Showing Posts For Turtle Dragon.9241:

Map Completion & WvW - why?

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Remove WvW from Map Completion. Add EotM to Map Completion.

Because on some highly populated Servers, your server might own everything but you will never get in because Queue for each map has 100 people in it.
Because on some low populated Servers, you can enter WvW at any time of the day, but you own nothing.

EotM does not suffer from these deficiencies.

Deducing the new weapons.

in Guild Wars 2: Heart of Thorns

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

I agree to almost everything. Only dissagree with Guardian.
Why ? Becouse guardian has Spirit Weapons, and only Spirit Longbow is unused weapon on him.
So guardian will get longbow to me.

Longbow would have been my guess if it where not for the bug with warhorns. Anet has done things like that in the past that have tipped their hands to updates.

The thing is, they removed Warhorn from the possible drops for Guardian. That kind of means that this was unintended. If I were a dev and knew Warhorn was going to be part of the list in a few months, I would not have bothered removing it just to re-add it a few months down the road. The fact that it got fixed says that this was a mistake and that there is no intention for Guardians to equip Warhorns.

Deducing the new weapons.

in Guild Wars 2: Heart of Thorns

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

I agree to almost everything. Only dissagree with Guardian.
Why ? Becouse guardian has Spirit Weapons, and only Spirit Longbow is unused weapon on him.
So guardian will get longbow to me.

I half agree half disagree with the Spirit Weapon theory because there is no reason why the Bow of Truth ends up being a Longbow and not a Shortbow.

But my guess ends up being Longbow as well, because “somebody” at PAX said they really wanted a Longbow(Wings of Dwayna) for their Guardian.

Skills that are different in PvP?

in PvP

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Does anyone have the list(or link the list) of all skills that behave differently in PvP(e.g Save Yourselves), along with other Mechanics that might act differently(e.g Retaliation) in PvP?

I tried looking on wiki and could not find it.

FPS Issue. I stutter every 30 seconds

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

I have the same Graphic Card(Sapphire 7770 GHz edition), the same Ram, and Windows 7. It’s definitely not that. Hope that helps.

PAX: Not one, but ALL precursors unlockable

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

If the Precursor Collection is as broken as the current Treasure Hunter Collection, we are not getting a precursor that way anytime soon. Buying a Precursor from TP would be way cheaper.

http://wiki.guildwars2.com/wiki/Sam

Non-berserker builds should be more rewarding

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Non-berserker builds actually are more rewarding. Not once in over two years have I joined a dungeon group in which berserkers didn’t get themselves killed somehow.

There were even times when I had to go get my cleric to keep everyone alive because they were too busy dealing damage to keep themselves alive. It’s kind of funny, actually. People play berserker to deal more damage, but you don’t deal any damage when you’re dead, do you?

I don’t think you should get more loot or anything for not playing berseker — that would be absurd. And besides, constantly reviving your “epic zerk meta” companions is already a lot of experience points.

One or two berserkers in my group maximum has proven to be a lot more enjoyable, and completely wipe-free!

This argument can go around in a blame-game circle.
Nonzerk Player: You died because you are running glass cannon zerker. Dead people do zero damage. Clerics can heal you and stop you from dying.
Zerker Player: No, I died because you are running cleric instead of zerker, therefore the team has less DPS. If you had brought zerker, the boss would be dead. Dead boss does zero damage. I would have survived if you were zerker too.

This is a conflict of beliefs, and I dare say both are right and both are wrong. I have seen zerker teams wipe before halfway through the boss’s health, meaning running something with more survivability would have been better. I have also seen teams wipe with the boss just at 1hp because one of them wasnt zerker therefore lowering the team’s DPS.

The truth is simple: Zerkers go with Zerkers best, and Others go with Others best. Mixing them is where problems start, because Zerkers expect the boss to be dead within a 20 seconds DPS burst(and have only prepared enough active defenses/self heal to last only as much) and die past that point. Others aim for the fight to draw out(killing the boss in a safe way) and have enough active defenses prepared for it(at the cost of lower DPS). They do not mix well.

So basically the people saying berserker is lazy are the ones who have likely never played it?

I have multiple characters decked out in Berserker gear AND with a glass trait setup. While it can be difficult in certain cases, and therefor can’t be described as “lazy” in all instances, there are just as many cases where it is just that. Rather… it is to those of us that perceive it that way.

Do I wish Berserker setups to be nerfed? No.
Surprised?

I feel the real problem is that there isn’t enough risk in being a glass cannon in this game. Challenge? Yes, in many cases. But not all. Active defenses can be used just as strongly on a zerker as a non-zerker character. Risk? Where is the risk? Glass should shatter and break if used by the unskilled or unwary. Yet we have none of that. The only thing that we risk in this game when we run berserker and fail is taking seconds or minutes longer at certain content. Which means next to nothing.

So for me personally it is not about the gear. Its about a lack of adequate risk vs. reward. Enemy AI is horrible. Consequences for dying almost non-existent. Poor game design where time spent farming for X amount of gold is more important than great, immersive gameplay.

There’s a simple way to fix the risk thing.
1. Increase damage for every foe in-game.
2. Increase the effectiveness of Toughness and Healing Power.

To such a point that people running Zerker gear get 1-hitted by almost anything.

Consequences:
1. “Skilled/Good” Zerkers will not be affected because they are “Pro” at perfect dodging and will never take a hit, so it does not matter whether the boss hits for 1 damage or 10 million damage, they will evade the attack regardless.
2. Nonzerks benefit from improved Toughness and Healing Power, therefore still maintain their current gameplay(increased damage from foes vs increased toughness effectiveness averages out).
3. Bad brainless DPS spam Zerkers get the boot. But they can go down two paths. They either
a) get better and become Skilled Zerkers
b) run something that is more appropriate for them to survive

Forcing bad players to become skilled is good for the game. Making Zerker a playstyle that is not “everyone can do it” is also good for the game, it creates build variety.

Where the Journey is the reward because...

in Guild Wars 2: Heart of Thorns

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

I like the sound of a game where I’m not the last one to get reasonable rewards. The rewards I can use to enhance my character during its journey through the game.

Since Ascended and Exotic equipment is so commonplace, I imagine you don’t refer to stats. This infers that you want rewards to make you look good on your journey? I get that. I like to look good on my way through a game, but it is heard of for the quality of a story, and the fun of participating in the open world to make me completely forget about what I look like.

On the other hand, in a game where the reward tends to be aesthetics, the journey for many tends to be the acquisition of those aesthetics, after which is it just game over?

Go on Trading Post. Search for “Keeper”. Try to craft a full armor of it. Commonplace. Thanks.

Mesmer Shield

in Guild Wars 2: Heart of Thorns

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Did anyone else see that Mesmer with Sword/Shield in the trailer?

PSA-Double XP is up!

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Does it affect Tome of Knowledge and Writ of Experience?
Does it affect Crafting Experience?
Does it stack with Experience/Birthday/Celebration Boosters?
Does it stack with Food/Utility?

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Temporary Waypoint Pass
Double click to use this item. Your next Waypoint cost becomes 0.
Duration of Pass: 2 Weeks
Can be found randomly in BLTC.

Permanent Waypoint Pass
Double click to use this item. Your next Waypoint cost becomes 0.
Unlimited Use.
Price: 1000 gems.

If you can pay 1000 gems for an infinite gathering tool, why not pay 1000 gems for infinite free waypoints?

Consider that an infinite gathering tool pays for itself in the long run because you do not have to purchase further mining tools. Its purpose is also providing you with more money(from the iron/plat/ori nodes you mine), and in the case of the Watchwork Mining Pick, even more money(from watchwork sprockets).

An infinite free waypoint item should also be welcome, as you would save money in the long run by not paying the waypoint cost.

Synching in Unranked Arena

in PvP

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

How is it done? I thought this was random, then i noticed i am facing 5 players from the same guild who are totally organized and destroying my team of randoms.

Damage Difference between Tiers and Stats

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

The wiki has very clear numbers for damage.

For example: An ascended weapon with power stats will deal ~6-12% more damage than an exotic one with the same stat combo.

Could you link me to where the wiki says that a White Berserker’s L80 Greatsword would do more damage than an Ascended Valkyrie’s L80 Greatsword? Thank you.

Damage Difference between Tiers and Stats

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

You will need to specify further, or you might not get the answers you want. For example, are the boons might and fury provided by the build (traits/skills/runes/sigils) to be included in the calculation?

Also, the answer will depend on the build (traits/skills/runes/sigils/profession). The ranking of armor sets on a thief might be different compared to the ranking on a mesmer, or even on two thiefs running different builds. The easiest way to show this is the precision cap: if a build gets to 100% crit chance, then further precision increase is wasted. As a results, sets with more power than precision will be more favorable with this build compared to other builds that do not max crit chance that easily.

Thanks, edited for clarification,

Damage Difference between Tiers and Stats

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

I am curious to see in terms of highest to lowest DPS, how do these gear compare?
Please order these from highest DPS to lowest DPS:

Zerker Ascended(Power+, Precision, Ferocity)
Zerker Exotic
Zerker Rare
Zerker Masterwork
Zerker Fine
Zerker White
Zealot Ascended(Power+, Precision)
Valkyrie Ascended(Power+, Ferocity)
Soldier Ascended(Power+)
Assassin Ascended(Precision+, Power, Ferocity)
Captain Ascended(Precision+, Power)
Knight Ascended(Power, Precision)
Cleric Ascended(Power)
Magi Ascended(Precision)
Celestial Ascended
Nomad Ascended(Nothing)

Please assume:
Ranger with Greatsword just spamming Auto-attack(No other skills)
No Runes, Traits, Sigils, Infusions, Boons, Quickness or other special effects.
Full Equipment of said tier and stats
Exclude any form of Condition Damage
Include Weapon Strength in calculations
(Edited: for clarification)

Essentially, I want to see if for example, somebody running Full Valkyrie Ascended gear would have DPS at least equivalent to say someone in Full Masterwork Zerker gear, etc.

(edited by Turtle Dragon.9241)

You really need to change RNG Anet...

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

The devs should adopt the following rules when creating new items:

1. If an item is Soulbound or Account Bound, there should be a Guaranteed method of obtaining said item. It can be a very difficult or very tedious method, but it needs to be guaranteed.
2. If an item can Only be obtained Randomly, then it should be Sellable on the Trading Post. It can become Account Bound or Soulbound after it is used, but should be sellable.

Because if an item can only be obtained Randomly and is Account Bound(not Buyable), no matter what the probability of said item dropping(even 99%), the possibility that a player Never obtains said item due to sheer bad luck still exists, be it a Veteran or New player alike. This is very bad.
Examples are Tequatl’s Hoard, Pile of Regurgitated Armor, Mini Gwyneferd, Carapace Coat Box.

(edited by Turtle Dragon.9241)

[Suggestion]Home Instance Zephyrite Chest

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Since we got a Lost(Found) Bandit Chest in our Home Instance now, could we please also get a Zephyrite Locked Chest in our Home Instance?
(The one that opens with Zephyrite Lockpicks)

[Suggestion] Give tomes inherent stability

in Guardian

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Tomes should never have been a transformation skill.
Tomes should have been just like ele Conjure weapons(conjures a book), except that you only get 1 copy in your hand(and no copies on the ground for friends to pick). You can keep the 180 recharge, Conjure Fiery Greatsword has as much and more.

Meaning:
1. You dont lose the ability to activate your utility skills
2. You dont lose the ability to activate your virtues
3. You keep the benefit of passive signets
4. You keep the benefit of passive virtues

only skills 1-5 get replaced on your bar, just like any Conjure weapons.

Right now, entering a tome means instant death if your opponents have conditions, because you have 0 ways of cleansing them(no, #2 of tome of courage does not work that way).

Point of No Return

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Point of No Return.

So essentially, if we leave GW2 after this patch, we will not be able to return?

-Any account that has not been logged in for the past 60days gets banned.
-Any character that has not been played in 30days gets deleted.
-Any character that has not been played in 15days gets their level halved.
-Any character that has not been played in 7days lose all of their skill points.
-Any character that has not been played in 24hours loses all 13 traits of a line chosen by RNG.
-Any character that has not stored anything in a specific bank tab in 24hours gets that bank tab deleted and loses everything in it.
-Any character that has not used a specific skill in 24hours has to relearn that skill.
-Any character that has not used a specific waypoint in 24hours has to pay double the cost for each 24hours they have not used that waypoint.
-Any character that has broken armor now loses that piece of armor permanently.
-Any character that has not swung a sword again cannot enter PvP.
-Finally, Any character that dies becomes the closest person’s mini, and is forced to follow and watch that person play while doing nothing, until someone else dies and takes their place.

Top 5 things Anet got wrong

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

1. Soulbound Mechanic.
If there is one thing that claims top spot in really bad design it is this, along with Account Bound to a certain extent. The general rule when creating an Item should be: If an Item is Soulbound or Account Bound, there should be a guaranteed way of acquiring it. If an Item is RNG, then it should be sellable on the TP.
See Weapons of the Sunless, Wurmslayer Armor and Mini Gwynefyrdd.

2. Unique Mechanic.
This mechanic serves no purpose other than frustrating players and providing a job for their Customer Support team. “Halp! I bought 2nd same ascended ring and no can equip.”

3. Keeper’s Recipes
Please check the cost of Keeper’s Recipes on TP, or try making full Keeper’s Armor and Weapons right now and tell me it isnt ridiculous. Making some skins(like Ghastly Grinning Shield) available for a limited time is one thing, they are just skins and look good, they do not affect gameplay. Making a stat only available through a LIMITED event on the other hand, that is truly horrible.
You are basically saying some players get an advantage over others because they can have a different set of stats unless other players are ready to shell out a huge amount of gold(worth more than a Legendary). Luckily, Keeper’s stats are pretty bad. Imagine for a second if that was Zerker stats and see the direction Arenanet went with this.

4. Aquabreather
A completely thoughtless mechanic, yet completely forgotten one. The Aquabreather replaces your Headgear while underwater. The true problem comes from they never made an Ascended version of it(Exotic only came recently too and with very limited selection of stats).

5. Stealth
This one is Self-Explanatory. This mechanic is badly designed for a good portion of the game. My ally just stealthed my whole team in PvP on the capture point. We couldnt get Revealed and we could not capture the point. Great, now we can grief our own team…

(edited by Turtle Dragon.9241)

Sanctuary

in Guardian

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

When looking at skills you have to consider every aspect of it. Many skills have effects that are usually overlooked. There are 3 things you also have to look at:
Before Engaging
During combat
Run Away
and then you also have to look at the situation you could end up in.

You should consider Purging Flames more as a self condition removal rather than a party condition removal(its range is pathetic for removing conditions from allies).
Purging Flames can be quite useful in WvW. The part you didnt mention is that PF is the shortest cooldown Fire Field a Guardian can have. Thanks to its short cooldown, you get to use it once before engaging when your commander says “Fire Fields and Blast” and then use it again during combat to remove conditions while burning foes.

In addition, conditions fly around a lot in WvW. If you are being chased by a zerg and are Immobilized and want to get away, you are going to pop your VoR(Absolute Resolution). Then what if you are Immobilized again? So then you are going to pop Renewed Focus while you are still Immobilized and wait for 2 seconds of Invulnerability, then pop VoR again? No, they will probably have caught up with you and destroyed you the instant your Renewed Focus is done casting(while you are still Immobilized). This is where PF shines. You use PF to remove the first Immobilized. Even if they reapply Immobilized immediately, you are then still inside the PF area, it will be a very short Immobilized and you can still get away.

You can consider Trooper Runes+Pure of Voice and Absolute Resolution deal with conditions very effectively, but that’s 6 points in Honor and 4 points in Virtues, meaning it is used for that very dedicated Guardian support builds(which does very little damage).
PF however, only comes at the cost of a utility slot to be effective as a self-condition removal, and can be included in any other Guardian builds.

Sanctuary is a pretty bad skill because of the long cooldown, but it has its niche in spvp(and sometimes in WvW). It can be used on top of downed opponents to give you a better chance at stomping them off, even in front of their allies. Admittedly, Stand Your Ground does a better job at giving you a better chance of stomping a downed enemy more often thanks to its low cooldown.

But there are situations where Sanctuary does the better job:
There are 3 active opponents and 1 downed opponent. By the time your stomping animation ends, even if you have SYG to guarantee your stomping is not interrupted, the 3 active opponents will have revived the downed one with F and your stomping will fail. That’s not the case if you use Sanctuary on top of the downed opponent. First Sanctuary pushes the opponents away from that ally, interrupting their attempt to revive. While you start the stomping animation, they will have to run to that ally again, and all 3 would need to have Stability at the same time to revive that ally in time(because you are stomping) or they will be pushed back again.

Another situation is having a Thief opponent and a downed opponent. The Thief will use Shadow Refuge and attempt to revive their downed stealthed ally. If you pop Sanctuary right on top of the downed ally(you know the location since downed players cant move), it will kick the Thief out of Shadow Refuge. Since Thieves have no access to Stability, they cannot return inside the Shadow Refuge to re-attempt a revive on that ally or they will get pushed back again. Meanwhile, you can continue to damage the stealthed downed opponent with other things to stop them from bandaging, and/or take down the revealed Thief.

(edited by Turtle Dragon.9241)

The Removing of Weapon Skins

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

The removal was thanks to the vendor running out of tabs, most believe. Hopefully they will return in a vendor revamp (I intend to pay attention to the PAX announcements to see if things like that are addressed).

Some of us don’t really buy that excuse, when they could have replaced each tab with a “double click to choose your reward” box for each set. Maybe they’re planning to do that in the future, but for now creating scarcity is the only reason that makes sense.

Or place a second vendor with as many tabs as the first one(for future weapons too).

Feedback on Item Drops

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

The purpose of Loot Bags is to completely bypass the Magic Find mechanic.
You see, Magic Find was supposed to be removed from GW2 completely, but they could not outright remove it. See below.

First they had gear with Magic Find as a stat. People complained about it because people with Magic Find gear had way less stats and were practically leeching(not providing anything for the team while getting better loot) off other players.

So they decided that the Magic Find should not be a stat that takes a spot on gear, so that players would contribute more to the team instead of having full Magic Find gear. But they cannot outright remove the Magic Find stat, because people would ragequit hard(this would be considered a nerf to loot). So they implemented a new mechanic, Luck. Everyone would have good-stat gear, and account-bound Luck.

But that never removed the problem of Magic Find’s existence. At high Magic Find, people were finding way too much good loot. They could nerf drop rates for all items, but then new players would be completely disadvantaged and never see anything good drop. The solution was simple: Loot bags. Loot bags do not take Magic Find into account. Everyone gets a loot bag when they kill the champ, and then get a random piece of loot, be it high or low Magic Find. At the same time, they added new exotic skins to the champ loot bags, so that people complain less(or do not notice) about the nerf to their drops.

The intent on making Magic Find pretty much useless can be seen very clearly in the newest content introduced, Silverwastes. If you pay attention, you will notice that Magic Find does absolutely nothing for players in Silverwastes, you practically never get any drops from Silverwastes, what you get is Bags of Gear and Rare Bags of Gear. Even the greens and blues come in bags now, because they would be turning yellow or orange if they were affected by Magic Find. That way, all players get blue and greens no matter what kind of Magic Find they have.

Meanwhile, players continue to grind Essences of Luck, believing they will get better loot by increasing Magic Find. It gives players one more thing to do for a very long time(the sheer amount of Luck needed to max Magic Find), and causes minimal effects to what the players acquire.

What is the barrier to entry for this game?

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Posted by: Turtle Dragon.9241

Turtle Dragon.9241

On the one hand I often see people praise the fact that you can play any profession any way you like. But then I see a lot of posts that say certain profs or builds are undesirable or downright useless at parts of the game. Are these just the general min-maxers or do you really have to alter your (possibly preferred) playstyle to be useful at endgame? Is it okay to play how you want and have fun or will it hold you back when you try to do group content/WvW/PvP?

You can play any profession any way you like, nobody can ever stop you from making and running even a very bad build. For a pretty large portion of the game, you do whatever you want. It really depends how you define FUN.
Is getting lots of Loot fun?
Is being useful fun?

Just Loot
For example, you can definitely do things such as Tequatl(big raid boss) and Silverwastes(end-game open world content) on a NAKED Guardian with a Staff, and only spamming auto-attack. You still get credit for kills, you still get loot(and often more loot than any other player), and those content have a lot of rewards.
Is it helping the other players around you who are doing the same content though? Absolutely not. But nobody can do anything about how you play for this type of content, nor will anyone really notice what you are doing(nobody has the time to pay attention to you, they are all concentrating on the task at hand). Additionally, nobody will even notice that you have no armor on(naked) if you are wearing an outfit.
You can easily get away with all of this, for this type of content.

Being Useful
Play how you want is also somewhat valid for WvW, provided you follow and remain among the large group of players(the zerg). Building Siege and placing Traps/Disablers has absolutely nothing to do with the armor you wear or skills you have, and you are doing something very useful for your team.

Max Damage
However, for other small group contents such as Dungeons, people have the right to kick you out of the party, and they definitely will when they see that you are not pulling your weight. Therefore, for dungeons, you have to build around for maximum damage.

PvP Builds
For PvP, running the meta builds is definitely the better choice when you start. Meta builds are optimized for the purpose they serve. Just think about it for a second. You are pitting yourself(inexperienced player) with a subpar build against another player(possibly experienced) with an optimized build. The winner should be obvious. You would stand a better chance at running the meta build, and try to compensate for the inexperience. So unless you really know what you are doing, learn and run meta build until you are pro, then do whatever you want.

Is this an Exploit?

in Bugs: Game, Forum, Website

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

https://forum-en.gw2archive.eu/forum/game/gw2/New-Mystic-Forge-Recipe

from what i see in this thread, it seems this is working as intended.

Is this an Exploit?

in Bugs: Game, Forum, Website

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

1. Open Gifts and get a lot of Snowflakes.
2. Mystic Forge 10 Delicate, 10 Glittering, 10 Unique, 10 Pristine Snowflakes.
You get 5 Giant Wintersday Gifts.
3a. Open those Gifts. You get a lot of Snowflakes back.
Repeat Step2 with the Snowflakes.
3b. You also get a lot of Beautiful Socks,Hats,Sweaters.
Salvage the Beautiful Socks,Hats,Sweaters into Ugly Socks,Hats,Sweaters.
Trade in the Ugly Socks,Hats,Sweaters for more Giant Wintersday Gifts. Repeat Step1.

You get a lot of Wool,Cotton,Silk,Linen Scraps in the salvaging part.
You also get a lot of Essences of Luck while opening gifts.
This can be repeated a large amount of times, possibly infinitely.

Please let us know if this is an exploit or working as intended.

[resolved]

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Your minis are in the Material Storage, not the Wardrobe Storage.

Lets talk about the new Gem conversion [Merged]

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Immediately before this patch: 10g = 70 gems.

Immediately after this patch: 10g = 57 gems (going off the 400 gem exchange rate).

They tampered with prices to make gems more expensive at exactly the same time as they removed the price history and made 400 gems the lowest increment you can buy in. Did anyone else see this? No other holiday event has had that big a fluctuation before.

Hey Tulki,

I wanted you to know I went immediately to see if I could get an answer on this, and don’t worry, there was no “stealth nerfing” of gem costs. What happened is a common occurrence with new builds: A whole lot of people made exchanges when the new build went live. And as you know the conversions are market driven.

So that’s why you saw the seeming discrepancy in the exchange rate. All is well, and it will continue to ebb and flow according to the volume of exchanges, as always.

I’ll explain where the discrepancy comes from clearly, so that everyone can see.

If someone wanted to buy 300 gems before, they would be converting gold into 300 gems only.

If someone wants to buy 300 gems now, they have to convert gold into 400 gems. That extra 100 gems gets factored into the supply vs demand in the currency exchange rates because the person bought 100 more gems that they do not need. And that is for EACH person. Let’s assume 500 people converted for the 100 extra gems that they do not need, that’s 50000 gems that was not supposed to be bought. That 50000 extra gems increases the gold>gem conversion rate by X amount of gold, hence artificial inflation.

There is a very good reason why Bank notes and coins exist in the following manner:
$1 coins, $2 coins, $5 notes, $10 notes, $20 notes, $50 notes, $100 notes.
1 $100 note = 2 $50 notes = 100 $1 coins

If i were to receive $100,
I dont mind receiving 2 $50 notes instead of 1 $100 note. I do mind receiving 100 $1 coins instead of 1 $100 note though, as it would be difficult to carry.

If I were to receive 200 gems,
I dont mind clicking a “100 gems button” twice to get 200 gems instead of clicking the “200 gems button” once. I dont mind clicking a “50 gems button” 4 times either. I do mind having to click a “1 gem button” 200 times though.

If i went to a store, and hand them a $100 note for a $20 purchase, and they tell me they are unable to return me $80 in bank notes but they will give me $80 store credit instead, i wouldnt purchase from them.

So please, reconsider your Gold > Gems system with just this tiny little change:
1000 gems
500 gems
100 gems
50 gems

I doubt anyone will complain about clicking the “100 gems button” 4 times instead of clicking a “400 gems button” once…

Ascended Aquabreather

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Ascended Aquabreather

Is there a way to get one yet?
Is there ever going to be a way to get one?
Can I have full ascended armor please?
Can I please not have -5AgonyResistance while under water?
Can you please make one available?

Mixing Armor Weights

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

it’s a thematic/stats thing.

Prety sure heavy armour gets more in the way of defensive stats, cloth in offensive, and leather in the middle ground.

And also, can you imagine a thief in heavy armour? Wouldn’t exactly be very stealthy and agile.

We are not talking about stats, just skins.

Ceremonial Plated Outfit on thief = heavy looking thief. Buy it, wear it.

Heavy armor warrior is way better than thief when it comes to running away, anyone who stepped in WvW can tell you that much.

And also, can you imagine a bow shooting rainbow ponies?

[Suggestion]Removing Armor Weight(Wardrobe)

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

It would be a great idea to remove Heavy/Medium/Light armor restriction for transmutation(looks) purposes only.

Reasons to remove this restriction:
1. It brings incentive for players to buy more Armors from the gemstore. For example, I dont play any Medium Armor classes, but I really like Magitech Armor in the gemstore. That’s one sale(among many) that you are not getting.

2. Arenanet selling a lot more Transmutation Charges would be a direct result of that.

3. Ancestral Outfit can already make characters look Light, Shadow Assassin Outfit can already make characters look Medium, and Ceremonial Plated Outfit can already make characters look Heavy. Removing the restriction would add a lot more variety to character looks. Not everyone will buy Outfits, but many will buy the full armor set for just 1 piece(out of 6) that they like.

4. The claim that you should recognize an enemy’s class immediately is not valid for PvP anymore, because Standard Character Models has been introduced in the last Feature Pack anyway.

5. Clipping issues wont matter, because we currently already have armors that clip with even themselves. People will always look for what looks good and what does not by themselves(and everyone has different tastes).

6. It would make many players would be happy. Those who dont like the idea of mixing Light and Heavy armors can just stay the way they are. Players tend to like Freedom of Choice.

I think it would be a good idea by now to learn this from your player-base:
Restrictions that serve no purpose is what kills a game.
Wardrobe and Account Wallet removed restriction, and made players happy.
Trait-locking and Skill-locking added restriction, and made players leave.

Please consider the following:
A Guardian player will never craft the Legendary Shortbow because Guardians cannot equip Shortbows. If that Guardian was planning to convert Gems>Gold to make that Shortbow, that’s quite a lot of money that you did not make there.
Players have been asking for more weapon-types for each class(Guardians with Longbow, Eles with Pistols). Therefore, this is another restriction that I encourage you to consider removing in the future though the implications are higher(new skills for each new weapon for each profession).

Collections Ascended Accessory Re-obtainable?

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

So from what I have seen so far from a video, and been asking people around, the new Ascended Accessories such as Faolain’s Blossom or DeLana’s Coinpurse cannot be re-obtained ever if you happen to destroy them? Because the achievement is once per account and once you get the chest, it’s over.

Players have been asking for a way to salvage Ascended gear such as Rings for a while now. Instead of making that happen, what we get is more Ascended gear that cannot be salvaged and take even more bank space. And we have to keep them because if we delete them now we will never be able to get them back later. Great.

The BEST thing about this update

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Items with skins applied through the wardrobe now use the name of their skin.

The End.

9th Profession Theme ideas?

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

We are still missing a profession that can use Bows and Staff at the same time.
No profession can currently equip Dreamer + Bifrost.

We need the Rainbowmancer.

Might-Why No Healing Power?

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Maybe make it only increase “outgoing heal” to allies, just like Aquatic Benevolence.

1% per stack of Might would be good, given the 25 cap on Might, you get a 25% increase(Equivalent to Aquatic Benevolence at 25 stacks of Might).

If there is an issue with the Trait and Might effects stacking together to be OP, put a cap on maximum of 25%(?) increase on the “outgoing heal”.

Or make a whole new Boon that increases Healing Power by 35 per stack(25 cap).
Or make a whole new Boon that increases outgoing heal by 1% per stack (25 cap).
Or incorporate an additional effect of increased % “outgoing heal” into Protection or Vigor.

[Suggestion]Preview Finishers on Gemstore

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Since we know that previewing Finishers is possible with the latest blog,

Please allow us to preview Finishers from the Gemstore, before buying them. I shouldnt have to preview Finishers on youtube before deciding if it looks good or not before buying them.

Thank you.

What are 3 features that you wish the most?

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

1. Ascended Aquabreather
2. Ascended Trinkets with all the other existing stats
3. 500 Jeweler and Chef

Please No Profession Loot

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Hi everyone,

The article about profession system only presented the idea behind this system and we generally don’t give precise details about these systems unless these details are needed to understand the idea. In this case we can’t share details but we want to reassure players that they’re not going to see changes in loot so visible that some components are going to “rain” or they’ll stop seeing loot variety. It’s more complex than that.

The adjustments to the loot system are fairly subtle and the goals are that, after a certain time, your characters will effectively have more components you can use. So it may take some time for you to see a difference, or not, but it’s not going to feel like a very visible change each time you loot a mob. We want players, in particular new ones or those creating alts, to more often be able to use the items they loot directly or get something that is relevant to their profession. It does not mean that you’ll get less varied loot overall. We’ll keep monitoring the changes to kitten its affects.

Thanks for your early feedback!

Does this mean that it will affect level 80s?
EDIT: I hate to derail your post, but I’d really like an answer on this. The initial blog was very vague, and I’d like some clarification. Thanks for responding to our feedback

Let me translate this for you:
It is exactly the way we think it is getting changed, that is it will affect everything including level 80s. But they cannot say it out loud, otherwise there will be an uproar with the community.

So they are going to implement it the same way we all expect it to work, except that they are just telling us it is “not what we think”, so that by the time we get enough research data on new drop rates(by comparing previous drop data with the new ones) to confirm it was exactly as we predicted, it will have been too late for players to uproar and ask for a rollback(because it will have been implemented for a while into the game by then).

Therefore, expect the expected nerf to your drops.
Note: If my post gets deleted, at least we will be able to confirm that I am right on this.

tl;dr
Drop rates are getting nerfed but we are being told they are not.

DO NOT change the dungeon owner system

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

1. Wait for someone to roll swamp.
2. Enter his party with a friend via LFG tool.
3. Kick him from party.
4. You and your friend start at swamp.

The person getting kicked wont even know what hit him, wont even know who to report because party members are not registered anywhere(unlike in GW1 when you had a “recent party members” list) and party chat get wiped the moment you leave/are kicked from party(not that we would have told him anything before kicking him anyway). He wont even know to block you or anything. Completely defenseless.

Now you want to apply this same method to Dungeon sellers among other things. They wont even know what hit them(or rather, they will know what hit them, but never who hit them). Can also be used on anything that says “at final boss” in LFG tool, such as parties with people who rage quit AC P2 for fast rewards.

Arenanet says this will be a bannable offense. But not really, because to be banned, you would need to get reported. To get reported, people need to be able to know your character name/account name, let alone type it.
Bring a character named Áæç Éüèöé Çéïì and let’s see them type that and report you.

Brainstorm: Key Discussion Points

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

I have to say this: When you start something, see it through to the end!

Example:
Ascended Aquabreather has been missing for over 8 months. We were told the FULL ascended armor was introduced, it’s not. The Aquabreather replaces your current helmet when going under water. If you are not going to implement an Ascended version of the Aquabreather, then at least remove Aquabreathers from the game and let us use our current helmet’s stats(and runes) instead. If something cannot be made, then scrap it clean and replace it, dont just leave it at that, halfway implemented and incomplete. That would make everyone more than happy.

Small things like this that seem unimportant to you or that you tell us “will happen” might actually have an huge effect on our gameplay. Look at the Blade Shards case. People have been holding onto them for months because they were told we would be able to trade them in for something valuable later. After a whole month, they were worth just a dozen bunch of greens.

Same with Ascended Trinkets with different stats. We were told we would get these over a year ago.
Same with SAB. We were told we would get purple and red versions of the weapons from World3&4. Almost a year since we’ve seen SAB.
Same with Precursor Scavenger Hunt.

These are the type of things that make players lose faith in Arenanet, that is halfway implemented stuff that never get completed. It also shows unprofessionalism. They might be very small things to you, but they are very impactful on how we feel about(and spend on) you.

Communicating with you

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

My feedback, and I hope you read:

I would like to ask why Ascended Aquabreathers still dont exist. You decided to release Ascended Armor, but cant even introduce the last piece of Armor. If it is that difficult to implement such an item, then please eliminate Aquabreathers completely and give us our current helmet’s stats while underwater. Everyone would be more than happy with just that. Instead, this has been left in a state of incompleteness for over 8 months.

I would also like to ask why Ascended Trinket with a long list of known stats(such as Carrion and Valkyrie) still dont exist either. This was promised by a dev in February 2013.
https://forum-en.gw2archive.eu/forum/game/gw2/Missing-Ascended-Stats-Bug-or-Intentional/first
We dont like to keep reminding you of this kind of missing stuff, but after 1.5 years, i think it is about time to.

Green must be a Commander Tag color

in WvW

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Because the Red Commander will be concentrating on taking stuff from Red, the Blue Commander will take stuff from Blue and Green will take Green.
One of the 3 colors wont be used on your team per week because you are that color for that week, but Green must become a possible color.

Yellow or Purple can be used for other stuff such as Offense and Defense, while the tag which is your current team color is could be used for Havoc(if you are playing Blue, Blue tag becomes Havoc Squad etc).

We need Green tag. It is unfair to not have Green as a tag color when WvW uses Red Blue Green as team colors. Please add it. You said “Command the Rainbow”. There is no Rainbow without Green.

Arenanet has always shown favouritism towards the Green team. Green is the strongest of the 3 teams in any WvW matchups, they have the hardest Keep to cap(most easily defended) in EB, they even get overpowered healing Trolls in EotM, and they also get the awsome bug that stops anyone from capping the Green Keep in EotM because the Champion that summons Earth Elementals fails to spawn inside the Keep. Now we wont even get a matching Commander Tag color to attack Green.

(edited by Turtle Dragon.9241)

This Warrior trait is better

in Profession Balance

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Necromancer:
Hemophilia
Adept. Bleeding Duration increase by 20%

Elementalist:
Serrated Stones
Adept. Bleeding Duration increase by 20%
Ember’s Might
Adept. Burning Duration increase by 25%

Thief:
Potent Poison
Adept. Poison Duration increase by 33%

Mesmer:
Master of Misdirection
Adept. Confusion Duration increase by 33%

Guardian:
Radiant Fire
Master. Burning Duration increase by 20%

Engineer:
Napalm Specialist
Grandmaster. Burning Duration increase by 33%

Ranger:
Nothing
Unplayed. Deleted Duration increase by 100%

Warrior:
Deep Cuts
Adept. Bleeding Duration Increase by 50%

I just wanted to mention that Deep Cuts is better than all the similar traits of the other professions. This topic is now about how Eles are so OP because they get 2 Duration increase traits in their Adept tier.

[Guardian] Stationary Spirit Weapons

in Profession Balance

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Suggestion: Make Spirit Weapons Stationary.

AI is the biggest problem of Spirit Weapons. Let’s remove the AI.
Give us Stationary Spirit Weapons. Commanding stays the same. They can still be destroyed. This will make Spirit Weapons a bit more like Engineer Turrets.

Stationary Shield of the Avenger
Stays the same. If the Shield does not move, we know where to stand when it is placed. Commanding causes Weakness to any enemies inside the AoE.

Stationary Bow of Truth
Let’s face it, this skill currently really sucks. Make it removes 1 condition and heal for 357hp every 5 seconds from anyone within its AoE. This is comparable to Mesmer’s Null Field, except that this effect can be destroyed, only ticks once every 5 seconds(but over 20 seconds) and does not remove boons. It should at least remove 1 condition from every ally within the AoE the moment it is cast. Of course it can be Commanded to trigger the AoE heal(being Stationary will finally make it be close to your allies instead of the Spirit Bow being behind the enemy lines!). While you are at it, make it scale with Healing Power.

Stationary Sword of Justice
Causes damage and Bleeding every second to any foes within its AoE. Command to do a lot of damage to foes within the AoE. Improvement for Condition Guardians defending a point.

Stationary Hammer of Wisdom
Applies Chill every second to any foes within its AoE. Command to Knock Down foes within the AoE.

Then add the trait to make them follow you instead(if you really want them to follow you), just like Ranger Spirits.
There could also be a trait to make them Ground-Targeted on cast(possible to simply add this extra to Consecrated Grounds).
With the new AoE effects, change A Fire Inside(applies Burning on hit) to a long duration Burning to foes within the AoE when Commanded. That way even Spirit Bow can apply long duration Burning when Commanded(currently does nothing because Spirit Bow never hits enemies, along with Wrathful Spirits)

(edited by Turtle Dragon.9241)

/age of account without a precursor drop

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

The highest number in your account name determines the probability of ever getting a precursor.

If 9 is the highest number in your account name, your chances of getting a precursor drop is divided by 9.
etc.

If you manage to get an account name ending in .0000, the game gives you a precursor on every drop because it cant divide by 0.

Until last Fri, 5,210hrs in 631days without a precursor.

Then Zap dropped in WvW.

You made this up. You cannot have had 631 days last Friday.

(edited by Turtle Dragon.9241)

/age of account without a precursor drop

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

3551 hours, 631 days, no drop.

Precursor did not drop from loot or mystic toilet.

Looking for GW2's most beautiful locations!

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

The Royal Terrace of Divinity’s Reach.

Attachments:

Suggestion: remove underwater combat

in Guild Wars 2 Discussion

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

The designers dont seem to care one bit about Underwater combat.

They introduced Ascended Armor, but cannot even be bothered to introduce an Ascended Aquabreather into the game (which is a piece of your armor and replaces your helmet’s stats while underwater including the rune!) to complete the underwater Ascended gear set. Before you say this is unimportant, there is a whole fractal that contains only underwater combat!

Incomplete mechanics either need to be completed or removed. Either make it so we get an Ascended Aquabreather, or we use our land helmet even while under water. But no, they just have leave it at that.

Guardian Wishlist 2014

in Guardian

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

Scepter#1
Projectile Finisher(or at least 20% Projectile Finisher). If it hits from far away like a projectile, gets reflected like a projectile and looks like a projectile, it is a projectile.

Spirit Weapon Hammer
Causes Chill on hit. Guardians need some soft CC.

Spirit Weapon Bow
Shoots arrows at enemies instead. The arrows bounce up to 3 times between allies and enemies. If the arrow hits an enemy it causes Crippled(more soft CC). If the arrow hits an ally it removes a condition.

Tomes
Tomes should work like Conjured Weapons, but only into the Guardian’s hands, Instead of currently being a Transformation, where you lose all Utilities and Virtues, along with all Virtue Passives or Signet Passives.

Feedback: I think this was a mistake

in Living World

Posted by: Turtle Dragon.9241

Turtle Dragon.9241

I’ll be blunt.

In my opinion,
Moving to a release every 2 weeks instead of every month for the Living Story was a mistake.

1. The Living Story content was quite buggy because it was tested for 2 weeks less than regular schedule.
2. Many people complained about not having enough time to complete the Living Story because it was only available for 2 weeks at the time.
3. People are now complaining that there is currently nothing to do. You are not releasing anything at all, and some of the people who are complaining about nothing to do include those who did not have enough time to complete the Living Story because each update was available for only 2 weeks.

It feels like this:
I give you 1 week’s worth of food right now. You are to eat it all right now because I will remove what you did not consume tomorrow. Then you will not have any food for 1 week.
There’s no way you can consume 1 week’s worth of food in 1 day, and in 1 week you will very likely be in a very miserable condition. Rushing all this content in your mouth at once and not providing you with anything for a very long time is a bad decision. Giving you a bit of food everyday would have been a better decision, clearly.

If you had kept up with the release schedule of every month,
People would have had 1 month to do each Living Story Release. We would currently still be enjoying the Living Story(granted we would get a later reveal of Mordremoth) instead of complaining about no new releases.

I hope you learn from this and can organize a better schedule for the next Living Story.