sanctuary has a good point, given the way the MMR matches players (i.e. it creates a team that’s likely to win and a team that likely to lose within a range of pips) the high MMR player is always going to be on the team that’s likely to win because his high MMR won’t fit on the losing side in that range of pips.
It would explain the huge win streaks some high MMR players get, the huge lose streaks low MMR players get and also the almost as frustrating win a pip, lose a pip, win a pip, lose a pip, win a pip, lose a pip pattern that average MMR players get. Slowly bobbing your way to Ruby like flotsam bobbing towards the beach.
2 months ago….
ANet mikezadorojny
Ok, so it looks like those weapon skins were originally created to be paired up with some of the armors for skill videos and the Beta experience. Then they apparently got lost in the mists between teams and never got hooked up, or were hooked up incorrectly so players never saw them again… Or at least until my team gets their hands on them!I guess his team hasn’t got their hands on them yet.
I guess their hands are too small or maybe their hands are normal sized and the skins are too big?
There more than likely won’t be all that many balance changes until the PvP season ends in July.
I’d say auto-remove them from LFG when the commander leaves the squad, anyway.
Otherwise i’d be interested to hear how so many have intimate knowledge of Ncsoft’s revenue sources insofar that you could confidently make the claim that cash stores are an absolute crux for the survival of any buy to play game. As far as I know, they don’t release that data. If you want to stand by that claim, i’d really be curious to know how console games were ever successful.
GW2 is an MMO. There’s the hardware costs MMOs require a large number of servers and a lot of network equipment. This hardware has to be upgraded and maintained. Parts occasionally fail and have to be replaced. All costs that must be paid for somehow.
Then there are the continuous costs, server farms like those used by MMOs require a lot of electricity and a decent staff to maintain them. There’s also the network costs. Not cheap. They must also be paid for.
The game development must also be paid for. Programmers, artists, designers and so on aren’t free. Neither is the office space they use.
The box sales will be used to cover the development costs but won’t be enough to keep the servers running without either an in-game store to pay for the servers or a subscription model.
Console games don’t require the large server farms that MMOs do, most online console games work off peer to peer networking so console game makers don’t have the same costs that MMO game makers do.
It is kinda ridiculous but there are people who think everything in this game should cost money for some reason.
No one thinks that everything in the game should cost money. A lot of people accept that a buy-to-play game needs to make money from something besides just box sales.
Poor guy thinks in-game stores are necessary
I’d be interested in hearing your proposal for how ANet could maintain its current income (and therefore level of development) without a cash shop.
Are you aware of the period when MMO’s did not have in game stores? It existed.
Did they have subscriptions, instead?
He will not answer your question because doing so will completely invalidate his point therefore I will; yes they had subscriptions.
A nice but arrogant try. Guild Wars 1 had no cash store for years.
A nice but arrogant try on your part too. It came out a year after launch and Guilds Wars 1 was not even an MMO so it doesn’t have anything like the same server and network maintainance costs that an MMO has.
It is kinda ridiculous but there are people who think everything in this game should cost money for some reason.
No one thinks that everything in the game should cost money. A lot of people accept that a buy-to-play game needs to make money from something besides just box sales.
Poor guy thinks in-game stores are necessary
I’d be interested in hearing your proposal for how ANet could maintain its current income (and therefore level of development) without a cash shop.
Are you aware of the period when MMO’s did not have in game stores? It existed.
Did they have subscriptions, instead?
He will not answer your question because doing so will completely invalidate his point therefore I will; yes they had subscriptions.
i mean pve players who plays fractal can go to pvp and get the pvp wing?why cant we do the same LOL
You can. You can start anytime you want to. The LFG tool will help you find your fractal group
I’m trying to give them a chance to prove that Colin leaving and MO being in charge will change things. I have a lot of doubts, but I’m really, REALLY trying to give him a chance to turn things around.
Yeah, maybe it’s stupid of me. Hardly the first stupid thing I’ve done, though, and I’m sure it won’t be the last.
MO was in charge all along, he was Colin’s boss but he was in charge while Colin was in the company.
The game is giving me keys as I play and that’s using cheats and finishing the game in 10 seconds.
O.o
How did you reach that conclusion?
There’s no logic here, just back away, back away.
I never said I was happy with either the content drought or the suspension of Legendaries….
All I said here was that they have indicated that they had bad planning and content design procedures and had to retrench. Because they retrenched in one area doesn’t mean they should retrench in all as they as a company could reasonably put higher values on areas of the game than you do, or they know that retrenching in the XPac would make that worse. If they slowed the work on the XPac then major content from an expansion would take even longer to get here and lead to its own set of forum complaints and people leaving from lack of substantive content.
You should remember that you can’t have everything. They could pull people from the expansion and then have a new set of problems from people having to wait even more months for that.
Well, there’s been no release date or even any indication of what the next expansion is. I don’t think that many would care if an as yet unannounced expansion is delayed to add content to the game.
As for people leaving because of a lack of substantive content, well, the expansion dropped in October after a ten month drought, was light on content (IMO) and apart from raids (which I personally don’t care about) there’s been no new content worth talking about since. I dare say people are already leaving because of a lack of substantive content.
Ultimately they have problems delivering on content. That much is obvious. You only get so much sympathy and understanding from your players though and they need to start delivering.
Ugh. I really love this game, but seeing that PVE will just be getting four-to-six LS releases in a year isn’t what I was hoping for. I’m excited about the idea of a new fractal map or two, but having non-group PVE stuff is what I personally love the most about GW2. >sigh< I’m trying to stay positive about it, but I’m just disappointed.
It’s what I love most about GW2 too. Only four to six LS releases a year is a massive disappointment especially if they plan on taking another content break before the next expansion.
Lets look at the LS2 schedule, LS2 started after a 3.5 month break after LS1. Chapters 1, 2, 3 and 4 released on a fortnightly schedule. Chapter 4 had a bit of a “cliff-hanger” ending. Then there was a three month break and then chapter 5, 6, and 7 released with no “cliff-hanger” then there was another 2 month break before chapter 8 released.
Personally, after the long break since LS1 I could hardly wait to play through the first 4 chapters, then I was really disappointed with another break again, so disappointed that I stopped playing (only logging in to unlock the chapters as they dropped until chapter 8 released).
I’m curious about what they think will engage the GW2 PvE players during those 2-3 month breaks? I mean the chapters themselves are quite brief, you can play through them in a matter of hours, how do they plan to keep people interested and engaged until the next chapter drops?
Thanks for the translation, Ayrilana!
The Season 3, scheduled for the coming months, probably by the end of the summer, provides a lot of irons in the fire and the introduction of new content both in PvE you in PvP.
As for the upcoming episodes of the main quest, they will not be released together but will be held by one every two or three months, unlike the second season, for several reasons. The first is definitely having listened to feedback from players interested in PvP, giving more balance to the support among the various types of content instead of reserving too much importance to history, which will continue Yes to be expanded but not as fast as before. Release the episodes on a lower, at the same time, will increase the quality and possibly the density of content to satisfy even those who, perhaps, was not pleased by an overly hasty release.
Really? So, in LS2 we had eight chapters which were split into two groups of 4 that released over two months with a 3 month break between the two groups. In LS3 chapters like those will be released once every 2-3 months?
If that’s true then that’s a massive disappointment, ArenaNet.
Even if you buy gems with RL money, you still have to “grind”, ie do some work in RL to earn the RL money.
Whether you are grinding in RL or grinding in the game , what does it matter?
That’s silly. A lot of people have full time jobs that we work at to earn money we use for all sorts of purposes. Some of that money, after expenses, is disposable income.
If I want to buy gems I use that disposable income to do so, I don’t decide to buy gems then go out and work for a bit to get the €10 for those gems.
With elections happening all over the world this year, wouldn’t it be appropriate for Anet to have Ellel Kiel have to run for re-election for her Captain’s Council seat? It would make for a very interesting Living World season to have Kiel battle Gnashblade in a rematch of player voting.
We could have Gem Store tie-in campaigns, themed campaign flag backpieces, and the good ole Gems for Votes option to buy your candidate to victory! It’s a great opportunity to drive microtransaction sales if you could spend real money to decide the fate of a storyline. I’m sure it would be pirate approved.
#TeamGnashblade
#YesWeCan#NoWeShouldn’t
We had an election; Gnashblade lost the seat (and won increased profits). If a new seat opens up, someone else would run for it. Apparently, these are lifetime positions.
Exactly true, Ellen was elected to fill a dead captain’s shoes. And as many have pointed out every year is election year somewhere (ours was last year) the US presidential election is irrelevant to Tyria.
Previously….
Person A has ticket, person A exchanges ticket to sell skin on the market.
Person B has no tickets, person B buys skin from market.
Now….
Person A has ticket, they can not sell this skin. They do not buy it, they still have a ticket.
Person B has no ticket, but wants skin, they must now buy Black Lion Chests.
Are you sure this isn’t a ‘money grab’ Sarah, because if player B wants the skin they now have to buy god knows how many keys to get it, where as they didn’t before.
This person has a very good point, please make sure you take note of it.
Reducing the cost from 4 per cured to 3 per cured will not make it “vendor trash”.
Do you have any proof to back this up?
The relatively stable price over the last 4 months, with changes only coming due to the Spring patch and the forthcoming legendary armor tells me that the supply and demand are currently well balanced, with a similar amount coming in as going out at the current price. Reducing from 4 to 3 leather would increase the incoming supply by 25% while the demand stays the same. Thus leather would pile up and drive the price down and down until it was back at vendor value.
That didn’t happen with softwood logs. They used to take 4 logs per plank, when HoT came out it dropped to 2 logs per plank. As you’d expect the price per plank has halved but the price per log has remained pretty much the same (apart from a brief spike to almost 5s a log).
The price of leather squares will drop to 3/4 of the current price (because you’ll only need 3/4 of the sections as before) but the price of sections will remain much as it is now. The reason the price dropped so low was because there was little or no use for leather before now (unless you were making medium armour). Now it’s required.
They increased demand, that’s fine, however at the same time they decreased supply (by nerfing salvage) and increased the amount required per square so they’ve fiddled with too many of the economic knobs at the same time in my opinion. Increasing demand alone would have been enough (especially if they used a lot of once off guild upgrades to burn through the surplus). They could have cautiously tweaked salvage rates to further adjust it if needed but they’ve gone too far again.
I’ll take C please, “when the human race expires.”
Hardened leather sections/squares are pretty ridiculous on the trading post right now. It doesn’t help that regular means of acquisition (loot drops + salvage) are really bad too.
I understand the concept of supply/demand, but I don’t think a crafting material like that should ever reach such exorbitant prices…
Who decided what’s a reasonable price? We are just used to leather being vendor price or so.
Well, ArenaNet are the ones who increased the demand (they made leather sections required for Insignias and increased the number of sections needed per square) and decreased supply at the same time (with the salvaging changes). They ultimately control all the “knobs” here and know the market and player spending habits better than anyone else so I think it’s fair to say that they “decided” what’s reasonable here.
They certainly decided that the old market price wasn’t reasonable. But I think they changed too much at once. Hardened squares have had a 6000% increase in price since they made these changes and gossamer is still hardly worth anything.
Just increasing the demand would have cleared up the backlog. Changing the number of squares needed as well was a step too far, IMO.
Edit: BTW I’d make sure you have enough gossamer bolts before they release the next expansion, no doubt that’ll be their next target for “adjustment”.
(edited by Pifil.5193)
Honestly, I think the price of gems is way to high, but I understand that’s what ANet wants so you buy gems with RL money.
I would be willing to accept that IF buying gems with RL money was somewhat fair. But come on, look at the prices:
- Bank tab – 7,5€
- Bag slot – 5€
- Shared inventory slot – 8,75€
- Storage expander (+250mats) – 10€
- Home Instance nodes – 10€
- Character slot – 10€
- Endless gathering tools – 12,5€
…Am I the only one who thinks everything in the gem store is way too expensive in RL money? For example, someone who plays the game daily would want 2 character slots (let’s assume he got 2 from HoT +5 from vanilla), 2 bank tabs, 3 bag slots for one of his chars and 1 storage expander. That’s 60€ for some basic account upgrades, not even talking of maxing the whole account or cosmetic stuff.
If you wanted to max your account (3x char slots, 13x bank tabs, 10x shared inventory slots -buying at x5 sale-, 7x storage expanders, 3x bag slot expansions on 9 chars, and I won’t even include the instance nodes and the gathering tools), it would cost you 367,5€. And then add cosmetics, gathering tools…
I’m sure they have their own research on this, but I find hard to believe that they are maxing their Profit using these prices. It’s just not consistent with their target player (casual, comes and goes frequently…). Hardcore players could be willing to play that, since the game represents a huge amount of their play time, but that’s not the majority of GW2 community.
I think that if they lowered these drastically many more people would be buying stuff with RL money, especially with the actual gold-gem exchange rate. Cause let’s face it, gold-gem exchange won’t go down by 50% to previous levels, that’s what ANet wants. But rn I think many people are not buying neither through gold nor through RL money.
I think that studies have shown that casual players are far more likely to pay real money than hardcore players. Cash rich time poor is the phrase that springs to mind.
Anything I buy in the gemstore I buy with real money. I have no pressing need for any more gold at the moment so I have no need to sell gems for gold.
Ok. Here is the problem.
Is a Legendary Weapon/Item, a sign of prestige, or is it a functional advantage?
If it’s a sign of prestige, it does not need any changes, It’s already got a huge larger then life graphic, and feet effects that scream “look at me”
If it’s functional, it needs to be made a heck of a lot less grind, to make it accessible for the population, who will need this stupid item to stay competitive.
Solid points IMO.
If only everything that had any sort of functional advantage was easily accessible to the population. I’m looking at you Permanent Bank Access Contract, Permanent black lion merchant contract, and permanent trading post express contract. However, the above isn’t really my point.
There is no functional advantage to having an instant bank access. You are still as limited as anyone else with what you can put in it, and take from it.
I agree with the OP mainly because there has been so much work put into the game to try to increase build diversity without taking rune/sigil/stat swapping into consideration. They added viper stats, commander stats, changed how conditions work etc. Before it was just berserker. Now for chrono you need some commanders for raids, some assassins for fractals, and a different set for WvW. Thats 3 different sets of ascended armor if you want to be optimal for one class. Then if you want to play ele you have to use scholar runes instead of chrono runes and for Necro you need Viper armor with Thorn runes. Before, it was never like this. Times have changed. If an encounter requires different stats, then people will expect you to have them by switching armor sets. This will happen regardless of weather or not legendary armor or weapons has sigil/rune switching. To me, the ability to swap runes/sigils so I don’t have to carry multiple sets of armor alone would be a nice little perk for spending so much money on skins that are now even starting to look phased out by many of the black lion skins.
Thank you for explaining the Functional Advantage of sigil swapping.
With that put out, Legendary Weapons were never meant to provide a functional advantage, they were meant to be purely for show.
As such, I stand by what I first said:
Either it is a mark of Prestige, in which case it serves it’s purpose just fine as it is. a Lot of work to make, to stop others from doing it, so those with it, can brag they have it.
Or
It Provides a Functional Advantage (or needed Function) and thus should be made reasonably available to the masses.
This.
Especially this when the functional advantage brings with it a huge economic advantage. Otherwise buy some spare sigils and every time you change stats exchange the sigils aswell.
Legendary weapons are ment as prestige only and longterm goals (thus no extra functionallity needed while costing a high price). Stop trying to make them “must-have” or “need to have”.
instead of cluttering up the legendary specific ui piece, how about “separating” sigils from weapons so that you can pick each independently of the other.
then you can make a “legendary sigil” which is extremely expensive and can provide a sink for all the crap sigils but allows switching at will, where normally slotting a nonlegendary sigil could overwrite whats already there.
(make the legendary sigil/rune require a new item crafted from any superior sigils/runes similar to how amalgamated gemstones are crafted from orbs and then used in HoT legendaries)
This is actually a solution which is more in line with benefitting every player instead of the select few. Would need to get counterbalanced economically but at least this way legendarys are not made even more unequal compared to ascended items. Thus not turning legendarys as much into a “need to have” gear tier.
You are wrong. They already offer a significant functional advantage in the form of stat swapping.
And I would bet they regret doing that, I suppose now since they made it so that you can change the stats of Ascended weapons and armor, they really should reset that feature and make it so that they need to be put in the Mystic Forge like all other Ascended Weapons.
It’s the only fair thing to do.
I’m sure they don’t regret it at all. For one thing they’re not Ascended weapons.
In raw gold costs they cost at least 30 times as much as an Ascended weapon (and there are parts that you can’t buy so the effort involved in making a legendary is hardly comparable to the effort in making an Ascended weapon, especially if you build your precursor using the new system).
Put it this way, Zojjas greatsword costs 100g at these moment, that’s the cost of the 100 Icy Runestones that make up just one component of the Legendary greatsword sunrise.
Sigil swapping is such a minor thing when you take into account the huge difference in cost and effort. It’s not like everyone is going to stop making Ascended weapons and equip their characters with full legendaries because of it, that’s just not possible for the vast vast majority of players. The sigil markets won’t crash (I suspect any effect won’t even be noticeable).
I don’t even have a single Legendary yet, slowly working on my first one sigil swapping would be a nice to have feature that i would look forward to but wouldn’t affect my pace at all.
If the design is inherently flawed, nothing you tweak about matchmaking will fix the core problem.
Anet needs to unlink rewards from progression up the ladder, and instead reward players for just participating. That way they can then get rid of the safety barriers so matchmaking can self regulate.
Remove the cross X divisions in season achievements, and change it to more things like “Win X matches on Y map”. Or some other achievement that doesn’t require progression.
Change the way PvP tickets are rewarded so they come from completing achievements or they’re earned by winning each game. So IDK, every 2 games won rewards 1 ticket? Completing the achievement rewards more tickets? Something like that.
Bam. Problem solved. PvErs will still need to play ranked to get the backpiece, but they aren’t forced to progress upwards. They still need to win, but most of the rage from “I’m stick in this division!” should be eliminated because they have no need to move beyond the division they’re supposed to be in.
As long as they win consistently, they will get the rewards.
And then people who actually care about leagues being competitive can still get their badges and titles.
Right now, matchmaking will NEVER be perfect because rewards are locked behind progression. That means every PvE player is out there trying to circumvent matchmaking in order to progress in the leagues. They did this by amber shopping, grinding ridiculous amount of games, anything that lets them move upwards beyond where they’re supposed to be. And safety locks makes it worse so matchmaking can never accurately gauge.
Remove the incentive for them to progress and just simply reward for playing the game /winning. Ideally that means players will settle into one range at a 50/50 win rate and will only move upwards if they improve. And accordingly will drop down if they do poorly.
Sounds like great ideas to me, all divisions will then be win a match get a pip, lose a match lose a pip. Can lose tiers and divisions all the way back to 0 pips in Amber. So many problems solved and no need to reset divisions between leagues anymore (some kind of decay for prolonged inactivity would be a good idea).
Actually, if they do as you propose then there no reason not to separate the division system from the league altogether and make it a permanent feature.
Yeah, I don’t know why these weren’t Account Bound (and Soulbound on Equip where appropriate).
What everyone’s saying is you can enter wvw from any place and when you exit it (by logging out our clicking the exit button) you go right back to that same place. You don’t need to go through the asura gates.
There are a myriad of caves in TD that noone ever has a reason to go to unless you’re doing Map Completion. There’s a whole underwater cave system you never have a reason to go to unless you’re doing world completion. It’s quite sad. There could be side story and lore snippets shoe-horned into these locations to make them feel more worthwhile, but there’s not..
100% agree with this. HoT overall was too narrow focussed and it suffered for it. I’d love to have more side events and TD especially need its the most.
Yeah that’s a good point for the future too (especially future expansions), on busy maps it’s quite possible for various groups to “rush” through the various meta-preparation events in HoT zones and then they have to hang around waiting for the main meta-event to progress.
I think it’d be nice to have more sub-plot events in areas after the meta-preparation events. They added some more events in the April patch but they tend to be basic defend/destroy events some more lore/story based ones would be great (like “Escort Agent Zildi on her tour of the reactivated city” as she gives you a history lecture). Some more lore snippets scattered around would be nice too.
He was referring to lack of visual information about the map population. Not the meta event.
Three people ressed him quickly? Sounds fine to me.
So I….it’s working as intended but the tooltip is just wrong? How the hell is this thing even a GM? At this point it should just be a minor trait at most! Give it a 1 second ICD and it would still be worthless.
I believe the trait functionality changed back when Embrace the Darkness changed. I agree that it’s lackluster – hence why I’m here. There’s a number of decent suggestions in the thread. I’ll bring them to the team and see what we come up with.
Thanks Josh, we do appreciate it!
Guild puzzles are about cooperating. Raids are competitive. Take your fresh lvl 80 toon with your guild to a raid and we’ll see how cooperation will save you. If you want Raids to be cooperative, normalize all the stats inside and the levels, much like in PVP so that everyone has equal grounds (you would have to go further to normalize builds too in order to claim cooperation), then you can say it’s about coperation.
You seem to be confusing “cooperative” with “equal” or “fair”.
Raids are not competitive, stop trying to bend the word to mean what you want it to mean. A fresh 80 can be carried by their group in a raid it happens all the time. Whenever a new player starts raiding and is told how the encounters work and what to do, where to stand what to look out for it happens, their performance doesn’t have to be as good as everyone elses because it’s cooperative.
In a raid you’re competing against the environment not against other players. What is most important is how well you’re cooperating, coordinating and communicating with the other players in your group and how well you can play your role in the group.
You’re not competing with the other people in your group and what other groups are doing has no impact on what you’re doing.
Because, when you don’t get all of the loot, you think you didn’t do something correctly, so you improve. When you get all the loot, you think next time I’ll do at most the same. That’s how regression starts.
Why go so deep? If you go so deep, then just go to pressing buttons, it’s just a game, all we do is press buttons, why even bother, why even live, we all die anyway? Don’t go too deep, it’s not worth.
I really think this needs to be addressed; it leaves Sylvari fans feeling left out of the new group dynamic and seems to marginalize the race that was so core to the story. It also leaves the Sylvari elements of the story feeling left out; just imagine what would have gone on with a Sylvari member during The Call that instead got addressed only from the outside.
Surely Sylvari fans will be the Sylvari in the new group, the PC is the leader of the group, after all? It looks like Canach and Caithe will be leaving for now but just because they are gone for now doesn’t mean they won’t return.
Nope, terrible ideas. “Competitive PvE” where you fight/play against other players is, by definition, PvP. If you want competition then you should play sPvP or WvW. Those and mini-games like Keg Brawl are the competitive modes. PvE is supposed to be co-operative, that’s not a “problem” and thankfully ArenaNet know that.
As for exclusivity, I never understood why some people only seem to value something if it is denied to others.
(edited by Pifil.5193)
The trait is actually working as intended (25% chance to apply torment), but the tooltip is incredibly inaccurate.
That said, I don’t think it’s GM worthy with a 15s ICD. How does 10s sound?
I don’t think that sounds GM worthy at all especially considering that the first Minor trait Rampant Vex gives you a 33% chance of causing a stack of Torment that lasts 4s with each crit without cooldowns.
With that in mind a Grandmaster trait that gives you a 25% chance of causing a single stack of Torment lasting 6s with a 15s (or 10s) cooldown is pretty weak. It would need to be several stacks or apply a different condition IMHO.
I still want ANet to remove breathers as armor and just use them as skins — there’s never been any value to needing a 7th piece of armor and all sorts of downsides.
Yep, sounds like the best option for me too. They’ve always been pointless and poorly supported for no reason (e.g. no crafting recipes for earlier tiers of armour, hardly any drops).
Every legendary costs that kinda gold.
Those seem like good ideas to me Haleydawn, especially removing rewards from the requirement to cross division thresholds.
@Bazooka you have to be a dolyak rank 20 to queue for ranked games which took me about 90 games.
I want my Asuran college logos please on a shirt or mug, or both!
That would make sense and could be fun, the adventure could even transform you into a cat, monkey, spider, ghost or whatever depending on the theme of the JP. Maybe give you a set of skills to deal with mobs on the way.
Or alternately people would buy gold with gems in order to buy that cosmetic item. They’d get a lot of gold for their gems too.
It would know because you’re in an adventure. You have to interact with the starter to begin. It would then teleport you to the exact start point and you’d race to the end.
I thought they originally said they’d be converting the jps to adventures when they first announced them. I might have imagined that.
I was surprised they didn’t just allow us to decorate the existing home instances with the launch of HoT, it’s probably a storage space issue, but I’d love to have decoratable, account-wide home instances. Give people a reason to level scribing. Maybe next expansion.
“Eir’s so brave! I want to be just like her when I grow up.”
-Norn kid…I don’t have heart to tell her the truth.
It’s OK, just tell her it’s guaranteed that she’ll be just like Eir, sooner or later, and it’s the truth… actually you might want to leave the sooner or later bit out.
Quip. Definitely Quip. Or maybe Quip, I’m not sure.
Truly she is a master strategist!
Ok. Here is the problem.
Is a Legendary Weapon/Item, a sign of prestige, or is it a functional advantage?
If it’s a sign of prestige, it does not need any changes, It’s already got a huge larger then life graphic, and feet effects that scream “look at me”
If it’s functional, it needs to be made a heck of a lot less grind, to make it accessible for the population, who will need this stupid item to stay competitive.
It’s both actually, it has been both since they introduced stat swapping. Same stats as Ascended better functionality and cooler skin and effects (although YMMV on the “cooler” bit).
You are wrong. They already offer a significant functional advantage in the form of stat swapping. The sigil update is only logical to happen.
They already offer an insignificant functional advantage in the form of stat swapping. The proposed sigil update would change that to a significant functional advantage.
Neither is insignificant (stat swapping is far from insignificant look at the difference its made to people making Ascended equipment). Sigil swapping would not be overpowered.
and require it.
I use an older Belkin Nostromo N50 which is used on the left hand. It’s a device designed for thumb and button controls. It’s out of production now but the device was re-marketed in a newer more buttons version by Razer as the Tartarus. .
I just looked this up, now this looks like something that might work! But can you program the keys to function with GW2? I have a G710 KB and I couldn’t bind the G keys to any usable functions.
Some of the other problems I have when in combat is window popups. For example, sometimes when I want to turn left, I hit the “d” key, but my left hand can get jerky at times and I hit the “G” and the guild window pops up.
The keys on this look large, which will help to reduce hitting the wrong thing. Ill look into getting one.Thanks
I have a razer orbweaver which is pretty much the same as the nostromo/tartarus and you can completely rebind the keys. For me the best thing about are all the thumb controls (I mapped the F1-F4 keys to the d-pad, for instance) I can definitely recommend it.
I think this kind of thing would be great, is even go so far as to say that it should just be built into the legendary the same way as the stats are without the need to unlock the individual sigils (that would just add an additional data storage “cost” per item).
The cost of buying one of each sigil type is so tiny compared to the cost of creating a legendary that it’s hardly worth considering.
Note: I do not own a legendary myself nor am I likely to any time soon.
Yep it baffles the mind they haven’t figured out OPTIONS are the best course of action every time.
Because sometimes OPTIONS are a viable choice for them to add. Sometimes the code will just not allow it. Sometimes trying to add it could actually break things.
Say they add the ability to hide shared inventory slots, but it breaks the game and actually hides every bag. Would you still want the option?
So it might introduce bugs? That’s a risk yeah, but those kind of obvious bugs would be detected and fixed by any competent engineer before they even committed their code.
These kind of options ain’t rocket science they just weren’t considered or weren’t considered important enough to implement. In general they don’t implement options leading to these kind of threads again and again because one size fits none.