Showing Posts For That Guy.5704:

Best way to obtain ascended materials?

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

Buying the deldrimor straight out would end up having the precursor be more expensive then buying the precursor itself. Grinding the base materials out and buying what leftovers you need is the better way to go about it.

The only difference between grinding the materials and buying the materials is the 15% TP costs.

If building the precursor is more expensive than buying the precursor, this is the case if you buy or grind materials, as you could also grind materials, sell them and buy the precursor.

I really wonder what the developers thought by making the build-precursors ascended, if you have more effort and a higher price they are absolutely superfluous.

this isnt entirely true. There is a significant cost between the final ascended material (deldrimore) and the total buy cost of the base ingredients. This is due to the timegate. If my spreadsheet is right, the current premium for that timegate is 2.5G for deldrimore.

Now, I think that the timegates on ascended materials have outlived any real usefulness, but its still there and it still means there is a premium on the timegate.

Well the timegates were supposedly placed there mainly to give some value to crafting. It also does other stuff but that was the main purpose. It is still doing that particular job. If stops doing that job then it could probably be discarded.

I know why it was put in and I know its still the case that it puts that value on crafting them, I dont think that is necessary for any real reason.

Hard to say … there have certainly been complaints about the lack of value in leveling crafting but a lot of that also seems to be a result of expectations from other games.

yea, leveling crafting is in a weird place. You need level 500 to do a number of things now, but everything you do between 1 and 500 is mostly irrelevant to what you are doing at level 500. Instead of giving some “value” to having it at 500 through optional daily crafting, what you do between 1-500 should be given some kind of utility to your account as you level up outside of simply having it at 500. Not sure what you could do with that, but I feel like crafting in its current state is a relic of something they wanted to do with crafting but it never came to fruition.

Discussing Mystic Coins

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

For orbs, someone posted a suggestion using all of those HoT components that are sitting near vendor value as part of a recipe to craft a new orb that could be used as a substitute. It’ll raise the value of those items, maintain the existing cost to craft ingots, and provide a path to farm the materials by playing in HoT.

lol that was me.

Discussing Mystic Coins

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

I understand if you want to farm all the mats yourself, the annoyance of the time gates. However I believe the TP negates all time gates.

While you can not farm certain mats, that I will not dispute, you can farm plenty of stuff you don’t need to craft the same legendary weapon. Then you can simply turn around and sell on tp, then buy the materials you do need… I have constructed 6 legendary weapons to date, 3 of them included building the precursor. I did not buy gold to just buy the mats, but simply farmed what I could and bought the rest with stuff I didn’t need.

I don’t think this is a broken item that needs fixing, granted I hate time gates myself, but Anet seems to be tossing them everywhere. 42 days on leg fractal back piece, if you have mastery to to 2 fractal missions, double that if you do not. Mawdrey has time gates on the food items, all ascended have these crazy daily timers… I’m sure more and more stuff will be behind time gates.

Just learn how to bypass them if if you cannot wait…

Maydrey was 21 days, Backpack = 42 days, longest precursor I think is 75 days. Mystic coins > 9 months These arent even in the same general area.

The issue I see is not the price of mystic coins, as I said. I can farm 75-100G to buy mystic coins, thats not an issue. The issue I see is the hard cap of mystic coins per unit of daily logins game wide. If the game handed you 250 or even 100/month it would be a 1-2.5 month gate. It would be an annoyance, but not so bad. But, as it stands, because there is no alternative source that can be used purposefully to create extra supply in response to a new recipe. Having to buy them from the TP in order to complete a legendary (or festival shoulder skin, or some other mystic coin recipe) in any reasonable amount of time necessarily relies on other players not creating ANY items with their mystic coins. That shouldnt be the case.

Discussing Mystic Coins

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

A small problem with making the new coins account bound is that you then need two different collection spots for mystic coins (as you would not be able to stack the two types together).
Not that it’s impossible, it just creates a headache for the devs.

yea, that is a bit of an issue and I recognize that. Thats why I mentioned allowing non account bound ones to be made account bound. Also, like I said in response to another post, I said that mainly to avoid a massive TP influx of coins in a single day should I change like this be made. If that is ok or if it is unlikely to happen (I think it probably would happen) then we can forget about the account bound part. That really isnt the focus of the proposal, making a reliable alternative way to access mystic coins while retaining their value is the primary purpose here.

Discussing Mystic Coins

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

Formerly we got one mystic coin a day plus 10 mystic coins for Monthlies for a total of 38-41 mystic coins a month. Last month I got a whopping 25 mystic coins.

I think all we need is an additional option in the chest of loyalty to give us 20-30 mystic coins.

This would make it so that folks that wanted/needed more mystic coins could get more in a month and choose that option. Don’t need to have account bound mystic coins or any other weirdness. Choice is good right?

30 mystic coins in the final monthly chest still results in about a 5 month gate. Its better, but still too long, even if they are tradeable. Dont like the account bound part? fine. if it works within the market to allow tradeable coins to be made that way, sure, forget the account bound part. Making them account bound was to avoid having a giant crash (even though there would be some intial decrease) on the tp.

30 in the final chest would be on top of the 25 or so we get through the track and mystic forger daily for a total of about 55 every 28 days. This would be better than the old daily/monthly system and would help ease the cost of the coins without completely crashing the market (which some people seem to care about).

Another option would be to give 5 mystic coins for the daily since it comes up so rarely.

I know I included the 20 from daily logins currently. 20+30 = 50 = 5 month timegate on a new legendary (minus daily mystic forger of course) if you get your clovers from pvp. getting back to 9-10 months if you are talking about forging for clovers.

Just handing out more does reduce the price. However, I am fine with the current price, the issue I see is that supply cannot be purposefully created in response to increased uses and ANet has shown with the halloween and christmas shoulder skins that they will just drop in a recipe needing 250 coins. What the game needs is a more purposeful and reliable way to get them by other means that retains their value while making them more accessible whether through my proposal or some other means.

(edited by That Guy.5704)

Best way to obtain ascended materials?

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

Buying the deldrimor straight out would end up having the precursor be more expensive then buying the precursor itself. Grinding the base materials out and buying what leftovers you need is the better way to go about it.

The only difference between grinding the materials and buying the materials is the 15% TP costs.

If building the precursor is more expensive than buying the precursor, this is the case if you buy or grind materials, as you could also grind materials, sell them and buy the precursor.

I really wonder what the developers thought by making the build-precursors ascended, if you have more effort and a higher price they are absolutely superfluous.

this isnt entirely true. There is a significant cost between the final ascended material (deldrimore) and the total buy cost of the base ingredients. This is due to the timegate. If my spreadsheet is right, the current premium for that timegate is 2.5G for deldrimore.

Now, I think that the timegates on ascended materials have outlived any real usefulness, but its still there and it still means there is a premium on the timegate.

Well the timegates were supposedly placed there mainly to give some value to crafting. It also does other stuff but that was the main purpose. It is still doing that particular job. If stops doing that job then it could probably be discarded.

I know why it was put in and I know its still the case that it puts that value on crafting them, I dont think that is necessary for any real reason.

Discussing Mystic Coins

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

Formerly we got one mystic coin a day plus 10 mystic coins for Monthlies for a total of 38-41 mystic coins a month. Last month I got a whopping 25 mystic coins.

I think all we need is an additional option in the chest of loyalty to give us 20-30 mystic coins.

This would make it so that folks that wanted/needed more mystic coins could get more in a month and choose that option. Don’t need to have account bound mystic coins or any other weirdness. Choice is good right?

30 mystic coins in the final monthly chest still results in about a 5 month gate on a legendary and at the exclusion of any other mystic coin recipe, the big issue I was trying to address. Its better, but still too long, even if they are tradeable. Dont like the account bound part? thats fine. if it works within the market to allow tradeable coins to be made that way, sure, forget the account bound part. Making them account bound was to avoid having a giant crash (even though there would be some intial decrease) on the tp.

(edited by That Guy.5704)

What dyes are on this Backpiece?

in Players Helping Players

Posted by: That Guy.5704

That Guy.5704

not in game, but off the top of my head, you might try pitch for the dark part. On the other hand, the outfit does have some default dyes and they may very well have made them match the backpack to begin with

Best way to obtain ascended materials?

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

Buying the deldrimor straight out would end up having the precursor be more expensive then buying the precursor itself. Grinding the base materials out and buying what leftovers you need is the better way to go about it.

The only difference between grinding the materials and buying the materials is the 15% TP costs.

If building the precursor is more expensive than buying the precursor, this is the case if you buy or grind materials, as you could also grind materials, sell them and buy the precursor.

I really wonder what the developers thought by making the build-precursors ascended, if you have more effort and a higher price they are absolutely superfluous.

this isnt entirely true. There is a significant cost between the final ascended material (deldrimore) and the total buy cost of the base ingredients. This is due to the timegate. If my spreadsheet is right, the current premium for that timegate is 2.5G for deldrimore.

Now, I think that the timegates on ascended materials have outlived any real usefulness, but its still there and it still means there is a premium on the timegate.

Discussing Mystic Coins

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

I try to give a solution to issues when I see things like this as opposed to just saying “fix it”. It may not be the best solution, but here it goes. I would propose a recipe for account bound mystic coins. (and then current acquisition methods of mystic coins would still be tradeable but given a right click -> account bind to make them stack with the recipe). The recipe should still provide some overall rarity to both the game and the individual account, retain the value of mystic coins and make them obtainable purposefully but not necessarily spammable in the long run.

depending on the use, there are some account bound currencies that have the following values:

- Laurels: ~60s (account bound, unfarmable, so wont be used in too high a volume)

-Spirit shards: 1-2G

-karma 8-11s/1k

So as not to appear to be trying to inflate these values, I will value them down some when proposing the recipe.

Mystic crystals: 5 (3 spirit shards)
Mystic Binding Agent: 1 (1 laurel)
Obsidian Shard: 5 (<25k karma)
Gold Ingot: 10

Yield: 10 account bound mystic coins. Yes, using under valued amounts for the above currencies, this would still make the recipe cost more than just buying mystic coins at their current value, but the attempt is to make them obtainable and to essentially put a cap on the price that mystic coins can rise to without causing a situation where prices stabilize due to people not making recipes that involve mystic coins.

(edited by That Guy.5704)

Discussing Mystic Coins

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

There has been a lot of talk recently about amalgamated gemstones, and for good reason. The price of them and the sheer volume of orb (etc) required to make them is what has brought them to the front of conversation, but its not the price in and of itself that is the issue, its that there is no reliable way to get them. I have seen multiple threads and talked to others scouring the game looking for each and every source of orbs with the common conclusion that there is no feasible way to farm them.

But there is another item that suffers from the same issue, except that it has no gameplay source at all: Mystic coins. Yes, you can get them from the mystic clovers recipe, but at a 1% chance (according to the wiki) of getting 5 mystic coins back, its a net loss of coins, so I am not counting that.

Mystic coins only come from daily login rewards and the random mystic forger daily. Even assuming that a person gets all of their clovers from pvp, a Gen 2 legendary still requires 250 Mystic coins. What this means is that, depending on mystic forger dailies, mystic coins are little more than ~9+ months of tradeable timegates.

The prices on the TP have been on a general upward trend since the release of the Gen 2 legendaries. Winters presence caused a big spike in the price, but after some decrease due to the demand from winters presence mostly ending, the prices went back to increasing. I am sure there are some people buying some now in preparation for the next set of legendaries and I am also sure that there are some people buying them by the thousands just to flip later.

The issue, however, is not the price, the price is merely a symptom of the issue: that there is no reliable way to get them in the game, just like the amalgamated gemstones. Economically, the price is determined by supply and demand of an item. When the price of an item increases, it means either the supply has decreased or the demand has increased. In the same way, when the price of an item increases, for either reason, players can adjust their gameplay to some extent to offset the price increases. If the price is high enough, gold farmers will adjust to include that item in their farming; crafters will farm that item over buying it. Elder wood is a good example of the latter. The elder wood farm in malchor’s leap has been very busy since the legendaries were released due to the price of elder wood and spiritwood.

However, when the price of an unfarmeable item like mystic coins increases, the only thing that can happen to mitigate it at all is a decrease in demand, ie, people stop making legendaries or other mystic coin items, or put another way, people stop engaging in a part of the game content. Once the stored supply of mystic coins runs out (currently there are less than 17k mystic coins on the TP, a decrease of more than 90% over the last 3 months, and this amount is going down) There will essentially be a cap of the number of legendaries that will be able to be created per unit of daily logins globally. If someone wants to make 1 legendary in less than 9 months, they MUST rely on other people selling their coins either putting off or all together skipping new legendary crafting.

This is not a post to say that legendaries should be easy to obtain. However, ALL of their components should be obtainable purposefully, not randomly (like orb drops for gemstones) and not as an absurdly long timegate (9+months in the case of mystic coins). In my opinion, 75 daily timegates for spirit wood on nevermore is pushing the boundary of a reasonable timegate. mystic coins are far and above that and for the same reason amalgamated gemstones should be looked at, so should mystic coins.

[Suggestions] Please Bring Back these Gem Stores Items

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

Honestly, just using this wiki page as a checklist https://wiki.guildwars2.com/wiki/List_of_standalone_armor#Gem_Store Still obtainable? No? thats the list.

So, another vote for aviator and sport sunglasses, widerimmed glasses, bunny ears and wizard’kitten. (hahaha wizard Kitten…umm… wizard’s head covering)

Theres also a good number of living story skins that will hopefully come back in some form with some for of LS1 reintroduction that currently are just slowly whittling down their hoarded supply on the TP. These were the kinds of items I had hoped would show up as recipes at these new karma venders.

(edited by That Guy.5704)

Chest of Loyalty - Laurels obvious choice?

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

Laurels are the best choice, in theory. Ascended crafting materials are better if you need gold, imo (you’ve mixed up the Legendary and Ascended chest contents, btw.)

The other stuff is basically worthless.

Not entirely. At current prices the 7 clovers is worth around 15g.

because of what the prices on mystic coins have done because you need a flat 250 for each new legendary making mystic coins little more than a 9+ month tradeable timegate, the higher the mystic coin prices go, the more those clovers will be worth to someone who doesnt pvp. I use to say always laurels, but those clovers are getting more and more attractive as the mystic coin prices inflate.

Achievement Trade System (ATS)

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

wouldnt that completely destroy the sense of what an Achievement is?

yes.

On a side note, WTT Maxed agent of entropy for HoT Act 1-4 achievements, thats my 500 points for you 225. BETTER THAN 2:1 :O

Crystalline Ore?

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

Hm, ok. Guess I’ll have to find a video guide on how to get to the four areas.

I have all the movement based traits unlocked, hang gliding, mushroom, etc, so I’m good there. And I’m a mesmer

For the more dangerous areas, I suppose I can trait for a heavy stealth build.

definitely a good idea. its a very very bad area if you dont have stealth, but, there are a couple more or less safe (safer anyway) spots you can use to get your cooldowns back. when I run DS, unless I need to run an alt though, I use a scrapper with sneak gyro. As long as I dont get caught in unstealthed people’s crossfire, I can get them all perfectly fine. Sometimes there is up to 10 pods in that area.

Glider Suggestions? Share Them Here!

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

I think Kyraler.8234 mentioned it first; a new Glider Crafting Discipline, like Armor, would make us work for it. We could build levels of gliders with crafting materials of some kind. Perhaps one kind of material results in feathers, and another in jet packs. We could find glider skins that we could put on our crafted gliders, but only if they ‘fit’ properly – can’t add a jet glider skin to a glider that is not crafted with jets.

This seems like it would fit the discipline Tailor. Of course, it depends on the type of glider you wanna make. My Destroyer Glider would probably have to be made in the Artificer place.
It’s not exactly easy to implement another crafting station like Scribing.. Scribing got there because it was guildhall-specific, but it still was probably a lot of work!!
With an aerodynamics crafting station, you’d have to find room in the Lion’s Arch plaza for it.
And besides, gliders aren’t something you really wear like backpacks. They’re just skins. :|

collections is a good place for this. Of course, I think alot of the collections should use their resulting items actually in the forge at least or something like that just for the sake of making sense rather than making items, selling them at a merchant and then the UI crapping out the final item lol, but yea…collections, even if it involves some crafted items from various professions.

Sug: Maguuma Orb for Amalg. Gemstones

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

Theres been a lot of talk about amalgamateds, and for good reason imo. So, I want to talk about amalgamateds, their place in the legendary process and give a suggestion.


There are multiple reasons amalgamateds should be changed. Currently, you need 2250 of a random, non purposefully farmable (at least not reasonably) item. This means that farmers cannot increase supply due to price increases. what it means is that it just pushes the new legendaries out of reach. Why? because, like the precursors before precursor crafting, it becomes a moving target gold grind. Precursor crafting was meant to be a way that YOU could gradually work toward a precursor. Map rewards were implimented party to allow material acquisition more directly by the person making the legendary for themselves such as the T6 requirements.

When amalgamated gemstones were added in the amount they were to legendary crafting using items that cannot reasonably farmed, it became just a worse implementation of T6 materials prior to map rewards.

Because they cannot be reasonably farmed and the supply of orbs(and crests and doubloons of course) cannot be reasonably purposefully increased, each person making a new legendary must rely on the fact that others are NOT making these items. Any of them. I understand that legendaries are meant to be a long term goal, but to acquire them yourself, the orb requirement is FAR too long term. In fact, FAR longer than it takes to farm all the mithril, elder wood, T5, T6, HoT map specific ascended items, HoT currencies and everything else. Even longer than the ascended timegates (which have outlived any usefulness other than simple gold redistribution with legendary crafting, and I say that as someone who only uses his own timegates and doesnt buy ascended materials)

As an example, I have nearly everything gathered for HOPE except the mystic coins (just another absurdly long timegate depending on other people NOT making legendaries if you want it to take you less than 9 months per gen 2 legendary), however, over the last 18 months hoarding all the material I get, because I am a hoarder, I still do not have the orbs, crests and doubloons for a single legendary.

in the legendary crafting, amalgamated are a part of “Gift of Maguuma Mastery” yet nothing about them really has anything to do with Maguuma other than the fact that the new orbs can be used in the recipe if you want. On the other hand, there are materials in the new maps that have reproducible supply either far above their actual demand or in supply far above the other limiting factors in the few recipes they are a part of.

For example, barbed thorns and fossil leaves are both used to make a couple sets of inscriptions/insignias, a few runes and sigils and a couple scribe recipes that cost way more than their utility value (10% movement speed for 30 min costing over 9G? lol). As such their value is approaching vender trash.

So, assuming there isnt any planned future uses for these items

Suggestion: Maguuma Orb

Recipe:
2 barbed thorns, 2 fossil leaves, 1 auric slivers, 1 amber binding agent = 1 Maguuma Orbs

1 amber binding agent = 2 Piece of ambrite, 1 pile of flax seed, 1 milling stone, 1 milling basin.

total for 1 legendary, is still a lot of materials, 18 stacks of the 2x items and 9 stacks of the 1x items. However, it is at least a method of purposefully creating orbs and can still be subsidized by the current orbs. It would give some value to some items that have no value now. The total cost of this is currently around 6s on buy instantly per orb and the prices of all these materials will rise.

I know its another use for flax. What I was trying to do was have something that made at least a tiny amount of sense (flax oil + amber powder as a sort of binder/glue). I guess alternatively, salvaging 1 bottle of airship oil into 5-10 drops of airship oil and using 1 of those in the place of the flax seed may work. Or, there may be some way to use mussels instead but I’m not sure how to fit it in any semilogical way.

Let's talk about Amalgamated Gemstones.

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

They could turn Essences of Time into an orb for example. That item has almost no use at the moment. Not sure how much supply it has, but people still chest farm like crazy.

not enough. I have 2 (dont know why I still have them really) and I farmed around 6-7k chests. probably bad luck, but yea.

Let's talk about Amalgamated Gemstones.

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

I can´t wait until the next set of legys. I bet with the GS, Sword and Hammer the prices for iron and platinum ore will skyrocket aswell.

While it probably will, at least those can be consciously farmed at a halfway reasonable rate. Orbs/crests/doubloons cannot. Players cannot really respond to higher prices by going out of their way to farm them because there really isnt any reliable way to do so.

Glider Suggestions? Share Them Here!

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

What I would really like is a glider I can earn in the game. As an example, the exalted glider should have been one more collection after the last exalted backpack. The ugly sweater glider could have been in wintersday as well. even having a 10th of new gliders skins (and weapon skins as well) being added into the game instead of into the gemstore in some form (directly or black lion keys) would be great to add some newness and variety to areas. There are now 14 glider skins with only the basic glider actually being obtainable in game, because you have to give one to start.

PvE Condition Duration

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

you are comparing apples and oranges now. you re either missing successive applications or you are trying to effectively compare different skills.

we are talking about an individual application of the same skill under different stats. that application is going to have some kind of a cooldown.

When you double the numerator and denominator of 720/6 without doubling both of 1200/12, what you are saying is that 720/6 gets to cast 2x in 12 seconds while 1200/12 only gets to cast once.

Sure, if we have a 6 second cooldown here and we look at 12 seconds, 720/6 does in fact do 1440 damage over that time (120 * 12), but 1200/12 also has 6 seconds of a second stack because we are talking about a 6 second cooldown. In otherwords, 100*12 + 100*6 = 1800 total damage compared to 1440 over said 12 seconds with a further 600 damage waiting to be applied assuming your target isnt dead yet.

Alternatively, lets say its a 12 second cooldown. If the duration on the 120 is only 6 seconds but on a 12 second cooldown, then you actually only get 720 damage per 12 seconds: 720/12. whereas double duration at a 100 damage per stack still gives you 1200/12.

(edited by That Guy.5704)

PvE Condition Duration

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

But that’s bad math.

If you have a 6s bleed for 120/s versus a 12s bleed for 100/s you get 480 more out of the second bleed… If you stop attacking for the full duration. If you apply one bleed every second at 120 versus 100 you simply do 20 more damage. It’s just that simple.

But that does explain the difference in how I think about it though.

No, you’re thinking about it a bit wonky. If you keep attacking, you’re stacking extra bleed stacks with the second build than the first, magnifying your damage. Let’s take your example further.

If you have an attack you can do once per second that applies:

  1. 1 stack of 6s bleed @ 120 dps
  2. 1 stack of 12s bleed @ 100 dps

Then over 12 seconds you have:

  1. 6 stacks of bleed on target @ 720 dps
  2. 12 stacks of bleed on target @ 1200 dps

The benefit of condition duration in that case should be obvious. The only time condition damage is better is if the fight ends in 6 seconds (some open world mobs).

But your DPS is actually just whatever you do in a second regardless of compilation. It’s 120 or 100. If you have a bleed that does 120 dps then it does 120 damage every second because it ticks once a second even if it only lasts 2 seconds. If you have a bleed that lasts for an hour but does 100 dps then it does 100 damage a second. I treat my conditions as separate instances rather than compiling them to prevent the illusion.

Just different ways of thinking about it. But I do understand where you are coming from.

So lets look at some individual seconds. Lets say with 0 condi duration bonus you can stack 1 stack of 10 second bleed every 2 seconds. this means after 2 seconds you have 2 stacks, at 4 you have 3, at 8 seconds you have 5, but at 10 seconds, the first wears off, but you apply another. Thus, you can permanently upkeep 5 stacks.

Now, lets say you have 100% duration. the same thing applies but you dont lose the first stack until second 20. this means you can upkeep 10 stacks in this scenario. So, in order for this scenario to be worse, you have to be giving up 50% of your condi damage to get the duration. Which you arent by taking vipers, and certainly not after accounting for upgrade components and food.

if we use the 120 vs 100 damage numbers this would mean at individual seconds over the long run you are looking at 600 vs 1000 damage bleed ticks based on the number of stacks.

Obviously this is only really valie for fights where duration isnt wastes on dead mobs.

(edited by That Guy.5704)

Legendaries: Amalgamated Gemstone Reqs

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

Legendaries: Amalgamated Gemstone Reqs

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

And I thought gift of lightning was bad! I’m still working on the runestones which are no big in comparison. Since lots of inflation happened since release they’re overdue for a price spike so I wanna get those icy runestones ASAP since they could readjust for inflation at any moment.

actually, inflation has stabilized since just after the release of silverwastes because SW is a material farm and not a gold farm. what they need to do is add alternative acquisition methods. The ability to turn some overabundant materials like leaf fossils, barbed thorns, or ambrite (without involving quartz) into some sort of orb that can be used in gemstones. Also, adding the ability to craft account bound mystic coins would be great. Something that maintains a rare nature maybe with a value of around 20s. Like, 25 philosopher’s stones, 1 mystic binding agent, 1 pile of crystalline dust and 25 gold ingots = 25 account bound mystic coins. Its about the same current gold value, but is more manageable for 1 person. because as it stands, you need 1 YEAR of daily logins for 1 new legendary meaning that its designed in a way that not everyone can work on them.

(edited by That Guy.5704)

Legendaries: Amalgamated Gemstone Reqs

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

The total cost of making the new legendaries is comparable to the total cost of making the first generation ones, it’s just divided up differently.

that may be true right now but the price of things like orbs (for the gemstones and mystic coins have been steadily increasing since the legendaries release. Further, each time a new sink for mystic coins is introduced (the snow shoulders for instance) the price spikes and doesnt go back down. This tells me that stored supply either isnt being released into the market and meeting the higher demand or that it is being used up and new supply cant meet demand. This isnt good for things that cannot be reliably farmed.

Amalgameted gemstones and mystic coins may not be a bad issue right now, but the way its implemented, their prices are only going to go up and make the new legendaries more and more expensive creating a moving target gold grind, something that the precursor crafting was supposed to remedy. Now, that part is just going to the legendary crafting side.

Legendary Weapon Bugs

in Bugs: Game, Forum, Website

Posted by: That Guy.5704

That Guy.5704

I’m super curious about the price of orbs myself. I’ve watched them rise about 6 silver in the past week or so I’ve been trying to collect the darn things for my own legendary, and realistically I can’t imagine the price is going to peak at any point in the near future. The extreme cost of orbs alone and the very low drop rate is causing all three of the HOT legends to check in (currently) at around 600+ gold more to craft that the most expensive of the Tyrian legends. This doesn’t even take into account the time investment required to collect all the map currencies.

I imagine what is going to happen (very soon, I just did the math) is that jeweler’s ability to convert lower tiers of gems into orbs is going to become useful, but thats just going to make the price of luminous/incandescent dust and shards/lumps/crystals to spike up as well. Supply seems to be FAR less than demand and it is making it very disheartening to work on the HoT legends.

actually this has already happened. This, in conjunction with the lack of people doing AC has caused the price of incandescent dust to more than triple since release. Currently, incandescent dust is just over 4s while the individual crystals are roughly 2s. 4*5 + 2*2 = 24 silver, only slightly less than the sell price of orbs.

I do not intend to hijack this thread regarding prices as prices are not bugs, but I do feel that it will become an issue and that it needs some consideration. A part of the price increase will be currently due to wintersday consuming time rather than other content, but the trend was still such that supply was being depleted and not replenished, wintersday just exacerbated the issue.

I dont mind the increase in price over the old legendaries per se, what does concern me is items where supply cannot actually be created by the individual intending to make the item. Mystic coins and orbs are 2 big offenders imo, just in different ways.

[To Matthew] Also, lest I neglect it, I greatly appreciate the way you have jumped into this when you were given the legendary responsibility (pun intended). You quickly jumped into the pit with the forums and reddit looking for info on bugs and concerns about failing events and more. It was great to see the data gathering from player interactions rather than just sifting through posts anonymously.

(edited by That Guy.5704)

Engineer Bug: Cleansing Burst

in Bugs: Game, Forum, Website

Posted by: That Guy.5704

That Guy.5704

Cleansing Burst sometimes doesn’t work after rally or whenever you use it regularly. When it does work, it is really really delayed.

the delay on cleansing burst is about 3 seconds, sort of a cast time the turret must take. overcharging immediately after dropping the turret negates this delay.

Legendary Weapon Bugs

in Bugs: Game, Forum, Website

Posted by: That Guy.5704

That Guy.5704

Question: Are some of the current costs of specific items required in the legendary collection as well as going from precursor to legendary at the intended? we can talk about spirit wood and such, but those things are ultimately reliably farmable, that is, supply can be reliably and purposefully created.

On the other hand, the new legendaries require nearly 2 stacks of mystic coins (250 for one gift and 230ish for forging clovers), this is nearly 2 years worth of daily login rewards. The influx of these is hard capped per unit time.

Amalgamted gemstones have caused orb prices to go crazy. Orbs arent hard capped, but they are also not reliably farmed. 1 new legendary requires 2250 orbs/crests/doubloons, obviously with orbs being the most common. Currently the price of orbs has increased nearly 9-fold and rising. When they were 3 silver per orb, 27 silver for the orbs time 250 gemstones wasnt bad and some amount of increase is acceptable, currently, there are only enough orbs, crests, doubloons to make about 20 new legendaries, 24-25 if you include listed amalgamated gemstones. Certainly, there is supply not listed, but this seems quite low. By comparison, there are 19 sunrise on the TP. More items to make these gemstones or a more raliable way to get them would be warranted imo. adding orbs or bags of jewels to encryption boxes or something. I have other ideas to increase the availability of amalgamated gemstones but more involved.

On the other hand, I like that T5 fine materials were included in the blood/bone/etc gifts as opposed to strictly T6, however, their value is approaching vender trash.

(edited by That Guy.5704)

[NA][Raid] LFG Friendly Mature SemiCasual

in Looking for...

Posted by: That Guy.5704

That Guy.5704

I am looking for a group or a guild to raid with, hopefully I can find something close to what I am looking for. I work a 9-5 job, go tot he gym 3-4 times a week and have various other commitments through the week such as helping at my church. I would like to get into raiding. I wanted to get into the raids when they launched but didnt want to pug them; now all the pug groups I see (though I dont pay too close attention to them) are looking for experienced raiders anyway.

I’d like to be able to raid a couple hours probably twice a week reliably with people that are willing to put in the effort to get the right group composition and right build per individual. This is what I mean by “semi casual”. I cant commit to 8-10 hours on end raiding, but I do want a group determined to complete in the time they have.

Aside from that, I am looking for mature people. This doesnt mean mature content, but rather mature individuals. I am looking for a group/guild that keeps chat clean and dramaless and profanity to a minimum.

I am not a WvW player, so server is unimportant to me.

HOPE IV Dwarven Spell Trap not charging

in Bugs: Game, Forum, Website

Posted by: That Guy.5704

That Guy.5704

bumping this, here’s my screenshot. The only actual item I ever received for this was from karka. Apparently it can be completed because I have seen the weapon ingame, but not for me evidently.

Also, branded devourer queen is still reliably bugged

Attachments:

One Hero Point Temporarily Disabled

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

So no more using regen items or a chrono Mesmer?

haha, I have only attempted this on 2 characters, healing turret engi and alacritymancer. both complete, dont have adrenal mushrooms yet

New map timer suggestions

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

I agree with each and every bit of this. Though in DS I’d go for (1) not (2). It was a royal pain using up my 10 minutes finding my way to the HP and PoI near the Mouth and not getting any crystalline ore for later visits to the vender. Layer onto that the fact that unlocking the Plated Staff did -not- then trigger the Machined Staff Shaft drop from the big chest, I had to come back another time to get that, and that short post-Mouth time becomes more and more aggravating.

yea, I had to do a second run to get the machined hammer item too. not sure if its intended or not. Almost as if the loot of the main chest is determined on kill and not on interact.

New map timer suggestions

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

Issue I see: the 2 hour timers, for 3 of the 4 maps, seem forced. Forced because of some clunky interactions with the meta events. GW2 had always been a game where you could jump in, do some stuff and jump out. In fact, fractals was changed in order to allow people to participate in them in just a 20-30 minute intervals.

Note: if you are concerned about a particular map, skip there and comment on that, dont need to read whole wall of text here. I know its alot, but this is about all 4 maps.

Silverwastes, though it had a couple flaws, functioned very well. There were always maps going and always at multiple progression stages for people to get in to. The issues with the map were 1) the chest train, which both the verdant brink/tangled depths and auric basin approaches solve rather well. Dragon Stand being a mix of both. 2) breach hopping, which was addressed in the personal participation level and map progression rewards, though personal participation should play a larger part in the final main map events (octovine, gerent, mouth of mordy). The new maps did address those 2 main issues but created a different issue with the hard timer.

We now have all 4 new maps of HoT tied to hard 2 hour timers. Each map interacts with this timer in different ways, and I’d like to look at each of them and make some suggestions.

Verdant Brink

This is the only map where a hard defined 2 hour timer actually makes sense. The map is based on day/night. There is some lag time between the last of the day events being finished and the night events starting, but there is a defense event on the far west end of the map during that time and an achievement tied to it. One suggestion I would like to make about VB: if the main event chains are completed early, the map should be rewarded with the ability to begin upgrading the rally points early. Once all main events are done, the time can be spent actually “preparing” for the night. This would make perfect sense thematically. It is a warzone full of scattered troops, preparations should be being made for the night time event before night hits. Allowing early finished maps some time to upgrade all the rally points once before night even hits and then allow that progression to be counted toward the night security level would reward good day organization (though it isnt hard to get T4 day) and provide a buffer for night to make T4 a little easier at night. besides making thematic sense.

Auric Basain

This map has no thematic reason to be on a timer. As such, the map should be decoupled from the timer and individual instances allowed to progress at their own rates. The event chains are a decent length, but can result in some periods of longer downtime. The biggest thing about this is that you only notice this downtime on the more organized maps. These kinds of annoyances shouldnt be more prominent on the more organized maps. Organization should be rewarded. Once the primary events are over and all pylons are active, the mordrem should lock out the city and the challenges should start. Once enough armor have been claimed, the retaking of Tarir should begin immediately.

If this map for some reason needs to be on a hard 2 hour timer, the above should happen and all extra time should be after the octovine. Some extra events of priory explorers exploring interesting places beneath the various pylons inaccessible while the pylons are either not active or while the mordrem are blocking Tarir. These bonus events could give rewards based on the personal participation made during the initial event chains and the octovine events without progressing the personal participation. in this way, those that were in that specific instance longer are rewarded more. Maybe these events give exalted chest keys instead of just aurillium, or maybe you are able to find auric dust in these events.

Tangled Depths

This map is the biggest offender. The map is on the same 2 hour timer, but there are only 40 or so minutes of actual event chain to be done. Once the lanes are at “full strength”, there are a couple extra events and then a single event chain that, just ends up repeating 3-4 or more times during the wait from the time the events are complete to the time that you get your personal T4 reward and the main event starts.

What should happen: A new map progresses the lanes to full strength. Once this is complete (all 4 lanes), players should get their T4 participation reward immediately and there should be NO MORE than 5 maybe 10 minutes before the “prep” phase of the Gerent event starts. As it stands, players are needing to wait 45-60 minutes just to get their participation reward. If extra downtime is desired to allow for map exploration, some extra events, hero point runs etc, this could be given as a 20-30 minute time period after the gerent event is complete. However, players create these times themselves on maps not dedicated to the event. Just look at the different types of silverwastes maps.

Now, the question will arise, why wont players just Gerent hop as they do some in vinewrath? The personal participation reward for completing the prep events (which would now happen directly before the gerent) should affect the Gerent event loot: some function of prep event participation should act as a multiplier to gerrent event rewards something like <=100% prep event = 100% gerent event loot (which is of course affected by you participation in that event, which is a good thing) and 200% prep event participation = bonus 25-50% gerent event reward.

This would allow people to come in, do the events and gerent in the time that it actually takes to do the events rather than including such a long wait time. It would make ley line crystals MUCH easier to get because it doesnt include the wait. it would increase the number of Gerent runs being done, therefore the amount of practice, and ultimately, the number of kills. I have not personally done the nuhoch lane yet, so I wont comment on any need to alter the respawn rate of pods (or whatever it is you have to smash)

After a certain amount of time from the beginning of the prep events (the same 1:35 it is now) the gerent events can still go off and would, of course, cause the map meta to fail and reset.

Dragon Stand

My biggest complaint here is, again, the 2 hour reset timer, not that maps shouldnt be forced to fail or complete at the end of 2 hours. There are 2 different things that I think could change the map for the better.

1) EVERY map only closes at the end of 2 hours regardless of when it completed. If a map completes the entire event and kills Mordy by 1:15 after it began, that map should be given extra time to farm Noxious pods, do hero challenges, map completion etc and only kicked at the end of the 2 hours (or at the end of up to more like 30 minutes instead of 10).

2) Lets suppose we go for the 30 minute approach (preferred over the hard 2 hour span). At the end of that 30 minutes, lets say for the sake of the story (and something that could be used in either Steve or primordus’s story arch) the residual ley energy left by a dead dragon blows a crater in that portion of dragon’s stand and knocks everyone out of the map. The people in that map are all placed in a new fresh map together regardless of the progression/time left on other map instances. they can then either give it another run or disband.

(edited by That Guy.5704)

Squad Sub-Commander

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

This, or something like it, has probably been suggested. I have seen a few instances already where having extra tags would be useful.

Sub commanders is the suggestion. can allow 1 commander per sub group appointed by the primary commander. can just look like this http://imgur.com/oYRxkri

Weapon-Armor Chest, and other stuff post HoT

in Fractals, Dungeons & Raids

Posted by: That Guy.5704

That Guy.5704

I think a great follow-up question to that is not just internal, but external. How many options does Anet want people to have access to Ascended gear in? If Anet only wants X amount of ascended pieces entering players bags each, for example, week, how does the Fractals chance balance with the raids chances?

If a given set of players are in raids at a given time and getting loot, they are necessarily NOT in fractals getting loot. And we are talking about account bound loot, not farmable currency creation like dungeons was.

In Dragonstand-Map closes on Final boss fight

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

It needs a recheck of the map at the end. If it is full, or the meta-event final boss engaged, it should not close. I don’t know if this is hard to implement but thats my suggestion.

This mainly happens on HOT maps because HOT meta events now run around an hour long. So it wasnt an issue before as this is new to GW2 with the introduction of the system.

P.S. just to be clear we hadn’t lost the fight due to the event timer passing, specifically the event timer was still up and we were moved midway through it, instantly off the map onto a new map. The timer for this final event was not up when the map closed.

ahh ok, thats the way it sounded. I havent run into that issue yet.

well regardless…….i still stand by my criticism of the hard timed 2 hour map events lol

In Dragonstand-Map closes on Final boss fight

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

I feel taxi-ing is one of the major flaws though. The fact that players can’t just log in and play is a significant problem. They first log in, find they are in an empty map, and then have to play the LFG game. They have to abandon their friends so that they can party hop to find an instance they like and then there’s no guarantee their friends will be able to make it into the new instance. Also, at least half of the taxi LFG posts are bogus. They promise an organized map and you end up in another empty map/disorganized/tagless map. Players should already be placed into quality/filled maps to begin with.

That is a concern I completely understand, but I have found the LFG game to be far worse a it stands right now. I go to DS and pop up LFG for a organize map (so we are already at that point) last night it was like the 7th or 8th map that I could finally taxi into something that wasnt full that at the very least had a commander trying to organize. If I dont get into a map in the first little while, forget it, any map I do get in likely wont be organized and will fail meaning I wouldnt be able to play the content I had planned to successfully unless I wanted to wait another 2 hours.

If a person only has 2 hours most of the time and that 2 hours straddles DS reset, they are just plain out of luck.

Prior to the expac the only times I ever felt like I was playing LFG wars was trying to get into a TTS triple trouble run (glad I found ATT after that), or back before people knew how to set up Teq in under 2 minutes.

In Dragonstand-Map closes on Final boss fight

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

I think the 2 hour cycle exists so that players can form their own routines such as: Run Verdant Brink Night bosses, hop over to Tangled Depths where the Chak Gerent is about to start (if anyone ever ran that), then jump over to Auric Basin in time for the Octovine, and then they have the choice to either start the loop again or hop over to organize the start of Dragon’s Stand. Everything is set up so that the player knows in advance where they want to be and can time their routines around that.

on the other hand, silverwastes has no timer at all and you can find taxis to an event map just starting, halfway done, nearing breach and even preVW whenever you want. I dont think players planning runs ahead of time is really that big of an issue.

In Dragonstand-Map closes on Final boss fight

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

The real issue is that dragon stand (and AB, and TD, VB its a part of the in game world so its understandable) is on a defined 2 hour cycle. Its not an issue that people taxied out of that map.

Every 2 hours, ALL DS maps reset and ALL DS maps start with a 2 hour timer to defeat the boss regardless of map progress, population etc. IMHO, what should happen is a DS map in instantiated, there is 1 “prep” event per lane. Once that single event is done then and only then do the real events start, the timers on the whole map start and once the timer runs out, Mordy wins and the map closes as it is now. This would also (like I mentioned in a post about the enormous downtime before gerent) ensure that people are able to get into DS maps at different stages at different times through the day instead of them only starting every 2 hours.

Weapon-Armor Chest, and other stuff post HoT

in Fractals, Dungeons & Raids

Posted by: That Guy.5704

That Guy.5704

I’ve gotten an ascended ring (including infused) most days that I do all of the dailies (a majority of the days since the xpac dropped), although the last two days I have gotten an ascended weapon and armor box instead. The boxes don’t seem that much rarer than before, to me at least.

I’ve gotten a 5 or 6 ascended rings, two of which were infused, but no one has been reporting ascended weapons and armor. Do you have a screenshot? Because if that is the case I’d like to post it all over the whining forum posts and tell them to deal with it

simply that they drop isnt the point, its that the drop rate was hit so so hard and that drop rate was one of the big reasons that a lot of people ran high level fractals before. One of the big reasons people ran dungeons was gold which they nerfed as well. It appears that they are also trying to disincentivize fractals by nerfing one of the big draws to that content?

TD Meta - is anyone still trying?

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

I REALLY hope they dont take threads like this to mean “NERF GERENT”. I havent completed him, but I dont think that event needs a nerf.

I REALLY hope they look at the crazy downtime between event chain completions and the gerent spawn. having the prep phase begin no longer than 5 maaaaaybe 10 minutes after the last event chain has been successfully completed would mean more maps running, more people doing gerent, more learning the encounter, more of that map getting done and less people spending so much time watching LFG for an organized TD event map to no avail.

Request Mob Nerf: Mordrem Sniper

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

snipers are a pain. Snipers force battlefield awareness, use of interrupts, CC, gap closers, and knowing how to spike damage. Those are all good things, leave them alone.

legendary precursor revolve around Deldrimor

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

2 months farm
2,400 platinum ore
5,490 iron ore
610 thermo

all is vain

all is in vein :P

How would you rate the HoT Fun Factor?

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

maps 10/10

elite specs (scrapper mainly at the moment) 10/10 hammer is very fun, too bad I will still probably be running condi pistols in raids.

masteries 7/10 would have liked to have a more organic progression process instead of generic xp

map events
-VB 9/10, Time between end of day events and night events is in a decent place, hard to herd people into all the little events at night, but I think squad ui will facilitate that. Some of the events seem unnecessarily long and uneventful, guard laranthir while he plants explosives for instance should have double the total mobs and take half as long (yes that would mean 4x the mobs in a given time period. That would be a defense)
-AB 8/10 (does not need a set timer should be more like silverwastes),
-TD 4/10 (same as AB, and what is with the crazy time delay between events and the boss? 40 minutes on my last not really very organized map),
-DS8/10 (In my experience, if you dont get in right when it resets or soon thereafter, you dont get in a decent map at all but I have a small sample size on that so far, should be a case that, the timer starts after all the lanes complete a “prep” event. it would let maps start late an would allow maps to be running all the time at different stages)

Guild hall content 9/10 (some things like the boosters should not be locked behind HoT)
Guild hall upgrading 6/10 (the current amount of materials is just fine for a large guild, but guild halls should have had a scaling system of some kind for smaller guilds)

Fractal changes 4/10 (1 island per run is great, decreasing the low level difficulty to make them more accessible is great. scaling toughness and hp to very high levels not so great, essentially removing ascended chests, terrible)

pvpN/A
wvw N/A

(edited by That Guy.5704)

Changing Fractal Encryptions

in Fractals, Dungeons & Raids

Posted by: That Guy.5704

That Guy.5704

I think that would be a perfectly acceptable solution as well. All in all, the only rewards that were reduced/removed are ascended drops. Everything else seems to be pretty much the same.

yea thats the feeling i get. Unfortunately, ascended drops were the primary reason I did high level fractals and more than half the actual value that came from those runs.

Changing Fractal Encryptions

in Fractals, Dungeons & Raids

Posted by: That Guy.5704

That Guy.5704

its this post, I intended to link it if I didnt somewhere https://forum-en.gw2archive.eu/forum/game/dungeons/1000-Fractal-Encryption-Result

In all honesty, the best and simplest solution would have been for them to take the 41-50 daily chest and make it the 51+ daily chest. Take some average of the 21-30 and 31-40 daily chest and make that hte 21-50 daily chest and then take the 11-20 daily chest and make that the 1-20 daily. and then add the new rewards to the end of fractal chests (minis, recipes, things like that.) However, that wouldnt have addressed the idea of having higher level fractals and longer fractals have meaningfully scaled rewards, of course the current system doesnt really do that either

I made that post based on the apparent need for the current system. Another thing that they could do I guess is cap the number of chests you can open on a given day. If, like my post above says you have a 1% chance to get one from 5 boxes, make the opening cap at something like 30-40. So you can farm if you want but only until a certain point.

(edited by That Guy.5704)

TD Meta - is anyone still trying?

in Guild Wars 2: Heart of Thorns

Posted by: That Guy.5704

That Guy.5704

2. Meta event trigger is WAAAYYYY too long. It takes about 30 minutes to get all the camps to maximum (assuming no bugs), yet the meta only triggers once every 2 hours. Am I just supposed to sit there and wait doing the same 1-2 events over and over for 90 friggin minutes before the meta triggers. I’ve logged out in frustration at least twice since I got tired of just sitting there waiting.

This is a huge issue I think. I went to do a TD meta last night for the ley line crystals. map was resetting, I thought it would be the best time to get into a map. So, I go to TD, open LFG and start waiting to have fun. ……….. no taxis, no one doing the map. I finally put up “LF Org TD”. it times out because no one joined. put it up 2-3 more times and finally 15 minutes after starting this process I get on a map that has 2 commander tags. there are 4 lanes right and 4 meta event chains? well each commander has their group do 2 of the chains with like 10 people with each commander. We get everything fully upgraded, go to the center of the map where the gerent events are and I open gw2.ninja to see when it would spawn…..in 40 minutes. I’m sorry what? I understand 10 minutes for organizing and things, but holy crap, we had a sparsely populated map with a commander who had to use the scouts to figure out how to get around and we were still finished 40 minutes ahead of time?

So, question. Why is this is boss on a 2 hour timer? Why doesnt this boss spawn 10-15 minutes after all the lane events complete? This would mean less down time and would also mean that there would be maps running all the time as opposed to the real event only every 2 hours. As it stands, this system greatly incentivizes leeching of people who did the map event chains and just hopping in for the gerent event so you dont have to sit and wait all that time (though I guess it provides plenty of time to make dinner or something).

Weapon-Armor Chest, and other stuff post HoT

in Fractals, Dungeons & Raids

Posted by: That Guy.5704

That Guy.5704

ascended chests were either practically removed or someone converted the % drop rate to a % again….on a side note, based on that data (though its a small sample size) high levels are actually worse rewards than low levels, which would be a huge bug. https://docs.google.com/spreadsheets/d/18IHVJao5j85KOp6lBTOgO8qs4VYD3Xty-jKPZo8o-Q4/pubhtml#

Changing Fractal Encryptions

in Fractals, Dungeons & Raids

Posted by: That Guy.5704

That Guy.5704

I definitely agree with adding tiered encryption boxes, but they added tiered rewards in the dailies (each grouping of fractals gives a different tier of chest). Unfortunately those cannot include gear, but I think getting gear from fractals that isn’t an ascended ring is a pipe dream.

That said, it’s way easier to make money from crafting infusions now and since more people are doing fractals there’s a lot of opportunity there. Anet has shifted loot from fractals to raids and gold from dungeons to fractals (albeit you have to work a little harder for it but I’m not opposed to that).

I honestly think the only real change I would make is to add a tiny chance of an ascended box to an encryption box, no need to even be as high as it was previously. That way you still get similar rewards but since you open way more fractal encryption boxes and they are farmable it would prevent undue abuse of the system.

like I said in the post though, the “tiered rewards” in the daily boxes are just more of the spammed rewards, not actually better rewards, and there is currently not much difference above level 51. In fact, though its a relatively small sample size so far, [KING]’s data and the experience of my own guild (10-15 people running multiple dailies every day) show ascended chests are basically non-existent like you said, but other than that the difference between a 51+ and a 21-50 chest is 1 key and 5 +1s and, no noticeable difference in drop chance (based on kings data its actually a decrease currently).

I wasnt sure if I worded the chests from encryptions well enough. What I meant was, say for instance, there was supposed to be 1% chance from a mid 70s for an ascended weapon and a mid 70 mid length fractal gave 5 encryption boxes. This would mean that the chance of getting 1 weapon chest from opening 5 boxes would be 1%, not 1% each.

Raid Rewards! New article

in Fractals, Dungeons & Raids

Posted by: That Guy.5704

That Guy.5704

Other notes:
2. High chance for ascended armor/weapon drop

we will see what this amounts to because this says fractal dailies still drop ascended chests whereas this# says "ok yes they do, but not at any meaningful level.