A few crafting materials such as thick leather section, hardened leather section are very cheap now, i think its nice to see the prices go up from those so that also those drops are worth to get.
You can make a crafting option that change 250 of thick leather section or hardened leather section into one ecto, then this prise will go up, and its also more fun for players that get those items from drops, in the begin it can drop ecto price’s, and after it it will make other prices go up and there will be a balance in the end, and 250 for one ecto will be also expensive when the materials run out. The big difference is that the other cheap materials getting more expensive to buy and you get more for selling it.
I hope all like this and do a +1 for if they also like it.
Please no.
I just say one word… silk
Before that one patch silk was like 1 copper and now its like 2s something so the price rised up 200%
A 200% increase would put it at 3c. Silk went through a 10,000% increase.. roughly.
Well honestly I need to far about 6 – 8 k geodes to buy the recipes to make the 19 insect weapons. I really would love to see currency from different zones of the same area be useful. Since i have thousands of crest and need thousands of geodes… It would make sense to be able to exchange them.
The jab at the wallet, was just a jab and not the intended topic of this thread.
Seconded. An exchange rate, or better yet a unified currency (or maybe multiple, but drop based off activity/enemy rather than zone) would be great. Require a single or small number of an extra trophy if you want something zone-specific, but make it clear on how to get it (kill this boss, for example). In fact, having a handful of HoT currencies that are common to zones would allow flexibility to have special items requiring X of currency A and Y of currency B.
You’d need to get different things, sure, but you wouldn’t have to grind grind grind each zone for each currency. You’d pick them all up naturally as you play around.
Example: Complete events to benefit a hylek tribe for beads (random item) that can be used in exchange with them, and in the process you find yourself defending a group of Pact soldiers and earn some of their tokens. You could use beads or tokens at their respective “faction’s” site, or have them both handy for a special reward only accessible if you have improved your gliding mastery enough (random example that we know of).
Edit: After hitting the post button, I realized this is a separate topic, really and that the OP wanted a solution for the nearer term, not across the expansion…
Of course Asura are mice and Sylvari are talking cabbages. Haven’t you ever idled at the camp in the Silverwastes? :P
I would have to disagree. RNG can make someone get better loot than another but the difference in loot shouldnt be so massive where one person never seen a pre before and another gets one every week from a random mob or a dungeon chest. I really dont understand how people can defend this.
There is nothing to defend when the only thing offered is a handful of anecdotes. Gather actual information, perform statistical analyses, and then you start to have something to talk about.
That’s how random distributions work.
Would you prefer that there be a bar somewhere that fills up a bit every time you do content X at the end of which you get some static reward?
They have already announced some system improvements like that for what some people would consider outrageously random.
- Collections that let you earn a guaranteed precursor, rather than praying to RNGesus or shelling out a load of gold.
- Daily (I believe daily) zone-specific rewards that will give you an amount of certain items. E.g. Doing Mount Maelstrom’s one day may give you some charged lodestones or a particular T6 material with certainty.
Also, bleeding does damage more frequently than burning, I don’t think that is changing.
They both trigger once per second, so what are you talking about?
If you lump bleed numbers together, they show once per second, but otherwise you see a large number of smaller values. Unless those are just cosmetic?
I think Sam is expensive because of how relatively few people do those events (new world boss timer and all).
That said, I agree, and his should really apply to all world bosses. Ever help clear the last camp for Karka Queen only to find it’s dead by the time you can run back to where it spawned?
Burning is practically different though. The videos we have seen indicate a higher base damage than bleeding. Also, burning is generally a lot harder to stack up than bleeding (fewer sources and generally shorter durations). Also, bleeding does damage more frequently than burning, I don’t think that is changing.
I agree, a Transformation tab would be the best solution. Infinite Tonics would act as Outfits, and consumable tonics would act like limited finishers from the Finishers tab. A great idea!
Also, could you list what specific items this tab would have inside of it? What about the riding tools, and other weird bundles players can carry (karma-merchant Med-Kits, etc.)?
The way I see it, is that somewhere there has to be a line drawn. Tonics are obvious, as no one needs more than one of an endless tonic and there are single-use versions (like finishers). Anything else that acts as a transform of sorts could be lumped in, such as instruments (and do things like the magic carpet lock out skills?).
I don’t think bundles make a lot of sense, since those are strictly consumable. Really any item that has to be withdrawn/equipped for use is getting feature-greedy, imo. At that point you’re really just asking for an account-bound anywhere-in-the-work bank. That’s why I excluded fun stuff like the bobblehead lab, despite it also being a toy. You could argue that the same can be said about instruments, but I stand by the ‘transformation’ tab to include them: they are strictly non-combat.
As I type this, I realize that’s actually probably the best criterion. Playful items that lock you out of combat skills.
Personally, I’d be way more inclined to collect/buy these things if I knew it wouldn’t punish my bank space.
Anyone that is going to claim that there is something causing different accounts to be luckier has never written a line of code in their life. No programmer or engineer is going to go over-design something which, by definition, needs to hit a RNG and check its value against a table.
The only reason anything about an account could matter is if it was used as the seed for the RNG, which was stated above. Programmatically, that’s also stupid. Why make a database hit for something that happens thousands of times a minute? If time is used for it, it would be Unix time, which has NOTHING to do with account life.
On the infinitesimal chance that an account attribute is used, then the devs would have to go out of their way to design a hash algorithm that maps old account dates (assuming that’s your theory) to losing values. That makes no sense, as it would be A) a horrible hashing algorithm, as it’s predictable and B) no one writes their own hashing algorith.
Additionally, RNGs are always used with a variable input, so it’s not going to be some static “flag” on your account.
TL;DR: Programmers are naturally lazy, so your theories are dumb. ITT: Clustering illusion, poor understanding of technology and people that have never taken a basic statistics course.
There has been a post from Gaile that stated it is purely random. Like any other loot. Put your foil hats away.
Random events are random and anyone that thinks spending X hours in a zone means they should have the item doesn’t understand statistics. If you go in with the mindset that you’re going to grind for the portal, you are only setting yourself up for disappointment. Go to the zones looking to play the game and enjoy your time.
Besides, it’s just a short-term beta event. You are stressing over not being able to access unpolished, unfinished content. Literally, you are working for free when you beta test. There is no NDA on the events, so you won’t be losing out information either.
I’m not positive, but I think what you described at the start of your post is the Mystic Forge.
False. If you did not unlock the living story chapters when they were free you have to buy them with gems.
True.. if you were not around for that story arc, or didn’t bother logging in to unlock it for free when it was available, you do have to spend gems. Gems that I pointed out can be purchased with in-game currency.
Okay, so not really. But its close. Far closer then the necromancer’s Death shroud. You can use this on low or high health and give yourself a shot to do some damage before dying. The difference between this is if you take lethal while Continuum Split is active you just return back to your original spot while with Death shroud you just die. I find it kinda odd that the mesmer would be given such an extremely powerful offensive and defensive attrition mechanic with all their existing blocks, evasions, stealth and in combat movement yet refuse to do the same for necromancer.
I may be blowing it out of proportion. But it is interesting how much attrition Continuum Split gives to the mesmer.
For referece: http://dulfy.net/2015/05/01/gw2-chronomancer-points-of-interest-livestream-notes/
Some points:
- Looks like the effect for Continuum split is 3 seconds, which is not a lot of time to do things.
- No official source has said that death while split is active will send you back. I’d expect that dead is dead, but who knows. Dies, Dying, Will Die. It’s all a matter of perspective.
- If you split at the wrong time, you’ll go back to low health and/or cooldowns recharging rather than the other way around. You can kill yourself as easily as save yourself.
Noticed on the split/shift tooltip:
The three second duration means it will be a lot harder to make massive multi-use combos off of skills than people may have believed. At the same time, it seems a lot less likely that people will target the rift created, so the counterplay may be less severe. Odd that the effect doesn’t change per illusion shattered.
Also, alacrity seems FAR less impactful than people were thinking/hoping/fearing. It looks like the full effect from the well will only save you a couple of seconds. A helpful mechanic, sure, but definitely not as end-of-the-world-y as folks here would make it sound.
A real beauty
…what is happening there?
I am hoping for exactly this. I think one of the bigger obstacle would be that (unlike finishers) relatively many of the tonics use the same icons (for example all the mystic forge ones). I hope that some of the more obscure consumables that are not strictly considered tonics would be included as well (Hylek potions, growth potion, selfless/thoughtless potion, …).
I guess you COULD group instruments with those, but a separate tab for toys, as the OP suggested, would still be preferable to me and my sense of order.
The only thing I really don’t want to see in a tonics tab at all is townclothes tonics – I’d much rather see them converted into outfits instead.
See.. I’m thinking that “Toys” are just outright exluded. Tonics are transformations, and I think technically things like instruments (anything that changes the skill loadout is, I believe). Hence my thought for a transformation tab. That would mean leaving out things like the Bobblehead Laboratory, sadly, which is my favorite toy item.
Just trying to think of the most probable approach. Don’t get me wrong though, tabs to store ALL playful items would be amazing.
Edit: Yes, down with the townclothes.
They did say that they were toning down IB and LH, but that doesn’t mean uselessness. It does mean that the AoE off IB won’t be so brokenly good, but they may end up overall well-rounded or useful.
Also, they said that they were looking to improve other conjures to be more useful. Maybe earth shield WILL be the new uber conjure
PS: The problem I have with the Tempest (from the info I have now) is that I am not sure it will give me a game mechanic that will awe me. Slow & Quickness seems to be the thing for Chronomancers, Resistance has not yet surfaced anywhere on the Ele’s skills (other core professions gain it) and going into transforms (logical Tempest skills on F5) add more micro managing to the profession on top of existing stuff.
What info do you have? All we have officially is the name, and unofficially that it gets a sword (data miners).
I thought I heard something about a reward track for each profession specialization than unlocked a unique weapon skin and unique head and shoulder skins?
That seems to be a common confusion.
There are “reward tracks” for the elite specializations, but that just means tracks for spending Hero Points in. The rewards from those aren’t tied to PvP.
Generally: It’s reasonable to expect any new dungeons to have a track, though we don’t know of any new dungeons yet.
Endless tonics are gizmos, toys are gizmos, but one-use tonics are neither of the two.
I don’t think it would be too useful to a) split up endless and one-use tonics – they should be available through the same dialogue, as finishers are – or b) wade through 140+ tonics to find a tool that doesn’t fit in with the rest of the list…
This is why a tonic-only (or any transform, like instruments) tab is a great solution. Have some one-off tonics? Treat them like one-off finishers. If I had to guess, I’d say this would be relatively easy, technically speaking. The only issue is that you have to store the extra data for who has unlocked what.
How free is this game…..when you say buy bags, will i be able to use ingame gold and not micro transactions??
There is no content blocked behind a pay wall. Once you have the game, you can do everything in it. Game gold can be used for anything you want. The pay store (buy gems with money, spend gems on items) holds cosmetic and convenience things, but nothing even vaguely pay-to-win.
What’s more: you can buy gems with game gold. They are expensive, yes, but once you’ve been around a while you’ll be able to get things you want that way.
You misspelled “glorious”.
Elite specializations overshadow old ones?
in Guild Wars 2: Heart of Thorns
Posted by: Palindrome.8904
They didn’t said if they disable any weapons, but what they showed and were talking it look that only possible weapon to disable would be GS/focus.
People choosing elite specs don’t lose anything.
Edit: They can only choose two core spec lines, but they don’t lose weapon or utility access.
Chronomancer looks like the highest risk/reward gamble in any class yet. If someone is really good with it, they will be able to do amazing things, but at the same time, there are some huge drawbacks. The fact that you can force a Chronomancer back to their shift point by destroying it is a massive PvP tradeoff. Can you undo all that damage that just happened to you? Maybe. But you could also find yourself melting under an AoE or burst down by someone waiting for you to teleport back.
and yet, some people even get 2 portals which is utterly useless.
why not flag accounts that already have it, redistribute those duplicates to others that have been farming for days without success. (me included)
Almost impossible to answer that point without being privy to the technical implementation details under the game. It may simply be impossible or impractical to include a check against whatever database/table is tracking that information every time a loot event is generated in those zones.
Should sell the specialization set seperately
in Guild Wars 2: Heart of Thorns
Posted by: Palindrome.8904
Also, using your logic, people that only do PvE content should have the option to pay less since they aren’t interested in the new WvW borderlands.
Except the new borderlands (like the new SPvP map) is not a part of HoT, it is coming as a free update for everyone.
I, as a PvE player, completely understand where PvP players are coming from and fully support the idea of a way to only unlock access to the elite specializations (and possibly the revenant), without paying for the rest.
That.. is a completely valid point. My only attempt to salvage my first comment would be if the new WvW map (not the borderlands, the NEW new one) has a restriction on it. If not, then I can only offer the much less satisfying response of “expansions have never been pick-and-choose content, so you’ll have to buy it and then pick what you want to do.”
Sucks, but that’s generally the way it is.
How many people do you suppose they want in a close beta event?
If 10 portals drop an hour (across all people) we get:
10/hour *24 hours in a day *7 days (right?)
That gives us 1680 invites, plus any email invites that are sent. That may be a bit light, let’s suppose 5,000 people.
5000 / 7 / 24 = about 30 / hour over the course of the entire week. They could adjust the rate as needed if the law of large numbers doesn’t converge quickly enough for their target.
Consider how many people are spread across all layers of the Silverwastes map on average. The drop rate on the portal is going to be so incredibly tiny that farming specifically for it is silly. Your best mindset is to just play DT or SW as you normally would, and the portal is just bonus.
Does "difficult PvE" mean open world events?
in Guild Wars 2: Heart of Thorns
Posted by: Palindrome.8904
I believe it was stated a while back that the wyvern fight was an example of open-world content, but that the ‘challenging PvE content’ wasn’t referencing that fight specifically.
Should sell the specialization set seperately
in Guild Wars 2: Heart of Thorns
Posted by: Palindrome.8904
Dear Anet.
All I really plan to play in GW2 for the foreseeable future is PVP.
I just don’t really see eye-to-eye with you on PVE content. You like bad drop rates and chaotic zergs… I’d prefer a more polished experience, WITH a player cap like Fractals and dungeons, and real teamwork.
So that being said why can’t I just buy new classes as a separate package? You can even keep precursor crafting and all that. I don’t care. I just want GAMEPLAY related stuff, and I’d be happy to pay for it… but less happy to pay for a whole bunch of extras that imo go in the wrong direction for my entertainment purposes.
Drytop requires people to spread out for maximum effectively (not a chaotic zerg). Silverwastes requires people to coordinate to maintain forts and then to play smart enough to complete Vinewrath (even less of a chaotic zerg).
It’s been stated that broad organization is going to be even more important in HoT zones, so I have to reject your claim that PvE content is designed for a massive zergfest. Unless you’re only considering old content, like world bosses. In that case then yes, those are all (but two) massive zergs.
As for small-group content, we haven’t heard any information in any way about HoT stuff, so that is a meaningless thing to complain about at this point. We do know that they intend on adding new and challenging PvE content, and that’s about it.
Also, using your logic, people that only do PvE content should have the option to pay less since they aren’t interested in the new WvW borderlands.
[FEEDBACK] Elem attunement should be baseline
in Guild Wars 2: Heart of Thorns
Posted by: Palindrome.8904
Can Ele be viable without Elemental attunement or Evasive arcana?
If so, it doesn’t need to be baseline.
I think most of the argument is that people feel like they can’t be competitive in PvP (and maybe in WvW) without it. That said, since people rarely state the game mode they are operating under for their argument, it’s difficult to say.
Palindrome, the OP is not worried about credit, s/he wants the item itself sitting in inventory as a memento.
I don’t know if Support would provide one, since it has vendor value, but you can ask them and they might be able to check the log to verify the item was not delivered.
My reading comprehension is abysmal today. I second/third the support ticket suggestion, but again, it will depend on when the loot event is logged. Good luck.
After watching the original GW dances… we definitely took a step down from those. Though I do like how Asura (males at least) do ‘The Golem’. And the Norn male Carlton dance is good too.
The Charr male full body dry heave is… uncomfortable.
The Charr dance is a ritualistic dance more commonly known as the Haka – see http://en.wikipedia.org/wiki/Haka
While its not the most visually stunning it thematically is perfect for them as a race.
Fair enough. I will conceded the point in a more verbose way than that, though so as to meet the character requirement for a post.
yeah sure because expanding your bank is free right……
No, but it is an opt-in solution for an opt-in problem.
I also proposed an alternative middle ground tab to the combination of demands in this thread which you could comment on, rather than complain about the (totally reasonable) existing solution in my reply.
While it would be nice to have a toybox (I’d personally think it’s great), the variety of items that people would want stored in here would really just make it a bank tab for account-bound items.
While it’s not going to be a popular fix, the real solution is available, and that’s to expand your bank.
Now, if we exclude things like tools, I think a Transformations tab would be great. That would expand to include tonics, instruments, and anything else that alters your skills, really. I think that would be a good middle ground to what has been mentioned in this thread.
Did you open the letter like the guide box indicates?
After watching the original GW dances… we definitely took a step down from those. Though I do like how Asura (males at least) do ‘The Golem’. And the Norn male Carlton dance is good too.
The Charr male full body dry heave is… uncomfortable.
You may have gotten credit since it would have likely been ‘your item’. It’s a matter of if it registers when the item is generated as loot for you or if it has to enter your inventory bags. Impossible to say without a dev giving the answer though, as it comes to to largely arbitrary implementation details.
Ooh… a wibbly-wobbly, timey-wimey shiny!
My dear teammates and Mesmer friends… Welcome to URF. (Ultra-Rapid Fire)
“This skill essentially gives the chronomancer a reset button and allows for tricks such as casting any skill twice, avoiding a killing blow, or simply tactically repositioning yourself.”
Together with Signets of Illusions and Mirror Images or dodge roll creates clones. It can be used infinitely."
- Dodge Roll (can be replaced with decoy) + Mirror Images > 3 clones
- Signet Of Illusions
- F5 Shatter
- Repeat and put spells in between you want to use infinitely
Well, no. See, you would have to use the Signet after using the shatter, but before it ends and goes on CD. Using the signet while active wouldn’t recharge the shatter because it will still be the secondary skill, and using it afterwards won’t refresh the signet.
You can however triple Moa/time warp/ new elite.
Pretty sure it works out to a double use case.
Split > use skill > shift > signet > split > use skill > shift >signet is on CD and so is split.
Aside:
I don’t use my mesmer often, but wouldn’t this potentially allow you to machine gun off a LOT of mantras with the right GM trait slotted? Assuming this doesn’t rely too heavily on DE.The elite is 3.
Split -> Elite (cd) -> shift (no cd) -> signent -> Split -> elite -> shift (no CD) -> Elite (no backup, takes full CD.
Still 3 uses.
Huh.. doesn’t that apply to every utility then? Except the signet, that is. Further strengthens a mantra machine gun too, assuming the skill goes back to a charged state when shift happens.
Given that Chronomancer is getting a spread of wells as the spec-specific utilities, I’m calling Tempest as the all-shout elite they mentioned.
Why? Because it’s weird and different and ANet claims to like those things.
Rev have a Demon Stance. did any of you notice that yet?
Well, I think everyone noticed it since it’s one of two announced legends that a Revenant can channel. The other one is a dwarven king, but I don’t see anyone using that to suggest that the rev is a playable dwarf class :P
All we know is that the Revenant is a heavy armor class with legends of varying themes. One of them is dark/evil-looking, sure but there could easily be something pink and flowery, assuming there’s an important pink and flowery character of legend in the history of Tyria.
I haven’t seen any talk about the change to confusion that was shown in the AMA last week. It looks like they moved the condition to be a damage-over-time effect with some extra (significantly less than what it is now) damage on skill use. Pretty sure the devs were being cheeky about the numbers seeming to be off. This seems like it will be way more useful in PvE encounters, or at least more reliable.
That said, I’m interested in what people think about it across game modes.
Ooh… a wibbly-wobbly, timey-wimey shiny!
My dear teammates and Mesmer friends… Welcome to URF. (Ultra-Rapid Fire)
“This skill essentially gives the chronomancer a reset button and allows for tricks such as casting any skill twice, avoiding a killing blow, or simply tactically repositioning yourself.”
Together with Signets of Illusions and Mirror Images or dodge roll creates clones. It can be used infinitely."
- Dodge Roll (can be replaced with decoy) + Mirror Images > 3 clones
- Signet Of Illusions
- F5 Shatter
- Repeat and put spells in between you want to use infinitely
Well, no. See, you would have to use the Signet after using the shatter, but before it ends and goes on CD. Using the signet while active wouldn’t recharge the shatter because it will still be the secondary skill, and using it afterwards won’t refresh the signet.
You can however triple Moa/time warp/ new elite.
Pretty sure it works out to a double use case.
Split > use skill > shift > signet > split > use skill > shift >signet is on CD and so is split.
Aside:
I don’t use my mesmer often, but wouldn’t this potentially allow you to machine gun off a LOT of mantras with the right GM trait slotted? Assuming this doesn’t rely too heavily on DE.