If it’s any consolation, the odds of you getting either node are so bad that you will likely never have to worry about it.
I have 2 stacks of them and i have no interest in making any legendaries. Should i just sell them earning about 500 gold or keep them for some other crafting?
They can be crafted into weapon skins that are far more profitable to sell than just outright selling the coins.
Downside is that the weapon skin may take a while to actually sell, while the coins should move almost instantly.
They really need to add a Lore tab to the Hero screen.
Then they would have a permanent place to store books and collectibles that shouldn’t really be inventory items that we could refer back to whenever we wanted to.
Racial skill should get their own slot, which is the only slot they can go in (i.e. you can never put a racial in slots 6-0).
Then that slot can be disabled for content that requires balance (i.e. PvP and Raids).
Remember how immersive is the Zaithan fight on the story mode? No? So yeah thats how immersive an easy boss is.
Then don’t play the Easy Mode boss, play your normal mode Raid.
Thats the point. An easy mode boss has none of the immersion “story-mode”-advocates ask for, hence it is a waste of time to develop it.
That isn’t the point. The story people want to see/hear what happens AFTER THE BOSS IS DEAD. The fight itself isn’t relevant to the story, other than any potential dialogue that may happen during the fight.
So why would they need a story mode? Im well aware of where the story is in raids, but this thread is all about a story mode because of the immersion you lose by not participating in the fight. Try reading next time
I’m going to suggest you return to the OP and read it this time…
I agree being able to classify green sigils and whatnot as “junk” for vendors would be a simple and appropriate solution.
Even more simple and even more appropriate would be to allow us to salvage them.
Remember how immersive is the Zaithan fight on the story mode? No? So yeah thats how immersive an easy boss is.
Then don’t play the Easy Mode boss, play your normal mode Raid.
Thats the point. An easy mode boss has none of the immersion “story-mode”-advocates ask for, hence it is a waste of time to develop it.
That isn’t the point. The story people want to see/hear what happens AFTER THE BOSS IS DEAD. The fight itself isn’t relevant to the story, other than any potential dialogue that may happen during the fight.
Raids are not something that most people are willing to do with people they meet on LFG. Using LFG for nearly any other kind of content will almost always get you very quick results.
For raiding, you are going to want to join a guild dedicated to it (or one dedicated to training for them, if you aren’t experienced).
I bet those probes have brightly-colored Assault Knight Power Cores in them… We should organize an effort to deconstruct them to find out.
Since Gaile is here reading this, I’d like to reiterate my suggestion to make all runes/sigils salvageable into their base components (including a chance at the rare crafting mats).
This would prevent them from being worthless or clogging up inventory.
Ectos are one of the most farmable high end material in the game, and have incredibly stable value, so selling them isn’t that big of a deal. Yes, you will ultimately need a lot of them, but it is relatively easy (if boring and time consuming) to replenish your stockpile when needed.
One needs to consider what the POINT of AP is, before one can decide if the system in place now is good or bad.
Personally, I think that the cap exists because they decided that daily AP was a bad idea but couldn’t just remove it so they put a lid on it.
If I was putting a resolve system in GW2, I would not count Confusion, Torment, or Blind as CCs.
Stun/Knockback/Launch/Knockdown are definitely Hard CCs as they remove the player’s ability to control their character.
Root/Cripple/Chill are Soft CCs as they limit your ability to control your character.
Blind still allows you to move and use skills.
Torment still allows you to move and use skills.
Confusion still allows you to move and use skills.
As such, I wouldn’t rank them as CC as much as I would rank them as “defensive conditions” (i.e. conditions that force your opponent to decide how to fight you), similar to block/reflect.
Yeah, I’m not a fan of Condi Necro. I’d rather go Sigil of Bursting for that one xD
Sigil of force, really worth it. No other sigil come even close to the dmg improvement for a power build.
Sigil of bursting on the other hand, sadly not worth it, both earth and geo are better (unless you are purely ranged where geo dont work)
Earth and Geo are only for inflicting Bleed, it doesn’t do anything to help with Condi Damage at all. Reapers right now can easily stack up to 30 Bleeds with just Shouts in PvE thanks to Deathly Chill, but those bleeds will only do 22 damage per second (or in this case 660) without Condi Damage/Duration while Burning from Dhuumfire (for example) does 657.5 damage per second with only 5 stacks (the max you can get without Expertise and while running Reaper’s Onslaught for the additional attack speed). Bursting or Malice would benefit both Condi Damage as well as Duration, which allows you to stack more Condis and keep them on your target longer for more DoT.
Earth and Geo aren’t bad options, but they’re just for applying Condis (in this case Bleed), not for increasing Condi Damage or Duration (which is where Condi players get their DPS).
The problem is that the extra stacks of bleeding from Earth and Geo both do more actual damage than the Bursting Sigil does, because it was very poorly implemented. It only adds 6% to your BASE condition damage (i.e. it ignores all of your condition damage from gear).
This is the defiance bar system that’s used for champions and some bosses. As much as PvE may not need it that much, I really feel like it should be enforced in PvP areas (including WvW).
They are similar, though the Defiance Bar works in an inverse manner (i.e. you spam CCs that are ignored until you break the bar, at which point a pre-designed CC effect occurs).
They should have copied the “Resolve” system from The Old Republic, which was a pretty creative solution to CC and allowed intelligent use to be rewarded.
For those unfamiliar with the Resolve system:
1. You have a Resolve bar that has 1,000 points. You can see it in your UI, and enemies can see it in their UI.
2. All CCs have a point value (hard CCs have high values and soft CCs have low values. Long durations have high values and low durations have low values). These CC points are subtracted from your Resolve bar when they are used against you. For example, a 3 second Stun would subtract 600 points from your Resolve bar, while 8 seconds of cripple would subtract only 400 points.
3. When your Resolve bar reaches 0, you gain 10 seconds of unlimited immunity to all forms of CC, during which time your Resolve bar slowly refills back to 1,000. Any current CC is not broken automatically.
This system rewarded coordinated and intelligent CC use and punished CC spamming. it also rewarded intelligent use of Stun Breakers.
For a game’s economy to be healthy, players cannot be able to farm everything they need easily. By distributing supply randomly through the entire playerbase, you force them to participate in the Trading Post which keeps the game’s economy running smoothly which provides two main benefits:
1. Fights inflation by destroying gold and
2. Makes the game rewarding by allowing players who get these items to sell them to players who want these items.
Being able to easily acquire the 18 lilies you want may make the game more rewarding for you (1 person), but it makes the game less rewarding for 17 other people who now just have more junk items in their bank.
I’d pay extra for a Food/Buff Page – All food and potions/buff items can now be auto-deposited to this new tab in the bank. A new button is available on the UI that lets me access this tab from anywhere in the world to consume any food/buffs that I have stored there
Better option: Allow us to salvage runes/sigils into the materials used to craft them (including rare/exotic tier crafting mats).
I park half of my alts at a Rich Iron Node and the other half at the Malchor’s Leap Elder Wood Tree farm.
When I first log in each day, I get my daily done, then log into each alt and farm.
Once that’s done (about 15 minutes), I go on about my business.
I always try to save up the Iron and Elder Wood until the weekend, at which point I refine it and list it on the TP.
Also be aware that occasionally a map will stay open for a long time and the nodes get “stuck” in “already gathered” mode. When this happens, no amount of waiting will reset them allowing you to gather again. The only fix is to wait for ArenaNet’s multi-server system to shut the instance down thereby fully resetting the instance.
This is a pretty uncommon bug, but it does happen from time to time.
- Auto-upgrade runes. Like : if you double click a stack of 100 minor, you gain a major etc. That could be an interesting sink ?
No, because the vast majority of Runes/Sigils are 100% useless and never used by anyone for any reason at all.
I don’t think it is possible to be redundant enough in expressing how utterly and completely worthless they are.
If we can salvage them into base parts (including possible rare materials used in their creation), then ALL of them instantly gain value since they can be broken down and turned into something useful.
Please make all runes/sigils salvageable.
I think that they should substantially reduce the number you get from playing the game, increase the price on the gem store x5, and make them a permanent skin unlock (so that any time you use a transmutation stone, the skin you apply it to can be used an unlimited number of times for free after that, just like the achievement skins).
EDIT to Remove unrelated Silver comment.
Sorry, forgot that they added a use for Platinum ones.
(edited by mtpelion.4562)
PvP suffers from the same thing that all “RPG” style games do when they attempt to go “competitive”, and that is that they are impossible to balance. Shooters, in general, are great for PvP balance because player skill is nearly the ONLY deterministic factor whereas RPGs have team comp, class, stats, and gear all with equal or greater impact on result than player skill. This forces everyone to run the same few sets of combinations so that player skill can eventually determine outcomes again. Chess is a great competitive game because both players start with the same pieces. Can you imagine how bad it would be if one player got to start with 3 Queens and the other guy had all pawns? That’s basically what PvP is in all RPGs.
WvW has the same issues, but zerg size becomes the primary factor. Because they did not enforce population controls normalizing population balance (and because those maps are way too huge for the populations that they have), most of the servers wound up dying forcing them to come up with the pairing system which further removed layers of enjoyment (lack of community feel, constant re-pairing maintenance, etc.). The entire concept needs to be reworked from the ground up.
There is a “show only available” checkbox in the search filter area. Hit the X to remove it and search again.
I have no problem with the ABILITY to go to maps and have fun IF YOU WANT TO. But a lot of the people on these maps are not there for fun, they are merely running from node to node, ignoring all other players and enemies, degrading rather than contributing to the fun of people who actually want to be there by triggering improper scaling in events, causing population capping issues, and dragging trains around the map.
We want the population of maps to want to be there and to be participating. The level scaling allows this to happen and is a great system. The node issue has the opposite effect.
This is generally untrue. Node farmers are not present long enough or in great enough numbers to impact scaling, population caps, or mob trains.
1. Event scaling adapts quickly, so the few seconds a player spends mining a node isn’t going to affect the scaling, and if it does, it will downscale promptly after the node farmer leaves.
2. Low level maps are almost never at population cap unless a World Boss fight is currently happening, in which case the node farmers are not the ones causing the cap.
3. Mob trains can be annoying for appropriately-leveled players who run into them, however, the AI in this game is pretty dumb and it shouldn’t take you more than 2 minutes to figure out how to avoid having a mob train ruin your day.
Personally, I’d like to see the AoE cap removed AND the Outnumbered buff changed to provide an 80% defense against AoE damage. People who stand in the fire deserve to die fast no matter how many of them there are in the fire.
Learning to not stand in the fire is like MMO 101. Should WvW really cater to people who refuse to learn that?
If the base chance of getting T6 leather from a level 80 pair of gloves is 1%, then a Black Lion Salvage Kit would increase that chance to 1.5% (50%*1=.5 and .5+1=1.5)
That’s what it means when it says “% chance of rarer materials”.
We don’t know what any of the base chances are, so we only know that better kits have higher chances, not whether those higher chances are worth it.
Black Lion Chest Rule Number 1: Never TRY to get any specific item.
If you’re going to buy a lotto ticket and expect to win, you are being 100% foolish. If you buy a lotto ticket and expect to enjoy the gamble, then you are doing it correctly.
Buying keys to get a specific item is 100% foolish.
And this is the embodiment of what’s wrong with the game.
People wanting rewards for Losing.
Obviously the poorly designed content isn’t the problem. Blame the customer!
You obviously missed the entire point of the post you quoted if that’s your takeaway.
Indigo is always the hardest one to get to spawn because it spends the least amount of time in an upgraded state.
I really think that had they used my idea, the current issues would have been avoided.
My recommendation was to allow insignias to be created with EITHER leather OR cloth. This would give players the option to craft their insignia with whichever material was currently cheapest helping to maintain a level of price equilibrium between basic crafting materials of the same tier.
PvP gear is restricted for balance purposes. They aren’t going to remove that.
Guild Halls do let you engage in duels though.
I’m in favor of making these available via Reward Track.
Tournaments only rewarded sever selection, thus all remnants of that concept should be eliminated.
Make sure that you get to the map early, call out your intention to do it there in order to get other people to show up, flag up if you can, and try during the busier hours on your server’s time zone.
Those are really going to be your best tips for this at this point.
Before we worry about unlimited use Sigils/Runes, I’d prefer that we get all of them craftable and salvageable first.
Once they can realistically be created/destroyed, then there should be a Mystic Forge recipe that uses a full stack of one to unlock an unlimited use version.
This way the glut of pointless Sigils/Runes can be converted into materials and then into useful Sigils/Runes and then those can be converted into unlocks.
By doing it this way, you can maintain the value of the Sigils/Runes during the transition period AND once the unlocks are in place.
I would like to sign on to this. Each capital city needs to have one annual recurring holiday in it.
So does this mean that if someone lists an item for 9999g 99s 99c , that they instantly pay
5% of this or 500G for the priveledge.
Yes. The instant you list something for sale 5% of the sale price is taken from your current gold.
Another 10% of the sale price will be taken when the item actually sells.
Two reasons:
1. Depending on the item level, it may be able to be salvaged into lower tier materials that are valuable right now.
2. It may be a rare drop, or doesn’t drop any longer. This means that only the most expensive listings are still left on the TP and they do not reflect the actual value of the item.
If we are supposed to hit the Dolyak Skritt, can you remove the ability to kick them so that players MUST use snowballs instead (with appropriate changes for balance issues)?
The escort would always fail if they did that. Back when it was in Lion’s Arch, they had skritt snipers up on the rooftops that you had to snowball. There were also skritt snowball fighters playing around. They just need to bring back what they originally had.
Hence the part about “appropriate changes for balance issues”.
I was not able to ever get any credit of any kind using any snowballs in any area on any Skritt.
I basically just wrote that one off as “too broken to care about” and stopped trying.
If we are supposed to hit the Dolyak Skritt, can you remove the ability to kick them so that players MUST use snowballs instead (with appropriate changes for balance issues)?
The amount of coding that would be required, compared to the number of people who want to perform a race change would mean that they would need to charge about 4,500 gems per race change to make it worth their while.
HOWEVER! With such a high price point, only about 15% of the potential customers would ever actually buy them, which means that they’d need to further increase the price to around 30,000 gems to make up for the lost customers.
This would again drive even more potential customers away causing them to need to do a CBA to find the sweet spot where they are losing money, but not so much that it is painful.
Long story short, it is impossible for them to ever recoup the money spent on recoding because the costs are far and away too high to ever be offset by any realistic price point with the number of potential customers that would be interested, which is why you will never get a race change item in the gem store.
I just play Bell Choir while watching TV.
I share the frustration and the map bonuses are unlikely to generate enough slivers for the decorations unless you solely grind them and nothing else, by which time most of Wintersday will be over.
Some of the scribing costs need rebalancing again so that festivals become less about grinding out enough materials and more about encouraging creatvitiy in decorating via making them more accessible.
Which is why you need to prioritize. Get the time limited stuff first and leave the rest for later … but I view all decorations equally I don’t care about seasons and festivals. Still need to acquire vast piles of snow.
I don’t think that is valid though. All Wintersday decorations should be acquired fairly easily through the festival. It should be about how creative you are with the decorating your Guild Hall, not money sinks or grinds or farms or economy balances or any of that – not when it comes to festivals. I personally don’t think it is the right approach to look at decorations being something to aim for next year rather than this.
The costs are not unreasonable when you consider that they are supposed to be gathered by 15+ players.
The problem is that people insist upon stacking into tight little balls, then complain when skills that target tight light balls are used on them.
Spread out and skills like Epidemic have NO EFFECT AT ALL.
There are more mystic coins being created than are being consumed.
Players can earn at least 48 mystic coins every 28 days with slightly more spending on the number of mystic forge dailies. Unlike before, players also earn 2G from completing their dailies so this means that they can get another two mystic coins per day compared to before. There are also WvW/PvP reward tracks that award mystic clovers as well as the final chest on the 28th day from the login rewards.
There is way more Ecto being created than being consumed but its only 30s each, the only people that will be hurt over more coins being introduced are those who have 1000’s of gold and can keep a monopoly, we need more coins put into the game.
Id suggest removing all coins from the market, making them far easier to get in game, and making them account bound, problem solved.
The only way you can justify the high price is if you are in the flipper campaign and are making GGG from a market that does not have enough supply entering it, the reason why they aren’t being consumed is because they cost 1G each or they did last night, and they are linked to recipes that are stupidly RnG based, which is absurd.
Because Ecto creation can be targeted, players are able to satisfy their own demand if they choose to farm them. This keeps prices down.
Because Mystic Coin creation has a game-enforced production gate, players are NOT able to satisfy their own demand which means that while overall production is higher than overall demand, individual production is lower than individual demand for players who want to craft something that needs Mystic Coins. This forces players to participate in the Trading Post which does two important things:
1. Provides high value to items that ALL players have equal access to which helps to eliminate currency possession gaps and
2. Deflates the economy via Trading Post fees.
These are important functions that may not seem fun to the MINORITY of players complaining about the high prices, but they keep the game rewarding for ALL players which is why no matter how many posts crop up about this, you won’t see any changes anytime soon.
Organize a guild group to run events on Diessa Plateau and/or Iron Marches and ask that your guild mates donate the slivers and fragments to the decoration drive.