So first off, in your list of mastery points it would be helpful if you listed out which mastery points (or rather the achievements that grant them) with each category. Right now its just a big jumbled mess.
Secondly – You complain about being “forced” to do masteries in order to continue to gain spirit shards, yet then turn around and say immediately that you don’t want to make any legendaries. So what do you even need spirit shards en masse for? Stat changing ascended? Well you just admitted that you don’t mind not having ascended level stats on your weapon so I don’t see why you couldn’t just have several exotic grade weapons/armor pieces with all of the different stats you could use. Why do you need these spirit shards?
I don’t even understand your complaint about the pact commander mastery line. Do you like auto loot or not? The option to disable it is irrelevant, do you like it or not?
I agree that adventures are not the best feature of the expansion. I really don’t like most of them myself. But you don’t need to do a single adventure to max the HoT masteries anyway so…. Plus, I’m also not sure why you complain about HoT mastery points because you said yourself that you don’t even like playing in those maps.
Now about your analysis of core Tyria mastery points. Well its wrong I can tell you that. The 5 mastery points from the SW bosses, those are easy to get. And no, not just on the days with SW event completer daily. People regularly run SW trains, and as long as you hold the forts long enough a legendary boss will probably spawn (even though it is RNG). I’ve been working on finishing my carapace armor and luminescent collections, and every day that I have spent even an hour in SW I have seen at least 1 of those bosses spawn in the map.
You don’t have to do all of the LWS2 achievements. Even just completing the story is 8 points that you are just given. If they are too hard, don’t do them. For the fossilized insects, you get a guaranteed one at the end of a repeatable PvP/WvW reward track. You don’t have to mindlessly grind DT for months and rely on kittenty RNG to get those.
Dungeons do not take an entire day to complete. They take 2 hours max, and that is if your group is full of new players and people who don’t know what to do in the dungeon. Trust me, I’ve just ran through and completed all but Arah a few weeks ago. It most definitely does not take anywhere near all day to complete a dungeon.
TT does not require you to have TS or Discord. There are organized groups that kill TT every day in both the NA and EU servers. Just look for them in LFG ahead of time (30-45 min to guarantee a spot, though you will usually be fine if you show up 5-10 minutes before it starts). They explain everything in map/squat chat and have a very high success ratio for killing TT. Tequatl achievements can be done in much less than 20 kills.
But still, this all comes back to you wanting spirit shards yet not wanting legendary weapons and you also claim to not care about having ascended stats. So what on earth do you even need spirit shards en mass for?
I can’t understand why you waited over a year after the shared inventory slots were released to complain about this?
A class that has one of the highest hitting condi spikes and can spam both confusion and torment and has access to retaliation,is bound to be over performing.
No class or build should have access to both of these conditions to the extent that Mesmer does,and such a high hitting class/build that can also avoid damage through blocks,evades ,and invulnerability,certainly does not need retaliation to top all the op ness off.
Same goes for Warrior,and to be fair,all across the classes of the game it is apparent that class balance is not only non existent but intentionally absent.
It’s just a selection of over performing builds that were designed to be that way.
This is the epitome of class design that is bound to produce imbalances and power creep.
And a low PvP population,because after the gold rush for loot wears off,all you are left with is a pile of poo poo so badly designed that you now need a fundamental class and trait redesign in order to make it right.
GW2 PvP will never be balanced the way traits and trait lines are set up.
Traits that are absolutely normal for some builds,like retaliation on base Warrior or Mesmer,become contributors to a class’s op ness when combined with a elite spec.
Our access to retaliation is 100% RNG. But I do agree that mesmer has ridiculous access to confusion and torment
Mass Invisibility is 5 sec Stealth base, 7.5 sec traited.
I agree that more uniqueness to Elite Skills would be nice. However I think that core elite skills with a CD over 90 seconds should just have their CD slashed to make them more lucrative. These skills just aren’t good enough to only be able to use every 3-4 minutes. 18 of the core elite skills have a CD of 90 seconds or more. That is just a ridiculously high CD for these skills. They are not good enough to be used so infrequently.
Basically, you want to turn mesmer to a useless butterfly creator.
That sounds about right.
@OP – There’s no way you are spending more time being moa’d then you spend as a necro. 6 second transformation, on a ~70 second CD minimum. Even if the entire other team was chronos and they always managed to moa you back to back without interruption you would be spending less than 50% of the time moa’d. Such exaggerations don’t help your argument.
As for your suggestions……
1 – BF cooldown is fine as it is. Its already one of the lowest damage dealing #2 skills in the game, and the change from distortion to blur was a huge nerf to it. Increasing its CD won’t change anything either, since the evade spam comes from canceling it after the first 1/4-1/2 sec evade and having it go on a short CD anyway. So increasing the base CD wouldn’t affect the blur spam in the slightest. If you wanted to address that, increase the CD for when a mesmer cancels it
2 – Moa is absokitteninglutely fine as it is. Its been nerfed more than Rev has since HoT dropped. Leave it the kitten alone already
3 – And your reasoning for this is what exactly? How short of a leash should it have according to you? Also, why?
4 – CS is really strong, but increasing its CD won’t make it any less strong. It will accomplish nothing really, because CS CD isn’t one of the problems with mesmer design, and definitely will not make condi chrono any less cancerous. Besides, even with the effects of alacrity its already one of the higher CD skills in the entire game, with several classes having elite skills with shorter CDs.
Blurred frenzy for sure needs a cd nerf to add counter play. Something jeeds to be done to stop these unkillable mesmers with their high passive pressure
By all means go and nerf the CD. I wouldn’t mind having a shorter CD on blurred frenzy. Besides, raising the base CD won’t change the fact that you can still cancel it before it deals damage to have it go on a short CD to allow you to evade big attacks pretty much whenever you want to. Raising the base CD just will not change that at all, so I can’t figure out why that’s what you are focusing on.
Not to mention most of the power from condi chrono comes from the chrono line. Nerfing base mesmer is putting nerfs in the wrong spot.
Moving portal to elite would mean that TW would also need to be moved to another skill category, unless you want TW to be a utility skill. So where would you move TW to if it was up to you?
I have no idea what you’re talking about; rev was and still is totally balanced – it only dealt more than half of my relatively-tanky thief’s health pool in an AA or close to 95% of its baseline health
Seriously, though, mesmer burst can be amazing/potentially some of the best in the game. Running that kind of build and winning with it just takes more skill/good timing/practice than some other professions and most builds these days cough to pull off.
Power burst is largely a two-way street for most builds; you’re going to be making big sacrifices somewhere to pull it off. That’s why condition bomb builds are busted lol.
I know this is the mesmer forum, so no one that needs to see this will, but the reason that mesmers burst can and should be one of the highest in the game is because there’s so much that goes into a power shatter burst on a mesmer. Your build has almost no survivability, you need to blow 6+ skills to pull it off, any of which can be blocked (or more likely with HoT power creep, will trigger a passive that will kitten you up), and you have to do it all before the other player can respond. Mesmer has to invest in it to get a good burst out of it, so they absolutely deserve to have a high burst.
But then we have classes like Rev that can do absolutely ridiculous damage with little to no investment, without blowing CDs like the mesmer has to.
Classic member of a PvP community.
lol classic Rev player. Sorry but a defensive/support weapon being able to take off 50% of a persons health if not more while CCing them and being an evade frame is flat out broken.
This game used to be about risk and reward, when you attacked you would be vulnerable to being attacked. When you defended yourself you couldn’t usually attack.
HoT threw all these out of the window and it’s high time we returned to skills and builds having proper risk and reward.
Lol that same weapon has horrible damage otherwise, a terrible “heal” on auto attack, a block that has been nerfed twice for +50% CD compared to the original, and the easiest to interrupt “heal” in the game.
Revenant still has no condi clear and extremely deniable heals. Both Infuse Light and Enchanted Daggers heal less than 2k on activation. Seems pretty high risk to me. But yeah go on crying more
Bad synergy between skills (which is especially noticeable on Rev admittedly) doesn’t mean that you should excuse blatantly OP skill designs. SotM was way too kittening good. It did everything, and it excelled at everything it did. It was just too kittening good, it deserved a hard nerf.
Yeah maybe when it fully connected. Which, against a competent player that can tell when you’re positioning for SotM, never happens. They either dodge it because its EZEZEZ to predict, or they strafe enough to kitten it up and have it hit only 3k pre-nerf.
But go on and tell me about how you sat still in front of a staff rev and got one shot
I didn’t, and I wasn’t going to. But go on, ad hominem attacks really make your case stronger here bud. Keep trying to deflect and hoping that you will deceive people into thinking that a skill that simultaneously did high damage, evaded for an entire second,and was a strong CC on a 20 second CD was in any way balanced.
Basically, you want to turn mesmer to a useless butterfly creator.
That sounds about right.
@OP – There’s no way you are spending more time being moa’d then you spend as a necro. 6 second transformation, on a ~70 second CD minimum. Even if the entire other team was chronos and they always managed to moa you back to back without interruption you would be spending less than 50% of the time moa’d. Such exaggerations don’t help your argument.
As for your suggestions……
1 – BF cooldown is fine as it is. Its already one of the lowest damage dealing #2 skills in the game, and the change from distortion to blur was a huge nerf to it. Increasing its CD won’t change anything either, since the evade spam comes from canceling it after the first 1/4-1/2 sec evade and having it go on a short CD anyway. So increasing the base CD wouldn’t affect the blur spam in the slightest. If you wanted to address that, increase the CD for when a mesmer cancels it
2 – Moa is absokitteninglutely fine as it is. Its been nerfed more than Rev has since HoT dropped. Leave it the kitten alone already
3 – And your reasoning for this is what exactly? How short of a leash should it have according to you? Also, why?
4 – CS is really strong, but increasing its CD won’t make it any less strong. It will accomplish nothing really, because CS CD isn’t one of the problems with mesmer design, and definitely will not make condi chrono any less cancerous. Besides, even with the effects of alacrity its already one of the higher CD skills in the entire game, with several classes having elite skills with shorter CDs.
Classic member of a PvP community.
lol classic Rev player. Sorry but a defensive/support weapon being able to take off 50% of a persons health if not more while CCing them and being an evade frame is flat out broken.
This game used to be about risk and reward, when you attacked you would be vulnerable to being attacked. When you defended yourself you couldn’t usually attack.
HoT threw all these out of the window and it’s high time we returned to skills and builds having proper risk and reward.
Lol that same weapon has horrible damage otherwise, a terrible “heal” on auto attack, a block that has been nerfed twice for +50% CD compared to the original, and the easiest to interrupt “heal” in the game.
Revenant still has no condi clear and extremely deniable heals. Both Infuse Light and Enchanted Daggers heal less than 2k on activation. Seems pretty high risk to me. But yeah go on crying more
Bad synergy between skills (which is especially noticeable on Rev admittedly) doesn’t mean that you should excuse blatantly OP skill designs. SotM was way too kittening good. It did everything, and it excelled at everything it did. It was just too kittening good, it deserved a hard nerf.
Still waiting on valid argument that proves PI is OP
Sorry guys, Azukas has ignored or dismissed everything you’ve said, deeming them as invalid. Threads over. Judge has spoken.
Trying to hard mate. Need to bring some facts to the table
So do you, since you’ve contributed nothing to this thread except quoting yourself and telling other people to “provide facts”, all while conveniently ignoring all of the posts that do in fact provide facts to back up the claims made
The biggest thing I want to see with the next expac (though I certainly would not complain if it came sooner) is not 1, but 2 new elite specs (designed such that each class has 1 support, 1 DPS, and 1 “other” elite spec to truly diversify the way each class can play) per class and a complete balance patch. When I say complete balance patch, I mean it touches >85% of all skills, traits, runes, and sigils in the game, as well as changes the boon/condi system (because currently both boons and condis are too easy to apply imo). No more of this small time stuff that will affect 5 or 6 skills per class on average, and half of those are either too much or not nearly enough change, or even in the wrong direction entirely.
This is about the only expectations I have for the next expac. Everything else would just be a bonus for me
Necro condi bombs involve a combination of corrupts and transfers. The condi bombs look scary but then you realize that most of the condis are utility condis like vuln, cripple, and weakness and the damage you are taking from the necro condi bomb is not as high as it first looks.
Don’t get me wrong I know a lot are debuff conditions or utility or whatever people want to call them however the point I was making is these other conditions are pumped out like rabbits. These cover the dangerous ones that really will kill you but it can be very difficult to clear and cannot be targeted specifically for a cleanse a lot of the time.
Necro’s damage comes from bleed and poison both of which are extremely low damage condis, that require large amounts of time to kill someone.
If necros couldn’t cover condi necros would be non-viable because they would never be able to apply damage.
If the condition system was reworked as a whole to lower access to condis in each build, and specifically to lower the ability of condi classes to apply cover condis (but not remove entirely, just lower) then I would like to see Necro’s condition skills adjusted because of reasons similar to this. But I don’t think 1 class should stop the whole system from being reworked, because I don’t think the system is in a good spot right now. Some conditions are way more powerful than others are, cleanses can’t keep up with cover conditions whatsoever, a single boon allows you to completely ignore condition classes in their entirety. Its just a mess.
It really is sad how long it takes Anet to push content. Saying that they aren’t a sub based MMO or that the raid team is small is not an excuse, it’s entirely their fault.
They chose this payment model and the fact that they don’t have enough employees is just ridiculous.
It literally takes them 4 months to release 2 bosses… Meanwhile, WoW just released a new raid with 11 encounters 3 months after their first legion raid (which had 7 bosses).
And yet here you are, on the GW2 forums instead of the WoW forums. So clearly, ANet is doing something right with GW2.
No company is perfect. And yes, even though I don’t have any plans to get leg armor myself, I am still getting a bit annoyed at ANet for taking so long to release it after it was promised to us. I can only hope that its coming along with something else big to the gear system in this game though (hopefully changing runes/sigils or at the very least adding some way to swap those on leg gear for free after acquiring the sigil/rune in the first place).
nah doesnt work. Taking marauder makes my hp 21k. So before I eaven start any burst am geting one shoted by Thiefs or Warriors. Eaven if i pull full burst target is barely on 50%hp so… MMMMMMMMM quiting mesmer for good. Ty guys for help
Hold on, you wanted to be able to burst people down in one hit while also being tanky? That’s the opposite of balance, and ideally no class should ever have a build like that
I think part of the reason that people feel conditions are so powerful is because the system is setup so that so called “cover conditions” are dis-proportionally powerful. In which case a proper condition cleanse hierarchy should be implemented by ANet so that the most dangerous conditions (based on a predefined table) are always cleansed first.
This would instantly be a huge blow to condi builds because their most dangerous conditions would be cleansed first. So if this were to happen, I would like to see condition application looked at. Specifically, toning down how many are applied at once, since some are obviously cover conditions in some builds (ideally just remove most of those), and increasing damage/duration of the ones that remain.
@Ballads – Because keeps on EB don’t have WPs either, oh wait, they do.
Simplest solution is to require gates or walls to take 500 damage in a single hit to become contested, simple.
This is reasonable. Requiring siege to contest keeps would prevent griefers from tapping guards and running away in stealth for hours, as well as prevent PvD players from taking a WP out of commission while keeping the swords up so you know they are there.
There is a down side, you can have a zerg roll up build 5 catas and the wall will be down on T1 before it’s tagged. Even keeps will have a substantial amount of health knocked off a wall first. Conversely you will know that it’s a serious attack to towers and keeps if you see crossed swords.
Another idea would be to also put up white swords when there’s X number of enemies within a certain range of a keep or tower.
I think ideas are becoming confused in this thread. Personally I think that the orange swords are fine as they are, I just want the WP contesting on T3 keeps to change. Your suggestion, of taking enough damage in a single hit to know that the gate/wall was hit with siege, is one that I rather like just for contesting the WP. I don’t want to change how the orange swords show up though, if it is possible to separate the two.
True. I’m not a fan of that playstyle very much, so I don’t practice it at all. But I do know that I should redo my keybindings, would make the whole game easier.
The condition system does need to be revamped in my opinion. And Resistance needs to be toned down. Even though ANet won’t admit it, I do believe that part of the reason condi builds have access to large bursts is because of resistance granting immunity to all condis, and bursting before they can pop it off is the most reliable way to fight anyone with access to resistance.
At the same time, the boon system needs to be revamped as well. Boons are too easy to access for every class at the moment
Even 15% more damage per hit is pretty significant imo. I understand why heavy armor classes take less damage thematically, but I still don’t understand why warrior, a class already taking significantly less damage than light armor classes, also gets quite possibly the best defensive traitline in the game. Its just strange to me. Though this isn’t really all that relevant.
Actually, I’m more than satisfied. Besides, for a company that has taken a hands off approach to the TP, it’s pretty funny they would give anyone the impression they will do something about this considering they already make MC’s available to every player for nothing by doing nothing. I can’t wait to see their solution actually, just to see if it makes MC’s cost even more than they do now. That would be hilarious. I can see it now “we are increasing the number of MC you get from your login reward by X” … how people would still QQ.
I agree, dont know why people think Anet will do anything about it after MOB said:
So we’re watching them closely but not taking action at this time.
And if they watched them as closely as I did, they would have seen that nothing much has changed since Mike´s answer.
A small spike in price, when Wintersday was released, which was expected due to Winters Presence and that small spike after the buy out, which didnt even last a day.
Apart from that, prices and supply are pretty much the same as in November, so no need to expect a change.
You claim that ANet won’t do anything about them, which is in direct contrast to the fact that ANet has been slowly adding more sources for MC. Internally, at least for a while, they either agreed that
A – There was actually a problem with MC, or
B – Enough people were upset about MC that they needed to do something
But regardless, they did add new sources, so its not as if they haven’t touched MC at all.
Pulmonary impact 2 seconds internal cooldown incomming
More like bunker meta incomming (hello s1 all over again) /facepalm.
So let me get this straight. You claim that thief is the only class that can bust bunkers. Whether or not this is true is irrelevant for the moment, but you claimed here that without thief in its current iteration, no other classes would be able to bust bunkers. How in the world can you honestly claim that the only class that can bust a bunker is not only underpowered and needs love, but also isn’t ridiculously broken given that he has all of that power on top of the highest mobility in the game? How can you honestly claim that this class is fine when you just admitted that you think thief is the only class that can bust a bunker?
@Ballads – Because keeps on EB don’t have WPs either, oh wait, they do.
Simplest solution is to require gates or walls to take 500 damage in a single hit to become contested, simple.
This is reasonable. Requiring siege to contest keeps would prevent griefers from tapping guards and running away in stealth for hours, as well as prevent PvD players from taking a WP out of commission while keeping the swords up so you know they are there.
Highest and worst damage ever done to me was vault, hit me for around 9k. I was appalled. But, the numbers on the screen shots in here are way more appalling.
Kinda like how this number is appalling? Or 20k Gunflames, or 15-20KCoRs or any other number of classes and skills that do more damage?
This game is a joke all around, with every class. Thank the balance Devs
Alright, whoa, now…
While I agree Gunflames, CoR’s and Vaults are ridiculous… Things like Maul bursts or Mesmer Shatters are a different story. That requires blowing multiple cooldowns and preparing to burst someone or gambling your chances and hoping it lands (which is never wise might I add, because then you’re sitting on a ton of cooldowns).
I’ve seen some insane Maul bursts, same with Drake Tail Swipes. Both are gimmicks and useless in the vast majority of scenarios. To top it off, the victim in that picture is an uplevel, I’m about 90% sure of it.
I understand the point you were trying to make but I just wanted to point out that a Maul burst is a lot different than just pressing literally one button and doing insanely high damage.
Apparently it isn’t. Doesn’t matter how much setup or CDs were blown to get a burst, its higher damage than brainless, no CD vault so clearly vault is fine /s
Like apharma said, you need to be using a GS to run a burst build, and it turns you into a one trick pony, forreal. Depending on how quick you are, you can get in one burst stuff like
Mirror Blade→Blink→Diversion→Mind Stab→Mind Wrack→Blurred Frenzy
The trick is to get all of this off before the other person can react. You can run some neat tricks with CS, like doing this burst twice in a row, but you might need to have Mirror Images on your bar to get enough time in CS for an entire burst if you aren’t quick enough.
1. Thieves have very little HP.
2. Multiple stealth traps ensures he not only aggros you, but the npcs as well.
3. How do you counter a thief “in the wild”? Use the same strategy to staking them, or hide in the keep and be annoyed.
4. Recognize patterns.
5. Have one person per gate. Kill thief over and over. They’ll move on to an easier target.
6. Use cold snares on thieves; they have few counters to cold.
7. Play a thief, learn their limitations.
8. See #3.You clearly have never actually fought a thief that has even a tiny amount of competence at this game.
See #3.
You all a making it like thieves are the boogeyman. You can kill them.
Or it could be all thieves in EU play drunk.
Yes, you can. But that doesn’t change the fact that even after you kill them, that thief has more than enough time to respawn, make it all the way across the map again without being detected, and sneezing on a guard again to keep your WP contested forever. Are you seriously claiming that not only is this some deep, dark strategy that was super hard to think of, but its also the opposite of cheese and should be encouraged and allowed? A single person allowed to hamper an entire server’s ability to respond to anything that happens on the map? And even if they are killed they have plenty of time to get back and knock the WP into contested again?
This is just not good game design. This is just too much power given to a single player at no expense to their server. If you want to hamper an entire server’s ability to respond on a map then you should have to put dedication and real resources into it and actually make a concentrated effort at their keep to keep the WP out of commission for any length of time.
Maybe going forward ANet could change it so that you are able to obtain these vials of manganese dioxide as soon as you have unlocked Bifrost 1? That way they don’t necessarily have to increase the drop rates (You have a pretty small sample, but an ~8% drop rate isn’t actually that bad considering that you will only ever need 10 of these at most) but it still wouldn’t feel as grindy since players would have more time to gather it before it becomes the one part of the collection gating them.
Personally, even though I doubt I will ever get Eternity, I would rather see it get its own, unique look. There are several pieces of fanmade artwork for Eternity that are absolutely gorgeous, and are more along the lines of what it should be.
If we can’t get that though, instead of two new skins I think the best option would be to just let players pick whether Eternity should be Twilight or Sunrise mode, or allow it to switch like it currently does. Should be simple enough to implement
The problem is;
Everyone wants max stats on everything even if it’s only +1 attribute, to get said attributes those stats are locked by behind time gates, material charges & gold and other miscellaneous items, which results by the time you’ve done all that after spending months getting there, your stats are what they are you cannot change them on the fly (armor stats etc), so if you want to ‘experiment’ you cannot do it easily and the only item(s) that do have changeable stats is a legendary and how affordable is that or even realistic for some players, it took me 3 years to get bifrost.What I’d suggest need change if you want more build diversity is selectable stats on everything from rare armor up, or some sort of override functionality so you can make what you want, of course they aren’t going to do that because storage equals money you know for multitude of armors you’d need if you wanted to fool around with it, you’re gonna have to store them some place, unless of course you like making armor bits every time.
I’d love to see (and suggested somewhere before), that they remove stats from armor and weapons, and move all stats over to trinkets.
That way you keep armor for runes/look, weapons for sigils/look, and can adjust stats only by changing trinkets. This would make it much easier for people to change and adjust stats, without needing a own 20 bag for the entire stat set, without needing to change runes/sigils, transmutations etc.
Much easier to experiment with new things, test out changes ina build since it will only require a trinket or two.
This would completely replace the need for having adjustable stats etc, you still want exo/asc weapons/armor since they still give the best damage/armor you’ll get.
While simplifying the stat system does come with advantages, I don’t think this would be an improvement to the game. Restricting stats down from 13/14 pieces of gear (depending on whether you are dual wielding or not) to 6 (or even 5 depending on whether you consider the backpack a trinket) drastically reduces the amount of variability you can have. Right now, if you really wanted to, you could mix and swap from 10+ different stat sets to get what you consider the absolute perfect ratio of stats on your character. If you were to reduce the number of pieces that give stats to so few you lose a lot of granularity with stat options.
This would most likely backfire and force people to go all out either defensive or offensive, because its highly likely that the available options just wouldn’t be sufficient to get the right mix if you wanted a hybrid build. You would be wasting stats either offensively, defensively, or both.
I’m not sure why people think they shouldn’t be 1g. Just because they weren’t worth anything 4years ago doesn’t mean that’s the price they should be forever. What if they were 5g each? 1g wouldn’t sound so bad.
This is such a non argument. It can just as easily be turned around and I could say
“I’m not sure why people think they should be 1 gold.”
Do you see how weak that is as an argument?
I think they should be 1g because Anet published its intent to reward players more for daily log ins in this blog post.
https://www.guildwars2.com/en/news/introducing-the-new-daily-achievement-system/
As MCs has their primary source through daily login rewards, I find it only logical that the high gold value is intended.
That’s a 2 year old post, its no longer relevant to the game as it stands now. And even if MC were 1 silver each, over the course of a month daily login rewards are still very rewarding considering you don’t have to do anything to get them. Laurels, tomes, transmutation charges, MC, mats, exotic gear, luck. Its not as if daily login rewards only consist of MC.
@Justine – I apologize for misunderstanding what you wrote.
Waypoint contesting is a bit tricky.
On one side the single person tapping is absolutely and definitively a broken crap mechanic and needs to go entirely or be redesigned.
But on the flip side, imagine you’re attacking, and the waypoint stays up uncontested too long, this would grind offense to a halt as response now becomes a guaranteed except for nightcapping vs empty servers.
So the whole thing needs to be redesigned, if waypoints won’t get contested as easily and remain open, then some other defenses need to get significantly scaled down to keep things in balance between offense and defense. What would you be willing to sacrifice ?
For example if waypoint contest time gets reduced by lets say 25%, could you live with 25% HP reduction on walls and gates to make up for the player response ?
In an ideal scenario, the amount of time/damage before the WP became contested would be correlated to your server’s population versus the other two servers populations at the time. If you are vastly outnumbered, your WP should be functional for longer to give you a more fair chance at responding. If you outnumber them, then it should become contested earlier to give them a more fair chance.
Since we won’t get that, at the very least you should have to kill a guard, and the amount of time that a WP is contested should depend on what happened. If it was just a single guard that got killed, maybe make it contested for 45 seconds or so. If a gate/wall took siege damage, maybe make it ~90 seconds. If a gate or wall comes down then it can go to 3 minutes.
Why has the price increased so much anyway? All the weapon recipes from the forge were in the game from the beginning. The only thing that’s eating mystic coins is the guild hall. But those upgrades should be done by done in most guilds or won’t ever be. So I’m curious where all the coins are going.
Or is it just that the supply was reduced greatly? I don’t really remember if there were other ways to get them years ago.
Well incoming supply was reduced dramatically when monthly achievements were removed, and the potential to gather the same MC per month didn’t return until we got the Legendary Ley Line anomaly event around July 2016, so for a long time incoming supply was actually smaller. But really the biggest factor is the legendary collections. It made legendaries more obtainable in that you no longer had to buy a precursor from the TP or get one as a drop, so more people were starting to craft legendaries. Then the HoT legendaries require an entire stack of MC on top of 77 clovers (so up to ~500 coins, more if you get unlucky when crafting clovers), so require a minimum of a full stack of MC to be destroyed to create. We got more sinks, and the sinks that had already existed became more accessible to more players, so more players were using them.
I’m not sure why people think they shouldn’t be 1g. Just because they weren’t worth anything 4years ago doesn’t mean that’s the price they should be forever. What if they were 5g each? 1g wouldn’t sound so bad.
This is such a non argument. It can just as easily be turned around and I could say
“I’m not sure why people think they should be 1 gold.”
Do you see how weak that is as an argument?
Well this thread is over a month old and still getting new posts fairly regularly. I think its safe to say that a lot of people are still not satisfied with MC in terms of how you acquire them vs how many you need for crafting
Sorry I forgot to clearly mention that I was talking from a PvP-perspective. They adjusted several skills recently to function in a certain way in PvP ONLY. I think they could do that as well for unbinding the Elite spec weapons, for PvP only. I have basically zero understanding of PvE so sorry bout that.
First off, that’s entirely separate from making skills function differently in different game modes. Secondly, PvE or PvP doesn’t matter as it doesn’t change the fundamental problem with doing this.
I’m well aware of that strategy. I think its a bullkitten strategy that Anet should get rid of already. If you want to contest a WP then you should be putting serious pressure on that keep, not killing a guard or two that are roaming outside every couple minutes. That’s lazy and only requires a single person to hamper an entire servers’ ability to respond. That’s too much power put into a single person’s hands, too much. It’s just something that shouldn’t be happening. Go actually attack the keep and make a concentrated effort if you want to take down their WP.
It’s not a bull-kitten strategy.
There are many viable counters to it; the prime one being jumping out of your keep and killing the guy who’s doing it. Over and over. Hiding behind the walls and pew pewing with siege won’t stop them – it just irritates them and makes them more determined.
I can think of five different ways to dissuade it.
Your counter of jumping out doesn’t work. It’s a thief. Unless you want to tie up 5-10 people for hours on the off chance he comes back the likelihood is he will stealth and be out of range. Even if you camp both gates with people- at which point he’s won, as he’s tied up 10 players just to try and prevent him contesting (which is still very hard to do). It’s usually the same thief contesting other towers, capping guards, etc and sometimes 2-3 of them. If you do manage to kill him he’s back within 3 minutes anyway- if there is more than one of you spending time trying to kill him then he’s winning, tying up your players and making his team’s odds better elsewhere.
There is no viable foolproof counter to a lone thief contesting whatever he likes which doesn’t involve tying up many more on your side than his. It’s a broken mechanic that needs fixing.
If you’re playing in t1 or t2 then you probably don’t see the issue as you have bodies available.
Contesting should be done on damage to walls or gates, threshold set at 10k damage (ie one hit or so with a catapult/ram).
Scouting should be done by NPC’s so tactics would be send people around taking down NPCs on towers etc so your main party isn’t revealed if you want to ninja things until you get in – then Lord would reveal you anyway.
Wvw should encourage tactics and fights not karma training. When I’m ninja capping a tower with a couple of people the game should show us if an NPC spots us- after all, it might be my tactic to pull a larger force to us so our main force can attack SM or a keep or main tower elsewhere.
Thank you for realizing the problem with how stupidly easy it is to contest WPs in keeps. You should have to commit to it if you want to hamper an entire server’s ability to respond, not just hit a guard from stealth and run away before anyone can even see you. That is 100% pure kittening bullkitten.
Because one of the ingredients cost more.
I’m going to assume you simply misread what the OP asked
Yes, the actual gold value is higher due to leather costing more, but the question is why silk patches require more leather than actual silk
12 silk scraps, vs. 20 thick leather sections. It is hardly a “silk patch”, it’s a “Thick Leather Patch” with silk involved.
I don’t see why it matters. If silk were more expensive than thick leather then this thread would not exist. It comes back to cost.
That’s not true and you know it. Its strange that an item with silk in the name needs more leather than silk.
Patches were implemented very poorly into GW2’s crafting system
It is true for the most part. You don’t see threads with people complaining about the number of silk scraps anymore while the cost is almost at vendor value. Players never complaining about the lack of farming mystic coins at launch when they were a silver and yet now they complain after the price exceed 1G.
It always comes back to price. If silk was 1.3 silver and leather were 32 copper, we would not have this thread. We’d then have a thread about silk being too much and so on.
What you are forgetting to mention is that part of the reason that the price of silk is so low right now is because of how expensive leather is. Silk is easier to come by than leather, and you need less of it. Due to the high price of leather, a lot fewer players are crafting right now, which drives demand for silk lower.
And you still haven’t acknowledged the fact that its strange that something with silk in the name needs more leather than it does silk. That’s like making an orichalcum blade that required more iron and gossamer than orichalcum to make. At that point it just doesn’t make sense to call it an orichalcum blade anymore. From his post, OP is genuinely confused about the name of the patch, and not concerned with the price of the mats.
Because Anet likes to use cannons to kill flies.
I wouldn’t call a 17 million glut at 9c “flies”. They just didn’t need to implement all the ways to reduce the glut at the same time.
I kinda agree with you. But the size of the cannons that ANet pointed at leather made this glut look like the size of a fly in comparison. So the analogy stands imo
One change I would like to see is to not have WPs be contested until either a wall/gate is down.
Careful for what you wish for. Those swords can mean the difference between defending lords room and getting there JUST as it flips. One gate down and no immediate defenders … Might as well just hand it to them.
Have it affect WPs and attackers might as well not attack. People can insta port in.
I only want to change how the WPs are contested, not how the orange swords spawn. Those should stay the same, but it just doesn’t make sense for one person to knock a WP out of commission by doing almost nothing. And, having the WP still be uncontested until the outer wall is down gives that server more of a chance of getting there to defend. It might be too long, so maybe when walls/gates are at 50% might be better but still.
Also, if at all possible (though I highly doubt it), someone who hits a gate, then runs away mmediately as soon as you come up to fight them, rinse and repeat should never, ever be able to contest anything.
There’s strategy involved in the pizza delivery model.
Contest the centre keep on alpine and force your opponent to have to run all the way from spawn to get to a keep under attack. Any delay can mean victory if timed well.
I’m well aware of that strategy. I think its a bullkitten strategy that Anet should get rid of already. If you want to contest a WP then you should be putting serious pressure on that keep, not killing a guard or two that are roaming outside every couple minutes. That’s lazy and only requires a single person to hamper an entire servers’ ability to respond. That’s too much power put into a single person’s hands, too much. It’s just something that shouldn’t be happening. Go actually attack the keep and make a concentrated effort if you want to take down their WP.
You tell me. Would you run a weird survival build like celestial ele or marauder thief for solo open world? Or is just not worth your time when you could get the job done faster by bringing friends or running with the zerg? Because somehow I doubt glass builds are soloing a lot of the champions in HoT (okay, maybe necro or ranger can but the so-called squishy classes?). Am I wrong here? Or is it just that it straight doesn’t matter enough to people to register the value of survival stats in these scenarios?
Unfortunately you are. A lot of individuals who solo content can do so in just about any gear and typically don’t run any form of tanky gear. It’s just far more unforgiving but by no means impossible.
I myself have done it getting most of my HoT skill points by myself for a few classes. ;_; Suck at Mesmer though, I do.
Mesmer is actually really great at soloing HP, the biggest danger is that our damage output is so low outside of a few edge cases where torment/confusion really shine, that fights drag on long enough for us to screw up and go down. Which is exactly the problem you outlined earlier.
Still, definitely doable even though I wouldn’t want to do a lot of the HP in HoT solo on my mesmer. Run Sw/Shield, put WoP on your bar, run inspiration for that extra condi cleanse and heal. Doable, not really all that fun imo. And if you lag at all you’re pretty much dead.
You’ve correctly identified a problem with the combat system (absolutely no need for defensive stats 99% of the time), but you’ve identified the wrong cause of the problem. The rally system isn’t why players don’t invest in defensive stats, its because of how enemies in this game are designed. The longer you take to kill something, the more dangerous it becomes to you as the chance of you making a mistake, or running out of condi clears/heals, or more enemies spawning around you goes up and up and up. Making fights as short as possible in general makes them as safe as possible, at least in PvE. Defensive stats by their very nature lower your offensive capabilities, so they make fights take longer, so they make fights more dangerous to you. Also, why would you even want to be a living tank if it took you 1-2 minutes to kill each mob? That wouldn’t be any fun at all. Sure, nothing could kill you (even though they still could), but you also wouldn’t be able to kill anything else.
Because one of the ingredients cost more.
I’m going to assume you simply misread what the OP asked
Yes, the actual gold value is higher due to leather costing more, but the question is why silk patches require more leather than actual silk
12 silk scraps, vs. 20 thick leather sections. It is hardly a “silk patch”, it’s a “Thick Leather Patch” with silk involved.
I don’t see why it matters. If silk were more expensive than thick leather then this thread would not exist. It comes back to cost.
That’s not true and you know it. Its strange that an item with silk in the name needs more leather than silk.
Patches were implemented very poorly into GW2’s crafting system
I don’t particularly mind a single person being able to contest a keep but the change to just having to get a guard in combat was not a good one.
On the topic of tower contesting, I would actually want them to rework the watchtower tactic to only mark enemies after a certain threshold is reached such as more than 5 people around the tower. That one tactic gutted the ability’s of small havok teams more than any other change since HoT
This would be a good change as well
One change I would like to see is to not have WPs be contested until either a wall/gate is down.
Careful for what you wish for. Those swords can mean the difference between defending lords room and getting there JUST as it flips. One gate down and no immediate defenders … Might as well just hand it to them.
Have it affect WPs and attackers might as well not attack. People can insta port in.
I only want to change how the WPs are contested, not how the orange swords spawn. Those should stay the same, but it just doesn’t make sense for one person to knock a WP out of commission by doing almost nothing. And, having the WP still be uncontested until the outer wall is down gives that server more of a chance of getting there to defend. It might be too long, so maybe when walls/gates are at 50% might be better but still.
Also, if at all possible (though I highly doubt it), someone who hits a gate, then runs away mmediately as soon as you come up to fight them, rinse and repeat should never, ever be able to contest anything.
If you read the OP again, you’ll see that the question is whether it’s worth it to get a copper-fed in place of a silver-fed. The cost of that option is 800 gems; the savings per use of that option is 57 copper.
Thus if you already own the Silver-fed and use it for everything, you will save the cost of buying a copper-fed if you use that instead, as long as you salvage often enough.
I was responding to Amaimon and her claim that copper fed is more copper per salvage than salvage kits are, which is only true if you compare it to crude kits.
Just want to chime in again to those combating those who say PI does not do a lot of damage, namely in a reply to this:
- 3 Pi for 12k ? It is 4k PI per proc, it usually hits for 3k on a good day, please post screenshot of that death log.
Just happened to see you say this while skimming over this thread. This was back during season 3. Not saying anything one way or the other, just providing some evidence.
I see mesmer and ele helping him. He probably also runs executioner. I am assuming you had crapload of vulnerability on you and thief had might stacks thank to mes/ele’s overload. PI is OP because ele and mes are helping the thief? Good joke.
According to the wiki PI has an approx coefficient of 3.28. Though it cannot crit its still amongst one of the highest ( around eviserate and killshot rank 3). Because of damage modifiers from thief traits in the meta build it goes to a range of 3.25~4.44 without vulnerability.
With a base of 2225 power, e.g. no might, and no extra toughness from amulets or runes and no protection you are looking at 3753~5127 on a scholar class or 3176~4339 on a solider. These numbers increase with might , vulnerability and if they take executioner over improvisation. They also go down with higher armour and protection but even on a solider class with a 560 toughness amulet, 2727 armour, you are still looking at just over 2.3k with protection to around 3.5k damage without.
Skill has a theoretical max of around 11k but the build for that is yolo and unviable.
So on average it is 3k, not 5k as some claim here. Thanks for proving my point.
I forgot to edit my post as i didnt factor in that runes of the scholar is another 10%. You need to add another 10% to those damage ranges. So its more like 4.1k~5.6k on scholars and 3.5k~4.8k on soliders.
Actually its average is closer to 4k+ which is what people have been saying. Armour wise a scholar class with 560 toughness is very close to a solider class without any at all.
So I have proved their not yours.
Do you know how often thief is above 90% in fights when he comes to the point of using hs lol?
More so, you are implying IP is broken because thief invests into damage instead of picking more survival? Should i remind you on things like DH traps, that deal more than IP damage to EVERYONE, not a single target like IP. Same goes for necro marks etc. Sry but in grand picture 3k single target damage dealt by glass canon is hardly broken.
Oh look, a thief main desperately trying to deflect again. This is a thread about thieves, not about DH and their traps
Yes, the thread is about thieves. But considering you’re arguing thief (or part of it’s kit) is OP, you need to consider and argue the balance across all classes and the skills each have. Or were you saying thief is OP compared to llamas?
Otherwise, what you’re saying is you’re fine being beaten by X class with Y skill, but not by a thief. In which case the argument is over because you have no point.
I want to see every elite spec nerfed. But in a thread about thieves and IP/PI, to continuously bring up other classes with the “argument”
“Oh but its fine because other classes are even more OP”
does nothing more than try to deflect the conversation. Yes, every class has their problems right now. That doesn’t mean that none of them need to be addressed.
One change I would like to see is to not have WPs be contested until either a wall/gate is down.
I 100% disagree. WvW needs more incentives to run in smaller groups, not yet another incentive to zerg up
I see where you’re coming from with this, but I disagree with it. As an MMO this game should encourage teamwork and planning, not lone wolf style game-play. Besides we’re not talking about 10 ppl not being able to contest a keep, it’s really directed more at the Nomad’s Theif who’s only purpose in life is to attack a guard at your keep and run away every 3 min.
Here’s my idea:
- Camps takes 1 Enemy in combat to contest.*1
- Towers takes 3 Enemies in combat to contest. *1 *2
- Keeps takes 5 Enemies in combat to contest. *1 *2
- SMC takes 5 Enemies in combat to contest. *1 *2*1 If a guard or native siege weapon is killed/destroyed the objective become contested regardless of the number of nearby enemies. (Gives intensive as well to avoid T3 patrols)
*2 Or walls are damaged, gates need to take at least 5% of their health in damage before counting as “damaged”.
A 3-4 person group is a far cry from a “lone wolf”. We need more small groups, more solo roamers, and fewer zergs that can roll over anything, including SMC
I 100% disagree. WvW needs more incentives to run in smaller groups, not yet another incentive to zerg up
That means change alot of things in the game…..and that is not what Anet have been done.
Changes that Anet chooses to make actually makes blob even more desirable and easy to carry its players.
I know, which I hate. I hate zergs, hate being in them, hate fighting them, hate seeing them roll over everything hitting 1-1-1-1-1. I wish most groups were less than 10 players, with exceptions for upgraded keeps, SM, or just large scale brawls.
I’m out of words… I’d love to know what was the reason for that particular number of apples, or what purpose it serves.
It was apparently meant to be a joke about a really boring quest in another game. Joke fell flat, people in GW2 went nuts grinding the chieve instead of doing it slowly over time. (I’m not sure why ANet thought we’d react any differently; human beings often exhibit human behaviors.)
I felt that most of the outrage was over the fact that some people were allowed to cheese this achievement through a glitch and then ANet patched that glitch but didn’t take away the achievement from those players. Its meant to be a long and slow achievement, so some players felt cheated that others got to do it for almost no effort/time involved
I 100% disagree. WvW needs more incentives to run in smaller groups, not yet another incentive to zerg up