Being a level (like 120 by now) ele, and doing nearly all the dungeons, I can attest that if you are rolling staff, you don’t apply a lot of conditions typically, and Power/Precision is the route to go. BUT and I stress BUT…being able to get crazy #s with those critical hits is useless, if you are dead. For every second your dead thats another 1000-1500 damage per second your NOT doing….so at least in your gear, you can go with power/precision/crit
and for your jewlery, go with Berel Jewels, which are Power/Vitality/Crit Damage.
I would only suggest rolling condition damage gear, if you are going scepter/dagger or dagger/dagger as that setup rolls quite a bit more conditions.
At max precision, with the precision signet, and 3 jewelry pieces and 2 armor pieces that provide extra precision, I’m at 47%. I would bet, that if you went all precision, it would be closer to 100. (Ruby Gems in all gear gives power/precision/crit damage).
You can also get armor, and runes/insignias that provide precision as the main trait as well. That’s how you increase it.
It’s a known issue, and there are numerous threads. I would as requested by the devs, post your dungeon path and completion times there.
In that case, I would re-submit this in the bugs section.
Check your bank?
Inci didn’t say the current reward was a problem. The OP did?
I don’t notice with my ranger, but I do experience this with the Fire Elemental.
I recently gave the materials to a guildmate, and had an exotic staff crafted.
I really did not care for the shell look, so I applied the generic GW1 HoM transmutation to it, figuring, later I would grab one of my skins I found off drops to apply.
A few days later I found one I really liked, and then grabbed some Fine Transmutations.
However, it won’t let me transmute it. One is a lvl 76 blue, the other a level 80 exotic but both are staffs. I add both to the window, but can’t click the button.
Is it because it’s been transmuted once? If so, can this be changed? I may have a favorite exotic piece stat wise, and want to change the look 10 times. And thus purchase more transmutations from the gem store. I would think you would WANT us to be able to transmute an item 100 times, since it’s a form of income for Anet, thus I’m assuming this is a bug?
tldr: I couldn’t transmute (using a fine transmutation stone) a staff that had already been transmuted once.
True. Even if it was white, people would go for it, as they aren’t going to get it for the stats.
I don’t know of many people that can only spend 30 minutes a day to begin with, and I am positive that it’s not 80% of the player base. Guess what, Legendary skins are actually able to be purchased off the TC so even a person that can only spend 30 minutes a day can have the opportunity to purchase the weapon after enough time has gone by, even playing 30 minutes a day. Will they be expensive? You betcha. Can someone that has next to no time still acquire them over time? You betcha again.
Actually you cant purchase legendary skins off the auction house. You can purchase one single piece, the exotic placeholder weapon. You can’t purchase the gifts, you can’t purchase the clovers, and you can’t purchase the skill points or karma.
Even if you had an endless flow of in game currency, you still cannot ‘buy’ your legendary without a massive time investment still. As it should be. If dungeons are easy, and legendaries are just a “throw $50 in gems at the trading post and buy your legendary setup”, then it just nullifies the greatness and prestige of them. They become worthless and no one cares. Kind of a bummer if you ask me.
Personally, Having ran specced out for dmg/crit vs dmg/vitality. It makes an insane amount of difference. Being alive to get the extra hits in, more then made up for the high crit #s, which is why I’m now swapping to Beral vs Ruby for the vit. It doesnt due you any good to have the highest crits in the world, if your not alive, or can’t hit him because your dodging the entire time. I know it sucks now, that you only get rewarded for finishing…but again, your lucky theres a gauranteed reward at the end at all. How many games out there, you get NOTHING until the END END END boss, and even then he may not drop anything at all and it may only drop for one guy.
You are LUCKY we have a guaranteed token system in the first place.
I personally short of the few that ran this for their gear already from shard runs, look forward to this being elite armour. And all the dungeons for that matter. Vs it simply being a time sink.
Just my 2 ยข
Its a reported bug and all over the forums. People are logging on, having not played in several days with their character, and only diminishing returns on their first run.
What they ask is the dungeon, the option selected, and the time it took through each one. The thing that they aren’t getting though, is they keep bringing up “This is as designed” yet it makes zero sense that the same party members would get alternating rewards. That doesn’t add up from a “you went to fast” scenario.
One thing that could have worked as well, instead of waiting till someone was dead, they could have ran out at 25% health, and we could have sent someone else in. The issue was almost always, that there was that ONE baddy, that would hold aggro. Had the fill in attacked that person to draw aggro, and then began to make his kiting loop, we might have been able to do it without alll the deaths. (Again, only probably 2 a person). But, with a bit more practice, I think it could be done without the deaths and well timed drawing of aggro, and character swaps.
I personally ran it with randoms yesterday.
We had:
Thief/Warrior/Elementalist/Elementalist/Engineer.
We spent probably a good 30 minutes on this spot. Was it insane? Yes. Did it seem stupid hard? Yes. Was it fun? Not at first, but yeah, it was.
My best way to describe it, would be a bunch of 100 lb. 13 year olds trying to wrestle WWF champions in the ring.
Our tactic:
Our tactics did not work (at least the first 5 attempts, due to our tankiest character not getting the basic idea), but we kept tweaking them, changing what order class types went in. (Squishies first, while there are fewer mobs, then the medium armor folks, then the heavy) Albeit we died, a lot, and we spent a decent bit in repairs…but really, as frustrating as it was, it was a blast. We failed at 15%, 45% (like 3 times), and 95% twice. And then finallllly we got it. We also changed our skill bars to reflect survivability. As an elementalist, I was able to run around like a chicken with my head lobbed, for a good 30 seconds, doing slows, damage reduction, shields, etc.
We would go in with two, and once one man truly truly died (still holds aggro till hes dead dead.) then we would send one more in. We always kept 2 guys in the ‘ring’.
Short of the first 5 attempts where the one warrior didn’t get what we were doing, and kept bringing the mobs to the 3 ppl waiting to be fillins the minute he was at 25% health…(sigh) once he got it, we beat it the very next try. Yeah, we all had to die, probably twice. And i’m sure there are better strategies. This was ours, and it worked. And again we werent some ‘elite’ guild, and short of my other elementalist squish friend, none of us had met before this, nor were on headsets, or any other sort of typical advantage a group might have.
It’s doable, its tough, its crazy hard, its expensive, but its doable.
(edited by Prophet.6954)
!@ Echo
On the tokens not stacking, it’s been reported in several other threads and a bug fix will be applied within a week. On the downside, this will make character’s armour obtained from tokens be destroyed with no way to confirm who had, or didn’t have armor. But at least dungeons will be fixed so you can earn it all back again quite easily. Progress is progress right?!
(I kid I kid…but for real it was posted, and a developer confirmed it’s in the queue to patch. )
Do something against people who were able to do monthly achievements 2 or 3 times
Posted by: Prophet.6954
Well I care. I salvaged literally every white and half my blues (rarely broke even on mats vs selling to vendor) thinking it would be a big deal due to the enormous requirements. I even went so far as to purchase a ton of salvegable items, losing money. Thinking “Hey, it has to be a nice payout”, so to me, getting the equivalent of one white item was a massive letdown.
I would hope it is trivial to determine who has ‘more’ then two rewards thus far for monthly achievements and take those points away…not sure.
Hah, that’s a great analogy. I was going to say (not in value, but morale) it’s like opening a present, that say, is an xbox 360 box, and you open the xbox 360 box, and it’s a few flannel shirts. But HEY you can sell them on craigslist.
I as well get a lot from cursed shore mobs and the dungeon. About the only “gold” item I do get unfortunately, but alas now you know. They drop several ‘essences’.
Per their notes, correct.
At 30 gold a piece x 6, I would hope it’s as legendary as legendary items.
While I wholeheartedly have taken advantage of this, and that’s what the wonderful trading post provides us, it doesn’t change that my lvl 76 bow, is not nearly worth as much as the level 80 staff I now need to buy. Trading level 80 exotics is one thing, but not many people want to fork over large sums, for non max stat exotics, when they are 2-3 levels from being able to use level 80 gear. And lvl 76-78 weapons in general, don’t make sense as rewards for a strictly lvl 80 zone.
Programming can be the most rewarding and frustrating experience all at the same time. And I firsthand know that you can test something a thousand ways sideways, and still get unexpected results. That doesn’t even factor in programming for every possible scenario, and then having the massive # find a hundred new scenarios you never had imagined. From a player’s persepective, it’s frustrating.
I am glad to see the continued effort by the developers to provide balance and fairness, and sometimes they are too lax, other times too harsh, but that’s what balancing is. I have played other games where there was no fixes/enhancements/etc and the game became absolutely no pleasure. over time due to lag/bugs/etc. I know many of the game designers mentioned they are active players as well, so I know they for sure don’t like finishing a 2 hour dungeon and not getting tokens, or getting dropped from a party, or getting 30 sticks of butter off an event. So its encouraging to know they want it to be a better gaming experience as well.
Ok first, I’m thankful there are rewards. Now, second, it is a bummer alone, that 75% of the rewards have not been for my class. It’s another bummer that you can tell the mobs/quests/events were designed so that a 45-55 zone, if you play EVERYTHING, you’ll leave being level 55 about. So it would make sense, to make the gear, 55.
I was very excited thus after hitting 80, to try the ‘hard’ zone, and get 100% completion on cursed shore. It’s VERY challenging, to even mine ore, or chop down a tree due to the flooding camaraderie of the undead. And due to a bugged skill challenge stopping me at 98% completion I had to wait a week for that to be fixed.
tldr: After waiting a week due to a bugged skillpoint, for beating a level 80 only zone, I got two exotics (thank you!) that I immediately auctioned, because they were not for my class, and were lvl 76 and 78. (awww* SERIOUSLY?* man…..) I would have LOVED some exotic armour, or weapons that were level 80, and especially ones that I could actually use. It was a huge dissapointment. being lvl 76 or 78 vs 80 for an exotic, is like a gold to a blue.
On a side note, I know the “timer” is off for this game. My daily resets not at midnight, but sometime around 4 in the afternoon. That could be maybe the issue?
Hah. I am actually excited for the dungeons to be something besides a shard grind.
I am a little bummed that the shard’s provided are completely bugged still with half the party getting diminishing returns on their first run, but being a fellow programmer, it is JUST LIFE that you fix one bug, and cause two more, fix those two, and cause another. It just happens. It’s tough to be held to the limelight of games that have been out (even their own) for 5-7 years, so people expect perfection. It just DOESNT work that way…as much as the programmers, and us as players want it to be.
But again on topic, yes I’m looking forward to a dungeon explorer run, being a full run, and fun as well.
Once multi-factor authentication is working, it will diminish probably 90% of new hacked accounts. And hacked accounts will be an issue indefinitely. It’s not even an issue anymore of going to ‘adult/pirated software sites’.
Rather, (coming from someone who’s spent years in IT,) I see people get drive by key loggers and viruses, from looking up pictures of Salamanders on Google Images and clicking on one of the pictures, and before you know it, our virus alert pops up that they have a trojan. Then it pops up and says the have a keylogger. Then it immediately pops up and reports 5 trojans, spyware, and malware, all within seconds. Many users don’t even know they are infected.
Every day I read of a new exploit being found in a browser, so hacked accounts, just as stolen passwords and credit card information will be an issue for as long as humans exist.
I agree that ‘captcha’ can be difficult to read, but there are alternatives. As to someone saying it can be abused, I wholeheartedly disagree. If you are in a dungeon, they can kick you if they really wanted to…so no point there. If your doing an event, and people did it maliciously, it’s only going to trigger once, and if you make the timer long enough, most events could be wrapped up in time for you to legitimately finish and resolve the validation.
As to your other concerns, You wouldn’t have 15 confirmation screens to validate as it would only pop once at a time, and only each time the report threshold is triggered.
It isn’t hard to program in an image vs text, so that the text cant be used for “OCR” or optical character recognition, thus, eliminating concerns of ‘memorization’.
Do something against people who were able to do monthly achievements 2 or 3 times
Posted by: Prophet.6954
Oh, and salvaging more won’t ‘make up’ for any achievement points you were hoping to get, as once you hit the monthly, it won’t reset until Oct, 1st.
- Devs ****
What I am seeing from my guildmates and others is that instead of the code impacting the actual person, it appears to be applying diminishing returns based off the party leader.
So: Party Leader gets 60, 2nd person in party gets 45, 3rd person gets 30, 4th gets 20, and 5th person gets 5. It should be 60 across the board, and the code seems to be diminishing the party instead.
Several were faceroll easy post patch, and at the beginning…
It’s that tough balance of getting the right difficulty, length, challenge, etc. And it will take time.
Do something against people who were able to do monthly achievements 2 or 3 times
Posted by: Prophet.6954
You do know, that the ‘massive profit’ I got from completing it a single time, was a whopping 82 copper right?
So, I still had a tremendous amount of things to salvage, and had already resorted to not only salvaging whites, but also blues…and finally to the trading post to buy salvagable cloth. I finally hit the achievement, spending much time I definitely don’t prefer, doing world vs world, buying things to salvage, and running events in hopes of vast treasure, only to get 59 copper. As a level 80, that’s what most whites are worth, and I bought almost 100 to help me finish the salvage requirements..
Is this right? A lvl 80 getting 59 copper and a few thousand xp for a monthly achievement? This one was massively time consuming, and the reward seemed paltry.
Just curious if this is bugged or?
Having created quite a few characters so far, as far as I can tell it changes what free armor you start with lol. I recreated a character several times as I just could NOT create him the way I wanted, and the way he looked during character creation didn’t seem to be the way he actually came ‘out’. The story options didn’t appear to change in any way.
Another option would be rework of the current camera angles when near walls, edges, low ceilings etc., but I imagine even that would be a significant overhaul.
Being undecided on this one, I’d like to point out, this would make beneficial sense from say, a standpoint of buying recipes for your secondary crafting character.
And I agree transferring tokens or karma isn’t unfair in the slightest, as your lvl 10 character can’t wear that lvl 70-80 armor off the token vendors any time soon, and can only get level equivalent gear weather purchased from tokens or karma.
I even tested this buy giving my alternate character who is only a level 15. I was in wvw, and purchased a orichalcum pickaxe as a level 80 (upleveled) character.
Although I was able to purchase it, I wasn’t able to equip it, even while being upleveled. So I think the fixes are in place to prevent abuse of it, and just as we have a shared bank account, I don’t see any issue with sharing resources like tokens and karma, when we share collectibles and everything else accountwide.
Per your mention of the frustration from leveling a 4th ‘toon’:
Whilst I do NOT envy the time it takes to level each toon, especially over a short period of time, where the stories aren’t fresh, and are tedious, it’s best NOT to. Stick with 1-2 for awhile. Then after a few months, you can start your 3rd when the stories have been lost to your memory, and pick a different race, different upbringing, different order, etc, and keep it as fresh as possible.
Also, save one character slot for pvp and try out some if the difference race/class combos. It’s a safe way to test out what you would have as lvl 80 after having leveled 15 times and bought all skills and exotic armor.
This also makes it more automated to handle botters, outside of upfront coding/testing/implementation, and hopefully decreases the amount of staffing time it takes to look into botting claims.
Ongoing Problem: People who are farming events / resources who appear to be ‘botting’ or running macros to benefit from performing in game actions while not being there.
Existing Solution: In game report function was implemented and drops were drastically reduced. (Most bots I ran into just had their auto attack on, and thus werent looting anything, but were farming karma, exp by getting what little auto attacks they managed to work in).
New Problem Created: Now, after an hour of moving all around a map and events, we now are maxing our karma gains, and mats and other items drop percentages seems to have gone considerably down, penalizing active, moving players.
*New Solution suggested: * Put existing drop percentages back in place but take the “Report a player” for botting a step further. If a player is reported for botting, have a random x/y box show up asking the player to confirm the player is actively at their machine.
To take it a step further, just as many forums have a “Type in the skewed lettering you see”, have them have to “type” back a randomly generated set of characters to validate they are in fact at their pc, otherwise, their character dies., and then they are logged off with a x – timer preventing logon. (Logging them off alone, would just result in a macro to log them back on possibly)
tldr: To fix botting, put old drop percentages back in place but take the “Report a player” for botting a step further. If a player is reported for botting, have a random x/y box show up asking the player to confirm the player is actively at their machine by typing in a random string of characters. If they fail, their character dies, and then they are logged off with a 5-10 minute timer before they can log on. Once a player has been reported, and fails the test, have this box show up every 15 minutes as a penalty to that player’s account for x # of days until they continue to pass the test and prove it isnt being used as a botting account.
They have done something about it. There are few who are benefitting, it isnt astromonical from what Ive seen, and I have played quite a bit. I have reported the few I have found, and they were literally parked, spamming auto attack, which meant they got in very few hits, it was hardly beneficial.
Second, they DID do something to stop botting, and it actually ruined drops for the rest of us which is far worse then just simply developing a procedure to “auto log off” a player reported for botting. And now mats are incredibly expensive, crafting is tough to finish, items still have a HEFTY mat price, yet drops have died considerably, and the average player can’t even play past an hour without insane diminishing returns.
In frostgorge there is one in the upper left and upper right on our server.
Mine only stopped at death (happened from falling of all things, at 97,000). I earned it after, with crafting. As others mentioned, regardless of how many times you do, finish a higher leveled dungeon, for the reward and you’ll get it.
Request in the suggestion area for this a “sellback” or an “undo” like there is for accidentally selling the vendor something.
I’ve done the same with a 2 gold trait book. You can’t sell those back either, and have done this with very expensive recipes. It really really stinks.
Master Crafter - I am one, and what a pointless/sad situation it is.
in Crafting
Posted by: Prophet.6954
Still it lends to an issue, its economically unsound to level ANY crafting, as short of taking up jewelry making, (jeweler drops are rare and infrequent, compared to armour)I have found I can sell mats, and purchase virtually anything for less or equal to the cost to craft it myself, and that’s not taking in to account the 3-4 gold it took to get the crafting to max.
Case in point, My friend and I just gave away to a guildmate, about 1.5 gold each, in mats to help him go from 300 to 400 in artificing. Then we spent another 2 gold in supplying and supplementing with trading post purchase, the items for him to craft us an exotic staff. We could have just BOUGHT the staff, for 4 gold off the trading post.
And with the resources we spent to level his artificing, I think we all barely broke even.
After the selling tax and listing fee, I think you actually LOSE money after making items, even exotic.
It could also be Pandemoniac that you have a much higher magic find % now, compared to probably zero for anyone lower then level 30. The magic find alone, can greatly increase the amount of gems obtained from logs and the like. I use a orichalium axe for example, on the lower tiered mithril (don’t bother switching), and with magic find gear/food I notice a higher % in jewels attained, vs without, yet it seems random at best.
I experienced this after a transmutation, and after putting on a different helmet, and then putting my mask back on, it fixed itself.
Just from my experience:
Average resources (through tier 5) are on a 1 hour time.
Grade 6 (lvl 400) resources I believe, are on a 6 hour time.
Higher still, such as Rich orichal, and rich mithril, are on a 24hour timer.
The reason it was changed, was because they intended (taken from a comment from a dev) to be 70+. People were crafting lvl 68 gear, and getting exotics off mystic. I think to prevent this it maybe lvl 70+ up now for ecto as well.
From what I’m told there are a few karma vendors selling unique jewelry items. Not sure if any of those contain power or not…(I am a 400 jeweler, and have purchased all the high tiered ones in the “Main” towns and haven’t found one there at least).
There is no one there. It’s preventing me from getting map completion, and has been this way since the update almost a week ago.