I don’t think we need a master title. I think we need individual titles that actually reflect the content that requires skill and/or dedication.
Most of the Living Story meta achievements have had titles, which I’m totally fine with. It’s part of the reward. However, when we get (non-exploitable) content that only a small part of the player base is going to complete, either because of skill level or time commitment, there haven’t been titles. Examples:
Mad King’s Clock Tower
Faster Than Light
Personal Space
Unfriendly Skies
Light Up the Darkness
Invasion Canceler
SAB Tribulation Mode
I agree that I wish there was a way to get rid of the skin color bleeding through. The lore explanation is all well and good, but I shouldn’t have to use a makeover kit to get rid of a color on my armor.
Considering the current SAB is designated as Story Mode when you first enter, there’s a possibility there will be an Explorable Mode at some point.
Armor would be a good guess as to what the reward would be.
Two things that make whip useful, IMO:
it collects baubles at range
if it’s still possible, stun-locking when you’re in a group totally trivializes most fights
A side note is that crafting will evidently not get you all the way to 80 right now.
Three of the eight crafting professions have been increased to 500 and the other five have not. The experience granted by crafting was reduced to spread out the intended 10 levels to the full 500 tier, but that tier is inaccessible for most crafting disciplines. Supposedly, doing all eight crafting professions will only get you to around lvl 65 at the moment.
I have not verified this in-game, I’m just passing along posts I’ve seen here on the forums.
As to why it’s there, IIRC, a dev posted a while back saying that it is to prevent TP bots from spamming sales, so if you make ~10 sales in less than a minute, it gives your account a cooldown on making further sales. It can be annoying, but at least the cooldown is only about 30 seconds. Honestly, I don’t mind the limitation if it somehow prevents gold sellers from abusing the TP.
It’d be nice if the error message was clearer and actually told you that you had exceeded the 10 sale/minute limit, or if the sell button just had a cooldown timer on it.
Does anyone know if there’s any reason to keep the Positional Relay Beacon and its three components?
IIRC, the devs posted a long time ago that they are working on implementing dual sigils for 2h weapons, but that it is an issue with core programming that will take quite a bit of time for them to fix.
I wish the search function worked so I could find it for you.
Vick, did you bother to read my post or just the title?
-SNIP for being obnoxious-
Yes, I read your post in its entirety, and responded (diplomatically, I think) that I wholeheartedly disagree, for several reasons:
This is an MMO; not everything should be solo-able.
The game has already had its difficulty drastically reduced in several areas, including Orr and dungeons.
If it was fun, people would be playing it!
You cannot refute that simple, basic and plainly obvious argument.
And yet, the statement is overly simplified. Even if content is fun, if it lacks incentives, the majority of players will ignore it to play content that actually rewards them. It may not be logical, but psychology isn’t always logical.
I don’t believe that lack of population is entirely to do with difficulty. IMO, it is also influenced by incentives (and lack thereof). If you recall, Orr was not deserted when there were meaningful incentives to play there. Those incentives were nerfed (first was karma trains being nerfed, second was event farming being nerfed), and therefore the zones are now less populated again. Yesterday’s patch introduced new incentives, so we may see a pick-up in population again.
Living Story content (with the notable exception of Scarlet’s invasions) has really removed most of the player population from the general PvE world, because the new content is instanced and/or limited to a very small area of the game. Therefore, a large chunk of the population of the server is condensed into that small area.
As a final note, I will also observe that many people complain on these forums about PvE being far too easy in general, which directly contradicts your request that the difficulty needs to be reduced further.
TL;DR: Now I’ve read your post twice, and I still disagree with you about reducing PvE difficulty. Buff unique incentives in each zone, rather than reducing difficulty.
We’ve been getting a similar bug in WvW where no one in our guild (including the guild leader) can claim camps/towers/keeps/etc.
Five pages so I do apologise if it has been asked before. I had completed my monthlies.
Completed JP, Master items, group events and Champion kills. Also completed events so I basically finished 5/4. If veterann kills were there orginally I would have completed that too. I received the monthly award, now that I am back to 2/4 do I get this reward again? Or was the award I received removed and I do not notice?If you’d completed the monthly’s as set by Anet on 1st September – the system regards you as having done Septembers round even though Anet reset the targets with the update on Tuesday.
The bottom line is – the system’s already awarded you laurels (and remembers that) so won’t give you any more until the new monthly’s are set in two weeks time :P
Not true. The monthly reset on Tuesday allowed people to be rewarded for September’s monthly twice. I verified this with a guildie of mine who received the reward twice.
I’m getting incredibly tired of these ridiculous bugs.
This time, it not only affects the monthly item rewards, but also affects the achievement leaderboard, as anyone who crammed their monthlies into the first few days got up to 70 extra achievement points that are now totally unavailable to anyone else.
So, even if it is just a small margin, now we have a leaderboard that doesn’t have everyone on a level playing field.
That’s just peachy.
Honestly, transferring wouldn’t be nearly as much of a concern if it actually blocked the player from WvW for a week like it was originally supposed to.
It doesn’t, and therefore, transferring is abused.
I would honestly be very disappointed if ANet made the PvE world any easier. It is already far easier than it was in beta, and further downward adjusting would be unfortunate.
I don’t necessarily need it to be a finisher, but if Gust could be altered somehow to make it more effective akittens current function, that would be nice.
If it could be changed to a small cone effect, perhaps something similar to Mesmer’s GS #5 on a smaller scale, that would make it far more useful, IMO.
It would also be nice if Gust were more usable anywhere other than flat terrain. As it is now it does not react well to changes in terrain between the user and the target. I’m not suggesting that it be unblockable, but right now hitting a target with it is difficult at best.
On the other hand, if we’re going with long-shot suggestions, if ANet wants to replace Gust with Unstable Nova and Black Hole, that’d be fun, too.
+1
I’d love to see some of the GW1 armors brought forward to GW2.
Yea it’s amazing isn’t it?
Now we can pick berserker stats and change to berserker stats when we do other content.
lol. I wish this wasn’t so true.
I would be totally OK with additional time gating if ascended gear could do that.
Anet needs to play some decent console games and learn how to present their story better. The techniques are interchangeable.
I hear that SWOR has the best story telling of any MMO ever made precisely because it was high end and done very much like single player rpgs. The big downfall there is that it takes a ton of time to put out high end content like that and you lose your playerbase by the time more of your high end content is ready for release…
-snip-
SWTOR’s storyline was very well done, but once you finished the personal story (or whatever they called it), I don’t remember there being any emphasis on story continuity. IIRC, the content updates had back stories, but other than all being tied into the ongoing war, I don’t recall them tying updates together into a cohesive whole.
In any case, I think ANet is learning as they go, as would anyone. They’ve been trying new ways of presenting the story with each update, and it has been getting better. Once they start fleshing out their characters more, I think they’ll find their golden formula rather quickly.
This is a recent change that ANet made to graphics settings. If you increase your graphics settings, it will fix this for you.
Under your graphics settings, it’s controlled by the last two options before you get to the check boxes. I can’t remember offhand what they’re called (something about character models and character quality). These two options used to be just for WvW, but now affect PvE as well.
Hope that helps…sorry I can’t remember more details.
i got my dusk in the mystic toilet 2 days ago and all ihave left to do is my exploration (literally) i am on 49% and i feel like i have been doing it for an eternity.
No, you’re doing it for a Twilight. :P
Seriously though, doing exploration one map at a time, rather than spamming several in a row, would be my suggestion. Also, switching up what region you’re working on helps, too, as the enemies and areas you’ll encounter will be superficially less similar.
Getting anyone to disengage and run away to fight another day can be a victory. Running away still happens in a zerg vs zerg environment, and while I would prefer to crush them under my heels, sometimes even zergs turn tail and flee.
If we all gave loot for running away, WvW would just turn into a hilarious case of chase-the-zerg. A zerg becomes a cloud of skritt burglars. Funny to watch, but I don’t think it would be very effective in practice.
I like the seppuku idea for the downed state, but I don’t think it should deny loot. Denying the enemy the chance to rally would be enough, IMO.
I think GW players would love capes that were similar to their GW ones.
I main an Ele, so I would love a back piece with an effect that was reactive to what attunement I’m in. I don’t know how much appeal that’d have for the other 7 classes, though.
Ninja Turtle shell!
A glowing black/purple crystal from the Shatterer.
Tails. For the humanoid races, this could add a tail to the body model. For Charr, this item could totally change the aesthetic of the tail, similarly to how the CoF armor does.
Fog Machines. Admittedly, this sounds odd, but I want a back item that doesn’t have a physical appearance. Instead, it creates a white/black mist around the entire character model. I’m picturing something similar to Liadri’s darkness cloak.
+1 People have been asking/hoping for this since launch.
The only people that would probably get upset about it would be those who spent money on Abyss and/or Celestial dyes on multiple characters. Heck, I have multiples of those unlocked on my characters, and I still support this.
Honestly, with your first suggestion, my first impulse is to say that dueling and GvG have no place in WvW and those people just waste space that prevents players who would play WvW as intended. But, on the other hand, I don’t care that much.
The second suggestion would be absolutely game breaking with the possibilities of servers spying on each other constantly. It’s bad enough that server transfers don’t block WvW access for a week like they were originally supposed to, but we don’t need to make it easier for people.
All they’d have to do is make the mini Jennahs forge-able. It wouldn’t be game breaking since you have to have a character for a year before you get one. It’s not like they’re farm-able.
I believe the devs posted in another thread recently that they’re working on something like this.
Makes me wish the search function worked so I could find the post for you.
I doubt ANet will allow the various cities to remain unused permanently. Exactly how they will use them will be very interesting to see.
I think the part about preventing corpse scouting is a good idea. Burn the corpse = corpse player’s screen goes black.
The two obvious exceptions should be the world map and mini map. The world map should be an exception because the player needs to be able to wp, and the mini map should be another exception so the defeated player can see if friendly forces are nearby to resurrect.
I don’t think it should automatically send the player back to spawn, and they should be rez-able if their team can get to them. The places where players can be rezzed through walls and other obstructions just need to be fixed. Right now, exploiting those spots is part of the WvW meta.
The Terrace is permanent. The Royal Passes are temporary in an attempt to get players to spend gems repeatedly for ‘convenience.’
That said, the Royal Terrace is totally useless, IMO.
There are plenty of places that have all of the crafting stations and necessary merchants that are easy to get to, and some of those places are even more convenient than the Terrace.
I’m really not sure how the Royal Pass even made it past the initial brainstorming session and into the gem store. This is the one item I’ve seen in the gem store that really hasn’t made any sense.
EDIT: I take it back…the swim speed booster doesn’t make much sense, either.
thats the perk of dual wield.
double sigils
double infusions
the perk of a 2 handed weapon is very high auto attack dmg.
maybe they let us infuse the rest of our current ascended gear to and be over cap for the next bunch of lvls. it can only go so high.
No, not even close. Sorry.
Very high auto-attack damage? As a way to balance a missing sigil? Even IF the high damage was the case (which it is not for most classes), it wouldn’t balance the build options with a second sigil slot.
Sure, but how about we have max-tier aquabreathers and a meaningful improvement to underwater combat abilities first?
Underwater combat is fun, IMO, but very limited when compared to normal combat.
The increase in gem prices just acts as a gold sink, while people who purchase gems now get more gold if they decide to convert.
This is a concept a lot of people seem to miss.
Right now, I’d imagine the gem store is the biggest gold sink in the game, especially with all of the re-released items currently on sale.
Add SAB to the Activity Rotation Permanently
in Super Adventure Box: Back to School
Posted by: Vick.6805
From the way Colin described it in one of his posts, it sounds like the SAB is intended to be a recurring event, similar to Halloween or Wintersday, rather than a permanent activity, like Keg Brawl.
I don’t think the transmutation stones themselves are the issue. The real issue is the cost of gems for in-game gold, at least as far as I’m concerned.
After the Gauntlet and Chaos arcs, and re-release of some awesome stuff in the gem store, gem prices have skyrocketed. Because ANet continues to release new items that people want in the gem store at very short intervals, the gem price hasn’t really had a chance to settle and/or decrease.
Unfortunately, it also isn’t in ANet’s best interest to do anything to reduce gem prices from a business standpoint, because the more gems cost in gold, the more tempted people will be to spend real money. I don’t intend this to be critical, as I really can’t blame ANet for maintaining the demand for gems. Just stating the situation as I see it.
The major benefit of the soaring gem prices is that hopefully the gem store is draining a large chunk of the excess gold that’s floating around the game.
There’s a random champion ram in the Krongar Pass portion of Timberline Falls, SW of the Kyesjard PoI and up on the cliffs. Unfortunately, he’s not guarding anything.
Can we at least get a reason why Celestial is losing stats? Everything else is changing to a new stat type but keeping its overall weight allocation.
Celestial is going to just lose stats. Nothing given back just bye bye. Is there a reason for this? Was the gear considered OP?
I suspect this is because the combat stats were already balanced. Since MF doesn’t affect combat, and you already have all of the other stats, you’re really not losing anything.
MF does effect the weight of each stat on the gear. This is why Traveler’s, explorer’s and Wayfarer’s have less “combat stats” than other 3 stat combos because magic find is included in the calculations of how much stats each piece gets.
This is also true for celestial.
for example if we assume that the stats on tri stat gear are worth 34/33/33 points respectively, making each piece of gear have a set value of 100. And the stats on celestial are weighted at 12.5 a piece (8 stats). Taking away one stat now weights that armor at a value of 87.5 No longer at 100.
See what I mean?
I do see what you’re saying.
With the three-stat gear, MF definitely does need to be replaced with another stat, and the devs have said it will be (by letting you choose a stat combo from another equivalent type of crafted gear).
Because ANet gave us Celestial gear so recently, and they knew that the MF change was coming, I am making the assumption that the other stats were already weighted so that they would be balanced even after we lost MF. Using your example, I’m thinking of it as if the current Celestial gear has 8/7 or 114ish% stats and are being reduced to 100%.
That’s the only justification I can think of as to why ANet wouldn’t be adjusting them even slightly, but the devs have also not said anything to verify it. It’s just personal speculation and giving ANet the benefit of the doubt at this point.
Unfortunately, while ANet continues to explore ways to give players incentives to explore the world, the current living story seemingly takes the entire server population and sticks everyone in one zone (and its overflows) for 45 minutes out of every hour.
That doesn’t leave much time for people to explore elsewhere, and it really does make the rest of the world feel barren.
I think after this particular Living Story event ends, the world will start to feel populated again.
On a more general note, I agree with all of the people who posted before me who stressed the importance of finding a good guild. It really does make a huge difference.
I am really hoping for 9 more Queen Jennah’s so each of my characters can have 2 !
lol
I don’t mind the free mini, but I was honestly hoping I could forge the extras and maybe pick up a mini I didn’t have to make it even better. No such luck.
Can we at least get a reason why Celestial is losing stats? Everything else is changing to a new stat type but keeping its overall weight allocation.
Celestial is going to just lose stats. Nothing given back just bye bye. Is there a reason for this? Was the gear considered OP?
I suspect this is because the combat stats were already balanced. Since MF doesn’t affect combat, and you already have all of the other stats, you’re really not losing anything.
Hey all, no worries, we got you covered.
Weapons, armor and trinkets with magic find will become account bound, lose their current stats and will gain the ability to be double-clicked to select one of several stat options depending on the item.
For example, if you have an Explorer’s Pearl Staff, you can now double-click it to change it to any other crafting stat.
We will have a blog post about it with more extensive information as well, keep an eye on the website.
This sounds good to me, but I do have one question:
If I am able to double click my MF weapons to change their stats to any crafted combination, isn’t that going to introduce a very convenient sidestep to the time gating on Celestial gear?
The gilded infusion is the most useful utility infusion, IMO. The amounts of gold you loot from typical mobs is low, but any increase spread over hours of game play will add up. Also, increasing gold looted is harder to do than buffing karma and experience gain.
Karma stacks up incredibly fast at higher levels, and there isn’t much to use it for in large quantities (Legendaries are one).
Experience also stacks up quickly, and unless you’re a Mystic Forge addict, you’ll have more skill points than you can use, especially with champs dropping skill point scrolls as often as they do.
As you noted, MF infusions are probably being removed, so they’re no longer really a consideration.
Just my thoughts on it. I’m sure there are differing opinions.
Ayrilana, this issue is more about FoTM than sigils.
It’s still def an issue with sigils though. I’ve always thought it was odd that 2h weapons didn’t get 2 slots. IMHO they should.
You’re probably one of the many who don’t understand how sigils work. They only affect that weapon’s skills. The exception being stacking sigils.
123 is right hand, 45 is left hand. 12345 is both hands for 2h weps. Balanced.
No, unless the wiki is completely wrong, sigils can proc from any of your skills, including utility and toolbelt skills. The only exceptions are phantasms and turrets. Refer to the on-critical section and the notes at the bottom of that page.
Other than having slightly higher damage ranges, the lack of a sigil on 2h weapons is in no way balanced, IMO.
I’m not too sure I like what Nintendo is today
Having been a Nintendo fan from the NES through Gamecube eras, I agree.
However, we have Miyamoto (and his teams) to thank for some of the best games and game series Nintendo has produced, so you can feel justified in supporting the tribute.
Having them be account bound is still bullkitten, IMO, with all the same arguments that were voiced with the implementation of Celestial gear. I guess it’s not worth repeating them here, since it never got changed for the Celestial recipes.
The MF stat on Celestial gear is more of a bonus…all of the stats are already balanced around not giving too much of an advantage, so I would honestly expect that the MF stat is just going to be removed.
How could they compensate for a non-combat stat that’s being removed on gear that already has all of the other stats represented?
The only thing I can think of would be just giving people who have Celestial gear some of the account MF consumables to make up for it in a permanent sense.
I was stuck at 4/5 for several invasions as well. When I finished an invasion I hadn’t previously done, it suddenly updated to 5/5.
If you’re not at 13/13 yet for the other achievement, it may be worth a try.
I went through the whole list on the wiki just last night and ended up stuck at 37/38.
I re-jumped all of them, even ones I knew I had already done. I also know I completed both of the ones that supposedly don’t count (Karka Hive and Labyrinthine Cliffs), because I have those achievements.
I’ve seen this bug reported now for a long time. Please please please fix it.
I’ll enjoy any character that actually gets fleshed out and we see some sort of resolution to their story. Scarlet certainly has potential. Rox and Braham might, too, although GW2’s heroic NPC characters have a tendency to fade into the background and be lackluster and/or irritating. Tybalt was a notable exception.
Unfortunately, so far, the living story has just barely gotten started, so all we’re seeing is set-up for (we hope) bigger and better things in the future. Once most of the living story characters are established, I’m hoping for much more impactful, suspenseful, and less predictable storylines.