2 Mystery Tonics and a Speed Booster.
Hey, free is free! Thanks for the heads up, StinVec, and to Anet for the freebies. \o/
In general .my hand can feel that there are more clicks now than when I started.
advanced mice. keyboard are currently what keeps me from carpal tunnel syndrome.
Remember the loot bags during LA LS? again sooooo many clicks….. So its not only the luck.I would suggest a drop down menu option of – use all.
While “Use All” would work perfectly well with luck consumables, with bags, it’s worth noting the possibility that someone will Use All on 250 bags with an otherwise full inventory. If someone is stockpiling valuable bags or boxes (and I’m sure there are people who have,) that could lead them them having well over a hundred items piled up in the “You are encumbered!” interface.
I suppose the “Use All” process could abort itself if the number of items in the encumbered window reaches a certain point, but it’s something interesting to think about.
Oh and btw storing luck does reduce your potential drop rate temporarily. That is until you use the essences. The equivelent of 1% MF in your bank is 1% MF not on your account. The MF modifier is applied new to every roll.
If that’s what the OP meant, then what Aidan Savage said makes more sense, and totally applies; I could have quite a large pile of essences gathering dust in my inventory before I’d be able to increase my MF by 1%, and at that point it’s such a minimal fraction (1/~100th for example) of the MF boost that I’m getting that it hardly makes a difference if I wait until I can combine them. And if I don’t have enough to bump me up to the next level, then it makes no difference at all.
I’m always somewhat…relieved, almost, when I see a new skin that I don’t really care for, personally. It’s a good reminder that my tastes aren’t everyone’s tastes. I just can’t bring myself to like the Zodiac armor, for example, even though it’s obvious that a lot of work went into it, and I’ve seen players wearing it.
Your situation only applies if someone’s below +100% MF. Once you reach that point, it takes so much more Essence to get the next point of luck. That is why people accumulate essence of luck before using it.
Does it make a difference? Whether I open a thousand +10 orbs or twenty +500 orbs, it’s all the same amount of luck in the end. The only difference is whether I want to trade some inventory space for less mouse abuse.
How would you be potentially losing the opportunity for better drops? Just out interest.
I think Reave is talking about inventory space. If I have a bunch of low quality Essences of Luck, that’s two or so inventory spaces I can’t use for storing other drops. Although, for me, I personally haven’t had much trouble with inventory space since they implemented the ability to deposit collectibles from the inventory. But, anyway, I think that’s what Reave means.
Unless they add some other use for Essences of Luck, it’s a little silly to have to click on them en masse, or else haul them around until your artificer can combine them. I get the same satisfaction as the next player from clicking on powerups and getting a positive response, but it’s hard to justify the lack of a “use all” option.
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Whether the switch to transmutation charges instead of stones and crystals is an improvement depends largely on how you obtain them and what kind of gear you want to transmute.
Based on the 3stones:1charge conversion rate, after the Wardrobe update, transmutations under level 80 have basically tripled in cost. On the upside, you can now transmute level 80 gear with earned charges, which might be useful if you play a main character or two and didn’t have a use for your accumulated stones.
For another angle, here are the prices per unit. (Using the lowest purchase size, with the bulk pricing in parentheses.)
*Stones: 25 gems (20)
*Charges: 30 gems (24)
*Crystals: 40 gems (32)
So, in terms of gems, Charges are more expensive than stones (120%) but less expensive than Crystals (75%). Ultimately,
*If you buy items to transmute level 80 gear, it’s a substantial discount (a fourth off the old price)
*If you buy items to transmute <80 gear, it’s a slightly less substantial price increase (a fifth more expensive)*If you transmute <80 gear with charges you earn from map completion, dailies, etc., it’s a slightly more substantial price increase (a third more than the old price)
*If you transmute level 80 gear with charges you earn from map completion, dailies, etc., you’re getting value out of those potentially useless stones you had piling up
Edit: Textile isn’t formatting my lists for some reason, so I’ve put some blocks in quotes to make it more readable.
While the switch to charges is good for people who focus on one or two main characters, it’s also significantly less friendly to people leveling up. I had a pile of transmutation stones leftover from my first character, and even more from my second, so I was absolutely free to make my third and fourth characters look however I please while leveling them up. Overall, I’ve got mixed feelings about it, leaning on the negative.
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I’ve never played the TP market, but I don’t see anything to feel bad for. If people are selling to the lowest bidder and don’t feel they’re getting enough money back, they can always set their own prices. Whether they don’t understand or don’t care, there’s really nothing you can do to educate them about it.
You should feel bad. Think of all the fake families who will lose their fake homes and the fake children who go to their fake beds hungry every night because you stole the fake money from the fake people buying and selling fake goods for fake money.
You should be ashamed of yourself.
I stand corrected by the beautiful truth of this argument. You’re a monster, Bunda.
Look for the first ghost when the bell tolls one~!
Nope, sorry. Vision Crystals are used for crafting ascended weapons and chest armor, while Lesser Vision Crystals are just a cheaper material used to make crafting the other five armor slots a little less excruciating. (Not a LOT less excruciating, but a little.)
So, yeah, no way to transform one into the other.
While it’s a sensible business tactic, it’s not a consumer-friendly one.
It’s not, but a free to play game in of itself is. I’m not saying I disagree with the OP, but as you aren’t forced to buy gems, they have every right to have gem amounts set in stone.
Er, yeah, obviously they have that right. It’s still not consumer-friendly. There’s a major difference between “consumer-friendly” and “unethical.”
Whether it’s better to offer gems in set-your-amount purchases or fixed blocks, from a business perspective, is a business question. But it’s hard to argue that from a consumer experience perspective, more buying options wouldn’t make a better experience. That’s all I’m saying. \o/
Shaman seems to hold up for a while, long enough for me to get credit (with my level 80 characters,) but I’ve given up trying to get credit for chunks of the event chain during peak hours. There aren’t a ton of grawl to go around even on off-hours, but right after daily reset?
Forgettaboutit.
I’d say Shaman has the most conspicuous scaling issues, or at least his event chain does. I prefer doing world bosses on less-populated hours, at the very least because that much going on seems to make the game client a little unstable, but it’s generally not too bad.
While it’s a sensible business tactic, it’s not a consumer-friendly one.
Realistically, I’ll be surprised when (if) we see major new pushes in that direction. Aquatic combat simply isn’t as full-featured as land combat (many skills and traits don’t work underwater,) and it’s never seemed especially popular.
The April Feature Pack removed underwater areas from PvP areas, which seems like a pretty plain signal that it’s not the most popular feature with the development team, either.
It’s a pity, because I was always hoping to see something really impressive done with it, like fighting a large underwater boss (Deep Sea Dragon?) or visiting the Largos, but underwater combat has some relatively significant knocks against it compared to just developing more land-based content, and there doesn’t seem to be enough love for it to overcome those roadblocks. Never say never, however.
Normally, there’s a guy in each of the main cities, but he’s down for technical problems right now. He’ll probably be back soon, so you might want to check back occasionally, and check this thread:
https://forum-en.gw2archive.eu/forum/info/news/Black-Lion-Trader-Armorsmith/first#post3930797
Once he’s back, you can talk to him to update any items in your inventory and any items your character was holding. If your character was holding the Bouquet of Roses in his/her toy slot, for example, you won’t be able to see it now, but you’ll be able to get the updated version as soon as whatever the issue with that NPC is fixed.
While I think it’s a little strange that Scholar Brogan does his event chain outside of the every-two-hours schedule, I also think it’s only really confusing for people who are used to it leading into the boss fight every time.
Additionally, as much as I like running the World Boss circuit, I don’t think an in-game schedule is necessary. If you’re in the area long enough you might run into it or at least hear about it (Maw is every two hours, after all,) and if you run into a area notice that “The Swamp is Quiet” or whatever, all you have to do is ask someone, or look it up online. If you’re just exploring the world, you may or may not run into a world boss, and if you do, it’s kinda a big deal— I know it was for me the first time I saw the Great Jungle Wurm, or the Shadow Behemoth, before I knew the rules behind it.
Tastes will vary, and there may be exceptions (Clockwork Invasions had a good worldwide notice,) but I think the new schedule, and its level of explanation, is fine. If you’re worried about hitting every boss that happens while you’re on, look up a schedule, but if boss events are still a mystery to you, I’m not sure there’s a need to rush the magic out of it. For some things, the game self-documenting itself makes sense, but I’ve seen enough complaints that events are on a loop or that the world doesn’t feel surprising enough to think that looking up boss timetables is something that’s better outside the game.
As the other two posters say, if you’re an ele and you’re not switching elements, you’re probably not reaching your full potential. While you don’t have to go fully-traited into Arcane and swap relentlessly through all four elements, chances are that if you stick to one element, you’re going to have some downtime as skills 2-5 recharge. You can always spam 1, and sometimes that’s what you want to do, but swapping elements will give you a much greater range of status conditions, healing, control effects, combo fields, and combo finishers, all with their own cooldowns.
Not swapping attunements is a bit like being another class and never swapping weapons. You don’t need to swap just because you can, but swapping opens up a lot of options that you can pick from for any given situation.
Side Note: I remember early in the game’s life that I would see more eles, myself included, who thought of themselves as being mostly “a fire ele,” or a “water ele.” It’s a natural way to think as long as you’re focusing traits in one or two elements, especially if you’re coming from other games. (Guild Wars 1 included.)
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“This” is really just too broad for comparison. Annoyed as I am about some of the changes (town clothes, item-naming,) I’m generally excited about others despite their warts (mega servers, world boss revamps.) Then there are some that I’m plainly appreciative of (there is a RIDICULOUS number of equipment that finally received custom icons, re-trait flexibility, improved renown heart reward system, account dyes) and a lot that, frankly, I haven’t even begun digesting yet. (Everything else involving traits.)
It sounds a little silly, but I appreciate now how much easier it is to process system changes when they’re padded out with Living Story releases. This many changes to this many elements of the game is a little hard to process all at once.
Free within the same map might be a nice improvement. It doesn’t fix the problem of needing to load the map twice (which has got to be aggravating for those on a slow connection,) but at least I’m not paying double just to get to a way point that could be contested.
Generally, I don’t waypoint around a map very much once I get there where I’m headed— I expect most people don’t unless they’re running a champ train. Given recent nerfs to that, I think the economy might be able to stand removing intramap travel fees as a gold sink.
I don’t see any reason not to do this; in fact, I’d have assumed that if you block someone, their emotes would be blocked as well.
If a player has blocked me, so that they can’t see me
/say L2P NOOB U R THE BRATWURST
they shouldn’t be able to see,
/me L2P NOOB U R THE BRATWURST
If they can, it just seems like an obvious oversight.
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(But, yeah, krait are fantastic, and a friendly krait would be my best friendly krait in ten. Seconds. Flat.)
Maw happens every two hours. Scholar Brogan’s event happens more frequently than that, however, so if Maw isn’t active, he just goes home. If the Maw activates and Scholar Brogan isn’t already active, his event will begin.
I’m too lazy to dig up a link or quote, but it’s outlined in the patch notes, and it’s working as intended, confusing as that is for those of us used to the old event chain.
You do NOT have to worry about people destroying the totem. Go crazy. Rain fire. Etc. etc.
Fourth Point: Without the PvP lockers to mix and match armor previews, much of my incentive to hunt down new pieces is suppressed. Why would I waste the time, without the advance certainty that the pieces won’t look like garbage together?
Although the PvP lockers are gone, the feature you’re looking for is part of the bank now, so there’s still an easy way to preview the different possible looks.
Grumble grumble clothing tonics should be outfits grumble.
https://help.guildwars2.com/entries/45944258-Town-Clothes
Support PostIf I don’t like the changes, can I get a refund for my town clothes purchase?
Customer support will be able to fulfill refund requests only for items which were originally purchased from the Gem Store and have been converted to Tonics or Outfit-slot items. Town Clothes which have been converted to individual armor skins are not eligible for refund. If you would like a refund for a qualifying item, please submit a request detailing which items you would like refunded and our Support team will be happy to assist you.
So you probably can’t get a refund on your bunny ears, since they’re an armor skin now, but you might for things that have been turned into tonics or outfits. I don’t know if anyone has gotten a refund in non-gem currency (dollars, pounds, whatever,) so there’s a good chance they’ll only refund you gems. (Which, there is no way around it, is super lame given the circumstances.)
Please remember that they’re probably swamped with requests after a change this big, so it’s probably best to be clear about what you have and what you want, and to polite about it. (Actually, that’s good advice for dealing with customer service in general, no matter the time or company.)
Best of luck to you!
I’m really just puzzled as to why the clothing tonics exist at all, instead of being outfits. That’s a far better system, since they’d at least be dyeable and usable in combat, and they wouldn’t have the arbitrary time limit that tonics do, or take up inventory space. We still couldn’t mix and match them anymore, but it would be a heck of a lot better than the tonic system just the same.
A cookie to anyone who can give a good reason for them being tonics instead of outfits!
Here you go: https://forum-en.gw2archive.eu/forum/game/gw2/Feedback-Questions-Town-clothes-Costumes-Combat/page/18#post3823361
Sorry, but I’m afraid there’s no cookie for that answer. Curtis Johnson explains why they can’t be mixable armor pieces, which I totally understand, but that post doesn’t even mention tonics, which is the thing I have a gripe with. When I say “town clothes tonics should be outfits,” I’m not saying they should be armor skins; I’m specifically talking about outfits like the Mad King’s Outfit or the Pirate Outfit.
This thread isn’t for complaining about what they did with clothes being turned into tonics, it’s for me to complain about not being able to use them in combat anymore, although I’d love to wear them as skins which in turn would let me use them in combat, apparently that’s not happening.
Sorry if I’m being a little tangential to your original question; it just makes more sense to me to enable fighting in town clothes completely, rather than to worry about the half-functional gap that doesn’t seem intentional. I have some fond memories of Beta Weekend 2, when I figured out I could use conjured weapons to take my elementalist into battle in town clothes— at least until I took damage.
A minute ago, I logged in to see how things work now: I turned into my town clothes tonic, fired off a few skills, then fired a few skills at a Risen. When my attacks actually dealt damage, I switched back to my armor automatically. I’m not sure how this worked yesterday, since I’m not sure I actually tried fighting, or just assumed I’d switch back as soon as I took damage. (Which is how it used to work pre-patch, but not how it works post-patch.)
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Confusing as that is, it’s working as intended. Apparently, they want Scholar Brogan’s event sequence to go off more than every two hours (the schedule for Frozen Maw,) so he’ll go off occasionally even when the Shaman isn’t around.
Release NotesSvanir Shaman Chief
Once the boss is activated, a message will appear in the meta-event UI indicating that a powerful Sons of Svanir Shaman has been spotted in the Maw. If the event chain that involves protecting Scholar Brogun as he investigates the grawl tribe is not active at this time, it will begin immediately.
Scholar Brogun will only wait five minutes for player assistance, instead of forever.
If Scholar Brogun dies and is not resurrected by a player for a total of five minutes, the event chain will fail.
If the event to destroy the dragon totem has succeeded when the boss is not activated, Scholar Brogun will declare victory and return to Krennak’s homestead without fighting the shaman.
Considering how long his window used to be, every two hours seems much more accessible. I haven’t starting running bosses again since the update, but I’m…cautiously optimistic?
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While demand might slacken off for duplicate weapons, I’d be surprised if price went down by much. Even lowered, demand seems like it will still be much higher than supply.
I don’t really expect to see legendary weapons to become any more affordable until precursors become craftable / scavenger-hunt-able, and even then I expect them to still be rather expensive, and probably demanding in other areas besides gold.
I’m hearing a surprising amount of paranoia about future charges for dye changes. The UI is the way it is so people can experiment with dyes and wardrobe changes simultaneously— That way I don’t transmute my armor into something else, only to discover (several transmutation charges later) that Redemption Dye does, in fact, not look so cool on my new set as I thought it would. Yeah, I could pick a new dye, but if I’ve payed $30+ gold for a particular dye, I might care more about the color than I do about the armor skin.
It drives me crazy that the the dye screen mentions costs, because I’m always double-checking to make sure I didn’t accidentally select an armor piece that’s going to cost me (which is extremely unlikely, at least for me,) but after I heard the reasoning for it, I have to say it’s not a bad solution.
Thank you so much for posting that, jktorres! I read that post when it came out, then totally forgot about it. Running the World Boss Circuit is one of my favorite things to do in-game, so I’m glad it’s still doable.
Heck, if the times are accurate and reliable, I might enjoy it more, personally. Logging in and never (or almost never) being more than 15 minutes away from a boss sounds like an improvement.
So long, Frostgorge Sound overflow.
So long, obnoxiously long spawn window for Frozen Maw.
Well that stinks. Anyone else have any luck, wanna share some tips?
I’m curious as to your exact circumstances, which might help the rest of us get a sense for what might get rejected.
What piece(s) did you try to refund? (Items converted to armor isn’t eligible for refund.)
Did you buy the items with gems yourself, or receive them as a gift? (Or buy up cheap tonics on the trading post, which I totally did, despite my gripes about the tonics. I’m not trying to refund them, though. ;P )
Did they give any explanation?
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That would only seem sensible, yeah. I mean, they’re certainly not going to give you a refund and leave the items on your account, so I assume they go in and delete them when the process the account.
Also, your tonics are retaining their old dye colors? That’s strange; what I’m hearing is a lot of browns and earth tones by default.
I haven’t made a legendary, so I might be missing something, but what’s to stop you from finishing map completion and skill point accumulation with your Necro, then transferring the Gift of Mastery to your Guardian? The Bloodstone Shard (used for Gift of Mastery, bought with 200 skill pts) might be soulbound, but the Gifts are account-bound.
Unless the time spent finishing up map completion / skill point accumulation is just time you’d rather spend playing with your guardian. If you like the guardian that much more, even if it takes longer, if you’re having more fun, it might be a better choice. It’s really up to you!
Donari’s suggestion is a good one, at least if you like the Bifrost. (Focus, Spear, and Trident are also options. Just not popular ones.)
Took this the very first day of the pre-order head-start.
Time Lord regeneration is never a pleasant experience. /drwho
Edit: That’s pretty sweet, Mogrey. RadioIsotope’s picture and BigB’s second picture are also some of my favorites in this thread. There are a lot of good ones!
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I’m hopeful that they’ll take the complaints into consideration. I might not be happy with what some of the things in this update, but I still generally like Anet and the people that work there, and I think they generally, genuinely want to make a good game and make players happy.
Making changes requires more than simply good will and good intentions, so I don’t expect to be 100% satisfied, but I think there are some clear areas for improvement that wouldn’t be crippling to implement. In no particular order, my realistic wishlist:
1) Restore the old naming system, where gear used the name of the item used for looks. If I’m asking another player what his crazy staff is (say, The Crossing,) it’s just confusing for his chat link to say “Knight’s Pearl Staff” or something like that. It still previews correctly, but it’s confusing and not nearly as cool.
2) Most, or at least some town clothes tonics converted into Outfits. I’ve said this in several other threads, but Outfits are dyeable, usable in combat, and usable across characters, while tonics..aren’t those things. And take up inventory space. And have a 15 minute time limit for no readily apparent reason. While there are reasonable technical reasons to keep from making things like hoodies into regular armor skins, I don’t see any reason the clumsy tonics can’t be outfits.
3) Fix outfit dye memory. Any time you swap outfits, the dye resets. While an outfit only has four dye channels, I’m never going to want to swap outfits often if I have to re-dye them every single time. If every single piece of spare armor I keep in my inventory (which is rather a lot) can remember its dye pattern, I don’t think remembering dye patterns for the outfit slot would be too demanding.
Honestly, those three things are all I really hope for. I know we can’t have everything and still progress the game; some things have just got to go as part of the trade-off. These three things, however, don’t seem unreasonable, and I think they’re doable while adding a lot of polish to the experience of using them.
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That’s an fine explanation for why mix-and-match had to go; sad as I am about that, I’m (grudgingly) okay with it. The Outfit system isn’t perfect, but it has some excellent points in its favor. That’s not really what irks me, which is the sets that got turned into tonics.
I couldn’t find an explanation why so many clothing items got the tonic treatment instead of the outfit treatment, however. Since the tonics generate their own extra pieces, they avoid the systematic problems of making those clothing items into armor pieces; I’m still looking for a reason why they shouldn’t just be outfits.
It’s literally impossible to look exactly this good now.
I’m going to miss you, dyed and mixed town clothes.
Is there a reason to have Town Clothes tonics at all, instead of just converting everything to outfits?
Tonics
-Can’t be mixed
-Can’t be dyed
-Can’t be used in combat
Outfits
-Can’t be mixed
+Can be dyed
+Can be used in combat
Since the individual pieces (Hoodies, Riding Pants, etc.) generate full sets of clothing when the tonic is used, I don’t see why those sets couldn’t be made into outfits. While the outfit system is a few steps forward and a few steps back, tonics are just a few steps back, period.
I’m really just puzzled as to why the clothing tonics exist at all, instead of being outfits. That’s a far better system, since they’d at least be dyeable and usable in combat, and they wouldn’t have the arbitrary time limit that tonics do, or take up inventory space. We still couldn’t mix and match them anymore, but it would be a heck of a lot better than the tonic system just the same.
A cookie to anyone who can give a good reason for them being tonics instead of outfits!
I really don’t have an explanation as to why all the town clothes tonics aren’t just outfits, given that the single pieces (Cherry Blossom Shirt, Riding Pants, etc.) generate the rest of the pieces to match. Outfits override armor, so it’s not like clipping or weight-mixing is an issue, and as long as outfits are a thing, period, there’s no consistent reason why, say, a Guardian can wear a Chef outfit in combat but not Riding Clothes.
I’m not sure if I’m more annoyed or confused by clothing tonics, but it’s definitely some of both. So long as we can’t mix-and-match clothing pieces anymore, I just don’t see what use clothing tonics serve that the Outfit system doesn’t do much better.
Since I’m posting, I might as well reiterate that the default town clothes should be made into either armor pieces or (preferably) an outfit. It’s bad enough not being able to mix and match pieces anymore, but not being able to dye them because they’re tonics (with a temporary duration for Grenth knows what reason,) is extremely frustrating.
Just curios, why did I get 3 standard town clothes potions? Is it meant to be like this or was it a bug? Or are they for different armor types? They were in the same inventory slot
You receive one potion for each piece of the set: One for the shoes, one for the pants, and one for the shirt. That way, if you deleted, say, the shirt and shoes, as long as you still have one piece of the outfit, you get the tonic. You can hang onto the extra tonics and pass them to another character, if you deleted that character’s town clothes, but otherwise they’re just extra and can be deleted.
Outfits are multiplied the same way: I received four sets of Mad King’s Outfits because I had the hat, coat, gloves, and boots. I only needed to use one of the Outfit item to unlock it for the wardrobe panel (which is accessible to all my characters,) so I can delete the rest if I like.
From the Support section of the GW2 website:
If I don’t like the changes, can I get a refund for my Town Clothes purchase?
Customer support will be able to fulfill refund requests only for items which were originally purchased from the Gem Store and have been converted to Tonics or Outfit-slot items. Town Clothes which have been converted to individual armor skins are not eligible for refund. If you would like a refund for a qualifying item, please submit a request detailing which items you would like refunded and our Support team will be happy to assist you.
I never did try visiting TC for its RP, but I can see where this update would be a problem. It’s a pity there was never an “official” roleplaying server; if EverQuest had the kind of advanced “Hey, RPers, you probably want to go here” technology back in the day, I’m not sure why it couldn’t get that bare minimum support.
It would be nice if people could mark themselves for roleplaying, just as they can mark themselves LFG (as an online status,) and then factor that in when picking zone instances. It would doubtless require a fair amount of work on the technical side, but it’s not logically undoable, and it’s a feature that caters to an audience that’s dedicated to the game almost by definition.
I logged in today to people actually complaining about being around rpers and as I offered a suggestion to it I was attacked and categorized. Well that was a great to see.
This sounds more like a community problem than an Anet problem.
Community problems are also Anet problems, at least in this case. It’s not Anet’s fault that some people don’t like roleplayers, but it is their problem, because they want roleplayers and non-roleplayers to be enjoying the game.
I wouldn’t say that the greatswords are the most boring, at least not inherently; they suffer from tragic overexposure, to the point that now I don’t even notice them. First few times I saw them were exciting, but I’m afraid this is just bound to happen over time, as long as they continue to be so many people’s default long-term goal.
No idea when / if they’ll ever get around to introducing new legendary weapons, but hopefully that would add some more variety. There are plenty of rare weapons, but legendary weapons have a best-in-show factor that makes them both practically useful and prestigious. (Even if I don’t notice someone’s Eternity, you can bet your boots they notice and feel good about it, having accomplished a long-term goal.)
Oh, geeze, I’m glad you posted about this. I’ve been wearing my unmodified Mad Memories: Complete Edition since I got it, since I haven’t been able to afford/obtain a Celestial backpiece to transmute it on. If the flavor text goes, I think I’d rather just continue to take a hit on stats.
But…particles!
PARTICLES EVERYWHERE
-shot-
In seriousness, it’s kinda amazing how much more a good dye job or mix-and-match look does to make a character stand out, compared to a bunch of special effects. Most of the special effects look good on their own, but they can easily make a character too busy, visually. If each part of a character is fighting for attention, the character as a whole can end up looking very forgettable.
…I think your expectation might have been a bit backwards. Now that there’s the wardrobe system, there’s very little keeping those with Twilight and wings from putting them on each of their characters, instead of just as many as they have items for.
I’m actually expecting more wings and Twilights now, just as I’m expecting to see more people dual-wielding one-handed legendary weapons. I might have only had one pair of Holographic Shattered Wings before, but now I have the option of sticking them on all my characters for a nominal fee. I won’t, naturally, but people have the option now, and, well, those skins aren’t super common by accident.
As far as I am aware, the clothes that have been turned into tonics were unable to be turned into skins to go over armour due to character/profession mesh issues (this is deep core stuff, and cannot be hot-fixed). So that’s just how it is. You can either sell the tonics or ask for a refund via creating a support ticket, I believe.
I’m really surprised (and disappointed) that the default town clothes are a tonic. I’d have far fewer clipping issues with those than practically any armor set or outfit. (Mad King’s outfit looks kinda ridiculous if your character’s combat stance requires him to turn his head sideways, as my male human ele does; the pumpkin rotates right into the shoulder spikes.)
I get that there are problems for a lot of the individual town clothes pieces, but I’m really baffled that the default clothes are a tonic.
I don’t like the colour blue! I also hated the black and red of the original outfits, which is why I changed them. People don’t want to look like clones, they want individuality, well at least I do.
I’m really disappointed by the “common clothes” tonic. I know the default town clothes weren’t very popular, but I liked them, and I really liked dying them. They were a great way to express a little extra personality. Losing the ability to mix-and-match pieces is also a drag; the Mad King boots look great with the default pants, for example.
Instead of a tonic, I wish common clothes were just an outfit, so that I could at least dye them. Outfits already kill the question of differentiating armor weights on the battle field, and they look as durable and practical as quite a few armor sets I could name. While I’m going to miss mixing and matching, that would be a better trade if I could fight in them and dye them.
I imagine they didn’t want to make them normal skins because you cannot tell the armor class of someone when they are wearing Town Clothes.
While I haven’t been in a PvP match, I was able to wear an outfit (Witch’s Outfit) in the lobby, as well as in WvW. So any argument about being able to distinguish easily between armor classes on the a battle field is inapplicable now. (Which is funny/unfortunate, since I’ve been the one making the case for distinguishing between weights before.) It can look super cool, matching up the right outfit with the right weapons and back pieces, but it’s something worth noting.
Having ‘Mad Memories: Complete Edition’ backpiece skin does not unlock
‘Mad Memories’ backpiece skin, it’s direct ‘precursor’.re: "Items that have gone through skin progression, like legendary weapons or Spinal Blade back items, will unlock all the skins in their direct progression line "
While I don’t think I’d ever actually use the incomplete version, I have to agree that this seems like an oversight. (Technical explanations about Mad Memories’ outdated upgrade process aside, it’s how people expect something to function that matters.)
I’ve been experimenting with outfits to see if I can stomach them. Apparently the dye scheme you apply to them is not saved when you swap away from them.
Either I’m missing some step that locks in the dye, or they’re even more clumsy and useless than they appear because why the heck would I want to have to carefully find all the dyes again once I have the outfit looking how I want?
Egads, you’re right. That’s horrible. It could at least keep the dye channels I set for my previous outfit, instead of just reverting back to the default. (Witch and Mad King defaults are both pretty lousy, in my opinion, even though they look great dyed.)
I’m still digesting all the changes made in this release, but I think it’s pretty clear that it’s rough for roleplayers / anyone who used town clothes. There are some improvements, but what got taken away will be missed pretty sorely.
So when you realised what you had done, you weren’t howling with laughter?
/coat
Show yourself out
-slow clap-
But, to the OP: Yikes, that’s terrible. I’m sad to hear it!
It was on a list of things development wanted to get done last year, but got pushed to 2014. All of the updates this year so far have been focused on the last few chapters of Living World Season 1, with a “feature” release slated for later this month, after the final installment. I don’t know that precursor crafting, scavenger hunt, or whatever its final form takes will be in that release, but I’d keep a look out for it there.
Selfless / Thoughtless potions on Siege Golem
in Battle for Lion’s Arch - Aftermath
Posted by: Redenaz.8631
I’m totally surprised this works at all, given how many things it doesn’t work with. Huh.