if it’s a group effort, then why are you not okay with sharing damage, vitality, toughness and condition damage?
Or is it just that you want to benefit from magic users without actually getting the gear yourself?But they are sharing their Damage with the rest of the group, they are killing mobs faster. This helps the group.
They are sharing their Condition Duration with the rest of the group, because there conditions are more useful the team enemy move slower, are blinded, do less damage.
They are sharing their Condition Damage with the rest of the group, mobs are dying faster making it easier for the team to get through the dungeon faster.
Their Toughness/Vitality does help the team, they are less likely to go down and need rezing, they are going to need less healing.
Your Magic Find doesn’t help the team, all it does is help you. Any other stat would help the team more (and by more any value is better than 0, which is what your magic find is contributing to the team).they’re killing the mobs faster preventing their teammates from tagging them or getting any loot from them, they use their vitality/ toughness, go down and die while their squishy teammates have to jump around and avoid attacks. If you don’t want to share your stats with others don’t ask others to kitten themselves so you could get free stats.
Bull. See above. Tagging is based on party, not individual. You benefit from your teammates killing stuff faster. You benefit from your teammates having better attrition. Averaging MF to the party would give it the exact same effect. You are wrong. Period.
Yeah, no. Having MF doesn’t help you finish a dungeon run, in fact, the exact opposite. It’s one thing to simply be a bad player, quite another to knowingly kitten yourself for better loot.
Once again, this doesn’t make sense. It’s not unfair for the MF user, because the MF user is benefiting from the superior combat stats of the other party members. The superior combatants are benefiting from the MF character.
By its very definition, dungeoning is a group effort. Not an individual one. You guys are seriously off the mark with this.
if it’s a group effort, then why are you not okay with sharing damage, vitality, toughness and condition damage?
Or is it just that you want to benefit from magic users without actually getting the gear yourself?Seriously, you are thick. YOU ARE SHARING ALL STATS. It’s a team sport. Just because the stats aren’t literally divided doesn’t mean they aren’t functionally. Good players/builds bring the whole team up, bad ones bring the whole team down.
you don’t benefit from someone else having vitality or toughness, the same way that you don’t benefit from someone having mf. It’s a stat that they have. The same way that you don’t benefit from other’s damage if you’re unable to deliver 10% of it to tag a mob before it dies, therefore getting no loot.
Yes you are. the better they can stay alive the better it is for you. The more damage they do, the faster you kill things as a party regardless of your contribution. If you’re in a group you don’t have to tag a mob to get its loot, only your party does. You benefit from it regardless.
…… I don’t know what else to say to you to drive it home.
Except how useful one party members vitality and toughness stats really are is dependent on player skill and their utilisation of the skills they have. Magic find is a completely passive bonus, affecting loot tables and to have it shared between party members completely flies in the face of ANET’s unique loot table philosophy. Never mind the fact that averaging the MF will encourage “100%+ MF to join” groups.
Why should one players magic find which would usually be +25% suddenly be +5% because he plays with a party?
Here is the simple (not necessarily easy to implement) fix for magic find.
1. Add an extra utility slot to all weapons and armours which can optionally be fitted with a magic find infusion.
2. People who want MF will just farm it, add it and be done with it and keep all their other stats. People who don’t get it simply won’t get the bonus.
3. Encourages players to ‘finish’ their sets by getting MF infusions, much like sigils, despite not affecting gameplay.
4. ???
5. Enjoy
While they’re at it, they need to review the drop rates for many items in the game. Having only guaranteed blues for champions is a joke. The vast, vast majority of rares let alone blues are complete trash. About the only problem with changing stuff like this is that people will go farm champions and I say let them. CoF P1 will remain the undisputed king of farming regardless.
you know your suggestion is the only one so far in this thread that makes sense. Also instead of removing the whole mf gear they should replace one stat for people that own it so that those people wouldn’t end up naked.
I still wouldn’t like this.
When I went through the steps to obtain my MF gear, and transmuted some of the MF gear to my liking, it was in order to obtain MF gear, not to have some random set of gear with a random stat sitting in my inventory, only to have to go over an entire new hurdle of things to obtain the magic find I already had.
It would require a LOT of effort on ANET’s part, but there is no reason they couldn’t automatically fill the slot with MF infusion for people who already have MF gear. The stats side of it would become…tricky, but at this point that’ll be a problem no matter what if people want to fix the real problem of MF. I suppose they could allow people to simply choose stats with a dialogue box but that could be messy… and potentially controversial.
Unfortunately, we’re too far in the game now for any solutions that won’t be controversial.
The alternative is to replace all MF stat positions with some defaults (say + vit, toughness or something such) and add the filled infusion slot. Again, controversial and will surely net them a lot of money from the tide of transmutation crystals, which, again, will net harsh criticism from the community.
Granted, I suppose utility infusions would add too much, it could be something similar, but to a more limited extent.
I’ve got no problem with this. Call it whatever you want, add more infusion types if you want, or don’t, I don’t mind, but this is still the best solution that I can see.
Here is the simple (not necessarily easy to implement) fix for magic find.
1. Add an extra utility slot to all weapons and armours which can optionally be fitted with a magic find infusion.
2. People who want MF will just farm it, add it and be done with it and keep all their other stats. People who don’t get it simply won’t get the bonus.
3. Encourages players to ‘finish’ their sets by getting MF infusions, much like sigils, despite not affecting gameplay.
4. ???
5. Enjoy
While they’re at it, they need to review the drop rates for many items in the game. Having only guaranteed blues for champions is a joke. The vast, vast majority of rares let alone blues are complete trash. About the only problem with changing stuff like this is that people will go farm champions and I say let them. CoF P1 will remain the undisputed king of farming regardless.
you know your suggestion is the only one so far in this thread that makes sense. Also instead of removing the whole mf gear they should replace one stat for people that own it so that those people wouldn’t end up naked.
No it isn’t. What’s the point of having a slot that’s only meant for one thing?
MF is fine exactly how it is, with the exception that it’s a detriment to people you’re grouping with. A simple fix of making it automatically average MF for all members in a group is all it needs.
Not only is your idea completely nonsensical, there is no problem with having a utility slot ‘only’ serve one purpose. Your ‘fix’ still ends up with people being unnecessarily weaker than they would otherwise be.
This game simple needs somewhere in the game a “collosseum”, where players can duel in various kinds of matters. (gameplay modes)
I’d place that collosseum for example somewhere into the near of divinities reach, north of it in a new explorable territory.Survival = 1 players vs. monsters until death, so longer you survive, so better the rewards
1vs1 = Duels of even leveled 1 player against 1 player, same goes for 2vs2, 3vs3 and 4vs4
——-
1vs2, 1vs3, 2vs3, 2vs4 ,2vs5
These kinds of modes for duels of higher level players against multiple players with lower levelsTimed
Beating a series of monsters as quick as possible. So faster you are, so better the rewards.Mixed Up > 1vs1 consisting either of monsters or other players randomously.
Daily Tournaments > Fix set up registered players wil fight in mini-tournaments 1vs1.
The one who wins that tournement, gets a bigger reward at the end.People which know the .hack G.U games know surely, how such a kind of feature should work for GW2 about a collosseum.
This kind of collosseum could then be also divided up into 4 difficulties.Bronze = Level 1-20
Silver = Level 21-40
Gold = Level 41-60
Platinum = Level 61-80and could get increased maybe in future to a 5th and 6th difficulty if the level cap should get ever raised
Mithril > 81-90
Orihalcum > 91 to 100
I like the idea of this, but I doubt the devs will ever see this post or if they do, consider it seriously. Even if they did consider it seriously and started work now, we’re looking at end of 2014, minimum.
Depressing really.
Here is the simple (not necessarily easy to implement) fix for magic find.
1. Add an extra utility slot to all weapons and armours which can optionally be fitted with a magic find infusion.
2. People who want MF will just farm it, add it and be done with it and keep all their other stats. People who don’t get it simply won’t get the bonus.
3. Encourages players to ‘finish’ their sets by getting MF infusions, much like sigils, despite not affecting gameplay.
4. ???
5. Enjoy
While they’re at it, they need to review the drop rates for many items in the game. Having only guaranteed blues for champions is a joke. The vast, vast majority of rares let alone blues are complete trash. About the only problem with changing stuff like this is that people will go farm champions and I say let them. CoF P1 will remain the undisputed king of farming regardless.
I would be happy to see ‘clears a condition every 10 seconds’ crap go. Could you make a skill more boring and braindead than this? Entirety of Mesmers excluded.
I don’t even know how they work exactly….
1) Do they trigger every 10 seconds and remove a condition even if there’s no condition on you at all?
2) Do they only trigger when you have a condition on you?
3) When exactly does the trigger “reset”? For example: I’m in the 10-second window (like at second 5) where I haven’t cleaned a condition with the Trait yet and I get one on me and it gets removed, do I have to w8 10 seconds now because the trigger reset, or 5 seconds until the next trigger is ready?This makes quite a huge difference IMHO!
But yeah, passives like that are just so random and require no skill and ANet should move away of them. Simply connecting them to a dodge or a skill etc. just makes it that much less volatile and more skill-dependant.
Not requiring any skill is sort of the direction that arenanet has chosen to take Guild Wars 2. It’s their new theme.
My problem with the system isn’t so much as requiring skill, so much as the lack of activity.
Sure, give a trait that allows you to remove a condition every ten seconds. You know what though? Turn it into a pseudo-virtues (I’m a guardian, sue me) that you have to physically activate. Funnily enough, each class has their own set of ‘extra’ unique skills IIRC, so this wouldn’t be hard to implement, though the UI may need to be adjusted to a certain degree.
More control is better. This solution is so simple that I’d actually be very disappointed If ANET didn’t do something like this. This is what we need really, simple solutions to problems that don’t need to exist. THEN we can worry about making GW2 into an esport.
I’m going to try and address the criticism my original post received.
About bunkers
First of all, I should state that the question I posed was meant to be tongue in cheek.
It is true that a sane team would only take one or two bunkers for playing the majority of the maps. That is still a serious problem in my eyes. You don’t really have a choice about it right now, unless you either want to risk it, or happen to totally out-skill the other team in nearly all aspects. Ideally, teams could be much more creative about team composition than they can be now.
This may be a problem of the conquest game mode we’re playing rather than anything else, but its what we have to deal with right now so that’s why I think its important to discuss this.
It should be known that I don’t run bunker and I do well in the majority of the skirmishes I find myself In, but I recognise that bunkers are encouraged above almost all else (talking from a guardian point of view here).
About skill ceiling
Simply put, I don’t feel like I can physically play much better than I am now, despite the fact that I haven’t been playing PvP for that long. I don’t walk away from fights often thinking jeeze If only I’d done X, Y and then Z, then I would have won that fight. It’s usually a case of one player having the anti-thesis to your build, simple as, and player skill wasn’t enough to even things out.
About AFK players
Needs to be addressed, not really much to say here. In GW1 we had the dishonour system (which was admittedly added much later after launch, though I would hope that such a basic system comes soon) which helped, though obviously did not completely eliminate AFK’s. I noticed a very sharp decrease in leechers when it was implemented though, so even If there are no inventive solutions to be found to the problem (which I’m sure there are), the old system can be used.
I don’t really like the end game. It’s just, gear up and play WvW.
GW2 have good potential to be the number 1 MMORPG because it has awesome combat and great leveling.BUT you really need to do arenas. It would be awesome. 2v2, 3v3 and 5v5 and you have different gear. If you win the arena you should get tokens, like conquest in World of Warcraft.
And with this tokens you can buy pvp gear. This gear could give like “Player resistance” or something special, maybe stun duration reduction.
The great thing about WoW is that it have a really, just amazing, arena.
If you Anet invent something like that, me and many other players would be pleased.Thanks for answering
Player resistance? No thanks.
PvP should be balanced, if you want to out gear people then go to WvW with all ascended trinkets.
PvP gear is already available using glory so I don’t see what your point is there. 2v2, 3v3, 5v5, etc etc are becoming available with the advent of custom arenas.
What point were you trying to make with this thread?
Here’s what needs to be done.
Team Lords
They need to be on more maps, period. There needs to be a way for determined teams to make a comeback with smart play. The current conquest game mode basically says cap two points, hold them and GG.
Much more emphasis on environment
Does anyone remember the guild halls from GW1? Remember the lava you had to walk across, or the water that slowed you down on the desert style map? Implementing things like this will, again, reward smart play.
For instance, get a +33% speed mesmer to portal your entire team back to the enemy Lord. The enemy team now has to traverse the quagmire which has a -20% speed effect, giving you ample time to burst him down.
Three team battles
Throwback to GW1 HoH. King of the hill? Yes please.
Targeted heals
Seriously, why not? Yeah, you don’t want the trinity back, but all you’ve done (ANET) is turn everything into a coincidental spam fest. Oh, I coincidentally made a combo, oh, I happened to get caught in my team members water field. How about you let us actually heal people who need it instead of turning everything into an AOE spam? This is one of the absolute worst offenders for bad gameplay imo. No one is saying that guardians and water eles should be able to turn into psuedo-monks, but really, I think being able to have more control about how you use your skills can only be a good thing.
AOE Spam
Following on from the last point, we need less of this and more targeted skills. There is way too much PBAOE in the game and it turns into a blob fest. Funnily enough, this would help with fixing the graphics clutter present in all battles larger than 2v2 (and arguably even then).
Terrible condition system
Way, WAY too much PASSIVE condition removal. It’s ridiculous. On my guardian, I can remove a condition every 10 seconds at the absolute minimum. I have NO control about when I remove a condition, It may be that poison gets removed instead of immobilize. Generally, conditions should last much longer, to the point where you actually worry about them and can’t just spam shouts and heals to auto-cleanse them without having to consider anything. I’m talking twenty, thirty seconds + here. Of course, we all know ANET will never, ever listen to any advice because they know best after all.
Condition removal should become an active affair, with a return to the GW1 system of having more DEDICATED skills for it. There are only a handful at the moment per class and no one would ever consider using them due to the fact that condition removal is trivial.
No reason not to bunker
Seriously. Why play anything other than bunker at this point?
The goal of all this
The skills ceiling needs to be raised, badly. At the minute, the difference between a bad player and a good one is circumstance, timing your dodges and positioning and watching your cooldowns. There is nothing else to take into account, other than being mindful of what points are captured. In GW1, a decent warrior or monk would put even an average one to absolute shame. I’m not saying we need to copy and paste every mechanic from GW1 but we need the same end result.
Anyone who has read this far may have noticed that I’ve referenced GW1 a lot. There is a reason for that. GW1 PvP got many things right. The PvE left something to be desired but that isn’t my concern here.
Sometimes I don’t even know why I bother. Even if someone sees this, this will get ignored.
Simply, the Dervish of GW1. Scythe-wielding spinning death machine.
This a thousand times. If nothing else I want the scythe, I’d use one on my necro in a heartbeat, even If the skills were UP.
introducing! the new High Definition! 1080P arrowcartage!
Yeah, except all this video showcases is the need for not mindlessly zerging. If they had just pushed for the arrow carts, they could have downed the operators instantly and destroyed them in quick succession. Yeah, standing in mass aoe will get you killed. Boo hoo.
Takes more than two minutes to run to a supply camp and back to some towers/keeps. This will only encourage folks to use supply from a tower or keep that’s upgrading. Not good.
Why do so many people seem to have a problem with reading comprehension? See my post above.
•Siege sites are now destroyed 2 minutes after being placed if they receive no supply.
Really? This makes leaving people behind to siege up towers and keeps almost impossible if they need to run supply from the camps, especially on reset nights when none of the towers or keeps have any supply so ALL must be run from the camps to let the fortifications complete. You’ll almost have to have two people – one sitting at the build site putting 2 supply on at a time while the other runs from the camps in order to keep out of despawn danger. In EB, this may not be a big deal in some areas as camps are close by, but in the BL’s, this is HUGE as there is at least a 2 min. run round-trip to get supply. Why not 5-10 minutes so that players can run supply from the camps instead of risking the bp’s despawning?
Come on Anet, think!!!
If you could into reading comprehension then you’d know that that’s not what It means, at all. It means if you place a siege and don’t even put in ONE measly supply for 2 minutes, it will be removed. In reality, you’d probably put in at least 10.
This will do much to counter the siege spammers who try to sabotage their team.
Sudden idea:
Remove AE limits for melee only.If 15 people are standing in a tight clump, ranged AE can only hit 5 of them, like now, but let melee AE hit all targets with no limits.
That might really revitalize the melee in this game.
1. Form a party of 8 zerker warriors
2. Get a friendly thief to give you stealth
3. Pop endure pain, whirlwind through a 40 man zerg
4. ???
5. GGIsn’t whirlwind an evade? Why would you waste endure pain on that?
Endure pain lasts 4 seconds. Whirlwind IIRC (I basically never play warrior, though I do have an 80) will last a couple seconds max. A 40 man zerg can do an awful lot of dps and It’s in your interest to maximise your survivability especially given you have zerker gear. If we want to be pedantic then yes, pop endure pain after whirlwind then 100B or spam 1, but It was an example, come on.
Sudden idea:
Remove AE limits for melee only.If 15 people are standing in a tight clump, ranged AE can only hit 5 of them, like now, but let melee AE hit all targets with no limits.
That might really revitalize the melee in this game.
1. Form a party of 8 zerker warriors
2. Get a friendly thief to give you stealth
3. Pop endure pain, whirlwind through a 40 man zerg
4. ???
5. GG
We are not going to remove the score. What we are going to try and do is find a way to make the score relevant throughout a match, but it is not an easy solution.
I have something you should seriously consider Devon:
Bring back the orbs of power.
Here’s the difference though: while the orb of power is
held, points are granted to the owning server proportional to how well it is doing against the other two servers. Obviously it’d be balanced so that you gain less points (down to a minimum) if you’re already stomping the opposition, but being able to at least keep and hold the orb would make it possible for even the most downtrodden server to make a come back, at least, that’s how I envision it.
Effort required to implement: Low, probably. Most of the time would just be balancing how many points are given per tick.
Problems: If it’s the case that server A has no towers, no camps, nothing, servers B and C can simply zerg into the altar of power in order to block the capture.
Solutions: Remove the feature wherein the orb of power makes the carrier visible to everyone on the map. Instead, have a large, very flashy beam of light or something such to indicate the presence of the orb when it is not being held. This way when it is taken, anyone paying attention will realise, however they won’t know exactly where it is.
This does a few things: Makes scouts and defenders more important and also makes it possible for a determined group of players to win against simple zerging.
Lastly, I’d recommend adding swiftness as an orb effect (that refreshes constantly), making the wielder immune to immobilize (not cripple) and massively increasing the toughness (not health) of the wielder. The degen from holding the orb can be kept.
Solo burst players will already be enough of a problem without having to worry about getting perma-immobilize, etc.
Feasible? Thoughts?
I think I know what you’re getting at.
For people who played GW1, remember the shiverpeaks. The old shiverpeaks, you know, that one where you had to get speedruns to good ol’ … wait.. what was it called again? Anyway, you know the place.
To be honest, I felt ‘solitude’ less so in the crystal desert, I mean, sure, I was alone but I think the shiverpeaks with its forests just captured something that the crystal desert didn’t. Same thing with the ring of fire imo. I’d love it if ANET added a DENSE forest that goes on for at least 5 minutes in any direction (non-speed buffed).
I don’t think the drop rate of these lodestones is too low.
You can “easily” farm them in cursed shore, by killing sparks.I have most of the time 2-4 lodestones an hour, and that’s pretty nice.
Yea I’m calling bullkitten on this one. I’ve farmed cursed shore for about 10 hours in total. Do you know how many lodestones I got in that time? Do you know how soul-crushingly boring it was?
On average, a SOLID hour of farming cursed shore (when it’s available) nets you just UNDER one charged lodestone. If I had to guess, I’d say maybe 0.8 – 0.9 lodestones / hr.
I wouldn’t even mind if it was like 50 required, but 250 is just silly at the current drop rate.
Charged lodestones are broken.
This has to be a troll post surely.
We HAVE to group up now? We can’t ‘play it our way’? This is the kind of thinking that ruins this game. If ANET intended to gate it to grouped content then it would be a dungeon reward. The fact that they didn’t indicates that they do not want to discourage solo players from obtaining the weapon for themselves.
“They have dropped almost 50% in price over the last month and aren’t that outrageous.”
This is what gets me the most. If every ecto cost 10g on the trading post and I increased drop rates so that they ‘only’ cost 6g ea then I could still say “they have dropped almost 50% in price…”. This is just nonsense and frankly the fact that you think such a fact is relevant is pretty telling. The fact is they’re stagnant now and show no signs whatsoever of decreasing at this point.
Explain to me how almost 1,000g, almost 2x the price of a legendary precusor is acceptable and ‘not that outrageous’. Go on.
People really love to abuse that statement. “Play your way” never has, and never will mean you get to have everything in the game by ignoring everyone else and having it handed to you. Legendaries are in fact partly a dungeon reward, as are many other unique skins. Every legendary requires 500 dungeon tokens. Tokens that can only be gotten in a group. Fractal weapons, again a unique skin can only be gotten from very high level group play that almost no one can complete except the very skilled.
If every ecto cost 10g that would be because of inflation, supply, and demand. The same forces that determine the price of every item in the game. If the price drops by 50% that means either demand is way down or supply is way up. Inflation is more of a steady upward trend so it in a non factor in large price swings. This is true of all items. Since the demand of Charged lodestones has been relatively constant and inflation increases the prices slowly then we can conclude that supply has in fact significantly increased due to efforts by the devs.
I have no idea where you got the 1000g thing. Right now you can forge charged lodestones using cores for 2.5g per lodestone. I don’t know of any recipe that requires 400 lodestones. Legendaries cost 100 lodestones or about 250g and the precursors for those legendaries are 300g and 500g, which is half the price of the precursor not double.
I wasn’t saying that you should be able to never play and still easily get the weapon. I’m saying that you shouldn’t be forced to group up and farm a broken dungeon to have any chance of ever getting it when they don’t require tokens or something such. This is honestly drifting the discussion too much though, it was more of a rebuke of the person I was replying too rather than a particular statement on the issue at hand.
Anyway, It should be feasible to get through normal play (which isn’t necessarily completely solo, I should have clarified). Personally I find that I have ‘unofficial’ groups with other players who I run into quite often, so It would be wrong to say I play ‘solo’. This is an MMORPG after all.
Also, we’re not talking about legendaries, apart from to compare prices. ANET wanted to gate them to group play, so they did. I fail to see your point? I never suggested that legendaries did not require group play. The fact that other unique weapons are gated bears no importance on other unique weapons that as far as can be told, were intended to be non-gated.
I’m also not sure what you’re trying to say by discussing supply and demand. Let’s say that ANET have been increasing the drop rate of the charged lodestones. If the net result is that the price merely stays at the level it is at the moment, then is there not still a problem? It’s not like their hands are tied and they can only tinker slightly with the drop rates, they can do whatever they want and like you said, supply and demand will simply change to compensate. If you think the pricing is fine then that’s a different point that you need to state clearly.
The 1000g figure was rounded (maybe generously) but the calculations were in an earlier post. They also assumed that you bought them straight off the TP, so, yes, granted, you can decrease costs that way. If we use your figure of 2.5g ea, then we still get:
2.5 * 250 = 625g
My point was, for most players (I think I can say this with some confidence), 750g might as well be 1000g.
Finally, there is, as I’m sure you know, a weapon that indeed costs 350 charged lodestones to craft (non legendary).
From TP: 350 * 3 = 1050g <- Do we have a winner?
Crafted: 350 * 2.5 = 875g <- Falls under the point mentioned above
You could argue that the above weapon is ‘group-gated’, but really, 500 ascalonian tears is pretty easy, in fact, almost incomparable to earning 850g++.
Can we get an ANET reply here or what? I’m not asking for massive gameplay changes or a revolution of dungeon gameplay or a complete overhaul of the laurel system here. Those are separate issues. Surely, we can at least get small issues like this addressed within a one month time-frame?
At the very least I think some acknowledgement of the problem would be appreciated. If you’re around Martin then I’m looking at you here. Do you think it is fair for a player to spend 350+ hours trying to get a non-legendary item? Is this as intended? If nothing else then just confirm that spending 14+ days (no sleep, no bio-break, no afk) solid farming is what you wanted.
Just farming COF path 1 and /thread isn’t a solution because most likely it’s going to get nerfed into oblivion and besides, what about the players who come after the nerf? Never-mind the fact that I shouldn’t be forced to group up in order to buy unique weapons in a reasonable period of time.
This is no longer a case of the game being out for two weeks where we can just overlook everything.
I’m sorry, but why exactly don’t you think that you shouldn’t be forced to group up to get unique weapons? You certainly should need to.
Also there isn’t a problem so there is nothing to acknowledge. They have dropped almost 50% in price over the last month and aren’t that outrageous. I just finished my Bolt today, took me 3 weeks to get enough gold/cores to finish. They are in no way a problem anymore, Anet fixed them by increasing chest drops, adding in jewelery boxes and having them drop from fractals. There is really nothing left to complain about.
This has to be a troll post surely.
We HAVE to group up now? We can’t ‘play it our way’? This is the kind of thinking that ruins this game. If ANET intended to gate it to grouped content then it would be a dungeon reward. The fact that they didn’t indicates that they do not want to discourage solo players from obtaining the weapon for themselves.
“They have dropped almost 50% in price over the last month and aren’t that outrageous.”
This is what gets me the most. If every ecto cost 10g on the trading post and I increased drop rates so that they ‘only’ cost 6g ea then I could still say “they have dropped almost 50% in price…”. This is just nonsense and frankly the fact that you think such a fact is relevant is pretty telling. The fact is they’re stagnant now and show no signs whatsoever of decreasing at this point.
Explain to me how almost 1,000g, almost 2x the price of a legendary precusor is acceptable and ‘not that outrageous’. Go on.
Has anyone tried to farm a chaos axe?
Rare things are rare.
Yeah like ectos amirite guiz? If that’s your line of argument then we still need changes as ANET needs some consistency.
Can we get an ANET reply here or what? I’m not asking for massive gameplay changes or a revolution of dungeon gameplay or a complete overhaul of the laurel system here. Those are separate issues. Surely, we can at least get small issues like this addressed within a one month time-frame?
At the very least I think some acknowledgement of the problem would be appreciated. If you’re around Martin then I’m looking at you here. Do you think it is fair for a player to spend 350+ hours trying to get a non-legendary item? Is this as intended? If nothing else then just confirm that spending 14+ days (no sleep, no bio-break, no afk) solid farming is what you wanted.
Just farming COF path 1 and /thread isn’t a solution because most likely it’s going to get nerfed into oblivion and besides, what about the players who come after the nerf? Never-mind the fact that I shouldn’t be forced to group up in order to buy unique weapons in a reasonable period of time.
This is no longer a case of the game being out for two weeks where we can just overlook everything.
But… But that’s our Swedish guilds WvW colors
A darker blue would look much better imo.
It’s actually shocking that these lodestones are still 3g ea. Just take a look at the molten lodestones going for a far more reasonable 60s each.
250 Charged lodestones: 3 * 250 = 750g – About 1.5x cost of legendary precursor
250 Molten lodestones: 0.6 * 250 = 150g.One is feasible for a determined but non-hardcore player and one isn’t.
Let’s take a hypothetical solo farming spot where a casual with decent traits / build / etc can earn a modest 2g / hr (I mean a SOLID hour of farming here, we are discounting more profitable locations and dungeon paths cough COF cough).
Time to craft infinite light(approx): 750 / 2 = 375 hours.
Is this acceptable?
I’m not asking ANET to hand out unique weapons, but for casuals who have a long term goal of getting non-legendary weapons like these, 100 hours should be the absolute maximum amount of time required.
ANET need to at least acknowledge there is a problem here. It’s a trivial problem to fix, all they have to do it go to their loot tables and change some numbers, so there is no excuse really.
Well, molten lodestones are alot cheaper cause everyone and their mother does COF and it’s stupidly easy. Charged lodestones, COE is not a farmed dungeon like COF so you will see less. Plus alot more stuff uses charged lodestones over molten lodestones. Altho i do wish they would drop since i need 80 more to finish my Sunrise :P
You’re right, of course, but my issue is not the ‘how’ or ‘why’ but actually the solution. Whether ANET add sparks in many other areas or whether they increase drop rates or whether they make COE much more profitable, I want a solution (which I don’t think is unreasonable or too time consuming to implement).
its allright, this is for skin grind, so its good.
stat grind should go out. thats all
This is a joke, isn’t it? 300++ hours for a non-legendary skin is insane.
It’s actually shocking that these lodestones are still 3g ea. Just take a look at the molten lodestones going for a far more reasonable 60s each.
250 Charged lodestones: 3 * 250 = 750g – About 1.5x cost of legendary precursor
250 Molten lodestones: 0.6 * 250 = 150g.
One is feasible for a determined but non-hardcore player and one isn’t.
Let’s take a hypothetical solo farming spot where a casual with decent traits / build / etc can earn a modest 2g / hr (I mean a SOLID hour of farming here, we are discounting more profitable locations and dungeon paths cough COF cough).
Time to craft infinite light(approx): 750 / 2 = 375 hours.
Is this acceptable?
I’m not asking ANET to hand out unique weapons, but for casuals who have a long term goal of getting non-legendary weapons like these, 100 hours should be the absolute maximum amount of time required.
ANET need to at least acknowledge there is a problem here. It’s a trivial problem to fix, all they have to do it go to their loot tables and change some numbers, so there is no excuse really.
Engineer. That one is actually useful.
Mage classes in a world without magic aren’t. Of the rest… thieves are not exactly condoned by society (even if they can be profitable in the short term). Warriors (and magicless Guardians), as any profession centered around violence, aren’t safe.
That leaves a ranger, but i like cities, and i am not going to keep a grizzly bear in my apartment and a shark in my bathtub.
Sorry, what? How exactly would being a Mage be useless? Merely proving the existence of magic in the correct manner would make you famous and riches could be obtained in quick succession in a billion different ways. Think of the advances to science that could be made. Choosing a non magic class in a demonstratably non-magical world is silly.
This thread is full of win.
Anyway, I’d be an elementalist. If we allow people to reach Demi-god tier in their chosen profession then the possibilities are endless.
Elementalists – Forget fire, manipulate the air into plasma that can be used to cut through just about anything, control the weather on a global scale, terraform planets etc.
Mesmer – Mind control on a city wide scale, make complex illusions such as causing the disappearance of entire countries etc
Necromancer – Self explanatory but essentially involves controlling hundreds of thousands of minions in order to incite mass panic, new world order, etc.
This is only Demi-god tier mastery of each profession. At god tier essentially you become Grenth, Lyssa, etc.