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Would you please define casual and hard core in term of competency so we can be on the same channel?
Dictionary:
Casual 1. Being without ceremony or formality; relaxed: a casual evening with friends.
Hardcore: 1. The most dedicated, unfailingly loyal faction of a group or organization: the hard core of the separatist movement.
In other words a team comprised of players that have done the dungeon over and over and know what to expect using tactics and environment to their advantage would not be considered casual.
Please try to keep this topic civil.
What I have noticed is that there is quite the divide between the elite (hardcore) and the casual (not as useless as some would think) gamer.
I believe this divide stems from the dodge mechanism in that the devs create a dungeon IMO knowing full well the players have at their disposal the ability to avoid damage on a fairly regular basis. However, most of the casuals see it from the other side of the coin and that is “see a red circle get out of the way”.
Although these may seem to be similar in their use by design, they are quite different in their execution. In an example take any character that is entering dungeon X for the first time, he is taught from the open world to get out of the red circles at any cost so as to save a beating at the hands of X critter. This works well in dungeons against some of the starting creatures but only until he runs out of endurance while surrounded with creatures and he becomes dead from inability to dodge. After running said dungeon a few times he becomes more knowledgeable in what he can safely absorb and thus knows what to avoid. But because it takes not only time but a fair bit of silver to learn this most likely will just leave out of frustration, never to return.
On the other end of the scale the Devs knowing that players can avoid X damage in an encounter, I believe, want the players to go a trial and error route to get the dungeon down to a science, but as I have said, many don’t even bother and just quit. I honestly don’t know a quick fix to this issue, save maybe to add a starter option for each path to give players the ability to see what that path entails and practice the tells. This starter option could make the bosses and trash hit just as hard, but have much less health and possible a reduced repair cost. Knowing what to a avoid at all costs maybe even a freebee option that gives less but still similar rewards as the story mode is better than what we have.
I guess the TL;DR to this topic goes to the devs:
If a players feels challenged they will have fun and continue to play, if a player is frustrated they won’t and usually just quit doing dungeons. Also; Tutorials are good!
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To the OP as far as dungeons go, I like them, it’s the particle effects and tight spots I could do without. If I could better tell, as I can in open world, when to “get out of dodge” and move for the bigger attacks then fine, but with the particle effects blocking a fair bit of the tells it becomes hard to determine when to dodge. Combine this with narrow corridors, bosses and trash being able to hide behind walls and other terrain, it becomes a nightmare and one shot kills become the norm on one error. I know adding a dodge indicator would never be included other than the red circles, but could we at least get a way to turn off ALL particle effects and have red circles appear every time a major get out of the way attack is about to happen.
For example with Kholer, if I cannot see the arm raised for his chain pull how the kitten am I to move out of the way?
edit: clarity
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Bring projectile reflects and other ranged shutdown. Just do it.
Guardian: Wall Of Reflection, Shield Of Avenger
Thief: Smoke Screen
Mesmer: Feedback
Elementalist: Swirling Winds…snip
Necromancers: stand behind one of those ^ and try to feel useful.
None of the above, but I could use the 700 gold.
We are all different people.
The problem with mmo’s is that everyone has a different perspective on what feels like an accomplishment and what doesn’t. I’m a casual player with one main, a few alts and like to take my time. If I happen to hit the wrong key while fighting, or I dodge a few seconds to late so be it; I’m not gonna lose sleep over it. Others however find it a cakewalk if they arn’t being forced into dodging whenever they have the endurance to do so and using a strict rotation to keep up the best dps they can. It is to the former open world was designed with explorable dungeons and FoTM coming in tougher but still doable once you are familiar with the design.
There really is no end game in the conventional sense, save what YOU the player make it, and as such the true hardcore players feel let down as there is no challenge for them. Although I have empathy for these players I have seem many similar games that cater to them but very few that try to keep the casuals happy. So please don’t make this game about your challenge, some of us just like to enjoy the smell of the flowers without having to avoid the bulldozers.
No need to nerf it, just gate it along with all the other dungeons. Once you kill everything including the trash (give these better drops) then the next section opens up to you. This way the runs will be completed at close to the same speed by most parties.
I could never understand the leashing process anyways, if someone enters my house looking to rob me and I’m home, I don’t ignore them if they enter my bedroom because it is too far away from me to bother with them. If you agro it you should have to deal with it IMO.
Most of CoF 1 is gated. You have to kill the slavemaster. You have to kill the acolytes. You have to do the pillars-gate thing. The reason it’s popular for speed runs is that all of those things can be done best with raw DPS which means they can be done very fast.
Contrast that with the vines in TA where you want DPS, but if your group has nothing but DPS, the vines starts spraying AoE puddles everywhere and your delicate little zerkers all start falling down boom. Much better to have someone who can facetank the champ and draw a bunch of the fire. Heck, the fastest I’ve made it through that bit was playing my bunker necro who stood side by side with an altruistic healing guardian and just laughed off ALL the incoming fire from all the vines which meant the other three people in the party were free to go kittening crazy DPS.
Anyway, CoF1 isn’t speedrun because of a lack of gating, it’s speedy because all you need is deeps.
Although gated to a certain extent it doesn’t force you to clear all the content in order to continue on to the next area, hence my point on leashing. If implemented I’m sure pure deeps (as you put it) would still clear the areas faster, but not to the insane extent is is at now.
I realize that nobody becomes a warrior to be status quo with the other classes and they should be at an advantage in a melee fight, but when 90% of the content is skipped in favor of the quick buck, dungeons loose all the meaning and effort ANet put into them IMO.
Back when shells were 9 silver each, now @ 5, to quote the centaurs “not worth the effort”.
risk != reward.
Yes. But to explain I would give events the same bonus as creatures left alone in the wild for long periods of time. For the chains I would give better rewards as the event progresses. For example if you see the wasp queen in Queensdale and it has been left alone for X period of time it should be worth more (logically) to the townspeople to have it be gone, hence higher reward. Chains should give better rewards as they progress for no other reason than no quest giver wants to have a quest half done and thus his/her incentive to get it completed becomes worth more to him/her.
But the underlying problem to the DE’s not being done and emptyness in lower level areas would still go unsolved, and that is there is no reason to go back there. This could be remedied quite easily with the addition of new skin drops/recipes and other uses for the things found only in those areas. The mystic forge has many many high level recipes that require 250 t6 mats and ecto’s but has precious few that require t1-5 items. Give us many many more items like http://wiki.guildwars2.com/wiki/Kryta%27s_Salvation or even http://wiki.guildwars2.com/wiki/Rusttooth and I’m sure the lower areas would flourish again.
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No need to nerf it, just gate it along with all the other dungeons. Once you kill everything including the trash (give these better drops) then the next section opens up to you. This way the runs will be completed at close to the same speed by most parties.
I could never understand the leashing process anyways, if someone enters my house looking to rob me and I’m home, I don’t ignore them if they enter my bedroom because it is too far away from me to bother with them. If you agro it you should have to deal with it IMO.
In dungeons I agree. In open world environment I disagree.
However, if that change were made, then you’d likely have an issue with stealth.
I was only referring to dungeons actually, but thanks for the clarification. As for stealth, having the mobs reset (ignore) wouldn’t be an issue as the next areas still wouldn’t open thus you would still have to deal with the mobs in that area. Although as always, being able to stealth would be very handy.
No need to nerf it, just gate it along with all the other dungeons. Once you kill everything including the trash (give these better drops) then the next section opens up to you. This way the runs will be completed at close to the same speed by most parties.
I could never understand the leashing process anyways, if someone enters my house looking to rob me and I’m home, I don’t ignore them if they enter my bedroom because it is too far away from me to bother with them. If you agro it you should have to deal with it IMO.
So, what i want you to post:
1. Which legendary are you going for?
2. Do you have any gifts? If so, which one?
3. Which gift are you working on? And how far have you come on it?
4. Addition information you want us to know, maybe a picture.
1) whatever precursor drops, if i can’t use it i sell it
2 n 3) exploration only.. no need to get others yet
4) until they make it so i can get a precursor without the rng kickin in I will settle for the http://wiki.guildwars2.com/wiki/Reaver_of_the_Mists and the http://wiki.guildwars2.com/wiki/Spirit_Links I currently own through a guaranteed recipe.
I stand corrected, but i would have preferred it the other way.. let the ecto wars begin!
The only thing that will be changed is that the guaranteed rare drop will now be account bound. Everything else remains the same. You will be able to open the regular event chests once per day per event per character as before. You will still have the same drop chances as before.
Oh and his quote above could have been intercepted as saying the rare was account bound not just the chest.
The only thing that will be changed is that the guaranteed rare drop will now be account bound. Everything else remains the same. You will be able to open the regular event chests once per day per event per character as before. You will still have the same drop chances as before.
Awesome, with them now being account bound the price of rares will increase as these won’t be able to be posted on the TP so only rares from other events and crafted ones will get posted. The price of ecto’s will remain the same or possibly even drop to the 25s range again as these farmers get kitten they don’t need so they salvage them. A true win/win for us crafters. Thank you.
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Queue the Chicken Little brigade:
“The sky is falling, the sky is falling”
It is a good decision IMO, and maybe I’ll see overflow less on my own server after this patch.
A simple solution to ANet.
When a player equips an unique item for the very fist time give them a pop-up similar to the ones used in the other tutorials (hints), thus telling players that you cannot equip two of the same named item. Although it may sound simple enough to dismiss this post as his own fault, unless you read the wiki or are a regular on forums you will be clueless as to what exactly unique meas in the GW2 universe. And as there are many an MMO out there it is always nice to know the rules here.
To the OP, sorry for your loss of laurels but the odds of you getting a refund would be unique.
The biggest problem with the necromancer is we don’t get invited to many parties.
You cast one lousy epidemic on a bartender for serving a badly made bloody mary and you never hear the end of it.
I wholeheartedly agree. Even at one day (laurel) per stat is quite ridiculous but 4 points for 5 days where is the logic in that?
ANet please hire this guy ^ (and his friend)
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When, if ever, will we see our prior achievement points be rewarded towards
laurels?
@Ghotistyx.6942
I really can’t understand how people can enjoy not having any outstanding choice.
By having one build be outstanding does that make everything else weaker? Only by comparison really.
Does that kill build diversity or just give people who want to Min/Max an actual outlet to do so?Here’s my impression of what would happen if other classes got “balanced” into the build diversity that Necros currently “enjoy”:
OMG they killed the class.
GG ANET profession x is totally kitten now.
Class broken I’m leaving.
Only thing we can do now is crap.
Why? ANet why?
So basically balance…..
Necro’s have been saying all these things (and more) since BW1 when lich form was nerfed. Not that it didn’t need it, but at least it would make for more balance game play if they were to tone down the one build to suit the others such as we have it.
Let them eat cake, as we have been eating it for so long we are sweating yeast.
Yes please. I have a hard enough time seeing when to dodge as my old eyes get older, with the addition of particle effects it becomes impossible for me.
Give the bosses the ability to dodge. 100 blades is quite useful to quickly down a boss when combined with time warp it becomes the best combo in the game for pure DPS. If you gave bosses the ability to mitigate damage in the same way that players can it opens up a whole new experience. If bosses were given the ability to get out of the way of the pummeling it would make many classes and support ability in general much more desired in dungeons as well as PvE If you wonder why warriors are less that the stellar killing machines they are in PvE it is due to this simple fact.
Have a named NPC (different color for uniqueness) announce on map channel that the event is starting. If there are too few players on the map (or it fails) then announce the starting of the event next time in surrounding maps. This should only be done for the major chains though as not to glog up map chat; or as an alternative give the npc’s their own channel you can ignore if you like.
For a second I thought you meant you can currently use npcs as puppets to say whatever you want… that would be fun.
That would be truly awesome, however I was just giving ANet a possible fix for this issue as I hold out hope that they read these forums occasionally.
I figured I would start this topic so that players could post either vids or a description on what tells are used to determine when to dodge on certain mobs. Seeing as the red circles aren’t always given it might be nice to know when dodging is required. It is also noted that any time a creature gives a glowing effect it is about to do a major attack such as the Ogre’s glowing club that will knock you down if you don’t dodge. But some creatures only give a visual clue if your looking at them closely. Post here so as to help the community better understand when to dodge although particle effects can still block these tells it will still be valuable information.
I’ll start:
Karka, these critters squat down on all fours before raising their tail to shoot their projectiles. These projectiles HURT but can be avoided quite easily by dodging twice when you see them squat down (dodging back then forward will leave you in the same place as you were originally).
Have a named NPC (different color for uniqueness) announce on map channel that the event is starting. If there are too few players on the map (or it fails) then announce the starting of the event next time in surrounding maps. This should only be done for the major chains though as not to glog up map chat; or as an alternative give the npc’s their own channel you can ignore if you like.
Seeing as I’ll probably be paying 70 laurels for the two I want (I hate FotM and some dungeons), I too, would be very happy if they could be sold on the TP or crafted. So for those with inventories full of them at least it won’t take you 2 monthly’s along with 50 dailies to get yours; even if they are not the exact ones you wanted.
edit: clarity
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Kind of diggin in the graveyard on this month old thread, but I’ll bite. I would settle for an easy difficulty mode that would give half the tokens/cash of the current with only minor changes. Seeing red circles displayed whenever we need to dodge in order to forgo the animations on the bosses that are hard to see most times anyways. Dodge circles that never spawn faster than someone without vigor can regen his/her endurance and never one-hit kill so long as you have some toughens/vitality. Along with those changes I would ask that trash mobs be actually trash as opposed to being just slightly weaker than the bosses in most cases or at least given a better chance to drop something useful once in a while to make them worth doing.
Here’s the thing, I know that you dodge when you see the troll in AC jump and before the ground oscillates towards you, but if he is behind one of the many walls in AC you don’t get much of a chance to see him jump. I know dungeons are suppose to be dank dark refuges of the most evil creatures imaginable, but to make most areas have blind spots is bad design. Add to this difficulty the low ceilings in many dungeon areas and constant particle effects on bosses, makes it difficult at best to see many animations and enclosed areas become death traps. If it was possible to pull all bosses into a larger area for defeating them it would still be hard to see many of the animations needed to determine when you should dodge.
I realize that many players will give me the L2P spiel about how they can do the content in their sleep and GW2 is already carebear land, but afaik GW2 was advertised as a casual friendly game designed to suit all play styles and in this case they have failed.
Don’t get me wrong, I love it when the “tells” are well choreographed so as to give the players time to dodge, kite and/or decide what, if any, actions to take and all in all the dungeons can and are fun. But as a suggestion for dungeons PLEASE ANet if you read this make the “tells” for when to dodge easier to see maybe add a red circles to show when to dodge attacks to those creatures that only have an animation that are quite hard to see.
Queensdale is easy, and since it has been open since the first beta weekend most of the long timers know it well. The Asura and Sylvari areas weren’t even available to play till later.
Speaking only for myself when I needed to fill in a few events for my monthly I went to Queensdale as you are almost guaranteed someone will be nice enough to call out the events as they happen there.
My main problem with the dungeons is in dodging. Between the enclosed areas, overdone particle effects blocking the animations and dodge “tells” that are difficult to time, it is of little wonder why most players just choose to go range. I realize that there are dungeon running gods that these problems are of little consequence, but I find that if your not having a perfect day you better hope the rest of your party is.
As for the "I WIN’ button, do you play a leech necro? If not then please don’t tell us how to play our class, and if you do please tell us exactly how you get into melee range within a dungeon with a dagger and last more than a few seconds even with dodging. You see the necro has no vigor/endurance granting abilities so after you dodge twice your hooped till it recharges.
Try doing what just about every other class does when faced with a hard hitting melee boss…dodge the hard-hitting attacks or weapon swap to a ranged weapon.
Yep dodge exactly twice then pray the red circles stay away till I can recharge; I guess the part about necro’s getting no vigor/endurance enhancements got missed by you. And weapon swap works well, but if I am going to spend more time using a scepter then what is the point of necro’s getting dagger skill (130 range) in the first place?
Quizotic, thanks, I’ll try to incorporate the focus and spectral wall into my utilities and see if it helps.
the way im getting within melee range should be the way everyones getting in melee range, i attack from the back cuz the bosses cleave doesnt hit me. my guilds are normaly good that when you get aggro back up slowly so others can get behind and dps. i fell your pain my necros a axe/focus necro so my range is also poo. 360 i think it was?
Thanks for understanding our class (axe range is 600 btw). I do find that getting behind most dungeon bosses is easier said than done when most people I have done dungeons with, both pug and guildies, WANT the bosses against a wall. I do try to maneuver behind the bosses when possible, but it is safer to just stay range now. I only commented originally because ANet recently said it wanted all professions to have many (5 or 6 I think) viable build options and making our class even worse at melee was, to me, a contradiction.
Luckily there are cookie cutter builds anyone can fall to.
The fact that so many people are complaining about this deserved nerf to life-steal food tells me there are indeed cookie cutter builds that anyone can fall back on.
Honestly, I don’t think any other nerf in the game got as much attention as this one.
from you? probably not, youve posted like 100 times. get over having magic pies give you a I WIN BUTTON and learn to play your class the right way
Actually if you look I too posted to this thread. As for the "I WIN’ button, do you play a leech necro? If not then please don’t tell us how to play our class, and if you do please tell us exactly how you get into melee range within a dungeon with a dagger and last more than a few seconds even with dodging. You see the necro has no vigor/endurance granting abilities so after you dodge twice your hooped till it recharges.
I agree that nerfing the food was good idea for cleave classes, however, for one build in particular, it basically cut out a fair bit of our healing ability. If they had nerfed the food and given a better vitality/healing/vigor to our class then that would have been a fair trade, but just nerfing it hurts. I’m gonna remake my necro as a condi scepter/dagger like every other necro now, as having vampire leeching was never meant to be (apparently) used in melee even though the main dagger auto attack is 130 range.
Sad really as I have invested heavily into my daggers, and the build is generally fun in PvE, but in dungeons you may as well be ranged now.
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I never said I was throwing out my necro are you high? LOL. No, just can’t run the vamp build anymore. Which for my playstyle anyway, was one of the most fun builds necro has but sadly for it to be viable (since they won’t let the siphons scale with healing power) you had to use the pies and now it takes a huge chunk out of the healing to the point there’s no reason to run this build anymore. Time to dust off the scepter and roll condimancer I guess.
I was referring to throwing out the build, however I can see that i worded it badly. After the cost of the daggers though even throwing out the build is foolish for me and I will instead suffer the loss for the time being using instead mango pies. Mind you I’ll most likely save the coin for a good looking scepter to go with one of my daggers so if they decide to nerf us further I will at least have an alternative.
Amazing that some people are suprised by this “nerf”.
And I just love the people that claim they have little staying power on warriors. Maybe its time to rework those all out dps specs and go for a more balanced approach. A full dps build should not have massive staying power.
I felt full dps on a warrior was squishy, so I changed traits. Now with a balanced amount of armor, damage, crit, crit damage and passive regen things are very smooth. Healing around 1000 health over a period of 3 seconds is pretty nice.
Adrenal health 360 each 3 sec, healing signet 200 each sec, thats 960 during 3 seconds without adding in any healing power, WvW bonuses, consumables or runes.
Combat is dynamic, you cant expect to be pure melee. When you need to gain distance, dodge, weapon swap and use gun or LB. With the right spec you will have more or less infinite endurance aswell.
A thing that was obviously imbalanced gets fixed and people go about like its the end of the world.
But it’s not only the warriors that were affected. For example many builds (mine included) relied upon the food buffs not having a timer to supplement the healing we should have gotten off our class traits. So therefore this change is not as cut and dried as you might expect.
I’m all for nerfing the instant heal aoe’s, however for some of us non-cleave single target melee classes this change basically neuters us. ANet said they wanted all classes to be viable in all roles but now i am forced to either die quickly even with dodging/kiting or pigeonholed into being ranged; not much of a choice there.
Well, time for me to throw my necro vamp build in the trash since they refuse to let it scale with healing power. The pie was the only way I could make it work, now I might as well not even be using the pie anymore. I now have zero ways to make that build more viable. Ninja nerfs fml.
Well after being level 80 for many months now I’m not going to do something as drastic as throwing out mine. I will be redoing a few traits and switch to using scepter/dagger just like every other necro out there. Way to make us have “many viable choices” when as a necro you have only two right now (MM and condi). The MM (minion master) must rely on a buggy AI so it doesn’t really count and your bleed stack at 25 so the condi necro isn’t really useful with others bleed builds in the party either. So instead of taking away the instant heal of some classes you have in essance nerfed the living kitten out of one of the only builds us necros have for party play.
In the future maybe think this out more as these nerfs have consequences far beyond the “instant heal” of some classes. If you had given a boost to vitality/healing to certain professions along with this chance it would have be warranted as we would be at status quo, but now… what a waste of the corrupted daggers I made…
if it ends up being a 1/2sec cooldown, essentially making it so you can only get 1 heal per attack (few from channeled skilled like PW) essentially making it so you can not AoE spam yourself to full health in large packs of trash or in zergs in WvW then I am ok with the change, still viable for most situations (bosses). Remove its OP in AoE spam situations and the food is fine.
if it is any more than 2seconds I realy ask if any testing is done whatsoever..
also, for those it will make them give attention to those other builds for next month.. if they make this type of change, they need the other adjustment today also, not next month. many will stop playing for the month if its that bad and potentially never come back.
Its made 1-2 builds of each class no longer viable.
This just shows how poor their build customization is when a consumable buff is what makes or breaks a build. Omnomberry pie was better than any only crit heal trait or sigil in the game, it needed nerfed. In fact if it has a 2s cooldown and still heals for 325(iirc) it is STILL way better than the necromancers on crit heal trait and on hit heal traits combined. What needed to happen alongside that nerf was buffing all the on hit/crit heal traits in the game, make them scale better with healing power, etc so that healing on crit/hit builds were actually viable.
^this. I can understand them wanting to nerf the food, but as a D/D necro this small change and the fact they didn’t buff vampiric precision will HURT. Mango pies here i come….
Because of the simple fact that there is a cap on condi damage and NOT on direct damage there IS a fundamental flaw in using condi within this game.
It could be viewed as a limitation, not a flaw.
Another limitation in the comparison between condition damage and direct damage is that direct damage need to successfully hit each time it wants to apply damage, whereas a condition only needs to be applied once to trigger several instances of damage over time.
Ah but try removing the greatsword from your head in the same way that STACKS of conditions can and do get removed EASILY by both PvE mobs and other players in a PvP environment. Also if your missing a great deal with a melee weapon then your just plain doing it wrong in this game.
I can see your point though and I believe it will involve more testing than a quick fix can achieve.
I run 3 characters with condition builds and I don’t have an issue with the caps.
It’s only a downside when playing in a zerg and the game isn’t(and shouldn’t) be balanced around zerg play.
I have a few characters that too deal in condi damage and, as you, they have no problem usually with the caps. However, if you run with say 4 necros and 1 mesmer your party is BADLY gimping itself over say 4 warriors and the same mesmer. Because of the simple fact that there is a cap on condi damage and NOT on direct damage there IS a fundamental flaw in using condi within this game.
I for one would just love to see the QQing going on in the warrior forums if they ever implemented a 25 direct damage stack for warriors. Something along the lines of “you just did X damage but because it went over what the boss is programmed to accept this round it will just be dropped sorry”.
Actually this might actually be a good idea; well at very least it would level the playing field.
You know the more I think of this the more I wish they would just open one already.
The gankers and griefers could gank and grief each other till the cows come home and the carebears (myself included) could just enjoy the beautiful world that ANet has given us on our own server(s). Even allow the dueling option for when they want to do that garbage too, even though it doesn’t fit the lore. For this player it’s a Win/Win/Win
My take away from the last few posts here is that many class weapons along with many abilities/traits need to be seriously looked at too. So my hopes for what this patch will hold for balancing feels more unlikely by the minute.
Seriously we’re not asking for much here, just make the most undervalued classes have a place in ANY environment, be it PvE, dungeons, PvP, or WvW. I understand that all classes should have their strengths and weaknesses, but TBH I don’t see many weaknesses in the heavy armor classes, but I do see many places where the necro, ranger, and engineer could use major reworks.
Nonetheless, ranger longbow is just sub-par compare too ALL other ranger weapons.
Oh yeah? Here, take a Guardian scepter.
I’d take either over the necro scepter with it’s 900 range; both of those have a base 1200.
Judging by past class balances, not likely.
How bout adding a few more programmers beyond the two you have so your “core” game doesn’t become “warriors and mesmer wars” 2.
What server is the guild on?
“Server: Crystal Desert and Sorrow’s Furnace. We can make people officers if they’re on other servers though.”
Although with dungeons you can join from any other NA server when grouped so long as your in the same map as the dungeon.
Just joined this guild. It has an awesome yet small collection of members and exploiting/skipping/speed running is definitely out. If speed running isn’t your thing and you like to spend time doing the dungeon in all their glory why not give us a try, you’ll be glad you did!
As much as it would take to still make a good profit on the TP. Much like a precursor if one dropped it would just be a rather large payday for me.