them completely? Instead of, say, trying to ban all the bots?

Recent Market Shifts. Follow-up: Precursors

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

lol at people wanting compensation. Here you were laughing at all the people who gambled 1000g on the MF and lost, but you were all smug because you got your pre-cursor.

Well guess what, you gambled that they wouldn’t become easier to get and YOU lost. Guess you guys know how it feels to the rest of us now.

You could of bought two precursors with 1000g…just saying.

For some people, saving up a few gold and then spending and repeating that cycle indefinite times easier than saving up a ton of gold and spending it all at once.

And then there’s the Gambler’s Fallacy.

And naturally, once you’ve spent a good portion on the gamble and lost, most people would feel that they need to keep going or else they will have lost to the Forge.

Why I don't spend money on GW2

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

Everything sold by the gem store I can very easily do without (except maybe the inventory slots, and those are dirt cheap). More importantly: The playerbase seems to think alike in that respect. And insignificant demand for gems obviously leads to insignificant value of gems. Hence using the gem store as a means to indirectly buy gold becomes unattractive as hell (sorry, not paying 10 bucks for Gold I can farm in 1 hour).

I do wonder why T3 cultural costs 5 bazillon gold pieces and 0 gems. Or why I can aquire like 8 different armor skins through dungeon-grinding but a whopping amount of 1 through the gemstore. Or why I have surplus fine transmutation stones in the bank – despite never buying a single one in the gem store. Or why I can make astronomical 5 (!) characters without buying additional slots. Who the hell needs more than 5 characters, in like ever?

Then what would you add in in?

Putting in anything that gives a distinct advantage would be a very bad move and that has killed off several f2p games in the past.

More skins? You can bet <insertPricyStuffHere> that they’re working on that.

The thing is, the Gem-to-Gold exchange should never be primarily used as a means for people who can spend RL cash to acquire super-fast Gold. That’s just asking for a ton of problems. The Gem-to-Gold exchange should always be about selling your leftover Gems once you’ve bought whatever you wanted to get.

As for the character slots? A lot of people will want more than 5, actually. Five allows you to have one of each race, but there’s a total of 8 classes, so if you want to try every class, you need at least that many. Obviously, to get each combination, you would need 40, but that’s a bit unrealistic. However, going through all classes, then picking 1-3 characters that have the race and profession combinations that you prefer isn’t really an unrealistic thing.

And let’s face it, once you reach a certain point with the bags, it will be cheaper to buy the extension and a lower level bag rather than upgrading all of your bags, in terms of cost-per-slot.

Making Gathering more Explorer-Freindly.

in Suggestions

Posted by: Olba.5376

Olba.5376

That would just enable people to leveling their character from 1 to 80 in a starting zone simply by gathering crafting materials.

And besides, the Tier 6 materials are currently spawning in a very different manner than the previous ones. They’re much, much rarer. And that’s good. Similarly, some Cooking ingredients have pretty funky spawning locations.

And since you talk about area completion, I guess next you’re going to suggest that the “goodies” you get from area completions should also scale with your level?

My 2 Cents - LOTS of Suggestions

in Suggestions

Posted by: Olba.5376

Olba.5376

  • Way Point cost adjustment – half cost travelling somewhere if already standing at a way point
  • Guild Member/Friend log in notification (text and a ding)
  • Trading Post Sale notification (text and a ding, or the coin jingle sound)
  • Dungeons can seem a bit hard. Add a practice mode for parties where mobs are easier but rewards reduced by 75% (My wife and I would love to see a solo mode!)
  • Ability to inspect other players. Too often I see gear I like but don’t know what it is
  • A trade items option
  • A Crafting Karma vendor – Once you found the crafting mats in the world, you can unlock it from this vendor in Lion’s Arch (Character Specific)
  • Larger Raid-like Instance could be great for larger guilds. Run it like a WvW map with guild only access?
  • Char battle wagons and vehicle use in WvW
  • A second armor set tab for switching up armors in the zones/dungeons
  • Adjust dungeon armor token costs so people don’t have to spend 3 months to get one set as a casual player
  • Ability to purchase from the TP using funds waiting for pick up in the TP
  • Higher quality gathering tools get better rare find rate on lesser resources OR uses less “charges” of the tool
  • Language based chat channels – allows French speakers to be seen by French, German by German, etc…
  • Some LONGER duration CC based skills to help control dungeon mobs
  • When personal story is complete, grant the option to replay your favorite parts for diminished rewards
  • Alternate trait build as a lot of games are now providing options to have 2 talent specs

These are the only ones that I find something to comment on.

Adjusting Waypoint costs isn’t something that we need. Your suggestion would result in everyone going to WvW, then to Lion’s Arch and getting halved prices on all Waypoints. And halving the costs for all waypoints? I think not. It’s already well adjusted: costs less if you’re close, costs more if you’re far away.

The login thing would have to come with an option to login as invisible. Which would make it kinda moot.

Notifications with sounds is a big no-no. It’s annoying. You could do something like make the icon in the left corner get a shiny rim or one of those small !-signs.

Dungeons are fine. In fact we have people complaining that they’re too easy. And solomode is a big no-no, there needs to be something that requires teams.

Inspecting players is bad. Combine it with dungeon runners and get you elitism. If you want to know, you can always ask the person. Implement any kind of inspect and the dungeon elitists will abuse it to all hell.

Trading items doesn’t have much place in the game, the TP works just fine. We can already mail stuff anyway.

Are you suggesting that there would be a Karma vendor that sells crafting materials? Because if so, that’s also a big no. You get 4500 karma for doing your daily, how many materials would that buy you? And what materials would you be able to buy? Either way it would bring trouble, as there are certain rare cooking materials, plus fines that only drop from mobs, rare materials (e.g. Glob of Ectoplasm, Lodestones) and Orichalcum.

Battle Wagons and Vehicles for WvW? Nah, that would make it even worse for single players. And for the Wages and Vehicles to be meaningful, they would have to be stronger than the players. And that just turns WvW into a race of who has more people spending on the resources.

Being able to buy from TP with funds that are in the TP would make flipping items even easier. And that’s not really a practice you want to encourage.

Higher quality gathering tools? That would be doable, if you balance it properly.

Language based chat isn’t doable. Too many languages, especially on the European servers, where any of the 50 countries could argue for a chat channel of their own.

Longer CCs for dungeons? I dunno, sounds like it would cause imbalance outside of dungeons. Maybe a buff that you can buy with dungeon tokens that expires when you leave?

I would like to replay the Personal story. But the rewards? I say you should take away the rewards totally. You don’t play Personal Story for the rewards. Maybe give some rewards if you’re doing someone else’s Personal Story, though.

We already can respec traits. I don’t like it when you can just whoops change everything about your character, that’s very un-RPG-esque. And it would cause some balance issues as well.

Recent Market Shifts. Follow-up: Precursors

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Posted by: Olba.5376

Olba.5376

So what you’re saying is: you don’t feel comfortable or able to do something like in that video link, and therefore are trying to rationalize how someone who CAN do that shouldn’t get rewarded? Come on.

Nice. That’s an ad hominem, so I suppose I can consider this discussion finished. But hey, I’ll humor you for a bit.

It’s obvious that that kind of playing ability is superior in terms of EVERYTHING (quick thinking, practice, reaction/twitch, knowledge, experience, etc, etc.) to something like making gold and grinding CS for 1mil karma.

Take a look at the pre-requisites for a Legendary. I see Karma, Skill points, Crafting, Exploration, WvW, Dungeons and a bucketload of materials. That’s basically like saying “doing a lot of everything in the game”.

1) way more exciting/interesting to watch and DO
2) way more demanding of a person
3) doesn’t always take a long time (takes a while only if you’re bad and can’t get it right – can’t learn/adapt fast).

1) Excitement and interest is subjective, so that point is moot.
2) Demanding is also subjective. As I pointed out, speedruns in an FPS are not fundamentally different from grinding in an MMORPG. It’s the genre of being an FPS that adds the skill element. The rest is just grinding.
3) And why should it not take a long time? It’s a freaking endgame goal here. Those should always take time.

Agreed with everyone posting about how grinding does not involve skill and precursors and the legendary process should.
It’s quite absurd that people here even think that “Legendary” should mean “grinds a lot, is a cheater, or bought $1000 of gold from gold sellers”, because right now that’s all it is.
The bads here are crying for legendaries to be based entirely on mindless Korean-MMO-style grinding because otherwise it might be a real achievement instead of a complete joke, and they won’t be able to just buy themselves one from gold sellers. Boo hoo.
Small wonder none of them have presented any legitimate reason that legendaries should revolve solely around faceroll grinding instead of something actually fun and challenging.

Where do you get the idea that Legendary should mean “skillful”? Heck, tell me what parts of the game involve skill and we’ll see how many of them are actually skillful rather than grindy.

Also, GW2 is a game that thrives on versatility. You can get to a casual goal by doing a lot of stuff. You can choose to mostly PvP. You can choose to mostly PvE. You can choose to explore. You can choose to craft. The Legendaries require all these aspects. And I think that’s the point. You can buy the Precursor, but you can’t buy the other stuff.

And personally, I am not trying to present reasons why the Legendaries are good as they are. I am trying to point out minute disagreements in what people say. I don’t plan to get a Legendary, it’s just not my thing. Regardless of how you get it.

Recent Market Shifts. Follow-up: Precursors

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

John. Whatever you guys decide to do. Please. PLEASE make sure that whoever can do something like THIS is guaranteed to get at least the precursor (or, the whole legendary IMO).

That’s a very bad example of “skill”.

Firstly, it’s not even an MMORPG. It’s an FPS, which is inherently more skill-oriented. Well, if you consider aiming and reflexes, which is mostly something you learned through practice, to be skill.

Secondly, speedruns require that you’re extremely familiar with everything involved. In this case, the level design, the seckitteneas, the monster locations, the requirements for 100% completion. That’s more knowledge and experience than skill.

Thirdly, record times are never gotten on the first try, you always repeat it tons of times to get it. And that’s what you call grinding.

Finally, if you read the description of the video, you would know that the video is a composite of a team of players, each doing a few levels. So the video is not the display of skill by a single player, but by a team of players.

Willingness to grind and/or spend time playing a stock market simulator shouldn’t be the only thing a player gets rewarded for, if you want to successfully retain the label of “Guild Wars”.

That’s true. However, you also shouldn’t make it impossible to get by those means. That’s a bit like asking them to remove events, drops, experience, gear and skill points from WvWvW.

all mats for crafting legendary need to be acc. bound and reasonably obtainable and not based on luck and crazy farm

And in that case it would be no different from an Exotic. Nothing Legendary about it.

Are you kidding me. As long as only 5% of the total population could finish this dungeon I all for it.

Same as above: If as much as 5% of the population have it, it’s not really “legendary”. Though that’s just a personal thing. Some would consider it Legendary regardless of how many people have it. Others would consider it Unlegendary if more than 100 people per server have it.

For reference: I know games that have items that are so freaking expensive and hard to get that there’s less than 1 of them per server.

(edited by Olba.5376)

Warrior/Gun/Burst Attack

in Warrior

Posted by: Olba.5376

Olba.5376

@Lamefox
First time warrior, so I didnt know the other burst skills were so bad. Whats its use if they all suck?

Eviscerate, Earthshaker, Combustive Shot, Skull Crack, Kill Shot and Flurry are all good if used right.

Arcing Slice isn’t good only because you can get fury much easier from other sources.

And we do have a list of traits that benefit from not using your Burst skill. Berserker’s Power, Adrenal Health and Heightened Focus.

And then there’s tons of traits that pretty much center around spamming your Burst Skill.

Recent Market Shifts. Follow-up: Precursors

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

feedback about Legendaries becoming unreachable.

You can expect to begin to see changes addressing the issue starting with our next build.

Make precursors accountbound on acquire, problem solved.

  • No more whining about high prices.
  • No more so called “market manipulation”
  • Legendary weapons finally actually rare.

And what about the currently existing Precursors?

If you’d turn all of them accountbound, you would piss off a significant portion of the people who are currently going for their Legendaries. Not to mention the people whom are selling them.

And what about the Precursors in the TP? Being Accountbound on acquire would guarantee that any Precursors on the TP, if they wouldn’t be accountbound to the seller and returned to them instantly, would be gone within seconds. And if the Precursors on the TP would not get the Accountbound on Acquire, they would surely hike in prices.

And what about the few ways to get Precursors randomly? Sure would piss me off if I got a Precursor from a chest, only to find that it’s Account bound and it’s either something I can’t use or it’s something I just don’t use on my character.

The latter problem could be solved by introducing an NPC that allows you to trade in the Precursor for another Precursor. The former problem? Well, it’d piss off the folk that are wanting to sell them, but by allowing them to be traded in for other Precursors, you would lessen the impact.

Could definitely work.

I wasn’t aware the game was changed to Korean Grind Wars 2, not sure why everyone is so adamant that end-game be nothing more than a tedious boring grind for thousands of hours.

Pretty sure the Legendaries are a massively voluntary thing.

Also, there’s tons of testaments of people getting them in less than half* of your proprosed “thousands” of hours.

And let’s be honest, there’s no way you can achieve both rarity and not requiring massive amounts of repetitive stuff. Because if it doesn’t require some form of grind, well then it won’t be rare. And the point of Legendaries is that they’re rare.

(edited by Olba.5376)

Recent Market Shifts. Follow-up: Precursors

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Posted by: Olba.5376

Olba.5376

You waited too long to make changes now. I suggested changes on these boards too… but at this point I and many other people have straight farmed near 1k gold and obtained their legendary. Now you will make it easy and cheapen the dedication of those who earned it. =/

That’s pretty much how evolving games work though.

Any game that had a gear treadmill goes through an endless cycle of the best gear turning into the second or third best.

And tell me, would you complain about them cheapening Legendaries if that meant they added new, even cooler skins?

I know games that had aesthetic things like special mounts that you could only get through a pretty heavy amount of farming, only for the game company to put those same things into their RL cash shop. And guess what? They didn’t even stop there, they first added them temporarily, then later on they were added permanently.

(edited by Olba.5376)

Recent Market Shifts. Follow-up: Precursors

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Posted by: Olba.5376

Olba.5376

“Lucky” precursor-sellers mad. Legendary holders got “lucky” with a precursor and are now mad because they may not feel special. We don’t even know what the change is yet so chill. I <3 you Anet.

And what about those who farmed it all by themselves with no luck? Jealous people ruin every game after a while.. sigh

What about those who farmed for it all by themselves and spent all there money on the forge and got no precursor? People who want to be special try to ruin every game. sigh

Makes sense, you wanted to gamble instead of buying it from someone else. If you can get it on first try and be lucky. You also can get it after a thousand gold and be unlucky. Did you not know this when you wanted to gamble? sigh let’s not make non-sense posts to look smart.

Truth of the matter is, when you involve a gambling factor, even if the odds were known, the price of the “winning ticket” item is often not what you would get from the gambling.

Mostly, the price is higher than the gambling, which has to do with merchant and people trying to recoup their losses.

However, this isn’t always the case. It is common enough to cause majority of people to try the gamble in hopes of getting “lucky”.

And let’s be honest, if you haven’t spent as much on the forge as it would cost to buy the weapon, you obviously have no reason to complain. If you have spent several times the cost of a precursor, then that’s just silly. There is no logic to gambling, especially when you have unknown odds.

The thing is, the precursor/legendary is mostly sought after due to the aesthetic aspect. There’s no price you can put on it. You can’t just go “Oh well, it’s *clearly worth this much”. With that, ANet can do whatever the hell they want. They could easily make the legendaries sold at some NPC for 1 Gold. All they would have to do is add better skins to compensate. And surely they can do that. After all, just adding skins doesn’t change the balance of the game.

(edited by Olba.5376)

Precursor Acquisition Unfair

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Posted by: Olba.5376

Olba.5376

So what I’m trying to get at with this post is, Give people a way to get a precursor that does not involve mass amounts of money that are unrealistic to obtain for most people or pure luck.

Legendaries aren’t supposed to be something that most people have.

And let’s be honest, if there was any guaranteed way to get it, then most people would get it. Heck, the current way is already pretty much guaranteed, if you’re willing to buy the precursor from the TP.

Also, there’s no such thing as luck. But that’s a philosophical discussion.

You do realize that getting a base weapon doesn’t get you a legendary mailed to you automatically right?

I do. Originally I wasn’t going to post anything because the topic title spoke only of precursors, but then I bothered to read the OP again and I noted that it begun with:

I am aware that legendaries should take a lot of hard work to get and currently they do require a good deal of effort and I feel this should remain so. But I think the money involved to gain one is currently unrealistic and I’m in disagreement especially with the only alternative, Luck.

And let’s be honest, most people are having trouble with the precursors rather than anything else that goes into getting a Legendary. And you don’t see people complaining about the other stuff that it takes to get a Legendary, just the precursor.

Alright just making sure.

Do you think it would be better if base weapons were 30G and you needed twice as many icy runestones?

Same effort in money.

And how would you make Precursors into 30g? Currently the prices are high because of the low odds of the Mystic Forge. But if you made the odds higher, you would run into the risk of people using the Mystic Forge itself as a means of profit. And obviously you should never put the Precursors sold by an NPC or such.

Same way ANet made the halloween weapons 20-30G

Making them cost more than the 20-30g and having the design on them be seasonal?

Precursor Acquisition Unfair

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

So what I’m trying to get at with this post is, Give people a way to get a precursor that does not involve mass amounts of money that are unrealistic to obtain for most people or pure luck.

Legendaries aren’t supposed to be something that most people have.

And let’s be honest, if there was any guaranteed way to get it, then most people would get it. Heck, the current way is already pretty much guaranteed, if you’re willing to buy the precursor from the TP.

Also, there’s no such thing as luck. But that’s a philosophical discussion.

You do realize that getting a base weapon doesn’t get you a legendary mailed to you automatically right?

I do. Originally I wasn’t going to post anything because the topic title spoke only of precursors, but then I bothered to read the OP again and I noted that it begun with:

I am aware that legendaries should take a lot of hard work to get and currently they do require a good deal of effort and I feel this should remain so. But I think the money involved to gain one is currently unrealistic and I’m in disagreement especially with the only alternative, Luck.

And let’s be honest, most people are having trouble with the precursors rather than anything else that goes into getting a Legendary. And you don’t see people complaining about the other stuff that it takes to get a Legendary, just the precursor.

Alright just making sure.

Do you think it would be better if base weapons were 30G and you needed twice as many icy runestones?

Same effort in money.

And how would you make Precursors into 30g? Currently the prices are high because of the low odds of the Mystic Forge. But if you made the odds higher, you would run into the risk of people using the Mystic Forge itself as a means of profit. And obviously you should never put the Precursors sold by an NPC or such.

Precursor Acquisition Unfair

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

So what I’m trying to get at with this post is, Give people a way to get a precursor that does not involve mass amounts of money that are unrealistic to obtain for most people or pure luck.

Legendaries aren’t supposed to be something that most people have.

And let’s be honest, if there was any guaranteed way to get it, then most people would get it. Heck, the current way is already pretty much guaranteed, if you’re willing to buy the precursor from the TP.

Also, there’s no such thing as luck. But that’s a philosophical discussion.

You do realize that getting a base weapon doesn’t get you a legendary mailed to you automatically right?

I do. Originally I wasn’t going to post anything because the topic title spoke only of precursors, but then I bothered to read the OP again and I noted that it begun with:

I am aware that legendaries should take a lot of hard work to get and currently they do require a good deal of effort and I feel this should remain so. But I think the money involved to gain one is currently unrealistic and I’m in disagreement especially with the only alternative, Luck.

And let’s be honest, most people are having trouble with the precursors rather than anything else that goes into getting a Legendary. And you don’t see people complaining about the other stuff that it takes to get a Legendary, just the precursor.

why cant i do group events solo?

in Suggestions

Posted by: Olba.5376

Olba.5376

Wait a second, before anyone gets too far along in the conversation, I’d like to point out that GW2 did in fact, ADVERTISE the fact that their events are dynamic in a way that 1 person with better than average skills can beat the events and that the more people that join the event, the more difficult it becomes. I personally have not observed this to be the case. I’ve done many events several times with 3 people up to 40 ppl or more, the creatures do not change dynamically as advertised.

They do.

I was doing an event in Frostgorge Sound, when a bunch of bots crossed the event area. The end result? The mobs toughened up and I got slaughtered.

And it wasn’t even a group event, nor did I have trouble with it before the bots got into the vicinity.

Precursor Acquisition Unfair

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

So what I’m trying to get at with this post is, Give people a way to get a precursor that does not involve mass amounts of money that are unrealistic to obtain for most people or pure luck.

Legendaries aren’t supposed to be something that most people have.

And let’s be honest, if there was any guaranteed way to get it, then most people would get it. Heck, the current way is already pretty much guaranteed, if you’re willing to buy the precursor from the TP.

Also, there’s no such thing as luck. But that’s a philosophical discussion.

(edited by Olba.5376)

Please do something about precursor prices.

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

It’s not necessarily the botters that are in control of the precursors. Most likely it’s TP merchants that bought them when they were cheap.

Also, we currently have a complaint about them being mostly about luck or farming coin. But there’s really no way to please the crowd. If you make it so that you can farm it, you get squashed by the anti-farming crowd. If you make it so that you can get it guaranteed by doing anything, you get squashed by the rarity crowd. And if you can’t farm it through repeated spammage of events/puzzles/dungeons and getting lucky on a chest nor get it guaranteed by doing a set achievement, you’re left with nothing.

The reason the precursors are high as they are is a product of a multitude of things. For one, some people don’t want to just buy it, they want to get it on their own. Others might believe they can get it cheaper by challenging the Mystic Forge. Yet another crowd believes that the prices are too high and the demand is too little and thus they expect a drop in prices. However, that drop isn’t coming because there’s a fee on relisting in TP.

And let’s be honest, most of the people who would resell a precursor and haven’t done that yet probably did not buy them when they were dirt cheap. After all, it wouldn’t make much sense to wait that long to get a few more gold out of it when you’re already getting like 4x your initial investment. So we’re stuck with people who bought them recently and are currently waiting for the demand to go up so that their higher prices will be sold.

Either way, I think the legendaries are a messy thing.

Bleed Warrior

in Warrior

Posted by: Olba.5376

Olba.5376

You might want to tweak your boosted durations a bit.

Flurry won’t benefit from anything between 100% and 150%
Sever Artery and Gash won’t benefit from anything between 113% and 125%
Impale and Riposte won’t benefit from anything between 117% and 125%

blank stare

you lost me here. expound?

good tongue twister though. and good info, much appreciated.

Bleeds only tick once every second. Thus, any decimals you have on your bleeds are wasted.

You have a total of +120% condition duration. That makes Flurry at 2s into 4.4s, Sever Artery / Gash at 8s into 17.6s and Impale/Riposte at 12s into 26.4s.

Now, we round those decimals both down and up to 4-5 for Flurry, 17-18 for Sever/Gash and 26-27 for Impale/Riposte.

Finally, we divide those by the original duration and we get:
Flurry: 4/2 = 100%, 5/2 = 150%
Sever Artery / Gash: 17/8 = 112.5%, 18/8 = 125%
Impale/Riposte: 26/12 = 116.7%, 27/12 = 125%

Now we round the 112.5% up to 113% and 116.7% up to 117%. And we’re up to the figures I presented. Anything between those figures yields a decimal into your bleed duration, but since bleeds only tick on even seconds, anything that falls into that range doesn’t increase your damage at all.

With that said, your best options are:
1. Drop the Superior Sigil for a Major Sigil
2. Change from 3/6 and 3/6 runes to 2/6, 2/6 and pick up 2 more runes for +5% condition duration

I suppose the next question is whether changing the runes gives you more damage or less damage. Obviously it wouldn’t change your Flurry, but if that’s all you’re concerned with you could drop your condition durations all the way down to +100%.

By changing 1 Rune of Krait and 1 Rune of Afflicted to two Runes of Centaur, your numbers change into:
Flurry: From 4,795.2 to 4,531.2
Sever Artery/Gash: 1,698.3 to 1,699.2
Impale/Riposte: 10,389.6 to 10,195.2

So actually no, changing your runes for longer duration is bad. Going for the shorter duration on your Sigil will only have you a bit on the costs, with no downside in terms of damage.

(edited by Olba.5376)

Conditions

in Suggestions

Posted by: Olba.5376

Olba.5376

By increasing the damage of condition built characters, you are taking away some from non-condition built characters. However, the loss from the non-condition characters isn’t enough to affect their contribution level, so why should they care? While at the same time, condition users will finally be able to fight a boss without getting a bronze every single time because their conditions were nullified. As for bleeders increasing their damage indefinitely…You realize bleeds expire after a certain amount of time, right? This means that each person can only maintain so many stacks of bleeding. There is no indefinite about it. Eventually it will cap. It should cap when the players do though, not when the game decides to shut off the ability of certain builds to do damage.

On what grounds do you say that the damage increase for the bleeders will not have any effect on the non-condition damagers? All that you know is that right now the majority of the damage is dealt by them. You don’t know by how much. You also don’t know by how much removing the cap would change this balance.

And you say there’s nothing indefinite about it, but I see that a Rifle Warrior has an untraited 6s bleed with 0.75 cast. That’s a consistent 8 stacks of bleed. Trait that Warrior and the bleed lasts 10.8s, giving the warrior a consistent stack of 14 bleeds. Put in a squad of those warriors and it’s 70 bleeds. And it would take that 11s for them to get there. And most of these bosses that cap to 25 bleeds tend to last a bit more than 11s. And 70 bleeds is already 180% more damage from bleeds.

No, right now contribution is split like 80% for DD and 20% for condition. If you increased HP and removed the cap, you could balance it at 50%/50%. Yes, DD loses 30% but they still have enough to get golds fairly easily. And condition built characters won’t have to struggle with their 20% to get a silver. Any non-condition build has nothing to lose from this. In fact, they stand to gain considering their condition friends (such as necromancers) would actually be helping to kill the boss instead of just standing there pretending to help. (Note: that 80:20 split was an arbitrary number pulled out of my kitten for the sake of an example. In reality, it’s affected by the number of people attacking a boss and their builds. For most world bosses, it’s much, much worse than an 80:20 split)

That’s a highly idealized scenario. The fact is, the ratio is never a constant. It changes naturally based on the players, but it can also be manipulated by the players by artificially changing it, such as having their friends with specific builds porting in. And since you’re boosting condition damage, you can put all of your Gold on those reinforcements being mostly condition builds.

Of course, we’re currently experiencing the opposite effect. It’s the non-condition builders that change the balance and deal out most of the damage. And with that in mind, it’s just not going to work out. Basically it would require that ANet rebalances every single Champion, Event and Group Event boss out there. And that rebalancing wouldn’t really be any different from what we have right now. So it’d be a massive waste of resources.

About 20 minutes before you made your post, I said this. I’ll quote it for you;
You should read the entire thread before jumping in blindly mate >.>

Nothing jumpy. I did read most of it. Guess you missed that I was the second person to reply to this thread? See what I did there?

Bleed Warrior

in Warrior

Posted by: Olba.5376

Olba.5376

Use sword war horn and voila 100% fury up time, I use yo jacks build in tis forum to play bleeds and I don’t see a reason to go two swords over s/wh

It’s not the Warhorn that gives you the Fury. It’s the traits. More specifically the +20-30% condition duration, FGJ and SoR.

The +30% condition duration from Tactics makes a combined SoR and FGJ give you 49.4s initial Fury. Before that, FGJ will be out of cooldown at the 25s mark, at which point your SoR still needs 35s to be out of cooldown. With the second FGJ, you’re up to a total of 59.8s of Fury, with 34.8s remaining. So you get another FGJ before you run out, after which SoR is already out of cooldown and the loop goes to the beginning. I would know, I did this with a 0/20/20/30/0 spec running any combination of longbow, rifle, axe/axe, axe/shield, mace/shield, mace/mace, axe/mace, hammer.

Adding in any major trait, such as Lung Capacity or Signet Mastery just makes it more consistent and easier to manage. Heck, you get perma-fury with +12% condition duration without any traits at all. So you could actually run any trait set you want and use Runes of Citadel or Runes of Rage.

What Warhorn gives you is permanent Swiftness and access to Vigor. With Tactics, you’re likely to be using Empowered, which means that these boons give you even more damage.

What you did not mention is that the Swiftness and Vigor from Warhorn work in great synergy with a bleed spec.

You could use a shield as a defensive piece, plus the funk of Flurry + Shield Bash + Unsuspecting Foe.

(edited by Olba.5376)

Conditions

in Suggestions

Posted by: Olba.5376

Olba.5376

This is why I said just remove the cap from burning, poison, & bleeding (forgot about confusion, but that should be removed as well). Things like fear, vulnerability, blindness, etc. don’t need nor should they have their cap removed. They work just fine the way they are now and are not drastically hurting the playstyle of those who inflict them.

Burning and Poison stack duration rather than intensity.

Also, if you’re arguing in favor of the condition cap as a way to slow down boss fights, then your argument is fundamentally flawed. The problem is that DD builds don’t suffer from a DPS cap they can output, yet condition builds do. If you want a boss to take a certain amount of time, then give it enough hp to tank through a certain amount of damage without a condition cap. Yes, the percent contribution of each DD character will be less, but the percent contribution of each condition build will be exponentially higher. Furthermore, the length each boss would take to kill would not be changed in any way and DD builds would not get bronze medals despite trying their hardest like is the current situation with condition built characters.

You’re clearly not seeing what you’re saying.

Contribution is based on the damage you deal. So, by increasing the damage of the condition builders, you’re taking it away from the non-conditioners. Also, by removing the cap, you’re allowing the bleeders to basically increase their damage indefinitely, thus taking away indefinite amounts of contribution from the non-conditioners.

And no, adding HP is not the solution. Adding HP is your solution to the increased damage from conditions. But the damage of the non-conditioners has not increased, so by increasing the HP, you would be handing out free contribution to the condition builds. And you would effectively switch the situation to a point where condition damage is supremely effective and non-condition builds struggle to get contribution in longer boss fights.

Why should you punish some builds with less contribution simply because of build choice? You’re funneling all choices into a 100B warrior instead of a sword/sword warrior. You’re forcing backstab thieves instead of unicorn thieves. You’re making necromancers incredibly unpopular due to their primary build choice being not viable in PvE.

Oh please. Hundred Blades and Backstab are mostly overly popular in PvP.

I can foresee two ways to solve it. Either you remove the cap and add a notable reduction in conditions once they get over 25 stacks. That or you make the game keep a count of the bleeds that your character potentially applied to the boss. So for example, if you use a Flurry on a boss with 25 stacks on it, you still gain the contribution of having applied all the bleeds. Since you’re not dealing any more damage, you’re not taking it away from the non-condition builders and you’re not making the bosses themselves require tweaking in terms of HP.

(edited by Olba.5376)

Raids - A Reason to log in!

in Suggestions

Posted by: Olba.5376

Olba.5376

I find this “If you want to raid go to WoW” response sickening. Raiding is a cool feature the question is how to implement it in GW2. Personally i think more Dynamic events that feature chains of bosses in a heavily stylized location with strategies required for the successful dispatching of the bosses sounds great. The elements in such a DE are very similar to that of a raid and rewards could be similar in that after the chain a vendor opens up for a short period of time with rewards that have custom skins bought with tokens awarded throughout chests in the DE chain.

Temples in Orr are pretty much that already.

You really can’t clear them with a small population. And your rewards are Karma gear you cannot buy anywhere else. In terms of mods, they’re unique to each temple and in terms of skins, you can’t get the Karma armor skins outside from buying the armor from one of the Temple karma vendors.

D-D-D-D-D-DAAAAAAIILLY!!!

in Suggestions

Posted by: Olba.5376

Olba.5376

There’s a possibility for a random additional item

The thing is, your suggestion would cause issues between the more dedicated and the less dedicated players. And that has always been one of the things this game has tried to avoid.

And what counts as a lot better? Are we talking extra karma jugs? Higher chance to get the random additional item? More Mystic Coins? Possibility to gain more than one additional item? Guaranteed additional items? More coins?

ANet just needs to make one change to the Dailies (and Monthlies) and I will love them forever.
Daily: Add 1 Black Lion Key to the rewards.
Monthly: Add 5 – 10 Black Lion Keys to the rewards.

If they did that, no one would have any reason to buy the keys from the Gem Store. And since people have already spent RL money to buy those keys, it would cause a kittentorm. Something like that either has to be implemented from Day 1 or not at all. Of course, putting the keys into the Gem Store in the first place was a rather bad choice. But what’s done is done.

(edited by Olba.5376)

Longbow Fix Ideas

in Warrior

Posted by: Olba.5376

Olba.5376

Well, longbow’s main strength is burst and skill 3 combo, the short CD of burst skill and skill 3 allow you kept rain down powerful explosive shot and keep up a great fire field for allies burning projectiles.

kitten yeah Area Might!

Bleed Warrior

in Warrior

Posted by: Olba.5376

Olba.5376

You might want to tweak your boosted durations a bit.

Flurry won’t benefit from anything between 100% and 150%
Sever Artery and Gash won’t benefit from anything between 113% and 125%
Impale and Riposte won’t benefit from anything between 117% and 125%

So your options would be to either lower it to 117% or boost it to 125%. Since you have a Superior Sigil of Agony, you could swap that for a Major Sigil of Agony and save yourself a bit on the costs?

Also, let’s be honest: the 20% recharge on the 40s cooldown of Bull’s Charge isn’t really a trait well spent. Similarly, Berserker’s Stance is much inferior to Signet of Fury in terms of adrenaline gaining, especially since Signet of Fury will give you 4-5% critical at 80. With Signet of Fury, you can also ditch some of the Adrenaline gain stuff. Signet of Stamina, Signet of Fury and Signet of Rage plus the trait that gives 40 precision per inactive signet and you’ll be opening with 93% crit.

Also, it looks like you misunderstood the way on-crit effects stack. They don’t stack additively, they stack multiplicatively. So instead of 93% chance of bleeding on crit, you get 73.2%. With 65% critrate, that’s 0.4758 bleeds/hit.

And unlike GS, which deals all of its damage on the spot, the bleeding relies on time. And your plan just looks like you’re going to go in, stack bleeds and run out. Well guess what? As soon as you run off, they’ll remove the bleeds and they just wasted your flurry and two of your utility skills.

For a bleed build, you might want to consider adding a rifle as your sidearm, actually. Rifle 1 has a 6s bleed, plus you get Killshot.

Also, I find it a bit ridiculous that you plan to mainly use Flurry as your source of bleed stacks, but you’re not even mentioning Opportunist, which is basically a free Fury on your Flurry. And that would boost your crit rate to 85%, which would up your bleeds/hit from 0.4758 to 0.6222. That’s 30% more bleeds. After all, you cannot expect to always have Signet of Rage’s Fury up, considering that it only gives you a 50% uptime.

Also: Free Fury On Your Flurry is now my new favorite tongue twister.

(edited by Olba.5376)

The "Trading Post" fix

in Suggestions

Posted by: Olba.5376

Olba.5376

There isn’t trade spam because there is not a trading system. What if players want a trading system? Or a differant way to get the items? Anet could easily slap in a town for trading.

But why would you need to trade in person?

You can already mail gear and gold between friends, so that’s a no.

You can already buy and sell the stuff in Trading Post, so no benefit there either.

The only thing I can see is trying to work around the 15% tax, which is a bad move. The tax is there for a good reason. Also, trading in person brings trade spam and scamming to the table.

So from a developer point of view, adding in personal trading only brings bad things for the game.

So why add it?

What about...

in Suggestions

Posted by: Olba.5376

Olba.5376

It could get messy though.

If you have a ton of stuff for sale on the TP, you would end up with a full mail box very often. Not to mention that you would get spammed in the chat. Both of these are negatives to it.

Though it could work if it was voluntary. Like a tick box when you put it up that is something like “Notify me in chat/via mail when this offer sells”.

Mounts [Merged]

in Suggestions

Posted by: Olba.5376

Olba.5376

I still love the fact that some folks are saying no to mounts cos its only a cosmetic item. Yet the whole games build around cosmetic stuff. Blows my mind

The thing is, people don’t believe that it’ll stay at a merely cosmetic thing.

You add the horseys, you’ll have people asking for them to be a minimum of 33% permanent speed boost. Next you’ll have them asking for a burst speed skill on the same horsey.

Or maybe they’ll ask for mounted combat instead. And can you imagine trying to fight a ranged character that has permanent swiftness as a melee range that does not have permanent swiftness? And let’s be honest, the last thing you want is to make it so that people feel forced to either have a mount or build their character around perma swiftness.

And even if it does stay at a merely cosmetic thing with all the things people want of them: no mounts in cities, no speed boosts, no special treatment, not tied to Gems, not tied to level 80, you’ll still have an argument against them. Designing them takes resources. Resources that a lot of people feel would be better spent on combating botting and fixing bugs.

why cant i do group events solo?

in Suggestions

Posted by: Olba.5376

Olba.5376

It is not trolling to say Group event are made for Group. It is only saying what it is.

It is content made for people who play in group. No friends? don’t want to party up with people? Do content that is soloable, which is everything that doesn’t specifically say [Group Event]

True.

I had a friend play with me from day 1, so a lot of the stuff we did was pretty easy. Most of the times we got killed because I screwed up: I’m still not quite used to the whole dodging thing, it’s a totally new mechanic for me.

So finding some group event boss and spending like 10 minutes on the verge of death killing it was fun. A lot of fun.

And let’s be honest, a lot of the event chains that affect waypoints are already kinda messed up. The only reason you see those waypoints contested is because people are farming events. They do the chain, they port somewhere else, and while they’re away, the mobs retake the zone.

Also, the Group Events are kinda like the major evil bosses around. Of course, there’s Champions, but you don’t get a big note telling you about them, unless they’re part of an event. And a lot of the bosses or stuff for Group Events is tied pretty well. You got some exploration group who got annihilated by a boss or you got a fisherman who cannot fish because of a gigantic Barracuda in his spot.

And really, it is an MMO. There needs to be content that you’re meant to do wth a group. And let’s be honest, if you made all Group Events soloable, it would take about a day before people would be asking for Dungeons to be soloable as well. And then you would have no content that requires groups by design. You would only have content that “requires” a group because of the quantity of mobs it spawns. And that’s just bullkitten.

(edited by Olba.5376)

How you prevent players from buying gold to goldsellers ?

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

It’s kinda a messy area, actually.

If you make it so that the gems-to-gold exchange is more favorable, you run into the issue of people buying their way into things. Someone logging in for the first time ever could have enough gold to buy a full set of level 80 exotics and a freaking Legendary off the TP before they’ve even gone through the starting area. And that’s really not something you want to do. Because that creates a massive gap between those who buy Gems and those who don’t.

Similarly, the BLTC having only vanity items or small boosts makes good sense. Adding in things that would give them some kind of edge would cause the game to fall into the standard pitfall of an F2P game: Those who can cash shop have an advantage.

Also, the gems-to-gold exchange having a fee that takes away some of the gems is good. After all, that keeps some of the inflation in check. And we all know that inflation ruins game economies.

So basically ANet is actually pretty successful in combating the issue of microtransactions going wrong. And that’s a big thing when you want a game that lasts long. Because the longer the game’s been out, the more the veteran players who buy gems will have bought. And with that, the gap between a new player and a veteran would just keep getting larger and larger. And the last thing you want is for a new comer to see the game and think that they will never catch up to the veterans unless they get into microtransactions from day 1.

However, that leaves the people who still want to buy their way into power in a rut. They could buy from ANet at a higher rate, or they could get into buying from the illegal sellers. And let’s be honest, unless you’re thinking of buying massive amounts of gold, the rates that ANet gives are reasonable. And if you’re thinking of buying massive amounts of gold, I think you’re playing the wrong game.

(edited by Olba.5376)

Conditions

in Suggestions

Posted by: Olba.5376

Olba.5376

Take the cap away and increase every bosses HP Pool to compensate. This way conditions build, especially Conditionmancers, wouldn’t be kittened up in fights against Event Bosses where they tend to get not so good rewards cause they can’t maintain their 8-10 Bleeds.

Most MMOs learned very quick that a cap on debuffs is a bad idea, GW2 will learn it too.

If you raise the HP pool, then you’ll just be making every non-condition build less effective, as their contribution will be directly proportional to the HP of the boss. After all, by allowing more stacks, you’re giving a lot of the damage potential to the condition builds.

And then you’ll see everyone asking for more damage on all non-condition skills. Or a nerf on condition damage.

It’s a neverending cycle. Fact is, it’s a kitten good idea to have a handful of condition damage dealers. Condition damage is also a pretty safe build because you can just apply conditions and then kite until they’re over.

One thing that you might be able to make work somehow is to introduce a reduction once the conditions get over 25. Of course, you should never remove the cap on things like Vulnerability. Just bleed and confusion.

(edited by Olba.5376)

Conditions

in Suggestions

Posted by: Olba.5376

Olba.5376

The thing is, a lot of builds can make a pretty hefty stack if you just give them a minute or two.

And by removing the stack cap totally, you would be pretty much multiplying the damage that a boss takes by a significant factor.

The reason for that is simple. It takes more than 1 person to maintain the 25 bleed cap. However, it’s pretty much a given that if you looked at each of the bleeders individually, you would see that the total amount of bleeds they, as individuals, could apply is going to be much, much more than the 25. Depending on the exact details, the overall boost that the team would get might be ridiculous.

In fact, so ridiculous that if they removed the cap on bleeds, you would be guaranteed to get a massive nerf on each individual bleed at the very same time. Whether it would come in the form of reduced duration or reduced damage to bleeds, I don’t know.

Either way, you would end up changing nothing in a team setting. The nerf would make it so that you would still take as long to kill the boss as you did before. Just that now people who got condition builds would get contribution better. On an individual level, however, you would pretty much see no one going for conditions anymore because they’ve gone from decent to crap. And the overall result? You would see most condition builds rerolled to straight damage.

[Suggestion] More variations for PVE enemies across zones

in Suggestions

Posted by: Olba.5376

Olba.5376

Some of the enemies are relating to the areas you’re in.

For example, close to Rata Sum you’ll find Inquest. When you go into the Divinity’s Reach area, it’s centaurs. When you head to the snowy area, it’s Sons of Svanir.

All of those are tied to the stories behind their respective areas. And therefore it’s important that they are a significant force in those areas. After all, if the centaurs pretty much kittened up Shaemoor, why would you find Centaurs clopping about in Metrica Province or Snowden Drifts?

And honestly, having been dragged about in my lower levels by a friend to go from Kryta to Shiverpeak Mountains and Maguuma Jungle, I was absolutely delighted by the different enemies.

I know games where the only thing that you generally get is a different colour scheme and a slight change of name.

(edited by Olba.5376)

Guild Wars 2 crafting and the Market!

in Black Lion Trading Co

Posted by: Olba.5376

Olba.5376

It’s a global market, of course only a minority of the products in there are going to provide a profit.

Otherwise you would somehow have a system where majority of things provide you with a profit. I am pretty sure that’s called a bubble. And those never last.

And it’s not like you ever need a lot of gold in the game. Unless your goal happens to be getting a legendary. Anything else and you can get by with a relatively small amount.

(edited by Olba.5376)

Elite trait for completing a trait tier.

in Suggestions

Posted by: Olba.5376

Olba.5376

What I think would be cool is everyone gets a charge ability that adds 10 power/precision/vitality/toughness (depending on the trait tree you’ve completed) per charge with a maximum of 25 charges that reset upon death for every consecutive kill. Exactly like superior sigils but instead it works on a charge system so you can still use the sigils.

That’s a pretty kitten bad idea.

We do not need the powerhouses becoming even more powerful.

And what would you do with the professional mechanic? I am pretty sure you do not want to mess with those.

The trait system is fine as it is. It doesn’t allow you to be overpowered, it doesn’t allow you to do everything with a single spec. But that’s the point, it needs to be balanced. And since it’s the only meaningful customization short of armor/weapon choices, it’s pretty important that it stays balanced.

Option to hide gloves and chest armor...

in Suggestions

Posted by: Olba.5376

Olba.5376

[Edit: removed the quote of a removed posting]

Then mind explaining why it would be useful for males?

Specifically what the use is and why only males?

(edited by Moderator)

No more soulbound

in Suggestions

Posted by: Olba.5376

Olba.5376

Soulbinding might not be all roses and such right now, but altering it would produce even more issues.

Say you only do it with legendaries. That’s like telling a person to roll every possible character that can use that weapon. And hey, most likely that would happen. And that’s not really good.

Say you allow it for other gear, such as rares and masterworks. Well now we have the issue that you only need about three sets of armor for all the characters on your account. And that’s going to make crafting even worse, as people will need less armor sets for all of their characters, while the crafting materials just keep on piling up. Worst case scenario, it’ll reach a situation where the difference between buying all the materials and NPCing the product you make out of them have pretty much the same cost.

And let’s be honest, the legendaries are a big, big project. They’re the kind of project that you’re only supposed to do on your main. And let’s be honest, everyone has a main.

Rework the Trait System

in Suggestions

Posted by: Olba.5376

Olba.5376

So basically the idea would be to allow players to add up to 700 points to a spread of Power/Precision/Toughness/Vitality/Professional in sets of 10 points, with the unlocking for traits staying the same, except that you would unlock slots that you can fill with whatever rather than the current way?

Well, in that case I would like to have a Warrior with 300 in Power, 300 in Precision and 100 in Toughness, with Berserker’s Power, Slashing Power, Forceful Greatsword, Defy Pain, Heightened Focus, Lung Capacity and Signet Mastery. For my Minors, I would like Armored Attack, Fast Hands, Versatile Power, Stick and Move, Precise Strikes, Attack of Opportunity and Adrenal Health. Also, I’ll take that with +30% Boon Duration and +30% Condition Duration.

The thing is, there minors and majors are mixed up on purpose. There’s so many utterly imbalanced minor and major trait combinations that it’s not even funny. Similarly, the traits are spread all over the place to make sure that you cannot just pick everything that mixes perfectly.

Heck, the reason they do not just allow you to select any of the major traits you’ve so far unlocked is also because a lot of the 20 or 30 point majors are rather powerful.

(edited by Olba.5376)

Allow equiped weapon changes with function keys

in Suggestions

Posted by: Olba.5376

Olba.5376

Still too slow.

Also if you switch from say axe/shield to a hammer – by dragging the hammer to the axe slot. You axe goes where you would expect in your bag. The shield goes to the last available slot in your bag (and I have 6x 18 slot bags) which is constantly changing as you get loot.

Sounds like you could use different types of bags . Personally, I have an Invisible Bag where I keep my gear. If I spent extended amounts of time grinding, I would totally get a Oiled and a Craftsman’s bag as well. And possibly an Equipment Box too.

The Invisible bag is also handy because it is not affected by the auto-sorting button. So by picking the right size bag, you’ll always know where your gear is.

Grab yourself an Invisible Bag for your equipment, then a Equipment Box or two for the armors you’ll get, an Oiled Bag for all the trophies and finally a Craftsman’s Bag for the crafting stuff you’ll pick up. Organize them into an order that you like. Voila, perfection.

(edited by Olba.5376)

Change the 25 bleed stack limit

in Suggestions

Posted by: Olba.5376

Olba.5376

So Olba you think its quite fair that their damage is totally ruined in a group situation? Oh well I guess its a good job its a single player game and we dont have to work as a team or take other people into account I suppose.

Do I think it’s fair? Not really.

But that’s universally true for all conditions. Most other conditions stack duration. That’s even more useless.

The thing is, conditions were never meant to be big DPS. Conditions have an advantage in being able to deal damage after you used your skills. So they deal damage while you’re kiting or while you’re dodging and praying for your healing skill to come out of cooldown.

Originally I was going to be a dual sword Warrior. However, once I noticed that structures don’t take bleed damage and that events with multiple people tend to get up to 20+ stacks of bleed just about instantly, I changed to axe/shield. I do still carry around a rifle and a longbow for those times that I might want to have the extra mobility.

EDIT: forgot to add. Nothing preventing them from increasing bosses health if they are dying to quickly.

They’re not going to do that, considering that there’s already complaints about how bosses aren’t difficult, they just take too long.

Change the 25 bleed stack limit

in Suggestions

Posted by: Olba.5376

Olba.5376

The thing is, with a decent sized group, it takes literally less than 10 seconds to get to the 25 bleed cap.

Right now, those 25 bleeds are going to be causing at least 1,000 damage every second. So, over a 10 minute boss fight, that’s upwards of 500,000 damage.

If you allowed the bleed to stack indefinitely, you would probably see them being up to like 200+ ticks in a minute. And guess what? With 200 ticks, it’ll take a minute to get that 500,000 damage that previously required a full 10 minutes. So that’s probably going to cut the boss time down by more than half.

And guess what’s gonna happen when all big bosses suddenly take less than half to kill? You guessed it, a big nerf on bleeds. And then you’ll be complaining that the bleeds don’t deal enough damage and you’ll change your build.

End result? Nothing changed.