Showing Posts For mexay.3902:

Fixing Major Revenant Issues

in Revenant

Posted by: mexay.3902

mexay.3902

All I want is the class to function without full herald. It very much seems like it wasn’t intended to be played without glint pooping boons through the mists all over your allies.

I’d definitely like to see the legends and specialisations be strong enough on their own to not require Herald, but I think we’ll find that’s just never going to be the case, except in some niche WvW and PvP builds.

The entire class was likely designed with Glint in mind. Hell, most of the Elite specs on other classes are just too good to pass up as well. I think this may be one of the things we just need to suck up about the class.

However, that doesn’t mean the base legends and traits should be as bad as they are now, particularly Jalis/Retrib & Ventari/Salv. Mallyx and Shiro are good enough to stand on their own as legends, but each Specialisation line needs some work in particular areas.

noice

Fixing Major Revenant Issues

in Revenant

Posted by: mexay.3902

mexay.3902

Here

While your intention might be increasing alternative playstyles with ventari, ventari has a tendency to be OP in conquest that’s why you have to balance it for the extremes.

And soothing stone needs to cleanse conditions first so that it can’t be negated by a single stack of poison.

Your point about CQ is actually something I hadn’t considered too heavily. I guess it could result in an over-bunker playstyle, especially if paired with Jalis or Glint, and Staff + x/Shield.

Essentially I’d just like to see Ventari be a whole lot less clunky. I like the suggestions you posted in the other thread.

I definitely agree about Soothing Stone. I’ll add that and the Forced Engagement to the OP.

noice

Fixing Major Revenant Issues

in Revenant

Posted by: mexay.3902

mexay.3902

I disagree about your ventari changes.

Would love to hear your opinion. I will happily admit I’ve not had as much play-time with Ventari as I’d like to (or really should have), but I do know the legend is in a bit of a poor state. Just trying to throw some ideas out for a starting point.

Eventually I’d actually like to have a communal idea of where each legend needs to go, so I’m happy to edit/add extra ideas to each trait, legend, skill, etc in the OP.

What changes would you have in mind?

noice

Fixing Major Revenant Issues

in Revenant

Posted by: mexay.3902

mexay.3902

Reserved for part 3 (will delete later if unneeded)

noice

Fixing Major Revenant Issues

in Revenant

Posted by: mexay.3902

mexay.3902

Shiro

Shiro is actually one of, if not the best legends. I only have one suggestions

Enchanted Daggers

Reduce base by 25% Siphon Health to 606
Increase base heal to 2852 (total of current base heal + the 25% we took from the Siphon)

This should give shiro a little more control over it’s survivability, while still giving the bulk of the heal via life steal.

Devastation

Too much of this line conflicts with itself and doesn’t provide very good choices for varieties of play.

Ferocious Strikes
This skill really doesn’t do anything unless you’re specifically wielding either a mace or sword. It’s largely useless while you’re on a 2H weapon. Thus I propose a rework that will actually benefit the Lifesteal play.

change to: Assassin Strikes (again, name it whatever)
“Life steal is 10% more effective”

Basically we’re just giving ourselves an extra bit of damage and healing on all lifesteal. It’s not an enormous buff, but it should be noticeable if you play heavily into this mechanic.

Nefarious Momentum
This is sort of underwhelming when you weigh it against 150 Ferocity for all allies, permanently and it isn’t really a “momentum” based skill, since in the span of 16 seconds you’re probably only using maybe 1 or 2 assassin skills.

Changes this to more might, for a longer duration could potentially make it more of a competitive option for solo play.

3 Might (20s) on Assassin Stance skill use.

This should give it a little more “oomph” in solo play.

Invocation
This line has some killer traits, but a lot of really, really poor options. In fact, most are pretty poor. In general it should play into the mechanic of swapping legends a lot, in addition to the Fury mechanic.

Fierce Infusion
Offensive boons on healing skills never made a lot of sense to me. While it’s something you’re doing a lot of, I’d rather either see this play more to the healing end or more into the Fury end. I believe the Fury end is a little better.

I’ve yet to see a trait that grants energy, so I’d like to see this play into that.

“Whenever you gain fury, gain 5 energy (10s ICD)”

Pretty much this just allows us to swap legends for 55 energy, instead of 50. It’s a very small buff, but it does make it a little more competitive when played with Herald or alongside warriors. Obviously numbers can/should be adjusted, but the general theme is there.

Incensed Response

Again, another offensive trait relying a little too much on you playing poorly. I’d prefer to see this be furthered as a defensive option, but maintaining the stun theme.

“Whenever you break stun, momentarily enter the mists, evading attacks”

Evade: 1s
ICD: 10s

Basically just gives you a small window when you break stun and plays into Revenant’s many stunbreaks and lack of stability or major emergency defensive options

Equilibrium

This trait is actually quite nice, however the healing is far too low to really be noticed.

Double the healing on this to 778 and it should be a far more competitive option.

Charged Mists

This trait is too clunky as it currently is. Instead of the current iteration, it should be whenever a skill is used under or over 50 Energy, not when one drops you below, e.g.

“Gain might when you use a skill while below the energy threshold” or “Gain might when you use a skill while above the energy threshold”.

Weapon Skills

I’m putting these all under one umbrella since that’s just easier and I can pick apart individual problem skills.

Precision Strike
So the new change was fantastic, but it’s very buggy. The first thing you need to do here is actually fix the bugs with it or completely rework it. Assuming you want to keep it in it’s current functionality, this skill needs the projectile speed increased by 50 – 100% to allow for easier hits from range. In addition to this, Projectiles should prioritise your target.

Alternatively, I’d like to see a leap or teleport (see: Warrior and Guardian sword 2s) skill here, but again, assuming we’re keeping the projectiles.

Unrelenting Assault

This skill needs to function better in AoE situations. The best way to maintain current functionality and thematics is have the third skill also be guaranteed to hit your target, so you’re getting 3/5 hits on your primary target.

Alternatively give it the 100b treatment, where certain hits actually hit harder. For this you’d have 33% of the damage on the first hit, 33% on the final hit and 11% on the middle 3 hits. Again, this allows you to get most of your damage off on your intended target while maintaining the theme and skill ceiling.

The general idea is to have at least 66% of the damage focused on your target.

Grasping Shadow
This skill really is just too clunky to use. The problem is you really do need to be very close to use it and there’s no actual indication on your bar if you’re close enough.

Buff the Attack Range to 200 – 300. It gives players more wiggle room. Also fix the range indicator.

Envoy of Exuberance
Fix the healing amount

Crystal Hibernation
I can’t be too sure how this skill is going to play out after the nerf, but since the healing was reduced, I’d like to see this turned into a mobile skill, instead of a rooted skill.

Renewing Wave
Decrease Cast to 3/4s

Staff Auto Attack
Increase overall damage 10%
Increase orb size 30%
Increase orb visibility

Phase Smash
Fix the skill so that it actually functions at 1,200 range.
Increase Radius to 300

Drop the Hammer
Increase damage 15%
Decrease cast time to 1.25s

noice

(edited by mexay.3902)

Fixing Major Revenant Issues

in Revenant

Posted by: mexay.3902

mexay.3902

So, most Revenant players know the latest patch left a lot to be desired, as it basically just nerfed a few things and didn’t touch the rest of the class. Thus, I propose some basic changes be made to the problem areas of the class, namely: Ventari, Jalis, Sword-Offhand, Salvation and some other traits, along with some clunky skills.

This is all heavily based on my personal use, so I’m very open to suggestions, but I’d ask only actual Revenant players to provide input here, since most other threads here keep attracting many non-rev players who seemingly want the class nerfed to oblivion or can’t see beyond sword’s pre-patch strong auto-attack.

Jalis

Jalis as a whole is meant to be the “tanky, brawly, in your face” legend. He’s meant to allow you to go full ham and wail on the enemy in melee range, however it falls kind of short in this regard, largely to two skills. Keep in mind, I have some minor changes I’d recommend to the Retribution line which should maintain some balance, if thing seem a little OP at first.

Inspiring Reinforcement

In short, this skill is too clunky and hard to use for it’s primary purpose, stability.

I propose it be adjusted to a very short, bursty AoE stability skill, alongside becoming a stunbreak.

30 Energy, 10s Recharge, Instant Cast
Break stun and grant yourself and nearby allies stability for a short time.
2 Stability (3s).

The idea is that you have some fairly decent stability up-time and an accessible stunbreaker, but it should be fairly costly, making it somewhat difficult to keep-up, but still usable when you need it.

Rite of the Great Dwarf

This skill is really just too hard to access when you need it. The cast time is too long for the duration you get. I understand this is partially due to the AoE nature of the skill and I’d like to keep that there without making it too strong, thus.

50 Energy, Instant Cast
50% Damage Reduction (inc. Condis if traited) on nearby allies for Four (4) seconds.

Essentially I removed the stunbreaker, because it was useless and reduced the uptime by a second, so you can use it when you need a quick save. Keeping it at 5 might be worth-while, but it is an AoE skill.

Forced Engagement
The projectile speed is just a little too slow. Increasing it 25 – 50% would see it be a little more reliable.

Soothing Stone
Only major change here is making the Condition Clear fire off first, to clear poison and make the heal more reliable.

Summary of Jalis

Basically what I did here was give Revenant a little better access to emergency buttons, like other classes have. I feel this is where Jalis’ strength comes in, alongside it’s potent heal and the Vengeful Hammers upkeep. It allows a variety of defensive options, while still offering some nice group support.

Retribution

This line feels a little messy, so my goal here is to make it a little more consistent and balance it out with the above changes.

Improved Aggression
This trait is just a little too niche for anyone to really take, especially when you have close quarters available too. I’m personally not a huge fan of having a trait for one very specific skill, but if you’re going for a taunt build, I’d say buffing/nerfing this to a flat 25% on everything would be better, also including Slow, maybe even bumping up the damage reduction, since Taunt/Slow are so hard to access on Revenant, it’s a powerful trait but only in a very specific circumstance.

“Taunted foes deal less damage to you. Taunt and Slow have an increased duration”
Damage Reduced: 30% (could maybe even stay at 20)
Duration Increase: 25%

Essentially we end up with Taunt and Slow lasting for 2.5 seconds, instead of the flat 2. I thought about 50%, but that resulted in a 3 second taunt, which is not fun.

Unwavering Avoidance
This trait as a whole doesn’t sit well with me, especially now that it has an ICD. I’m generally not a fan of on-dodge traits as they’re too passive. Instead, I think this skill should give Jalis more Retaliation, in a similar way that Mallyx gets Resistance from Corruption. This should also buff Empowering Vengeance, since Rev will have better Retal uptime, instead of just from dodging or from Soothing Stone.

“Gain Retaliation when using a dwarf stance skill”
Retaliation (2s) (maybe even a little higher)

Steadfast Rejuvenation

This skill just can’t stand up to the other two GM traits in the line. My suggestion here is just to lower the ICD, perhaps by a second or two.

Ventari

The first thing I’ll say is my use of Ventari is kind of limited, largely due to it being completely useless in just about every gamemode and just being generally too clunky.

The tablet effect is cool and I like that, but it needs just a tiny, tiny amount of AI.

General Use

First thing, when you swap to Ventari, the tablet should automatically appear. That or allow us to have “non tablet” skills, similar to how Druid has it’s Glyphs. Personally I’m going with it just auto-activating.

Secondly, the tablet should automatically follow you to an extent, while still allowing placement. The tablet should stay close to the player, similar to how Pets, Gyros, etc. do.

Ventari’s Will
This skill needs a rework.

“Will the tablet to target location for 3 seconds, healing nearby allies along it’s path. The tablet will automatically return to you after this time.”

5 Energy, 4s Cooldown, Instant Cast

Healing: 500
Targets: 5
Radius: 240
Range: 900

This skill should then flip over

Ventari’s Return
Or call it whatever, I don’t care

“Return the tablet to your position, healing nearby allies along it’s path.”

5 Energy, 4s Cooldown (essentially global cooldown of 4s for the whole skill), Instant Cast
Healing: 500
Radius: 240
Range: 900

The idea here is to allow the tablet to require a little less effort to control, but still allow you to have that control should you need it. So you can either have the tablet sit at a place for 3 seconds and have it automatically return to you, or you can have it manually return, for an extra energy cost.

Protective Solace
Just make it a kitten water field already.

Purifying Essence
Lower the energy cost to 25. Allows for an emergency burst condi clear upon switching to Ventari if you spam it, at the cost of all your energy.

Energy Expulsion
Basically keep this skill the same, but obviously don’t destroy the tablet. Instead, “daze” or disable the tablet for 3 seconds.

Essentially my goal here is to maintain the theme of the tablet, but make it easier to access certain skills, and make it generally less clunky.

Salvation

This line is just a mess. It’s pretty much entirely useless unless you’re using a staff heal ventari build. It has little to no application outside of this, unlike almost every other legend. My goal is to retain it’s support and blind aspects, but allow it a little more flexibility.

Blinding Truths
Move this to Master, in place of Tranquil Benediction and change it to the following
“Centaur stance skills blind foes near the tablet”

Blind (2s), 10s ICD.

This is kind of a nerf, if you were spamming the heal skill currently, but this means you have a little more access to the blinds.

Tranquil Benediction
Completely revamp this trait. In principle it’s nice, but the healing orbs on staff are largely useless in actual gameplay. I propose using this to give Revenant a little more condition clear that it sorely needs. Not so much to make it OP, but enough to actually make a dent, also move to adept tier.

“Healing skills also clear one conditon (15s ICD)”

A simple trait that allows some condition management. The ICD might need to be played with a bit due to it’s extreme synergy with Ventari (one condi every 15s might be a bit strong for Rev), but in other builds it’s actually quite viable.

Hardened Foundation
This trait is too hard to actually make use of. This should be changed to something that benefits allies standing near the tablet.

“Allies near the Tablet gain 5% damage reduction”

We don’t want to step into Jalis territory, but we do want to encourage people to be near the tablet for things other than heals.

Eluding Nullification
Remove the ICD, it isn’t really necessary.

Selfless Amplification

Perhaps it’s my personal taste, but I’ve never been a fan of traits that rely on stats to be effective. I propose something that will synergize with both Herald and other traits in the line.

“Regeneration you apply is 30% more effective”

This is similar to a couple other traits out there, but gives Salvation users a little boost to their Regen, a boon that isn’t exactly super powerful unless you have copious amounts of healing power. It also gives a reason for flat power users to want to take this line.

Momentary Pacification

This trait just conflicts with too many elites. The Ventari elite itself conflicts with it too much, along with Jade Winds and Chaotic Release. Since most Revenant elites have short/non-existent CDs, it’s my assumption that a high amount of daze was expected, so I’d like to go with this theme.

“25% chance to daze target when attacking, 20s ICD”

Again, numbers may need tweaking here, but the principle is that you want to be able to throw out some dazes once in a while.

Summary

Basically with this line, I wanted to still allow the big healing buffs to be there for that playstyle, but also to give some condition clear play and some denial play to the line, that it’s clearly trying to achieve.

noice

(edited by mexay.3902)

sword 2 shoots houses in kyhlo

in Revenant

Posted by: mexay.3902

mexay.3902

Yyeeaahh….. this sucks. Please fix Revenant.

noice

Jalis and Ventari STILL neglected post-patch.

in Revenant

Posted by: mexay.3902

mexay.3902

Legit what were they thinking.

noice

January 26th Update: Your feedback

in Guild Wars 2 Discussion

Posted by: mexay.3902

mexay.3902

Revenant updates were absolutely disappointing. There was maybe 1 or 2 changes thay were not in the preview.

Rev needs Jalis and Ventari fixed. Rev needs the bugs fixed. Seriously disappointed about this update.

I mean the rest of it is pretty neat, gliding, shatterer, etc is cool.

Just waiting on raids, more legendaries and WvW being fixed

noice

Ok Arenanet...here is what needs to be done

in Revenant

Posted by: mexay.3902

mexay.3902

I agree with the general sentiment of your post.

I’d personally like to see the following basic changes made.

Inspiring Reinforcement
Instant Stability, Stunbreaker.

Alternatively, completely rework the skill into a short burst AoE stability skill, perhaps a couple stacks for maybe 3 or 4 seconds.

Rite of the Great Dwarf
Remove stunbreaker and either make it instant/near-instant or increase the duration to 8s.

Honestly my two biggest gripes with Jalis are those skills.

noice

New Revenant Patch Changes

in Revenant

Posted by: mexay.3902

mexay.3902

Pretty much throwing my +1 in.

This is garbage. Where’s our actual balance? Are you seriously telling me we have to wait another 3 months before actual issues get fixed.

noice

we waited months for .... nerfs?!

in Revenant

Posted by: mexay.3902

mexay.3902

This is absolute garbage. 90% of the changes were complete nerfs and we didn’t even get the issues fixed.

Phase Smash: STILL BUGGED
Envoy of Exuberance: STILL BUGGED
Inspiring Reinforcement: STILL GARBAGE
Rite of the Great Dwarf: STILL GARBAGE
Ventari as a whole: STILL GARBAGE
Invocation Line: STILL MOSTLY GARBAGE (with some select OP traits)
Salvation Line: STILL COMPLETELY GARBAGE
Mallyx: STILL A MESS
Banish Enchantment: STILL OP AS HELL

I mean come on ANet. Not only this but a necro literally hard counters any form of power rev completely. Not only did we receive nerfs, but another class got over-buffed in PvP and Thief/DD got over-buffed in PvE.

Seriously, well done. RIP Revenant.

noice

Jalis and Ventari STILL neglected post-patch.

in Revenant

Posted by: mexay.3902

mexay.3902

Annnnnd phase smash is still bugged too. Great.

THANKS ANET!

You have literally done nothing but nerf every skill you touched, bar Precision Strike.

noice

Jalis and Ventari STILL neglected post-patch.

in Revenant

Posted by: mexay.3902

mexay.3902

I just… I can’t believe this

noice

Jalis and Ventari STILL neglected post-patch.

in Revenant

Posted by: mexay.3902

mexay.3902

Wow. I can’t believe it’s going to be at least another 3 months before we see any changes to these CLEARLY broken and useless legends. Compared to every other class we get absolutely pitiful changes.

I am so disappointed in Roy and the team right now. We had some excellent communication from the devs and they were actively listening, but now we see nothing getting fixed. I literally can not believe this.

I can’t believe the most important things that needed to be fixed were completely ignored. Look at all the changes for the other classes and look at Rev. This is just embarrassing .

Can’t wait for another 3 months of Jalis and Ventari being completely useless in basically every area of the game.

noice

Enraged and Unashamed - Personal Story

in Bugs: Game, Forum, Website

Posted by: mexay.3902

mexay.3902

Just got an error message, unable to create the instance (see attached). Never seen this before. Can’t progress my PS.

edit: relogging seemed to fix it

Attachments:

noice

Jan 26th Unrelenting Assault Nerf

in Revenant

Posted by: mexay.3902

mexay.3902

By my calculations, Unrelenting Assault is receiving a nerf of around 20% damage, going from a co-efficient of around 5 to one of around 3.9 or 4.

Essentially while we’re getting individual hits buffed by 10%, we’re still losing 2 hits total, so we actually lose quite a lot of damage on it. This may be a little much. The total reduction to should be a little closer to a 10% total damage nerf. This would mean we could go down to kittens, but we’d see an individual hit boost of around 25%, resulting in a little under 4.5 on the modifier. That means that the skill is far more rewarding to use correctly, instead of just mashing it, as less hits mean that it easier to dodge, block, evade and counter, especially when we already see most people dodging the vast majority of hits.

Now, this is also taking into consideration that we’re already losing 2 stacks of might, alongside the loss of a bit over .5s evade time, going from a 2s Evade to a 1.5s evade, assuming they reduce the total cast, not to mention less synergy with skills like Enchanted Daggers. Reducing these is fine, but not if the damage is going to take a huge hit as well.

noice

Roy! No changes to Ventari and Jalis?

in Revenant

Posted by: mexay.3902

mexay.3902

Yeah… really hoping to see some Jalis and Ventari improvements. Simply put, they’re trash right now due to some pretty minor things that have major impacts.

Inspiring Reinforcement being the absolute main offender here. I’ve been complaining about this since beta. Just give some minor AoE stability on cast. Couple seconds, maybe a stack or two. Give the Stun Break to IR and then remove it from RotGD and make RotGD instant cast.

Bam, jalis fixed.

noice

Suggestion for Future "Balance Goal" previews

in PvP

Posted by: mexay.3902

mexay.3902

So I think it’s super great that ANet is giving a little more of a look into what we can expect, but I can’t help but wonder if it’s just me who was left a little… disappointed?

The list of goals felt kind of vague and didn’t really give much insight into what we can expect. I know we’re getting a preview this weekend, but I feel like the Balance Goals could have been a little more in-depth, without actually going into exact changes.

So with that in mind, I have a few suggestions for future posts about balance goals, along with some things I’d like to directly comment on.

Overall Balance Discussion
This was very, very briefly touched on. We had mention of wanting to reduce the highest level effectiveness in offense and defense, while increasing effectiveness of less used options. Awesome, we know where the patch is likely to head, right?

Wrong.

While it’s good that this is there, I feel like the community would appreciate more of an in-depth look at what ArenaNet wants to achieve with their balance. Say for example that they want to shift away from high sustain, bunky playstyles or move towards more condition damage or sustained power damage, maybe push for more burst damage, I think this should be talked about. We had a little bit of this with reviving, but that’s about it.

Generally just talking about what they’re trying to accomplish would be a better start.

Profession Discussion

I think the major issue with the post we had was, as I mentioned earlier, the vagueness. Each profession had a very slim, non-specific bit of a fluff with maybe a specific in there. It was about a paragraph and didn’t do the classes justice. Some of the best balance patches I’ve seen have actually been where the devs explained why certain changes were being made (I distinctly recall this happening with some guardian skills in a patch) and this was awesome! It gave insight into why the changes were being made.

I think this needs to be expanded on and I’d go as far as saying having two blogs per day till the major preview. Ideally what I’d like to see is similar to what I discussed with the Overall Discussion. A more in-depth look at where ArenaNet wants the class to be.

For example, if they want Ele to be a little less about sustain and to bring some more bursty playstyles to the forefront to the class, I think that should be talked about. I think openly talking about flaws of classes is a good thing and discussing how and why certain directions might be taken gives us a better idea of what’s going on and what to expect.

We want to know the directions each class is going in. Should we expect Revenant to see better raw defensive options? More single target DPS? Lowering it’s condi pressure? Let us know. It helps keep our expectations in check for the preview. I’d also like to see more discussion on thematics of classes. I recall a ReadyUp(?) episode where one of the hosts went into some of the reasons why Necros don’t really get much boon support or why Ele doesn’t have much boon-countering and I personally thought this was great. It gave insight that we didn’t really have before. Talking about thematic and even mechanical areas of the classes you want to push, without going into specifics is a great way to prep and create hype for the preview and ultimately, the patch itself.

Conclusion

In truth, I love the communication, but I’d like to see it refined a little more next time around. Talking about the direction you’re trying to take things in and giving insight into design decisions, in my opinion, is one of the best ways to create hype and understanding. Hopefully the balance patch does address the primary concerns everyone has, but we’ll have to wait and see.

noice

Upcoming Changes for PvP League Season 2

in PvP

Posted by: mexay.3902

mexay.3902

Praise Balthazar, PvP Leagues are finally getting fixed. I’ll actually have a reason to play leagues in Season 2. Especially if things get balanced well.

noice

Hammer 2...

in Revenant

Posted by: mexay.3902

mexay.3902

So a few people have been throwing around math without doing it properly or showing the working. I’ve actually got a damage calculator that does this for me. I would attach it but the GW2 forums conveniently don’t allow .xls files. If you want to get the same results, just follow the GW2 damage calculations exactly. Final result I got at maxed might and blood lust, along with 5 boons in the build I linked was 14866 for reference.

Based on OP’s indication of EXACTLY 3200 armour and using this build: http://gw2skills.net/editor/?vlAQFACW0UI2wkm2YXwE2w2CEgGA-T1RBAB0s/AAPAgrU+hnOAKV/ZhLAgZKBJFwATtA-w

We can only achieve numbers like that if, as someone put it before, the stars align.

The revenant would need to have:
20+ Might
20+ Bloodlust stacks
5+ boons
Fury
Have already had an attack blocked

You’d also need to be under 50% health.

The primary components are the amounts of might, the prior attack being blocked and you being under 50% hp.

If you throw perfect circumstances, so maximum might, boons, prior attack blocked, scholar runes, etc then yes, sure you can achieve a 15k hit with this, however the stars need to align and the Rev is running absolute full glass with 0 defences.

I’m by no means suggesting that Cruel Repercussions (not CoR) should be looked at, because this is where the bulk damage is coming from, but OP shouldn’t pretend getting hit for 10k+ is a super regular thing. It isn’t. As soon as you take away the block factor and the 20% while under 50% along with a bunch of the might, you drop down drastically to 6776, while still in a full glass build at max range.

noice

Revs in WvW

in WvW

Posted by: mexay.3902

mexay.3902

Mind telling us what you were running OP?

It’s not surprising that someone with minimal toughness could get him for that much if the Rev was running full DPS, like most do these days. Especially if he has full buffs.

For reference, Hammer Bolt has a 0.95 modifier. Fireball, Ele’s Fire Auto on Staff has a 0.85. That’s only a little over 11% more damage, which isn’t a great deal at that scale, especially when Ele has access to far more damage modifiers.

noice

Legendary Bug Fixes Incoming

in Guild Wars 2: Heart of Thorns

Posted by: mexay.3902

mexay.3902

Since for whatever reason it was posted onto lebbit first and not ANet’s own official forums, here’s an update for everyone. Kind of annoyed we have to go to external sites for GW2 news, but hey, I’d rather have it than not have it.

https://www.reddit.com/r/Guildwars2/comments/3z1znz/legendary_bugs_some_things_ive_done/

noice

Fixing Scribing

in Guild Wars 2: Heart of Thorns

Posted by: mexay.3902

mexay.3902

So it’s no secret that scribing is basically super ultra crazy expensive. I’m definitely no master of scribing, being at level 267 right now myself, but I feel I’ve done a fair amount to understand exactly what’s wrong with it.

And that, ladies and gentlemen, is Finishing Kits. Finishing Kits are a core component to almost every single decoration you can make and they get pricier and pricier the higher and higher you go. The problem is, finishing kits often throw back to older kits (see the dye component and the Resonating Fragments, Slivers, etc.). The problem with this is that it gets harder and harder to climb your way up and ultimately more and more expensive.

For this proposal, I’m going to take the Kit I’m currently on to display the issues. It’s only a mid-range Finishing Kit, so it can get much, much worse.

The Journeyman’s Finishing Kit Requires:
200 Coarse Sand (currently ~13g-14g)
75 Hard Wood Logs (Currently ~2.5g)
10 Linen (currently ~50s)
12 Linseed Oil (currently ~9g)
5 Resonating Fragments (currently ~14.5g if you upgrade slivers)
5 Luminous Dust (~30s)
10 Blue Pigment (~30s)
10 Orange Pigment (~30s)
10 Yellow Pigment (~60s)
10 Red Pigment (~74s)
10 Brown Pigment (~3g)
Then some other bits and bobs that are basically negligible.

Now if you’re like me, you can see a few select components here that are causing problems.

The Pigments
The higher you go, the more and more you need. At the journeyman level this is ~5g itself. If we cut out the need for older pigments, this goes down to just 60s.

Coarse Sand
This is the most expensive part and it only gets worse the higher you go! This part could be avoided by dividing the total required amount per piece of paper by 10. You’d need only 20 for the total sand in this kit, leaving it at around 1.3 – 1.4g

Linseed Oil
This stuff is just crazy. We either need more in the economy or for scribing to require far, far less. A simple solution would be to slash the required Flax for each oil. Lower it to maybe 5 and we’re talking. Currently we’d only be looking at maybe 15s per Linseed then. Oh and allow scribes to make it below 400. 12 Linseed at 15s each would be 1.8g

Resonating Fragments/Slivers
These are crazy expensive right now and it just gets more and more expensive the higher you go. I propose reducing the cost by from 5/3 to 1/2. This means for a Journeyman kit, you still need around 6 Slivers, which ends up being just under 6g, but it’s still a great deal better than 15g. A further step might even be to reduce the upgrade cost from 3 -> 1 to 2-> 1, but with Guild Missions still broken, the cost is likely still inflated a bit.

The Pulps
For some Kits this ends up being fairly cheap, for others it can be insanely expensive. I propose just 2 pulps instead of 5. For a Journeyman Kit this would bring the cost from 2.9g down to 1.16g.

Conclusion
I know ArenaNet wants to keep scribing somewhat pricey to prevent everyone and their Grandmother having really neat decorations, but it needs to be brought down a bit. Based on my suggestions, a Journeyman kit would go from a bit over 45g down to a bit under 12g and that’s just for the kit itself. Some decorations are still going to cost 15 – 20g at this level, but it’s still fairly low considering what they actually are.

One thing you also need to remember is the Finishing Kits don’t just stop at each decoration, sometimes you require multiple kits because a single decoration will require previous ones, sometimes multiple of them. Even at lower levels of scribing. By adjusting Finishing Kits, it makes scribing as a whole far more approachable.

Regardless of what happens with scribing, it needs to change. The costs are simply way out of control where getting to 400 is costing thousands and thousands of gold, with the rewards being able to simply spend thousands more on the decorations (or should I say, Finishing Kits) there. While I understand the market is in “fluctuation”, it’s been over 2 months since HoT released now and I’d expect things to have settled enough for us to have a decent view on where they’ll lie. Even if the costs go down slightly, it’s still too expensive and needs to be adjusted.

noice

(edited by mexay.3902)

Rewards Missing from Leagues & Divisions

in PvP

Posted by: mexay.3902

mexay.3902

Before you read this post, take a quick look at the article:
https://www.guildwars2.com/en/news/introducing-pvp-leagues/

This article mentions several things regarding rewards that are simply not there.

Currently, the rewards for leagues are as follows:
Shards of Glory
League Tickets
Gold
Transmutation Charges
Unidentified Dyes

Now I’m only a sapphire baby right now, so if the rewards follow more along the lines of the article later, feel free to correct me but those are not what the article described.

The article specifically mentions

Prestigious Items
Unique rewards
REWARDS (mentioned a whole THIRTEEN times in the article)

There’s a couple things that I want to highlight with this article but I think the main quote should suffice

Crossing into a new tier for the first time in a season earns you rewards, and bigger rewards and prestigious items are awarded each time you make it into a more advanced division.

Crossing into the next division earns you prestigious items? ItemS. Item, with an S. As in, more than one. I mean I know the Legendary Backpack exists but beyond this there is effectively nothing, seeing as an Ascended Amulet isn’t exactly “prestigious” and can basically just be bought with gold from the TP (via Shards of Glory, which can be obtained by completely ignoring ranked).

Again, another quote to further my point;

During a season, players begin in the starter division and earn their way up to the next by defeating other players within their division, earning rewards and gaining prestigious items along the way. PvP leagues will give players of all skill levels regular goals, better matchmaking, and unique rewards, and they’ll provide a better system for ranked play in Guild Wars 2.

Again, we see Prestigous Items and Unique Rewards mentioned. Where exactly are these? One single legendary backpack does not cut it as a plural, sorry. You also can’t include the precursor items here either, because they’re part of it. As far as I’m aware, leagues reward effectively nothing outside of that backpack. The only thing outside of this is the Mini Llama which I wouldn’t exactly call prestigious.

I don’t want to call out ANet as liars, because I know all too well about having to cut features from projects. It just happens, but some honesty here would be great. We weren’t even told rewards were being cut back.

Would it be so hard to pop in some of the old unobtainable skins into the Vendor or even as Division/Tier rewards? The Tribal Skins are a perfect example. Hell you could even charge PvP League Tickets for these, as it would potentially make the Backpack more prestigious, as you’d have to forgo other items.

Tl;dr here is that ANet told us “Unique” and “Prestigious” rewards would be given out for Leagues, but the only Unique or Prestigious item here is the backpack. Nothing else. One item, albeit it awesome, does not warrant making it seem as if there’s going to be loads of rewards on off.

noice

(edited by mexay.3902)

Destroyer Scythe

in Guild Wars 2 Discussion

Posted by: mexay.3902

mexay.3902

I was hoping this would get added with leagues. In fact, I distinctly recall there being specific rewards for leagues, being armour skins and such.

https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2015/08/88dc0Overview.jpg

This pic pretty much shows that as well and while I understand design changes, I’m kind of annoyed that going up divisions is kind of… well… not really worth much. Instead of cool skins we get some transmutation charges, a couple silver, some shards which are sort of useless and a dye.

In fact the blog post specifically mentions both unique rewards (I don’t see any unique rewards) and it also mentions prestigious items, which are yet to be found. Sure you can argue that you can get the legendary back piece and an ascended amulet from it but that’s it. Hell I might even make a post on the PvP forums about this.

Article in mention:
https://www.guildwars2.com/en/news/introducing-pvp-leagues/

noice

spoiling star wars in map chat

in Guild Wars 2 Discussion

Posted by: mexay.3902

mexay.3902

Well it is an American game, after all. Being offended is like breathing to them.

So, pray tell, what country are you posting from that glorifies passivity in the face of sadism? Where is this great people that likes getting harassed?

So I can never go there.

Straya m8. Gotta learn to handle the bants m8 no need to be so uptight m8 just gotta have a few bevvies n a laugh m8.

noice

spoiling star wars in map chat

in Guild Wars 2 Discussion

Posted by: mexay.3902

mexay.3902

when some one says this is It’s completely ridiculous. you can only see where they are going to next. and some times some are just too hard headed to see the light like i said before and this is how i think it should go in these cases . frist time 60 day bann second time a 90 day ban . and the 3rd time prema bann. and i hope the cs team posts on this saying it clear for others to get there heads around. and it is cases like this why i keep my chats turned off .

So you think it’s entirely justified for someone to lose their account for two months, perhaps three, for discussing a movie?

And then you suggest they PERMANENTLY lose their account? An account some have spent THOUSANDS of hours on, because they mentioned something that has absolutely literally nothing to do with Guild Wars 2? This is simply preposterous.

noice

spoiling star wars in map chat

in Guild Wars 2 Discussion

Posted by: mexay.3902

mexay.3902

Okay, okay, okay.

Everyone calm right down.

It’s. A. kittening. Movie.

Okay?

It’s just a movie, that has nothing to do with Guild Wars, absolutely nothing. Yet people are DEMANDING others lose access to their accounts and hell, Gaile is supporting this.

Where, exactly, in the ToS does it say that posting of spoilers in chat is disallowed? What does this apply to? Where does it stop? What about the new James Bond movie? What about the Heart of Thorns story itself, something GW2 related?

Hell what about bloody Twilight?

This is ridiculous and you should all take a long hard look in the mirror. You’re suggesting and encouraging that people lose access to their accounts because of A MOVIE.

Where does this policy start? Where does it end? What if you GENUINELY WANT TO TALK STAR WARS? Are you going to get banned for talking about something you love?

What about a new book?

How LONG after release do we have? What about Game of Thrones?

I’m sorry Gaile but you’re being unreasonable, as is everyone else and I seriously hope someone at the CS team tells you this. It’s completely ridiculous.

noice

Schematic Processor Broken

in Bugs: Game, Forum, Website

Posted by: mexay.3902

mexay.3902

We can’t speed up our upgrades, along with it being INSANELY laggy.

Yes I’ve got permissions in my guild to do it. Even our GL tried but no luck.

Hoping for a fix.

noice

Guild XP Broken

in Bugs: Game, Forum, Website

Posted by: mexay.3902

mexay.3902

We had around 3265 before, now we have 6350.

This would be great if our guild level actually went up and we weren’t capped at 6350!

Attachments:

noice

Design an Instability

in Fractals, Dungeons & Raids

Posted by: mexay.3902

mexay.3902

So it’s no secret that the current implementation is downright awful, no good, terrible, completely bad, poorly designed garbage and needs to be redone.

So… let’s have a fun way of providing suggestions for some new Instabilities.

This can be anything from instabilities for single levels or level ranges. Complex or simple. Anything! I’m intrigued about what we can actually produce. Hopefully ANet might get some inspiration from some of these and introduce some better Instabilities.

For reference, some old instabilities that were datamined after Fractured: http://dulfy.net/2013/11/26/gw2-mistlock-instabilities/

noice

(edited by mexay.3902)

Best VPNs for Aussies?

in Players Helping Players

Posted by: mexay.3902

mexay.3902

Just looking for opinions regarding VPNs. I’m a Queenslander living in Brissy and I’ve been using WTFast lately with some awesome results (hitting as low as 200ms, down from 250 – 275ms).

I’m just interested in finding out if anyone has had any better results from other VPNs, if so, what are they, what’s the cost involved? How is it to use?

noice

DirectX 11/12 request [merged]

in Guild Wars 2 Discussion

Posted by: mexay.3902

mexay.3902

I would LOVE DX12 or even 10 or 11, but the reality is that that would just be way, way, way too much of a time investment and is probably one of the things that’s “not on the table”.

It’s just too much work for too little effort. I’d rather see improvements to the system as it currently stands, like fixing High-level Shaders and clipping and texture bugs (looking at you Mistward Tassets).

One day, maybe, but it probably wont happen.

noice

Astralaria & Offhand

in Bugs: Game, Forum, Website

Posted by: mexay.3902

mexay.3902

So I finally made Astralaria and it’s AMAZING, but I was actually pretty disappointed.

No draw animation while in offhand
No projectile replacement on Jalis hammers
No Projectile replacement on Sword 2

It’s basically just another skin for Revenants. It doesn’t really do much for the class and that sucks.

Hoping to see this addressed.

noice

Astralaria III Meteorite Ingot Recipe Bug

in Guild Wars 2: Heart of Thorns

Posted by: mexay.3902

mexay.3902

Players on the legendary journey for Astralaria III will encounter a bug involving Meteorite Ingots. Currently the recipe only provides 1 ingot, where it is intended to provide 25. We plan to fix that recipe bug as soon as we can.

If you craft only 1 Ingot before the recipe fix, all is not lost. After the recipe fix, you may speak with Grandmaster Craftsman Hobbs in Lion’s Arch and choose the conversation option “I have misplaced a vital component for crafting my Legendary.” For a small amount of Karma, you will be able to purchase Meteorite Ingots in stacks of 5. Only 25 are required for this collection.

We wanted to let you know about this before all you legendary crafters run into the issue and as we said, we’ll get this corrected as soon as we can.

This is LITERALLY THE BEST NEWS I HAVE HEARD IN A MONTH OH MY GOD THANK YOU

noice

Astralaria III - Sheets of Aurillium

in Bugs: Game, Forum, Website

Posted by: mexay.3902

mexay.3902

Yeah I sent a mail and basically got told “lol no we can’t give you the item even though we did it for Nevermore”

Kind of frustrated by this. Watched one of my guildies get his Nevermore last night and we should have pretty much gotten our Legendaries at the same time, but we can’t cause it’s bugged.

Keep reporting the bug guys. According to support, the more reports, the higher the priority

noice

Astralaria III

in Guild Wars 2: Heart of Thorns

Posted by: mexay.3902

mexay.3902

btw the rest of the ingots must be purchased somewhere after you make the first as you can never get another ultrahot sphere

How so?

noice

Astralaria III

in Guild Wars 2: Heart of Thorns

Posted by: mexay.3902

mexay.3902

Everything on your list is easily gathered luckily. Sure it’s time consuming, but that is 100% the point.

If you want the item fast, you will pay 100s of gold. If you are OK getting the item over a long period of time while you do other things in game, then you will get it for very little out of pocket.

It’s up to you. Anet has given you options.

I don’t think you understand. You can’t get 1.1k Obby Shards quickly. You can’t get Charged Quartz quickly (okay you can but it requires literally thousands upon thousands of trick-or-treat bags which is crazy expensive)

  • 550 Obsidian Shards (~1.15m Karma)

Put like that seems outrageous, but there’s so many ways to get the shards, almost any currency but gold can get you them

Put like that I haven’t included the 250 you need for your Crystalline Ingots, the ~231 you need for your Mystic Clovers assuming you forge them or the 100 you need for collection 2. 1131 Obsidian Shards, assuming the following is actually a bug (not sure if it is, glad I got my 11 early).

Guys you can buy every collection item (i.e. Fire Imbued Heart) from Grandmaster Craftsman Hobbs for ~ 1000 karma when you don’t carry one in your inventory.

You might want to check the wiki page about Hobbs, section “Recovered Items”

http://wiki.guildwars2.com/wiki/Grandmaster_Craftsman_Hobbs#vendor185

So this reduces mexay’s costs calculation massively by around 90%.

This is true and it’s how I avoided getting it all 10 more times. I did link to it in the main post but you probably didn’t check that.

You can avoid my costs by going to Hobbs, HOWEVER I’m pretty sure that’s a bug. If not, I’m seriously hoping you can get Ingots that way cause gathering 275 of those things is starting to get annoying.

noice

Colin on esports and combat visibility

in Guild Wars 2 Discussion

Posted by: mexay.3902

mexay.3902

Seems entirely fair and honest. GG Colin. To actually go out and admit that the taxi thing was kinda not so great was good, it show’s at least he is self-aware and that he’s also admitting that ESL and the Pro League stuff is marketing too is great, gives some insight.

People need to calm down. Auras, yes, aren’t so great and could have been better but I’m really not sad to see them go. Added ontop of everything else could you honestly say you were able to see your oponents animations? Especially through a static field? I couldn’t.

Calm down, this project seems like it’ll be a big one and take quite a while. They’re addressing a huge issue the game’s had since launch.

I’m glad Colin took the time to talk about this stuff and be pretty honest and blunt. We need more of that, especially calling out bad attitudes. We don’t need that.

Yes, if ANet screws up (see: current collection issues and the range of untested stuff) they need to be told it was crap. They aren’t unwilling to budge (see: Commander tag changes, WvW reset time changes – THEY CHANGED IT TWICE FOR US and a number of other issues). Let’s not just throw mindless tantrums and act like entitled children though. Yes, we have a right to be upset if we paid money. We don’t have a right to get nasty or act like children though. That helps nobody and only drives the devs away — would you honestly want to come and talk about your work if half the players were telling you how bad you did your job and how incapable you are? I wouldn’t. I’d wanted to stay as far away as possible.

Stay positive, stay constructive and stay reasonable. We get what we want by providing constructive feedback, not mindless abuse and tantrums.

noice

Astralaria III - Sheets of Aurillium

in Bugs: Game, Forum, Website

Posted by: mexay.3902

mexay.3902

Honestly you’d expect something like this to be caught in the QA process. Did the QA guys actually try to make the Legendary, start to finish or did they just /additem the whole thing? Using dev hacks to actually get it and mark it as “working”

This is what I somewhat expect they must have done. Nevermore IV is even worse if you ask me. The event to shoo rabbits into the pen has not been active (to my knowledge at least) since September, 2014. Basically it was disabled/removed when bundles were deemed far too dangerous and intimidating for new players, with their New Player Experience (NPE) initiative. That someone would then go and select that for the collection is just embarrassing on ArenaNet’s behalf. At least they fixed Friend of the Pups not being sold by Danador. But they still left something broken. Perhaps there is something to these theories that they don’t want us to finish these two specifically, because of something not being ready about them. The other option is that they are a slight bit incompetent. I don’t want to believe the latter.

It just annoys me that they had time to add effects to old legendaries, which don’t get me wrong, is seriously kittening cool but they could at least get all the legendaries working and actually available first.

My hopes for the rest of the second generation legendaries are extremely low right now and honestly I doubt we’ll see them till this time next year

noice

Astralaria III - Sheets of Aurillium

in Bugs: Game, Forum, Website

Posted by: mexay.3902

mexay.3902

Come on ANet, this is getting to the point of ridiculousness now.

Take it easy…. they’re busy wasting time on some silly esport thing or another.

QA has taken a serious downturn.

Honestly you’d expect something like this to be caught in the QA process. Did the QA guys actually try to make the Legendary, start to finish or did they just /additem the whole thing? Using dev hacks to actually get it and mark it as “working”

I imagine something as simple as an an item from a vendor being completely unobtainable from a vendor would have been caught in the “years they spent working on the expansion”

noice

Astralaria III - Sheets of Aurillium

in Bugs: Game, Forum, Website

Posted by: mexay.3902

mexay.3902

Yeah this is pretty appalling. I pay all that money for the expansion and 1. The thing isn’t even available when the expac launches and 2. It’s bugged for over a month.

Come on ANet, this is getting to the point of ridiculousness now.

noice

Astralaria III

in Guild Wars 2: Heart of Thorns

Posted by: mexay.3902

mexay.3902

There is no way the 11 ingots were intended, probably just added an extra zero somewhere by mistake. In the current state it, in no way, compares to the other two legendary collections. I really, really hope they fix this with tomorrow’s patch…what a disaster.

I’m seriously hoping this is the case, or that we have an alternate method of obtaining these other than crafting. I’m just looking at the Meteorite Ore alone and it’s feeling like a grind. 275? No thanks.

Ore seems completely RNG as well. I’ve farmed several nodes and gotten nothing on quite a few. Really not gonna be happy about it if I have to farm 275 and it’s even more RNG.

noice

Astralaria III

in Guild Wars 2: Heart of Thorns

Posted by: mexay.3902

mexay.3902

There’s “challenging” and there’s “stupid.” This falls into the latter category.

Honestly? I don’t know what they thought when making this collection. And also I don’t know what they thought when not fixing “Sheets of Aurillium” for almost 2 weeks now.

Are they sleeping in the ArenaNet headquarter? I keep thinking they are not even aware of the problem. I did already contact support about that and reported the bug 11 times now. Nothing happened.

It’d be a pleasure if we can just get any confirmation that they are working on the problem(s). But I don’t think we will get a reply here either – they just seem to ignore it

EDIT: to creator of the topic – you should probably add “BUG / Issues” to the title to make them aware of the problem. I already see a moderator moving this thread to the BUG forum where noone will ever see it.

Part of the collection is bugged, part of it is just potentially very very horrible.

noice

Astralaria III

in Guild Wars 2: Heart of Thorns

Posted by: mexay.3902

mexay.3902

Mhhh… this reminds me of something….

WoW => Raids => rewards with epics => to hard => people flame that they cant get epics because they are noobs => why do we pay money each month for not getting epics => raids get nerfed => raids are so easy now a brainless dog can get epics => omg!!! epic are not special anymore

Gw2 =>Collection =>reward you with legendarys => to hard => people flame that the cant get legendarys because grind/money/time => why did i pay money for hot if i cnat get my legendary in a week => Collection get nerfed =Collection are so easy now every brainless dog can get them => OMG!!! legendarys are nothing special anymore

Did you even read the post?

noice

Grymm Svaard Reward Track

in PvP

Posted by: mexay.3902

mexay.3902

http://wiki.guildwars2.com/wiki/Grymm_Svaard_Reward_Box

Wiki says 50 obby shards, but that sounds wrong considering most others are 8 – 15. Anyone completed this and know the amount you get at the end?

noice

Astralaria III

in Guild Wars 2: Heart of Thorns

Posted by: mexay.3902

mexay.3902

So there’s been quite a bit of talk surrounding this but we’ve yet to have any actual answer on how it works. Currently it seems like there is some absolutely outrageous timegates and material requirements (over 1000 obsidian shards for the legendary, 55+ days of timegates, crazy amounts of Aurillium (guessing it’s gonna be more than 1 Lump per Sheet) and more) however we’ve had no real confirmation on the matter.

Currently the assumption is that getting the components to create 1 single ultrahot core will allow you to create 1 single meteorite ingot and that you need 11 Meteorite Ingots total.

What’s in 11 Meteorite Ingots anyway?

  • 275 Meteorite Ore
  • 550 Thermocatalytic Reagents (~8g)
  • 1100 Sheets of Aurillium (,? Lumps of Aurillium)
  • 33 Vials of Mist Essence
  • 275 Ectos (~90g)
  • 55 Charged Quartz (1,375 Quartz Crystals – ~140g)
  • 44 Deldrimor Ingots (~400g)
  • 550 Obsidian Shards (~1.15m Karma)

This is all just for collection 3. Just 3. This isn’t even touching on the expenses of collection 2, the time-gate of collection 1 or the general grind of the rest of the legendary. Obsidian Shards alone are looking at potentially 1.13k shards or over two million karma for the whole thing. This is double that of HOPE & Nevermore.

Assuming you’re buying everything you can, your minimum timegate is 55 days and that’s if you plan in advance. Fifty five days of pure pointless “Press F for Part”, 67 if you don’t realise about the quartz till later. Oh and if you want to make all your own deldrimor ingots? We’re talking months, even if you plan ahead and even then it’s still thousands upon thousands of gold and days upon days of mindless grinding.

“Stop crying about not being able to have a day 1 Legenday!!!”Ill-informed anon, 2k15

Now don’t get me wrong, I absolutely do not believe anyone should get this day 1. Timegates and high material costs can be an important mechanic to ensure things remain prestigious, however, there is an acceptable and fair extent. Requiring a legendary effort should not require a legendary wait, nor should it require literal months of grind. Many of these components to the precursor and ultimately legendary as a whole are exclusive to each other and can not be ground out at once. This results in a somewhat ridiculous amount of grinding that is out of step with all other current legendaries, with no actual sense of being “legendary”.

Having completed the majority of the legendary so far (just requiring a few clovers and Gift of Astralaria which is relatively easy to obtain) outside of collection 3 and 4, there’s been nothing legendary about it, just grind. Lots of grind and collection 3 is pretty much no different if what we believe is correct.

A legendary taking a long time is fine and even welcome, this execution is not. It’s completely the opposite of what players had in mind when we asked for “precursor crafting”.

Why post though?

Two reasons.

First, I wish to create awareness. For those who don’t yet know or understand, the new collections are already pretty nuts and they should be, but Astralaria 3 is potentially taking it not to the next level, but to the Final Boss level and then going that one step further.


Second, I want to appeal to ANet…


ANet, please confirm what is actually happening with this collection. Currently you have people like me who are worried about these Ingots. There’s no confirmation on any of this and while I understand it’s all about the surprise of finding out, we already know due to community effort and sharing knowledge on the wiki. Please let us know what’s happening. Are we right in being concerned or are our worries pointless? Are we getting worked up over nothing and the collection is in fact in-line with the others?

Edit: As a side note, I’m aware of this post but let’s be real here, that’s almost certainly a bug and probably getting fixed.

noice

(edited by mexay.3902)

Mistward Weapon Set: when?

in Guild Wars 2: Heart of Thorns

Posted by: mexay.3902

mexay.3902

They’re on the back of the physical retail copy. False advertising at it’s finest right there.

“Hey look buy HoT and get some sick new skins”
“Lol jk they aren’t even there”

What happened ANet? Was a whole set planned and then you just dropped it or what? Why aren’t they there? Please don’t tell me it’s part of the next raid wing.

noice

Soul River Glider [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: mexay.3902

mexay.3902

Yeah sorry ANet this is pretty poor form. I was gonna get the glider without a doubt and the shadow dyes and makeover kit I mean, they’re kind of appealing but I seriously don’t want the outfit or those weapons. I’m not paying 2000 gems when the only thing I want is only worth 400.

Think I’ll stick to my Exalted Glider, which you know, should have been an in-game reward

noice