I do think that they could probably retool the healing skills so that they are more dependent upon healing power than they are now. Healing power is currently a nearly worthless stat as the difference between the base heal amount and the fully specced heal amount is insignificant.
Absolutely nobody uses that man.
You do realize that the only possible solution for people not using something is to start using it, right?
Jewelcrafting should gain the ability to craft infusions at level 500. Not just limited to the current infusions either, but with additional types.
Ascended gear is powerful enough to make people want it without being so powerful as to be mandatory.
It takes a long time to craft in order to incentivize players to log in every day while crafting it.
It was annoying when they added it because it disrupted the status quo (the “best” was made “not the best”). As long as they don’t add an additional tier at this point, I don’t have any problems with it now.
The short answer is that they did not design the models for the other races, so cultural armor will remain locked until such time as they have nothing better to do than develop a ton of new armor models for no money.
Completing cities will always only provide 1 Transmutation stone.
Completing non-city maps will result in:
2 pieces of gear
40 crafting materials OR 20 ingredients
1 Transmutation stone OR 1 Black Lion Key
The Black Lion Key chance is very low, which is kind of sad because even when you do get one you’re probably just going to get 2 speed boosters and a gathering booster when you use.
I’m OK with no IN COMBAT death rezzing.
As in, if I am in combat, I am unable to attempt to rez a fully dead player.
I use MF%, though having Karma isn’t bad if you need to farm it.
Gold Find isn’t particularly useful (it impacts only direct drops from mobs, so we’re talking coppers per kill) and experience gain is currently the least useful, and possibly obsolete depending on results of the new skill/hero point system.
They’ve already announced the fix for this.
I heard that making mystic clovers can get you a good amount if your lucky haha
Your Karma is better off being used to make Linen. If you happen to have the Obsidian Shards laying around then go for it, otherwise you should do the Linen conversion instead.
If you join a party you are able to piggyback on each other’s tagging a bit making this a non-issue.
Is this a P&D thread? One always wonders when there’s an economic question posted.
P&D?
Not sure what you mean by that…
Pump and Dump
It’s a trick used by schemers to run up the price of something by suggesting it is valuable in order to move their own stock at an elevated price.
Moldy Bags apparently don’t drop very often, so the price is based most likely on old listings that are no longer relevant.
Due to the nature of the game’s economy, different crafting skills are more or less profitable at different times.
Cooking and Artificing have some of the most stable incomes due to the fact that they output a lot of the game’s consumable items.
The weapon and armor crafting skills change regularly (and sometimes drastically) based on patches or player behavior shifts.
Dry Top and Silverwaste mobs (but NOT Mordrem mobs) have a decent T6 drop rate.
I say decent, but that’s as compared to other level 80 mobs. They are still pretty rare.
The market distortion works the other way too, and in a manner that negatively impacts players: massive price spikes in crafting materials due to speculators and the entire gamebase rushing to recraft all their existing equipment at once. That scenario is the one that concerns myself the most, since I don’t have near the funds to re-exotic all my characters even at current prices if I need to, let alone double or triple the cost.
So if you think it is going to do that, why aren’t you buying now so that you can sell for double or triple the price?
You don’t get “extra” damage from pets. Ranger base DPS is lower than other classes because the idea is that the pet would make up the difference. In PvE, this works ok because every enemy stands still and waits for your pet to come over and bite it. In PvP/WvW, every enemy is constantly moving so you actually LOSE DPS because your pet can only deal damage to stationary objects.
My Longbow rapid shots follow the target no matter where who moves though. Enemies go down so quick with that.
Is it your assertion that Rangers should not be allowed to do damage? That’s a burst skill. It is supposed to cause a sudden burst of damage.
Just to clarify, DPS does not mean “highest amount of damage a class can do in a second”, it means “Damage Per Second” and is a measure of the AVERAGE damage done over the course of a fight.
Our nice burst is offset by the lower damage between bursts leaving the weapon on par with others over the course of the entire fight.
In a 1v1 fight, burst damage tends to be more effective than damage over time because the person being bursted does not have teammates who can assist him in mitigating the damage. In a group setting, that burst is relatively meaningless because it is being done to a single target who has many friends buffing and healing him.
The idea is that the elite specializations will change HOW you play, not how much damage you do.
Assuming they implement that concept well, it will not be “pay to win”.
Having crafting be the primary method of acquiring top end gear is good for the overall economy because it ensures that lots of players will be participating.
I always hated other MMOs where the economy was irrelevant due to the fact that everything was grinded. Yeah, they “had one”, but it was meaningless. Its only purpose was to gouge new players who were still leveling.
Here, we get a dynamic system that keeps up with the game, and that’s a really nice achievement.
If anything shows up it would be previous content recurring, and I don’t remember any “recurring style” content in May of previous years so there’s nothing really to go on. The only safe bet is that it won’t be Wintersday or Mad King related.
You don’t get “extra” damage from pets. Ranger base DPS is lower than other classes because the idea is that the pet would make up the difference. In PvE, this works ok because every enemy stands still and waits for your pet to come over and bite it. In PvP/WvW, every enemy is constantly moving so you actually LOSE DPS because your pet can only deal damage to stationary objects.
I think it is called “Shifting Ineffable Inscription” in the recipe list.
Morgan’s Spiral gives these scraps at a pretty decent rate. Park an Alt at the chest and open each day.
I have one female character (a Sylvari). I made her because I had the Leaf of Kudzu drop and felt that a flower girl would look best wielding a flower bow.
I guess this means that they actually want us to stand in a pile at the corner where we can’t get hit and just press 1.
I mean, that’s the obvious implication that one can infer from seeing that they reduced functionality on the event weapon so that it can no longer be effectively used while leaving the no-risk stacking spot intact.
I mean, I don’t bother with Jormag very often any more since everyone stands around in Phase 2 shooting his head (doing no damage) or farming champs at the back leaving me and 2 others to actually do the entire event (breaking icicles) causing it to take 10 extra minutes so that I miss the next boss on the timer.
If you do a lot of Orr farming, having high MF% has a nearly instant impact on your loot. Same as with Mad King’s Labyrinth or other mob-dense areas.
If, like most players, you prefer not to do lots of mob farming, you will not get much of a benefit from MF% as it does not help you with World Bosses, Chests, Events, Dungeon or Fractal Rewards, etc. It does have some impact in PvP and WvW, but in both of those you typically aren’t getting a lot of kills per hour so the effect is minimal.
There were horses. What do you think what centaurs evolved from?
Those crafty Krytans and their “selective breeding” projects.
I understand all those who like the pop up saving them from salvaging rares but I certainly feel like the option would be an acceptable compromise. and the worst thing to happen if someone somehow turns the warning off and salvages a rare unintentionally is they lose 60s profit on the tp?
Technically they’d be losing around 20s if we assume they have an 85% chance to recover a Glob of Ectoplasm from the salvage which can be used to offset the lost revenue from selling a 60s rare.
I use the Show Loot Rarity option, so my rares are never getting accidentally clicked. I would therefore love to have the option to suppress the warning.
Due to the way trading works, any item in your “cart” would just be a snapshot, making the sum incorrect when you actually hit the “buy” button.
This is because someone else could have already bought the items in your cart and the next one was listed higher or lower.
They will most likely bring them back eventually.
They raise the price and/or remove them after a while in order to maintain scarcity, which preserves demand when they do come back.
Players: We don’t like getting small bits of content every two weeks. We demand an expansion!
ArenaNet: Ok, 1 expansion coming up.
Players: We don’t like getting no content while we wait on an expansion.
ArenaNet:…
(edited by Moderator)
Was hoping for an answer about this, as loot distribution does seem off. For example some posted a screenshot of them having 5 Portal stones…If the drops are that rare, and many many people have yet to get even 1, how can some accounts be getting that many unless something is wrong with the loot tables on some accounts!
I bought a lotto ticket.
My neighbor bought a lotto ticket.
My neighbor won and I didn’t.
Please fix the lotto!
Again, I see enough of both of your posts to know that you both want to protect your “leet feelings” here, so I’m not going to engage you in your attempts to distract.
With staff being added, we have a new route to potentially go for melee PvE, which could be good. Staff can absorb the defensive role, greatsword can become the DPS weapon and sword can maintain its PvP/WvW utility.
…They should nerf Sword damage (it has too much utility for a high damage weapon) and buff Greatsword damage (perhaps at the cost of losing the auto-evade).
Rangers have god-awful focus in their weapon designs, and the few weapons we do have that have a clear purpose aren’t terribly good at it.
This is easily the worst suggestion I have seen on the forum, ever. Easily. The auto evade on GS is so good that I would take a damage nerf to it rather than see it go. If you want to damage with your GS, play a warrior. Ranger GS is utility and evasion. Same goes for 1h Sword, but it is damage and evasion. Evasion being the focus of ranger melee weapons, and they do it very very well.
Oh, one thing I would like to see, is the AA chain reversed, so you get a leap gap closer as an opener. Just make the skill not leap unless you are in range.
I get it, you like feeling like you are superior to the newer players who haven’t figured out how to bypass the incredibly bad implementation of the sword’s attack chain yet and you don’t want your faux superiority removed by them fixing something that is clearly wrong.
You’re a human, so it is perfectly natural for you to want to preserve your ego’s fragile status. It’s basic psychology which allows us to operate in groups, so I don’t fault you for it. That doesn’t mean I’m not going to expose you for it though, because making the game better is more important than protecting the egos of a few players who want to feel superior to the others.
If you really wanted to address the issue that you think exists, you would have responded to John Smith when he asked for evidence, or at least provided a compelling reason for him to expend many hours delving into the loot code looking for a “problem” that hasn’t even been defined yet.
ArenaNet has access to data that says there is no problem. This suggests that your problem isn’t a problem. If you disagree, then the onus is on you to show that the problem exists. You correctly claim you can’t prove it, but you don’t have to; you just have to collect enough data that suggests a problem exists and provide it to ArenaNet.
Creating threads like this does not address the “problem” because it is just a cavalcade of anecdotes without data. It does CREATE a real problem though because it poisons the minds of new players with the false belief that their loot is being impacted. Now we’ve got 10 new people creating these pointless, unhelpful, toxic threads for no reason other than that you triggered their confirmation bias. As they say in that State Farm commercial “You’re not helping”.
If you really believe an issue to be present, start up a Google Docs spreadsheet and start logging everything that drops for you on both accounts. Once you’ve got DATA, analyze it (using formulas so that your personal bias doesn’t taint the results). If you believe it suggests your problem isn’t a phantom, send the data to ArenaNet (don’t post it here, the forum can’t help you).
So nice… All of you always forget WvW…
You might not need something else then zerk zerk zerk in pve showing how limited the gameplay is.
But there are people who build balanced armor sets for WvW, they needed 2500 or 2300 for their armor value and now the builds are going to be stripped from toughness and viatlity, making the balanced armor set obsolete… If you werre max toughness you do not care at all, same with zerk: it’s for the brainless.
I lol at your ignorance… and cry for those who lost great investments.
Of course a lot can be done with rings and maybe a weapons, I think 90-95% of the builds can be saved with relatively minor investments, but this will not come without a cost, either in time, laurels, or even one or more ascneded pieces and new runes. I would really like to say…. I like the removal of stats, but I hate the chaos it creates…
Ignorance is bliss… So I guess you are bliss.
Just think about it. PvE is for the brainless, by the brainless…. Bliss….
And this post should make my feelings clear:
Not bliss…
WvW is niche gameplay. Of course it is going to be a minor consideration (as opposed to a main consideration) when far reaching changes occur.
I think a better fix would have been to seriously nerf reflection duration rather than make ranged attacks unreflectable.
This would have rewarded skilled reflection use.
It needs to have a lot more health and the immediate pre-event (the one where you wait for several minutes, not the one where you escort the golem) needs to be removed.
I think that in PvE and WvW, we should get to slot one race skill at all times (i.e. not use one of our regular utility slots for it). Some would probably need a slight tweak to prevent them from being too powerful as an additional slot, but that would keep the spirit of your race alive without being OP (because it is PvE so who cares).
PvP would obviously have to omit that skill slot for balance purposes.
Shh!
Cheap T6 materials = cheap Precursor forge attempts!
I’ve recommended this idea in the past.
Since we don’t have a holy trinity here, the margin between the best DPS and the worst DPS should not be very wide. Because of the way they have implemented stat distribution, that margin is insanely huge.
Doing the stats this way (armor = defensive, weapons = offensive, trinkets = both and special), you eliminate the margin and now spec for PLAYSTYLE rather than MOSTEST DEEPS!!!111!!
I personally love this game, but I definitely see the stat distribution as the single worst thing ArenaNet has done to the game. It’s a pretty critical flaw in my opinion.
The new map rewards appear to be a great way to get Giant Eyes in the future. You may want to wait for that update instead of trying to get them now.
Functionally though, everyone was shoehorned into picking 1,2,3 because they were “the best” so now we will actually see more diverse builds since you can’t take that combo now.
Traits should change HOW you play, and the old system failed miserably at doing that since it was just a checklist of the most efficient DPS options.
How exactly are people not “shoehorned” to pick the best combos in the new system?
You can apply the same logic as if 3, 6, and 9 are new the best. There is less alternative to the “best” in this system.
Because many of the “best” options are now in the same tier together, forcing you to pick only one of them leaving your other slots available for traits that are not DPS related.
That doesnt mean there isn’t going to be a new “best” to take those builds place. There will always be a meta. What we are going to see now with less possible build combinations is everyone running the same “best” (meta) builds because there will be less of them.
Some tiers have no “best” option from a DPS perspective. This improves diversity because you no longer “have” to have any 1 of the 3 from that tier and can select the one you like versus the one that performs best.
Obviously, any tier that contains a DPS option will have a “best” option that will be the meta. This change just reduces the number of tiers where a meta option exists.
There will always be a best option when it comes to meta. Traits don’t all have to be DPS related to be meta. Taking those builds away doesn’t remove the nature of people taking whats the most effective and exluding the rest.
Taking away options didnt remove the bar and make all choices the same. In relation to DPS. There is nothing stopping people from picking the combo choice that gives the most DPS out of the entire system. Just like the previous one. Only difference is with the new system there will be less variations to those builds.
So how exactly does giving less choices improve diversity?
Summary: you have more diversity because you now have more VIABLE options than before.
Having more OPTIONS does not equal more diversity if no one uses them. Having less options in total but more viable options means you will actually experience build diversity because people will actually be using different builds.
The most DPS option is going to have large slot gaps that can now be filled with a plethora of non-DPS options, increasing diversity overall.
It’s like having an ice cream store with 50 flavors, all of which are terrible except 1. You take a step back and relaunch your ice cream store with 25 flavors, with 5 being great.
In your old store, you had more OPTIONS, but the customers only bought one of them so your cone diversity was non-existent. In the new store, you have less options overall, but because you have more than 1 good flavor now your cone diversity has gone up.
Functionally though, everyone was shoehorned into picking 1,2,3 because they were “the best” so now we will actually see more diverse builds since you can’t take that combo now.
Traits should change HOW you play, and the old system failed miserably at doing that since it was just a checklist of the most efficient DPS options.
How exactly are people not “shoehorned” to pick the best combos in the new system?
You can apply the same logic as if 3, 6, and 9 are new the best. There is less alternative to the “best” in this system.
Because many of the “best” options are now in the same tier together, forcing you to pick only one of them leaving your other slots available for traits that are not DPS related.
That doesnt mean there isn’t going to be a new “best” to take those builds place. There will always be a meta. What we are going to see now with less possible build combinations is everyone running the same “best” (meta) builds because there will be less of them.
Some tiers have no “best” option from a DPS perspective. This improves diversity because you no longer “have” to have any 1 of the 3 from that tier and can select the one you like versus the one that performs best.
Obviously, any tier that contains a DPS option will have a “best” option that will be the meta. This change just reduces the number of tiers where a meta option exists.
Functionally though, everyone was shoehorned into picking 1,2,3 because they were “the best” so now we will actually see more diverse builds since you can’t take that combo now.
Traits should change HOW you play, and the old system failed miserably at doing that since it was just a checklist of the most efficient DPS options.
How exactly are people not “shoehorned” to pick the best combos in the new system?
You can apply the same logic as if 3, 6, and 9 are new the best. There is less alternative to the “best” in this system.
Because many of the “best” options are now in the same tier together, forcing you to pick only one of them leaving your other slots available for traits that are not DPS related.
Mathematics dictates there is less choice because there are less possible trait combinations. Combining choices does not mean more choice.
It went from something like.
Pick three from 1, 2, 3, 4, 5, 6, 7, 8, 9
To.
Pick one from 1, 2, 3
Pick one from 4, 5, 6
Pick one from 7, 8, 9This was more of a change to make thier job of balancing easier than improving build diversity and flexability. Like they said in thier stream they want people to have to pick between x and y. Leaving you with less choices for them to balance.
But hey this is like the 3rd or 4th time they changed the system. Why not screw it up some more? Less is more NPE.
Functionally though, everyone was shoehorned into picking 1,2,3 because they were “the best” so now we will actually see more diverse builds since you can’t take that combo now.
Traits should change HOW you play, and the old system failed miserably at doing that since it was just a checklist of the most efficient DPS options.
Right now, “build diversity” means “select the damage increasing traits so that you are using the exact same build as everyone else”.
Due to the way they are changing traits, it seems like there will be a LOT more build options now since we aren’t going to be shoehorned into taking the same selection as everyone else in order to get max DPS out of it.
I’m behind the change. Having too many traits was actually very limiting because you were shoehorned into taking “the best” for DPS causing you to never take the non-DPS traits (unless you are PvPing).
By restricting choice at each tier and simplifying the traits, they are actually making it viable to use many traits that were otherwise never being taken.
This should result in traits actually impacting HOW you play, rather than how much damage you do, which is a much more engaging goal for the system.