Coming from experience with the Guild Wars 1 market…
Holiday skins will eventually end up matching if not out-pricing other top-valued items, including precursors. Reason being is that now that the holiday/event is over, there are no more source of these skins: their amount can only decrease from here. Especially since they’re a one-time use, the amount of players that will want one will likely outnumber the amount of skins on the market.
Sure, a lot of the skins like the slingshot or wooden dagger skins don’t particularly look too valuable, but wait 5-6 years when they have not been able to be obtained since the first Wintersday and they’ll look pretty unique and fancy to most players.
Most of the event items I’ve seen so far have at least doubled in price since their corresponding event has stopped; I don’t see this trend stopping. As long as ArenaNet doesn’t screw it up by using the same items next Halloween or Wintersday (they had different looking items every year in Guild Wars 1, which I assume they’ll do in Guild Wars 2 as well), the skins will eventually be worth much much much more than they are now.
I’ve been saying this for months. I made a forum post about this too, about a week ago:
https://forum-en.gw2archive.eu/forum/professions/engineer/PLEASE-fix-the-grenade-kit
Spamming the 1 key over is boring, redundant, and unnecessary.
I see a rare item as being rare…hence the name rare…and I see exotic as something beyond that. I don’t think they should be this easy.
It’s not a grind, it’s actually playing to get your gear. What do you have to go for if you’ve already got all the best gear your character can get easily? It wasn’t that difficult to get it before, but now it’s just ridiculous. Do you want everything in the game to be worthless? I don’t.
Let’s be honest, what aren’t ectos good for? Besides cooking, every high level crafting discipline uses ectos for max exotic gear. With the price of ectos dropping, I’ve noticed that it seems everything else is dropping too, as far as max level equipment, along with rares (amulets, rings, armor, weapons, etc). Why are rares so easy to get now? After all, they all called rare items..
Respectfully, I would really like to see the price of ectos go back up. I don’t think it should be this easy for me to get all of my characters (8, by the way) into full exotic gear. I would really like to see some sort of info from a Dev about their plans.
When I have said this to some other players, a few give me reactions like “No! I love the prices dropping! They’re getting me closer to my legendary!”…well, to this I have to say is this: If you’re worried about ecto prices for legendary weapons, instead of ruining the value of ectos, I think precursors drop rate should be increased (if it were to balance out). After all, they are legendary weapons, and again, I think this should require a lot of work, not justkittenderping some cheap crafting materials.
ArenaNet likes to find different words to use instead of “nerf”. They always have, even since GW1. For example, the short bow “graphical fix” was a nerf for the Ranger. Now, the “revamping” is really “nerfing”.
No. This is horrible. Sure, it’s maybe fun, but it doesn’t belong in AC. If AC is THE most popular dungeon, AND the starter dungeon, why change it? Good luck to those level 35 groups who try this in level 35 gear. Not happening.
Note that we were all level 80s in full exotic gear and good builds
So was my group and we cleared the “new” AC in slightly over an hour. You’re doing it wrong.
My team cleared each path within probably about an hour. Are you saying you cleared all 3 paths in just over an hour? I’m not saying it’s THAT difficult. I’m talking from a level 35 standpoint (like the dungeon’s meant to be). If I we would have all been 35 with horrible armor and weapons, I doubt this would have been possible.
Since a ranger is probably one of the best and most balanced (yet underrated) professions in the game, I don’t see how you say it was weak unless you had like blue equipment, absolutely nothing for traits, etc.
That point aside, only other thing I have to say is that it’s a level 35 dungeon. Good luck being on a level 35 with 4 other level 35s and doing this run.
Oh, and I forgot to add…since we were on teamspeak, we had a ton of coordination abilities. Good luck to PUGs who have to type everything when these new nerfs require this much coordination…especially the Ghost Eater..
Just did all 3 paths of AC with an organized group of guildies while using teamspeak…near impossible, took about 4 hours for all 3 paths (And we skipped Kholer 2/3 times). Why?
Well let’s start off with the spider queen. The queen is fine, I can understand a difficult boss…but let’s be honest, the hatchlings can kill you in about half a second, without a chance to even heal. They were overpowered before this nerf, and now they seem even more overpowered, along with a harder boss…
Kholer…is he really even worth it?
So many groups skipped him to begin with…now he’s at least ten times harder, with the same dull rewards? I now see even less people wanting to take time to actually bother killing him.
Ghost Eater…
Ok, this one wasn’t too bad once we figured out what to do…but still takes way too long and too much effort for the output…especially with all of the many bugs path 2 includes… Also, now while she’s building traps, there’s 5 enemies instead of 4? Wow, I thought the 4 were already pretty tough when running with some PUGs…
Mr. Rumbly…
Are you kidding me? Took my group about an hour just to finally be able to kill him. It’s not that we didn’t know what we were doing…we saw that Grast put up a bubble and we’d all hide under it and try to do as much DPS as possible while we were under it. But what happens when Grast desides to run in and melee the boss like an idiot? He dies in two hits. What happens to us then when we have nothing to hide under? Instant party wipe. Our group even tried interrupting, but with his defiance, he can’t be. Do you really want a final boss to be put into the hands of an NPC that aggros and dies frequently? No matter how skilled of a group you have, if your group’s life depends on an NPC, and that NPC is garbage…well, good luck.
WTF FPS
WTF happened to my framerate!?!? I usually run this dungeon (and the rest of the game) at about 40fps, medium graphics. There were some parts now that I was getting 5-8 fps: Path 1 burrow, path 2 traps, path 3, before the final boss. Nothing like making a dungeon harder than turning your framerate to absolute crap.
Note that we were all level 80s in full exotic gear and good builds
Good luck to any level 35 group doing this dungeon now. It was hard enough for groups under 80 to be doing this dungeon, and now in most cases impossible. What is the required level…35? Then why make it that difficult? Sure, it’s a dungeon, but seriously do you not want people to be playing the dungeon? There’s a good medium between having every group being able to do the run easily and making it impossible. I say before this update this point was reached. Underleveled groups who didn’t have experience with the dungeon had a much more difficult time, but it was fairly easy for organized groups who knew what they were doing, and I think that’s a good balancing point. From most of the people I’ve heard from, they’re “never doing AC again” because the reward “isn’t worth the effort”.
Concluding that…
It seems to me that these “revamped” (more like nerfed) dungeons are not fun at all, not just AC. I’ve read other posts on these forums about other dungeons as well. They’re a waste of time. I could go to the Cursed Shore and do 2-3 events and get just as much of a reward as I can in one of these dungeon runs. After a full set, I got maybe 10 blues, 5 greens, a bunch of junk, and around 200 tears (and those are pretty generous numbers). Since I now have all professions level 80, dungeons were one of the few fun things to me to still keep me involved in playing. And as a college student, I don’t always have time to sit down and maybe spend and hour and a half on a single dungeon run.
Are you really trying to get people to stop doing dungeons?
(edited by The Eternal Grace.3157)
I am looking for a guild for guild missions, PvE, dungeons, and WvW. Medium-Large guild size would be preferred. If your guild is any, all, or a combination of these, go ahead and leave a post, send me a message on the forums, or send me an invite in game.
I have 8 level 80s, one of each profession, so I have experience and can be flexible with what is needed.
- The Eternal
Ideally, it would be a toggle so that all players can set it to their preferred playstyle.
This is perfect. Toggle like the rest of the auto-attacks can. If people love beating their keyboard’s 1 button to death, let them do that. I agree with some posts, if the situation calls for it, ground targeting may be useful (however you could just chill them and it would be just as effective). But in most cases, auto-attack would be much more convenient. It’s not like just because 1 becomes auto-attack it doesn’t do AoE damage, or requires no skill to use. Skills 2-5 would be the big difference, and those should remain ground targeting.
Still could use auto-attacking on the first skill…skills 2-5 are for the AoE targets. If they’re reflecting projectiles, either stop attacking for a few seconds or use those. And it’s not like just because the first skill would be an autoattack it instantly becomes single target instead of AoE…it’ll still do plenty of AoE damage.
Why would you distinguish Skill 1, AoE, from Skill 2-5, AoE. They are all AoE, granted, Skill 1 AoE is 30 units smaller in radius, 120 vs 150 isn’t a large difference however, still AoE, still hits multiple targets. Part of the power of the Grenade kit IS the ability to place the skills wherever you want. You can lead the targets, and it was even mentioned before, you can toss the grenades in complete different directions! I’ve thrown grenades directly behind me while running away from an enemy before!
Stopping attacking just because an enemy is using reflect projectiles? There’s no reason to become a sitting duck when it’s perfectly capable to place the AoEs. Even more so, because it’s not an auto-target, you don’t have to even target enemies! That would become a MASSIVE pain in mobs. Auto-targetting would literally become auto-pilot and absolutely kill the skill input on the grenade kit. All you would have to do is run around and dodge while your auto attack could attack from any angle (unless they would make it so you have to face the direction you are autoattacking). And it’s a pretty dang good auto attack too so that would have to be cut down.
Look, I have no intent of offending anyone and mean this at no one in particular, and maybe it’s because I’ve ran grenades since launch so I’m used to it, but the idea to auto-attack grenade skill 1 on land is a spawn of laziness. The grenade kit maintains the capability to be high input, high output. The more active and well designed you are in running the kit, the better you are rewarded. I went from 1000-1500 average damage on skill 1 up to a consistent 2100-2500+, even peaking at having seen 4000 damage with my grenades, from good playing, and good design.
30 units of radius is actually a very large difference. Doesn’t seem like it, but you’re talking about units of radius. If my math is correct, 30 units of radius added to 120 is about a 1.56 multiplier, meaning the area of 150 is about 156% of the area of 120…quite a difference. The auto-attack is still AoE, and will hit enemies within that area whether they throw automatically or not.
This spawn of laziness as you called it, is actually very false as well. It’s because I don’t see the fun in breaking my keyboard’s 1 key by hitting it every second as well as leading myself to carpel tunnel. It just isn’t fun. Although I would consider myself a “hardcore gamer” in most cases, I play for fun. I don’t care how much damage I do with a build, if it isn’t fun, I won’t run it. That’s actually the reason I don’t play much PvP…to me there are actual few builds that are fun for me to run. Sure, call it laziness, but I call it lack of fun by hitting the same key over and over. Especially on a stationary mob that is locked onto frontlines, I don’t see how hitting 1 over and over is any more challenging then letting it do it itself…especially when I could area target with 2-5. It’s just unnecessary strain and boredom.
The sample sized used in the video to determine ecto’s from rares is way too small. You need way more than 5 salvages(about 30) a trial to actually have actual statistics.
That’s exactly what I was thinking, but still…is this a coincidence?
Coincidence indeed. If you randomly roll dice 30 times in a casino and win $1000 does that mean that the next 30 dice rolls will win you $1000? Small statistics are small.
Obviously coincidence is a huge factor, but magic find has absolutely nothing to do with salvaging?
Pretty sure magic find only works to increase the rarity of the loot you get not sure how people are drawing the conclusion it works with salvaging
That’s what I thought, but the video said differently (as well as other sources), so I was just wondering. It’s not like this is the ONLY test this guy has done, though..it was just what was done in his video.
The sample sized used in the video to determine ecto’s from rares is way too small. You need way more than 5 salvages(about 30) a trial to actually have actual statistics.
That’s exactly what I was thinking, but still…is this a coincidence?
Coincidence indeed. If you randomly roll dice 30 times in a casino and win $1000 does that mean that the next 30 dice rolls will win you $1000? Small statistics are small.
Obviously coincidence is a huge factor, but magic find has absolutely nothing to do with salvaging?
The sample sized used in the video to determine ecto’s from rares is way too small. You need way more than 5 salvages(about 30) a trial to actually have actual statistics.
That’s exactly what I was thinking, but still…is this a coincidence?
The thing is, with the droprates being as low as they are, you’d need an incredibly high amount of pulls to find any discernable difference.
Assuming a 1/1000 chance to pull an exotic on a random mob, and a 2/1000 with 100% magic find, you’d need roughly 65000 pulls to be 95% sure that there actually is a difference, if my math is right (of which I’m not totally sure, but it should be in that ballpark).
I’m not questioning the usefulness of magic find…I have actually noticed a difference after switching to my set. I’m just wondering what does it do exactly. So much speculation here and there about what it affects and what it doesn’t. I really wish ArenaNet would just say what it does…like they do for power, precision, etc. I don’t see the big deal.
I currently have a level 80 warrior I recently got a magic find set for. With this, I have about 175% magic find, maybe a little less if I have no magic find nourishment.
I have tried to do research on magic find and what it does exactly, but I can’t find any definite answer. The Guild Wars 2 wiki says: "Magic find is an attribute that increases a player’s chance to receive uncommon loot from dead foes. Magic find is applied when a foe dies; it does not apply to loot from chests, items created in the Mystic Forge, or random drops from gathering. " However, I have seen many sites, videos, and tests that have said/shown this is incorrect. Only rares? For example:
In this video, he uses magic find to salvage rares and comes out with more ectos than when he salvaged without magic find. Is this a coincidence? It has also seemed that I get more masterwork and rare items from chests while doing dungeon runs…is this just a coincidence as well?
Even if it is correct, what does the word “uncommon” mean exactly? Fine+? Masterwork+? Does magic find double your percent chance of getting something? (example, 100% magic find changes a drop rate from 2% to 4%) or does it simply add 1% for every 100% magic find (example, drop rate of 2% increases to 3%)?
If anyone has any actual idea or have done their own tests on magic find, please let me know.
(edited by The Eternal Grace.3157)
Still could use auto-attacking on the first skill…skills 2-5 are for the AoE targets. If they’re reflecting projectiles, either stop attacking for a few seconds or use those. And it’s not like just because the first skill would be an autoattack it instantly becomes single target instead of AoE…it’ll still do plenty of AoE damage.
I think what really needs to be done here is something that was said before:
1 – Make 1 an auto-targeting and auto-attacking skill.
2 – Increase the travel time of the grenades through the air (NOT the speed you throw them at)
3 – Decrease the damage of the auto-attacking skill (If it doesn’t miss often) by about 10% or so.
I think this would keep it balanced. You can still chill with Freeze Grenade and ground target with grenades 2-5, but the auto-attacking 1 skill can either be made for mostly stationary targets or just do slightly less damage but be more accurate. Either way, I still believe something needs to be done to keep me from having to manually hit 1 every time.
That’s true that they help and are good in many situations, I’m not arguing that. I’m just saying I don’t have to run a build with multiple kits to be effective. Anyway, this post is about spamming 1 on grenade kit, not the relevance of using multiple kits. Whether I use other kits along with the grenade kit or not, I don’t want to have to constantly hit 1-1-1-1 to use a basic AoE attack with the grenade kit.
I’m just going to leave it on this note – we have 1 second swaps on our kits for a reason. If you’re not comfortable juggling kits, then you should settle for not using the class to its full potential. You don’t have to dip 20 points into alchemy just to use acid bomb, it still hits like a truck late for the depot just fine.
I don’t agree with this at all. The class isn’t completely built over kits. Yeah, they’re awesome and used in many many builds, but that doesn’t mean you have to. Using a class to it’s “full potential” shouldn’t have to, and doesn’t rely on having to use certain utility skills or multiple kits. I think this can be said for any class.
Besides, I don’t believe using a class to it’s, again, “full potential” involves spreading out traits to make them all semi-useful. I don’t think ArenaNet would say “Yes, we designed the 1-second recharge solely on the reason to switch between multiple kits.”
(edited by The Eternal Grace.3157)
if they made grenade kit on land work the same as it did underwater I would have to seriously think about changing pve mains.
I agree. Grenade kit is so much fun underwater. I still believe 2-5 should be ground targeting, but please save me from the carpel tunnel and boredom invested in spamming “1” on land.
Grenade kit is a part of almost every functional build we have.
Is this coming from a PvE or PvP perspective? Because I play mainly PvE, and during those long boss fights or mobs of enemies, I hate spamming my 1 key to death. I don’t think it’s fair at all to say that grenade kit is part of almost every functional build, because it definitely isn’t. Flamethrowers also have nice builds, I developed a fun and good bomb kit build, and even more. Grenade kit has so much more potential but it’s boring, annoying, and unnecessary to keep hitting the same button over and over. Arenanet even said when they announced this game that they didn’t want a game where players hit one button over and over. I feel like this is what I’m doing when I use the grenade kit.
Definitely, that’s why I also don’t use grenade kit. That’s also why I said ALMOST every functional build uses grenades.
There’s no reason to make yourself use a kit you don’t like, especially if you’re doing PvE. “Functional” was a poor choice of words on my part. The point was that grenade kit already does its job—damage—while many of our other options are bugged or ineffective.
Don’t get me wrong, I like it. It’s just annoying and a lot less fun to play when I have to spam 1 key over and over. I think this would be an easy fix by ArenaNet, and as I said earlier, I hate to see a kit this unique and with this much potential for fun and effectiveness be unused because of the high risk of carpel tunnel.
Perhaps you should try swapping kits around then. I won’t advocate using the flamethrower in PvE – that’s monkey business unless you’re farming in Orr.
I have my engineer to 80. It’s not that I haven’t tried other kits, it’s just that it really bothers me that a kit with so much potential (both for fun and for relevance) is so annoying to use.
As far as using multiple kits in the same build, I don’t like doing this for a couple reasons:
-1: Seems a little unnecessary since I can only use one at a time, plus I have my main weapons if needed
-2: Other utilities are nice, such as the elixirs for buffs or gadgets for utility.
-3: Traits become a jumbled mess. When I design a build, I like to give it it’s highest potential…using multiple kits really spreads out the effectiveness of each kit anyway.
As far as the flamethrower, I used it from probably level 20 to about 75 and I got really sick of it, but it worked well. I just don’t understand why every other “weapon 1” option has the ability to auto-attack but the grenade kit does not. It becomes very redundant gameplay. I want diversity, but effectiveness.
Using this kit is almost as bad as the final boss battle against Zhaitan. How was it a fun or even a good ending to a game when all I do is spam “2” over and over? The tutorials and those bosses were way more fun than killing Zhaitan was…a little off topic, but this is what I’m reminded of when I use the grenade kit.
Grenade kit is a part of almost every functional build we have.
Is this coming from a PvE or PvP perspective? Because I play mainly PvE, and during those long boss fights or mobs of enemies, I hate spamming my 1 key to death. I don’t think it’s fair at all to say that grenade kit is part of almost every functional build, because it definitely isn’t. Flamethrowers also have nice builds, I developed a fun and good bomb kit build, and even more. Grenade kit has so much more potential but it’s boring, annoying, and unnecessary to keep hitting the same button over and over. Arenanet even said when they announced this game that they didn’t want a game where players hit one button over and over. I feel like this is what I’m doing when I use the grenade kit.
it would remove so many tactics.
I disagree. It isn’t worth straining my wrist/hand by constantly hitting 1. That just isn’t fun to me. The other grenades are fine, but there needs to be an auto-attack if there isn’t a recharge on the skill. Very annoying (especially when using Elixir U).
the 1 spam is the singular reason I don’t use that kit out of water.
It isn’t “skill”, it’s annoying.
My thoughts exactly. It’s so much more fun underwater because you don’t have to push the “1” key to death.
From all OP classes i dont believe that change would make engeneeir OP,even if flight was faster your oponent can still evade them by simply keep moving.
True, as long as they didn’t decrease the interval that you could throw them at. I guess that’s more what I was thinking vs. travel time for the damage.
Though an autoattack would certainly make it easier, I think its implementation would bring with it another damage reduction.
They probably would add a 5-10% damage nerf, but honestly I’m so sick of spamming my keyboards 1 button, I think it would be worth it. I’m probably just slowly breaking my keyboard by hitting it so many times.
If it was twice as fast flight speed it might become a little OP. The first skill just really needs to be auto-attack.
I understand having the area attacks for skills 2-5, don’t get me wrong, even the tool belt skill. That’s fine, and I think with their damage/area they should be area. But the auto-attack is too annoying to keep spamming 1. Imagine playing a warrior with a greatsword and having to hit 1 every time you want to use your auto-attack. Or a ranger hitting 1 every time with the shortbow. It’s just boring and unnecessary.
I actually play a lot of FPS…but that’s besides the point because it’s a whole different game. I don’t sit in a corner tapping the same button like I do with the grenade kit. I like 2-5 being ground target, but spamming 1 over and over is very annoying. The first skill should be an auto-attack (which it isn’t since I have to manually hit it every second). It would be much more fun to play this way, like it is underwater.
I want it to remain a grenade kit, I like the grenade idea: I liked it since they announced the engineer before release…but it’s just not fun when I have to just keep pushing 1 over and over just to attack.
I’m having a hard time liking my engineer. I really want to use the grenade kit because it’s awesome and traits fit it well…also got a little bored of the flamethrower. But I seem to not like it much because they’re all ground targeting skills unless you’re underwater. This is really annoying because I have to constantly hit 1-1-1-1-1-1-1-1-2-3-1-1-1-5-1-1-2-4-1-1-1-1 over and over. Please at least make the first skill auto-attacking and target locking. If I have to occasionally hit 2, 3, 4, and 5 to ground target, that’s totally fine. It’s just really annoying to have to ground target every single time with my auto-attack. Please change this.
yes! fractals should be account lvl, not char lvl. sometimes i want to do fractals on my ranger, but it is low lvl fractals, which makes me only want stick to my engi for fractals. e.e’ and sometimes i just dont want to fractal on my engi.
Exactly. I hate having to do fractals over and over on the same person. That’s why I have all professions.
Please comment if you agree or even disagree with any of these ideas. If people like specific ones, maybe I’ll polish a post about one specific one.
Another:
Particle Effects Slider
This is essential in boss fights. Sometimes I can’t see when the boss is about to use a large attack or sometimes there’s just so many effects my FPS suffers. I would really like to see a slider to see some of these particle effects from attacks get turned down.
Very annoying that this bug happens to me several times a week and I have to redo runs because of it…
I’ve had this bug on and off since release. It’s honestly ridiculous that it hasn’t been fixed yet.
I’ll pass. I think the trading system is perfect with just TP. If you really need to do a player-player trade, mail the item. Sure, you’re not guaranteed not to get scammed, but player-player trading just allows more room for scamming and spamming anyway. If you need to do a player-player trade, it should be with someone you can trust anyway.
I can completely agree with this.
I like using minipets, but I always click the “Deposit collectable” which deposits them…which is rather annoying.
I’m sure arenanet will already have ideas for profession (and maybe race) additions for their first expansion. GW1 expansion came with 2 new professions and 2 character slots, I’m assuming GW2 will be the same, and hopefully even include a new race or two. I don’t think they’ll randomly add another profession without an expansion, but I’m sure there will be probably 2 new professions whenever they announce and release an expansion.
I agree. Currency, gems, and laurels are all account bound…why not karma, too?
Another idea:
Fractals
I think you should look into making Fractal levels account bound instead of character…I feel like I have to play the same character in order to benefit, but I don’t like to stick to one character.
And as far as Basilisk Venom, I do think it’s underpowered. If I’m doing an underwater event in PvE, I don’t want to stun 1 out of like 15 enemies for 1 out of 45 seconds.