So I propose a tagging system. If 5 people tag a person as “Leecher”, then a condition will be applied to said person. This condition will kick the player out of the map if:
Any system with “self-regulation” that is in the game like you propose will be abused.
At no point should any player, think they are more valuable or valuable enough to warrant themselves and their friends being judge, jury and executioner.
We need more ways to get these things.. at such a high demand from it’s requirements.. and hardly any reliable way to get them…
The only other alternative is to buy them at 700+ Gold which no one but the big money ballers want to do.
It’s barely 500G. The cost to craft the three legendary weapons is relatively similar to what it costs to craft similar high demand legendary weapons from the original set (Twilight, Bifrost, etc). Compare prices to before HoT was announced and they’re practically even.
Which serves what purpose again. The “value” they have should never have been made relative to other legendaries since these are entirely bound to account. No two ways around this.
Just because something is account bound doesn’t suddenly stop it from having value. All ascended armor and weapons are account bound, yet they also have a clearly defined price to make.
All legendary quality items have a cost to make of ~2000g. Slightly cheaper for the less desired ones and slightly more expensive for the more desired ones. The new ones are no different.
People seem to have this grand delusion that because a part of the legendary journey is suddenly account bound that the legendary’s should have no price or cost. As soon as you give up that delusion the sooner you will see the overall value of the process.
Without the associated cost, the new precursors take about 20 hours to get. Even the most casual player in the world would have a legendary in a month if there was no cost.
Show me where i said it should have no cost or price ?
I said why it should have had its cost made relative to begin with. These can only be crafted and are bound to account, cannot be sold at all. So what justification is there for adding a 500-700g tag to it?
If it wasn’t okay for sunrise/twilight to have that much required from Charged Loadstones, then it should never have been acceptable for Amalgamated Gemstones.
That simple.
I honestly have no idea what you are trying to say. You keep saying that things that are account bound should not cost money and then when I point it out you say you never said it…
The justification for adding a 500-700g tag to an account bound item is because they think the rarity of the item should be worth 500-700g. Anet values a legendary weapon at ~2000g. The combined cost of that weapon will average out to 2000g. Currently 500g of that cost is in gemstones. If they make gemstones easier to acquire then they will sink that cost by making another item harder to acquire.
Gold is the primary driver behind GW2, it is what makes it so casual friendly. Very rarely do you need to complete exclusive hard content to get the item you want. Any person can put in the time, earn the gold and eventually earn any item in the game. This is the entire basis for GW2.
Please yet again show me where i said this ?
I’ve not once said things should “Not cost money”.
I know reading comprehension is hard, and i know you love to think anet can do no wrong. However, the current state of amalgamated gemstones is doing wrong by both the process of making a legendary and by you very own virtue of making this game “casual”. There is nothing casual about waiting out a timer, or grinding gold. That is something done by people who set goals, where as your average casual player will just go faff about and might do something by happenstance.
Also that 500-700g is at current value, where-in there’s a small non-competitive market. What happens when there’s all 16 land based legendaries in play and nothing changes with acquisition method ? Do you really expect that 500-700g to stay the same, cause that would be the very definition of blissful ignorance.
The current means of acquisition NEEDS to change. To argue against that is naivety at its finest.
Unlike farming for lodestones and the punishing rng, these orbs are fairly regular and easy to acquire by yourself. I just popped into southsun and grabbed the chest on the short JP and the elite skelk chest. Got 2 orbs in about a minute and a half. Plus you can repeat on other chests or other characters. Add a bit of mining/logging and 10-20 a day really shouldn’t be out of reach if you want these.
Doesn’t make the case for them being out of proportion. Consider right now there’s only 3 items that make use of them in mass. Compare to loadstones which are a lot easier to attain now due to map rewards and have several sources that need them. The price discrepancy is only going to get even worse when future legendaries come out.
We need more ways to get these things.. at such a high demand from it’s requirements.. and hardly any reliable way to get them…
The only other alternative is to buy them at 700+ Gold which no one but the big money ballers want to do.
It’s barely 500G. The cost to craft the three legendary weapons is relatively similar to what it costs to craft similar high demand legendary weapons from the original set (Twilight, Bifrost, etc). Compare prices to before HoT was announced and they’re practically even.
Which serves what purpose again. The “value” they have should never have been made relative to other legendaries since these are entirely bound to account. No two ways around this.
Just because something is account bound doesn’t suddenly stop it from having value. All ascended armor and weapons are account bound, yet they also have a clearly defined price to make.
All legendary quality items have a cost to make of ~2000g. Slightly cheaper for the less desired ones and slightly more expensive for the more desired ones. The new ones are no different.
People seem to have this grand delusion that because a part of the legendary journey is suddenly account bound that the legendary’s should have no price or cost. As soon as you give up that delusion the sooner you will see the overall value of the process.
Without the associated cost, the new precursors take about 20 hours to get. Even the most casual player in the world would have a legendary in a month if there was no cost.
Show me where i said it should have no cost or price ?
I said why it should have had its cost made relative to begin with. These can only be crafted and are bound to account, cannot be sold at all. So what justification is there for adding a 500-700g tag to it?
If it wasn’t okay for sunrise/twilight to have that much required from Charged Loadstones, then it should never have been acceptable for Amalgamated Gemstones.
That simple.
We need more ways to get these things.. at such a high demand from it’s requirements.. and hardly any reliable way to get them…
The only other alternative is to buy them at 700+ Gold which no one but the big money ballers want to do.
It’s barely 500G. The cost to craft the three legendary weapons is relatively similar to what it costs to craft similar high demand legendary weapons from the original set (Twilight, Bifrost, etc). Compare prices to before HoT was announced and they’re practically even.
Which serves what purpose again. The “value” they have should never have been made relative to other legendaries since these are entirely bound to account. No two ways around this.
Bit unfair to add it to WvW because people would have an advantage. They already kinda do with the new armours and specialisations.
The logic used was just a fancy way of saying they don’t care.
Bringing up “advantages” is pretty silly when you have the WExp system, which would function just fine for all parties.
Joel said it best.
“The WvW team is weak.”
eh?
market is player driven, they can do whatever they want
Not always. The current state of the market is in large part due to over reaching micromanagement from Anet’s Economist.
Furthermore, the introduction of highly rare items, auras, unique skins and such, that have a low drop chance or disturbingly high amounts of required goods made one goal of arenanet obvious. the distribution of the gold of the rich to the poorer ones.
Reganomics never works. Stay in school kids.
seeing as we cannot tax the rich in an mmo and they will keep saving their gold unless a worthy incentive is given (such as status symbols for high prices) what else do you propose them to do?
You promote economic growth by adding reason to use said gold. This gold should not be going to “Players” especially if you want it to come out of the economy as a whole. Anything you create using this method, should also retain its value by being unique (account bound/non-tradeable). This keeps the notion of trickle down economics in check as this never actually happens as the wealth only transfers hands between the 1% who speculate on said items value.
The current state, tried to do this but failed miserably. Adjusting resources and rates at the same time as adding some very minor changes to recipes does not work. It shocked the markets far harder than it should have. Additionally the availability of unique items was not increased. Due to the policy shift with dungeons as a whole, recipes and unique skins that would have come out of that dungeon are shrinking. The exact opposite of what you desire to happen.
Furthermore, the introduction of highly rare items, auras, unique skins and such, that have a low drop chance or disturbingly high amounts of required goods made one goal of arenanet obvious. the distribution of the gold of the rich to the poorer ones.
Reganomics never works. Stay in school kids.
In reality the PvP/WvW balance is screwed because of PvE right now.
Someone else already said it: You can adjust mobs to player’s damage in PvE, in PvP/WvW you can’t.
But yes, maybe 2 separate systems would help – I don’t know. I just know that everything suffers because of PvE right now
Two sides of the same coin. PvE is suffering due to PvP balance. The skew of “Dominant Classes” near end game is largely due to the raw numbers given to skills for PvP purposes.
Or did we all magically forget the huge outcry for Rev’s “Lack of Damage and Utility”….Whoops CoR exist, Sword AA was buffed between BW3 and Launch.
Or how bout them Condi Rev’s in PvP that only got their conditions increased between BW3 and launch as well.
It’s a global problem not limited to one side or the other. Hence why splitting the balance would be best, however it requires more resources and time than Anet is willing to devote currently.
While its cool that currently skills are uniform, that same uniformity is causing issues in all modes. This is exactly why other games (to use LoL for an example) have different items for 3v3 compared to those found in 5v5. Two unique modes, require two unique ways of adjusting because lets face it conquest matters jack all to PvE and vice-versa.
Wait why are you asking for them to add sand as opposed to removing the silly requirement or changing it to a material more relevant to WvW.
Off the top of my head….Proof of Heroics, or any other Trophies(junk items) ?
They require SAND for wvw upgrades but don’t have SAND at all in wvw! The item should be ADDED or remove the requirements.
I understand that at current it’s required.
What i’m saying is instead of adding meaningless junk to WvW, why not redo the currently flawed upgrade structure. This way you don’t have to worry about another worthless item in your inventory which is what the sand will become once you’ve completed upgrading. As is sand’s value as a whole is tied mostly to scribing which wont hold much weight once the market dies off as it’s a mostly useless craft.
Wait why are you asking for them to add sand as opposed to removing the silly requirement or changing it to a material more relevant to WvW.
Off the top of my head….Proof of Heroics, or any other Trophies(junk items) ?
It is and it’s by “Design”.
So, remember it well….The only way you’re currently allowed to have fun or make money is by being the 1% that caused the market to be shifted this way. If you have any aspiration of playing the game naturally and making money stop now because that way is dead like the american dream. The only way to make money in this game at any reasonable pace is to sit in-front of a trading post all day and flip items.
But that’s okay lets talk about that wealth disparity and how this deflation is helping solve that /sarcasm.
Precog wasn’t nerfed for PvP (this go round)….This nerf is a direct aim at Raids where it effectively allowed you to ignore Raid Mechanics.
(edited by TexZero.7910)
Get the popcorn ready boys.
This is going to be a hype train like no other.
If you’re feeling really good about your Friday, delay watching it till it’s a VoD and turn it into a drinking game. If he apologizes Drink, If they decide to move reset back Drink, If they mention rewards laugh and take 10 shots.
Here I was thinking you were going to bring up killing off players in real life if they died in the game.
Well, the average skill level would certainly go up and it can’t be worse population than the exodus that’s happening to WvW.
Nope.
Just take a moment and recall how quick the Silverwaste “PvP bug” got fixed.
The last time there was a sense of urgency you got what WvW is now….
Kinda ironic that when it’s ready applies only to PvE and not to WvW.
are people really so daft as to think that asking for insights is a good idea ?
Here…..2 seconds of my time on google.
[&Ah72LQEA]
It is the only filter people have (except eternal title) when doing pug raids. Sharing API keys would be too much hassle for most I think? Btw your item code does not seem to work.
Works fine when i use it in game.
Your entire statement is just a jumble of words that don’t make a lot of sense. I would suggest doing some reading on basic economic principles and coming back with a more coherent argument.
The prices of legendary weapons are extremely stable, and valued at ~10% more than the previous generation of popular weapons. If gemstones are reduced to a “reasonable” price, what would you suggest increasing in price to maintain the overall target value of legendary weapons?
I assume your problem is just with this one item and not with the value of legendary weapons, which have a very specific range of values which they are currently hitting perfectly.
Here let me make this as simple as i can just for you.
These orbs and crest used to be (3s) they are now (25s). Hitting target average, not a manipulated market ?
Meanwhile lets take a look at our good friend, the orb that isn’t….Flax blossom https://www.gw2tp.com/item/74988-flax-blossom
Oh but it’s okay they did this intentionally as to prevent the cost being a reasonable and attainable thing right ?
To maintain the “market” if you will on “Flax Seeds and Flax Fibers”….This isn’t good economic design, its treating the marketplace as nothing more than a glorified stock exchange and its disgusting.
Dungeons have been abandoned and instead people who like them are supposed to check out Fractals as that’s their solution for “end-game” dungeon content.
Raiding is in it’s infancy with only 1 wing out (Spirit Vale) and for the most part it is well put together. Wing 2 is on its way sometime Soon™
The expansion is live
PvP is being re-branded, and tuned to be more e-Sports orientated. For the most part seasons are a good concept but the execution of season 1 and its balance left a sour taste in a lot of players mouths.
WvW is supposedly being worked on. Though there’s not been much of an update since Gaile’s post in the subforum about a month ago.
As far as “quest goes” you have more than one option per Heart. Some can be annoying while others do provide an interesting break from the typical / kill/ fetch design. But otherwise it’s nothing revolutionary. The main draw of the open world is the dynamic event system or meta events. However even those can become stale if you play them too much.
slowly lost their value, even before HOT
But that’s what the market dictated. Not everything needs to have a relative value. Not everything is designed to be utilized at high rates.
Unfortunately, this principal of niche markets, seems to have been lost on our current economist. Now everything must have an “arbitrary value” determined by “reasons”.
It’s dumb, and the person who designed this new concept should know that forcing (read Fixing) markets like this has only ever been detrimental to stabilization from a historical standpoint.
ascended materials are the ‘end game’ materials for armor and equipment, why should they be worthless?
and the longterm need for many different materials, even low level materials, ensures that almost all content stays relevant
They were not worthless. Their worth was being determined appropriately by the supply of the materials at the time and the need for their use.
Keep in mind, that nerfed dungeon rewards has effectively removed part of the reason those materials were in such high supply, while additionally those recipes were altered to require more materials over all.
Additionally, lower level materials still had value. The problem with the assertion that they did not have value is that the market determines the value. The principal being that you can shift the market by meerly adding or removing sources slowly. The problem with this is that when changing the market your “Game Economist” should ideally be thinking of how much of the game is removed when designing it. As is, several markets are crashing, whether by design or not.
Do you think those markets also need intervention ?
How are you going to determine what items are supposed to have what value ?What we currently have here is effectively over regulation of markets causing stifling and pretty massive deflation. The problem is, this is taking players out of the game. Making them play more economic focused than they probably should be. It’s still a game, however the trading post and the economy at large is being treated more as a commodities exchange market than an traditional marketplace.
Anet no longer wants players in dungeons. Hence they told their economist to remove the rewards from dungeons to move players out of them. It worked.
Anet determines what items have value. They change that list of items over time in a cyclic manner. Some items they keep constant (ectos) while others they let be cheap for a while then increase their value later.
I see no evidence of deflation. All major market indicators are either steady or increasing in value, indicating a slight inflation if anything.
Anet only makes big changes to the market about twice a year. I wouldn’t call that stifling or over regulating.
Anet took a single item, increased its demand, and thus increased the demand of 30+ items from 0 to having value. If they change the influx of mid tier dust it would increase the value of an additional 30+ items, while also regulating the price of gemstones. With a major festival coming up I wouldn’t be surprised if we saw dust and crystals drop from the loot tables.
Anet has a history of using temporary festivals to inject supply into markets that give them temporary fluctuations.
So having some markets trend at 300% inflation on goods while other more common materials have seen their prices decline by over 500% is perfectly fine and not a sign of deflation to you.
How is any of that acceptable by any standard ?
You can say Anet dictates the market, and you’d be technically correct.
However, shouldn’t the market be a direct representation of the players and not an economic policy put in place to cater the most extreme demographics ?
After all it’s a marketplace not a stock exchange. It should be treated as such. If items don’t have what someone sees as an appropriate value (whatever the heck that’s supposed to mean) there are better ways to address it.
Case in point back near launch of the game, instead of changing the “supply” or removing gold Anet added new recipes for under utilized markets. This lead to the original mystic forge conduit. There’s something to be said about then and now.
I cannot believe the same person made the same design choices. Adding content and recipes is the right way to adjust markets. Adding something that incentives players to chase it. What we have now is neither. We have markets collapsing, near imploding and skyrocketing for the sake of some failed economic policy.
Yes it met it’s target goals, but in doing so it failed the average player base drastically and turns people away from actively playing the game. I’m saying this as a player who is a part of several large guilds and the same sentiments can be heard from a vast majority of anyone who is not new to the game.
slowly lost their value, even before HOT
But that’s what the market dictated. Not everything needs to have a relative value. Not everything is designed to be utilized at high rates.
Unfortunately, this principal of niche markets, seems to have been lost on our current economist. Now everything must have an “arbitrary value” determined by “reasons”.
It’s dumb, and the person who designed this new concept should know that forcing (read Fixing) markets like this has only ever been detrimental to stabilization from a historical standpoint.
ascended materials are the ‘end game’ materials for armor and equipment, why should they be worthless?
and the longterm need for many different materials, even low level materials, ensures that almost all content stays relevant
They were not worthless. Their worth was being determined appropriately by the supply of the materials at the time and the need for their use.
Keep in mind, that nerfed dungeon rewards has effectively removed part of the reason those materials were in such high supply, while additionally those recipes were altered to require more materials over all.
Additionally, lower level materials still had value. The problem with the assertion that they did not have value is that the market determines the value. The principal being that you can shift the market by meerly adding or removing sources slowly. The problem with this is that when changing the market your “Game Economist” should ideally be thinking of how much of the game is removed when designing it. As is, several markets are crashing, whether by design or not.
Do you think those markets also need intervention ?
How are you going to determine what items are supposed to have what value ?
What we currently have here is effectively over regulation of markets causing stifling and pretty massive deflation. The problem is, this is taking players out of the game. Making them play more economic focused than they probably should be. It’s still a game, however the trading post and the economy at large is being treated more as a commodities exchange market than an traditional marketplace.
Rev will still be viable (borderline optimal)
rev will be stronger than before.
I’m holding on the neutral side of this. If they can fix bugs, and actually don’t “nerf” but rather just adjust where the damage is coming from then it should in theory, be stronger. However, historically speaking that’s not the track record we’ve seen.
It’s going to come back. They already have Suriel the Blazing Light who is training for it running around Lion’s Arch.
It’s just a matter of when, and if they decide to change some fights and hopefully fix the exploits so we have a meaningful title. Still salty about the lifesteal cheese.
Any tips on finding a raiding guild? I haven’t seen any guild recruitment spam in Map chat in ages…
Do fractals, alot. Most of the people who raid are into fractals. Add them as friends, talk to them about their guilds/interest and see if you find one that fits.
I wouldn’t really trust the map chat ads, for raid guilds as they typically are bigger guilds that have 7-8 decent players, but ultimately not dedicated enough to actually pull through a raid. Harsh but sad reality of bigger guilds is they tend to be social rather than caring too much about progression.
The most in demand “roles” will always be tank and healer. As you’re limited to 1 of each at best (fight depending). Tank is unlikely to change as Chrono will still be good. Healer, with what we have seen will still have Druid being better in most cases than anything else.
For something that will guarantee you are in raids, play atleast 2 dps classes of varying types, condi/power.
From what we can see nothing major is changing. Rev will still be viable (borderline optimal), Thief / Ele will still be player dependent, and Warrior is Warrior.
But if you want to improve your stuff, the first thing to do is get into a raiding guild. Pugging isn’t going to help your chances as ultimately it’s about 60/40. Where as a good raid guild will normally have atleast 15 people you can swap in and out and typically have a stable 10 man roster.
Simple solution…..
Remove the other items from Noxious pods. Compensate said zone specific currency maps by increasing the numbers gained from their chest to be on par with Crystaline Ore.
I spend most of my time in game, out of the game reading various trading post websites to see if maybe it’s not to late to learn how to be the 1% the game is being catered too.
This ladies and gentlemen is why you don’t make game economies function like real ones. Games should never turn into jobs for the sake of pleasing people who love to do nothing more than flip markets and mess with those people who actually play the game.
Shame we can’t feasibly play the game and be reward in a meaningful way, instead we have to play the TP.
slowly lost their value, even before HOT
But that’s what the market dictated. Not everything needs to have a relative value. Not everything is designed to be utilized at high rates.
Unfortunately, this principal of niche markets, seems to have been lost on our current economist. Now everything must have an “arbitrary value” determined by “reasons”.
It’s dumb, and the person who designed this new concept should know that forcing (read Fixing) markets like this has only ever been detrimental to stabilization from a historical standpoint.
or u can mine for them and help cool the ore market down
I’ll get right on that as soon as you show me a reliable supply of ori nodes.
Of those only 1 is reliable.
The southsun spawn in the karka hive. The others require investing time running the maps/using gw2nodes (and praying someone already updated that IP).
It’s slightly problematic. It would be nice to see the return of a permanant rich ori node somewhere less abused than southsun, say in a hot map, at the end of a meta or something.
Anyone that thinks PVE balance over 9 classes with hundreds of different skills is achievable, especially when those same skills and classes are used in PVE and WvW, has clearly not enough experience playing MMO’s.
Therefore, Anet doesn’t specifically balance for PVE because it’s not possible with how the game is designed. Easy.
Guild Wars 1 says hello.
It’s living proof that balance can be split across skills and be done well. It was working just fine for GW2 until for some reason they decided to tear down that barrier. Probably thought it would harm some small demographic somewhere.
GW2 is not as simplistic as GW1.
Agree to disagree. Some of the reasons GW1 could get away with it more, is due to the reliance of AI hero’s and more Instanced content.
That doesn’t mean it’s not possible in GW2, as they had been doing PvP/PvE splits for some time prior to HoT.
Anyone that thinks PVE balance over 9 classes with hundreds of different skills is achievable, especially when those same skills and classes are used in PVE and WvW, has clearly not enough experience playing MMO’s.
Therefore, Anet doesn’t specifically balance for PVE because it’s not possible with how the game is designed. Easy.
Guild Wars 1 says hello.
It’s living proof that balance can be split across skills and be done well. It was working just fine for GW2 until for some reason they decided to tear down that barrier. Probably thought it would harm some small demographic somewhere.
Add them to the end of every dungeon path.
This might be a good idea to make dungeons interesting again.
They cant add them to dungeons, for 2 reasons
1. people would speed clear a path for a gemstone worth 2-3gold
2. Anet are trying to remove dungeons from the game by removing rewards, they don’t want you running them.In saying that they could be easily added to the map reward system for a random map, just like the other gemstones are.
Your points fall extremely flat when
1) That value wouldn’t sustain itself
2) Dungeons / PvP tracks are still required for Gen 1 legendary creation
As is dungeons sole value is in Legendary Creation, so why not lump these items in with dungeons ?
I know Anet wants to devalue dungeons and they’ve done that and then some creating a void for players when it comes to daily activities to do with 4-5 friends while they slack off and relax. This is a good mid-ground approach that doesn’t leave the solution to John Smith. Cause frankly we’ve seen how heavy hand his approach to market stabilization is, and it’s not fun. At the end of the day, this is a game not a 2nd job to invest in.
They do have skill balance splitting tech for like 2 years now. Why the hell don’t they use it? I don’t even play PvP anymore. I want to raid but I can’t because my prof is a garbage!!!
this!!!!
i know that balancing pvp is hard we get it
but balancing pve is so kittening easy my labrador can do itAnd how would you balance the classes if it’s so easy? Exactly what would you do?
Give classes unique party buffs so that even if it does a bit less damage you would rather bring for example a warr a thief and a herald(good $.#) instead of 3 heralds hurr rdurrrrr(bad
.)
every mmo since the dawn of time does that to avoid class stackingHow’s that “balanced”?
every class will be wanted and stacking wont be optimal durrrrrr
is it that faking hard to comprehend?
it will solve the pve issueIt won’t. Of everything that those classes uniquely provide, people will determine which are the most optimal to have and then form a meta around that. Classes will still be “excluded”. There will still be an imbalance.
it will.
because it should create an environment where the optinal 10 man raid has 1 of each class in it
4 faks sake wow has done this for years
Guild Wars 2 already does this…..
and people still dont bring the “super group”….
You know why ?
Of course you don’t because your still trying to force classes into groups. The most rudimentary form of balance you can get.
There’s a max of 5 target per “boon/effect”. There’s a max of 10 people for raids….There’s 9 classes
Let me do some simple math for you.
You will always have a duplicate class….
You will never have a situation where in everyone benefits from “the unique bonus”.
Even if you exclude raids and limit yourself even further, down to parties. You can have a maximum of 5 players per party. With 9 unique traits in the game (1 per class) 4 classes will automatically be excluded.
QED your method of balancing is bad.
Next time you want to claim something is super easy, please you more than 5 seconds and actually analyze your thoughts.
They do have skill balance splitting tech for like 2 years now. Why the hell don’t they use it? I don’t even play PvP anymore. I want to raid but I can’t because my prof is a garbage!!!
this!!!!
i know that balancing pvp is hard we get it
but balancing pve is so kittening easy my labrador can do itAnd how would you balance the classes if it’s so easy? Exactly what would you do?
Give classes unique party buffs so that even if it does a bit less damage you would rather bring for example a warr a thief and a herald(good $.#) instead of 3 heralds hurr rdurrrrr(bad
.)
every mmo since the dawn of time does that to avoid class stacking
Every class does have something unique.
However, having something unique does not make it worth taking. This will always be the case and doesn’t change even if you split balance between PvE and PvP.
Part of the problem with the current state of “Balance” if you will, is that it happens so infrequently, and is inconsistent by design. If you read their “state of the game” they intend the next balance patch to shake up the meta drastically…This should never ever be a design goal. A more realistic goal would be to have a shape for which you want PvP to be in and aim for that with constant small tweaks during season while using off-season/pre-season to brainstorm and test more holistic changes (things like new maps/modes/changes to match making etc.).
PvE problems are a can and a half for other reason. Mob design and Mob AI limit any sort of builds that are “reactionary” eg. Daredevil (thief in general) and the constant design change to remove skill viability (see removing stealth from cannon phase of Mai Trin) doesn’t promote skilled/strategic gameplay like it really should.
Of course there’s always a numerical side to balance that is out of whack somewhere, but if all classes were “equal” you would run into the class stacking issue we already have. Thus the problem with “balance” on either side of it you run into the same issue of stacking whatever is most optimal.
The real question is,
Is {insert next game here} a threat to BnS?
I thought the real question was…
When will people stop asking is {next game here} a threat to {current game here}.
Here’s a hint, they are never a threat.
TL;DR: I love the popularity of new fractal system but hate the lack of skill in the players.
I warned about this when they first brought up the change to fractals being 1 and done.
I’m sure i’m not the only one who was skeptical either, but it’s a royal PITA now.
It’s always the same fractals, daily without fail. Heaven forbid, you actually try to get a group going off the “normal” routine, you’ll always end up with people who only know how to press 1 profit.
Balance used to be split.
It used to be good. Now it’s the lazy way.
One way balance has never worked across multiple game modes that have different objectives and never will.
Sure its more of a learning barrier but honestly, people aren’t that stupid and Game Developers should stop treating them as such.
are people really so daft as to think that asking for insights is a good idea ?
Here…..2 seconds of my time on google.
[&Ah72LQEA]
Add them to the end of every dungeon path.
You didn’t want dungeons to give liquid gold, fine. Give them a reason to be played, Legendaries.
My thoughts on the Nevermore quest (SPOILERS)
in Guild Wars 2: Heart of Thorns
Posted by: TexZero.7910
100% agree on Amalgamated Gemstones.
Bad enough the markets have been royally manipulated. This only makes it even more annoying.
Couldn’t have made this a unique item earned via playing content…nope.
That… is absolutely ridiculous.
If the gold is taken out of circulation, then the seller should obviously get the slivers back and what they cost to put on the TP, while the buyer should get the slivers removed. Seller would loose nothing, while the buyer lost his bought gold and get nothing.
They still netted 166g well above any cost associated with said item.
That said im all for an actual policy being put in place to stop said anomalies going forward.
I was hoping for the full list lol
You’ll get that on the 26th.
It’s highly unlikely you’ll see anything like the specialization list ever again.
I seem to recall a post about watching the economy closely…..
I don’t think they watched the crest/orb/doubloon market close enough when some items see close to a 300% increase in trade value.
Maybe they thought something like a T6 mat selling barely higher than vendor price was too low.
Maybe, then again maybe the real end game is becoming an economist and flipping markets instead of playing the gaming as apparently there’s no recourse for market manipulation.
So either stack stealing was never a thing… And the wiki entry I linked in OP has been wrong for 3-4 years. Or it was changed at some point in time, and Anet didn’t detail the change and the wiki was not updated.
As for my subjective experience of seeing stack stealing? I don’t know. My best guess is that combinations of might and vunrability stack fluctuations, alcohol, and sleep deprivation must have skewed my memory… Which is the lowest form of evidence in a court of law anyways. .
It used to exist, and was changed. I recall it being on the video notes of their giant condi rework stream they had.
I seem to recall a post about watching the economy closely…..
I don’t think they watched the crest/orb/doubloon market close enough when some items see close to a 300% increase in trade value.
Gliding in Tyria, while fun, is really of no use other than promoting HoT to the F2P masses.
And preventing deaths from jumping off stuff and forgetting you can’t glide.
There will be plenty of complaints from ppl only trying to make a jump (press space bar) and suddenly will be gliding when not expected in places like JP when one only wants to just get from one elevation to another or open ground. That did happen to me in HoT when I only wanted to get up on a root for a Vista and suddenly I was gliding away which made me gliding down to my death… :-(
I’m predicting the “Zero Glider” skin for 700 gems. A must have for the JP enthusiast once gliding hits core Tyria.?
They’ve already stated Jumping Puzzles will have a strict No Fly Zone. So you probably shouldnt expect this to be an issue.
