Because it makes the game better.
Just learn how to secure stomps.
Just so. It’s the reason why small scale is a success too. Because zergs need to learn tactics. Haven’t been killed by a 30-man zerg in solo roaming… (for the last 2 days spent in PvE because WvW is broken).
Maybe you ought to learn that in a zerg you don’t do stomping. You have so much aoe you can outdamage any reviver. Now be away, zergling.
Edit: I was totally serious. Every single time I go roaming and get downed by a zerg I see 10 people trying to stomp me and then get facesmashed by some aoe stun from friends. They never learn. xD
New item concept:
[Ascension Crystal]
Consumable, account-bound, ascended quality.
Begins the process of ascension, allowing a piece of equipment to reach its true potential. Double-click to apply this item to any piece of exotic equipment.Acquisition:
- Crafting at rank 500. Vision Crystal + x Dark Matter. Each crafting profession crafts vision crystals that work only for equipment types that profession can craft.
- Laurels. Less than the cost of an amulet.
- Dungeon tokens. Around 400-500.
- Badges of Honor. Around 300.
- Guild commendations vendor. 6 commendations.
- Pristine Fractal Relics, 5
- The intention of the price is to be lower than regular ascended items from that source, as after usage the player still needs to do more work.
Mechanics:
Apply it to an item using a similar interface to transmutation. After it’s applied to the item, that item’s tooltip expands to include a progress bar, and a list of tasks which contribute to it. When the bar is filled out, the item becomes ascended quality. Rings, Amulets and Accessories become “Unidentified Ascended Ring/Amulet/Accessory” and when being equipped ask the player which of the ascended trinkets with that stat spread it should become. Back Items ask the player which infusion slot they want at the next time they’re equipped. Both of these pop a notification similar to the “You have equipped an item with no stats” when equipping items that allow you to choose stat spreads.The process of ascending the item itself is different for each item. Several tasks are semi-randomly assigned, and doing any of these tasks with the item equipped fills out the progress bar slightly; like a heart, the player can choose to ignore certain tasks. These tasks should always include at the minimum something that can be done in WvW and something that can be done in Open World content, and may be further flavoured based on the item type, stat spread or skin of the item (have a tag system assigned to the skins in the database and use that to fill the random table for the choice).
For example, a weapon may task the player to kill champion/legendary mobs, a cleric equip might ask the player to heal other players, a Norn cultural armor piece may ask the player to complete events in the Shiverpeaks. The potential list could include anything that might appear in the daily/monthly; the WvW list could include any tasks from the season meta achievement.
The exact value of each task can vary; “Kill mobs” would be worth less than “Kill veteran or higher mobs” would be worth less than “Kill champion or higher mobs”, etc. It’s also ok if this is somewhat grindy, as long as the player is given a variety of options. The timegate here should not be a hard gate, but rather that it will take a certain amount of effort to ascend the item.
End result:
- New process of ascension. Time-intensive instead of resource-intensive.
- Gives a variety of tasks, but doesn’t force the player to commit a minimum amount of effort to any given task.
- Requires Exotic as a baseline, ensuring that ascended is directly in the gap between Exotic and Legendary.
- Does not obsolete previous gear, as it is the previous gear. Allows players to keep their skins without transmutation.
- Does not give the player a new skin; current ascended skins remain rewards for reaching ascended using those methods.
- Does not heavily consume resources that are used to make legendary weapons.
- Requires the player to actually play using the character they’re ascending.
One of the best proposals so far. Would allow a lot of us (who are not rich) to get ascended without giving out a huge amount of money.
- Armor Progression Instead of selling the kind of cheap fx flavored reskins & garnering the “money grab” press, let us upgrade existing gear in the same way. I’m guessing doing those fx was extremely easy since you just need to make shaders particle emitters & some masks. Well, why not allow players to work towards upgrading current armor to have Grenth, Dwayna, Melandru, Balthazar, Lyssa& Kormir versions of existing skins. This is also a way to let people kind of tweak armor they might not like to be more flavored the way they do like instead of having to make more full sets.
I don’t really expect this to happen because; why give away easy to make skins when you can sell them? Most importantly:
- Remove Repetitive, Archaic, Cosmetic Gating/Make skins Into an Easy to Use Collection
This is one area I was extremely surprised that Anet is years behind the current MMO standards. DCUO is the prime example of how cosmetics should be handled. Having individual items with individual looks feels like nothing more than a reason to sell more bag slots. When I get an item, I should be able to use a transmutation stone to unlock the skin. I’m not talking about having skins like in the achievement panel or the pvpvlocker. Even that is pretty clunky. I should be able to right click an arrow next to an equipped item & see a window of my skins, like the skill bar. then I can just click the one I want to currently use. Anything else just seems like a waste of UI space & time. I have to say, I’m surprised Anet missed this MMO convention. They usually seem to want to be on the forefront with features & focus on cosmetics. But this time around it seemed 2 steps back.I added a mock-up of this UI system below. The items you HAVE should fill up from the top down, as to get rid of unnecessary scrolling.
Would love this.
Maybe we should also introduce the balance of skill-reward into this discussion, since it is something which seems incredibly off balance in the case of ascended armour.
My biggest concern is that the vertical progression we have seen now requires no skill, but a lot of time:
- Gold is the main thing you need (200g per craft + 60g per piece)
- Gold is gained mostly through rather easy activities: dungeons, champion farms, world bosses
- Gold is very very low in challenging content: PvP is debatably one of the least rewarding areas of the game, Jumping Puzzles aswell.Why do the most easy things in the game give more gold than the kittenes?
- Create a division where a small % of the players have access, and thus leave out a large % of players, which is contrary to Anet’s belief that everything should be accessible (playable) to everyone.
Of course that is not what we want, but the current situation is even worse. People who do harder content get less rewards. Sort of a reversed world. Anet wants me to go champ farming (aka. easiest content there is) to earn something, which I can’t earn by doing small scale, no zerg PvP (probably highest skill requirement).
The ability to potentially use tokens from encounters (allowing users to work toward acquisition of Ascended Gear) that would otherwise only offer RNG chances on Ascended Gear, allowing users to work toward the items (courtesy of Nike and others)’
Note this is the formulation of a proposal for discussion.
Chris
You could even do a variety of tokens from various areas of the game and use the mystic toilet. Say something like X world boss tokens + X dungeon tokens + X Badges of Honor + something to indicate the gear type. That would make it more scavenger hunt type of content.
Yes, but make it so you don’t HAVE to do A & B & C & D. Leave us some options:
If A & B & C & D & E & F are our options (karma, badges, gold, laurels, dungeon a, dungeon token b) allow us to combine all those:
For example:
- 5 gold & 10 laurels for a weapon
or - 5 gold & 100 ascalonian catacomb token & 100 citadel of flame token & 50 arah token
or - 250 badges & 200 ascalonian catacomb token
or - …
I just want to say that while I agree changeable stats on gear should be implemented (a la Legendaries), it should NOT be limited to Ascended gear. I think we’re in danger of letting it become another carrot when it should be a feature throughout the gear system.
Different materials should yield different cosmetic appearances.
What does this last addition mean? Different stat combinations > different cosmetic looks?
The idea is that the material you craft the gear with doesn’t affect stats at all; rather it determines what the gear looks like. It means more work for the art team, yes, but when it comes down to it, one of the biggest complaints about crafted gear is the restricted set of appearances.
Aha. I think I see where you are going. For example heavy armour can have ‘berserker’ inscription: reflects itself in heavy armour with a typical look for a berserker? A heavy helm with horn for example. Carrion could look a little gloomy. Cleric could have some glow or other, or a particularly ‘elegant’ look.
Edit: added an image to make clear what I mean and to see if it’s the way you mean it?
For example left armour could be for ‘cleric’. Right armour could be something like berserker.
(edited by Sirendor.1394)
Maybe we should also introduce the balance of skill-reward into this discussion, since it is something which seems incredibly off balance in the case of ascended armour.
My biggest concern is that the vertical progression we have seen now requires no skill, but a lot of time:
- Gold is the main thing you need (200g per craft + 60g per piece)
- Gold is gained mostly through rather easy activities: dungeons, champion farms, world bosses
- Gold is very very low in challenging content: PvP is debatably one of the least rewarding areas of the game, Jumping Puzzles aswell.
Why do the most easy things in the game give more gold than the kittenes?
I just want to say that while I agree changeable stats on gear should be implemented (a la Legendaries), it should NOT be limited to Ascended gear. I think we’re in danger of letting it become another carrot when it should be a feature throughout the gear system.
Different materials should yield different cosmetic appearances.
What does this last addition mean? Different stat combinations > different cosmetic looks?
Kind of a late reply, and I’m sure everyone has said everything that needs to be said about post-80 progress.
But what about progress 30-80? Of all the games I’ve played, GW2’s leveling progress has to be one of the most boring I’ve ever played. mostly it boils down to the fact that, once you’ve reached 30, you’ve basically unlocked every skill for your profession; there’s nothing new for you. I mean, yeah, there’s traits and all but I’ve never really found traits to be particularly organic… or as fun as a ‘new power’.
Secondly, any sort of weapon crafting is really boring as well, mostly because every since weapon you craft, except for the rare and exotic 80 tiers look exactly the same. There’s only so many times I can craft a gnarled stick stave and not loose my mind. surely it’s not that hard to give us more skins per level tier?
I have to second you. Leveling in GW2 seems intrinsically unvaluable. It doesn’t mean anything at all because from level 1-30 you have learned everything you need to learn and 30 to 80 is basically a pointless grind, with traits being rather unimpactful unless you are level 80 and have exotic armour.
I think there should be more ways of acquisition that is based around working towards a goal, rather than RNG or material farming. It should be something that you WILL get if you complete the goals. I understand that crafting offers that to an extent but there are still materials that you have to farm for. I want to be able to put dungeon tokens toward building the gear, or pristine fractal relics that were basically admitted to be useless on the last patch.
I agree that it should be a guaranteed reward for … dungeon tokens, badges, commendations, laurels, jumping puzzles.
I have to stress nobody is waiting for additional farms though: if they added it to fractals, most wouldn’t bother getting it cause fractals are not something a lot of people like to play (last time my guild did a fractal run is some 3 weeks ago and we didn’t even finish it).
Is it fair to say that regarding Ascended Gear we would like to see more ways to earn it and in terms of drop rates, a higher percentage chance of acquiring them through this method?
Chris
RNG is a terrible, terrible way to acquire basic BiS gear, so unless the drop rates were dramatically improved, this still wouldn’t appease many players.
Quoting for truth.
The entire tier becomes fully self-defeating at that point.
It is already self-defeating.
There’s no way we needed ascended gear for Player vs. Player purposes (if everyone has exotic it’s the same as everyone having ascended).
There’s no PvE content except Fractals (which I think maybe 1 in 5 people or less plays on a weekly base and maybe 1/20 on a daily one) that needs any better gear. PvE is ridiculously easy already, burned through it in a couple of months.
Is it fair to say that regarding Ascended Gear we would like to see more ways to earn it and in terms of drop rates, a higher percentage chance of acquiring them through this method?
Chris
I’m not interested in RNG. Please provide stable ‘complete-this’ lists, not random drops where one player gets 5 and another gets 0 in the same timespan.
Prices for ascended are ridiculous and they make the game worse: people on a competitive level (yes I mean WvW), need different armour sets and weapons sets.
I have 6 sets – used in 10+ different builds – on my guardian, ranging from pure dps to pure heal to pure condi to wall of steel to hit and run. Besides my guardian I have 4 more level 80 characters. Anyways, i’m sure you understand.
What we need is one of both options:
- Deleting ascended from all competitive content
- Allowing competitive players to collect 1 ascended set (all armour pieces & trinkets) in less than a normal week’s play (which would still mean I need 6 weeks to get all my gear on guardian, 2 weeks for my elementalist, 1 week for my thief, 3 weeks for my warrior, 2 weeks for my mesmer).
(or as VOLKON suggestion allow us to change our stats for a small fee – comparable to the retrait/repair cost- and make the acquisition period slightly longer).
The best thing we (I mean WvW players) could get, would be armour acquisition for WvW like it is in SPvP.
Vertical Weapon progression without causing a ruckus
With the screams that accompanied the implementation of Ascended items I thought I would offer you a way to add another tier between Ascended and Legendary without making people go crazy.Legacy Weapons
These would be Ascended weapons that have developed a name for themselves by being wielded by a hero for a period of time.Given: For discussion purposes I will select one weapon and one profession and use it as a reference throughout my example.
- Staff
- Elementalist
To set the stage: Some of us will probably never have a Legendary Weapon, what with the minuscule chance for a precursor to drop, Mystic Forge, and/or the cost on the TP (The Bifrost currently 2230-3097 gold The Legend 721-810 gold); Ascended is about the best a lot of us will ever get, so let’s make it special.
Since anyone who has been playing for a fair amount of time has the ability to craft an ascended weapon this option would be available for pretty much any dedicated player. I say “would be available” since, I have been playing since pre-launch but do NOT have an Ascended weapon, though I could make one Today if I chose to.
What is it: a Legacy weapon is an Ascended weapon which has been modified to make it more unique to the user. As all Ascended weapons look the same, varying only in color of the inscription; a Legacy weapon would take the basic template for the Ascended weapon and customize it. As it is a modified Ascended weapon it would retain its Best in Slot status.
Possible modifications: Let us take a page from GW1, staff wrapping and staff head, would give two different possible modifications. Each modification would make 2 different changes one aesthetic and the other minorly functional. These modifications would have to be earned not bought or RNG dropped.
As an example:
- Swift staff head: might give user a slight boost in running speed and some sort of quickness animation
- Staff wrapping of the Elementalist: might allow the elemental attunement animation to travel from the users wrist up/down the staff. For example, when attuned to fire, flames lick up the staff length; when attuned to air, electricity does the same etc. User gets a slight boost in their current attunement.
Now instead of having Zojja’s Ascended Staff, I have Yalora’s Swift Ascended Staff of the Elementalist.
So there you have it: You have added a tier in vertical progression without changing the Ascended best in slot. Nobody has to get rid of the Ascended items they worked so hard to get so those complaints are nipped in the bud and you have granted some customization to an otherwise common (looking) weapon.
Interesting at the least.
I have a vague idea in my head for a suggestion to get more people doing dynamic events (other than champ trains). Before I bother to hammer it out a bit more and see if I can’t make an actual suggestion from it, I’m wondering if people see the current state/reward of general dynamic events as a problem?
Do we need more people doing them? Do we need more reason to do them in mid to high level zones?
There are several problems:
- Hearts are too repetitive and too mindless.
- Dynamic events are too unpredictable: you have times you go to a map and there isn’t a single Dynamic event and it just feels dead.
- There should be dynamic events ALWAYS and EVERYWHERE (cities too).
- The rewards are very very low compared to rewards for dungeons, for champ farming etc.
- Most maps are dead because of “level-based segregation of zones”. Zones should never have required a certain level.
- Completing a chain of dynamic events should “count” toward achieving a special item that is bound to that specific area, items that are not tradeable favorably and that are not RNG, but achievement-based.
- Forgot to add that the IMPACT they have is currently zero.
For example in Harathi Hinterlands: unlock a centaur-made shield skin which gets added to your account database if you have completed:
a- defend the human camps
b- drive the centaurs back
c- slay the warbeasts
d- defeat the shaman
(edited by Sirendor.1394)
The whole system needs adjustments toward less farmable contents and skill/fun based rewarding
I agree. For one PvP is extremely underrewarded. PvP is in most games I played the main end-game, and gets rewarded a lot because it takes skill and effort to fight enemy players and win.
Problem is: GW2 PvP revolves around stacking and zerging, making it easy for a even the most skill-less player to get some kills. There should seriously be body-blocking, places where it’s not possible to attack multiple targets at once (1v1 arenas), so a small group of players with major tactics could hold off a zerg.
Ok another brainstorm idea.
What if certain pieces of ascended gear could be crafted and sold on the TP such as gloves and boots?
Chris
Yes please, or even better:
All pieces could be crafted and sold on the TP.
All pieces could change stats.
All pieces could be obtained outside crafting without relying on RNG.Personally and note this is not the opinion of Arena but I like the idea of uniquely skinned BiS items dropping in challenging content. My opinion as a player is that the current drop rates could be tweaked.
Chris
That will not remove the RNG factor…. Look at it this way:
Say you increased the drop rate on Tequatl. That means a higher change to get a weapon. But it is still RNG.
Some people will get several drops, others will get nothing, most will get items with the wrong stat combination. Please, please, please: No more RNG!What if you could sell them? Thus complimentary to other forms of acquisition?
Chris
What’s the point of having an unique skin drop from a challenging encounter if you can just buy it on TP? Isn’t the point of the skin showing you beat the challenge? If a unique gear is gonna drop from a challenging encounter, it should be guaranteed and account bound, and the encounter really tough.
Yep your right sorry I should have given more detail in the brainstorm idea. In the idea I imagined Sunless not being trade able but other normal Ascended gear being trade able. Note this is just a brainstorm idea.
Chris
I would hate it being able to be sold for a couple of reasons:
- pay to win
- any noob who grinds money could acquire them
- people who do activities that require a brain can still not get them
Have to stress though, they are pretty pay to win right now too, costing 200g for a craft and 60g per piece. Only people who can acquire ascended are farmers and tp flippers, which is very sad.
Surely you guys exaggerated. My 2yr old off the shelf PC only takes 1-2 mins to load into LA on the first loading in of the day. Subsequent times are even shorter. Sure sometimes it the game fails to load in at all but its more because of my crappy internet connection than anything else.
Nope.
0: BODY BLOCK
2: remove ascended craft and do it as in gw1
3: sandbox style wvw maps. let us to build towers
6: let wvw players to be insta 80, craft armors, spend traits as pvp players
YES OH GOD YES! I don’t think i’d ever stop playing if it was like this.
Mmm hard to say. Anything and everything works for roaming. I have thief/warr/guard/mes/ele at this moment. I mostly roam in a group (3-5).
I have run as a guardian together with a warrior sometimes, or as warrior with a guardian. That seems to work, with several build combinations:
- Today I ran as a mostly zerk warrior hammer/gs with extra condition duration removal (10-0-30-0-30 traits) and my mate was running guardian meditations, knight gear mostly I think, with meditations.
- A while ago I ran a consecration guardian coupled with a condition warrior (swords + longbow). We easily fended off 5+ people at all times (camping a camp :p )
- Mesmers are always nice to have in a group, thieves work for ganking people fast, but usually very weak if they don’t have a few people to back them up and take the damage.
das it mayne, I just had tons of gold saved up not knowing what to buy so I just bought the whole set
God and it’s ugly.
Imo there should never have been soulbound. Accountbound is great (even if it sometimes impedes you to trade/mail things to other players).
Personal story and home instances aren’t of much importance to many players. With an obvious warning that personal story and home instances would be reset/wiped/whatever, I’m sure many, many people would still buy gems for character race change.
I can’t agree more. The personal story is a joke. Home instances are a bigger joke. Please give us race change and spare us the misery of re-working our character one by one.
I hate LA for the sole reason of loading screens. Best loading seems to be in Ebonhawke, where there is a bank & black lion trading post.
I wish we could just log into WvW directly though. Would make things sooooo much simpler for us.
Lion’s arch can take up to 3 minutes to load. Not to mention starting the game itself allows me to go and take a cup of coffee to come back still seeing a blank screen.
Good job on the early morning PvDoor!
Hope you had fun!
At least they do it with 5 people, while you need a full zerg of 30.
I would suggest to load balance the WvW population on a map, like: if a team has already 50% from total players (red+blue+green), block others from this team to join the map. This solution is simple.
The QQ this would cause. :P But I do actually approve. Stackers should be punished for stacking.
Mesmers are rather useful.
> Illusions
> Group stealth (to block stomps)
> Pretty nice crowd control
> Decent aoe
Excuse me to the moderators who moved this post to the crafting subforum. It was ment for general discussion, because crafting in any game is a large part of the game and influences many areas. Would be appreciated if you moved it back.
Another thing we lack is ‘skill specialisation’: why can’t we combine elements from several professions, why can’t we create a ‘subclass’ after our general playing. If they started subclass building from level 30 and onward I’d be a lot more interested in level 30+ content, which is atm for me mostly filler (I’m bored from 30-80).
I didn’t add “crafting is boring” because that is more than obvious. :P Thanks for the people who pointed it out though, must be clearer than ever. ^^
Personally:
- Progression has focused waaaay too less on personal character progression in:
- story missions
- guild missions
- affilitation in factions
- class professionalisation: where are warrior, thief, engineer guilds (NPC-foundations), with special missions per class?
- skins acquisition through hard content
- It has focused to much on:
- leveling (which is totally redundant)
- zone progression (endless repetition of hearts, not enough dynamic events)
- gear (stats should never have been bound to armour and armour should never have been level-specific)
(edited by Sirendor.1394)
I don’t get why anet still tries to get attention to crafting through ascended, because it is probably one of the most useless parts of the game. Here’s what is wrong with the crafting system:
- It’s cheaper to just buy any items from the trading post than craft those items yourself.
- You don’t earn any benefit from crafting things yourself: you don’t make profit, you don’t get ‘special’ items from chance discoveries etc.
- Materials cost so much that it makes crafting nothing but a huge loss of money.
What should be done about crafting:
- Make it useful: have a chance at crafting a precursor or other special item or getting materials back. Allow us to make extraordinary items that have a use and that are exclusive, yet not necessary (contra ascended crafting, because it costs way too much money).
- Make crafting profitable. I don’t know how it is, but a crafter actually looses money. In any other game I have ever played, the items you made through crafting were more valuable than the raw materials. The only way to achieve this at this point seems to be to nerf material prices and make craftable items equal price as drops.
A problem I think here is that crafting involves making items from 1-80 and most players just buy cheaper versions on the trading post that were dropped from a random mob. Not to mention that nobody actually buys a lot of armour from 1-80 (or buys karma gear from a merchant), basically because the gear is worthless anyways: after 5 levels it becomes redundant. This is basically a problem with the leveling system. Crafting should have been a matter of skills/usage not of stats and levels.
(edited by Sirendor.1394)
There is no way to secure ‘balance’ in WvW other than detaching ‘teams’ from servers. Every server has it’s own population, which isn’t very surprising, and they could only fix it by dumping every single player who goes into WvW in a limited number of “Alliances”, spread over servers.
Funny how there are still innocent rabbits who don’t look for a mesmer. :P Come on, a mesmer doesn’t have perma stealth… how can you not spot him?
We had great fun in EoTM today doing just small scale roaming and exploring hidden places all the while, with a fight here and a fight there, some wins, some losses. Really worth it to play Edge of the Mists in my opinion, for the stunning visuals alone.
Looking forward to getting it the game.
One question: is the ‘WvW lobby’ something that will exist in the game or is it just for the period of the tests? We found some glitches (water disappeared at a certain point for example).
Count me in.
It is curious how it managed to capture the feel of SPvP. We need a WvW version of this. xD
(edited by Sirendor.1394)
What’s the problem? :P Everyone had to dl the new build, so it’s not like those nasty evil enemy servers could ninja all your stuff?
Before the developers think we don’t like the game: I think about everyone here does like the game and is simply expressing what would make the game even better in their experience. At this point GW2 is the best mmorpg on the market and it might stay the best for a long while, if you just keep adapting and revolving.
Ummm how much karma do you need to spend?
If you have enough for some exotic gear, 42k karma, (and in need of it), go get it.
I never run out of need for exotic gear, but that’s just me I guess. :P
I do actually think it helps this game a lot. I have totally enjoyed watching videos about Guild Wars 2, even before it was released. Woodenpotatoes probably made me decide to buy it along with a few other Youtube podcasters. If anything, those people are very important for both players and the developers. Players get a chance to see what the game is like, know if it will fit them and enjoy watching. Developers get free advertisements.
What more can you wish?
… did you notice that nice merchant to your right? You have a few options:
- buy tomes of knowledge
- buy giant wintersday gifts (and sell em for 2s/each)
- buy other stuff
All is vain
SNIP
A lot of what you say would be incredible, but sadly it’s an utopia. We’ll never get something like this. :/
1- No levels: I’m so tired of leveling in the same stupid pve world again and again.
2- Stats seperated from armour: way too much grind.
3- No soulbound stuff. All account-bound.
4- Remove ascended gear: what’s the point?
5- Make WvW like SPvP: full access to gears/skills/traits
6- Make more SPvP modes: capture the flag, death match, duel tournaments…
7- Let us climb with our hands. o_O
Aah fractals. I don’t even bother doing them anymore. I don’t have 3 hours for one fractal level up sadly. I wish you could do 1 single fractal and get a level through that, but sadly it’s not the case.
These are your options anet if you want more people to play fractals.
- Allow us to save progress (for example: if you managed to do 2 fractals, but didn’t have time to finish 3rd and boss fractal, next time you enter fractal you’ll only have to do 2 fractals in order to get a level up).
- Make 1 fractal cycle only 1 fractal and not 4.
Personally I won’t play them until something like this is in. I’m at fractal level 4 if I’m not wrong, and I think I have entered the fractal some 15 times, meaning I haven’t completed 11 runs, because they always tend to get like 2-3 hours and I seriously do not have time for it.
I’m going to laugh next month (or whenever) when they put in different rewards for glory and everyone spent theirs converting it to gold, as I’m sure there will be no way to convert it back.
They’re deleting glory as a currency next pvp patch.
I actually went to check one of the ‘skyhammer farms’ and it’s not that lucrative. Earned maybe ~800 glory in half an hour’s play (if you actually switch from red to blue every other match). That’s not a lot at all. If you get 10s every 10 minutes, that still makes only 60s after an hour and 1600 glory so 8×10 gifts (1,6g), in total 2,2g in an hour.
Of course Anet has to ban the people who exploited birthday booster, since they got a ton more than that.
sigh. Aaaalright. Siege advantage: check. Positional advantage: meh. Good fight: double meh. I pretty much ragequited before you actually got in and think most others did too (yes out of sheer annoyance).
Mesmer mass invis and ‘hit them hard’ tactics are not really sophisticated when you outnumber enemies, especially if you run when we do manage to down a few of you.
Sorry I don’t appreciate Jd, if that’s all you have.