(edited by Snoring Sleepwalker.9073)
Currently all siege blueprints are soulbound. But the supply requirement to construct them means that placing them down without a team holding the supply to build it is just asking for the enemy to blow it up. Which means that, unless someone is able to keep track of all the blueprints your team is carrying, most people are left with two choices:
– Place the blueprint down at a bad time, possibly eating up supply better used elsewhere.
– Have the blueprint gather cobwebs in their inventory because they never get told to use it.
Asking guild members to donate gold then buy blueprints like that might look like a solution. But that has three problems:
– Badges of Honor are also soulbound. So those can’t be pooled to buy blueprints.
– Blueprints do drop from enemy kills. You can’t pool those.
– The WvW jumping puzzles are a reliable source of blueprints. Blueprints you can’t share.
It’s only going to get worse if you take multiple characters into WvW, while removing the blueprints from your inventory when you PvE, as only one of your characters can use them.
What I want to see is the ability to throw whatever blueprints I get into the guild bank for other guild members to use as they see fit. Which means that the soulbinding has to go. Account binding is also unacceptable. Completely removing any binding is the only solution that is currently implemented in GW2, though binding them to the guild would be acceptable if ANET puts in the work to implement that option.
Letting them be listed on the trading post is not required. Though the merchant selling blueprints would be an effective ceiling on the price of blueprints, meaning that the price can only go down.
I realize that there will be some guilds who stick all of their blueprints onto a single character, then have that character dead when they want to plant the blueprints. I view this side effect as a positive.
Two tips nobody has mentioned:
1 – When you are in a zone, your world map shows you the completion of that zone. Thus letting you quickly know if you’re in the right zone or not.
2 – Scouts only show on your map if the scout knows of a heart that you don’t know about. But, when they are visible, they are visible even if the area is covered, you just have to be in the same zone.
Helping Condition Builds Against Objects - Corrosion
in Suggestions
Posted by: Snoring Sleepwalker.9073
Bleed! Bleed you Flame Legion turret! Bleed!!!!
At least they have fluids inside them. Unlike earth elementals, which do bleed.
- Fast respawning enemies
– Random invulnerability
– Randomly healing up while in combat with you
I hit these problems on land just as often as underwater.
Question: Have you been upgrading your underwater weapon(s) along with the rest of your gear ?
A price cap is stupid for two reasons:
1 – ANET tried to cap prices in GW1 to 100k by making it impossible to trade more than 100k in one go. It didn’t work there. It won’t work here.
All you would get is someone setting up a reputable middle man service to remove the risk of mail trading and bypass the cap. A middle man service consisting of trusted individuals which will push prices up further by taking a cut, and increase inflation because it bypasses the trading post gold sink. Which is the most important gold sink, because it is the only one which eats more gold the higher are, which means it’s the only one that can ever halt inflation. Then there are people wouldn’t trust the middle men. Leaving them no way to buy the expensive stuff, and any they sell for max price will be instantly taken and resold at the price the market is set.
Not to mention just how hard it will be to get an accurate estimate of the items price. Just like it was in GW1.
2 – Even if you convince me that a cap is a good idea, you haven’t made any arguments about where to set the upper cap. Just “I think x is a good value”. Which suggests you are going on gut instinct, not thinking about it.
No, if ANET thinks an items price is too high, the only solution to that is to increase the drop rate so that the price falls.
I’ve been thinking, and two things have come to mind:
1 – Mixing fine crafting materials is a stupid idea when there is nothing stopping ANET from making a second recipe that produces a different insignia while using the same ingredients as the first. It’s not like these recipes need discovering.
2 – Some people might not know just how bad it is. So I’ve decided to include an example of light armor prices. Exalted is the set name of exotic light armor, so it was easy enough to make the TP show only them then sort by price with the most expensive first:
http://imageshack.us/a/img802/9905/gw191.jpg
The most expensive is 3 gold. Though sets other than knights and beserkers would be even cheaper.
But if you want condition damage/precision/toughness, like I do, then crafted is unsuitable. So you have three choices:
– Grind out dungeon gear. 1380 tokens for a full set and the token drop rate is rather low right now.
– Grind up karma for the karma set. 252,000 karma in total, the pieces with the stats are spread among multiple karma vendors across Orr.
– Buy Khilbron’s armor set. At these prices. Pity the headpiece isn’t for sale.
Weapons aren’t much different, except underwater weapons.
Curious if anyone else would like this - Weapon Dyes
in Suggestions
Posted by: Snoring Sleepwalker.9073
If weapons were indeed able to be customised, I think cultural and legendary weapons wouldn’t be able to be dyed.
I’d say that Legendary weapons should be dyable. After all the work required to obtain one, why should we be limited to one that looks exactly the same as every other legendary of that type.
The Karma items are in line with the armor and weapons that cost coin.
Tell me, how can I pay coin to get precision/condition damage/toughness gear for my necro ?
The only armor set with those stats that can be bought is Khilbron’s set. But that requires people to get the drop, then list it on the trading post. Meaning 8-11 gold per piece, except the headgear which wasn’t listed when I last checked.
My choices are currently grinding out dungeon tokens, or grinding out karma.
If there was a craftable exotic light armor with those stats, then I wouldn’t mind, as crafted exotics are much cheaper.
Report them with the gold seller option, it’s usually the same people running both. Or use the spam option.
Maybe even the scam option, as I have seen some of them offering Power Leveling in Eve Online. A game where you earn skill points in real time logged in or not, and the only way to speed it up is to plug in learning implants. Making power leveling impossible there.
Please Remove The Black Moa Icon or Make it Available to Everyone
in Suggestions
Posted by: Snoring Sleepwalker.9073
Everyone can get the Black Moa. If they buy GW1 and grind out the HoM points. But it’s going to be a lot of work for you to do if you start now.
Hiding them would be a good idea.
TP: More casual friendly + removing venodor +1c orders.
in Suggestions
Posted by: Snoring Sleepwalker.9073
This suggestion will do three things:
– If someone tries to sell an item for too high a price (or the market shifts/price manipulation ends after placing their order, dropping the price), the price will be lowered over time so that it will eventually sell without requiring further input from the seller. Though paying attention and skilled manual intervention should produce better results.
– Remove lots of the sell orders that are 1c above the vendor price. Some will still remain, but the reduction in supply will make it easier for the items price to rise above vendor trash levels if it somehow becomes useful.
– Ensure that all sell orders will eventually be removed from the trading post. No more sell orders that remain in the trading post for years after their creator has stopped playing.
For this the trading post will need each sell order to have three new variables associated with them:
– A duration
– Reduction rate
– Cutoff value.
The duration and reduction percentage are up to ANET to decide or they could also be something players set when making the sell order. I’m thinking the cutoff should be {vendor price}/0.9. Below that, you would make more coin canceling the sell order and selling to a vendor. I’m only using the 10% sales tax in this calculation because the listing fee is a sunk cost, and can thus be ignored.
When a sell order has been up for longer than its duration, its price is reduced by the reduction percentage at no extra cost to the seller. Always round the new price down, to ensure that the price is always reduced by at least 1 copper. Then the following happens:
– If there are any buy orders greater than the cutoff, the items are used to fill the buy orders starting with the highest priced one.
– If the price is now below the cutoff value, the sell order is cancelled, the item destroyed, and the seller gets the same amount of coin as if they cancelled themselves and sold to a vendor. Maybe send them an angry mail from Black Lion Trading to let them know that, had they just vendored it, they wouldn’t have had to pay the listing fee. Which is not refunded, so it should discourage them from listing vendor trash again. If they don’t change their habits, then their bad habits become a gold sink.
If there are still items left in the order and the cutoff hasn’t been hit, then the order goes back up for the duration again at the reduced price. This will repeat until the items are sold or the cutoff is hit.
People who list items for 1 copper above the vendor price will have them removed, and the message telling them they should have vendored it, after the first price reduction.
yeah if you are in a group. But if you are not in a group……….
http://wiki.guildwars2.com/wiki/Bandage
Use it.
They consider themselves stronger because everytime they meet on the battlefield with even forces they win. It’s not rocket science. When FS has a fully deployed force during prime time, they win against VS. Every time. This makes them better than VS. That simple.
Can you name me one game where nightcapping, or something similar, hasn’t been a major factor in determining the winner ?
Because what I’m seeing here is a server that is really good in one area, really weak in a much more important area (the off-prime players). An area whose importance shouldn’t have surprised anyone.
Yet they show up whining about it and wanting the rules changed. Which tells me that they weren’t expecting nightcapping to be such a significant thing and, because of their lack of forsight, they want ANET to change the rules in a way that benefits them and screws over the oceanic players.
Sounds like a sore loser to me.
The fact that VS’ lead is only due to nightcapping is quite outrageous and something of which even all the competitive french players should be ashamed of. Still, it’s hard to blame them for doing it. If some people play at night they have all the rights to do what they want. This is a problem that should be fixed by ANet. Maybe splitting day and night points? Don’t know. Something must be done though, if WvW is intended to be serious competition.
Here is what needs to be done: You need to get some players who are active at the times the other servers are.
Though if you want to propose a method to change WvW, make sure you answer this question in the post where you describe your solution: How will this affect the oceanic players ?
What the OP posted is totally true
I’d like to see some proof of this.
All I see is someone who overlooks one thing that is true of all 24/7 matches: If you don’t have people online all the time, you will always lose to people who do.
Yet, despite having this obvious problem with their team, they still think themselves better than players who don’t have this blindingly obvious problem.
IMO the solution here is to not allow NA in EU servers and vice versa, plus a decent buff when outmanned with like +hp and defensive buffs or something like the next tally point instead of 15min (i supose it is atm) like only every hour or more idk.
What about oceanic players ?
Then again, I suppose that New Zealand is overpowered. After all, we used to have moas.
I think you lose money on the TP no matter what because of the stupid fees you don’t kittening need a sale fee the listing tax is all that is required all the sale tax does is prevent you making any profit at all on an item unless u sell it for at least 5 copper more than you paid for it which is almost impossible while the system allows 1c undercuts because every other kitten drops the price so bloody low to like 10c with 15xxxxx people selling at same cost you wont make profit if someone sells 4 for 8c because of the combined fee of the listing + Sale % making it practically pointless trying to buy good cheap deals and re posting for a profit the only profit that’s actually viable is when you use materials you already have no use for and are just sitting around in your deposit do for example you make sell all that iron ore you have that you never use because your a Jewelcrafter then you make profit because your not buying somebody’s 3c less stack of iron to try and sell higher.
I can fully understand limiting the coin in the world by drop and reward but when you kitten up the only way to make a quick buck then that is when I and others who agree will start to froth at the mouth.
There have been countless times I have seen a good bargain like someone selling a 1silver item for 75c but do I make a profit on that… HARDLY even worth the math calculation even that calculation just involves me opening the trading post profit calculator app on my android device and inputting the buy-price and how many and what I plan to re list it for and before I even type in my listing price it shows me the min listing price I need before I break even, Now let me just put this clear to you all one more time, When the break even price is 25c over the current bazzilion 1-4c incremental stock that exists who the hell is going to buy it for 10c more and why on earth would anyone waste there time trying to play the trading post for a quick buck when your almost NEVER going to make a substantial profit in fact your more likely to run at a loss with every single buyout.
That everybody that is just total bullkitten and sorry if I curse a lot but the trading post in this game and the way its designed just makes my head hurt to the point unless I am buying to use I don’t even bother looking at whats cheap or whats being sold undervalue because I am going to be struggling to break even and its not worth my playing time to make 10c extra.
Don’t even get me started on the economy as a whole it is pretty clear to me that the only thing worth giving the slightest kitten about for farming is exotics because they sell for 1gold but I sure as kitten wont be farming wood or anything else that is going to make me a measly 3silver come sell time I will craft things and sell them for a quick buck usually just materials that are required to make a product because a finished product is worthless except for the few higher end crafts which still end up almost breaking even after you buy your runes for example to make a good bag.
But items like Greens and so on if vendor price is less than 1silver 40copper do not even bother looking at the TP to sell it unless the stats are really good for that level item because your almost always going to find someone selling it at 1 copper more and that will be bottom price which again makes my brain melt because they are selling at decent loss since they just paid 2x tax on something which the vendor would have given them for 1copper less instead they prefer to pay like 10copper so they effectively have lost money with every item they post for 1 -3 copper difference from the vendor value.
I am not a mathematician obviously and some of my ideals may be flawed and blinded by mouth froth but I think I at least make the point pretty clear on what my view is of the current TP.
Looking at your rant I notice two things:
– Your punctuation is lacking. Which is why I barely got through your first paragraph. If you can’t spend the time to make your ideas readable, why should anyone spend the extra time needed to read them ?
– You’re talking about buying an item, then reselling it at a higher price, and complaining that the tax makes it too hard. My question to you is: How does the existence of the buy low, sell high, crowd benefit the rest of Guild Wars 2 ?
Unless you can justify it as a net benefit for the game as a whole, I don’t see why I should care if you can do it or not.
Would the fiery dragon sword be suitable for you ?
Assuming you have the 10 HoM points to access it.
Actually, thinking about it a bit further, the reason I’m going with toughness on my necro over anything else is because my important stats are precision/condition damage and the only items with those stats + a tanking stat have toughness as the tanking stat.
So have a look at the gear and figure out which stat combination works best for you.
I certainly agree that we need to improve effectiveness of condition damage builds against objects. We have some ideas, but none of them are simple and easy to implement/test. Rest assured it is something we recognize as a problem.
Jon
Might as well chime in and say big crowd events where condies are stack capped is also a problem we are investigating.
Jon
Good to hear. But what about the third problem facing condition builds: Their gear is more expensive than everyone else, because the cheapest gear (crafted) doesn’t come with useful stats ?
For example, I want precision/condition damage/toughness gear for my necromancer. But my choices are:
– Grind dungeons to get a full set of armor and weapons.
– Farm to get enough gold to buy Khilbron’s armor set. Last I checked, it was 8-11 gold per piece, except the headgear which nobody was selling Then farm some more to buy the named exotic weapons I want (6-13 gold each, excluding underwater weapons which were reasonably priced), all of which come from the mystic forge.
I don’t know the numbers. However:
– Condition damage ignores toughness. Making healing better against it.
– Toughness reduces incoming direct damage. Making it easier for your allies to keep you alive when you need their help.
Today I ran TA explorable for the first time ever:
– fwd-up path. 30 tokens.
– up path. 15 tokens.
Has ANET ever come forwards and said that this is working as intended ?
Because, had I not known about the sales tax and I saw it in action, I would be complaining in the bug forum.
When trying to kill Volatile blossoms in Twilight Arbor with the staff I regularly get obstructed or out of range messages. However if I switch to the scepter, without moving, I can hit them easily. Note that the staff has the longer range.
What’s going on here ?
I ran into a charr guardian named Grr Drool Snarl yesterday.
There are definitely enough sinks in the game already.
So remove one of the other gold sinks instead of targeting the one that is most effective against inflation.
I’d suggest getting rid of repair and/or waypoint costs.
Update: I smashed the little bugger. :|
Meanie, thats not the Asuran Way. You should have taken out your house-hold-task-golem to do it. :p
Or you should have done science to it to give yourself a giant spider minion.
This game already has gold sinks. (ex: Teleporting, Armor Repair)
The 15% makes crafting pretty much non profitable.
There are three types of gold sinks:
– One off sinks. As in, once a character has used them, they don’t get paid again. Eg the commander icon in WvW. Useless for the long term health of the economy, though they do have other uses.
– Fixed rates. Players use them regularly, their cost stays fixed, so they sink coin at a fixed rate (eg waypoints, repairs). A rate which will be less than the rate of coin production as balancing it exactly is impossible, and having it sink more coin than is being created leaves everyone too broke to use the sink (lowering its effectiveness), meaning inflation is only slowed down. But not stopped.
– Sales taxes. As inflation happens, prices rise. So these sink more coin. Slowing inflation. Eventually prices hit a point where the tax is sinking coin faster than it’s being created, causing deflation and lowering prices. So you get a cycle of inflation and deflation.
The sales tax is the most effective long-term sink, because it is the only one that stops inflation. The rest only slow it.
Though hiding the tax is simply unacceptable.
I am affected slightly by the nausea of a low FOV. If I could set the FOV to 90, I would be able to easily handle longer play sessions.
A FOV of 100, like in that video, is a bit high to be comfortable with my current setup. Still, I can easily see how other people would have setups that are comfortable with higher FOVs, so they should be supported.
only someone once pointed out that the players don’t control the market price. If that’s true
It’s true.
In GW2, the price of gems is determined by a secret algorithm of ANET. During one of the betas I saw an ANET post saying the price is determined by the amount of coin and gems stored within the currency exchange.
We don’t know why ANET chose it over using the buy/sell order system of the trading post. We don’t know how the algorithm is supposed to determine the price. We don’t know if it’s working right, or if a bug has cropped up.
We don’t even know if the currency exchange eats gems or not. We know it eats coin because of the difference between the gem buy/sell price. We don’t know how that eaten coin messes with the exchange rate.
Selling something for 1 copper above vendor doesn’t make any sense, putting the item up for sale cost money which is usually more than that 1 copper you’d make. Meaning all the people putting up items for sale 1 copper above vendor price are really losing money.
At that point you should just vendor it.
I’m not sure why it’s so prevalent.
As it is now, you cannot put up an item for sale below vendor price. But I really think it should automatically take into account the posting fee in that minimum and not let you post at a loss.
For cheaper items the posting fee rounds up to 1 copper. If you’re selling them in bulk, then you would be getting more coin before the sale tax. I’d suggest a change to the trading post:
– Make the sales tax mentioned up front for all to see.
– Give a big warning whenever your price would earn you less than vendoring.
– Either remove the block on selling for cheaper and replace it with an “are you sure” warning*, or increase it to the point that you can’t sell something at a price where you would receive less than the vendor price.
*If you’re far from a vendor and have a full inventory, you might be willing to dump stuff for less than vendor when the only other option is to trash it.
How many are level 80? and why do you keep playing?
in Necromancer
Posted by: Snoring Sleepwalker.9073
Because I find ground targeted AOEs fun, and staff + wells lets me have more of them than other classes.
Filter for light, medium, heavy armor in TP & vendors
in Suggestions
Posted by: Snoring Sleepwalker.9073
The trading post has a fixed list of items that can be listed there, so I’d expect any search to happen on the client. Then the client sends a list of results to the server to get their prices. Which means the more results you get, the more queries that need to be run on the trading posts database.
Even if that isn’t true, it’s no excuse. There are no items that are simultaneously two armor weights. So building the trading post database to ignore armor weight in searches is just a horrible usability issue.
The reason the price trends downwards towards 1 copper above vendor is that there are more people trying to sell it than are willing to buy it. Oversupply always causes the price to fall unless something is distorting market forces.
If demand for an item is high enough, the undercutter will only cause a temporary price dip. Their stock will run out, as will the stock of anyone matching their price, then the price will go back up. Sure, with items worth 10s of silver and 1c undercutting it will take a while, but it will happen.
I know because I saw it happen a lot in Eve Online, which has the same trading system. Like here, there were lots of complaints about people undercutting by the lowest possible amount. The main difference between the economy of Eve and GW2 is that in GW2 once you have an item, you can keep the item forever. So when you get it, demand goes down because once you have something (or a better version) you won’t be wanting it again. The only possible exception is consumables with temporary buffs. If you want the buff, you have to keep buying, so demand stays up.
In Eve Online, everything players produce is a consumable. When your ship blows up, it’s gone for good. As is about half of the fittings/cargo, with the surviving ones lying in space for anyone to loot. Meaning you’re going to need to replace them. The destruction caused by PvP is the driving force behind Eve’s economy.
At most, your suggestion would only slow down this trend. At worst, people exploit your algorithm so that people using the default price will be higher than the price the exploiters are selling stuff for. To the exploiters benefit.
Making sense isn’t a requirement for mesmer weapons. After all, their greatsword is a ranged weapon.
Guardians use defensive magics in melee combat. Similar enough to a GW1 Dervish that a scythe could fit.
That’s three classes that look like easy fits. The following weapons only work with two:
– Mace
– Hammer
– Longbow
– Rifle
– Shortbow
The following weapons are only for three classes:
– Axe
– Pistol
– Shield
– Torch
– Warhorn
So, out of the 19 weapons in total, 10 of them are for three classes or less. So another weapon with only three classes wouldn’t be out of place.
The worst part about travel costs is when you get stuck somewhere where there is no way out other than waypointing.
I’d like a scythe as a new weapon for necromancers in an expansion. It’s the only weapon from GW1 that isn’t in GW2.
Question is, what other classes would get to use it ?
That’s the point of orbs, to make them important enough to want to keep, protect and obtain. It’s to tip the balance in your favor.
Why not make the orbs give a bonus to how fast your server earns points ?
Either a flat increase, just like keeps, towers, etc or a multiplier on the points from everything else you hold. That would keep them as something valuable to hold, but you wouldn’t have an easier time taking/holding territory just because you hold the orbs.
It would also add some strategic element to them. Now, they are always worth grabbing because they make everything else easier. But with a point bonus, there may come situations where taking the orb earns less points for the same effort as capturing towers.
You can already do this.
Go to the crafting vendor -> buy exotic recipes from the vendor -> craft exotic armor/weapons.
No you can’t. Lets take light armor headgear as an example:
– Here is the list of what you can craft. Not that there are only 7 options. All with power.
– Now for a list of all the possible combinations. Scroll down to the triple attribute section, note that there are 12 of them.
The five missing ones, and their attribute combination (primary attribute first), are:
Magi: Healing Power — Precision — Vitality
Rabid: Condition Damage — Precision — Toughness
Shaman’s: Condition Damage — Healing Power — Vitality
Soldier’s: Power — Toughness — Vitality
Traveler’s: Power — Condition Damage — Magic Find
As a condition necromancer, power is a useless stat. Yet it is on every single craftable armor I can wear. I want to wear Rabid, but my choices are grinding out dungeon tokens, or grinding out more gold as dropped items are more expensive than crafted.
This is a problem. Lets ask ANET to fix it
There are some sets of exotic gear stats which exist, but are not craftable. For example, armor with precision/toughness/condition damage. Which makes us have to grind more for them, either to pay the cost on the trading post which is higher than crafted exotic, or to grind up the tokens/karma to acquire them.
So what I’d like for ANET to do is add new recipes so that we can craft any stat combination that exists on exists on level 80 exotic gear. With the same skin as crafted gear currently has.
Instead of adding new fine crafting material, I instead propose that ANET also adds recipes that combine existing fine material into the material used for the insignia/inscriptions. For example, to make precision/toughness/condition damage gear:
– Take two powerful venom sacs, three armored scale. These produce 1* unit of venomous scales.
– Take the venomous scale and use it instead of the fine crafting material to produce an insignia/inscription.
– Produce the weapon/armor using the inscription/insignia.
Naturally ANET will make their own choice about which fine crafting material to mix. As long as the ratio of 5 fine crafting material to one insignia/inscription is kept, I have no reason to prefer any combination over any other.
*They could produce 5 instead of 1. But then 5 will be used instead of one, so I don’t see any difference.
My guess is that the system than enforces the rule that orders must be above vendor price is a client side rule only, with no server side enforcement. So some people are bypassing the client side rule, then the server assumes that the client is following the rule and accepts the price.
Which means all those people who placed the below vendor price orders are going to get a visit from Dhuum.
Lets say ANET lucks out and somehow the three worlds are balanced against each other in terms of skill/gear (the goal of the ranking system). At some point, one of them will get lucky and grab another orb. Instantly they become more powerful, meaning the balance is lost.
The worst part about WvW loot is when you kill something mid-dodge. You have no chance to pickup the bag, unless you swing back around to grab it.
Auto-loot would be best, even if you have to go somewhere to pick it up.
Call it dragging. That makes a lot more sense.
move your guild/friends to another server
make another World your home if your worried about queue times
My guild did move. It did reduce queues for a short period. Then Emery Bay started winning, people moved to it, and queues got worse. Last week we had 20 minute queues, yesterday the queue was 2+ hours.
Moving is not a long term solution.
Agreed, with two conditions:
– If ANET detects you intentionally disconnecting, say by hitting alt-f4 (and causing the client to send the logout command to the server), then the grace period should not apply.
– Repeated disconnections should each have a shorter grace period.
Once I’ve reported someone for spamming, I’d at least like them to be on MY block list.
This would be a good solution. However there are two problems:
– Ignore lists usually have a size limit. I don’t know if this is the case in GW2.
– Gold seller spam is often done on hacked accounts. If the account is recovered by its owner, you don’t really want them to stay blocked.
But there is a solution. If you report someone for spamming, then they are added to your ignore list until ANET has processed the report. Then they get unblocked, even if they are silenced by a ban.
It should. I can see why they would be limited in the number of players they could have per map, or operating off the same physical server. But an extra map could exist on a separate server, meaning it could hold more people.
The only question is, what theme would ANET chose for it ?
I’d want something different to the others. Maybe a map that is mostly underwater, though that would require a lot of work designing towers/keeps/etc and siege weapons for it.
The worst part about this rollback is that some people were apparently unaffected.
I don’t care about the items or XP. All I care about is that before it crashed I had got Kessex Hills to 100%, and now I’ve lost a lot of progress.
i am trying to figure this out too, what is a good wvw build
i found this
http://gw2skills.net/editor/en/?fQAQNBmWDbkRravdTcjhTBIp45rnK8dkChJmSh7tD
i really don’t know what’s effective in WvW
The problem is that build has no gear options set. When gear is a major part of the build, and the part that requires the most coin, meaning the most expensive part to change. Meaning gear is the part you really want to get right first time.
In fact, looking close, I can’t even chose my armor set with that tool. Only the rune I stick in it.
Using SPvP build editors for a PvE/WvW build simply doesn’t work.