I’ve got all the blue and green minis and about half of the yellow ones. I should have started at orange and I would have seen that they weren’t worth the title :\
how do you know if you send large amount of gold it could result in a ban?
Despite Anet claiming that it’s not automated, I strongly feel that sending large amounts of gold results in an autoban/flag. That does not mean you are guilty, however.
If you send an inquiry and tell them your innocence (and they can check the logs and trace your transactions) they will reverse it, usually within a few days.
If you want to get past the autoban (this is not an exploit), simply transfer gold through guild banks.
Even if it isn’t automated, sending large quantities of gold has got to be some kind of flag since that pretty much the sole activity of gold sellers and thus the only way to find them.
Just be warned, OP, sending gold is risky, both from a scam and from a ban perspective.
Black Lion Skins are optional as they do not provide any in game advantage.
Optional items are luxury items.
Luxury items generally require more coin to obtain.
Those prices are not insane, they are well within the buying power of even most casual players (I myself only play 4-5 hours a week and when I decided to go after the Golden title I was able to get it in a month, with no dungeon grinding or champ farm).
If you don’t have the money for something that you want right now, getting the money should be your goal. Having goals is what keeps people playing the game.
I think it is important to point out that Opportunity Cost is not actually a cost. Cost is the price of acquisition (be it buying, making, or harvesting) whereas Opportunity Cost is theoretical loss of revenue (not a cost) based on a comparison of scenarios.
Time is a cost only when we are compensating someone for it. If no compensation is being made, time is potentially an opportunity cost (would could have done something more valuable with it than what we did).
Things that we find in the game (mob drops) are essentially free because they cost us nothing to acquire, just as finding a pearl while scuba diving results in a free pearl. If sold for gold, those free things result in free money.
Things that we harvest or salvage are never free as they require tools/kits to acquire and those kits have a cost. Things that we craft are also never free, since they use ingredients that were acquired at a cost.
Wow….. even your misses crit. CRITICAL MISS!!!
Critical Fail actually. When that happens you trip and stab yourself in the eye.
No seriously, look up Critical Fail tables for D&D and the like. A really bad one and you fail so badly with a dagger swing you KILL YOURSELF.
Modern games need this stuff. It made D&D fun.
Most gamers can’t handle failure. Or stat optimization for that matter. Most games that are sold as “RPGs” are little more than Action games with costumes.
If you want to play a real RPG, you still have to go back to pen and paper because games where you can fail don’t sell, and games that don’t sell don’t get made.
Within the current rules…
Since they are not trade-able then I would think the best way to deal with the Essence would be to have your Artificer convert them.
If my calculations are correct (done in my head so somewhat suspect) then 1 stack of Exotic Essences would be 5,000 Fine Essences or 50,000 luck points or 1.6 Luck percentage points at Luck Hard-cap.
Now for those of us with two digit luck, 5k of Fine Essences seems like a huge amount but for those of you that are already 80 Luck points above the hard-cap, I guess this would be a problem.
Possible changes…
- There is the option of adding Ascended Luck into the equation and make that upgradeable to Legendary Luck; which would add another two levels to the equation. This may only be delaying the inevitable though.
- I can see the problem where making them trade-able might pose another issue of the rich being able to buy yet another accomplishment, so it might be best to stay away from that option.
- What if they just made a Mystic Forge recipe to convert them to something else? That seems like the easiest option. As to what they would convert to is anyone’s guess.
Clovers, of course!
This already utterly easy game does not require more passive effects.
Please do not take even more skill out of pvp.Umm… what?
No aspect of the infusions require skill to use now, my suggestion would therefore not remove any skill. In fact, my suggestion would require you to actually think about the situational impact of the different infusions (similar to runes/sigils).
Also, all effects other than dodging and ability activation are passive.
No more random, selfinduced buffs, resistances, triggers, debuffs. The player shall play the game, not his build.
Changing a current passive stat into something that is either a different passive stat or a procdoes not in any way reduce the skill level of any aspect of the game. It just makes the current boring stat slightly more customizable or dynamic. That is all.
This already utterly easy game does not require more passive effects.
Please do not take even more skill out of pvp.
Umm… what?
No aspect of the infusions require skill to use now, my suggestion would therefore not remove any skill. In fact, my suggestion would require you to actually think about the situational impact of the different infusions (similar to runes/sigils).
Also, all effects other than dodging and ability activation are passive.
Personally, I think that the infusions should be retooled a bit.
For example, defensive infusions should be things like “Magic Resistance”, “Physical Damage Reflection”, “Chance for Random Buff when hit”, etc.
Stat boosts are boring. Let’s not do boring, OK?
Honestly, SAB is one of the hardest things in GW2, especially world 2 pre-nerf! Not to mention, TRIBULATION MODE <3
What got nerfed?
I’d like to see the unique skins drop as crafting recipes instead of items. That way the players who get them to drop can make more of them and bring the prices down to a more reasonable level.
Laurels and plant harvesting will be the least expensive options, though they will take some time.
At least with plant farming you will also be getting ingredients you can sell to help you buy more dyes and speed up the process.
I actually wish that items like weapons and armor, with the exception of boss chests, never dropped and need to be crafted/purchased instead.
I grew up hunting a lot and not once did I ever find a helmet on a dead deer.
That is probably one of the worst suggestions I have ever seen.
And good riddance to healers and tanks, all it does is promote lazy play. GW2 promotes active defence, not relying on your position in the trinity to basically play the game for you.
No, the worst suggestion you have ever seen made it into the game in the form of multiple gear sets, none of which are useful. If you aren’t wearing full zerker gear in dungeons and fractals then you are simply not playing the game right, and having only one right way to play when they could have made abundant options instead is just poor design.
As it is right now, even the laziest players can zerk any content in the game because dodging is free invulnerability on a very low CD. If they wanted this to be an action game they would remove gear options. If they wanted this to be an RPG they would make the gear options mean something. Since they aren’t doing either, it suggests that they don’t know what they are doing.
I have previously made the suggestion that Dungeons and Fractals should be balanced around a total group Healing Power amount.
If we say that amount should be 500, then your 5 man group can bring 100 each, one person with 500, or any combination between the two. Obviously, bringing Vitality and Toughness will decrease the amount of Healing Power needed overall because you will be taking less damage.
Just because the trinity is no present doesn’t mean that healing and tanking should not be present, we just have to get more creative with how we implement the facets that the roles provided without making the roles mandatory.
I’d make you a chart, but I don’t have the time. The value of XP boosters drops rapidly as you level each character as the benefit they provide decreases. Once you’ve reached 80 on each character, the only value they provide is slightly faster Skill Point gains, which is of marginal value.
They are never “useless”, but the value of what they provide decreases over time until they are almost valueless, meanwhile the keys used to open the chests that drop them are limited access making them expensive. At least the “useless” items from the BL chests (tonics, etc) are fun and have value outside of a meaningless stat boost.
I have one in my bank(to sell it later) but after mf patch it’s bugged somehow and turned to soulbound. I’ve noticed this after seeing this thread.
I will use it on my ele if they don’t fix it to be sellable again. It’s stats aren’t changed by default as you say, it wants you to select its stats manually. (Which will make it account bound)
If they fix It and make it sellable again I can sell one in tp
It isn’t bugged. That is the intended behavior for MF% items. They all became bound when the patch hit.
I do find it a bit odd that the people who can afford the keys tend to be the people who no longer need almost all of the items from the chests.
I think that ArenaNet should probably review either the content or the acquisition of keys as there does seem to be a big disconnect.
I got a BL salvage kit yesterday from my daily. That is all I have to add to this thread.
I got one this morning. Lame conspiracy theory is lame….
To be honest, I actually forgot that anything other than a Mystic Coin and a little Karma bottle drops from the daily. I don’t think I’ve had anything else drop since the first day they implemented the daily quest reward.
Can I at least look at your BLSK so that I can remember what good luck feels like?
The recipe will be changed? Ok I will scroll through I do not remember reading about it.
So will sellable recipes become account bound or just be changed and still available to place on the trading post?Edit- This is for the actual recipe not the item it makes. In case there was any confusion.
My guess is that since all the recipe does is “unlock” the ability to craft an item, the recipe item itself will not need to be changed. If you’ve got the recipe items in your inventory they should not become account bound since it is the item you craft that has Magic Find on it, not the recipe.
What is going to happen to recipes? Ones that you can buy or ones that we have learned? Are they going to be adjusted or disappear?
I believe the developer in this thread indicated they would be changed to produce a new stat combo.
EDIT:
I am sorry you had a bad experience in your former job. Here our developers actually talk to us and give us information we need. So what I am posting here is coming straight from the people working on the changes.
To answer a few more questions:
- If you currently have listed an item with MF on the Trading Post, they will be returned to you, as they become account bound.
- Upgrade components that currently give MF bonus will be updated with new functionality.
- All existing drops and crafting recipes that have created Magic Find gear will be replaced with new stat combos.
In English speaking countries, the distinction between a “fee” and a “deposit” is pretty clear. You do not get fees refunded.
Since the game includes non-English speaking countries, however, it would probably be a good idea for them to clearly indicate the “Non-Refundible Listing Fee”.
I can enter the playhouse on a character who does not have the crystals in his inventory, so my guess is that they are pointless once you get the achievement.
why does no one search further? dulfycleric said on his/her website that magic find gear will become some sort of consumable which you can double click and give another stat combo, maybe there will be some restrictions but yes you can keep the skins and runes/sigils on your gear just the stats will change
The conversation has shifted into a discussion about Celestial gear now, which is confirmed to not be getting the consumable treatment.
I’ve played all the content and up to now, the map invasion achievements are by far the worst decisions made to be implemented for the achievement category.
I’m still stuck on 12/13 and waiting for a specific map.
Up till now all other achievements were doable in your OWN time. You weren’t pushed into playing at a specific time (exclude the hourly achievements like watch fireworks, they repeated every hour or so). But in these new achievements you’ve made it so people have to be playing at a specific time to gain their achievements.
In the future, please do not implement more of these kind of achievements. I prefer to be able to play in my own time and still be able to gain the achievements.
/inb4 future themed content dungeon only open from 6pm-7pm only
Also I somewhat feel that this decision was made to further push players into the “play 24/7” area. Because it looks better for statistics to show that people are always playing then having on and off peaks.
The Meta is available without getting 13/13 invasion maps.
If you want 100% achievement completion then you need to commit the time necessary.
Fact: All gear was in line prior to the change.
Fact: All gear is having Magic Find % removed.
Fact: Non-Celestial Gear is being replaced with other gear in order to make it in line.
Fact: Celestial Gear is not being replaced but is instead losing Magic Find % to make it in line.Those are the facts. You cannot disagree with them being facts without being irrational. You can, however, argue that the facts are not fair.
Your first fact and last fact don’t agree with each other and that’s why players want an official response.
Exactly what I was getting at. Mtpelion cant you see why there is confusion? by your own words “All gear was in line prior to the change.” then if all gear is in line right now today. why is “Celestial Gear losing Magic Find % to make it in line.”
I understand the confusion. The facts do agree with each other when you consider that ArenaNet is the god of GW and has decreed that what was once is no longer. They decided to change the game by removing Magic Find from gear. They decided that some sets were to be removed completely and replaced with other sets and that Celestial gear would only have the Magic Find removed. They also decided that by doing so, the sets would be balanced based on the new line they created.
You want to know the nuts and bolts of the “why” and that’s fine, but the reality is the “why” really is as simple as “ArenaNet decided” and that’s likely the best you can expect to get.
By that reasoning by having the stat on Celestial originally they defined it as being in line, what has changed to make Celestial out of line, or more powerful and deserving of a nerf?
There are only two possibilities either Celestial was overpowered and in need of a nerf to bring it in balance, or Celestial was in line and is now getting nerfed because of… reasons.
Your theory is all speculation and while it could be entirely true that the devs think that Celestial is out of line with the other sets and needed a nerf, I would rather hear it from them directly.
Fact: All gear was in line prior to the change.
Fact: All gear is having Magic Find % removed.
Fact: Non-Celestial Gear is being replaced with other gear in order to make it in line.
Fact: Celestial Gear is not being replaced but is instead losing Magic Find % to make it in line.
Those are the facts. You cannot disagree with them being facts without being irrational. You can, however, argue that the facts are not fair.
The fact that the other MF sets are getting new stats and Celestial is losing a stat indicates that my assumption simply is true and that your assumption is wrong.
I’ve got developer action supporting my argument, you don’t.
The fact that Anet decided to introduce MF stat armors to the game obviously means that it is a good equipment and is here to stay… oh wait.
(don’t use the “appeal to authority” fallacy with Anet as an authority, as they are known to make mistakes – and huge ones quite often).Ill just hold on to my MF set until ascended armor comes out then I’ll select those stats! Works for me. They said nothing on same quality of gear haha! Maybe they did but I didn’t see it.
…wait, you are right. I just hope you won’t get white quality stat sets instead ;p
You can’t have an appeal to authority fallacy here because the game exists as a result of developer action, thus anything they do defines reality. By removing stats from Celestial gear, ArenaNet (as the god of Guild Wars) has defined Celestial gear as being in line. You simply disagree with that reality.
I was just to late with my precusor, the day i would have had enough gold to buy it, it went up 150g =( This is sad. Will precursors drop in price or not? Do i ubberfarm to get it anyway, or just wait for it to drop in price?
Submit a buy order, then work on building more wealth. This way, one of two things will happen:
1. Your Buy order will get filled.
2. You will eventually save up enough to buy the Precursor akittens new, higher price.
Gold is a focus of the players, not the game.
The reason for this focus is because the game is designed around “horizontal progression”. This means that getting BiS gear is easy and fast, and once accomplished you have many different paths to chase if you want to “progress”. The amount of gold you “need” is completely dependent upon two things:
1. What completely optional path you have chosen to chase.
2. The rarity of the parts or result of that path.
Getting a Legendary is optional and very expensive. If you want one you will need to either sink several years worth of time into the game or buy parts. When you buy parts, you fund another player’s horizontal progression, just as other players fund your progression when they buy your things from the Trading Post. Gold is simply the currency that facilitates the trading process used to reach your optional destination.
Two massive farming releases followed by a new crafting tier? I think we will be all right.
You are making an assumption about stat allocation that is simply not true. It is entirely possible, perhaps even likely, that the method for stat allocation is affected by concentration in any stat rather than simply the total stats. So 200 in a stat has a higher budget than 100 in 2 stats. That makes it likely that MF was part of the budget in celestial gear especially since it obviously was part of the budget for explorers.
The fact that the other MF sets are getting new stats and Celestial is losing a stat indicates that my assumption simply is true and that your assumption is wrong.
I’ve got developer action supporting my argument, you don’t.
I stayed, cause I told myself that Anet would not just screw over its gamers. which they did with celestial gear
You feel screwed over because you are using Celestial gear wrong. It was not designed as a Magic Find set, it was designed as a “No Focus” set. You are trying to use it with a focus and thus are disappointed. It really is an issue of your expectations not being based on reality.
I really want to find out before Sept 3. I am thinking of changing my magic find infusion with karma infusion and consume 4mil worth of liquid karma but I don’t want to change it if they will not touch mf utility upgrades.
You probably want to move on that very soon since Karma consumables are no longer going to be affected by Karma gain boosters or infusions.
The reason this thread even exists is because ArenaNet chose to design the content in a way that allows reward seekers and content seekers to work independently.
Isn’t it possible this is NOT a bad thing? Again, CHOICE is available to everyone that wants to take the time to even show up every hour on the hour.
It would be a better design if they made the game so that choices exist but that those choices synergize.
- Utility Infusion will still work.
Does this mean my magic find utility infusion upgrade will not be removed or changed?
Sounds like it. Most likely because Offensive and Defensive Infusions are pretty pointless.
Well, is that anything new? In WoW, I could log in, get to level cap, run some dungeons and queue up for LFR and see all of the end game content.
Whether or not it will matter is not the issue. Because it hardly matters in other AAA games. Its a question, will I need to catch up, in a time gated environment, to everyone else if I want to be competitive in WvW, or simply have the BiS gear like I do now? Like I have spent time and resources on for what I have now?
In WoW you are excluded from content based on your gear. You can’t do a current raid unless you are at the cutting edge of the gear treadmill. We haven’t had any new content that is designed to be completed with better gear yet.
I’m actually thinking that the only difference in Ascended weapons and armor from Exotics will be the presence of an infusion slot and not a stat increase. This is based purely on my own opinion, but it seems to be the most reasonable outcome.
1. “Getting” does not imply “trading”. If I say I’m getting married it does not mean I’m trading in an existing wife for a new one, it means I didn’t have a wife before and now I do.
2. If the sigil/rune slots are removed, then Exotics will be superior to Ascended in most cases because the stat increase from E>A is likely to be insignificant (if any) and the sigil/rune provides the more important functionality. Since this is nonsensical, it follows that the sensible thing is to add an infusion while retaining the sigil/run slot.
If it is time gated, then you will absolutely be “behind”. The question is actually “will that matter?”.
I’m not sure what the intention is with Ascended gear, but no content in the game requires it right now so you will not be at a disadvantage by not having it.
The reason this thread even exists is because ArenaNet chose to design the content in a way that allows reward seekers and content seekers to work independently.
What should have happened is either make all aspects count towards the event completion, or limit rewards to success (i.e. take out the champs and send more elites, then increase the bag drops from winning).
It is quite annoying when you happen to have a full inventory from a hard day of questing and you get interrupted by the “error”, especially if you are still questing and have only a small window to clean out your inventory before needing to jump back into the fray.
I really do think that the best possible way to fix Magic Find was to sum and distribute it instead of remove it from gear.
For example, if I have 150% Magic Find from gear then I get 150% Magic Find while solo, 75% Magic Find while in a party with 1 person (who gets half of my Magic Find), and 30% Magic Find while in a party with 5 people (who all get 30% from my Magic Find stat). This would have turned Magic Find into a group benefit and would have kept the stat valuable without making it unwanted for group play.
The ship has sailed though, so my idea gets to sink.
That’s an assumption on your part though and that’s all people are asking. If that’s the case, ANet can simply say that Magic Find was a free stat on the Celestial pieces and call it a day. But you’re making too large a leap thinking Celestial is the only gear out there that doesn’t conform to the standard set forth by every other piece of gear in the game.
You could very well be right. In fact, I’d bet money you are right. But that’s really not the point. The point is players want to know for certain and not just assume something about a piece of gear that’s quite expensive and time consuming to achieve.
And the rest of you people in this thread arguing that ‘well you knew the risk when making it’ need to realize that not everyone reads these forums. Not everyone went home last night and bought up all the ficious claws and made a suit of gear. The overwhelming majority of players who play this game will come home from work on the 3rd and their gear will be gone and they’ll be faced with a screen asking them to delete their old gear and replace it.
Those people didn’t get forewarning. So the fact that a select few who read this forum did is irrelevent.
It is an assumption that appears to be vindicated by the ArenaNet position on simply removing MF from Celestial gear while other MF gear gets replacement stats.
As for the forewarning argument, yeah, it sucks that they didn’t know, but the information was presented in advance. Coming from a field in which disclosures are rampant, I can confirm that even if they forced you to take a test on the things they post prior to letting you into the game most people wouldn’t read or comprehend advance warnings. ArenaNet has an ethical responsibility (not a contractual one) to provide advance notice of changes to the game. We (the players) have a duty to follow those notices if we want to know what is going to happen. Some players chose to remain in the dark and not exert the 5 minutes necessary to be informed and those players will be quite confused and/or upset on September 3rd but there is realistically no way to avoid that because no matter how you provide the information those people are not going to take note until it personally affects them.
I’d have to check again, but the last time I checked I didn’t have any characters who had reached 100 deaths. This is mainly because I prefer to flee over dying and I avoid WvW outside of map completion.
Offset by a lack of focus is right, and part of that offset included the MF stat which has/had a value associated with it.
In other words all the MF gear was considered equal in value to every other set in the game by the devs because the overall stat points on the gear are not as important as how the specific instances of those stats are weighted on the gear. As such the 18% Magic find on a full set of armor is/was considered equivalent to 315 stat points. because of the increased chance at loot. And the players agreed, many flocking to MF sets.
Anet decided that MF is no longer a stat they want to pursue on their gear, and I agree with their reasoning. But Celestial gear is now less effective than before because a major reason for its use was those 315 stat points lost turned into MF.
I don’t think you believe that Celestial gear is OP or the BIS gear even though as you pointed out it has more total stats. So again. Why nerf it? It’s not like I’m saying they should put 315 total power on the set. It doesn’t even have to be combat stats. There are 3 non combat stats they could have replaced MF with!
I would not be opposed to adding Gold or Karma +%, but my main point is that Celestial does not need compensation for the removal of Magic Find because while the other sets had Magic Find at the expense of their stat allocation, Celestial had Magic Find in addition to its stat allocation.
The other Magic Find sets were less effective because they had Magic Find while Celestial is less effective because it is not focused.
The main point of Celestial gear is NOT magic find. The main point of Celestial gear is to provide a set of dirt cheap unspecialized exotic gear. The only build that ever really got any use out of it as a “specialized” set was and continues to be an Attunement dancing Elementalist. The design of Celestial gear suggests it is not intended to be used by specific builds, rather, that it can be used by new/poor players to get their first character into exotics while they work on getting the gold/mats/tokens necessary to get their real exotics.
That makes no sense, since celestial gear takes the absolute longest to get. The Idea that celestial gear is meant for new players is just plain silly. 35 days to create your set not including trinkets that you will have to run fractals for (in your rares since celestial is your “first exotic set” ) getting mats from the TP since you don’t even have access to the home instance mine (being a new player) and of course finding the recipe for each piece, which they would have to know about before hand since the crafting trainers and vendors do not sell it. <s>Yes… that, not the exotics that are seen on the karma vendors in Orr, not the exotics just sold on the TP, not the dungeon sets, or even the crafted exotic recipes sold by the vendors for a paltry sum of karma (which you have to have max crafting now to make the celestial gear). No not all those sets that have a much faster return rate than the celestial gear… Those are not the entry exotics. Celestial is… </s>
And even if I 100% agreed with you. It still doesn’t change that of the 4 sets that have MF on them
Wayfarer’s MF/T/V can turn into Soldier’s P/T/V (MF replaced by Power)
Traveler’s MF/P/CD can turn into Rampager’s Pr/P/CD (MF replaced by Pre)
Explorer’s MF/P/Pr can turn into Knight’s T/P/Pr (MF replaced by Pre)
Celestial… MF removed….That is the problem! Fine they are removing MF we already knew that. But no one thought for a second that it was just going to disappear! Even if all they did was incorporate the weight into the other stats. like the chest gains 5 to each remaining stat, working that number down the chain of gear. Even if that was all they did we expected something… It almost seems they were lazy and that just because celestial is (might be) harder to balance they didn’t even try. Just remove the stat and move on. No replacing no redistribution of stats, just poof.
It’s pretty simple really, the other Magic Find sets had 2 combat stats and 1 non-combat stat. Using the chest piece as an example, those combat stats added up to 144 leaving the MF sets a whopping 101 stat points behind every other gear set in the game. The Celestial chest piece has 270 stat points before you even get to the Crit Damage or Magic Find putting it out in front of every other gear set in the game, offset by a lack of focus.
The other Magic Find sets needed to be brought up in line with all other gear sets while Celestial was already ahead of the other sets and losing the Magic Find does not affect the combat balance of the set.
I believe they already confirmed that Magic Find upgrade components (jewels, medallions, sigils, runes, etc.) will be changed to have new stats.
I didnt see it in here uyet, but what will happen ro MF gear in a guild bank?
scared of having items stuck in guild bank forever with bound to another character text on them
To be safe, you may want to pull those things out, sell/salvage them, and give the guild the gold/materials.
Should I just sell all my Magic Find items before the patch? So all MF food boosters will disappear also?
If you need a new gear set for your character or an alt, do not sell your MF gear as you will get to pick a new stat set for it.
Magic Find boosters and food will remain unchanged and will become the primary way to get any significant MF% boosts.