Showing Posts For Umut.5471:

Combo Fields & Finishers?

in Necromancer

Posted by: Umut.5471

Umut.5471

We need blast finishers for condi necro as well. (staff/scepter-dagger)
Staff #4 is a blast finisher but requires to be triggered. We need at least one without trigger requirement. For example it can be scepter #2.

Rate the Necromancer look above you

in Necromancer

Posted by: Umut.5471

Umut.5471

8/10 nice and fitting color harmony, but looks kinda elementalist-ish with these cof pauldrons.

I use both black and white color template with a rotation when I want some change but generally prefer white(celestial) to fit legendary staff. I want tequatl weapons badly for my black-green(abyss) color template :/

Attachments:

"Magic Symbols" animation (for necros only).

in Necromancer

Posted by: Umut.5471

Umut.5471

I support this thread, nice ideas. As a caster class, necro’s skills are far behind elementalist’s skills in terms of visuality.

What EXISTING weapon would you like on Necro?

in Necromancer

Posted by: Umut.5471

Umut.5471

we really need a weapon with 1200 range and power based aoe skills. like a power version of staff with well marks. it can be both longbow or greatsword.(you know mesmer can use gs as a ranged weapon, necro can do something similar to it. why gs? because gs always gets the best skins)
looks like they aren’t fixing condition cap issue so we need power based aoes instead of conditions. also so many players whine about conditions, this can reduce condition usage of necros as well. all power weapons are single-targeted and don’t have 4x aoe skills like staff, plus they are melee. this is main thing that a power necro lacks in wvw or world events.

(edited by Umut.5471)

[Merged] Your opinions of the LFG tool

in Guild Wars 2 Discussion

Posted by: Umut.5471

Umut.5471

They should remove class icons from lfg list to prevent elitists, and seperate every section to looking for group and looking for member tabs for a tidier and easier to use ui.

Extra mob aggression /w conditions+toughness

in Bugs: Game, Forum, Website

Posted by: Umut.5471

Umut.5471

ANet do not want invincible bunkers in SPVP, because it is more fun for the spectators when the capture points are flipped often. And so defensive stats become useless in PVE, because the fights with mobs are all attrition fights.

Yes this is the problem. Personally I don’t want better tankers or bunkers in pvp/wvw as it would break balance in pvp. Just distributing mob aggros evenly between players in pve would be enough for so called tanky builds. And a solution for this condition cap, for condition builds in pve would be good. You can hardly deal a little damage to champs or bosses in world events.

Suggestion: Upgrade Your Servers

in Suggestions

Posted by: Umut.5471

Umut.5471

We are dealing with this in wvw from the start of the game. Still no solution.

Trading Post - Search bought/sold items.

in Suggestions

Posted by: Umut.5471

Umut.5471

They have to fix overflow/query timeout issue in “Items I’ve Sold” section first.
It generally returns no results on first try. You have to swap between categories for a while to see actual results.

Immobulus

in Black Lion Trading Co

Posted by: Umut.5471

Umut.5471

I have one in my bank(to sell it later) but after mf patch it’s bugged somehow and turned to soulbound. I’ve noticed this after seeing this thread.
I will use it on my ele if they don’t fix it to be sellable again. It’s stats aren’t changed by default as you say, it wants you to select its stats manually. (Which will make it account bound)
If they fix It and make it sellable again I can sell one in tp

Attachments:

(edited by Umut.5471)

Extra mob aggression /w conditions+toughness

in Bugs: Game, Forum, Website

Posted by: Umut.5471

Umut.5471

Toughness aggro is meant so that your party can have a tanker (like Guardian) and the glass cannons are somewhat safe.

Unfortnately Toughness, Vitality, Healing Power (, Boon duration and Conditiondamage) are really weak stats. The only worthy stats to stack are power precision and critical damage. Anet develops the system so that only berserker is viable.

You are right. If there was a proper tanking and healing(monk) system this would be useful for tankers, but with more than 3k defense, pve mobs and bosses can still do 10-12k hits. And invasion veteran mobs can still do instant burst kills to players with high defense.
So If we are dying nearly as fast as berserkers in pve, they should make mobs to distribute their attacks evenly among all kinds of players. Basically you get defensive stats to improve your survivability, but it just makes you die much more than glass cannons plus you get less loot. It’s really annoying when a group of burst killing mobs attacking only to you while berserkers just stay there safely with full health and get more loot/reward than other builds, you can see this example yourself in scarlet’s invasions or in fractals. This must be fixed as there’s no “real” tanking system. The game must give non-berserk builds a chance to be viable in pve. In wvw or pvp other builds are viable, but these issues encourage us to use berserker builds in pve. Plus they require berserkers in many dungeons.

(edited by Umut.5471)

Suggestions for new lfg tool

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Posted by: Umut.5471

Umut.5471

Elitist and idealists will always exist with current system too.
They will pick the classes they want with the current system anyway. (because classes are visible in lfg tool)
What I suggest is just for preventing lfg listing chaos. Current listing mess won’t prevent them to hand-pick their members, they can still look for single players lfg and hand-pick them. But this will make it messy for normal players which are majority of the game. It’s just an ease of usage thing. What you say is can only be solved by removing class icons from lfg tool.

Pls reverse the In-Combat Slowdown

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Posted by: Umut.5471

Umut.5471

Simply avoid being hit and you will not have this issue.
The slow-down only applies if you are actually hit after all.

Good luck avoiding risens… They teleport to you and drop pbaoe under your feet.
And they get aggroed from a great distance.
If you don’t have a dodge/endurance build, you will enter combat somehow.
They can’t kill fully geared characters, yet constant combat slowdown is annoying while travelling. I only enjoy travelling when I’m playing with my thief, nearly perma-stealth ftw.

Suggestions for new lfg tool

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Posted by: Umut.5471

Umut.5471

Please add 2 seperate tabs “Looking for members”, “Looking for group” for each lfg category.
When players start to use this tool heavily, there will be a chaos in the list without seperate lfg/lfm lists for each dungeon or activity.

Also instead of just being an open world category only, please add seperate permanent section for server-wide wvw, so we can find gang roaming/zerg parties in any border before actually entering the map. (due to the queue problems)

Extra mob aggression /w conditions+toughness

in Bugs: Game, Forum, Website

Posted by: Umut.5471

Umut.5471

From what I recall about AI spading, monsters seem to prefer characters with higher Toughness. Most condition builds tend to run +Toughness gear (Rabid), while Berserker minimizes Toughness.

This can be true because I use toughness along with my condition builds as you say.
But isn’t it still annoying ? This just makes players with toughness some kind of fall guy.
And also it encourages players to use berserker in pve which is already commonly used.
Mob aggression must be evenly distributed among players instead of insisting on just one player in party. Their hp bar isn’t even moving while I’m kiting and fighting all the mobs…

Toughness and Vitality > We are the best

in Necromancer

Posted by: Umut.5471

Umut.5471

Warrior effective base health: 21284
Necromancer effective base health: 18372
Engineer effective base health: 16265
Ranger effective base health: 16265
Mesmer effective base health: 15082
Guardian effective base health: 12518
Thief effective base health: 11652
Elementalist effective base health: 10805

As for “best tankers” were far from.

Warrior and Necromancer both have 18372 base hp.
Warrior has heavy armor, necro has ds life pool. So their tanking abilities are nearly the same. But obviously the best tankers are guardians despite their hp.

http://wiki.guildwars2.com/wiki/Health

Two Shatterers?

in Bugs: Game, Forum, Website

Posted by: Umut.5471

Umut.5471

Well, they are kralkatorrik’s(crystal dragon) minions. So there can be many of them.

Extra mob aggression /w conditions+toughness

in Bugs: Game, Forum, Website

Posted by: Umut.5471

Umut.5471

Mobs generally get extremely aggro’ed against condition damage dealing players among the crowd in world events or dungeons compared to direct damage dealing players.
Berserker builds deal much more damage, but mobs constantly attack and prefer condition-damage dealing players as their targets. Please look into this issue, make them attack evenly to all players. This can be annoying in dungeons like fractals, since the boss only follows and attacks you while other players just attack safely.

(edited by Umut.5471)

Why is there a condition cap anyways?

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Posted by: Umut.5471

Umut.5471

They don’t have to remove the cap in PvP or WvW or conditions like Vulnerability. Just the Bleed cap from PvE mobs.

Yeah, passive debuff conditions should stay at 25 stacks, but obviously damaging conditions need seperate stacks per player in pve.

Why is there a condition cap anyways?

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Posted by: Umut.5471

Umut.5471

Its balance to a degree as well. Take the current condition heavy meta at the moment. Now instead of on 2 necros stacking stuff on you to 25 they can put 50 stacks total. Can you imagine the backlash that would bring. Everyone would run conditions then because no removal in Tyria could shed them quick enough to make a dent.

Well, If it’s a balance why I can deal huge 30k damage(gs hb) to champions/bosses with my zerker build warrior with one skill?
2 zerk warrior can deal much more damage in much shorter time-span. And its currently available. If we had seperate 25 stack limits, condition builds would be able to be used as an alternative to berserk damage builds with low dps/high damage over time.
This issue is just obligating players to play as berserker only in pve. I’m talking about pve, not about pk/pvp areas btw.

(edited by Umut.5471)

Why is there a condition cap anyways?

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Posted by: Umut.5471

Umut.5471

I don’t think it’s because of balance. This way berserker builds get the loot when condition builds just struggle to deal a condition. If it was about balance there would be physical direct damage limit too. I think it’s because of the game’s condition bandwith system. It must be rewritten from head to toe.
Every player must have his own 25 stack condition space to deal damage freely.

Condition builds are useless in new content

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Umut.5471

I agree that condition builds are useless against some things, but Necros…

…why don’t you just defend the turrets from Risen? Your marks would be very useful there.

I don’t get why everybody insists on wailing on Taco when there’s plenty of other roles to fill.

The problem is not only tequatl, it’s in every crowded pve area or event.
For example scarlet events and champions, world events of all type, dungeons if there’s more than 1 condition build etc.
For tequatl, yes I help others by defending turrets when I’m at necro. But if I need to hit/deal damage to the boss in some section of a world event, the problem begins…
I’m not just talking about tequatl btw.

(edited by Umut.5471)

Condition builds are useless in new content

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Posted by: Umut.5471

Umut.5471

It is pretty bad to be a necromancer on Tequatl. My first memories on old Tequatl were of barely ever bent able to get bronze, until the damage threshold requirement to tag the event and to get gold were lowered.

1. Staff only has one skill that hurts Teq, but it is poor damage and is really our only ranged option. Only staff 1 even hits him.

2. Tequatl might as well be immune to conditions, since your conditions are cleared after one tick due to how the condition cap works.

3. Power builds rely on crit % for most of their DPS since auto attacks are really slow. But Teqatl is immune to crit. No quick attacks Except for dagger.

4. Minions get 2 shot and have long cooldowns.

5. Obviously having no/few defensive skills or vigor doesn’t help. Necromancer stun breaks are terrible/long cooldown, which means that Teq’s super long fear destroys the class.

6. For whatever reason well of blood is a light field, not a water field, which means that the healing support you can bring isn’t wanted. (Also you have few or no finishers)

There are more reasons. Time to Reroll?

Necro’s weapons really not very good vs Teq….

Weapon breakdown:
Staff: 1200 range but only one skill work
Scepter: 900 range but condition damage
Dagger MH: best direct damage but melee, hence can’t stack with other to gain combo
Dagger OH: condition
Axe MH: direct damage, 600 range, crappy dps. For stacking vul which is capped.
Warhorn: melee
Focus: for vul stack and boon stripping

Really hard to choose. Best thing we can do is trait for wells.

As a necro player as main, I can say that power necro is garbage compared to condition builds.(due to the necro’s condition weighted mechanic) But the problem is, 25 stack limit for all players in the area is very limiting for condition weighted characters. It must be removed from pve at least. Personally I use dot builds on my warrior and thief too, because its my playstyle..
why am I obligated to play as berserker only?

Every player needs his own 25 stack sized condition space to be useful for other players and get loot/reward on his own. Even without a condition stack limit, dot builds are already inferior to berserker builds when it’s about getting loot, due to low dps/high dmg over time. For example, a zerg kills a champion in 4-5 secs, that means your 16s bleed can’t deal its full damage in this timespan. What I mean is, a condition build is already inferior about getting loot/reward, at least stack limit must be removed and every player should have his own 25 stack limit to make it fair for all kinds of damage builds.

Condition builds are useless in new content

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Posted by: Umut.5471

Umut.5471

Do you really expect to only use one build to the same effect no matter what content you are playing?

Wouldnt that be boring?
You should be happy that its so easy to change builds in this game.

If it was that easy it wouldn’t be a problem, but switching all the gear, traits, utilities to just participate in a specific event is too hard and time consuming. I’ve made a suggestion about build preset system to change builds quickly.

Thread : https://forum-en.gw2archive.eu/forum/game/suggestions/My-concept-of-build-preset-system/

Have you gear grinded enough for Tequatl?

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Posted by: Umut.5471

Umut.5471

It’s not grinding, everyone can easily obtain these items. If you aren’t 80lvl or don’t even have dungeon armors with some ascended trinkets it’s your problem. So, do you want arenanet to spoon-feed you and give everything at the character creation ? What will be “the goal” to play this game then ? Why do you want to kill tequatl then ? With the same logic, isn’t it grinding by gaining aps or trying to get ascended loot by killing tequatl?

Condition builds are useless in new content

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Posted by: Umut.5471

Umut.5471

Not in just new content, It has always been useless in pve if you aren’t soloing.
Condition stacks must be per player. So, I mean every player must have an opportunity to deal conditions up to 25 stacks. With current system, berseker/power builds get the reward/loot while condition builds try to deal even a small amount of damage desperately. You aren’t helping others if you can’t deal damage as well. Current dot system is broken in crowded areas and dungeons.

How to fix Meteorlogicus for Everyone

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Posted by: Umut.5471

Umut.5471

Besides bugs, I’ve expected longer lightning footfalls. It doesn’t have aura, special trail effects or long footfalls, this is why I’m not crafting one. (i even had a storm before the patch, but i was disappoined after seeing short footfalls and sold it) I need a legendary scepter or dagger but both are lacking good effects. I think I will just wait for new legendaries. Current ones are clearly greatsword biased, other weapon types clearly don’t have greatswords’ attention in both skin design and effects.

[merged] Will race change be available ever?

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Posted by: Umut.5471

Umut.5471

since it will impact directly on your personal story and achievements, I don’t think so,

No it can’t impact achievements, it will be just like deleting a character. if you delete a character with fully completed story, its achievement will still stay. Storyline will be resetted/wiped on race change but achievements will stay. It will be just like creating a new character(the same class) with a different race after deleting old one, only difference is your level/map completion/gear/class will exist on the new character.

[merged] Will race change be available ever?

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Posted by: Umut.5471

Umut.5471

race change IMPOSSIBLE
get over with that

It’s not impossible if arenanet wants it. It’s impossible because arenanet doesn’t want this feature for now. But even for 2500 gems tons of players would still buy it, this is a huge income for anet. (assuming many players will buy these gems with credit card)

[merged] Will race change be available ever?

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Posted by: Umut.5471

Umut.5471

Personal story or home instance isn’t a problem. they can just make it work like a character “reincarnation” with zero personal stories completed, zero memories of the character’s previous life. basically you will start from your new race’s home instance as a 80lvl(or whatever your level is) without any stories completed. your map completion and gear will stay. i don’t think this is that hard to code, it must be because of their policy.

But…why would you want to do that? Maybe I am just the type to be particularly involved in stories and characters, but to me that sounds like just starting over at a higher level. (plus if you want to work it in like “reincarnation” i think that your level would probably at least change somewhat! it must be disorienting in a new body.) I think it’s possible to start over and transfer gear if you are interested in that, that way when you do get to level 80 on your new character you can wear whatever you want and be an Asura while doing it.

If you don’t care about storyline and don’t want to level/complete whole map again this can be a valid point. Otherwise ofc we can always open a new character and level & complete the map with it. But it’s kinda hard and boring to start over. Actually None of my characters have more than lvl 50 story missions, I level them in wvw.

[merged] Will race change be available ever?

in Guild Wars 2 Discussion

Posted by: Umut.5471

Umut.5471

Personal story or home instance isn’t a problem. they can just make it work like a character “reincarnation” with zero personal stories completed, zero memories of the character’s previous life. basically you will start from your new race’s home instance as a 80lvl(or whatever your level is) without any completed stories. your map completion and gear will stay. i don’t think this is that hard to code, it must be because of their policy.

(edited by Umut.5471)

Evil-looking new legendaries

in Suggestions

Posted by: Umut.5471

Umut.5471

Perhaps, if we could freely dye our weapons whatever colour we wanted with the dyes we have unlocked on each character, that might solve a lot of the problems (not the lack of particle effects, however it may just solve the “needs more dark/evil weapon skins” because like, who wouldn’t love to be able to change the colours of their weapons to match their armour XD

This is a better idea, there were suggestion threads about dyeable weapons; however, with their current policy I don’t think they will add such thing. Custom dyeable weapons would solve all kinds of aestethic unity problems of players. But, they have to make particles of every type, and aura effects of legendary weapons dyeable too. It mustn’t be only for the skin itself.

Who is this pretty girl ? :D

in Guild Wars 2 Discussion

Posted by: Umut.5471

Umut.5471

Doesn’t matter, has boobs.

It seems I struck oil with my Molten Pick

in Guild Wars 2 Discussion

Posted by: Umut.5471

Umut.5471

That means cursed shore will be invaded soon, I’ve found so much oil reserves there.
Poor risen…

Too many scrolls of knowledge

in Guild Wars 2 Discussion

Posted by: Umut.5471

Umut.5471

I have a suggestion.
Let us combine 4 scrolls of knowledge at the forge for “scroll of experience” which gives us 1 level. one character can only use maximum 10 scroll of experience.

Evil-looking new legendaries

in Suggestions

Posted by: Umut.5471

Umut.5471

Yeh, that would actually be pretty nice,

I could see a dark staff surrounded in black mist that leaves distorted cracked up afterimages of the staff when its moved around and such, then the projectile attacks could be made into dark blackish glowy balls of doom that bring death upon our enemies XD

Actually, I really just want more staff skins with some sexy particle effects, so far the only ones I know of are bifrost and the super skin, (I hate the super skin and have no patience to grind out 2 months for bifrost, go figure) even just a mists/foefire version of a staff would be great ^^

Yeah, the game lacks staff and dagger skins. I have the bifrost but I actually wanted a dark themed legendary staff for my necro. Most of players prefer evil/dark skins instead of rainbows, flowers, unicorns etc. Dark themes always have more serious and powerful look. For example just imagine trident kraitkin as a staff skin, with black smoky aura and footfalls. This is why half of legendary weapons are twilights

Also apart from legendaries, some weapon types really lack of skins with good particle effects. The boldest examples are dagger/staff/warhon skins. Also some weapons have better exotics than legendaries for example shortbow/longbow (aether). Addition of skins with particle effects of all color themes is needed for exotic/ascended rarity.

(edited by Umut.5471)

Evil-looking new legendaries

in Suggestions

Posted by: Umut.5471

Umut.5471

Please add evil & dark themed legendary weapons to the game. We need more weapons like twilight for other weapon types. New tequatl weapons are nice, just keep adding new dark/gothic themed weapons please.

Remove fractal frequenter from monthly

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Posted by: Umut.5471

Umut.5471

please remove daily completionist, not all of us like to do dailies, and while you’re at it, please remove wvw kills because not everyone likes wvw, and monthly event participation, I don’t like to do events, also the jumping puzzle, 12 jumping puzzles are too hard…

Other achievements aren’t specific to just one thing. They tell you to do jumping puzzles you want, but not telling you to do eternal jp specifically for 10 times. They tell you to do events but they do not tell you which event to do. So why can’t we choose a dungeon from all dungeons instead of fractals ? There’s really no point to do fractals if you already have your ascended stuff. You can still complete your “monthly dungeon completionist” in fractals, nothing will change for you. But we’ll have freedom of choice this way.

Light/Medium versions of radiant armor

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Posted by: Umut.5471

Umut.5471

Please add light and medium versions for achievement rewards. Their current designs only suit to heavy armor with metal plates. The problem is, they don’t go well with light armor, it needs to be made from cloth etc.. I want to use radiant set with my elementalist, but as you see there’s no option to fit these on a light character. Please add different designs(variations) of radiant/hellfire armor for light and medium armor classes. For example cof armor has the same theme on light/medium/heavy variants, you can just add variations with the same theme like this example.

(edited by Umut.5471)

Remove fractal frequenter from monthly

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Posted by: Umut.5471

Umut.5471

Please remove fractal frequenter from monthly achievement as it’s a specific dungeon and not all of us want to do it every month just to complete achievement. Add a more generic achievement in place of it. For example “x times dungeon completions” without specific dungeon restriction would be better.

Interchangable Legendary Effects/Weapons

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Posted by: Umut.5471

Umut.5471

That would be good, I want to use my bifrost with a necromancer theme…
No skin change is needed, just add an extra blackish color template to choose and some more aura options like lightning, blue glow aurora, greenish toxic cloud etc. So I would be able to combine green toxic cloud with black color etc. for my preference.
This system will work just like stat selection window of legendary weapons. You will select a color template and an effect template, that’s it.
At least they have to give us an opportunity to exchange our legendary weapon for the same type legendary for once when new ones come out. For example Staff for Staff Gs for Gs etc..

(edited by Umut.5471)

Pls reverse the In-Combat Slowdown

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Posted by: Umut.5471

Umut.5471

Slowdown must be completely removed from pve, mobs like risen are so aggressive so we can’t travel without being slowed down. I don’t want speed buff, just remove the slowdown and it’s fine. It must stay in pvp/pk areas though.

October 15th balance/skills updates preview.

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Posted by: Umut.5471

Umut.5471

Please make condition builds viable in pve areas. It’s so hard to get loot/event reward because of 25 stack condition limit. If there’s already 25 stacks of bleed on a mob, there’s nothing you can do to this mob. This makes you useless in pve. This is also why necros aren’t so preferred in dungeons etc. Please fix condition stack problem in pve. Thanks for your great work.

Improve material refinement speed please

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Posted by: Umut.5471

Umut.5471

Inscriptions, dowels, weapons etc. can be crafted quickly. But refined items which we need to craft in large amounts(for example planks/ingots etc.) are crafted really slowly which makes us to wait for long times afk. Please make refinement craft speed equal to inscription/weapon/dowel crafting speed.

Infinite storage for account bound mats

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Posted by: Umut.5471

Umut.5471

Account bound mats can’t be sold, and most of us save them for future use.
For example, I have 33 stacks(33×250) of bloodstone dust and I don’t have any more space for them.(even if i have fully unlocked bank) It would be better if we had a wallet-like infinite count storage option for non-sellable craft mats. Badges of honor were wasting too much space and it was fixed with the introduction of wallet system, now it’s the same for account bound mats. Can you please improve craft mat storage limits ?

Strong Mobs vs Numerous Mobs.

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Umut.5471

Stronger mobs with more health = 25 bleed/condition stack limit = No loot/reward for condition builds

They have to fix this problem first, otherwise “numerous mobs” is a better option.

Fix our legendary please

in Bugs: Game, Forum, Website

Posted by: Umut.5471

Umut.5471

The Bifrost’s footfall effects aren’t updated too, it’s still hardly visible and so pale.
They have to make them more visible and intense.

The Bifrost: Updated the effects and texture to be more detailed and vibrant, enlarged the footfall effects, and added a new projectile.

All Legendary Items should be Account Bound

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Umut.5471

Legendary weapons must be account bound and require more gameplay effort instead of being gold/in-game money heavy. Because no one I know buy their legendary with gem to gold conversion, they buy gold from 3rd party sellers. Arenanet should improve their measures against 3rd party sellers and/or make legendary weapons non-tradeable.

Items I've sold - No Results problem

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Umut.5471

The usual problem is simply the market database is timing out, it’s taking to long to build a list of EVERYTHING you ever sold. The solution to this is select one of the other queries, wait 5-10 sec and try the Items I’ve Sold again.

You wouldn’t be getting the TP at all, other than a frame, if you were having a firewall problem.

Yeah, this is what I actually thought at first. Then, they have to limit records shown at “Items I’ve Sold” section, so “no results” bug due to query timeout would be fixed.
I’ve read some posts about granting firewall permissions, this is why I’ve tried to bypass firewall. So, consider this as a bug report please devs.

Legendaries tradeable, Ascended are not

in Black Lion Trading Co

Posted by: Umut.5471

Umut.5471

It’s because Anet makes money off of legendaries from people that dump $600 bucks on the game and get an instantly Legendary.

They’re not prestigious at all.

Yea, that’s about 1,600 gold.

And it is still prestigious, it shows that they are rich enough to drop $600 on a vanity item in a video game.

It’s actually much cheaper, about $200-250. (according to my buddies with legendaries ^^)
It wouldn’t be a big problem if they had to buy gems from anet/ncsoft then convert them to gold. It would cost more so they would stay rarer and prestigious.(plus arenanet would make more money) With this way if you have a job + mid to good salary, $200-250 is nothing compared to farming all day for 2 months. The problem is, prestige items need to be obtained just by playing the game with serious effort. If a player doesn’t spend his 2 months to craft this item, he mustn’t have this item. Real money must stay out of prestige items. At least, if this is not an option, only gem to gold conversion should be available for real money spenders. So they would need to pay much more if they wanted to buy with real money. Arenanet should improve their measures against 3rd party gold sellers, this the real solution if they don’t want to make them non-tradeable.

Legendaries tradeable, Ascended are not

in Black Lion Trading Co

Posted by: Umut.5471

Umut.5471

It’s because Anet makes money off of legendaries from people that dump $600 bucks on the game and get an instantly Legendary.

They’re not prestigious at all.

Most of them buy their gold from 3rd party suppliers, not from gem conversion.
How can anet make money off from this ? or do you mean they supply gold to other sellers ?
Anyway legendaries lost their prestige because of instant-buying with real money.
I know ppl with 10 legendaries…