Now that I think about it, it might just be the dyes. I was changing dyes on my warrior quite extensively the last couple of days and this is the character I noticed the reset of minis and finishers most frequently.
I can confirm that, my minis keep resetting upon leaving/switching maps changing dyes(?) on some of my characters.
(edited by Skoigoth.9238)
The problem isn’t in zerker gear but the whole pve mechanic.
First, mobs generally have low armor, high hp. So this favors direct damage over condi. See husks in wurm fight in contrast, they have super high armor but low hp. This is from one extreme to another. This aspect of the game really needs some balance.
Second, condi doesn’t gain advantage from vulnerability and damage modifier. 25 stacks of vuln are became useless. Either change vuln to something else than also help condi, or make another equivalent condition to boost condi damage.
3rd, defience, unshakable, control builds became absolute useless in front of it. Blind and aegis are suppose to do the same thing, but with unshakable, blind stands no chance. So for some class like necro which is condition centric, it’s in a huge disadvantage compare to say guardian which is boon centric. Unshakable really HAS to go.
4th, 90% of the bosses use OHKO spike damage, so healing build is useless if the teammates can dodge. This promote self dodging/blocking than rely on teammate’s heal. Imo, some fights should change so boss do sustain damage.
5th, there just isn’t one full damage condi gear in game. Rampager is hybrid at most.
I think I pretty much sum up the whole pve problem for you. If you still can’t understand the problem isn’t in zerker gear, I really can’t help anymore.
^ this and nothing else
This not really a #1 priority issue considering all the other bugs that occur(ed) lately, but I thought I might as well report it here.
I found a Skritt Burglar chest in Gendarran Fields (east-wall of the First Haven keep) and hunted the pesky little rodent down. I was able to loot the big bag he drops on kill, but all the small loot-bags dropped during the chase were, well, “unlootable”.
As you can see on the screenshot I am standing right next to one of the bags, but I cannot interact with it whatsoever (the only thing I did not try was killing mobs nearby to pick up the bags via AOE-loot lol).
This video. I hope someone from anet actually watches it through.
Pretty please, undo this (along with the leveling/trait changes of the april pack).
^ this 100%
I don´t want to be rude but, did they even test this stuff? It seems ABSOLUTELY obnoxious to me… I just can´t wrap my head around how they could have thought new players would actually enjoy this bullkitten more than the old system =/
I´m so glad I´ve already brought all my characters to 80 a long time ago.
How so?
Your first prediction was about the spirit weapons, which havent really moved much in price and charged lodestones didnt gain more than 5-10%.
What I meant by ´first prediction´ was the involvement of special weapon sets such as spirit weapons (we didn´t know that for sure up until the preview footage came out).
About the prices, I didn´t expect them to change drastically pre-patch. I´d say we will see how substantial the impact in fact is soonest in a few days/about a week from now on.
(edited by Skoigoth.9238)
Well, it seems my first prediction was pretty spot on. Now we´ll have to wait and see what happens when patch actually hits.
I guess if you don´t want to be patient, but go for some achievements right away, now is the time buy stuff asap.
With unique, i mean the statement in the tooltip, like on ascended rings. Items that you can only equip 1 of.
^ can confirm that, but I wouldn´t rule precursors out yet.
The achievement´s flavor text in the screen shot reads “Steigt zur Handwerker-Legende auf”, which roughly translates into “ascend to become a craftsman-legend”. * wink * (naaah I don´t believe it myself ;)).
EDIT: nope, the dream died https://www.youtube.com/watch?feature=player_detailpage&v=fRJHl67jGZ8#t=184, just recolored standard weapon and weird looking zenith-style weapons.
(edited by Skoigoth.9238)
So you are worried, that alot of people spend 2000g+ to craft those weapons to get the achievement and backpack?
Hmm, I am not sure if the point I tried to make earlier came across but, in principle, I am not concerned with people that have a lot gold spending it on things they like (who am I to judge that?).
It is more about what Ohoni mentioned in his post. I fear that the majority of the people who actually want the achievements/rewards wont have the gold to get them to begin with. What I am worried about is that those who can afford to spend these potential ~2k gold will eventually drive up the prices, so that the others at last wont be able to keep up with the growing prices, without drastically changing their way of playing the game (which is not fun, and as far as I am concerned, unlocking stuff should primarily be an enjoyable experience).
Then, as I mentioned in the OP, I also believe that there is a strong possibility that this will heavily affect markets other than weapons and armor pieces, e.g. t6 crafting materials, lodestones etc., which are used for all sorts of crafting activities. Whether these will be negative or positive effects is hard to tell (as you wrote, we do not know the true requirements yet) but, as I already explained, I am worried that it will be negative for the most part.
It is a matter of perspective you know, currently I am making enough gold to fulfill the requirements of my set in-game objective, which is to fully gear my seven toons with ascended equipment, while simultaneously work slowly towards crafting a legendary weapon. But then I personally know a lot of players who severely struggle with getting the stuff they want, be it a legendary, BiS gear, a full mini collection or whatever, it doesn´t really matter what the goal is.
I dislike bringing this up here, but just look at how many people regularly and over a lengthy period of time are complaining about the struggle of precursor acquisition. I just do not think that something like that (even though on a smaller scale probably) would be very healthy for the game.
Yes, sorry for repeating myself again, this is all highly speculative at the moment, but I prefer to voice my concerns about these changes now, instead of remaining silent and hope for the best until it could be to late.
(edited by Skoigoth.9238)
Right now its just an assumption youre making and there is no point in discussing it until we actually see the requirements for the achievements.
I can only agree partially. Yes I am just speculating, I could be totally wrong about the Spirit Crafter achievement and of course it is possible that the spirit weapon look-alike skins are not involved in the process of unlocking this particular achievement at all.
However, it is made very clear in the blog post that unlocking skins in the wardrobe in general will be pivotal for unlocking some of the new achievements (see paragraphs “unlock types” and “collection types”) and therefor I think a discussion about possible problems with this system is very appropriate at this point.
I posted this originally in the “I have a questions about the economy” thread. Upon request I deleted the original post and opened a new topic for it.
Lately I had some mental wanderings regarding the changes announced in the Introducing the Collections Achievement Category blog post and what potential impact they could have on the economy. To put it bluntly, I am a little worried.
Let me first explain why, based on the example of unlocking these new Item Collections achievements given in the blog post: The Spirit Crafter back item.
Judging from the screenshot of a Norn lady wielding Foefire’s Power , just above the paragraph about rewards, in which it says…
“There are a number of new pieces of equipment, recipes, and functional unlocks that can only be found as rewards for Item Collections, like the new Spirit Crafter back item, earned by completing its namesake achievement.”
… I am assuming that we will unlock this particular back item skin (or its recipe, idk) by unlocking several or maybe even all five of the weapon skins that resemble guardian spirit weapons (Eidolon, Aether, Azureflame, Foefire´s Power, Foefire´s Essence).
If I have understood the post correctly and if the achievement turns out to be actually compelling enough (through item rewards, skins, AP, ??), I think a lot of players that previously had no interest in acquiring these weapon skins will be inclined to go for them.
In case of the spirit weapon skins, which already are expensive high-demand-low-supply items, I see a massive rise in prices incoming. For both, the weapons themselves, as well as the materials involved in crafting them (which is even scarier imo).
Further, if this first assumption is correct, I think it is save to say that this method of unlocking the Item Collections achievements also holds true for other expensive sets of skins, possibly even (Zommoros forbid) the skin sets acquired via BLC tickets.
I realize that such price increases would not be a bad thing per se, but I fear that it will be super frustrating for the average player to pursue these achievements and will result in a lot of whining and rage (you know, precursors all over again).
TL;DR: I fear that the new Item Collections achievements will disrupt the markets of high-demand-low-supply skin sets (e.g. the spirit weapon skins) and will result in massive price increases across the board that will upset and frustrate a large portion of the community.
I guess my questions to all the BLTC-Vets here would be:
- Am I totally wrong with these assumptions?
If not… - Huge oversight or working-as-intended?
- Could there be some sort of mechanism/barrier to prevent this in development we do not know of yet (I cannot think of one)?
50 out of 58 votes consider this underwhelming or worse.
Sadly not really surprising given that the changes are exactly that imo.
Just to clarify, I am really not the kind of person that whines about all and everything, which is part of the reason why I have never felt the need to post on the forums, even though I have been playing the game since launch.
But this time I really just have to get the kitten out of my system…
I voted “not enough” in the poll, as in not enough to change the status of my necro from “designated-camping-rich-ore-nodes-and-occasional-PvP-character” back to being my main character. It has been like that for over a year now and I doubt it will change any time soon if this is in fact all we will get with the feature patch.
What bugs me the most is this feeling I have that A-net apparently did not understand at all what a lot of necro players have been struggling with basically since day #1. Another option is that they just do not care, because they want to take the class into a very different direction.
However, looking at these proposed changes I cannot see what this direction possibly might be. Aside from the nerf to Lichform (which was to be expected), dagger “cleave” and the slight buffs to axe, all other changes seem totally irrelevant, unwanted or nonsensical to me.
Here are some things I personally have had issues with for quite some time and have hoped for to be addressed in any way, shape or form:
- Having NOTHING to show for in PvE group content that cannot be done better or at least equally good + some form of group-support by another class
- Deficient minion AI
- Ineffectiveness of condi-necros in PvE in general (yea “but the Husks!!”, I know…)
- Ineffectiveness of the blood magic trait line
- Lack of sustain in bigger fights and CC-mitigation in sPvP
- Being “encouraged” to run stale, cheesy or even borderline broken builds like the run-of-the-mill dagger-AA build in PvE (stale), terrormancer in sPvP (cheesy) or the lichform-wellbomber in WvW (broken) to retain a bit of relevance compared to other classes
I know some people might not agree with me on that list and I am aware of the fact that things such as bugged AI, lack of competing “optimal” build setups or the ineffectiveness of condi-builds in a lot of places are not problems specific to necros alone, but THESE are some essential things that kept me from enjoying to play my necromancer for so long.
I hope this wall-of-text rant made at least a wee bit of sense and that maybe also the devs can appreciate it as the constructive criticism it was meant to be.
Here is my contribution,
Head: Predatory Mask
Shoulder: Wolfborn Shoulderpad
Chest: Wolf Vest
Hand: Viper´s Armguards
Leg: Predatory Leggins
Foot: Viper´s Boots
Dyes: Abyss, Charcoal, Black
I am affected by this bug as well…
- Did you create the first tier of the back-piece (the Exotic-level item) before today’s patch?
- Was the seed in your bank or in your character’s inventory?
- Have you progressed through any of the construction steps introduced in Episode 4? If so, which steps have you completed?
- I created the Mysterious Vine back-piece before the patch
- I kept the seed and the vine in my bank until after the patch
- So far I have only completed the transformation of the three story-reward items (Chaos Orb -> Resonating Chaos Orb etc.)
What you guys do is super awesome and I´d be really happy to join your ranks =)