“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
Got in a lucky T4 map. Axemaster downed!
…Never doing it again.
Said it before in another thread, but this isn’t how players should be looking at your content, ANet.
Just bow to the system and don’t act like a young revolutionist who is rejecting the system. It is how it is and if you wanna kill some bosses on a regular basis you need to organize. Finding a group in LFG isn’t a big deal.
If you are expecting the that the whole open world has to be accessible for everyone – single or group, party, squad then this is your opinion. They offer enough content for everyone. Why not a few bosses.
Rolling over for bad game design is how we get to accept messes like Heart of Thorns in the first place. (Or WoW’s later expansions…)
I don’t mind needing a group for world bosses. If people are actually going to do them. The only reason Axemaster gets done is because, sometimes, an organized team goes looking for a T4 victory.
That would mean something if T4 gave anything decent in comparison to other tiers. There is very little incentive for most maps to break off their Matriarch fetish to do anything else.
The “group” and “LFG” chants are a little old, honestly. It’s not some magical way to suddenly make people appear, and the other consequence is waiting. Not to drag out the desiccated corpsemummy that is the Manifesto, but we’re not supposed to wait to have fun anymore, right? Sticking around for a few minutes (<5?) while a group forms is okay, but if that group never forms, that’s wasted time. I’ve done enough of that for Triple Trouble (which is more content I’m not doing again). For the time I could be investing, Silverwastes or Auric Basin or Shatterer/Tequatl offer me much more ready and rewarding experiences.
Got in a lucky T4 map. Axemaster downed!
…Never doing it again.
Said it before in another thread, but this isn’t how players should be looking at your content, ANet.
Quoth the forum:
“Just buy gems every month.”
I’m all for a faction system. Maybe they could expand upon the Vigil, Priory and Order of Whispers in some way to make it work storywise.
I could see having that be a thing, giving special quests and events for being a part of an order, or post-Pact (and actually doing the personal story o_O), having daily/weekly requests from the orders.
Conversely, a hard No on the “bweeheehee i’m evil” faction stuff. That can stay in the shadowy corner of questionable-RP party/whisper chat.
I am struggling because I have found that each Mastery XP bar fills at an agonizingly slow pace, even with things like Celebration Booster being active on my toon. Even when I try out a world boss or an event chain for a Daily, the XP I earn barely puts a notch into it. Therefore, I am wondering what things I could do to fill it up faster (this is in regards to both HoT and core Tyria Masteries). I am only Mastery level 5, and I do still have the rest of the Living World story in HoT to continue (recently finished the Verdant Brink part).
Note: I don’t have the time, especially on week days to do lots of dungeons, I haven’t explored the next 3-4 HoT maps, so I can’t yet engage in events there, and I really loathe PvP and WvW. Guess I am wondering how far up in Mastery level the HoT story would take me, if I was to do just that (though then there are story-important Masteries that are locked until I can get the XP for them).
Thanks!
You may want to check out the “adventures” in HoT. These are minigames that I personally dislike, but getting gold in an adventure is worth 2 mastery points and a boatload of experience. If you end up liking them, you can make significant progress toward your masteries just going around and completing adventures.
Echo that. There are some easier adventures, like Scrap Yard and On Wings of Gold which can give some sizable chunks of XP.
For as much as you can tolerate it, go through the story with multiple characters. Partially so you can see the other story branches and try for achievements, but finishing those gives semi-decent loot and advances XP by quite a bit.
Ride event trains as much as you can. I’ve had XP caps sneak up on my that way, and you’ll have less time to lament a crawling XP bar when you’re busy doing meta-event chains.
Things I’ve learned if you want to protect your psyche:
Don’t /death yourself. You’ll find out how much you suck.
Don’t /age yourself. You’ll find out how much of your life you spent on a game.
I do better not having those metrics.
For housing, my characters just need a box…..
I tried to find a picture of a Charr in a box, but this is the best I could find:
https://s-media-cache-ak0.pinimg.com/736x/6a/dc/df/6adcdf2bb55af6e227c9f31c316c5e8e.jpg
Temvay the Arrogant dashes around so much you can barely hit him, Varre the Underhanded puts out so much nearly undodgeable damage that he can wipe a group of 50 before hitting half health, and the list goes on. And that doesn’t even bring me to the Executioner, who can 1 hit most classes regardless of armor. Who thought these were balanced to the level adjustment that we are fighting under? Even with level 80 equipment we are seeing full 50 person squads wiping on these multiple times. The damage output and low dodgeability and rapidity of the damage is insane for how much health we have to work with.
Ranging the champs makes them pretty easy. Which just stresses the point behind https://forum-en.gw2archive.eu/forum/game/gw2/Why-is-everything-so-unfriendly-to-melee/
I haven’t seen a wipe on any of these events though. Not to say it doesn’t happen. I know people have gotten kill-stomped by the Executioner, so there’s definitely a danger element there.
Edit: Sorry, think I mixed up two people in this thread. I see you’re advocating different tactics, not pointing out how impossible they are to counter. My mistake!
They’re actually pretty easy. (Unless you use turrets or other idiot minions that don’t move. -_-) I wouldn’t consider them melee-unfriendly to a huge degree, either.
See red circle, move out of red circle. Like just about every other mob in the game. :P
And they’re kind of pocket-raptory level of squishy, and similarly damaging. One smokescale isn’t a huge issue, and I’m generally okay with them. (The veteran with 2-3 puppies on the other hand…)
Overall, I give smokescales a thumbs-up. (It’d be two thumbs up if their cooldowns were a wee longer, but eh. :P)
What is wrong with having different resources being gathered by different means?
Not a whole lot.
Where it becomes a problem is the lack of consistency. The harder a material is to obtain, the less it should be used for recipes. ANet has taken the exact opposite stance. If anything, I object to the blatant manipulation of supply by inflicting the changes in how they were handled. It’s leading to this notion that setting huge material requirements is anywhere near enjoyable. And not just cloth/leather, because I’m looking at you, cactus recipes.
…and adjustments should be made slowly like they have been.
It hasn’t been slow, is the issue. It’s particularly heavy-handed, with crafting tweaks made on dual fronts, which makes an obnoxious cycle of price spikes and gradual, eventual decline.
So as not to be completely full of criticism, the changes from cloth-only insignia to cloth-leather patches was a good one, and one that players repeatedly highlighted. It used leather from the supply and helped drop the cost of silk. Good times. We need to use more leather, now. That one tweak could/should have been enough.
But then the 4-to-1 section-to-square ratio came with it, and we suddenly need to use multiplicatively more leather. Prices spiked, crafting got harder, and now it’s in roughly the same complaint-worthy place as silk is/was, because acquisition is in the same place, and its usage was artificially inflated.
Why change it?
It’s hard to argue in economic terms, certainly. It’s more game/play-related.
There are two play styles impacted by these kinds of manipulations: farmers and independent crafters.
As much as MMO communities fingerwag-shame on farmers, they help bring costs down. And all’s fine and good if they’re not automating the process. Some people like to zone out, watch TV, and farm. I guess that leaves them with iron, platinum, and various woods, because it’s certainly not cloth or leather.
Crafters get a sense of pride out of building things on their own, and GW2 is generally pretty good about that. Best-in-slot from hammering out some effort? Fantastic. This leads them to farm as well, but again, cloth/leather isn’t available that way. So, they either have to wait an excessively long time before they can craft a single piece of their greater projects, or they have to use the trading post. That rankles, especially as the money spent could be going toward vendor-sold materials.
I suppose I could add on the immersion-seekers and RPers, but at some point, the game has to be a game, and not every crafting system can take every detail from the ground up. :P
Economically, the system is certainly going as intended so far. We’ll see how leather supply holds up over time. And with dailies giving decent chunks of gold, it’s easier to commit funds to the marketplace. I keep a sort of 50% strategy when I’m TP-harvesting materials, so I can balance material acquisition with building up funds. Lately, I’ve been buying over 1g’s worth of silk per day (and selling roughly that much in quarts and iron :P).
And yet, the cunning thought occurs. Cloth/leather are most prevalent from drops (armor and trophies) and event rewards (bags, etc). Players must defeat enemies to obtain them. Players must engage the game for them. Participate instead of farming.
/sagenod
Very cunning, yes.
Or, you know, dodge. Which is a defensive tool everyone has access to, and is exactly why they gave those abilities to the HoT maps cooldows which roughly align with the amount of time required to recharge enough endurance to dodge again.
If you’re taking half of your Hp from a smokescale, you either weren’t paying attention and aggro’d it while fighting something else, you are just plain wasting your best defensive tool for non-defensive reasons, or you’re deliberately pulling more mobs than your build is designed to handle solo.
I don’t entirely agree. With HoT in general, there’s some lazy and overpowered mob designs. Not to say that dodge isn’t effective, but when it takes roughly 10 seconds to get a dodge back, and their autoattacks are every 3 seconds, you’d best finish that fight in 8 seconds, or you’re going to get slapped.
With the specific case of smokescales, even dodging does not prevent the damage, because the skill lasts longer than the duration of a dodge. So you either eat some of the damage, or you blow your available dodges preventing it. They’re not the only critter to do something like that, either.
Which is where Toughness/Vitality and defense skills come into play, of course. Blocks, positioning, Aegis and whatnot can mitigate anticipated damage. HoT was designed to shake up the full-zerk meta, and it certainly does that. If your skills are top notch, you can keep full damage specs and still come out with just a few scratches. Everyone else is going to have to deal with a few dings and actually using their healing skills more often. (Now if only ANet could make healing power worth it…)
I love that healing in this game is a dynamic process; I get to experience the same ‘engaged’ sense that normally only dps-roles get to do.deeply enjoy.
I had to single this out, because there’s a special set of feelings I get that I wouldn’t from WoW and other similar old-school MMOs. Setting down that targeting field and:
the target moves out of AoE
“GARGBLARG, What the Q-bert are you doing?!”
See also: https://s-media-cache-ak0.pinimg.com/736x/75/55/c5/7555c519a37639cacf73bad558d2c201.jpg
nailed it
“F’ing Sweet! Take that no-heal meta!”’
See also: http://24.media.tumblr.com/1bbab78a4203a89b3f5185d0b6c1f289/tumblr_msimst8KgY1shtg7lo1_400.gif
I don’t mind if healing requires some positioning and active damage (much less boring than stand and cast, spam 1 to heal tank), I just wish all classes were at least reasonably close in performance for it. But hey, that’s what elite specs are for, so here’s to hoping.
If you have the nuhoch stealth mastery and you are 5-10 players it’s easy. He actually never can use his AoE down skill if he gets CC’d and that happens fast, if you are on a dedicated T4 map.
Coordinated map is a wistful dream, in most cases. I can spam map chat begging for Axemaster help, and most people won’t even show up. The 3 or 4 who do get whacked almost immediately, give up, and don’t bother showing up anymore.
When that’s the result, it reeks of bad design to me.
Dude, ever heard of LFG-Tool? There are now even dedicated LFGs for the HOT maps… Usually always one huge train of players doing T4.
The convenient go-to excuse. Just like Triple Trouble, etc. Even following the LFGs, I have a hard time finding a willing group that will actually do the content on a consistent basis. Glad it works out for some people, but it doesn’t seem to be there when I’m on, so.. yeah.
Even with LFG, it doesn’t excuse bad design. Two completely separate concepts.
A 2D mini map is not ideal for a 3D world.
I’m generally good about using the map layers and height indicators. That’s.. passable. A solid B (maybe B-).
What actually gets to me more than anything, which is made particularly painful in Tangled Depths beyond anywhere else, is the map is blobby and featureless with regard to the actual terrain.
I could be following a supposed path on the map only to find it’s blocked by a wall. So what does that obvious, brown, winding stripe on my map for? I have no indication, and the map is actively deceiving me. What it comes down to for me is that it’s not Tangled Depths itself that overly bothers me, but the map itself is a poor guide for navigation.
Let that sink in. The map. A thing used for navigation. Is bad for navigation.
TP prices and supply / demand will change based on players. How materials are acquired can only be changed by Anet. I don’t understand why people can’t allow the OP to talk about what he wants to talk about.
I agree with the OP – it makes no sense for some base materials to come from nodes and others to come from sources which are not directly available in the environment. I’ve always seen it as bad design.
This is, regardless of supply/demand discussion, the important part of the argument. Even setting aside craft recipe tweaking, this is the important part.
So far as actual supply management, I have to give my head nod to FF14. Everything was farmable and craftable from the ground up (barring special boss drops at endgame). And for those things that weren’t, there were even retainers that could farm it for you, to a limited degree. And yet (at the I was still playing) prices weren’t out of control, and I was making good, sweet money farming extras to fill in the market.
Best to send that type of thing, with video evidence, to support, not the forums.
It shouldn’t be the home instance, parts of the game should become instanced “homes” just like dimensions in Rift!!! Want a home in the volcano in Mount Maelstrom? Or in a Hylek-style colourful village? Maybe the basement of Durmand Priory HQ? HELL YESSS!
Earn a home in EVERY ZONE!
I’m not sure if I’m serious or not. :P
I can understand OP’s sentiments too. But they speak of a singular way to play the game, instead of adapting to circumstances. Life is the same way. If you refuse to adapt but instead do it the way you want it to, it won’t always succeed. HoT was a smack in the face first time I entered Verdant Brink. I adapted and now it’s a walk in the park (so to speak). If you are adamant about sticking to a certain way of playing the game and that no longer works, don’t blame the game. Blame your inflexibility. There are still a few dozen other maps for which this style of playing works perfectly.
And for good measure, I mostly avoid ranged weapons, even in HoT, because of the decreased dps. And somehow, I still managed to complete all 4 HoT on 2 rather squishy classes (Mesmer and Elementalist), I finished the HoT story on 7 or 8 classes. I adapted to it and it became a lot easier. I now know I shouldn’t deal with Mordrem the way I dealt with the enemies in core GW2 maps. Part of the game evolved, I evolved with it. It’s as simple as that.
Overall, yup.
I’m really wishing we had build templates, because of HoT’s demands. I run double-melee, and that shouldn’t be excluded just because, sometimes, I “need” a bow to handle a particular mob. Swapping weapons means swapping builds/talents, which is slightly troublesome right now, so I can see why players don’t want to bother.
Though, it does make the request for build templates very salient, so that players can be much more flexible in how they roam in open world. Would have to be handled differently in wvw/pvp, but that’s not a discussion for this thread.
Personally, If they are the types to log on in order to afk I’d prefer that they afk in an instance instead of cluttering up maps.
That’s a fair point.
And I’m certainly not against the idea of having actual home instances. Character-based with account-bound inventories, personal quests, etc. It’d be awesome.
Buuut, I’m sure ANet has examined other games like WildStar and realized it hasn’t quite worked out. And then there’s the Legendary cancellation that tells me it’s not gonna happen in the foreseeable future.
If there’s any sort of hope for it, it’s in the fact that guild halls exist, so the concept work and possible reusable code is in there somewhere. Definitely won’t see it until, bare minimum, the upcoming expansion.
If you have the nuhoch stealth mastery and you are 5-10 players it’s easy. He actually never can use his AoE down skill if he gets CC’d and that happens fast, if you are on a dedicated T4 map.
Coordinated map is a wistful dream, in most cases. I can spam map chat begging for Axemaster help, and most people won’t even show up. The 3 or 4 who do get whacked almost immediately, give up, and don’t bother showing up anymore.
When that’s the result, it reeks of bad design to me.
Have a house… so you can AFK in it. Wow. Fun.
That is, pretty much, the reason ANet isn’t thinking of investing in personal housing. It either doesn’t get used in any meaningful capacity, or players AFK there instead of doing things in open world.
I dunno, it’s a lot of effort to invest just to stare at an armored character’s butt for 2000 hours.
Maybe we need butt sliders? :P
Theres a reason we call raiders the 1%, because thats all they will ever be. Only a minority of dedicated players actually raid, only a minority of dedicated pvpers actually want to be part of an e-sport.
Not to be the “um actually” guy, but actually, it’s more like 10% for GW2. Which is freakin’ stellar by MMO standards (most fall between 2%-7%). If anything makes it feel like the 1% problem, it’s the actual 1% who kewkew about whatever it is they kew about to make the whole raiding (or dungeons, or open world, or…) affair a spitbucket of toxic sludge. GW2 can’t be blamed for that.
Granted, GW2 isn’t the same game with HoT attached. There is a ton of aggravation included, and we’re not seeing the same care and attention to detail with a number of things. But it’s still one of the best games on the market for delivering an MMO experience.
Wish I knew. I also think it’s ridiculous to force players to go ranged just to properly deal with the new mobs. Sure, every class does have a ranged option, but that doesn’t mean every player wants to use it exclusively.
This has ticked my friend off to no end. There’s a number of critters, and bosses especially, that have [can’t melee me] zones. The wyverns have a bad habit of doing this, and the floor damage is excessive to where melee can’t even consider going in.
I realize that melee is higher-risk/higher-reward, and that’s fine, but HoT is especially guilty of skewing the risk/reward for melee completely out of value.
But the big wyverns like Matriarch are actually safer in melee. I stand under them with my mess and poke it in the belly. They don’t drop fire under themselves and with patriarch, it gives you more room to save yourself when he stars blowing you off the platform.
And the arrow frogs are easier in melee than ranged. They’re frozen on the spot when they fire. You just dodge behind them and they’re at your mercy.
But why stick with just melee anyway? I always have a melee and ranged option on my mes. Each has its place. You switch as needs change.
Thanks for the wyvern input. I’ll see if I can replicate your results. Science!
Shadowleapers are conditionally difficult. They’re annoying in melee if they have room to jump away, but if you can coax them into a wall or narrow area (and dodge the poison cloud), they get smacked down pretty easily. I don’t care for their always-on auto-dodge for ranged, and I think it should have an internal cost for better counterplay, but overall, I almost like their combat design.
I’ll be honest, if I could go Pistol/Warhorn on my warrior, I probably would. >.> But, my normal travel is Pistol/Warhorn with Hammer as a swap. (Granted, that’s one character out of 20+, so…) And I hated HoT for having way too many critters that didn’t work for. I’ve adjusted, of course, but I can very succinctly understand the OP’s salt about some of the mob designs.
I just came in to say I hate rolling devils.
That is all.
I will, without shame, mercy, or disguise, find the nearest rock-perch and club the kitten out of them.
But hey, ‘working as intended’.
Wish I knew. I also think it’s ridiculous to force players to go ranged just to properly deal with the new mobs. Sure, every class does have a ranged option, but that doesn’t mean every player wants to use it exclusively.
This has ticked my friend off to no end. There’s a number of critters, and bosses especially, that have [can’t melee me] zones. The wyverns have a bad habit of doing this, and the floor damage is excessive to where melee can’t even consider going in.
I realize that melee is higher-risk/higher-reward, and that’s fine, but HoT is especially guilty of skewing the risk/reward for melee completely out of value.
Nope, not true. HoT combat (especially for melee) has a learning curve of sorts that you have to overcome before you can properly melee enemies. As at least one previous poster said, it’s about positioning. You can’t expect to just walk up and kill something, you need to be prepared for what it will do in return. This means you should probably be prepared to evade its attacks or crowd control it so it can’t fight back. Take the time to watch and commit to heart the things HoT enemies are capable of and you’ll be fine. Wyverns are actually one of the easiest enemies to kill as melee because they only have 1 attack that can hit you when you’re behind them (in the correct spot, of course).
EDIT: I actually played my Engineer as Scrapper (melee) through HoT content and it was really fun.
I’m not talking about the baby wyverns here. Matriarch and any of the legendaries fill the battlefield with so much standing fire, you can not position effectively. You must weapon switch.
Which is fine if you see it coming, to be honest. I keep extra bows/guns for just that reason, and will switch out builds to my bowzerker for it.
Granted, I’d be less irritated overall if certain enemies had more than one attack and would not just run away from me at top speed so I can whap them with my hammer. There’s some pretty big offenders in the why-bother-melee group:
So, yeah, there’s offenders. Somewhat lengthy list, too, which is enough to turn off a rather large swath of players. But, it’s also not a majority, and part of being prepared is knowing when to kite, so I’ve grown used to it.
Wish I knew. I also think it’s ridiculous to force players to go ranged just to properly deal with the new mobs. Sure, every class does have a ranged option, but that doesn’t mean every player wants to use it exclusively.
This has ticked my friend off to no end. There’s a number of critters, and bosses especially, that have [can’t melee me] zones. The wyverns have a bad habit of doing this, and the floor damage is excessive to where melee can’t even consider going in.
I realize that melee is higher-risk/higher-reward, and that’s fine, but HoT is especially guilty of skewing the risk/reward for melee completely out of value.
It’d be nice if there were some equivalence in how various classes heal. Some healing roles have much better coefficients and simultaneous applications of healing power. Druid and Tempest/Water-Ele are pretty good about cranking heals out, and Guardian can do the same with just the number of simultaneous heals and protection boons.
And then there’s classes like Warrior. Even with a strong investment in Tactics and Discipline, there just aren’t enough heals to really be considered a strong support. Shouts dribble heals on semi-long cooldowns, and the heals are tied to more offensively-driven skills. Banners are a joke.
Necro’s also pretty laughable on support. You might be able to do some vampiric healing and a well, but the output isn’t nearly as good as an actual support-enabled class.
Said it before, and I’ll say it again: Custom map markers. Account bound markers so players can do their own bits of cartography and have it stick between characters.
I recall a few days ago, Tangled Depths was a daily, and I was actually somewhat eager for it. I don’t do much on that map, but I was going to slap around some meta events and actually participate. I found a roving event map icon, and …I couldn’t get to it. Try as I kittening might, I could not find the actual event, even though I coursed every path I could find around it. That’s not really acceptable, ANet.
Navigation needs some kind of help, and it’s probably too much work to make better actual minimaps. (If it weren’t so much work, they might have gotten them right the first time…)
If anything, there need to be a ton more mushrooms, wallows, updrafts, and laylines out there to help in navigating some of these semi-parallel paths that have terrain barriers in the way.
I really thing showing “elevators”, places to safely move up and down, would have made the maps seem more friendly.
This. And more.
I’m really hoping the next QoL upgrade is a hugely improved mini map with custom marking tools. Tangled Depths could really use it.
The quantities needed are the result of those uses…
The quantities needed are the result of ANet dinking around with the formulas and what’s needed for specific creation goals.
Soft Wood is probably the best example. When there was a glut of it, suddenly, it went from 3 per plank to 4 per plank, above the norm.
It’s not 2 per plank, which is below the line for crafting.
And it’s still above 2s each. (..huh, I should probably do a little farming for it.)
RNG vs harvestable doesn’t matter either — it’s the total quantity generated by the game that matters.
Kinda yes. The how of their generation also matters. Cloth does get leaked into the game from plenty of sources: bags and salvage being the most consistent. Ore/wood can be farmed as fast as one can travel. Cloth/leather requires RNG and killing things with loot drops as fast as possible or participating in high yield events like Silverwastes. It’s not a direct farm.
Also, it’s the odd multiplication of what’s involved for each.
Ore is farmable and requires less than any other material.
Wood is farmable and doesn’t have excessive material costs.
Cloth and leather are not farmable and have excessive materials costs.
If Mithrilium cost me 300 ore, I’d chuff, but I also build up that amount so easily that I’m trash-dumping ingots into my guild so I don’t have to deal with the pathetic sale price. Roughly the same for Spirit Wood. If I somehow had a dearth of them, I could go farm on a character or five and have a full stack within an evening. Generation is only as limited as my patience.
Cloth and leather almost feel like a bribe to go do events and kill lots of humanoids that drop bags. (Not inherently a terrible thing?) But, it also means there is no reliable acquisition method. To kind of drive it home, there’s a sort of AI for salvaging:
Blue: Salvage.
Green Light/Medium, Staves, Foci, Tridents: Salvage.
Green Heavy or Weapons (Mithril tier): Sell to Vendor.
Green Heavy or Weapons (non-T5): Salvage
A little simplistic, but there could be a lot more Mithril on the market, if some players weren’t turning those salvages directly into liquid wealth because mithril doesn’t overly matter.
Ore/Wood
- Precursor crafting
- Precursor forging
- Ascended weapons
- Ascended armor (Not wood)
- Legendary gifts (Most)
- Guild Upgrades
- Exotic Armor (Not wood)
- Exotic Weapons
Cloth/Leather
- Ascended Armor (All, not just heavy)
- Ascended Bows (Leather)
- Guild Upgrades
- Exotic Armor
- Legendary Gifts (only a few for T6 leather)
These are just a few that I could think of immediately off the top of my head. Seems like there a far greater demand for ore and wood. Also keep in mind that guild upgrades are a one-time thing for a guild and typically are spread out.
8 uses for ore and wood.
4 uses for cloth and leather.
Which says nothing of the quantities needed for actually using them.
Mithril Ingot = Ore x2
Elder Wood Plank = Log x3
Ascended materials for these are x50
Bolt of Silk = Scrap x3
Ascended = x100; 300 scraps that cannot be farmed directly.
Comparable with Elder Wood, which seems fine, until one realizes that there are huge wood farms in Orr and almost all end-game nodes are Elder Wood instead of Ancient. It’s an old argument, of course, and the economists at ANet have tried to leak cloth back into the market. The blatant manipulation is galling, of course, but silk is somewhat reasonable right now, especially with the daily gold infusion.
Thick Leather Square = Section x4
Ascended = x50; 200 sections that cannot be farmed directly.
Thankfully less intensive than silk, but all that change did was effectively cut the supply in half in a period of new uses. And all leather was due for a rise because of the way Patches work. x10 to make a set of patches that are used for insignias. Changes like that didn’t address the issue of acquisition, only the fallen price due to lack of demand. Now demand is spiked and acquisition hasn’t changed.
Its just cheese.. Game cheese is never popular, why developers continue to make cheese like this and claim its challenge is beyond me..
Its just cheap, not worth bothering with imo.
You bring up something very important when it comes to game design, something anyone that’s been through game dev school in the past several years should know: the difference between difficulty and punishing.
It’s why these one-hit-KO bosses tick me off so much. For all the complaints about ‘zerker meta,’ the devs don’t help it one bit by having encounters were you might as well be full ‘zerk because the boss is going to one-shot you anyway, so keep the fight shorter by doing full burst. (I’m going to stop ranting there before the conversation goes off track.)
It also runs into the problem of cutting off players’ options for dealing with the encounter. The moment you’re marked, no matter where you are, you better hope the team smacks Axemaster with a CC, because otherwise you’re going down, full stop. And I’ve seen what happens when a group manages to survive the full-area KO. Some are lucky enough to be away from Axemaster and its minions and can rally. They’ll try to help others get up, but by the time the combatants are ready to get to the fight again, Axemaster is charging the area-KO ability again.
Which sort of highlights what I’ve been saying about ANet monsters in general, some of their cooldowns are simply too short to appropriately mitigate their combat effects.
There really is a lot of chaff in the boxes, regardless of key price. And three shots at something decent when the loot tables are full of garbage just isn’t an appealing idea.
But the question is what would get me to buy? A lot of Palador’s suggestions above are pretty well thought out as a starting point.
The guaranteed ticket scrap is pretty much mandatory, if this RNG stuff is going to continue. No change in the number of tickets required (unless keys drop dramatically in price).
Black Lion currency
I’m not keen on it being used to extend into other game rewards, but I do think being able to cash in unwanted things for Black Lion credit would do well. Any account bound drop from the chest could be sold back to build up credit to buy things like boosters, keys, and ticket scraps (at a ratio that favors the house, of course). There could be Black Lion credit tokens from other events in game. So maybe an event sometimes gives 1 token, where a booster sells for 20, something like that. In that context, imagine having a (random?) Permanent Contract as one of the buyable rewards.
As Palador suggested, separate loot tables with increasingly better drops. (Or even a gem-buyer reward track? Increase the loot find for cash buyers?) And nothing on those loot tables should be attainable any other way in game. Maybe a rare score of tradeable Ascended materials, but those junk bags of T4/T5 mats needs to be ejected. We can get those for laurels.
I would love to give a re-write to this boss, seriously. A full-area KO with exactly one counter isn’t really appropriate for open world (5-man or raids OK, though).
Add on that Stealth Detection is imbedded in a tree that players don’t open until knee deep in story (I rushed to Tangled Depths before the story did so I could open up the vendors), and it’s very inappropriate to have that mastery as a requirement for the fight.
It’s a shame, because I kinda like the overall feel of the fight, but the execution is utterly terrible for players who haven’t farmed a ton of points on an introductory map.
I agree with this. At this point, a lot of players have Stealth Detection, so the boss is doable. What I see, though, is that this boss is not done unless the map is seriously dedicated to getting all five. Since I’ve seen that exactly once since December with intermittent play in VB, I have to wonder whether huge swaths of players find this fight fun.
Perhaps the all-or-nothing counter is not a good idea. Without it, the fight is an exercise in rage-inducement. With stealth detection and CC, the fight becomes trivial. Thus, we have reasons to dislike the encounter at either end of the spectrum.
I’ve examined the VB boss structure in other threads, but Axemaster is by far the worst design for that zone. I’d been meaning to have a redesign thread for the boss somewhere just to get the ideas out, in the hopes that ANet will benevolently do some judicious backtracking on that boss’ design. Highlights of that post were:
…Actually, that’s about it. The Stealth Detection requirement rankles me because the teleport and hide-and-seek game he plays often makes him hard to find even if you have the mastery, but it becomes more of a stall tactic instead of an outright character death.
So yeah, that’s the one thing I’d change on Axemaster, if I could only change one thing.
I get the sense that the devs knew the ‘adventures’ would be one-and-done content. That would be why collections and mastery points were locked behind this unappealing content.
With the slackluster controls and bugs and ill-considered performance thresholds, it’s no wonder we don’t want to repeat them.
“I got Gold. Thank god I never have to do it again.”
“Why can’t I play my build/character?”
“WTF with these controls?”
“This arcane puzzle path is just meant for the devs to feel good about themselves.”
“I shouldn’t need a video to…”
“No way I’m getting gold without these other masteries. Why bother?”
Lots of players end up saying things like the above, and that’s a terrible thing for people to be saying about your content, ANet.
Thing is, it could have been an enjoyable add-on to the game, as it was planned to be. In execution, it’s a frustrating slough. The players expect a smooth and entertaining experience, but these minigames are very frequently neither.
Fat-bottomed charrs you make the world vs. world go round…
This made my morning. Thank you~
I would love to give a re-write to this boss, seriously. A full-area KO with exactly one counter isn’t really appropriate for open world (5-man or raids OK, though).
Add on that Stealth Detection is imbedded in a tree that players don’t open until knee deep in story (I rushed to Tangled Depths before the story did so I could open up the vendors), and it’s very inappropriate to have that mastery as a requirement for the fight.
It’s a shame, because I kinda like the overall feel of the fight, but the execution is utterly terrible for players who haven’t farmed a ton of points on an introductory map.
I also want to add, its not even remotely fun to have to watch videos on another screen in order to know how to lvl up. Like.. why is that a thing? It should not be a thing.
I have noticed that ANet has been rather poor on conveyance in the game overall. If information were sufficiently arrayed and made suitably visible, we could clip a fair amount of video dependency from things like adventures and Tangled Depths.
A straight XP grind was never the point. You were supposed to do multiple forms of content instead of just farming whatever spot gives the most XP.
To be honest, XP was never my problem with the Mastery system. I’d go do exploration or map metas, and suddenly “oh, my bar capped, better do something about it.”
I don’t mind having to explore and poke at the zones to get the points, either. It’s driving me into content I might not have made time for otherwise. I even got a Triple Trouble kill out of it, and I finally got motivated to do the Sunbringer title.
I do mind the following:
I think that covered it all?
The best course is likely the expensive one for this situation, MO. Adapt the elements of the design into something more appropriate to Charr and Asura, but keep it feminine. The boobcups are silly, but they could probably be smoothed out and set on a chest wrap. Swapping to the male model, while appropriate by lore, would deny those who crave more feminine skins for their characters.
Down with Evon Gnashblade who opresses us with his 15% sales tax. It is time to expropriate Evon and give everything to Kiel.
Kiel would raise it to 20% and funnel the extra 5% to her White Mantle allies. Just sayin’.
Anet, remove map completion from my legendary journey. I’ve done it once, I worked very hard for it, just create a NPC that sells more gifts. I deserve it.
Thank you.
The above is probably sarcasm, but I fully support this idea.
I’m just glad it’s a one time deal with the mini games though after getting gold.
Just to point out to the forum scouts reporting to the dev team:
This is not how valuable content should be viewed by your players.
Especially for something that is used as a progression mechanism.
Because those material were worthless previously, and thus said worth (or lack thereof) created a glut.
How does that answer the OP’s question? He was asking why there is such a disparity between recipes using salvaged materials, which are rarer due to RNG, versus ones using gathered materials which have a 100% guaranteed drop rate at the right node/tree/plant.
Regardless of the TP glut, that doesn’t excuse the bad design in recipe materials.
People keep stating that the disparity in sources & required amounts (resulting in disparity in market prices) is “bad design,” without explaining why. There’s no reason, other than a personal preference for things to be ‘even’ that those things should be comparable.
And over time, due to changing demands (sometimes due ANet’s influence, sometimes not), the prices have varied. Leather is especially high now, but it used to be vendor price for virtually every tier. Cloth was similarly cheap (although not at all tiers). And mithril, despite its many other uses, was also cheap until recently.
I’m not against ANet deciding to intervene — I just don’t agree that the current design is inherently bad because it’s uneven nor do I agree that there’s any urgency in adjusting sources/requirements. Far better for ANet to approach the situation cautiously, lest we end up with a situation that is comparable to what we have now.
Thing is, their method shows poor surface validity, and the way ANet tends to manipulate the economy feels like dropping a nuke where a scalpel is more appropriate.
I’m still trying to figure out why I need 30 of a T6 material that cannot be reliably farmed to make a patch (not even the entire armor), because someone decided that inflicting a double-whammy of usage (again) was somehow a good idea.
I do appreciate that leather got a better use, but, once again, ANet over-reacted to the situation.
Why does it get annoying though? Why are people so against sexualization and revealing things? I’ll never understand that.
I’m not against it~ :P
I just want equal treatment. #equalitynow
From a less silly perspective, we could stand to have plenty of revealing armors for all weights, and for a legitimately aesthetic reason. Particularly for Norn and Charr, who are decorated with tattoos and fur patterns that players will often spend quite a while making sure come out just right. …just to have that effort nullified by clunky armor and buttcapes.
So yeah, let our guys and gals show some skin (and fur)!
Chiming in here. I don’t mind you guys selling skins on the gem store- I’d prefer more armor and fewer outfits, but that’s a different matter entirely- but the RNG involved is a step too far. You’re forcing anyone who wants one of these skins to gamble, either with tons of gold or notable amounts of real money. It’s the rare moment most people would be better off playing the -actual- lottery.
The blatant use of gambling by game companies as a means of getting income has gotten to the point where perhaps it is time for governments to step in and regulate it, just like they have done with online Casinos.
Heck, with real casinos, at least you have a chance of getting real cash back. With game companies, the house keeps 100%
I normally don’t want the do-nothings in our (or any) government to start slapping hasty, ill-thought legislation on our video gaming.
This sort of predatory gambling really makes me rethink it. Any lawyers in the audience willing to draft up some possible bill proposal to send to NA and EU legislatures?
Must not have reached the part in Tangled Depths where it’s the same two violin stings followed by a horn fart noise. 100% ambiance. -_-
It’s such a shame that utterly disappointing music sting is in the same awesome soundtrack as the fantastic score for Auric Basin~
I’m running into an issue with the Swiftness duration on warrior-warhorn’s Charge. The tooltip seems to display the proper duration from my boosted boon duration (11.75 sec instead of 10sec), but the Swiftness that is granted is only 10 seconds.
Is anyone else having this issue?
Although this ultimately doesn’t effect me what so ever, I can see the frustration this must cause from other players.
A horrible decision, honestly.
If you’re that desperate for Key Sales Anet, put something worthwhile in there!
It really is about cost-value ratios, especially with how high gem prices have gotten. Currently 43 gold to gamble on items not worth 1 gold. It used to be that Black Lion skins were are least partially worth the price of purchase, but with the skins being account bound, that’s one source of lucky revenue removed from the already abysmal boxes.
Why even have the weapon vendors at this point? Just have them be semi-common rewards for the stupid boxes and stop this shady gambling crap. No more pity “ticket scraps”, give a high chance for a full ticket, and maybe you’ll see those $1.50 boxes actually move.
Or at least start guaranteeing ticket scraps with each box. Seriously, is $10+ not enough for one friggin’ skin?
Again, keys are far too expensive for the crap we get out of them. Drop the cost to 50 gems, and we might be more willing to throw gem money at it. Or, genius thought, have key giveaways for buying other items from the gem store. 5 keys for every 800 gems purchased with cash; 1 key for every 100 gems spent on items from the store.
Part of the poor value of the keys themselves is that they are super rare or ultra expensive, and what you get from them is very frequently garbage. Make key rewards much more common, and it will matter less when chests give junk and it gives players more chances to get that awesome-feeling score.
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