Not a PVP player, but wouldn’t that negate the basic mechanic of the Mesmer?
Group with one other person and you can already defeat that base mechanic. That other person need not even be in WvW with you to allow it to happen. So I see no reasont o not allow it for solo players.
I see this alot in recent times, people saying they die in lower zones now due to downscaling.
I find I ams tronger now than I used to be while being downscaled. I’ve pulled as many mobs as I can handle and still come out 75%. Usually 10-12 mobs in the thicker populated areas.
As for RikShaw, most people (melee players especially) cannot stand underwater fighting as it is clunky and forces a melee style upon you that you may not be built for or even enjoy. If you play a GS guardian, the spear skills feel clunky and slow, yet if you play an axe/axe warrior the spear skills feel somewhat limiting due to less aoe and lower crit power (axes have the highest crit co-efficient). The ranged individuals can feel equally limited in playstyle choices, used to necro staff? well your trident skills feel worthless…rifle engineer? that harpoon gun is too long range specific for your playstyle.
Underwater needs re-invigorated badly.
Massively Multiplayer.
Guild Wars 2Why are you expecting solo play in a genre focused on multiplayer?
MMO is not indicative of grouping constantly, it is only indicative of lots of people ont he same server as you, in the same world, in which you may interact with should you choose.
Guild Wars? Really? Where are they? How can they possible make it into a game that allows you to change what guild you belong to at the drop of a hat, FASTER actually than that even. Should Guild Wars actually ever make it into the game they will have to stop allowing multi-guilding to make it even remotely matter.
Genre focused on multiplayer? The genre hasn’t been focused on multi-player ever since WoW mainstreamed the genre and their method of PvP catered to solo play.
Lets face it, in the efficiency category you farm materials faster (no waiting on people to loot or for people to catch up if you get to a harvest node first), you level faster solo (again being able to go from location to location the exact moment a heart is filled without waiting ong roup members), map exploration is faster everywhere but Orr (again, not having to deal with others that may be slower or have issues reading the map)…every aspect of the game, you are simply more efficient while solo.
In all honesty the elitist mindsets are what is driving players to solo. Pre-WoW you would see people go out of their way to help others (anyone remember legendary weapons and armor in EQ? To make a full set of armor for one person required no less than 200 players all working on YOUR armor for minimum of a month, anyone expect to see that happen with today’s generation of gamers?).
So yes, I want to see solo-dungeouns, scalable dungeouns, and 10 man double party dungeouns.
I would also prefer if Orr worked like a PvE version of WvW…the server against the AI essentially so that when a temple got taken we could realistically hold it, and make use of seiges and variable defense plans against an AI would help train people for real WvW.
If you are a massive noob, you check out their armor first.
If you are a moderate noob, you check out their skill animations.If you know what you are doing, you check that d**n class icon they have on display.
…and if you are a true and total nub you actually think there are class icons in WvW.
Then role-play the breath bar.
You are talking about a game mechanic which would cause issues with several locations across the game, especially as individuals are now used to and expectant that all underwater slot helms will keep them safe underwater. To buy one, then sell the old one and find yourself with a breath bar while wearing an underwater mask is game-breaking.
RP is about living the world. Impose your own limitations on it, the same way you make your own backstory and ignore the game’s “personal story”.
Except legendarys, Never ever transmute a legendary!!!
Why do you say that? Isn’t a legendary just a skin, and especially with the latest patch I thought I read that during transmute weapons will retain the higher rarity between the two items.
Because, when ascended weapons make it into the game, legendaries will be boosted in power/stats…unless you transmuted the skin to something else and destroyed your legendary.
All legendaries have the same stats. So if you transmuted it, you lost your true legendary and it will not get updated.
Underwater masks aren’t useless mate. Grab a lvl 80 one and put a superior rune of divinity in it. They hold armor runes that add to your stats even while above water.
Notice every underwater helmet has a rebreather mask. You even start with one equiped. You were never ment to unequip them and run around without it. Specifically for how it looks.
The old skin was a longbow skin, it was never supposed to be what the shortbow looked like.
Wouldn’t work, there are places int he game you are expected to go that you would have zero chance of getting to with a breath bar. Not to mention path 2 in HotW where once you hit the water you never see a surface spot again.
Arah should be no exeption given that it is required for a legendary.
I’ve said it before, I’ll say it again. Allow an “easy” set of paths and create “hard mode” paths, make them mutually exclusive so if you run hardmode that day you won’t get any tokens from easy mode, and vice versa. Those who want a challenge will runt he hard modes and get more reward for the effort and farmers will run easy modes for any dungeoun.
This also allows those hwo aren’t as skilled to see the dungeouns.
I like it, but it has to be between two people only. If you allow 5 people to family together you just created a dungeoun running clique and eventually they will have stat boosts in rediculous levels.
We have things planned, but are always open to feedback.
“Data” is a nebulous term. Part of that data is forum posts, part of it is personal experience in PUGs/groups, and other factors as well I won’t go into. I feel I know why people res-rush, and had a good sense through data where people were doing it. Using that info I made my changes.
We rez rush because it takes to kitten long to rez anyone!
It should be 3 seconds MAX to get a totally dead person back up and fighting, any longer and it is not FUN. People want to be int he action non-stop. That is the goal, anything that prevents that and punishes players is elitist/hardcore leaning design and will kill your playerbase.
This isn’t gw1 niche anymore, you stepped up to the bigger MMO maket now, you balance so the bad players can have fun. If the good players whine, make a hard mode for them the way fractals can be tuned harder and harder. Let thems mash their heads against the brick wall, the majority want fun.
If this has already been said, just add mine remarks to the chorus:
1. If no res-rushing, we need faster revive times or better revive buff
2. Before, I might have said something about bosses being over powered (and/or over armored) and how it seems every underling is the equivalent of Lvl 80 veteran but last night we finally found the right team mix mojo (balance) and had one of our most successful dungeons yet. It was still tricky and we all were defeated at one point or another but it was the “easiest” I ever remember a dungeon being.
So I guess this is evidence in Anet’s favor: the right TEAM, can be very successful even in tough situations.
So back to the “Right Team” approach … how wonderful and a point of FAIL FAIL FAIL … the whole not needing a specific TEAM to actually do instances is down the drain … and a lot of people will be unable to get groups or able to get into instances again. Thank you for the Fail on something definitely NOT in ANet’s favour. … Messing up random grouping.
Bing, this person get’s it. Before this change, you could have a group of 5 condition damage based necromancers…and they could still gett he dungeoun done by use of a few mid fight wp rezes.
You will never see that happen now.
So muchf or that “play the way you want” mentality they had going huh? So much for that “every group is viable” mentality they used to advertise their dungeoun designs.
THAT is how dungeouns should be tested byt he in-house crew. 5 people all the same class and same exact spec. If the dungeoun is not doable int his manner, your dungeoun has failed and needs redesigned. YOU advertised things this way, now you have to back up those words and never alter that design concept.
You want harder things? Add in a hard mode path or two to each dungeoun. Then you won’t have destroyed entire parts of the community. This change destroys community, it doesn’t add to it.
People saying “isn’t it like this in every other MMO?” Every other MMO also has a healer that can usually heal a dps player to full health from near dead in a single heal. This does not exist here. Every other MMO also has a tank that can get beat on by a boss and laugh as their health barely moves, also somethign that doesn’t exist here. Thus you kill your own argument entirely by trying to use this as a reason.
Those rez skills you say to use? Yeah they were nerfed a long time ago and only work if someone is downed, not if they are dead. Also, several of those skills have been changed to even more uselessness…ex: the warrior banner often doesn’t revive anyone when it is supposed to, even if they are just in the downed state, the banner is supposed to revive EVERYONE dead or downed…right now your lucky if you get one person back up.
As for the whole “why haven’t people moved on to make strong friendships or find new guilds to make good teams?” I play with my good friends, many of which are not great gamers but still have fun. Thus I PuG my dungeouns. I do not rep any guild but the one I am in, this way I can tell the moment a friend is around. In this way our small guild of friends also keeps getting influence, really the entire multi-guild system needs thrown out and redone so that you can only be in one guild.
I have my koda armor, learned to run every path and usually never even see the downed state as a melee player underwater even. Sorry but the average gamer is not going to run flawless, and right now it takes far too long to revive players, especially players dead in areas where you are guarenteed to take hard hits reviving them (not every boss moves people). Reviving a dead player needs to be the average heal channel (we’re talking 3 seconds tops here people) not the absurd time it takes now.
Dungeouns are not the place for elite gaming unless you revert this crap to the way it was then add in a “hard mode”. Give us the same dungoun with far mor epunishing mobs and have it as a hard mode. THAT is where you make elite/hardcore people happy. You don’t trash the system for the entire community across the board.
I’ve read though 2 pages of replies and alot of you seem to think that removing Rez-Rushing will make some dungeons alot harder.
This boggles my mind! Didn’t you read the whole post by Robert Hrouda?
“Phase 2 of our dungeons evolution will see a lot of changes to bosses and enemies. We plan on taking a good, hard look at the health values and mechanics of our elites and bosses, and in turn how we reward players for their time investment and risk. This will include looking into every boss in our dungeons and seeing what we can do to enhance the gameplay experience in order to make more memorable and strategic encounters.”
They’re removing Rez-rushing with all it’s flaws and tweaking the encounters so that the benefits that the mechanic used to provide won’t be necessary!
Is phase 2 out now? Is phase 2 ready? No onboth counts, thus phase 1 shoud never have been rolled out. By the time phase 2 rolls out the LFG/PuG community will be destroyed, thanks alot Anet devs. You just destroyed the biggest part of the community, believe it or not the guilds hwo runt ogether are a SMALL FRACTION of your community.
Wonderful, great, the guy designing the content totally missed the primary issues with dungeouns. The silvers hit too dang hard, and most bosses have far too much hp… a fight should not be hard because the boss has a million hp, 10 minute boss fights are NOT fun and feel like a chore…case in point the underwater bosses in HotW.
If you wanted to make things more challenging, then you should have added in a hard mode, not change the existing way things have been done kitten. Yes…this is half-done lazy update at best. Either input both phases in one go (to avoid the punishment you have now given players and ensuring that PuGs start dying off entirely) or do nothing untill you can.
Balance the game for the average gamer, expect the average gamer cannot dodge perfectly, will get hit hard regularly, and will be unable to rez people in combat with a boss and not die. Now, balance around that. Make a hard mode for the ego-centric players that offers no increase in loot, just allows them to spout their current dungeoun level for boasting purposes. That right there will make everyone happy.
As it stands right now, there are friends of mine who will never be able to complete a dungeoun. The vast majority don’t want a super tough challenge, they want fun that they can reasonably work to get the skins they want. Put the “challenge” in a hard mode, keep it out of the basic dungeouns or give us other ways to get those skins.
Congratulations Anet, this one change cana nd will kill your game. PuGs were already an incredibly chore to find for dungeoun crawls, now it will be impossible.
That “play the game the way we want it” philosophy is totaly dead isn’t it? As it stands, with this change forced upon s and yet again another “well this sounds like a good idea” patch…you obviously never actually tested it.
When you test something, grab 5 of the worst gamers you can find and see if they can do it. If they get frustrated easily, you have proven you need to rethink what your doing. The way it was with “rez-rushing” was fine, yeah it was a pain and people did not rez each other often. The reason why is not because they weren’t forced to, and not because they didn’t want to help, it was because it takes to kitten long! Make a rez while in combat in a pve environment take 2 seconds when the person is completely dead as a doornail and you will see people actually helping one another. As it stands it can take 10-15 seconds to rez someone, which is totally unacceptable in a fast paced game.
Congratulations, you’ve turned something that wasn’t broke, into a miserable experience.
Do dynamic events, other people are around, you will do combos with them despite not being in a party. Do any meta event and you will get this easily.
Or you can just be the first into the dungeoun yourself and solve the issue.
Consider it a way to protect yourself from unreasonable individuals that join groups as a pair and kick anyone that dissents with them.
Well, the words are still there on mouseover. I’m more puzzled over the fact that Anet didn’t add Magic Find in those stats.
It should not require a mousover, if anything the SYMBOL should be the mousover addition. There is no intuitiveness here, just a clunky feel to it all.
Electro just hit the nail on the head. EVERY change to abilities, the math used on abilities, etc…must be in patch notes plain as day.
Anything less feels like you are hiding things from us.
The introduction of ascended items cost you a LOT in terms of player loyalty. Simply put your word is no longer trusted and won’t be till you stop hiding things from the players.
For the love of all that is holy get a kitten test server up so these changes can be tested before going live (the UI changes are virtually universally hated by everyone I know and game with in regards to forced daily tracker, event tracker, and hero panel stat changes). The masses need to test your updates, not the in-house crew. It has been proven by every MMO developer that the in-house crew has a tendency to just go along with updates rather than challenge them from every angle.
This would actually be pretty neat to have wvw mechanics in a pve setting and Orr is perfect for it.
1) the ui changes were horrid for the most part.
2)max of 2 slots, any more and you basically are saying you want consumables to be mandatory part of everyone’s playstyle.
The stat section itself is rather small by mmo standards.
I’d put it on a tab on the right side similar to the equipment in your inventory ont he left and use the full length of the hero panel.
Everything should be viewable, with words, at a glance. Requiring mousing over of our stat window is rather rediculous. It should never have been made into a tooltip based design. It looks clunky rather than user friendly.
I can agree on this. All they did was make things more anoyign for people who are number crunching.
id say its for hardcore players challenging themselfs like elite areas in GW1 with good rewards to farm, so every thing about gw2 with the word tired and getting boring takes me to GW1 memories wish they never changed the mechanics from it, but only a few think like this and others dont like it( lazy ones ) :P
Lazy? You are going in with a group. BAH! You have a safety net!
Try things like the original legendary bow in WoW, fighting mobs that if anyone is in your party you auto fail, if anyone damages the boss but you its auto fail, if anyone heals you an auto fail, if anyone buffs you its auto fail, if anyone debuffs the enemy yup another auto fail.
Had to be done in the open world, average length to the fight in which you couldn’t make one mistake and hoped against all hope that no one came by? 20min usually. 3 such fights spread over the world in big farming areas that had people who loved to troll gatherers and people attempting this quest.
THOSE are the kind of fights I call hardcore. If you can have even one other player to help you, than you have a safety net.
Everything else is varying degrees of lazy after dealing with fights like those.
You are supposed to destroy those things. Ascended is not exotic gear, it functions like no other peice of gear, and thus only has that one real option to dispose of them. Works for me.
Mounts are uneeded. You can get around this game quickly anywhere, including Orr if you actually pay attention to pathing.
Also, use search…this suggestion gets posted by the same 10 people every week.
When starting a finisher, all buffs should be removed…ALL of them. Protection/regen/stability/retaliation/quickness/haste/shrink potion/stealth/etc…
Makes it fair for everyone then and no more complaining about it.
There are many chest armors that bare most of the chest. Get one, transmute and profit.
please show me a bare chest medium armor and a light armor different than feathered
Norn tier 2 for bare chested medium armor on males. (really the norn are the only ones with tats to show off so other races it is kinda meh artistically speaking)
Seriously people? This topic AGAIN?!
Look through the armor, you will find more armor that covers than armor that reveals.
The fact you see so many people mixing and matching revealing clothing shows us that people WANT more revealing clothing options.
Also, the armchair psychologist on page one there…yeah, try going to college for psychology. Women aren’t programmed to show more skin by anyone or anything. Weak willed individuals get programmed, the typical human actually is NOT all that weak willed. Men are visual based creatures, it is a known biological and psychological fact that genetically and socially men are attracted to what looks good to them. Women are biologically and psychologically attracted to that which makes them feel comfortable, safe, and allows them to laugh/relax. Note that you can achieve this with and without revealing clothing.
The fact of the matter is that WOMEN become very vocal in the gaming community if they cannot have revealing armor. They like it and it is aesthetically pleasing to them. Get off your soapboxes, relax, take a deep breath, and look around. It has been said and shown many times…this game has far more full covering armor than it has revealing options. To say otherwise is to admit that you are just griping that you see everyone else choosing to wear revealing clothing and it hurts your delicate sensibilities.
The only real clothing gripe that should be said is that medium armor has way too many trenchcoats and not enough of ANY other options.
This is already an option. Hold alt down and click the map and it will place a marker on it that shows on the minimap as well.
Anyone on your friend list you should be able to mail to with inpunity. It is rediculous to limit mail to 2 mails before getting the blocked mail issue.
And you ignored my post.
It is still entirely possible to get 5 procs in 5 seconds, more infact.
Look at the math, get out of your headspace and look at the math. If you remove an internal cooldown you are favoring crit builds. The math is stacked so heavily against you that you don’t seem to want to admit it.
The only good thing to do is remove the need to crit to make the sigils more useful for non precision based builds.
Daecollo,
For sake of number easement let us make these mathematical assumptions to make the visualization easier.
Let us say Sigil of Air has a 30 sec cooldown and does 1000 damage in the current system.
In your system it has no cooldown and does 200 damage.
In the current system it can only proc once every 30 seconds, meanign the sigil does at BEST 1k damage every 30 seconds.
In your system without an internal cooldown and going with 5 procs every 7 seconds (axe/axe could get much higher due to sheer number of hits) You are doing minimum 3k damage every 30 seconds.
You trippled the damage potential of the sigils. Do you understand now?
Yes but you aren’t getting the statistics here.
The internal cooldown sets it for one proc per a set time.
Once you remove that, a lower % damage is meaningless when a pure zerker build (which is insanely popular right now) could make that thing proc like crazy. You want it to be 20% of the current damage. Internal cooldown of 30 second to 45 seconds depending on the sigil. Considering as an axe/axe I can attack an enemy no less than 10 times in under 3 seconds without haste…it would not be hard for me to get it to proc so often the total damage is going up.Internal cooldown keeps the sigil’s peak efficiency damage at a set and predictable level.
Zerker damage is popular because of burst damage, whilst the current sigils favor BURST damage over passive damage.
The new sigils may very well be more damaging, but have MUCH less burst capability, which favors knights over zerkers.
You aren’t seeing the problem. The damage would be insanely HIGHER.
20% of the current damage, 5 procs reaches the same damage. If I can hit 10 times in 3 seconds, that is easily 4 procs guarenteed. If every 7 seconds you proc 5 times you reach the current damage. If the proc cooldown was 30 seconds. You just trippled the damage output of the sigil.
You are making zerker build even farther the best option.
It is better to remove the need to crit from sigils than to remove the internal cooldowna nd show even more favor of precision builds.
Yes but you aren’t getting the statistics here.
The internal cooldown sets it for one proc per a set time.
Once you remove that, a lower % damage is meaningless when a pure zerker build (which is insanely popular right now) could make that thing proc like crazy. You want it to be 20% of the current damage. Internal cooldown of 30 second to 45 seconds depending on the sigil. Considering as an axe/axe I can attack an enemy no less than 10 times in under 3 seconds without haste…it would not be hard for me to get it to proc so often the total damage is going up.
Internal cooldown keeps the sigil’s peak efficiency damage at a set and predictable level.
The Zaishen challenges were some of the biggest motivators for me to log onto GW1 each day. I loved them. I also believe they can live on in GW2 in another shape. Namely through Zaishen achievements.
Since the sequel handles a few things differently in comparison to its predecessor, these will also be handled differently. Since there are dailies, maybe the Zaishen achievements will reset once a week, and as dailies will now be rotated, the Zaishen achievements will handle things in more constant way. However, they will be a bit more zone centric.
For instance, the achievements will come in the form of:
Complete 30 DEs in Fireheart Rise
Vanquish Fireheart Ashcrow, Vidius Flame Tribune, and Shaman Scaldmaw
Finish all 4 meta events to their complete state
Complete all 3 Citadel of Flame pathsThis is just as an example, but basically the entire week will feature one zone. Completing each achievement will award a Zaishen reward (coins perhaps, as GW1 did). Also finishing each step will award Zaishen reputation. When you reach certain ranks more rewards will open up. This will be a great tribute to GW1 and will filter more players back into the zones.
The dungeoun based achievements however should stipulate that nothing is skipped, all bosses must die and atleasy 90% of all mobs killed. After all, the achievements are for completion, not skipping ability.
This will make sigils useless on any build not going full precision, and make it way too OP on full crit builds. /myopinion
Explain how it would be OP, and why.
Axe/axe warrior, every attack is 2 hits+ witht heir own chance to proc a sigil. Without an internal cooldown I could be a fire breathing dragon spewing out damage far faster than sigils were ever ment to be doing.
Your suggestion about removing internal cooldowns would create overpowered builds, and render the builds that don’t bump crit chance worthless when someone else could be cranking damage from endless chains of sigil proc.
25% bas crit chance, 30% base sigil chance, test it…you will proc the sigil every single time it is off the cooldown. That is what a non precision build can do. No equip a weapon like warrior axe in your main hand and test the number of crits, the 25% chance over an hour of near nonstop attacking will net you closer to 40% crit chance in actual hands on testing. Boost the hero pane crit chance to 30% only a 5% increase, and your number of actual hands on crits will be around 50%.
And you want to give me access to crit chance based procs with no internal cooldown?
If I was zerker build with full sigil boost I could push my base crit chance over 60% add ontop of that a near constant fury and I could sit at 80% crit chance or higher.
Removing cooldowns from the sigils will always be a bad idea.
I however propose we remove the need to crit from them so non-precision builds can make better use of them.
We need sigils that don’t revolve around critical hits and also have their own unikittenfects.
Sigil of Water, as an example, should be a chance with every hit at 5/10/15 % chance.
The game should really focus less on critical hits and more on dependable hits in regards to sigils.
I agree, that Abyss and Celestial need some kind of disclaimer (or make them exotic in item quality color) on the description.
Midnight fire and midnight ice also change hues around others, though it is less noticable due to the red and blue hue already present.
On metal, I have noticed that all dyes labeled midnight can change in hue, but only fire and ice are noticable enough (and even then only on certain armor).
Bosses shouldn’t be faught where you CAN knock them off.
All others, it is open season. Sure you can knockt hem off, but you can’t loot them now either in those games that allow it. Meanign you got your easy kill at the loss of loot.
Abyss dye is not normal dye. It is not “black”. If you want deep dark black than buy black dye.
Abyss dye takes on the color hues of what you are standing around. Stand inside a volcanoe and you don’t look black, you look like molten magma, stand inside an area corrupted by the shatterer and you see purple/pink hues dance along the edges of your armor. This is exactly the way Celestial dye works.
Also, you are wearing metal armor, metal shines and lusters in direct light which causes colors to alter slightly in appearance. Take ancient bronze dye, on leather it looks close to a tan hide with a hint of gold in it, on cloth it looks the same only paler, on metal it is nearly a dark gold in color with black around the edges. Vastly different appearances.
If metal armor looked so flat black it would look rediculous, the way it shines and such now is perfect and closer to realistic. Metal armor (I have the set you show in abyss as well) reflects even the attacks of others, when I am standign in melee and a fire elementalist is droppign magma circles at my feet to hit the enemies around me, my armor catches the fire and changes around the edges to a magma hue. If I am fighting alongside a guardian my armor regularly shifts to blue hues and greys (due to the white skills they use) at the edges instead.
1) It’s too easy to exploit, since AI creatures aren’t aware enough to a avoid being backed up to a cliff
2) What happens if you knock an enemy into an bad spot and their corpse had an item you need? Or the fall isn’t enough to kill them, but now you can’t reach them, and they can’t reach you, so now you can’t kill them? This would potentially block a story step, or event.
You should have used knockbacks the way most new age MMOs do. If the player can be knocked back, the mobs can as well. If the player can be knocked off a cliff, so can the mobs. The results of the knocking off are entirely up to the player. If they glitch and have to re-runs omething due to knocking off a mob, that is on them. It is better to give us options and unique ways to kill mobs than to limit us while giving the mobs every tool.
In short, prevent US from falling over ledges or allow us to actually make use of this action styled game. If they can’t hit us but we can hit them, oh well, allow us to pick them off from superior positions. That is called playing smartly, not exploiting. Or, give every melee specific mob a very basic ranged attack to hit back if someone is using the terrain tactically. Mobs should not auto regen just because you are being tactically intelligent. We should be able to screw ourselves over by knocking an enemy off a ledge that had an item on it we needed. That is on US. It allows us to make the decision to kill them that way, and if not then they can path right back up assuming there is no jumping required, aggroing everything allong the way.
If loot is reallyt he issue, make all pve loot work like pvp loot, it drops at our feet not on the creatures body.
No, “we” dont want mounts. you people who can’t use the search bar want mounts…. seriously wish those who failed to use the search bar in the forums got a 1 month suspension from using the forums.
QFT
Every thread has as many or more people saying no than there ever are supporters.
If it is frustrating, than get a condition removal on your utility and keep it there.
It is working as intended and in PvP it is especially important that conditions stay untill cleansed or their time runs out.
people would be more willing to defend if upgrades were perminant, never diminished, and those npc workers repaired things at a reasonable pace by themselves without player input.
However this directly counters logic.
They don’t want us to stay in one place, yet we need 500 tokens to get a gift for our legendary. Logic dictates you do it all now in as quick a time as possible rather than stretching it out over weeks.
Having to get lodestones to crafts omething? Yup, sit and farm a specific part of the map to get them. Logic dictates that no DR should happen, if anything the droprate for lodestones should INCREASE the longer you stay there as you obviously are getting better at spotting them/finding themt he longer you do it.
If they don’t want us to grind they need to reduce craftign expenses for everything across the board to what you can get in 3 days of farming within DR windows. As most will admit that anything over 3 days is called grinding in a spot. Heck, fighting elementals for 3 hours is grinding in and of itself but it is needed to craft even non-legendary items.
Seriously, those risen giants, and giant ANYTHING should count.