Showing Posts For Rehero.7821:
So, you think all interesting/new skins should be incredibly difficult to attain? There should be no middle ground? I honestly think you’re looking at the wrong game. The devs have stated this is not a game with a Raid or Die mentality. Cosmetic gear IS the Vertical Progression in this game. If everything were incredibly difficult to attain it would just be WoW without stats. You’d end up with a huge chunk of the player base kitten off that months after 80 they still have goofy looking pearl weapons because they’re casual-ish players, which is the game’s core demographic. Just because they make some skins super hard to attain and it’s cool because it’s cosmetic doesn’t mean doing that with EVERYTHING would fly. I’d leave for sure. I have a job, I don’t need another one. Who would play this game over WoW if what they wanted was “Uber Gears Noobs can’t get”?
All the current system is promoting is the rapid succession of new characters for either all of the skins or a massive amount of a crafting ingredient that normally takes time. The runs remain the same time and difficulty every time you run them and forcing them to be daily instead of every 30 min or however long it takes you to pick your hair in character creation would simply further improve the lasting effect of the monthly event but not increase the difficulty or number of times needed to run it for a single skin. I personally think I offered the middle ground. 30-40 minutes of your day(which doesn’t increase or decrease) for 7 days out of a month is reasonable for anyone with a strict schedual. That is unless you are willing to argue that making a new character, running through the tutorial, running the SAB and then deleting it takes less time than it would just using a pre-existing character once a day.
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Yeah, but then people would just give up and complain about the grind, in what’s a really fun event. I’d stop bothering and just fork over more gold that I “earned” by flipping on the tp with minimal effort and get all the skins I want off the tp.
Grind keeps getting thrown around in this. The amount of times you would need to run it does not go down if they were soul bound it simply makes you unable to continue making new characters to get bubbles and it would have continued the novelty of the items up to 7 days after which there would be a flood of items that still have proof of time taken to get them without the use of a silly system. That is unless you go for getting the item as fast as possible in which case then you would need to grind for baubles to turn into bubbles but if you choose to do that you should be able to get the reward.
Now I can also argue that the current system promotes more grind than if they were soul bound. Repeated creation and deletion of characters is more of a grind than doing it once a day on a character you want skins for.
More feeling of reward, still the same number of runs, promotes lasting duration of the event.
Edit: Also this current system is less a grind for karma gain for legendaries soooo there is no way to fix that without making it so that new characters can’t do the event for a period of time.
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There’s already been a few threads stating that anet hates alts in the general forums (WvW Ranks/Laurels). Why limit it to one run a day, even when you have 4+ alts? Or do you mean you’re against level 2’s getting the reward?
I already noted that the trying to gear various alts provides a debacle that put me at a loss for words. This does not mean however that the baubles should be easily transferable in my opinion baubles should be soulbound. If they were I would be fine with it.
On a side note what about the minimal effort required to build a surplus of normally skill point/karma requiring mats used by the mystic forge? Its cool that they are in there but the current system is going to vastly diminish the effort for that portion of gaining various weapons (legendaries).
Primary example would be obsidian shards are worth 2,100 karma. This puts the cost of one bubble at 2,100. One jug of liquid karma is 4,500 and with 80% karma boost it goes up to 8,100. This means one daily completion is less than 4 bubbles. 8 bubbles are easily earned with one newly made character in about 35-35 minutes based on your ability to jump.
Just another one of the reasons why I dislike the current system.
None of you are special snowflakes. All you’re wanting is higher tp prices :P I don’t think more of someone because they have a legendary or a hard to obtain skin.
Its not asked of you to think more of someone. It is however going to be known how much effort would be put into making something. You see a legendary and know that the individual who has it put quite a bit of time into it, if you think more of him or not is irrelevant. Also, if you read the previous posts then you can’t see past the fact that you can sell them and didn’t notice that I actually noted preference to them not being on the AH but don’t mind it if the prices were high enough to indicate that the person put effort into getting the money to buy it. Effort required to feel like those who have the skins spent time in some way or form on the event is what I am looking for, not money.
It’s the same reason why no one looks at CoF gear as something special to get. It may look cool but it can never have that satisfactory feeling that you get when you achieved something that requires time.
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See, it’s your opinion that multiple character speed runs is “cheesing it”. That’s not objective, it’s your opinion, but you are stating it as a fact. I have no idea how you can even say what other people should or should not have fun doing. There are plenty of people who enjoy doing it. My GF and I can now do the first two zones in PERFECT sync, not missing a single jump together and it’s an awesome feeling. We shouldn’t be rewarded for that constant practice and dedication and skill we’ve developed because it’s “cheesy” to you? It’s the longest we’ve played in weeks and the most fun we’ve had.
Also, people have alts. People want to get these items for multiple characters and multiple pieces.
These are decent points and they put me at a lack of words I wasn’t able to look past all the people speed clearing the easy parts on multiple characters till they had the skin thus taking the novelty out of having it, however it still feels toxic to the continued play of a month long event to have the skin be so easily attainable. I personally would have proposed that the baubles be soul-bound and the events remain completable on several different characters. This would make it require more than 3-4 hours in the first day of a month long event to achieve yet allow for multiple characters to get the skins and the skins to still feel rewarding.
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Who said anything about deleting characters? Grinding on multiple characters is not the same as creating characters to grind for items. Either way, you’re not forced to do either of them. You can take it slow and hope you get one out of the chest.
Not being forced to do something does not delete it from being possible. Now while I am farming up my baubles on my character I have to sit with the knowledge of all of the effort I am putting in to getting a skin is being done in a few hours. I mean I get it you can’t please everyone but the way the current system is feels completely unrewarding besides a skin that either means you purchased it or ran it really fast on a different characters. To be honest I guess this thread is pointless due to the dailies allowing for it to be attainable within a week or less without grinding but I was disappointed with the lack of effort required to get them.
Either way I will reiterate this simply because I wish not for this post to be looked at like me hating the event all together: I like the Super Adventure Box.
Edit: I don’t mind it being purchasable if the prices were to stay where they currently are. You put the effort into getting that gold you should be able to buy it. But with the way its playing out they will be worth pocket change here soon.
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When you could have just chose to just not do it? So no one should be able to? Even the people who enjoy it? Because you don’t, even though you did it.
I do enjoy the event, I haven’t cheesed my way through it, I have been doing the achievements, people shouldn’t be getting enjoyment out of the repetitive making and deleting of characters for the use of quickly making baubles, and CoF has been out for awhile and I find them boring, and have an issue with that as well seeing as how it gives an obscene reward for the little effort required.
I came onto the forums to ask if Arena net, the people who made the event you should have heard of them by now, intended for the use of multiple characters to be exploited to quickly farm up the skins. The price on them has already dropped from the upwards of 50g to below 20g on the first day which further proves my point that there is no novelty in having them.
The fact that I even said multiple times that I enjoy the event and I was met with people accusing me of not liking it proves your ignorance. The title of the thread was if it was intended and it still was not answered to an adequate degree and the thread is getting derailed by people who argue that its ok to be able to farm up a weapon that would normally take a single character several days of constant playing to get within 3-4 hours.
Edit:
So wait, are you asking for more grind? I don’t get it.
Its funny you call it grind. If you remove multiple characters from the mix you do it once a day for 7-8 baubles with little effort it would take you a week of running through it once a day to get. That isn’t grind, thats a small amount of effort. However, the novelty OF grinding them up to get them early isn’t there due to the way the event was set up. It doesn’t feel rewarding to get them in the current system as such the way I worded my first post which was met with bashing.
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mother of god I hate this community at times.
My friend gave me an Easter egg, I wanted to have a piece of it every evening for a week.
But I ate it all in one go. Sending him letter of complaint now, saying why the hell did he allow this!
You are comparing an event with items that “should” cause people to go “oh that guy put a ton of time and effort into getting that item”, to an easter egg that has no wow factor at all. In all actuality at least I showed that I liked the event but you compared it to something with little to no significance. But its ok, the community sucks doesn’t it?
Edit: My point is that this event feels as if it should take a ton of time to get the weapons but it doesn’t, so even if its already a day into the event having a weapon just means you played the tutorial a couple of times and then cheesed your way through the event, banked the bubbles and then repeated.
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Was it intended to be able to farm the daily reward on new characters? Currently it takes like 4 hours to get a skin due to this and it kinda kills the replay value for me. I mean I loved it and I worked hard at exploring every corner getting as many baubles for the skins as possible looking forward to 50 bubble baubles and then I learned that you can just farm it with new characters meaning all of the effort I spent exploring feels more like a waste.
Don’t get me wrong its fun but the novelty of the skins isn’t there anymore and its less than a day into the event.
I was not aware :x Guess the current system promoted the random uses of stuns to get the stacks down faster so I was unable to notice things happening when I got a successful interrupt off through defiant.
I was simply curious as to why the interrupting side of mesmers turned out the way it did. In GW1 it was one of mesmers primary things to do and it felt extremely rewarding to land a power block or psychic instability.
However aside from a well placed interrupt on maybe a Healing skill or an elementalists meteor storm I feel like the effort is wasted and that builds focusing on skill lock down are severely underwhelming. I want to feel like I am punishing someone instead of my 20+ second cool downs being met with their now 5 second cool downs.
Perhaps something along the lines of buffing the damage on Halting strike while merging it with wastrel’s demise and causing the increased damage to apply to the Halting strike damage. Resulting damage could look something like 250 base .1 Power ratio? Maybe a secondary effect on Mantra of distraction that causes damage or a random condition when you successfully interrupt with it? This way you can feel far more rewarded when you consecutively lock down key offensive skills and not just holding a stun for their heals.
On a side note PvE interrupts feel completely useless especially against bosses. I personally would like to see skills that would interrupt a bosses attacks removing more stacks of defiant as well as applying trait effects.
Thoughts?
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While I agree the skill at the moment is completely terrible its ability to rez fully dead allies was actually completely broken beyond belief because earth rezed 3 allies to full hp and was capable of being used in mist form as such you had the capability to prevent a full team wipe with little effort on your part side from the fact that you had to be the last one up.
I was part of an pvp event guild in GW1 and I know the event is not over yet but I feel like key points that made the GW1 events fun are missing in this Halloween event. I vote you take everything from the GW1 event and just plop it in ontop of what we have now.
-Collectable merchants (charr carving traders and such)
-Old Costume Brawl
-Event items dropping off of all mobs not just event ones (not sure if this is the case but I sure haven’t seen anything drop off of normal mobs).
-I am rather upset at the whole temporary weapon thing. I can get over that but it feels rather anti-GW to me.
-More Information about whats going on when you first log in. Perhaps a costume brawl npc to explain it?
-Tone down the mystic forge crafting in the future. I would have much rather seen more actual crafting recipes that actually made me want to craft, the bonuses from the food are so minimal and lack luster that it takes the novelty right out of having them (make them as useful as pumpkin cookies from GW1 are).
(Please for the love of god bring back dragon arenas when the time comes)
Edit: Why isn’t there a style merchant like there was in GW1? I would have alot more incentive to purchase styles if I had a place to pick them up on all characters I make.
http://wiki.guildwars.com/wiki/Costume_maker
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The only thing I find disappointing is the fact that they didn’t add a costume brawl similar to the GW1 costume brawl. I enjoy the one we currently have its fairly interesting just popping into a form and having at it with another person but I would have liked to have an actual pvp costume brawl.
It needs to have the channel speed reduced to at most 2 seconds preferably 1 and then have its cooldown reduced by 30%. That and obvious bug fixes is what it would take for me to think it viable.
In addition I do not see this limitation as needed for balancing purposes. Nothing to my mind would overpower the elementalist given weapon swapping cooldowns and the inability to combo between diff weapon sets.
Weapon swapping would increase the fun and effectiveness of the elementalist, with negligible (if any) consequences to balancing. It’s something to consider.
I completely disagree in giving elementalist access to an additional 20 spells. Especially when they are already arguably the best support. People playing against them would have way to much cc to dodge.
Static field, Gust, Shockwave, frozen ground, Unsteady ground, Earthquake, updraft.
That would be about 6 seconds of hard cc followed by 2 second snare and if they had been sitting in frozen ground and unsteady ground a ludicrous about of chill and cripple. Mind you I am using s/d and staff for this example if you went d/d as your first set you would have a few more. Now factor in the damage you put out from them being forced to sit there for all that time, be it from dragons tooth, lava font, eruption, fire grab, etc..
The sheer amount of support you could put out from that would be absolutely ridiculous as well. I would go into another clump of text about it but it would basically be a repeat of what I said above but focused more on the fact that ontop of all that cc you would have 4 heals instead of 2 and more blast finishers to heal with.
I feel the only thing elementalis requires (aside from bug fixes) at the moment are a few number changes, be it on other classes or the ele itself, simply due to one button builds currently outdamaging quite a few of our potential damage rotations.
Why is it irritating and why would you need to get rid of a second craft?
I have everything but armorsmith and weaponsmith maxed and those 2 will be getting close soon. I find it fun and I feel like ok with saying this is the only game where going out to gather the mats to craft didn’t feel like a chore to me.
TheVin, ranger also has 18k base making your “he has to soak bleeds” logic flawed.
DiogoSilva, thank you for that truly worthless reply
WOAH, WOAH, WOAH, WOAH… woah… Since when does ranger have 18k base?
I have grown tolerant to the obscene amount of QQ on the ele subforum but I am unsure if I have the patience to sit here and read false numbers…
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For the love of all that is good in the land, plz shut up vendors!
in Crafting
Posted by: Rehero.7821
May be unrelated however some of the crafting areas have noises to simulate an actual crafting environment and quite a few of them happen to often or are far too noisy.
Primary example would be when I went to go train my artificer in the charr area the adjacent crafting pod (not sure what else to call it) had a constant banging noise that drove me insane.
These threads get so old. I wish I could log onto the forums, click on Elementalist discussion and see something other than crying. Balanced or not, the level of repetition that goes on here far surpasses that of all the other sub forums combined.
https://forum-en.gw2archive.eu/forum/info/news/Balancing-Guild-Wars-2/first#post92064
Deal with it or go play mesmer for the time being. The majority of the community has voiced their opinion and continuing to voice it even after Jon Peters flat out said “be patient” is simply annoying.
Comapare it to a thief’s Shadowstep. If you jump down a high cliff with it, one that would usually chunk half your life, you can avoid fall damage with it.
You have an option of returning to his original position. And in doing so, he cures three conditions.
Are you sure shadowstep works this way? I remember testing it during a jump puzzle and it not working.
Either way lightning flash has a different use completely, its intended use is for you to be able to create a gap between you and your target after you get stunned. I use it all the time it also has some cool little things you can do with channeled skills.
I always thought an elite should leave a feeling of success when you use it properly and tornado is situational, the fire great sword makes me feel limited when I use it especially since it vanishes if I try to get back to my weapon skills, and glyph doesn’t provide the feeling of success imo.
My suggestions would be:
-Instead of limiting the fire greatsword to one set of skills why not rename it elemental greatsword and allow it to be attunement swapped. Also allow it to be dropped and picked up so I can swap between my weapon and the greatsword skills.
-Add the Mind Burn/freeze/shock series and have it based on endurance.
-Provide a signet that grants a passive on attunement swap effect or eliminates the global cooldown on swapping and then have an active like remove all weapon skill and attunement cooldowns.
Edit: For those who don’t know what the Mind series is
http://wiki.guildwars.com/wiki/Mind_Shock
http://wiki.guildwars.com/wiki/Mind_Burn
http://wiki.guildwars.com/wiki/Mind_Freeze
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Gossamer scraps are designed to be hard to get. Why do you think they are so expensive? You are attempting to make something at the very limit of your crafting profession its bound to be difficult. Besides the gossamer isn’t the hard part, the ectoplasm is where the majority of your time will be if you attempt to farm them.
My only feedback would be that it kind of took the discovery out of discovery. It was already pretty formulaic (and of course there are dbs which take the mystery out of it), but now it just puts everything in and you just click things till you get something. Will we have a ‘autodiscover’ button next which shows you a list of things you can discover?
After I read your post I went back and tried it some more with various crafts and I can kind of see what you are saying. Discoveries that should be difficult are now extremely easy (ex: Sigils or runes).
However I believe that this was a positive change for things like cooking recipes or artificer potions. So currently I am having mixed feelings and I wish there was a midway point that could be reached.
I figure instead of locking yourself into a price you should instead say you are now level 400 artificer (grats btw) and can craft exotics for a price. So it should look something like this:
“/map 400 Artificer willing to craft exotics /w (name) with item name and we can work something out”
That way you can work your price around how expensive the ingredient variants are based on specific item to be crafted.
At least that’s how I would go about advertising. Otherwise you can always use the trading post to sell the exotics you make eh?
Though I believe it makes discovery easier and somewhat more enjoyable I rather dislike the clutter. Is it possible for the Discovery menu to get sort or hide options similar to the Production menu? Perhaps something like:
Sort:
Inventory
Collectibles
Storage
Crafting Component
Rare Material
Fine Material
Common Material
Sort Alphabetically
Sort by Tier (not sure about this one)
Edit: Currently it also shows things that are above your current craft level in the discovery menu which sounds like a bug to me? If not I dislike this.
Otherwise +1 on collectibles in discovery menu.
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https://forum-en.gw2archive.eu/forum/info/news/Balancing-Guild-Wars-2
Your previous vote thread and all of the other threads about elementalist being UP was enough to show what you guys thought about it. Not sure why all of this is needed either wait till more changes come through or play another class if you find elementalist that bad.
To put what he said more politely the traits and stats that come with them are placed properly in my opinion and I would rather not see it changed. The stats weave into what the traits themselves have to offer rather well.
1. Elite skills – Greatsword is rarely ever used, for the reason that regular weapons put out more damage while allowing attunement swaps, and that the GS #2 is the only real reason to use it. Elementals are incredibly easy to kill (2-3 hits) while not really contributing much to a fight, even without line of sight issues. Tornados can be easily immobilized or stability stripped (making them useless), or killed without great effort.
I feel as if elementalists are simply high skill cap and the balance talk going around at the moment is extremely premature. That being said I 100% agree that they could use a different elite skill.
The only elite I ever see used is the elemental and it just looks rather boring. Tornado looks fun but it displaces mobs in pve which isn’t something you want to do the majority of the time and in pvp like you said you can get immobilized or your stability removed.
I think I would rather have a signet that passively removes the global cool down on attunement swapping and its active refreshes all attunements and gives a short duration quickness. This allows for elementalists to more easily chain cross element skills together and the quickness would let us more reliably weave longer channeled skills into a stun or knock down.
Just my thoughts on that.
Its not as much the tanking you want from turrets as much as the cool little combos they bring (in my opinion).
For example Net turret and Rocket turret can work really nicely with rifle since you can do things like:
Rifle snare -> net turret toolbelt-> Net turret -> Activate net turrets ability-> Drop rocket turret and activate its ability and by that time your rifles snare should be back up.
Another example is if you use flame turret and use its active and shoot through it you can get a chance to blind on hits and since rifle autos pierce you can use it on multiple enemies for an aoe blind which is amazing against lots of ranged mobs.
The example above can be done with rifle turret and flame turret as well if you drop flame turret then back peddle then activate both of their secondary skills you will get quite a bit of blind which is great against boss mobs that don’t have a large aoe.
You can use turrets as cannon fodder but I prefer to use them for the large amount of utility they can bring. So I suggest trying to think about it something like this:
You are going to want to use them to stop a targets damage completely and if that isn’t possible then use them as a way to keep a mob off of you.
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I prefer:
30 earth,
30 arcana,
10 water
30 points into earth gives aoe stability when you swap to earth which can be huge if you can time it on a few choice bosses. After which you can pump healing power into your gear to help with your waters healing output.
There are things out there that don’t require the use of kits but having at least one makes a huge difference with the amount of utility you can get from it even if you don’t use it for its damage.
I normally use a kit in my build but I find Net turret and rocket turret to always be a good thing to fall back on simply due to how easy it is to chain ccs with them.
Elixir U is a good skill to look at I find it meshes well with Elixir B and then you can use Utility goggles for a stun break as well as a good source of vulnerability.
Regardless of cooldowns the other kits kit refinements are much better. The medkit requires you to be in melee range to do subpar damage and also requires you to continue mashing the 6 button which means you won’t be using your 1-5. You are better off sticking with pistol getting the aoe damage from pistols auto.
In terms of how useful the medkits kit refinement is, it doesn’t come anywhere near the utility elixir gun or tool kit provides with kit refinement:
-Tool kit provides an aoe cripple that persists for quite a while that can be both offensive or defensive depending on the situation.
-Elixir gun provides an aoe condition removal as well as a light field and you can keep this light field up 24/7 chaining them back to back.
Both of these are use and forget allowing you to get back to your 1-5. So no… The medkits kit refinement is not that strong.
Currently this is the only kit that I can’t justify using in any situation.
Kiting is being thrown around quite a bit in this discussion and I must say it makes no sense to me as you are using a utility slot for a skill that can be easily replaced by things that will provide more benefit in more situations and not require your target to chase you and be melee to deal damage.
The utility portion I can say maybe to but even then I would rather take any other kit for the utility they bring. Even the heal allies with bomb trait is replacable by elixir gun. Infact I did a dungeon run and found that I provide more support with Reinforced kit and elixir gun’s 5 than I did just sitting there spamming bombs .
I will also add that I typed this out so many times trying to find a polite way to say something that must be said:
(TL:DR) Bomb kit sucks and it can be easily replaced by any other kit for better results.
I was always under the impression that they are just extremely high skill cap.
I only use fast cast ground targeting when using grenade kit especially for pve. Helps so much.
Should have fused Mine kit with Bomb kit imo.
With the way the cooking is now set up (which I hate) you need quite a bit to level your cooking. That being said I feel as if the butter drop rate should go down or have butter be put into a low level renown heart and have the ingredients that allowed for easy leveling to either remain drops or be put into more difficult renown hearts.
Previously I felt as if I was going out to shop for ingredients which felt fun and now it feels as if I have to grind mobs which (correct me if I am wrong) goes against the normal flow of the game.
I understand it was too easy before but I prefer too easy and fun to more difficult and boring. I hope a half way point can be found for cooking.
TL:DR
Perhaps drop the butter drop rate in exchange for an increase on cooking experience gain for recipes that involve butter?