Showing Posts For Rage.9723:

Farm a Legendary with Only PVP

in PvP

Posted by: Rage.9723

Rage.9723

You can also flip on the trading post without doing anything else. You can buy legendaries off of the trading post. Your argument that PVPing hurts the credibility of legendaries is not valid in the slightest. In fact, much more skill is used in PVP in general making legendaries look more valuable.

Farm a Legendary with Only PVP

in PvP

Posted by: Rage.9723

Rage.9723

I want to be able to farm for a legendary with only PVP with fair progression amounts. The new current system I feel was poorly designed for doing this. I have no use for dungeon armors or weapons so the new system does not appeal to players like me. Farming for a legendary in PVP should still be balanced with PVE. The rewards should have a similar progression time to PVE.

I want to be able to PVP for my legendary. For example, the two mystic clover reward for an entire track is not enough when you need 77 of them. Not all tracks even have mystic clovers. A repeatable mystic clover track should exist that gives you many more mystic clovers as your end reward and not armors/weapons that I do not want or need. To make the mystic clover track more fun, since a mystic clover is based on luck, then the range could be something like 5-25 mystic clovers for completing a mystic clover track.

A track for tier 6 materials should also exist. At the end you can get a bunch of tier 6 materials for completing the track. You could sell the tier 6 materials you do not need on the trading post to buy the ones that you do need. Specific ones could be added such as ancients bones, but that would be much harder to balance due to the price fluctuations of T6 materials. A trading post and bank could be added to PVP to help with this.

Obviously other awards along the way can be given such as champion bags, tomes of knowledge, and obsidian shards. Other specific tracks for other legendary materials could also exist.

A precursor is extremely difficult to get in PVE and that would have to be balanced a similar way in PVP. For balance purposes, you would have to complete something ridiculous like 50 tracks.

If you farm really hard then you can make about 30 gold in a day of PVE. Good precursors are about 900 gold and that would take about 30 days of farming.

If you farm really hard in PVP for two days then you can complete about 1 track. 50 tracks would take about 100 days to complete. Keep in mind you would also get other rewards along the way such as gold, mystic clovers from specific tracks, and T6 materials from specific tracks. 50 tracks would then be balanced with PVE.

Let me know what you guys think. Keep in mind the dungeon tracks could still stay and the legendary tracks would be for more advanced players who already have their dungeon sets. I would absolutely love to be able to farm a legendary with PVP in a fair way compared to PVE.

Will Super Adventure Box ever come back?

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

SAB World 1 came out and had huge success.

SAB World 2 came out. Levels were too long, people quit SAB, multiple glitches such as spawning on instant kill spikes at the end of a really long level, and SAB World 2 was largely unsuccessful.

Therefore, not a big push for SAB World 3. It will probably come out eventually and hopefully the levels are not nearly as long.

Either I'm a filthy cashul or

in PvP

Posted by: Rage.9723

Rage.9723

I can also confirm that finishers work when both of you are in down state. It was the goofiest thing I have ever seen in this game.

Most Brutal-LA Attack,Searing,Cataclysm?

in Battle for Lion’s Arch - Aftermath

Posted by: Rage.9723

Rage.9723

Which of the three do you think were the most brutal?

The LA attack is what is going on right now.

The Searing from GW1 which damaged much of Ascalon:

http://wiki.guildwars.com/wiki/The_Searing

The Cataclysm which damaged Orr:

http://wiki.guildwars.com/wiki/The_Cataclysm

don't want more of this ? Just ignore it

in The Origins of Madness

Posted by: Rage.9723

Rage.9723

This should definitely be instanced and the rewards should be improved. You could then use a raid group that practices and not rely on luck from a zerg.

Yes I already said I won’t be doing this meta, but then I probably wont be able to log on much until two weeks from now since nothing else new to do really exists. Many people are playing this since this is new and we haven’t gotten an update for a while.

I ignored Teq largely and that did not stop them from making more Teq like encounters that are open world and not instanced where you are largely at the mercy of the overflow system.

I Really Hate This Patch

in The Origins of Madness

Posted by: Rage.9723

Rage.9723

Also I did like how with the marionette the majority of the fight is fighting trash mobs out of the zone and not the actual boss.

I Really Hate This Patch

in The Origins of Madness

Posted by: Rage.9723

Rage.9723

The marionette requires luck on if lanes other than yours can win. That was fun losing twice due to other lanes losing. I also got garbage loot and could have made way more money dungeoning.

The wurm was in overflow and I missed that.

The LA story instance made absolutely no sense and the voice acting was horrendous. The Asuran voice actor was a joke.

Really I did not want to make a thread about this but I am so disappointed with this patch and how little I enjoyed it.

I am unfortunately going to skip this meta and I have not skipped a meta in a while.

This is feedback by the way based on the bad experience I had so don’t take this thread the wrong way.

Alt leveling

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

I have two level 80s and I have the same problem with my third character which is a guardian. Experience scrolls are nice, but still 60 long levels await. The champ trains take a while to level and you get much worse loot than on a level 80. I feel like I am losing valuable gold making time when leveling up by not getting exotic boxes.

I got to about level 26 on this third character and do not feel like going on. The crafting nerf on leveling up is very irritating. I already have 100% map completion and do not feel like completing maps anymore.

I am kind of leveling the character just when I need dailies or something. A problem is I have about 100 laurels and over 2 million karma so I do not need to do dailies.

With the winter break over I will have even less time to level the character and will probably only have enough time for the living world meta.

Royal Terrace Vs Ebonhawke

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

It appears the Royal Terrace pass is already off the TP so I guess that ends my decision. It will probably go way up when it comes back anyway.

Royal Terrace Vs Ebonhawke

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

Since you asked the cost is $12.50 in gems. About the cost of a month in a subscription MMO.

The time you want to use a mystic forge it would be worth it to just go to LA.

Also isn’t the Royal Terrace less convenient than waypointing to Ebonhawke with alts as you would have to give each alt the pass when you want to go there.

Not bashing getting one if you have the gems to throw around but I am not seeing the Royal Terrace as a completely clear winner in all aspects over Ebonhawke.

Royal Terrace Vs Ebonhawke

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

The Royal Terrace pass looked really nice to me and I wanted to get the pass. Someone then pointed out you can just use Ebonhawke for most of the benefits you would get without the 1000 gem cost.

Hawkgates waypoint is where you find Ebonhawke. Ebonhawke like the Royal Terrace also has a trading post, bank, guild bank, and merchant all right next to all the crafters.

You can travel to Ebonhawke instantly but pay about 4 silver if very far away on a level 80 each time you want to go there. You can do LA for community plus the mystic forge and Ebonhawke for extreme crafting.

Knowing this, what is the major benefit of a ~79 gold Royal Terrace pass? Ebonhawke is also more alt friendly since characters just need the Hawkgates waypoint and do not have to carry around the Royal Terrace pass.

Mad King's Clocktower on Farm!

in Blood and Madness

Posted by: Rage.9723

Rage.9723

Too bad we can’t have hard content where the extra difficulty gives extra rewards. It seems the game is balanced where most of the rewards are the same despite difficulty. Some dungeons give a bit more gold due to length. How about making hard content actually give decent rewards to give the content more incentive.

Mad King's Clocktower on Farm!

in Blood and Madness

Posted by: Rage.9723

Rage.9723

Appears that may have just been RNG earlier as I am not seeing diminishing returns right now. Beat it three times in a row really easy.

Mad King's Clocktower on Farm!

in Blood and Madness

Posted by: Rage.9723

Rage.9723

The clocktower once you get the pattern down is really easy and I can farm it easy for the trick or treat bags. Diminishing returns though getting multiple wins in one run.

Going to need something a bit harder with even better rewards if I got this on farm status in one night. Also why no achievements for the clock tower. I liked tribulation mode achievements because it was a nice way to get your score up.

Collaborative Development

in CDI

Posted by: Rage.9723

Rage.9723

PR speak to me as I do not see evidence of any of this. In fact develop I have seen has been going in much of the opposite direction of what the community wants.

The forums are kind of like the game bland. Everything interesting gets edited or removed. I am not saying the game is bad because I find it worth playing most of the time. The bland comment makes sense though.

Ooze place? Game not for me?

in Twilight Assault

Posted by: Rage.9723

Rage.9723

Also got the slick pack living story reward from getting a lot of achievements in one run. Will probably never do this path again since it is not rewarding for the effort put in.

Ooze place? Game not for me?

in Twilight Assault

Posted by: Rage.9723

Rage.9723

Well I the topic creator tried again finally after a week of not playing this dungeon. I found a better group and beat this dungeon and it wasn’t that hard really.

The dungeon however is too long and I do not know why we keep getting extremely long dungeon content. Most people like the CoF path 1 length so why not keep the dungeon content closer to that length. It can still be very hard just not so long.

Account Magic Find is very much appreciated

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

A long term solution sure but one that is not fun. Most of you are giving very confident analyses for people that are not very experienced with higher luck levels.

How is salvaging 1000s of items fun to hardly make any progress? Normal play will give mostly blues and that will hard do anything.

This system will have to be made more fun as the condition of the system is atrociously not fun.

Account Magic Find is very much appreciated

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

You realize you like it now because you hardly scratched the surface? Wait until later on until you must salvage thousands and thousands of greens to move forward.

1 to 125 and 125 to 150 are about the same

Getting to 125 is only about 6% to 300%.

Level 60 luck magic find is only 24,200 luck which isn’t even half of a 250 exotic stack.

Please before you talk about how you like the system just realize how ridiculously bad the system gets with hours and hours of salvaging to progress later. Also you lose gold in the process. Wearing full magic find gear in the past was much easier than this system. Dungeons are mostly chests anyway so you didn’t really need to bring magic find gear to dungeons.

The current luck system is an extremely boring click filled grind. Maybe your lifetime luck magic find goal is 100 though? If so you might like the system. Other than that… no.

Ooze place? Game not for me?

in Twilight Assault

Posted by: Rage.9723

Rage.9723

I get to Ooze place group fails it a few times and whole group just quits.

I was looking forward to this update a lot today after how much I disliked the Teq update. I used to really enjoy this game and think this game is definitely for me. With each update this game feels like it is less and less for me.

Would anyone pay for this dungeon update if it was DLC?

Essence of Luck - When to Stop?

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

For myself I believe 150% base luck MF is a good amount. 100% if you really do not like salvaging much but still want base luck mf.

Salvaging for luck gets way too time consuming after 150 for the benefits and for the amount of gold lost trying to get luck essences.

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

What level magic find are you to say that this is a great idea? You know how boring it is to salvage 1000s of greens? Blues hardly do much and you get a lot of blues from normal play.

You are sacrificing gold now instead of stats. Constant progression by clicking incessantly? That is definitely not fun. Also the opportunity costs of salvaging the items and then having to sell all of the materials that were salvaged. The new system is very time consuming in a way that is not fun.

You will see how the system loses its fun factor after magic find level 100. Some people love grinding and wasting their life on content that is not meaningful.

I was under the impression when I bought Guild Wars 2 that anti grind mechanisms existed. They did for a while and now with the new magic find and ascended weapons, that philosophy appears to have changed. Cosmetic upgrades used to be for those who love grinding but magic find and more stats on weapons is not cosmetic.

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

The new change hardly seems worth it after 100% magic find. Over 250 exotic essences only got me from level 55 to 86 magic find. The scaling is also starting to increase and I am losing the opportunity to sell my blues and greens when I salvage them. You start needing 1000s of greens to make meaningful progress.

Guild Missions Feel Like Quitting

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

Ahh thank you everyone I guess I won’t uninstall after all since I hardly missed much.

Guild Missions Feel Like Quitting

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

Yes I know 1 guild commendation for completing it but I hear a big jump puzzle like chest was at the end too. Was that good or just kind of like the guild rush one where it was kind of meh.

5 out of 6 commendations isn’t that bad and have 9 total now so I probably did not miss out on too much. I still do not agree with the design of the puzzle where you can lose out due to one mistake.

Guild Missions Feel Like Quitting

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

I hear there was a BIG chest at the end of the puzzle since it was the end of the chain. How much better was this big chest compared to the other parts of the chain?

Guild Missions Feel Like Quitting

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

I actually quit the guild after because no one cared that I missed my reward since they all got theirs. Such is life that no one cares unless it happens to them.

Guild Missions Feel Like Quitting

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

Don’t blame the game because I put a lot of time towards this just to get jipped on my reward at the end? Even tribulation mode of SAB doesn’t jipp you out of your reward at the end in most cases.

Guild Missions Feel Like Quitting

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

Maybe it would be good to avoid having anything to do with these missions with such a design

Guild Missions Feel Like Quitting

in Guild Wars 2 Discussion

Posted by: Rage.9723

Rage.9723

Ran into another problem with this game that makes me feel like uninstalling. I do a 4 part chain of guild missions and miss the last chest in the puzzle by the plains of ashford. I fell off towards the end and I could not run back. The door was shut and I watched 100+ people talk about their nice reward while I helped with the entire 4 part quest chain and got no reward at the end.

I may quit this game over this as I was that dissatisfied. This was probably the worst I felt while playing Guild Wars 2 yet.

Tribulation Mode Completion Club

in Super Adventure Box: Back to School

Posted by: Rage.9723

Rage.9723

I have also completed tribulation mode worlds 1 and 2.

I liked world 2 zone 3 a lot on tribulation mode except the length. The level was long and I am glad I did not get disconnected.

I am hoping the difficulty stays or gets ramped up more for world 3 tribulation mode but I hope the level length is not as long as world 2.

I am really looking forward to the red weapons!

TM Weapon Skins Glowing Effect Strength

in Super Adventure Box: Back to School

Posted by: Rage.9723

Rage.9723

Well I just did a side by side comparison with a blue, yellow, and green greatsword. It turns out the particle effects are exactly the same on all three greatswords even while running. The only difference I saw was the color and the amount of brightness. The yellow is a bit brighter, but that is probably due to the color.

TM Weapon Skins Glowing Effect Strength

in Super Adventure Box: Back to School

Posted by: Rage.9723

Rage.9723

That is too bad if the GS doesn’t have a nice glowing trail since I was looking forward to getting the greatsword.

Is this for REAL? (Ascended Weapons)

in Crafting

Posted by: Rage.9723

Rage.9723

Also if I want to get range weapons on a thief along with melee weapons then I will have to not only take weaponsmithing to 500 but also huntsman to 500. That is simply way too expensive.

Is this for REAL? (Ascended Weapons)

in Crafting

Posted by: Rage.9723

Rage.9723

Yes crafting ascended weapons are too expensive for me to participate in for the benefit given.

I also hate how two handed weapons always get a big benefit versus one handed weapons in that you have to craft two one handed weapons instead of only one two handed weapon. The cost then becomes much higher for one handed weapons. That really makes no sense and I have noticed this with SAB skins as well.

TM Weapon Skins Glowing Effect Strength

in Super Adventure Box: Back to School

Posted by: Rage.9723

Rage.9723

Do the yellow ones have an even stronger effect than the green ones then or the same do you think?

TM Weapon Skins Glowing Effect Strength

in Super Adventure Box: Back to School

Posted by: Rage.9723

Rage.9723

Nice finds! Anyone experiment with any of the other weapon skins?

TM Weapon Skins Glowing Effect Strength

in Super Adventure Box: Back to School

Posted by: Rage.9723

Rage.9723

I saw someone in WvW today with a green King Toad shield skin moving around. The effect was extraordinary where the green effect was very strong kind of like a legendary.

I have not noticed that effect strength in the past with the blue SAB shield skin.

Are the items the same with simply different colors or is the particle effect of the tribulation mode weapon skins much stronger?

Finally dagger skins!

in Super Adventure Box: Back to School

Posted by: Rage.9723

Rage.9723

What is wrong with the great sword? I think they are great and they remind me of the energy sword from Halo 1.

Since you can use two daggers at once, you may want one King Toad Dagger and one Storm King dagger. Maybe the two regular SAB daggers will looks nice together.

Fix the Twilight Arbor Forward/Up Path

in Fractals, Dungeons & Raids

Posted by: Rage.9723

Rage.9723

The game director posting is more important than a developer. The game director will determine much more of what is done than a developer for the big picture.

Finally dagger skins!

in Super Adventure Box: Back to School

Posted by: Rage.9723

Rage.9723

I have been waiting for the SAB dagger skins for months. Not a great variety of dagger skins exist with effects.

Do you think the new SAB dagger skins will look great? Maybe the new SAB King Toad and Storm Wizard weapon skins will also include dagger skins.

Fix the Twilight Arbor Forward/Up Path

in Fractals, Dungeons & Raids

Posted by: Rage.9723

Rage.9723

Great to hear that this will most likely be fixed! A mechanic where a player does not have to move and can just freely DPS under reflects is not a great mechanic.