yea, they really should. a shield should block, a magic item should put up a magic buble.
it’s one of the best. use it till you get enough karma, dungeon tokens or WvW badges to replace with an exotic set with the same stat grouping.
here’s a tip if you want to buy 5/6 pieces in one day without grinding one dungeon to death, do all 3 catacombs, sorrow’s embrace and honor of the waves paths. they all sell exotic soldier stated gear.
so day 1 you can snag helm, gloves and boots. You can find an exotic chest at the temple of grenth and exotic legs at the temple of melandru. after this you only need to worry about shoulders. you can do any of the dungeon clears the next day(+1 extra path run).
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nothing at all need be done short of making better loot tables for champions(which everyone had asked for since the first beta….) and making event rewards(karma, exp) scale for lvl 80’s. and this is like a few days work here, without chopping up and creating game systems and having some wonky negative side effect on everyone.
@ runeblade, the only DE reward that is the same for me in Orr and other zones is the amount of coin. the EXP and Karma are exponentially lower in other zones.
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since there’s a full suite of runes in the game for any playstyle you like, why not sigils? why are there no optimal sigils for a defensive builds? the healing ones are wonky and kind of weak unless you’re using a healing stacked character or lots of boons. i suppose the energy ones are ok….but there’s literally nothing that synergizes for physical defense as well as the ridiculous amount of DPS sigils.
anyway, i’ve made a suggestion here, post if you agree.
https://forum-en.gw2archive.eu/forum/game/suggestions/Add-Defensive-weapon-sigils-to-the-game
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support this idea if you agree
https://forum-en.gw2archive.eu/forum/game/suggestions/Add-Defensive-weapon-sigils-to-the-game
there really needs to be some physical defense sigils added. healing ones don’t really do it, and DPS sigils are all taken care of. these would be for people who have builds centered around damage mitigation. here’s my proposal:
Minor/Major/Superior Sigil of the Turtle - gain 5/7/10 Toughness when you kill a foe(stacks up to 25, ends on down).
Minor/Major/Superior Sigil of the Knight - 10%/20%/30% chance to gain Protection for 5 seconds(10 second cooldown). this would be on attack like sigil of water, not on crit.
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most of the ones i played with have been good. general stupidity is what hampers groups, i welcome great DPs actually.
sigh, we’re not far from the GW2 version of this quote:
Life of a PUG (or just a kitteny guild) in TBC:
Karazhan – No one ever has the urn for Nightbane. Netherspite impossible.
Tier 4 – Gruul and Magtheridon impossible.
Tier 5 – Attunements lifted. Farm Lootreaver. Do ZA but no timed runs. kitten SSC.
Tier 6 – Farm Rage Winterchill and Supremus.
Sunwell – Farm trash.
Enter WotLK. Suddenly everyone thinks they’re the bee’s knees at raiding because they can clear Naxx.
lol, press O = trade post, there was no period or lines in between them i literally said use karma or the trade post. sorry, should have spelled that out so “press O” couldn’t be ignored or misinterpreted.
and you’re going off into straw men and left field arguments. the specifics and micro details being dissimilar from gw to gw2 do not matter, the only things in this game you actually need to grind out are cosmetic.
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@ Plague: i have one of the rarest stat groups for gear and didn’t “grind” a single piece of it. Pow/Tough/Vit armor and weapons, bought with the tokens i have been accumulating since level 35 and the money/karma i had been building up since lvl 1.
most instances of grinding in the game are self imposed, and pitiful. like most people simply have a berserker/traveler/rampager stat set, and you can get full exotic EVERYTHING of such items in 7 minutes time after you hit lvl 80. travel to the right karma vendors, oh and press O to buy it.
in fact, the only reason to grind out anything, just like in guild wars is for the looks.
Assuming you want to grind karma for those (252,000 for a set alone, ignoring accessories or weapons). You also have to beat the respective DEs, which can take a long time if they are bugged, or you’re trying to match the stats (since they are scattered across all the karma vendors instead of one being limited to one stat line.) This also doesn’t include superior armor runes, which cost anywhere from 1 gold to almost 4 gold per rune. Unless you want to equip a worthless rune like Superior Krait, of course. And as far as I know, there are no max exotic accessories available via karma, just level 80 masterworks. So either way, no, not “seven minutes.”
what’s this “all from karma” straw man you’re arguing against? forgot the little press O thing? ya know, the trade post. i got two sets of runes and accessories now, two sets from there and i don’t spend hours farming.
you’ve apparently ignored the part of my post you could not pick apart or even pretend to argue against and payed up the karma vendor issue for all it’s worth what with the “it’s not in one spot” thing. the majority of guild wars 2 players have gear that is easily acquired from all sources of gear acquisition on the way to 80. you can have a full exotic set of gear by 80 from just the karma, money and tokens you have got up until then. the only exception i know of is pow/vit/tough gear, which still is not much of a “grind” at 80 if you’ve been running explorable modes or done lots of WvWas you’ve leveled.
i mean, i guess you could grind for mats to make pearl weapons, legendaries or mystic items…but that’s grinding for the looks, because those exact stats are easy to come by elsewhere.
really tell me, what are all the people in full rampagers exotics with no plan to change spec grinding for?
@ Plague: i have one of the rarest stat groups for gear and didn’t “grind” a single piece of it. Pow/Tough/Vit armor and weapons, bought with the tokens i have been accumulating since level 35 and the money/karma i had been building up since lvl 1.
most instances of grinding in the game are self imposed, and pitiful. like most people simply have a berserker/traveler/rampager stat set, and you can get full exotic EVERYTHING of such items in 7 minutes time after you hit lvl 80. travel to the right karma vendors, oh and press O to buy it.
in fact, the only reason to grind out anything, just like in guild wars is for the looks.
Assuming you want to grind karma for those (252,000 for a set alone, ignoring accessories or weapons). You also have to beat the respective DEs, which can take a long time if they are bugged, or you’re trying to match the stats (since they are scattered across all the karma vendors instead of one being limited to one stat line.) This also doesn’t include superior armor runes, which cost anywhere from 1 gold to almost 4 gold per rune. Unless you want to equip a worthless rune like Superior Krait, of course. And as far as I know, there are no max exotic accessories available via karma, just level 80 masterworks. So either way, no, not “seven minutes.”
what’s this “all from karma” straw man you’re arguing against? forgot the little press Othing? ya know, the trade post, which goes hand in hand with crafting btw.
you’ve apparently ignored the part of my post you could not pick apart or even pretend to argue against. the majority of guild wars 2 players have gear that is easily acquired from all sources of gear acquisition on the way to 80. you can have a full exotic set of gear by 80 from just the karma, money and tokens you have got up until then. the only exception i know of is pow/vit/tough gear, which still is not much of a “grind” at 80 if you’ve been running explorable modes or done lots of WvWas you’ve leveled.
i mean, i guess you could grind for mats to make pearl weapons, legendaries or mystic items…but that’s grinding for the looks, because those exact stats are easy to come by elsewhere.
@ Plague: i have one of the rarest stat groups for gear and didn’t “grind” a single piece of it. Pow/Tough/Vit armor and weapons, bought with the tokens i have been accumulating since level 35 and the money/karma i had been building up since lvl 1.
most instances of grinding in the game are self imposed, and pitiful. like most people simply have a berserker/traveler/rampager stat set, and you can get full exotic EVERYTHING of such items in 7 minutes time after you hit lvl 80. travel to the right karma vendors, oh and press O to buy it.
in fact, the only reason to grind out anything, just like in guild wars is for the looks.
Players only run into the diminishing return wall if they farm the same thing constantly. So why is ArenaNet suddenly the bad guy? They simply want you to move across the world, go into other areas and do the events there, the only issue is there is no incentive for a level 80 character to leave high end zones and do events around the world.
TL;DR: the problem is players need to have an incentive to move across the world, gear and weapons need to be equal so people only work for skins, not stats.
Regarding the bold section of the post: It says "there is no incentive for a level 80 character to leave high end zones and do events around the world.
The TL;DR also suggests that players need an incentive.
My question is, who is responsible for that lack of incentive? Do players merely need to motivate themselves to go to other places, or does ArenaNet need to provide that incentive by, for example, creating more level 80 zones for players to explore around. Or perhaps provide adequate rewards and compensation for traveling to lower level zones?
I ask because the post was, for me, ambiguous as to who was responsible for the lack of incentive. Is there a design flaw here or a mentality flaw?
it’s not black or white, but more of a sliding scale of rewarding vs entitlement. players will and do gravitate toward what they feel returns the most on their time invested. so going to force themselves to grind is what they do. that is partially(mostly) their own fault for sure, because there’s alot to do and see in the game no matter what level you are. the thinking that it must be strictly lvl 80 content is a self imposed limitation given the design of the game.
however, there’s no excuse on Anet’s part not to have fixed the minor, but horrible loot issues by launch and especially not to be visiibly acting on the crap loot rewards for so many events, mobs, etc. A champion mob is a boss, plain and simple and it should give boss worthy rewards. ALL champion mobs should drop a loot chest, ALL characters should have a limit as to how low/poor loot they can get(one to two levels below your level).
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just a copy/paste. not my words, though the general idea of making things more rewarding is what needs to happen instead of giving in to complaints about the short term problem or spending time creating systems to punish a few while affecting everyone else.
to be fair, loot scaling does work. i got my exotic rifle in queensdale(lvl 76 exotic) and find many lvl 80 items daily, they’re just junky blues. i think they should just really tighten up the possible loot players can get. like make it so you can only get loot that’s exactly your level or one level below.
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yes, they need to give them a high chance of dropping a rare for lvl 40 and above players with a small chance for an exotic for lvl 60+.
one thing that was unanimous since the early beta for this game is that loot rewards were bad, they need to move on this and communicate it well.
might as well suggest they add loot tables(good ones) to Champion Giants. i like helping out lowbies, but getting white items, lvl 14 items or nothing really sucks.
i sure wish you got more Karma and more than 1 silver as a lvl 80 for events.
Rarity not mattering… so does this mean that blues should be as powerful as exotics? I’d be happy with that
Agemnon: this is how it worked in Guild Wars 1. The rarity was:
Blue, purple, gold and green.
What you got in the end was a very elegant system where the rarity only meant the skins were rarer, and all of the stats remained the same. This is where ArenaNet failed to deliver and it enfuriates me that it would deviate me from this. It’s now biting them in the kitten because now players are mad that they can’t grind fast enough to achieve better stats.
which is funny imo, because unless you’re geared like i am with pow/tough/vit items you can just buy everything with the money you’ve accumulated up to 80 and your karma.
if you’re just using berserker/traveler/rampager like 90% of this game’s players you don’t have to do one dungeon or anything besides look for a karma vendor in Orr, craft or press O to get your exotics.
but i do get it, at least people’s mindset. there are better stats(though pretty overblown in their urgency and necessity), there is better rewards and drops only in lvl 80 content…so they farm.
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Rarity not mattering… so does this mean that blues should be as powerful as exotics? I’d be happy with that
meh, this game has like a 12% gap between rarity and the highest magnitude of gear is easy to get. you can even skate by on level 72-75 exotics which are extremely close in stats to lvl 80’s and better than lvl 80 masterwork-rare items.
there’s a small gear disparity, so small i wouldn’t call it disparity.
Not only what you said is true, but it’s plain for the eye to see that the DR system in place is simply TOO harsh that it’s affecting people not trying to farm karma, but trying to progress in a chain.
I got hit with DR just trying to cleanse the Cathedral of Silence because the event failed and had to do it again.
And this is what ArenaNet needs to work on. And it is what they will work on. But people need to be patient.
yes, patience is needed. i just hope they can keep sight of the root issue and not just get flooded by those crying about their farming. make it so there’s a point to going away from the clumped up farm spots, instead of making unlimited farms. this way, they won’t have to divert their time to policing the farming in the first place.
copied from here. now i disagree on the stats part since it’s not hard to acquire the exotics you want/need and rares are fine for all content.
http://www.reddit.com/r/Guildwars2/comments/10tal4/entitlement_the_real_problem_and_why_diminishing/
We seem to have a flood of posts regarding diminishing returns and why “ArenaNet is doing it wrong” and “they are so anti-player”. I’m going to keep this brief as I’m tired of writing walls of text.
The players on the forums and the subreddit complaining about deminishing returns are a vocal minority that have a problem of entitlement.
Guild Wars 2 is one month old. As such, there is a problem with the current system: Rewards (weapons, gear, karma, XP, coin) are not equal through the entire world when you are 80. Elite and veteran mobs don’t drop better loot. Events don’t scale to your level. That is the real problem.
Players only run into the diminishing return wall if they farm the same thing constantly. So why is ArenaNet suddenly the bad guy? They simply want you to move across the world, go into other areas and do the events there, the only issue is there is no incentive for a level 80 character to leave high end zones and do events around the world.
Another issue is that armor and weapons are actually not equal at all, as promised in the game’s development. This causes a disparity between legendaries and rares. This is something that Guild Wars was hugely against, as rarity did not matter and all stats were the same: the rarity was purely cosmetic. This problem also needs to be addressed.
I really can’t stop it, but I hope all of the whining about diminishing returns subsides after ArenaNet addresses the real problem.
TL;DR: the problem is players need to have an incentive to move across the world, gear and weapons need to be equal so people only work for skins, not stats.
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just did paths 2 and 3.
two paths, full token amount each time. looking good so far.
well at least it’s working for me now, got the proper amount of tokens and silver from an AC explorable run.
as far as combat stance, that is how they already function for the full blue etheral actual glow effect. when sheathed, they just turn blue and have the skulls and such, when you draw them you get the full particle effect. i just want mine to be blue at night all the time.
the issue is that if you enter an Area where it’s already night it wont glow, you have to be in an area that’s day and then wait for it to turn to night for the weapon to take effect.
it glew when i map traveled to diessa from lion’s arch. has never done it since even when i have been in one zone for the day to night transition. there’s something that needs fixing in here and there’s no workaround. i have custom soundtracks for night time which play perfectly on time all the time, these items should be linked to the day/night cycle just as the in game music is.
so Anet, please be aware and fix this.
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by sometimes i should say one time since i got them. please be aware and fix that.
was fine for me several times in the last two days.
also, what everyone forgets is that the DR system kicks in JUST BY WALKING IN THE kitten DUNGEON. yes, that’s right, go in any EXPLORABLE and kill one kitten mob, any one…..then you have been tagged and bugged to hell and back, even TWO DAYS later if you go back to that instance(even if you never finished it or even downed a boss) you will get 13 silver and 45 tokens at best, maybe less.
swallow your motherkitten pride ArenaNet, and REMOVE your “fixes” until you actually work out the kinks.
actually, i find it quite easy to strip off Defiant in dungeons, since it will only stack to 5(sometimes just 3). world bosses however…ugh.
pow/tough/vit if you wanna be tanky. don’t gear for healing at all, makes a very small difference. my only healing pieces are my trinkets.
lmfao, you guys kicked the instance starter.
I agree, this system doesnt work unless you’re in a good group with communication. They implemented stuff like dynamic events and share-able nodes to help encourage people to play together and make the community stronger than they implement stuff like this. Which means majority of PUGS will fail… Spending hours of trying for no reward at all.
how many times must someone from ArenaNet say that explorable modes are intended for those who can work together well, communicate and play their character well?
yea the damage on offhand weapons only factors into strikes with said weapons so the warhorn among certain other weapon/class combinations will only ever matter for their stats.
no, and no more talk of it. this will never come. especially after changing CoF, CM and making tokens drop at the end to snuff out Arah shard runs. they’re not going to re-enable farming of the easiest(or easiest to exploit) dungeons, this time to have even more practicality since it’d get you any set you want.
warrior with soldier runes, decent guardian who can lay at least one light field or an elementalist not brain dead make this fight nothing to worry about.
necro/mesmer make it borderline trivial.
hammer is way better for sPVP, oh wait you’re probably still stuck on putting up big numbers rather than controlling the match.
ArenaNet should have personal player spectating available, so we can all watch this guy in six levels when he runs AC.
Dual Axes can get 20 stacks of might too, probably easier since you hit 3x faster then a GS.
lol? the might on crit trait is only for GS crits. nothing else will stack it reliably, and any other warrior skill can be used with the GS too. when i was a GS build i had fury and 20 stacks of might up the entirety of combat.
hopefully while you guys are on the task of making dungeons more enjoyable, you can investigate why the soldier stat gear stops after sorrow’s embrace vendor? i have a ton of completely useless shards of zhaitan since my friends all want to do arah lately.
Pow/Vit/Tough gear, why is it absent from the CoF, HotW, CoE and Arah vendors? is that intended?
UPDATE:
it seems that there is a window for groups to go past after the second boss before the mobs spawn again…looks like it was intended to be that way.
nothing has changed since the game was in alpha. they’re all working as intended, but ArenaNet really need to FIRE the people in charge of the UI for GW2. the tooltips and several other features are kitten awful.
nothing comes close to the CC of a hammer. nothing comes close to the mitigation of mace/shield.
boo hoo.
it’s been understood how this worked since 2010.
add me, fony.5102.
haha, that’s nothing. do SE path 3.
