“A new player enters the designated area” is the same thing as a constant check. I’m not sure how to explain what I mean, but it’s not a one-time thing.
How does scaling work for dynamic events?
If they did that, they would discourage people from using regular transmutation stones until level 80, which is also probably also part of the reason there are even two different kinds in the first place.
I just did this and got the endless griffon on the fourth try.
No, the stuff on the wiki is actually unusable. You get more than one thing from the boxes, don’t you? The way the wiki is set up makes it look like whatever else you got with a pet you had gotten instead of a pet, so it makes it seem like the drop rate is much lower than it actually is.
I agree on having official drop rates, though. Then we could make informed decisions and no-one would have a right to complain. Also, I like numbers.
Oh, I see. The problem is that there is no column for people to list the number of boxes they opened. I assumed that would be one of the stats.
There is a weird thing I see pretty routinely, and that is that some item or another will have many sales listings, with many of the low prices being close to each other, and those items will be there for quite some time without any of them moving, but then within 5 seconds of me listing that item and undercutting the lowest price by 1 copper, my item will sell. It seems to happen far too often to just be coincidence. (In a lot of cases I’m talking about exotics that do not generally move very rapidly, too.) I’m not really sure what is going on, because generally this happens with items that I bought cheaper with a buy order and made a pretty decent profit on, and I’ll just have another to post soon after one is bought. The second one generally does not get purchased right away like that.
The TP in this game just seems fishy in general. I know it’s cross-sever and thus there is a lot more activity than a single-server one like what exists in most MMOs, but I just see a lot of weird stuff like that.
Anyway, as for the topic of this thread, sometimes if you post something low enough and it’s a single item, you won’t get undercut because some people will assume (sometimes correctly) that only one is going to be listed at that price, so there is no sense in them trying to undercut it if they are selling a large volume of that thing, whereas if you post something for 1c less, they’ll just swoop in and undercut you for another 1c if they have more to sell. (I know this definitely happens, because sometimes I am the person making that decision on the other end, and sometimes I will, in fact, choose not to undercut something if one item is listed at a substantially lower price. I’ll just wait for it to sell.) You can never really be too sure what the other people will do, though, especially when there’s really no good way to tell who they are.
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In general, events that have several allied NPCs assisting tend to be hard to solo, because the events are built around having the NPCs help, but allied NPCs tend to not live very long if there is only one human player. So then they die and you never really get a window to revive them because at that point everything is attacking you. Generally, when this really becomes an issue is either when an event is timed in some way or keeping one of the NPCs alive is actually a condition for succeeding at the event.
A good example of this is an event in Gendarran Fields where some ettins steal explosives. It tends to be pretty easy if there is even one other person there, but it’s kind of ridiculous to solo it with most builds. (Of course, failing it triggers another event that is rather easy, so maybe it’s supposed to be that way.)
I think that allied NPC health is probably too low in general. Also, NPCs do not revive each other in some events (even though they can be revived by players), which is really annoying. In some events they do revive each other, so I’m not sure what the rationale behind it is. It’s very inconsistent.
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Hi everyone,
The statistics reported on the wiki pages for the Wintersday Mystery Box drop rates are incorrect, due to the method being used for calculating them. Some of our item packages use more than one loot table to determine what you get from opening them. Whenever you open a Wintersday Mystery Box, it randomly drops items selected from 2 tables, each having specific items and their own drop rates.
We’ve seen people mention the low drop rates of Foostivoo from Wintersday Mystery Box and would like to remind people that the primary way to obtain this miniature is from the Mystic Forge, by combining other minis (wiki link).
Thank you.
Well, if we were given the official drop rates, people would not have to guess based on small samples. Of course, anyone with half a brain can pretty well guess the reason that official rates are not given.
Anyway, I’m not sure what that method has to do with it, because stuff is going to drop at a certain rate from the boxes, regardless of how that rate is arrived at. Probably the real issues with the data are a small sample size and self-selection bias – by which I mean people are probably more likely to post if they think their drops are “interesting” in some way" – based on what drops are obtained. Also, it’s a wiki, so there could always be trolls that make stuff up…
Yes, substantial is a subjective term. I will admit that. I was just referring that there needs to be enough evidence that you can prove one way or another beyond a reasonable doubt. I won’t go into the statistical which would likely make things clearer but confuse a lot of people who haven’t takes statistics courses.
No, please, bedazzle me with some math. As I have implied, though, I see it as bad either way – if other stats do make a substantial difference, or if they don’t. The only thing that changes is the reason that it is bad.
I only trust Kotaku or Gamesradar, and even then, game reviews are only opinions.
Well, I’ll say this: You know that if Kotaku pans a game for being bad, it must be REEEAAALY bad. lol
report them and they can’t do it to others. Cull them from the population and the odds of it being done to you grow ever smaller.
Report them please.
I reported via web support some group for arbitrarily deciding to kick me out of a group right at the end of a Tixx run today, and this is the reply I received:
“We are very sorry to hear you ran into those people. Some folks are just not happy if they are not making life difficult for others. That said I’m afraid making use of the kick system at any time is not really a violation of policy so much as it being rude. We are looking at how can improve the system for the future to avoid these types of situations. However in the meantime we will still look over this report.
Regards;
[name removed]
Guild Wars Support Team_"
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This again? MF is fine. It lets people sack a stat that they may not need to get some other benefit. For example, a Warrior traited in to vitality that is good at mitigating damage might not need any more points in toughness or vitality. They would be wasted. The point of diminishing returns was hit.
So instead of padding a useless trait, they take gear that boosts their power and replaces the defensive trait with MF.
That trade-off doesn’t hurt anyone. Not one single person. it is not greedy or selfish that someone chooses to not bloat a stat that they don’t need.
The only way this opinion has ever held any sort of validity whatsoever is if you are comparing two players that are completely equal in skill and can play their class at 100% efficiency, 100% of the time. Then the one that takes MF is statistically less effective than the other. But that is never the case. So as always, this is just making fundamental attribution errors of players based on their gear choice.
See, this is the funny thing: Even some of the arguments for magic find are basically saying that it is pointless. I mean, if lowering another stat doesn’t make a practical difference, then why not just increase the base drop rates and not have magic find at all? If you have to sacrifice another stat to have it, but no other stat would make a difference, what is the point of having to give up another stat for it?
This is the fundamental question I don’t get: What is particularly appealing about magic find over just having a higher base drop rate? So you can farm better than other people without magic find? If it is so useful for farming, won’t all of the farmers be using it anyway? I really don’t understand the love of this stat from any angle.
Let me put this another way:
If you could have a 1% chance of an item dropping, or a 0.5% chance of it dropping, but then be able to double that to 1% by sacrificing some slice of your character’s fighting ability, why do you prefer the latter? What makes that a better game? Is it really a better game? Are you getting better gameplay out of it?
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As for people who are saying that taking it away isn’t fair to people that want it, it is completely arbitrary, as drop rates can literally be adjusted to anything the devs want.
Yeah and all other stats are arbitrary by your reasoning as the devs can adjust monsters’ stats.
I like how I wrote the sentence right after that to provide further context because I predicted that someone would make that reply, so you just opted to not include that part in the quote.
Sub-optimal, yes. But by how much. Any quantitative statistical analysis proving there’s a substantial difference?
So let me get this straight: Your argument here is basically that there is not a sufficiently “substantial” (a rather subjective term, but you’ve rendered it a moot point) reason to run other stats over magic find? Just which side are you trying to argue for, anyway?
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MF is technically a build and a playstyle so this is incorrect. Elaborate more.
Better loot drops is not a playstyle. There are no skills that benefit from magic find. There is no role in a group that is better filled out by “speccing” into magic find. You can’t find a single enemy in the game where you would do better fighting against it, if only you had more magic find. That is contradictory to every other single stat you can choose. Every other stat is about being better at fighting. It’s a matter of how you want to do it. It’s not a different direct goal (winning fights), but rather the means to achieving it. Magic find is a different goal.
The fundamental problem with magic find is that it is never about the playstyle of your character, unlike every other stat. Every other stat is about how you want your character to fight. Magic find is just making your character weaker to get more stuff.
I would have no problem with magic find if it did not take the place of another stat, and was instead just an extra perk occupying its own slot, but in every game where I have seen it on equipment, taking the place of another stat is exactly what it does.
As for people who are saying that taking it away isn’t fair to people that want it, it is completely arbitrary, as drop rates can literally be adjusted to anything the devs want. Again, that is a separate issue from balancing damage, which has a clear impact on the difficulty (that is not to be read as “time invested”) on the game.
I know that bringing up Diablo III is always a mistake but…I said for the longest time that Diablo III should not have magic find gear, and people argued with me and argued with me about it on some other forums. A few short months after launch, Blizzard turned around and decided that magic find is not a good stat to have on gear. Good reasons for not having magic find on gear (taking the place of another stat) include:
1. It encourages doing weird things like gear swapping just for the magic find boost, so then other arbitrary systems are layered on top of that, as it is seen as against the spirit of how it’s supposed to work. I know this is technically not possible to do with Guild Wars 2 mechanics in the first place (except for swapping between your two weapon sets), but it still pretty well illustrates how dumb it is.
2. It creates the stupid dynamic where the game mechanics directly incentivize bringing sub-optimal (for combat) gear.
3. It is a stat that, depending on your goal (not your playstyle, or your build, but your goal in playing) is either going to be favored over everything else, or useless. There’s really no middle ground with it. A player either aims to maximize their magic find or they don’t care about it. People can theorycraft about it all day, but that’s what actual player behavior always ends up being. I also mentioned this above, but this really is a critical point which some people seem to disregard: Every other stat is about playstyle and character build. Magic find is about rewards.
4. The whole goal of magic find gear is to get gear besides the magic find gear itself, which is kind of stupid for a variety of reasons.
At the end of the day, there’s really little of practical gameplay value that is accomplished with magic find that could not be accomplished via changing the base drop rates.
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Lmfao..
Guild Wars 2 won award for best mmo of the year.
It also placed 2nd for most disappointing game of the year?
I no understand.
Yeah that’s a little odd…. I guess it walked the razor’s edge and just happened to fall in the “winner” category?
If we’re talking about user voting, it sort of makes sense. The games that more people played will tend to get more votes in either of those categories. It’s mostly not the same people voting it for both of those categories, in other words.
Think about the Call of Duty games and how well those sell, and at the same time, how many people think that franchise is getting really dumb at this point (or that always thought it was dumb). It’s a matter of exposure. It’s a matter of how many people even know what the thing is.
edit: I guess it’s not based on user votes. It still seems to have come down to a split in opinion amongst their staff. Most publications don’t handle it that way, I guess.
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Some traits are interesting. Some aren’t. Ones that just change numbers generally aren’t, except for cooldown reductions. Ones that produce additional effects in particular situations tend to be the ones I like.
I definitely don’t care for the fall damage ones. To be more specific, I think the base fall damage should be reduced and those traits should be eliminated. I feel like fall damage is stupidly high in this game (by MMO standards) just to make those traits feel useful.
Then of course there are traits that don’t work right, like deployable turrets (in PvE), so some of those are mostly useless until they actually get fixed. Maybe sometime within a year after launch they will just put every programmer on squashing those bugs before adding any new code to other parts of the game, and then they will be working right. I can dream, can’t I?
Lmfao..
Guild Wars 2 won award for best mmo of the year.
It also placed 2nd for most disappointing game of the year?
I no understand.
That sounds about right for MMO players.
And here I thought The Secret World was going to win. ; )
Elementalist – Sword, and I mean to use primarily as a melee weapon. This ended up being the only entirely serious answer in this list.
Engineer – Rocket launcher. I’m semi-serious with this one.
Guardian – A whip…to fight vampires, obviously.
Mesmer – A squirt gun. It won’t do much damage, but it can annoy people.
Necromancer – Nickelback CDs. All of the attacks cause fear.
Ranger – Darts. They add bleeding and poison, obviously.
Thief – Trollface totem. It’s number 2 skill uses 6 initiative to hit people for 75% of their health,. and then it turns into a secondary skill that teleports you to Hoelbrak, very useful should anyone manage to hit you more than 3 times.
Warrior – Princess wand.
I want to know my CDK pay the full paragraph?
in Account & Technical Support
Posted by: Signet of Forums.4397
My guess… CD Key? Though the rest of it is difficult to understand.
That’s because you have to pay for the full paragraph.
Yeah, the return of the snowball battle (Guild Wars 1 had one) is probably the best part. I’ve been waiting to see what that would be. I wasn’t disappointed. I’m not too big on jumping puzzles (platforming isn’t really what I come to a MMORPG for), but I appreciate the aesthetics of the new one, at least.
I could do without some of the mini-pets only being available in the random chests. Not interested. I like what they did with the weapon skins, though, compared to Halloween. That is despite the fact that I was able to make a tidy sum flipping Halloween skins. I just feel like this is more “fair,” if that makes sense…except for the chest-only mini-pets.
My personal solution is not to give a crap about the mini-pets, as long they insist on continuing to do this random chest nonsense with events.
It’s perfectly obvious to me why they do it this way. By extension, it’s perfectly obvious to me why I shouldn’t bother with the chests. I don’t like feeling like I’m being taken advantage of, and that is generally what chance-based gambling is: someone being taken advantage of. (Hint: It’s generally not the side that makes the rules.)
Whatever. I’ll manage without some mini-pets. I forget about the ones I already have nine tenths of the time, anyway. I just hope they don’t end up being used for Polymock…
You think that elementalists and mesmers have the best skills for the snowball battle? Really? I mean, really? ; )
It took me one match of using the elementalist and I said, “Nope.” Different strokes, I guess. Guess it’s a matter of play style.
I suspect some candy cane weapons, because Guild Wars 1 had some. If the gingerbread shield doesn’t make a return, then they messed up big time. ; )
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Wintersday is so commercial now. I miss the old days when it was just about drinking eggnog and bashing people with snowballs.
Eh, from the video I’d say yeah it does look commercialized, but I’m going to leave judgement for the live game.
You’re going to make me ruin the joke by spelling it out, aren’t you?
I have been cynical about Guild Wars cash shop / gem shop stuff ever since they started selling costumes in the Guild Wars 1 shop, because that was quite clearly the point where the free cosmetic headgear that accompanied all of the annual events started getting crappy. Unsurprisingly, I saw something similar in this game, with a boring witch hat and the devil horns that hardly anyone seems to like being the free things that everyone got.
My main issue is with the random chests. I don’t like that nonsense at all. Just let me buy something directly from the gem shop and be done with it. The main saving grace of the chests is that the items can be traded on the trading post, but of course someone else has to open them. If this stuff is what I have to put up with to have full access to a MMO’s gameplay content with no sub fee and no other weird strings attached, though, then so be it, but it doesn’t mean I have to like it.
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Wintersday is so commercial now. I miss the old days when it was just about drinking eggnog and bashing people with snowballs.
I think they decided against doing that, because Black Lion Keys can be obtained outside of the gemstore, though that is funny, since they drastically reduced the drop rates of Black Lion Keys since launch.
I just assume that something like Consortium Chests is what they will be doing going forward, unless they come up with some better way to prey upon degenerate gamblers.
To be fair, I guess another good argument for them not using Black Lion Chests is that by putting the stuff in Black Lion Chests, it makes opening Black Lion Chests at any other time a bad idea. I know I was kind of annoyed that I had ever opened any chests when they announced they were going to put Halloween stuff in them.
Providing too many details is slightly ruining events for me
in Wintersday
Posted by: Signet of Forums.4397
You could…you know…stop reading it, if you think it gives you too much information.
I will often get a cooldown of 60s on my Bomb Kit after I use my rocket turret underwater when they occupy the same slot. (Rocket turret is underwater, bomb kit is on land)
That is intended. I assume it’s meant to prevent being able to use more skills by doing stuff near water or something. I’m sure that goes double for elites. I mean, you would be able to do more than is normally intended if that was not in place. (On the other hand, you can still do that stuff with weapon skills.) Another issue is that if you had different cooldowns for water and land, you would effectively be punished for using the same skills for both. Just imagine, for example, if you could consume an elixir underwater, get out of the water, and then have a kit immediately available for use in the slot where the elixir was. That clearly is not the intended design. I think it might not have worked the way it does now at launch, though.
On the other hand, if you change the utility slot of a turret while the turret is still active, the turret blows up and there is no cooldown. (Of course, you have to not be “in combat” to do that.) Maybe that is what you are getting at. That and the fact that you can use toolbelt skills on the engineer and then switch the utility skills are peculiar things with the engineer that I guess could be viewed as unintended advantages, though not particularly huge ones in most cases. I suspect the toolbelt thing will be changed, eventually, if only because of PvP and stacking buffs before combat or something. I’m not sure about the turrets.
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dude my second is a mesmer, also. focusing on phantasms/glamours.
They are not broken. weaker, sure. broken? no. not remotely comparable to turrets.
I just wasn’t quite sure if it was a sarcastic dismissal of my complaint or you were being serious.
So now that I know, I’ll get to what I was originally going to say, which is that it’s not really on the same level, as mesmer builds all use phantasms, and even engineer builds that use turrets won’t necessarily use that trait (when it’s fixed.)
So you can probably see why I wasn’t sure how to take your post. ; )
Anyway, it’s still really annoying, because to me it seems like one of the more interesting engineer traits. I especially would like to be able to have it work properly in WvW.
That build has no support at all. Its all personal blocks and invul. That is not support.
There ARE engi support builds. that isn’t one of them.Also tons of profs have stealth, stability, fear, blind, quickness to stomp with ease. Don’t be silly.
How exactly do you define support? If your vision of a “support build” is one that only buffs teammates without healing or much offensive capability, then no, it’s not a support build. By that definition, there’s no such thing as an engineer support build, unless you spec into alchemy and never use your weapon(s). That’s an awfully narrow definition of support, though.
When I look at a build that can soak or mitigate a lot of damage, distract the opposition, and/or perform some useful service for the group that is not direct damage, direct healing, or direct mob threat maintenance, that looks to me like a “support” build. The “tankcat” build’s creator uses it primarily for misdirection and rapid stomp/rez – that screams support to me, whether he’s buffing everybody else or not.
By your definition, everything is support.
Tanks, support by soaking damage. dps supports by dealing damage. That is an absurd definition, because, everything is support under that definition.
Would that make the supply crate a support group?
I’m getting rather annoyed with the deployable turrets bug. It seems like it should be an easy fix since it works fine in sPvP.
It would open up SO may builds as well.
I almost have to wonder why its a trait at all.I feel like this should be their #1 focus. Its a core engineer mechanic that doesn’t work.
Its like if they broke phantasms for mesmers.
I’m not sure if you’re serious or trolling, since they did recently somewhat break at least two phantasms for mesmers.
(Also, I currently have two level 80s, which, as it turns out, are engineer and mesmer, and while my engineer was my first 80, I actually enjoy the mesmer playstyle more. (I took a break from mesmer since I played it to like level 40+ during the BWEs.) Just putting that out there.)
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oh, now i get it, it was a mistake to nerf the rangers…..
One thing I have learned in MMOs is that when anything is nerfed, there will always be people who complain about it. I’ve even seen some people explicitly make the ludicrous claim that nothing should ever be nerfed. Now, anyway, class balance really has anything to do with this topic. I’m sure there are plenty of threads about it elsewhere.
im with shaolin and ant.
at least give us a option to turn the old colour system on for tournaments, i couldnt care less about colours on tournaments, anything that confuse you even for split of second is a major thing.
having red guys play on blue team and blue guys on red team is just strange.
this are the things that make me wonder about how serious are arenanet pvp team. change colours really? with so many and many things to change/improve why are you losing your time with this?
tournaments guys will still mainly use the old colour system (if is available) , this is mainly to please hot join guys.
as it is now is just confused and pretty useless, if i could choose previous what colour scheme mny team have that will be great. for example:
i enter tournament and my team already choose a colour set for red team and blue team, so if we will be blue team we going use blue/white/xxx colour and if we go red we will use red/white/xxxx.
couldnt care less about this change, for me is a negative change as it is now, with improvements in future im sure will be great now my team will just spend time to completly paint ar,our before each tournament match
They already said that it was not supposed to be rolled out this patch and that there’s going to be an option to have the old view. I guess you didn’t notice the first “red” reply in this thread.
This totally threw me off during the first sPvP game I played after the patch, since I had no idea going into it that anything was changed.
In part because my own armor was dyed blue, I spent a significant portion of the game thinking I was on blue when I was on red. Then I capped a contested point and it turned red and I couldn’t figure out what was going on. I thought it must be some bug or something. It made me feel pretty stupid.
I was a little on board with the OP until I got to the part where they put forth their rather inflated self-image, and it was kind of all downhill from there.
I’m getting rather annoyed with the deployable turrets bug. It seems like it should be an easy fix since it works fine in sPvP.
It’s now been 97 days since launch, 218 days since BWE1, and there are still many skills and traits that do not work properly. We’re not talking about special cases. They just don’t do what they say, period.
I’m kind of getting tired of this stuff in games in general. Now it seems like virtually every game ships with a bunch of stuff that is broken, because they can patch it later. (Of course, sometimes they never even do.) I can understand events breaking and AI doing weird stuff occasionally and terrain glitches and things like that, but when skills or traits just straight up don’t do what they say under any circumstances, it just gives me the impression that nobody considers it much of a priority.
I’m glad they fixed rocket turrets not detonating underwater, at least. (I’m also glad for the kit auto-attack thing, but that wasn’t a bug so much as an inexplicable oversight.)
It seems like I have to farm kills just to get to the next Story level.
It is not intended for you to level up playing only the personal story. Generally speaking, the fastest way of getting XP (aside from crafting, which of course requires crafting materials) outside of completing personal story steps is participating in dynamic events.
(By the way, if you could play only the story, you would blaze through most of it rather quickly.)
Grey market trading outside the TP is not supported by us.
Thank you sir. I will tell him to get back to farming. If you happen to read this (which you don’t have to because this is highly tangential to the topic), is there a good reason there is a listing fee charged when meeting a buy order?
It would weight the market more towards buy orders.
That’s IF you even get it after the RNG, Raid Leader, Guild Master, Loot Council, and Ninja Looter have had their first shot at it. Let’s not forget you only get this lovely chance at a chance once a week.
That gave me a good chuckle.
As for ascended gear, to reiterate what Chris has said (https://forum-en.gw2archive.eu/forum/info/news/A-message-from-our-Studio-Design-Director-Chris-Whiteside), it’s not intended as a treadmill, but rather as a tier of rewards that can help bridge the gap between Exotics (a few hours of effort to acquire a piece) and Legendaries (hundreds of hours of effort to acquire one).
There was no power gap between exotic and legendary weapons before, so I don’t really quite follow that argument. It seems like it would be more accurate to say that a gap was added (or will be added, I guess) so that there would be a reason for ascended items to even exist.
Maybe there are no hearts, vistas and skill points because it is only Phase2… maybe afterwards.
They have said there will be no hearts, like Orr. I expect that to be the case for level 80 zones in general, unless they change their minds about it.
If they are going to insist on one-time events, here’s how I think they should work:
1) Make these thing last at least a week.
2) Have a place where people can go to go to a different instance of the zone that is for that event, kind of like how the personal story works, but allowing many people to join the same one.
3) Once a character has completed that instance, they are done with it, and can move onto the next part, if there is another part.
So, basically make them more like how the personal story works, except let many people join. Maybe have a brief timer to join to ensure that everyone starts a particular instance at the same time.
After the weapons were readied, and the karka attack, Captain Magnus and others needed help bringing the battle to the karkas. You should have a piece of mail that helps.
I got the mail as soon as I got to Southsun Cove. Suffice it to say that it wasn’t particularly helpful at that point.
Finally, finally buffs to Rangers.
I hope
Buff to what for rangers? There’s a reason an overwhelming majority of bots are rangers.
- Thief/Mesmer/Ranger/Necro PvE buffs
- 25-stack Bleed limit per player, not as a whole
- Warrior trait/skill fixes
- Elementalist (out of combat) weapon swap
- No PvP-motivated nerfs affecting PvE
- Arah event chain fix
- Taidha Covington event chain fix
- More events in level 20-50 areas
- Events reset if no progress has been made for specific amount of time
- Character make-over kits
- Town clothes
- More variety in armor
- New armors
- BLTC armor skins not restricted to armor type
- New BLTC armor skins
- Costumes wearable in combat
- New costumes
- Lower costs for Mystic Forge recipes (fewer 250-ecto/250-orichalcum-parts recipes)
- Most RNG removed from the game (most importantly Mystic Forge randoms)
- Complete crafting material storage (rare components, stuff like dowels/insignias, Mystic Forge crystals/wine/etc)
- Soulbound removed from game, most items now account-bound instead (seriously, make this game more alt-friendly!)
- Lower BL chest drop rate (by 90% or so)
- Either lower BL key price or make chest drops better (no bad tonics)
- Karma vendors with meaningful stock (No I’m not a Chef, no I don’t need Bell Peppers!)
- Account wide karma
- Better way to LFG (GW1-style, not a dungeon finder)
- Disable mailing items/gold. Force people to use the TP
- Lower Waypoint costs.
- Lower tax on TP from 15% to 10%
- Sorting by armor type on TP
- Better rewards from Dungeons (6-7 First-of-the-day runs for 1 weapon is silly, 23 First-of-the-day runs for a full armor set is ridiculous)
- More stat options for Dungeon sets/weapons
- Better voice-acting
- Polished cutscenes
- Silly/ugly cutscenes removed from the game (Lighthouse and boat scenes from Battle of Claw Island, most notably)
- New max-level areas with a variety of new monsters
- Less junk, more useful items as drops
- (Hard-/High-end-, dungeon-, dragon-)Chests rewarding 1-2 rares/exotics rather than 6-8 trash items.
- Magic Find removed from game
It appears I expect quite a lot.
Usually posts like this are full of rather ridiculous suggestions, but I actually agree with almost all of this.
The whole chests / keys thing is just silly. It’s silly in Team Fortress 2 and it’s silly here. Either just sell the unlocked chests outright or don’t do it at all. Of course I realize that the reason it is done this way is a weird bit of psychological manipulation. I’ve no idea what percentage of people that works on, but it obviously works on some. If chests were account-bound and not a thing you could get for next to nothing on the trading post, it would at least make slightly more sense, even if it was still devious.
Also, I hate to harp on this subject, but how many new things are going to be added to the game before the engineer’s deployable turrets trait gets fixed? How long until it gets fixed? A year? I hope it is finally fixed in this patch.
Just my personal gripe. I know there are other traits / skills that simply do not do what they say. That’s kind of the greater point that I’m hinting at, I guess. ; )
