They didn’t announce it, so I’m not holding my breath, but yeah, I’d love it if Necro dagger got a 2 target cleave too.
It was heavily hinted in chat by a dev (I think Karl, maybe Grouch).
Yeah, but that’s still not the same as actual confirmation though. But, like I said, crossing my fingers and hoping!
The new Trait system also encourages players to try different aspects of the game, including JP’s, dungeons, WvW etc. which I feel is a good way to get players acquainted with different parts of the game. If a player really doesn’t want to do a particular trait, they always have the option of just buying it with coin and skill points.
That said, there are a number of traits whose access tends to be frequently bugged. (I’m looking at you, Branded Devourer Queen!) ANet really needs to fix up those bugs pronto.
Yeah, that’s why I suggested adding an additional small bonus apart from the health gain. It wouldn’t be the first rune to have two bonuses for level 6; Superior Rune of Hoelbrak is one example.
^ Yeah, what they said. But it DOES seem a tad too weak for a 6th rune bonus though. Maybe it needs a bit more added onto it like an additional +50 Vitality.
We DO have such a place. It’s called “Dry Top”.
Seriously, once you get a T4/5 group going, you can make some good money in there.
This happened as part of the Trait system restructure, yes. Characters created before the change went in will still have the old traits unlocked, but any new characters created after the change have to unlock the traits before they can be used.
If I were to adjust the Doubloon situation, I’d change it so that the Gift of Quicksilver now requires Platinum Doubloons instead of Silver ones, then introduce promotion recipes for Copper through to Platinum Doubloons.
Generally, it’s for the following reasons:
1. For aesthetics. Some people really, really like the theme of the Legendary in question. I know someone who really loves his Twilight, for example. He just loves the whole black, razor-thin space blade effect. Another friend of mine got the Dreamer solely because he wanted to shoot rainbow unicorns at people. XD
Personally, the only two Legendaries whose skins I like are Kudzu and Kraitkin, but sadly, neither of those themes suit the aesthetics I’ve chosen for my characters, so I’m not going to get them.
2. As a long-term goal. For some people, it’s less about the final product than about the journey. Making a Legendary is something for them to work towards, something to represent the time and energy they have invested in the game.
3. As an indicator of wealth. You can’t deny that acquiring a Legendary requires an enormous investment of time and gold (or money). For some players, a Legendary is simply a convenient package to show to other players that “I am rich!”. It’s the same reason you saw so many players back in GW1 wearing Obsidian armor with Chaos Gloves; it wasn’t because the look was special or that it looked awesome. It was just a way for these players to say “Hah! I have made it to the ranks of the wealthy!”
1. Generally, yes. The key difference between D3 and GW2’s economies was that GW2’s TP taxes were an omnipresent gold sink that just about everybody in the game used. In order to be successful, any gold sink has to be widely used by the vast majority of the player base. I’m having trouble thinking of another gold sink that would be as widely used as the TP and ALSO not cause excessive amounts of hassle. (For example, greatly hiking the waypoint fees might be a way of introducing another gold sink, but it would hit both poor and rich players in a way that poorer players would be much more severely affected.) We’ve seen some examples of small gold sinks being put in like the gold cost for the Nomad’s/Ventari’s recipes, but again, these would only hit a very small amount of the player base.
2. It varies, but I’m thinking primarily of dungeon runners. But even discounting them, the increase in general prices between launch and the present day shows that there has been an enormous influx of coin into the game. In fact, it’s actually outpacing the TP taxes. Fortunately, there is enough demand for other materials balanced with material supply to keep prices and earning power roughly on par with each other.
Hmm… What if Protect Me got reworked so that your pet sticks close to your side, effectively making it passive, but:
1. Grants you and all party members Protection for 10 seconds.
2. Grants you (and only you) a pulse of Aegis (2s) every 2 seconds for 6 seconds.
As with the current version of the skill, PM ends early if the pet dies, you swap pets or you order it to attack.
They didn’t announce it, so I’m not holding my breath, but yeah, I’d love it if Necro dagger got a 2 target cleave too.
The Elder Dragons aren’t necessarily hostile to each other, but nor are they friends. Their minions will fight if they happen to be in competition for the same resources or territory, but they don’t go out of their way to seek each other out.
Indeed! Non-meat based beings are people too!
Feh. I’m Asian, and I think my countrymen need to take a game less seriously. :P
While I personally would like to see Ascended gear also get variable stats, given how they’re tied to the different skins, I doubt this will happen.
I can see where you’re coming from, Filaha, but I feel you’re underestimating just how important the TP taxes are in controlling inflation. The amount of gold being generated every day in GW2 is VAST. We have players who say they can easily earn 10g a day through a number of activities (and while I’m not one of those players, I’m familiar enough with the methods they use to know that what they claim is accurate).
The fact that GW2’s economy hasn’t turned into a mess like Diablo 3 is a strong supporter for continuing to compel players to trade through the TP. Yes, the TP taxes make us grumble, but they’re a necessary evil for maintaining the game’s overall health.
Let’s hope they release a cloth and leather “node” set.
Why am I picturing mining cows and sheep?
Now I want those “nodes” even more. XD
As Astral said, they were far less popular among the playerbase than, say, the Halloween or the Fused weapons. Like the Lovestruck weapons, I doubt they will ever become super expensive, simply because most players aren’t interested in their “theme”.
But that said, I wouldn’t be surprised if the Winter weapons come back for sale every Wintersday as a seasonal purchase.
Not just Fine mats though. The Legendary Gifts often require various Lodestones or more esoteric ingredients. All those would go up in price too. Silver Doubloons are already straining in price. I shudder to think what their prices would be like if the supply of the Colossus shot up.
Mystical Dragon mini will probably be the 2nd Year Birthday minipet.
I’d settle for being able to purchase a Fractal weapon skin for, say, 250 Pristine Fractal Relics.
Someone posted over in the Living Story sub-forum that you can try leaving the event circle and then going back in again. (All players must exit the event circle.) This should cause the mobs to start spawning.
My prediction:
- 1 Birthday Booster
- Mini Dragon minipet (the one we’ve seen in the wardrobe for a while)
Hopefully we’ll get something other than another level 20 scroll. I still have 10 of those and have no more plans to create new characters unless a new race is introduced.
What I’d like to see? Everybody gets a free Black Lion Weapon ticket. Every birthday.
Would be nice if we could write short notes for each Friend too, to let us know just who the person is and/or how we met them. XD (e.g. Fractals buddy, PvP team)
Removing them would harm the game’s immersion. If they removed them, ANet may as well just make all the dungeons a series of straight rooms filled with bosses. Enter dungeon → kill first boss → door unlocks → enter next room → kill next boss etc.
What I’d do to encourage more “dungeon clears” would instead be the following:
1. Currently, most enemies in dungeons tend to be Elites, which take a fair amount of time to kill for not necessarily better loot. I’d scale down most of these enemies to Veterans, and most of the Champions to Elites (except for named foes, which always remain Champion or higher). Legendary foes in a dungeon (like Kholer) also get bumped down to Champion status unless they are particularly noteworthy foes from a lore or gameplay perspective. The boss at the end of dungeons is always a Legendary foe.
2. To buff the loot from foes, Veterans now always drop a Loot Bag appropriate for their race/type, plus possible additional loot. Elites will always drop a non-Exotic Champ bag, plus possible additional loot. (These changes apply to the open world too.)
3. Players can still “skip” dungeon events (I’m talking about bonus events as well as main events like fighting Kholer) if they really want to, but if they complete all of the dungeon’s events, they get a bonus daily chest containing 1+ Rares (with a chance for it to be an Exotic), coin and tokens. This chest is given out once per path per account per day.
4. Introduce a “Dungeon Conqueror” title for killing every single enemy in a dungeon path in a single run (aka “vanquishing” for you GW1 vets). You have to vanquish all paths in each of the dungeons to get this title. (Since enemies in dungeons do not respawn, this should be feasible where it wouldn’t be in the open world. Certain dungeons like Arah where enemies DO respawn are changed so enemies are finite.)
Dang. I’m usually not on at those hours.
I could use a good infusion of CM tokens.
I always range the Molten bosses. Gives me more time to dodge their shockwaves/fireballs that way.
RNG is fickle indeed. After getting 5 Fossils within 50 chests in the early days (not that I’m looking for them), I’ve seen opened close to 50 more and no more Fossils in sight.
OK, after having finally completed Dragon’s Reach P1, my verdict on the fight:
1. It’s not really that hard. I actually found it easier than the final fight at Fort Salma (although that’s partly due to the bug where Kasmeer and Marjory disappear and you’re left all by yourself).
2. Both ranged and melee characters work for this fight. Ranged characters have the advantage of being able to attack both the statue and the Menders without having to run everywhere, as well as kiting the Flames. Melee characters have to pay more attention, but they have the advantage of getting double hits in on the statue if they have a cleave weapon, effectively doubling their damage.
3. Pet classes have a big advantage in this fight. The Flames aggro onto pets, minions and illusions, but they do not explode, leaving you free to continue attacking the statue while the Flames hug your pets.
4. Menders are quite fragile. What’s more, you can keep using CC’s to interrupt their action to heal the statue, making it quite easy to stop them even if they get there.
The “Don’t Knock Yourself Out” achievement, however, is a whole different kettle of fish.
Oh, nice discovery.
Thanks for sharing!
This should probably go in the BLTC sub-forum, by the way.
I’m pretty sure you can stack those items. I know that I “infused” all the items across my alts and stacked them up in my bank.
(I only intend on crafting one for now, but I’m keeping the items in case they turn out to be a much easier/cheaper way of getting Ascended backpieces.)
Yeah, after finally completing the latest achievements on the weekend, I agree that “Don’t Knock Yourself Out” is actually pretty challenging. Stability doesn’t work, so you need a combination of evades, speed boosts (to outrun the flames), stunbreaks (in case you get Feared), good damage (to kill the statue faster so you spend less time dodging), and a decent dose of luck (if you’re unfortunate enough to have a flame spawn RIGHT on you, or the rocks just swarm you after you’re out of dodges, you can kiss the achievement goodbye).
Unlike most of the other achievements, it also doesn’t really become easier with more people, since each additional person spawns 1 more Spectral Flame, along with more rockfalls. That greatly reduces your available space to maneuver.
All in all, I’d say this achievement is definitely one that tests your individual skill as a player. (And no, you can’t cheese this achievement anymore since ANet stealth-patched the safe spot.)
Well, after completing the achievements this weekend, my personal opinion is that they HAVE started getting tougher. Don’t Knock Yourself Out and Leave No Survivors were definitely trickier to achieve than ones from previous Living Stories (especially the former).
It doesn’t? Well, I’m glad that I didn’t rely on my Ranger’s RAO skill for that then. >.< The script is probably checking to see if you got hit by specific attacks rather than you being knocked down/back.
You are also getting credit for the event itself, yes? Often these achievements need you to be active participants in the main event for it to grant you credit. (For example, the “Butterflies and Viscera” achievement in the Fort Salma Living Story chapter needed you to do enough damage to the boss in addition to protecting all the minions to get credit.)
As such, you may need to ensure that you are actively damaging Tequatl during each burn phase, as well as participating in at least one battery/Megalaser defense event during each defense phase.
The Hunter – Sometime in early 2013, from a random ghost in AC Story. Sold it.
The Energizer – October 2013, from a random centaur in Harathi Hinterlands. Sold it.
And that’s why I don’t like skipping mobs.
Think of all the potential Precursors you’re missing, people!
They only drop from mobs within Fractals itself, yeah. If you’re patient, you will get them over time. Generally groups do kill mobs within Fractals, although I do sometiems wonder at what awesome loot I might be missing out on when we skip mobs in the Jade Fractal etc.
I’m curious too. If it was just a routine patch (they have done patches before solely for maintenance to fix bugged servers), they’d have just said so. The complete silence suggests that they probably found some kind of serious bug/exploit, quickly patched it, but have not said anything more about it in case it inspires more players to try similar exploits.
Two reasons.
1. Any face-to-face trading, no matter how many checks you put on it, has the possibility of people getting scammed. By forcing all trade to go through the TP, you reduce the number of people getting scammed, as well as extra work your Support teams have to do investigating these claims.
2. The TP is the single biggest gold sink in the game, and all accounts show that it’s extremely effective in controlling inflation. If you allow face-to-face trading, you’re allowing players to bypass this sink, which will then result in said inflation. (And let’s be honest. The only real reason people want a face-to-face trading interface is so they can avoid paying the TP taxes.)
The Spinal Blade blueprint is account bound, but the individual pieces are tradable. You can still buy them cheaply from the TP.
Let’s hope they release a cloth and leather “node” set.
Oh man, as a Scepter user I would LOVE that change. But I also think it would be OP in PvP, so odds are we won’t see it happen.
That would still involve a long time sitting there and scrolling on the mouse. And then you have to remap your mouse back afterwards. Having an in-bulk item added (and they did so for Obsidian) would be a great QoL upgrade permanently going forward.
Yes please! A “Sun Beads in Bulk” item would save SO much wear and tear on my wrist and my mouse. >.<
If you’re a beginner, I recommend going with Warrior. As others have said, their combination of a high base Health pool along with Heavy Armor makes them quite survivable, while Healing Signet gives them good sustain. You can further fortify this with Adrenal Health (a trait), Regeneration and runes/food.
Necromancers can be extremely tanky, but it depends a bit on your build, while Guardians rely on a combination of boon upkeep and proper use of utilities and virtues to make them tanky. (Although if done well, they can be far, far more sturdy than the other two professions.)
I’ve always been a supporter for aesthetic choices being easier for players to obtain, so I’d be happy about it. I’m not a speculator by any means, so these sorts of changes wouldn’t affect me in the slightest.
You are still missing the kites.
Get back to farming!
That’s fair enough. Although, if his passion was about bows and weaponry, why not make him a Warrior instead? Why a Ranger, in particular?
