[Currently Inactive, Playing BF4]
Magic find works. http://sinasdf.imgur.com/
Ever thought that there is another person, or heck a dozen more people out there who think just like you and are trying to make money on the TP with your methods?
Why do you automatically assume that there are ‘bots’ on the outpost.
I understand you don’t like being stuck with misspelled names like Uzzuumakki Naruku or Jamezzz Bond
I honestly wish they would ban the use of names like that, triples letters especially. If you want the name of a certain character and you get it first, good for you. But if somebody else got it first, it’s just plain petty doctor the name to get your way. I’m sick of seeing crap like XxXLegolasXxX.
What, you don’t like my char named XxX420AlLYoUrL00tSBeloNgtOmE#YOLOSWAG?
Sorry but not everyone is an RP’er
Also new ascended gear from the laurel guys need them. I don’t see the price changing for quite some time.
The ectos for ascended gear won’t matter – the laurels are what matters. People will rather do the guild missions.
Pro-tip: If you have a guildmate or a friend in the zone, party them, zone in the server and right click on their portrait and you can join them on the original server.
#notanexploit
This doesn’t always work, areas can fill to the point that it won’t allow anybody else in, even through party invites.
Alternatively, and my guild just did this last night, you can have someone camp an overflow. A guildmate missed The Claw by being pushed to overflow, and volunteered to stay in that overflow for three hours until he respawned. He systematically invited everyone in the guild to the overflow just before The Claw spawned. Apparently as overflows age they tend to clear out, and our little guild had a dragon fight all to itself, no guests, no lag, it was glorious.
People really need to think this through. Is it worth waiting 3 hours for a dragon in order to get, on average, 2-3 rares?
I agree all of a sudden overflows for every event on my server… which is not even a high pop server… I missed 3 events today due to overflows so this is getting old really quick…
There needs to be some sort of prioritization of locals or something, granted before we were transferring to other servers for event ect and there was never a problem.. It just feels like something changed rather recently…
They lowered the popution limits for those zones in order to deal with the lag/crashing.. They haven’t released any information on this, but it’s obvious. Yesterday evening I ended up in overflow #2 for my server. That has never happened before.
As I mentioned before, if you are able to party up with someone on that map on the original server, you can right click on their portrait and join them.
Right now it’s very hard to open it up since the pre-events are somewhat bugged.
In order to open up Gates of Arah you need to start of at Meddler’s Waypoint and escort Warmaster Chan to Anchorage.
The problem is, immediately after he leaves camp, at the second wave, you have Risen Nobles who drop AOEs that do MASSIVE damage. Unfortunately I believe it’s an oversight by the devs and they buffed them way too much. If the NPC’s die too much, they lose morale and the chain has to start over.
It’s still possible to fight this – you just need a big enough zerg to kill those mobs/fear/cc them before they put down their AOEs.
It’s hard though to gather up a large enough zerg that is willing to wait for the event (which is only at a 10 minute timer)
As I mentioned earlier, I think globs will go up again. Just look at all the complaints about guesting and lag at chests.
Arenanet HAS to do something.
Yesterday, they decreased the population limit in these zones so much that there are as many as two overflows being generated for people on the same server.
They may further implement further changes, such as chests being account bound or reducing rewards.
Why should someone who is inactive lose their name? Yeah they could have quit, or they could be taking a break or is overseas on business or on deployment.
You can’t get your desired name – tough luck
While I agree with you for general inactivity…. perhaps Anet will one day release all of the names reserved on permanently banned accounts.
I don’t think it’s worth the effort or time to design such a system that would allow that – let alone test it. The people who simply want such a feature is such a minority that they’re better off investing efforts in improving the game.
Just look at the #’s.
-How many % of the total population in the game has been perma banned?
-How many of those were bots and probably have meaningless names, like zyrcxx or beherhe?
-How many of those non-bots had generic names that would most likely be in demand
All in all, very, very few.
Ectos are going to go up. I envision Arenanet is going to fix guesting a bit – perhaps limit chest farming to account
What, do you expect that the chance of a precursor increases with more tries?
I’ve thrown over 300g worth of GS but I stopped back in November. I learnt my lesson and just outright bought the precursor or get it to drop.
Why should someone who is inactive lose their name? Yeah they could have quit, or they could be taking a break or is overseas on business or on deployment.
You can’t get your desired name – tough luck
Pro-tip: If you have a guildmate or a friend in the zone, party them, zone in the server and right click on their portrait and you can join them on the original server.
#notanexploit
It’s not a bug, it’s to prevent spamming the server.
Not sure why you’re getting all worked up over it – if you wait 20 seconds you can spam it again with 7-10 items before you get the message again.
it’s Anet man.. They have no logic on economy. Better make the game anti-social
GG
What is your suggest Mr. Economics? Keep travel waypoint costs as cheap as a lvl 1 should have?
Or keep them as expensive as a lvl 80 would have?
Or better yet, free waypoints for everyone! I’m sure everyone would prefer that over inflation!
There was free instant travel in GW. Did that break the economy?
Maybe if they were the same game you’d have a point – but they’re totally different
: OTHER THOUGHTS
#4: Bring back the old scaling system
Ideally, I’d love if this whole system was scrapped and put back to the way it was for the past 6 months. Now, I understand that the old system wasn’t pefect. Countless times I’ve seen people fail to get loot because they couldn’t tag a mob taht died in less than 1 second. Well, why did they die so fast?
Problem: Mobs had insufficient HP to deal with zergs
Solution: Buff up Mob HP. The old system had an appropriate scaling system up until a certain point. I think you could add more lvls above lvl 84 which will just add more HP to the mob.
Problem: Waves were all clustered together, making it possible for players to wait at a spot and aoe one very small area.
Solution #1: Spread out the waves so that mobs are not clustered together and instead ‘fan out’ or are not clumped together. For example, both penitent and shelter currently have four spawn points that have 5-10 mobs spawn from. Unfortunately, they’re all clumped together. Instead, at pen you could have 10 spawn points but have 2-3 mobs spawn from those and arrive at the camp all spread out.
Solution #2: Have waves spawn simultaneously so that it splits the zerg up. The more simultaneous waves, the better and less spiking
#5: Champion loot is terrible
Problem: The time it takes to kill the champ is not as rewarding as tagging a wave of mobs.
Solution: Make it so that the champ drops not necessarily better loot, but the same # of loot that tagging 5-10 mobs would bring. I.e. Killing one champ will make me loot 2 heavy moldy bags, 50c worth of trash, and maybe a blue and green. This will make it worthwhile to spend time on the champion.
IN CLOSING
That’s all the suggestions I can think of at the moment and I hope the folks at Arenanet will look at this and take these points into consideration. I love this game very much up to this point, and I’m afraid that these changes from the Feb patch will make me move towards other games. I play for fun and I have a lot of fun grinding out gold and farming. But now that this area is removed from the game, I’m having trouble finding other things in the game that are fun for me.
This game was built on playing how you want to play and I hope Arenanet continues to build this game with that mantra in mind.
Some people like to do dungeons and do fractals and cof1 farms
Some people like to do open world exploration and wvw
And some like me find fun and relaxation in grinding/farming. Heck, I’ve met all of my in-game friends through farming shelt/pen.
TLDR:
-remove champions or replace them with veterans
-let waves spawn without having to kill champions
-fix scaling – champions spawn even when we have insufficient #’s to kill them.
-bring back the old scaling system please, but add some improvements:
-increase mob HP
-introduce more spawn points to spread out mobs rather than clustering them
-have waves spawn simultaneously
I will repost what I made in my other thread here:
Preface
After having a full weekend to test out this new event scaling system in Cursed Shore, I must say I’m very disappointed and hope that this scaling changes back to the way it was before – or if possible, tweaked. I was so turned off by this change that by Sunday I was already playing another game rather than playing GW2 (which I haven’t done since release).
As a hardcore farmer who would spend hours upon hours running shelt/pen, the event has turned from the steady 5g/h farm into one less than half of that.
If the purpose of this new scaling system was to make the content challenging, then yes, I would agree that it succeeded in that objective. But by doing so it has made it unrewarding. And it is by no means efficient in scaling.
POINTS OF CONCERN
#1: Champions
Problem:They are a huge time sink .On several servers it can take more than a minute to kill them. It also doesn’t help that some players will outright ignore them and would rather tag the regular mobs – I know cause I do it. I can get more loot simply by tagging that cluster of 7 mobs than focus on 1 champion who will most likely drop a blue.
Solution: Remove champions entirely. They are not worth the effort and they are a nuisance. If you must include better scaled mobs, I suggest replacing champions with veterans or more risen classes with more special abilities. If you must include champions, then please limit them to the highest scale for events (say +15 people) and to make sure no more than one is alive at any time.
#2: Waves being blocked
Problem: Related to the above, the waves for shelt/pen are blocked until the preceding wave is completely killed (this system has actually been in place before the patch). This unfortunately involves killing off all veterans and champions. Theoretically, if you had the first wave of mobs spawn with a champion with them, and if you never killed that champion until the end of the DE, that side would not spawn another wave again. And while that system alone would be incentive to kill the champion, it still takes too long for the event to be rewarding loot-wise, especially when you’re on a low-pop server.
Solution: This can be solved simply by removing champions entirely. But if you cannot do this and must keep champions in the DE, then please let waves spawn after a set period of time. Now of course, you don’t want a low-pop server to have the camp being overrun – you could turn off this spawn system when there are <10 people at the event.
#3: Event scaling is not accurate/representative
Problem: Event scaling seems to be spawning champions even when we have very few active players to take care of them. I remember having five people around me one time at pen and saw a champion on the first wave. Of course though, it’s entirely possible that there were people afk’ing back in the camp that were pushing up the scaling.
Solution: Scale the events more appropriately – with the huge boost in champion damage, as well as having to deal with 5-7 extra upscaled mobs, I think it needs to be toned down. Something more realistic for five people – 5-7 regular mobs along with 1-2 veterans. For 10 people – 10 regular mobs, 2 veterans. For +15 people – 10 regular mobs, 1 champion. Also, only 1 champion at a time! In shelter, you could have three champions available all at once! Ain’t nobody got time for that! As for dealing with afk people who are boosting up the scale, I’m not entirely sure how to deal with that or if it is technically possible to keep them out of the calculation :/
(continued)
it’s Anet man.. They have no logic on economy. Better make the game anti-social
GG
What is your suggest Mr. Economics? Keep travel waypoint costs as cheap as a lvl 1 should have?
Or keep them as expensive as a lvl 80 would have?
Or better yet, free waypoints for everyone! I’m sure everyone would prefer that over inflation!
John, how do you feel about the recent protest against Zomorros?
http://www.reddit.com/r/Guildwars2/comments/19ov2s/mystic_forge_protest_on_anvil_rock/
I don’t wan to answer a “feel” question, could you phrase a question differently to be more precise on what you’re asking?
I was just trying to be funny ;(
John, how do you feel about the recent protest against Zomorros?
http://www.reddit.com/r/Guildwars2/comments/19ov2s/mystic_forge_protest_on_anvil_rock/
No, it’s because more people are doing the events now for the guaranteed rare a day (ectos)
I personally think it’s great as ectos we’re far too expensive or at the very least if you didn’t buy them incredibly hard to collect.
I’ve been farming those events so I’m pretty aware, but this is the first time I have ended up in TWO overflows. So I think they have reduced the population cap a ton. I’m also noticing less lag and skill delay.
Today I went to run Shatterer on my server (Yaks Bend), which immediately put me not into one overflows, but two!
The first overflow I noticed that the pre-event was up, but I went to switch characters – I ended up in a second one with no pre-event.
I guessed this is a quick fix for the ‘guesting exploit’
the word guild does not have the same meaning as guild as in a clan of players. It’s more like “Faction Wars”
We’ve known about this all along, it keeps getting asked every week.
If anything, expect news in Q4, which is early next year.
My guild numbers 100 people of which around 20 are active every day. We have saved up influence and have unlocked Guild Bounties only to discover we can’t access them. Why? Only guild leader has a right to use mission control.
Our guild leader was very active and a lot of people are in a guild because of her. However, due to some RL stuff she isn’t playing any more but she is still nominally a guild leader. We have a co-leader who deals with every-day business of the guild and officers who help out. They all had all the rights the guild leader has prior to the latest patch which introduced guild mission.
We didn’t notice it at first and have set up an hour when we gathered up to attempt our first guild bounty. Only to realize we can’t activate it as our guild leader is the only one who can do it.
We are trying to get in touch with her but have so far been unsuccessful so my question is this – is it possible to extend mission control to several highest ranks in a guild?
I believe it’s possible to give anyone access, you just need to enable it in ranks. Still need the leader to do that, though.
You shouldn’t be farming lodestones in the first place.
Can you elaborate what you mean by that?
Lodestone farming is horribly inefficient. The mobs that you get lodes from are never clustered and most often widely spaced out, so you’ll be killing stuff one at a time.
Better to grind out events (e.g. shelt/pen before the nerf) and make good gold to buy lodestones outright.
However, you should also keep an eye on the core market as more often than not it saves you considerable money.
Early on I remember watching fools try and corner the lodestone market to limit supply. They totally forgot about the core market.
Suffice to say, the TP is not the sole means to a Legendary, rather just one means.
So you’re going to throw something from four to maybe several hundred exotics into the mystic forge for a chance to get a precursor and farm the materials yourself? I can show you how many lodestones and so on I got after 250 hours of PvE, good luck farming them all. There’s a reason those materials are expensive.
You shouldn’t be farming lodestones in the first place.
Non sensical to run fractals?
-Fractal weapons
-Backpiece
-Slots
-Loot
I think we’re just going in circles and will have to agree to disagree.
I think it’s fair that there are items that are only accessible if you had an achievement in another game, especially considering that they are just vanity items. If you were to provide a different way to get the same item through GW2 then that just diminishes the exclusivity and sense of achievement
Well if there was a reasonable substitute item, then how would those people who invested all that time working for it feel? I find the current system fair.
Why? Took me a few months to unlock them in gw1 I got it because I wanted them unlocked in this game like many many people did.
Also you can still unlock them if you really really want it. The mask is not hard to get unlocked.
Exactly my point. Why should I play a few months on a game that I do not enjoy to have something on an entirely different game that I want? That is not the correct way my friend.
Then you do not deserve the item, it’s as simple as that. If you are not willing to invest the time (and $) to go after it then you will not have it.
I’m also trying to find another farm like shelt/pen. There is a good chain in straits of devastation – unfortunately it’s not as effective since the bag loot they drop is large moldy bag and not heavy.
Some people just do not like the prospect of PvP. Hits them with anxiety or whatever emotional/psychological issues.
I know in Aion, where you actually lost points for dying, I got all sweaty and nervous fighting in the open world. Even though I was pretty good, it was gut-wrenching and at times, not fun. I can see the same happen to PvE’s here in GW2, even though there is no penalty for dying other than a repair cost.
The exclusivity is meant to entice you to purchase GW1.
There’s nothing wrong with this, especially considering that those items are vanity.
You have a problem with killing little creatures but have no problem committing genocide against Ogres or grawl just because someone thinks they’re a nuisance and wants you to?
TP is game-wide.
If it were server specific, imagine the profit opportunities!
IMO they will jump back to 40s as soon as a new item utilising them comes out – stock up kids
Wait, what? The new Ascended accessories from the laurel vendor cost 40 laurels plus 50 ecto. Don’t get me started on the back items. I have level 80 characters in rare armor because it takes so much ectoplasm to craft exotics. And then there’s all the high-end cosmetic stuff that I haven’t even bothered looking at.
How many new items do you need? I think they’re needed enough as it is, and I welcome this change in rare drop rates. If a “new item” comes out that utilizes ectoplasm, it will probably not require more than a stack. Given the number of ecto currently needed to fully outfit a character in the best gear available, I doubt it’ll be that big a change in demand. I could be wrong, but I’m pretty sure my thoughts would be, “Oh! Another thing to add to the list of items I can make in a year or so when all my characters are level 80 in full exotics.”
The ascended accessories alone would hardly make a dent in the ecto price. If it cost just ectos, sure, but the 40 laurels is a huge hinderance to buying it. I don’t think there is any reasonable player out there who would waste 40 laurels on an accessory that you could get cheaply by doing guild missions.
I think you’re overvaluing what was created by bots during that time period. GW2 is massive (by definition I suppose, but also in reality) what those bots made for a couple of weeks isn’t 1/1000th of the total turn of this economy since launch.
Massive? If it is that massive it wont take 2 days for my buy orders to be filled for exotic gear for my new warrior. Sure a lot of people bought the game. But also a lot of people did not continue playing the game after 2 weeks from buying it. None of my real life friends who bought the game are still playing it and I am all alone…
You make it sound like exotic gear is a commodity. People very rarely buy/sell exotics in high enough frequency. for you to fulfill your buy order.
It’s a different story with commodities like t5/t6 and globs.
Can I get a link to that, Vol? I saw a dev mention that precursors could drop from the guild missions, not that everyone would absolutely get one. I think it is the common case of “if you get a rare, it has a chance to be an exotic, and if it is an exotic, it has a chance to be a precursor”.
I can’t find the exact article, but I remember reading this preview:
http://www.guildwars2hub.com/guides/basics/complete-guide-guild-missions
“Not only do they have a chance of dropping a precursor for everyone in the guild who completes them”
and then I went on reviewing more articles, and I noticed a quote from one of the devs (not the ones that frequent the forums) that matched that.
On further review, I don’t think they meant that EVERYONE would be rewarded them, but just that people who do them have a chance of a precursor.
Still, if this has a high % chance (especially with the 1-week limit), we could have way more precursors flood the market enough to drop the price at least 10%
I’m anticipating a precuror adjustment in the coming weeks – not due to your reasons, but to the supposed increase in precursor drop from guild missions.
I’m not entirely sure if we take the dev’s words to heart, but he said that a precursor would be rewarded to everyone in the guild. Now that is quite absurd, but whatever, we’ll see.
You’ve got the case of bad rng.
So I took a break from farming the Cursed Shore events to kill some Icebrood in Frostgorge for Corrupted Lodestones when suddenly it dawned on me: why?
Why would just farm stuff directly when it is far more efficient to just use the gold you get from Cursed Shore framing and buy the stuff you need instead?
I didn’t get a single Corrupted Lodestone, or any other worthwhile drop. Had I spent the time in Cursed Shore I probably would’ve gotten a few Rares as well as enough gold to buy at least a couple of Corrupted Lodestones. By farming for the Corrupted Lodestones, I gain less Lodestones per hour than if I was farming Cursed Shore.
Notice to any Dev who might be reading: Do not nerf Cursed Shore. Buff direct farming.
EDIT: Wow, really? 200 views and no replies?
I thought this was a given? I keep telling everyone that you’re foolish to farm mobs directly if you’re so intent on getting x item.
Lodestone farming is not efficient at all.
People need to look at it as gold/hour, which is directly related to kill rate/ hour
Lodestone farming deals with killing mobs that are widely spaced, most often one at a time.
Shelt/pen farming before the nerf dealt with killing waves of several mobs which could drop you valuable loot to purchase your lodestones.
Two of my legendaries required 200 onyx lodestones. I never went out and farmed Elementals.
That’s because one tab is the exchange rate of gold to gems, while the other is the rate of gem to gold.
The spead exists as an invisible tax.
There is no misleading.
I should also add that I’m totally fine with bringing back the old system, + increasing the event respawn timer to prevent mass farming – at least this would encourage me to do the other cursed shore events while waiting for shelt/pen to pop.
: OTHER THOUGHTS
#4: Bring back the old scaling system
Ideally, I’d love if this whole system was scrapped and put back to the way it was for the past 6 months. Now, I understand that the old system wasn’t pefect. Countless times I’ve seen people fail to get loot because they couldn’t tag a mob taht died in less than 1 second. Well, why did they die so fast?
Problem: Mobs had insufficient HP to deal with zergs
Solution: Buff up Mob HP. The old system had an appropriate scaling system up until a certain point. I think you could add more lvls above lvl 84 which will just add more HP to the mob.
Problem: Waves were all clustered together, making it possible for players to wait at a spot and aoe one very small area.
Solution #1: Spread out the waves so that mobs are not clustered together and instead ‘fan out’ or are not clumped together. For example, both penitent and shelter currently have four spawn points that have 5-10 mobs spawn from. Unfortunately, they’re all clumped together. Instead, at pen you could have 10 spawn points but have 2-3 mobs spawn from those and arrive at the camp all spread out.
Solution #2: Have waves spawn simultaneously so that it splits the zerg up. The more simultaneous waves, the better and less spiking
#5: Champion loot is terrible
Problem: The time it takes to kill the champ is not as rewarding as tagging a wave of mobs.
Solution: Make it so that the champ drops not necessarily better loot, but the same # of loot that tagging 5-10 mobs would bring. I.e. Killing one champ will make me loot 2 heavy moldy bags, 50c worth of trash, and maybe a blue and green. This will make it worthwhile to spend time on the champion.
IN CLOSING
That’s all the suggestions I can think of at the moment and I hope the folks at Arenanet will look at this and take these points into consideration. I love this game very much up to this point, and I’m afraid that these changes from the Feb patch will make me move towards other games. I play for fun and I have a lot of fun grinding out gold and farming. But now that this area is removed from the game, I’m having trouble finding other things in the game that are fun for me.
This game was built on playing how you want to play and I hope Arenanet continues to build this game with that mantra in mind.
Some people like to do dungeons and do fractals and cof1 farms
Some people like to do open world exploration and wvw
And some like me find fun and relaxation in grinding/farming. Heck, I’ve met all of my in-game friends through farming shelt/pen.
TLDR:
-remove champions or replace them with veterans
-let waves spawn without having to kill champions
-fix scaling – champions spawn even when we have insufficient #’s to kill them.
-bring back the old scaling system please, but add some improvements:
-increase mob HP
-introduce more spawn points to spread out mobs rather than clustering them
-have waves spawn simultaneously
Preface
After having a full weekend to test out this new event scaling system in Cursed Shore, I must say I’m very disappointed and hope that this scaling changes back to the way it was before – or if possible, tweaked. I was so turned off by this change that by Sunday I was already playing another game rather than playing GW2 (which I haven’t done since release).
As a hardcore farmer who would spend hours upon hours running shelt/pen, the event has turned from the steady 5g/h farm into one less than half of that.
If the purpose of this new scaling system was to make the content challenging, then yes, I would agree that it succeeded in that objective. But by doing so it has made it unrewarding. And it is by no means efficient in scaling.
POINTS OF CONCERN
#1: Champions
Problem:They are a huge time sink .On several servers it can take more than a minute to kill them. It also doesn’t help that some players will outright ignore them and would rather tag the regular mobs – I know cause I do it. I can get more loot simply by tagging that cluster of 7 mobs than focus on 1 champion who will most likely drop a blue.
Solution: Remove champions entirely. They are not worth the effort and they are a nuisance. If you must include better scaled mobs, I suggest replacing champions with veterans or more risen classes with more special abilities. If you must include champions, then please limit them to the highest scale for events (say +15 people) and to make sure no more than one is alive at any time.
#2: Waves being blocked
Problem: Related to the above, the waves for shelt/pen are blocked until the preceding wave is completely killed (this system has actually been in place before the patch). This unfortunately involves killing off all veterans and champions. Theoretically, if you had the first wave of mobs spawn with a champion with them, and if you never killed that champion until the end of the DE, that side would not spawn another wave again. And while that system alone would be incentive to kill the champion, it still takes too long for the event to be rewarding loot-wise, especially when you’re on a low-pop server.
Solution: This can be solved simply by removing champions entirely. But if you cannot do this and must keep champions in the DE, then please let waves spawn after a set period of time. Now of course, you don’t want a low-pop server to have the camp being overrun – you could turn off this spawn system when there are <10 people at the event.
#3: Event scaling is not accurate/representative
Problem: Event scaling seems to be spawning champions even when we have very few active players to take care of them. I remember having five people around me one time at pen and saw a champion on the first wave. Of course though, it’s entirely possible that there were people afk’ing back in the camp that were pushing up the scaling.
Solution: Scale the events more appropriately – with the huge boost in champion damage, as well as having to deal with 5-7 extra upscaled mobs, I think it needs to be toned down. Something more realistic for five people – 5-7 regular mobs along with 1-2 veterans. For 10 people – 10 regular mobs, 2 veterans. For +15 people – 10 regular mobs, 1 champion. Also, only 1 champion at a time! In shelter, you could have three champions available all at once! Ain’t nobody got time for that! As for dealing with afk people who are boosting up the scale, I’m not entirely sure how to deal with that or if it is technically possible to keep them out of the calculation :/
(continued)
Go guest on another populated server. Tarnished Coast is the craz these days.
That being said, if you are willing to rush all the way to lvl 80 and get your feet wet in Cursed Shore, go to shelt/pen and farm it for a few – you can get lvl 80 pretty quick and won’t die pretty quick as long as you stand behind others.
Or you can buy your last remaining lvls for under 2g using the cooking profession.
The hit boxes are the same, so no, there is no advantage in terms of targeting.
In terms of identifying skills/casts? Definitely.
I was doing a guild bounty over the weekend and I had to kill an asura in frostgorge sound).
This asura has the same pull animation as Kohler, but is extremely hard to see considering that the animation is much smaller than Kholer.
First off, there’s nothing legendary about them. Especially when they can be bought for cold hard cash.
Given that, RNG is so unfriendly, those that have a more “legendary” commitment to the game are not anymore likely to have the mats, let alone precursor as someone who is completely casual about their play.
Legendaries are a carrot on a stick, all designed to get people to pay real money for instead of acquiring through their commitment to the game.
You will have much more fun playing the game, pretending they don’t exist than chasing after RNG.
You think there are hoards of people out there who are willing to pay $2000-$3000 in real money to get imaginary pixels?
I strongly believe their damage is unintended and it was most likely an oversight, like the insane grenth damage after the January patch.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.