Rev is in a weird spot currently. Its design is extremely OP, and instead of redesigning it to be better, the Devs have just repeatedly handed out extremely hard nerfs to Rev to counter this. So you end up with a class that is OP by design, UP in practice.
Given the hundreds (or even thousands) of options we have for upgrades, the fact that people only use a few dozen at most indicates that they need to be rebalanced against each other.
Especially the new HoT upgrades, they are just downright better than core tyria ones.
Yes, but that diversity should come from your class skills and traits, not from what sigil you want on the same build you’ve been running for close to a year
Its more for consistency than anything else, and it could make it slightly less annoying to find out where they are tapping your keep without doing anything.
If the one map from last expansion could go, I would be more happier. No thank you, let expansion be for pve only. Alpine is ok.
Alpine is boring as kitten.
Imagine if Sentries (the ones that causes the orange dots regardless if you are stealthed or not) revealed players (cause sentries know they are there…i mean…hello… Orange dots). That would make them more valuable when fighting them (I use em for the dots atm…helps a bit)
If we went with that route I think it would only make sense to have each group of guards at upgraded objectives have a new guard that reveals players as well. This would reveal any roaming classes in stealth, while also presenting a clear target for them to take out if they didn’t want to be revealed.
Giving Rev large quickness uptime on top of their alacrity generation (I’m assuming he meant allow them to generate both, not one or the other) would be nothing but a slap in the face to chronos and wouldn’t change much unless Rev was way better at it. And its because SoI is an integral part of the chrono duration, it helps to share all boons with all members if for any reason they didn’t get it from the original source.
I’m starting to think I’m the only person that genuinely doesn’t care if Raids get an easy mode or not.
But pertaining to your topic, this is not at all relevant to raids. They offer achievements, titles, exclusive skins, exclusive minis, the only way to get leg armor, and you have to beat at least 1 raid boss to finish your masteries and start earning spirit shards in HoT maps again. So just getting ascended armor is not the only reason to do raids.
While that could be cool, I’d be extremely kittened if PvP got another legendary skin before WvW got their legendary backpack. It doesn’t matter if its a skin only or not, all 3 game modes deserve to have 1 before any 1 game mode gets a second.
You have to complete all of them on the same day for map completion, I believe.
It used to be that way; that was finally fixed … not that long ago.
(Of course, it doesn’t help that much, unless you can remember which ones you completed. Sigh.)
In LD I had a strange bug where I map completed it across 2 days, and even though I got the chest and the experience reward, it still said I only had ~87% completion because 2 of the hearts had been completed the day before.
Nothing more than a visual bug but it might be why some people assume it has to be done in 1 day still
Thief:
I could get behind having PI not proc if you interrupt an autoattack. I don’t think that the engine can easily determine if a skill was an auto attack or notNecromancer:
Epidemic is fine. It only seems broken because resistance allows you to reach these ridiculous condi stacksEnginner:
I’m all for less stealth, but what do you propose to give scrappers if you take away the stealth?Mesmer:
First, what buffs to mindwrack do you want reverted? Secondly, while superspeed on illusions that are shattered is annoying to fight against, shatters become almost impossible to land from range without it. I think its about time that clones got a passive 25% boost to movement speed when they are shattered to help them land, and Time Catches Up could either be reduced to 50% speed increase + another small effect or changed entirely.Warrior:
Arc divider could deal with a small range decrease, but really primal burst skills need to be treated as T1 adrenaline skills. This would stop the ridiculous healing that berserkers can maintain 100% uptime on from constantly have 3 stacks of adrenal health. I also think that berserk mode can be traited way too heavily. It can be traited as a 15 sec stunbreak and 2 condi clear on top of their already high access to resistance and stunbreaks. Or it can be traited for reduced CD, which will give you 100% uptime on fury and 60% uptime on swiftness + quickness if you have 100% boon duration due to their minor grandmaster trait. And you can then trait for either more stab and might, or you can add yet another damage modifier on berserk mode. Its just ridiculous how heavily berserk mode can be traited. Buff it slightly and then change some of these traits so they affect something else instead.
Replies in bold
You have to play through LWS2 at least twice to get the rewards, since you can’t earn the achievements on the first playthrough (note that this is twice on the same character). You can also get the mats for more mawdreys I believe if you play through it on another character, as well as a few Carapace armor pieces if you don’t want to farm bandi crests to buy them.
You should play through HoT story at least 5 times. Its a short story, should only take a few hours, and it gives you several things. For one, you get the 3 backpacks which require 3 different characters playing through it. But you also get auric and chak weapons, 1 per character, which are otherwise a pain to collect (imo), and now you need 5 characters that have completed it to get all of the caladbolg weapons. Furthermore, if you haven’t maxed your masteries it gives a nice chunk of experience.
LWS3 all of the rewards can be obtained through 1 playthrough AFAIK.
3) Broken HOT specs
Now ive been a big ranter about the specs because they have broken all of the game imo. But even in raids if there is a non-hot spec you prefer to play, you cant bring into raids. No one is posting the NO-HOT TEAM SET UP RAID CLEAR. They are posting broken aspects of the new HOT specs that allow the question of is that broken? The portal at the bottom of Gors? The mesmer shared boons? All of which are spammable because of HOT specs.Um, what?!
You are aware the top dps classes, condi ranger and condi engi both do not run their elite spec at all, aren’t you?
And it took them a long time to get to that point. And its only 2 out of 9 classes (not to mention that Druid is practically a pure healer spec and scrapper was designed specifically for PvP then completely gutted), 3 if you count condi mesmer for the 2(or is it 3?) raid bosses where it deals decent damage.
Elite specs are vastly overpowered. Have been since release, and buffing core specs to their level is the wrong way to go about balance, elite specs just need to be tuned down to be on the same level as core specs.
While I agree that condi chrono is overtuned, I’m curious as to what you think should be changed about it considering you didn’t list anything specific.
I have faced off several times with the Condi Chrono and never had a issue with them. I wonder if people just don’t have or not using the skills to clear conditions??
Never really had a big prob with thief’s either.
Knowing what to look for and what to dodge versus a condi chrono does make the fight a lot easier, however as a chrono main I do still think its slightly overtuned. People in general don’t like fighting versus heavy confusion and torment access, because they punish you for using the game mechancis themselves, and condi chrono can load you up like crazy with both of them. Its just extremely annoying to fight a build that can punish you for both moving and using skills. I do think nerfing confusion in general would help a lot with the annoyance of this build, but I do not agree with completely removing the passive tick damage from it and torment, just reducing them in WvW.
@Terrorsquad that would be horrible. Anet would be better off just balancing elite specs to be in line with core specs, so you don’t need HoT to be competitive on most classes.
@Wanze – I linked silk to the high price of leather, not just T6 leather. T5 leather is still expensive for a T5 mat, and its a ridiculously high % of the cost of crafting anything, which drives people away from crafting, which lowers the demand for silk, which lowers the price of silk.
You are the one who made it only about T6, not me.
While I agree that condi chrono is overtuned, I’m curious as to what you think should be changed about it considering you didn’t list anything specific.
The reason I didn’t list a specific change is that it isn’t one thing that makes that build so strong. Any changes need to be done in small increments until the build gets brought into line. Changing Confusion back would be a good start in my book. That also makes other condi builds a bit more tolerable.
This is still dancing around the issue though. What do you think the problems with condi chrono are? Does it have too much sustain for how much condi pressure it can put out? Does it have too much access to stealth? Is it the conditions that are overperforming, or is the application too large? What do you actually have a problem with this build?
I don’t agree with most of that list.
I do think that boons and conditions are out of hand, but I don’t think that hard limiting them to 8 is the answer. 1 or 2 boons and condis could be removed and I wouldn’t care, but not 3 boons and 6 conditions. They do need rebalancing though. And that can happen without just removing a bunch of them.
I also think that its about time damaging conditions were separated from CC conditions. So bleeding, burning, confusion, torment, and poison in one group, the rest in another group. Then traits/cleanses/runes/sigils could be tuned to only affect a certain group (say a sigil could be increase duration of all non damaging conditions by 35%). And we need a proper cleanse hierarchy put in place.
I also don’t know if a breakbar is good PvP balance. In PvP, unless its undertuned to be mostly useless, no one will ever get an interrupt off again. Some people have suggested an ICD on resisting a certain type of CC after you are hit with it. While I’m not yet convinced we need that, it would be better than breakbars for players imo.
removing gear stats would screw up the economy so much. People would only ever need 1 set of gear from now on. I can’t see ANet implementing this, even if it would be good for the game.
All upgrades do need to be rebalanced, some are ridiculous compared to others, and some are pathetic. But their core functionality is fine (meaning the type of bonuses they give).
Skill and trait changes are where the balance really needs to come from. And some class trait lines, and some classes in their entirety, need to be redesigned.
What if we just made it into:
Win one game with a heavy armor class (Warrior, Revenant, Guardian).
Win one game with a medium armor class (Ranger, Engineer, Thief).
Win one game with a light armor class (Necromancer, Elementalist, Mesmer).Two of these three options would be available each day. It’s easy to balance and encourages similar requirements as the old dailies, while allowing far more flexibility and (possibly) less class stacking.
The point is to remove class specific dailies, I don’t see how this would accomplish that.
A fair amount of people in this game only play 1 class regularly, so 1/3 of the time their class still won’t be on that list, and they will switch to a class they are not as good at for the daily.
This wouldn’t solve the problem, just put a bandaid over it.
Nothing to play for.
PvE rewards were gutted so a bunch of primarily PvE players have no desire to come back to PvP
Most people who wanted the ascension will have it by now, or at least the components that require PvP, so no need to come back
Highly competitive PvP players have moved on to other games for a variety of reasons (poor balance, a meta that Anet has failed to significantly change in over a year, elite specs that still overshadow core specs on most classes by a wide margin, no competitive scene whatsoever for teams)
No matter who you are there just isn’t an incentive to play PvP anymore. Which is quite depressing.
While I agree that condi chrono is overtuned, I’m curious as to what you think should be changed about it considering you didn’t list anything specific.
Bare minimum would be to revert the PvE change they made to confusion. Remove the passive tic so you only take damage if you activate a skill.
I agree that confusion should be changed, not because condi chrono is overperforming, but because its silly to use PvE condi rules when we have separate balance between the game modes.
But I’m still interested to hear what OP thinks needs to be changed, since he is the one that brought it up
No, you wouldn’t lose it but it wouldn’t last as long.
While I agree that condi chrono is overtuned, I’m curious as to what you think should be changed about it considering you didn’t list anything specific.
I think wells in general need to be reworked or changed. They give you 3 seconds to react before the backloaded third tick happens, and the effects are not nearly strong enough considering enemies have 3 seconds of warning to GTFO. Similarly, the effects on WoP and WoR are nowhere near strong enough considering you have to wait 3 seconds after casting to gain the full effects.
But yes, I do agree that WoP is probably in the worst shape.
New content is relinking and new reward tracks..
I’m not sure what else they could do, unless it’s another new Map and Server merges.
Gameplay changes. Fundamental changes to how siege and/or defending works. Changes to give incentive to running in smaller groups. Changes giving smaller groups more even chances against map consuming blobs (not equal, but make it not as steamroll as it is now for the larger group). Changes to how servers are linked up for matches. Changes reducing the need for 24/7 coverage. Changes for more balanced matchups.
There are tons of things Anet could do besides new maps and new reward tracks
When you take the Inpirations line, you can run with restorative mantras which has a 2,600 base heal on a 0.8 healing power modifier when you finish preparing a mantra. With full minstrels, this can heal you for quite a lot, theres a video MightyTeapot put out with a full minstrels chrono in raids throwing around 5k+ heals when he prepared a mantra.
Since you are taking inspirations anyway for the sustain, you should also run MoR due to the minor adept trait Mender’s Purity, which now gives you insane condi removal due to the low CD. You can run torch for the stealth, and take the chaos line as well. Stealth allows you to channel the mantras safely, and you can take either PU for more stealth, or take BD for stab on shatters, which also makes it easier to channel your mantras.
I’d take 2 mantras for an “invincible” build. MoR and either MoP or MoD. MoD is more useful, but MoP has a 1 sec CD after you use the charges, allowing you to almost always have a mantra off CD to channel for a good sized heal. Then take MI as your elite, and blink + decoy as your other utilities. Then use staff and SW/Torch.
Third traitline is up to you, chrono wouldn’t bring much to this build outside of a few hundred Healing power by having more illusions out, but personally I think dueling or illusions would be better choice.
You can’t just say that now silk is cheap without also talking about why. And the high price of leather is a decent sized part of why silk is so cheap.
As long as leather remains at such a ridiculous price, the demand for silk will be lower, because people in general will be crafting less components that require leather than they would if the price of leather was cheaper. If the price of leather goes down, the price of silk will eventually go up as well.
Yeah a blance patch every 3 months is kinda crazy.
The thing is a 3 month schedule for balance patches would be fine if classes had more intra class diversity, and if we didn’t have any UP or OP builds that were allowed to exist for literally years.
We need a true balance patch that brings us real intra-class diversity, brings down overperforming builds and boons, and brings up underperforming skills and traits on all classes. Because if they were in a good place, a 3 month wait between balance patches would be fine.
Well that is kinda the point of the daily. Also, you don’t need to play in ranked to get the daily, so it doesn’t matter if you are bad with that class.
The best fix for class dailies would be to simply make it to where you can’t get your dailies done in ranked queue.
You don’t have to, but a lot of people do anyway.
It doesn’t make matches better, and it certainly makes some matches worse as you have players on 1 or both teams playing classes they are not good at, just to get that daily.
They need to be replaced by just a flat Win 2 games daily
Thieves are screwed by this because they have to stay on their melee set if they want to down somebody so they can’t take on-swap sigils on their melee set.
Every change Anet has ever made as resulted in Thieves claiming they are getting screwed by it.
Also the change only limits SB thieves.
Thieves will complain about anything though. They complained about a 1/4 sec reveal on a 18 sec CD loud enough for Anet to ditch it entirely. That should tell you how much they care about balance
Because the last time they added new content to WvW, people lost their fricken minds and moaned and groaned for weeks… I think they learned their lesson.
This. Every time ANet has added something to WvW for the past 15+ months, people have just whined their kitten off at ANet for weeks. Its no wonder they don’t want to devote developer time to something that people won’t be happy about.
And they have said that they don’t want to do any more tournaments, because after each one they saw a permanent drop in WvW population. Just because you enjoy them doesn’t make them good for the game. Especially for a struggling game mode putting a tournament in only to know that you would lose even more players after its over would be a bad move on their part.
Condi Necro: The damage is there, but inaccessible. Farbstoff showed us condi necro can hit 30k realistic buffs, which is competitive (for comparison condi engi/ranger bench marks are around 33k). But the entire build depends on combo fields. What is that garbage? This is literally the only class I know of that has to depend on the combo field system to do its damage. Its stupid. Remove the whirl finishers, and just put chill directly on the skills. Or, fix the minion nerf. Rather than a huge stupid overreaction that literally removes the purpose of half the traits in death magic, and all synergy in blood magic, actually put in the effort to tune the class correctly.
No dont remove it i really like the playstyle and creativity it has(very unique aproach). The bet fix is to rework the combo fields so your own fields get priority when you use finishers on top of them.
This won’t always be the most useful thing though.
As someone who isn’t overly social I honestly cannot understand how you can possibly be in more than 10 guilds that you interact with regularly enough to not want to drop any of them.
I’m not opposed to this idea, and I think selling additional guild slots could be a fantastic way for ANet to generate more gem sales, but I can’t comprehend the need for it.
They really should just normalize the primary refinement mechanics of crafting (3 to refine all T5/6 materials, 50+Ecto for the Ascended thingy. Metal and Wood for Inscriptions, Cloth+Leather for Insignias), let the market recover from the shock, then tweak sinks and faucets for the materials from there.
I agree. For the long term health of the crafting system in GW2, base refinement costs need to be standardized. However at this point I am almost 100% convinced this won’t happen, as standardizing teh refinement costs for leather would mean an immediate 25% decrease in the amount of T5 leather needed, and a 33% decrease in the amount of T6 leather needed. Those are huge changes.
I meant an effect specific to each mantra. Something like:
MoC gives 1 stack of stab for 2 seconds when you begin the channel
MoD could break stun when you start the channel
MoP could be a small AoE boon strip when you begin the channel
Small stuff unique to each mantra that add more flavor and also make it so that even if the ridiculous channel time is interrupted, you aren’t left with nothing for your wasted time. While the toughness is nice, it does neither of those things. And more offensive effects also rewards you for not preparing the mantra ahead of time and trying to get it off midfight, if you felt the need to do that for some reason.
Hardened leather prices are a bit ridiculous atm. A square costs over a 1 g, whereas you can get an Orichalcum Ingot for a bit under 6 s. So they cost about 20x more. I don’t think they were even this expensive before, so what happened? We got a leather farm and the prices went up?
And what’s with Gossamer Patches requiring 10 Hardened Leather Sections but only 4 Bolts of Gossamer? That should really be the other way around, as they are GOSSAMER Patches. Not Leather Patches.
Well Tier 1 to Tier 6 patch tiers use the same ratio, 4 cloth bolts + 10 leather squares. Sadly the changes ANet did to help reduce the glut of T5 and T6 leather but that adversely drove T6 leather prices into deep space (200x).
And that’s the root of the problem. Anet made too many large changes at once that kittened leather up, but not they seem content to make incremental changes that will take at least a year to take full effect in order to bring leather in line with other mats. That’s just such a long timeline to just see if it works or not. They should’ve just left the farm out and reduced the amount of leather needed for crafting honestly.
Anet said a long time ago they had 70 people working on the expansion, and that was then. Most people expect the expansion to be officially announced in the next couple of months.
You know before HoT was announced, there was no talk of an expansion either.
They almost certainly have more than 70 developers working on it by now. Remember, when that announcement was made, ANet was still working hard on that April 2016 patch to fix HoT and various other things. I wouldn’t be surprised if they currently have over 100 devs working on the next expansion, especially with rumors going around that they are going to announce it soon.
But, 4,5 years down the line, I feel this is finally bursting at the seams. Many many MMORPGs (and non MMOs) have eventually done massive reworks, either class-by-class, or all in one batch. For a reason. This is sometimes necessary. The game evolves, and some elements such as underlying class design cannot be adapted in small increments, rather the game design moves away from them and then eventually you do the “rough” break of redesigning them one after the other.
And every MMO that made such a thing died. Except WoW, which was sent into a decline it’s never recovered from. Only games that were struggling (FFXIV) before the rework ever benefited.
Correlation does not imply causation (not that you gave any concrete examples anyway). For all you know, the MMOs that died after doing this were already going to die anyway, and this was a last ditch attempt to breath life into them, but was too little too late.
The problem with fulgurite as eater is really two related parts:
- It uses equal parts of all ingredients, so I can’t ise it to get rid of a surplus of one of them.
- It uses Obsidian Shards, but doesn’t provide a way to gain them at a higher rate (as you can’t really convert gold to obby afaik).
I agree with you. I don’t consider fulgurite an efficient eater for these mats, precisely because of these reasons. Obsidian shards are used for lots of other things, and these mats are dropped on you by the hundreds. I know I don’t have hundreds of extra obsidian shards laying around to convert these mats to fulgurite, and I’d rather not have to farm to “use an eater”.
This will never ever happen. Trust me, I have seen this game’s development for 3 years.
It is IMPOSSIBLE to meaningfully nerf sustain for pvp because it has too many pve implications.
Will they really nerf mesmer f5? Will they really nerf how many dodges thief has? Will they really nerf warriors healing and immunity uptime? Engineer regen? Thief OP heal skills?
It just cannot happen.
Their best bet is to nerf protection and regen honestly as the amount of regen in the game is absurd. This could be done in pvp only. Most important would be nerfing regen to nerf sustain. It could be made about half as effective as it currently is.
I disagree. ANet has the tools to split skills, all they need to do is suck it up and truly split skills instead of just changing numbers (and eventually merging them between different modes regardless).
What this means is stuff like:
- Reducing the amount of boons + condis output in PvP/WvW for skills, but leaving them alone in PvE if they are fine in PvE.
- Reducing the amount of blocks in general. Seriously, some classes have more than enough even for PvE
- Giving PvP/WvW their own boon strip priority lists that are catered to the game mode. No more random boon strips.
- Reducing the efficiency of heals, especially on classes that have more than 1 large heal available on their bar at all times (cough DH cough)
Its entirely possible to reduce sustain in PvP without making classes useless in PvE. Its just that no one likes nerfs to the class(es) they play, so they don’t want to admit that.
All that needs to happen is make applying a damaging condition cause reveal. That would solve this ridiculous build as well as any builds that might pop up in the future.
Minstrels with restorative mantras and PU.
Use stealth to channel mantras, also trait shatters for stab. Then get massive heals when you channel a mantra, and longer boon duration means you can have pretty large uptimes on protection from the chaos line.
But ultimately it will still come down to player skill
That’s exactly what they did with masteries though…..
HoT and LWS3 maps have vastly fewer WPs than core tyria maps, and traveling is heavily dependent upon the masteries that move you through the world (with the exception of nuhoch wallows, which are essentially targetted WPs).
Jumping mushrooms, gliding, and thermal propulsion tubes all allow you to travel quickly while still looking at the world.
I don’t think mounts will add anything to that.
English likely isn’t his first language, and he meant “my build”
Hello.
I’ve spent about a month with this game -it’s not as much as most of you have, but I’ve noticed some glaring mistakes.
Some people would tell me to get gud out of reflex, but inability to progress is not the issue, rather the general annoyance factor.
Let’s begin;1. Knockbacks;
Most knockback attack are pretty well choreographed. This is partly a L2P issue, wherein over time you’ll learn the tells and when to dodge/block to avoid this. That said, I agree that its annoying. GW2 has no mechanic to stop chain CC, which gets especially bad in Bitterfrost Frontier and Lake Doric. It is getting to the point where I think the game does need this, because you mess up once and will get knockbacked/stunned 3-4+ times in a row, and most builds don’t carry more than 1 stun break in PvE. It does get ridiculous sometimes.
2. Damage.
I can’t agree here. You are using very defensive gear, with few offensive stats. That is why your damage is so low. If you want to deal more damage, consider using assassins or berserker gear, or something similar. As to monsters dealing lots of damage, that’s how combat in GW2 works. Its not an attrition game like some others are, the longer a fight drags on in GW2, the more dangerous it gets. Because mobs hit hard. That is by design. So by using more offensive gear, you should find that you will do a bit better
3. Traps
Traps in dungeons? or the traps that you have to disable for a few hearts? Either way, most of them have tells and specific graphics. Some of them are hard to see, but with more practice you will learn what to look for. Here’s a tip specifically for dungeons though, if the walls/floors in a passage way change, or you are walking through a doorway or around a corner, expect spike traps and dodge through there instead.
4. Travel
I actually love the travel system, and don’t really want mounts. I feeel they would detract from the game, as they would make you pay even less attention to this wonderfully amazing world that ANet has designed and built. The HoT maps can be tough at first (and in all likelihood you will never like TD), but they were designed for someone with max masteries. This means lean techniques gliding and nuhoch wallows. They are navigateable without those, but those masteries make them infinitely easier and more fun to navigate. In the LWS3 maps, bouncing mushrooms and the thermal propulsion tubes make traveling much quicker (as well as ley line gliding).
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You need it in absolutely massive quantities to craft anything, yet can only “farm” it in a single map in the entire game.
Lolwat? Long before LD they added leather synthesizers to WvW where you was supposed to farm for it.
To bad they forgot to add it to the loottable. Either that or its a 0.000001% droprate cause I dont think I have ever seen high tier leather drop.
The synthesizers in WvW are anything but a farm for leather. Anything but.
Really nice ideas and work.
Just to be sure, you’re using utility skills to shatter your illusions ? Is it a plain dismiss, or has it got side effects ?
Also, you’re saying trickster blades replace shatters. Do blade command skills also trigger the “on shatter” traits ?The Utility Skills that shatter Illusions function mechanically similar to Shatter Skills, in that they shatter any clones you have in use in order to grow stronger. They can be traited to also trigger “On-Shatter” traits using Magician’s Assistants.
Trickster Blades can be considered a Chain Skill. Once you’ve created 4 blades (Which can be done in one Shatter if you have 3 Clones out, since the Mesmer themselves now count towards shattered clones) your Shatter Skills are replaced by the Blade Command Skills until you activate one of them, at which point you regain your old Shatter skills. They do not trigger “On-Shatter” traits.
I’m gonna need a bit more time to think about your proposed elite spec as a whole, but right now it sounds interesting.
However this does worry me with the blade command skills replacing shatters. Its a valid tactic to chain shatters together for effects, whether its loading up torment/confusion, healing/condi cleanse, or just for each shatter’s base utility. And this would negate that, which would also mean shatters at the core level might need to be reworked.
Its a really cool idea, but I’m not sure how well it fits with core mesmer.
The reason it keeps being removed is because it isn’t founded in game. You made it all up. Nothing wrong with that, but it shouldn’t be on the wiki, which is presented as information from the game.
They did fix it by providing a farm. It’s up to players now to use it and sell any excess on the TP to drive down price. But I can see a Mystic Coin situation for a while where players will simply hoard any excess.
Can you blame them for hoarding excess leather? You need it in absolutely massive quantities to craft anything, yet can only “farm” it in a single map in the entire game. At least with mithril/elder wood you have nodes in every level 80 map, on top of getting a ton of them from salvaging gear.
But the leather “farm” only exists in LD. So if you want to do anything other than LD, you can’t obtain any meaningful amount of leather, which is due in large part to just how much leather you need to craft anything. So its no wonder people hoard it.