purpleskies.3274 read my second post it answers the one you posted after it.
Ohh and the idea is stupid I am sorry but it is unless your going to use logic why post?
Seriously not cool, I would ask you to please be respectful, I did not call anyone stupid or claim they had no logic. I would ask you to show the same level of respect.
I think there is logic to say treat charge skills equally across all classes, rather than making one an exception. I also think logic in saying that there should be a way to counter an escape skill if you know how to time things properly, because otherwise it leads to an imbalance where one class can get away and the only counter is to be one of the few classes who can keep up.
Excellent, then up our base HP 200% and throw some damage buffs on as well and we will be happy to stay put for you to hit with your sword while we burn your eyebrows off.
You’re comparing similar abilities from very different classes and talking about balance. Come on.
I only did the same thing the first poster did when he was defending RTL, compare it to every other movement skill that doesn’t require targeting. The poster said RTL was balanced against Rush. I just brought up an imbalance between those two skills and every other charge attack.
If I am wrong about this please explain why the ele should be the exception, rather than giving a sarcastic response please. When every single charge from every class is affected by crippled, what about eles necessitates they have one ability that isn’t?
They still have a short charge with fire which is affected by cripples/chills, they have very good access to swiftness, and a ground target teleport and they would still have RTL just with the weakness all other charge skills have. I am not advocating for removing RTL, and the ele would still be amazingly mobile (arguably still the best or just behind the thief), just a bit more balanced.
The charge attacks (not ground target teleports) that don’t require a target are the ones that are affected by chill/cripple/swiftness. Personally I believe that if it does not require a target RTL should have this same weakness, just to be fair and to give people a chance to prevent out escape, if they know how to time their attacks.
If it requires a target then I am fine with the current state of ignoring movement effects.
The only one I will comment on is the Ride the Lightening. It should be affected by cripple, chill ect. rather than redoing all charge skills.
You seem to think that Stealth is an ability a thief can activate like a skill every time he wants to on a 3 second cooldown.
When I use my p/d spec I feel like I have access to stealth when ever I need it. With a d/p build you have amazing access to stealth. If you use your utilities with a d/d build you still get several stealth from utilities, heal and c&d, so we still have access to our burst more than any other burst abilities.
Stealth also doesn’t garanties thief a " big attack " every 3 seconds, it all depends on the opponent movement skills. Opponent can reduce the damage of this " big attack " by 50 % simply by turning around. So a 50% chance to receive half of Backstab damage is already big enough advantage in a hands of a skilled opponent. Their is no need to make the game even more simpler to play.
It is not giving an advantage it is treating the thief fairly. All melee attacks have a chance to be negated, not just thieves with backstab. If you move out of an aoe from a staff ele or move back a little from a warriors hundred blade you can also negate their damage, and it is easier to see the attack coming.
It is a matter of treating people fairly, just like I saw many thieves support when the mesmer could not summon phantasms with a blind anymore. And if your opponent timed a block, blind or invulnerability, they did their job at countering you, you shouldn’t get a retry because they know what they are doing.
Let me also remind you that a Thief uses Stealth attacks and a skill cost mechanic unique to the thief profession. You can’t treat classes that uses different systems equally. You have to look at the thief from a different perspective.
I have a thief and all my opinions are based on my experiences playing her and playing against other thieves on my other characters. I know the mechanic and my opinion is that just like c&d is blockable, a well timed block should stop backstab.
In that case using 2 big cooldown moves should lock all cooldown moves for other classes as initiative use does for thieves, they should also not be allowed to chain together any of the same defensive moves without a forced gap between them that will put them on cooldown without the effect if used and of course they need their health, defense and CC lowered.
If you want to give the mesmer the ability to spam mirror blades repeatably like heart seeker from an initiative system, and give all long cool downs abilities the ability to come up in 5 seconds, you have yourself a deal!
Also thieves have more defenses than just stealth. Without stealth I can dodge constantly on my p/d thief and jump back if anyone gets close. Our heal is a very good dodge. With a bow I can basically be jumping away from someone the entire fight and kite them for ages. Not to mention blinds and venom which can be used for control and for defense. Combining these with stealth every 3 seconds which is more frequent access to a defensive than most classes and it can be stacked to 10 seconds, I find there is a rather decent amount of defense on my thief.
vs Miss : Would simply penalize Thieves for having a short range on their melee Stealth attacks, while still requiring to be positioned behind the target. It would also reduce thieves mobility in Stealth, by not alowing the use of heartseeker 450 Range. And since Shadowstepping to the target doesn’t automaticly put them behind the target , cathing up to the target and positioning yor self behind it, would be almost impossible.
If you support all other classes not getting melee abilities, which have the same range, on CD if they miss, because of positioning or because of blind, I would agree with you (your hundred blades missed because of being short range, root and long channel, no cool down).
As it is a thief can repeat their big attack every 3 seconds (faster than any other burst attack) after the upcoming changes, and spam it until it connects if their opponent properly countered them.
Let treat classes equally please. Thief should be punished for a missed and blocked attack like everyone else.
purpleskies: “I don’t think Anet encourages them much with the locks on dungeons story modes being per character, the grind for ascended gear…”
The dungeons are “locked” to certain levels, because they are designed for certain levels of difficulty. This is done out of necessity, because characters simply don’t have access to the same skills and stats at all experience levels, from 1 to 80. I know GW2 has certain semi-“equalizing” areas like WvW, and downlevels higher-level characters in zones that are beneath them, but it’s not a perfect system. Even “upleveled,” you can’t send a Level 1 character into Arah and hope for any level of success. This is the case for every MMO ever made, and in fact I think you’ll find it’s a lot worse in other games, with the amount of content you’re gated out of being a lot higher.
My entire point was about story mode needing to be done for you are able to start an explorer mode, not about the level requirement, although I admit I did not articulate the point well. This is partially a problem because of the design of story mode having no real reward other than unlocking explorer, so finishing story mode becomes a chore to do over and over again just to access explorer on your alts. This isn’t always a problem because you only need one person to access the dungeon but it has been an issue several times for me.
With regards to Ascended gear, there are a variety of methods you can attain this through. It used to be that you had to spend Fractal Relics (which are account-bound, by the way), but now you can buy them with Laurels (which you can get using any character you please), or by doing the new guild missions (again, you can use any character to get them).
If your complaint is that winning a piece of gear on one character doesn’t “unlock” that gear on all characters, I don’t know what to tell you. Your expectations are way out there, and not representative of any MMOs I’ve ever heard of.
You seem to take my criticism to extreme then say it is absurd, when you talk about unlocking and I have no idea where you got that from, but it is an unfair way to discuss and issue. Ascended gear should not be in this game, it was a horrible decision that was put in place to keep the grinders happy at the expense of the other players. No gear grind worked for UO and GW1, it wasn’t needed here but people complained when they were shocked to learn that they got what Anet were promised, no gear grind.
The game was promised as having easy access to the best equipment, and the equipment was obtainable in a variety of ways, ascended gear broke this promise. Ascended gear is getting more variety but it is still a pain to get, especially if you don’t like fractals and/or have a small guild. Laurels are the only real equal access for all play styles but if you use the laurel system the time to gear an alt becomes immense (and is only going to get worse as more pieces are added). That doesn’t even include if you want to have multiple specs. If you only use laurels for example, it could take up to a year to gear two characters or just two specs with your main geared with ascended. That doesn’t sound like encouraging multiple characters to me.
About certain things being “too rare”, or “too expensive”. This game is already faceroll enough, some content should always be rare or extremely hard to get.
The people who get it and the lazy people who complain about it truly shows who cares about this game, and who just wants free content handed to them. Seriously, stfu.
Cosmetic content I agree with you, it should be hard to get. Top gear should be really easy to get. <- this was the initial design philosophy and I still think it was a good even if Anet doesn’t like it anymore.
I love alts! I don’t think Anet encourages them much with the locks on dungeons story modes being per character, the grind for ascended gear and soon the progression in WvW being character specific.
And if you don’t want to do the early levels of pve you can always craft or do WvW, both of which can get you up.
Boon Hate? No No No No No NO
Boon Stealing (aka mesmer arcane thievery) Yes
Sadly thieves already have this as a trait option. (Edit: http://wiki.guildwars2.com/wiki/Bountiful_Theft)
I think it is very interesting that Anet isn’t talking about buffing this trait to steal more boons or something like that, instead they just are going to give thieves and warriors, two classes who are already bursty, more damage.
(edited by purpleskies.3274)
Worse is when they kill a mesmer inside a keep or tower and have thieves around to res them later and if the thief dies you still have spy.
A timer would fix both problems.
As someone who mains guardian, in the pursuit of balance, I want to suggest this counter trait to Boon Hate:
Trait: True Sight
Effect: Can at the very least see (if not also target) enemies who are in stealth.If someone is going to ROFLstomp me just because I rolled a guardian, I want to at least be able to see it coming.
Actually this is a good idea, people complain about stealth a lot more than they do about boons.
Every day to mine.
I think 1 and 2 could use some attention but overall, I think we are in a good place.
1) would be nice if it was a bit faster, the damage is fine.
2) I would like to be looked at because it does only a little more damage than auto attack and is much hard to hit a moving target with. Would be nice if it blocked projectiles, rather than absorbed them or something so you could use it with on block traits.
I am fine with confusion except with it triggering on dodge role if you have an on dodge trait (like evasive arcana, guardian heal ect.). That should be fixed, confusion is supposed to hit when you use an ability, stopping you from dodge rolling as well with certain specs feels like a bug.
Confusion is so easy to negate, you stop pushing buttons for a couple of seconds or cleanse. It is the only condition where you are responsible for how powerful it is, not your opponent.
(edited by purpleskies.3274)
Hammer warriors who know how to CC and have a good group are amazing in WvW. Warriors shine as team players. Tanky warriors have some uses, for example manning rams, but guards are decent at this as well. PVE warriors are probably the best class for dungeons.
Thieves if you want to roam in WvW and just kill random people. If you want to contribute to the realm, they are less effective at taking supply camps but great at killing doylaks.
I would love to have an orb bonus giving boosts to gold, karma, and magic find. Preferably for the entire server to make them that much more valuable and make the whole server care about them not just WvW people.
People keep saying GW2 has nothing to do at end game, I know with EQ2 and UO, housing was a big thing for me to do at end game and a great place to put my money.
So basically please can we get housing!
CnD hits extremely hard, puts vulnerability on a target and stealths you. Why do thieves have an initiative system when they are forced to make a choice between damage and utility attacks (stealth)?
Eles and guardians need more base hps for this to make sense.
Yeah, if they give us a larger health pool I would support this.
Many other MMO’s have avoided gear progression for quite a long time and they did just fine like UO and GW1. These games also had some very hard core players and lots of casual players that played because they like the game, enjoyed the content and made their own personal goals like player housing, aesthetics, personal challenges ect.
GW2 was supposed to be a game you played to have fun and if you wanted to grind you did it for looks and other optional stuff. Just like the game was designed without a trinity. Which is why people say this may not be a good game for you if those are important to you.
Personally I get a bit annoyed at the people asking for gear progression. I miss the trinity, but I would never post multiple threads about changing GW2 into a trinity game. And if they added the trinity here I would support the player base being upset because they were told that wasn’t a part of this game. I wish people who want gear progression showed the same courtesy.
Here I thought you were supposed to use conditions to hurt boon builds (protect does nothing against conditions and both eles and guards have low health pools) or bring a mesmer or necro.
Apparently those solutions interfered with the glass cannons bursting everyone down, so clearly the glass cannons need a buff to deal with the mechanic.
The problem is boons have no natural counter besides some necro builds and absurd burst on the lower natural hp for the classes that utilize them more. Its either a niche role for one of the classes, or is a mechanic that also craps on all other classes as well(burst).
There are counters beyond necros. Mesmers have a variety of ways to deal with boons without needing to spec or gear for it (sword auto attack, GS3, null field, arcane thievery). Also conditions can largely ignore protect which makes sense why eles and guards have lots of access to boons but low hp.
But if they gave more boon stripping to the less powerful classes, that’s fine. Giving more burst to classes that are already bursty and really only countered by bunker builds that use boons is just silly.
Stupid idea, just another lazy way to balance mechanics. Rather than encouraging people to use sigils or create runes to remove or steal boons, they just give people more damage to punish boons.
Giving it to the burst classes like warrior and thief is additionally a bad call. These burst classes already do so much damage, giving them extra vs. people who run with boons is just silly.
This game needs to encourage less bust vs bunker but not by saying okay lets make it so burst can trump bunker to!
Edit: why do they also seem to ignore team mechanics? Rather than just saying a thief or warrior should burst a boon class, why aren’t you looking at it from a team perspective, so you bring a necro or mesmer to strip boons then the burst to kill them.
(edited by purpleskies.3274)
Please let this be a joke…
*If you like gear progression… this game isn’t for you
*If you like playing a certain role in trinity… this game isn’t for you
*If you like raids… this game isn’t for you
*If you like mounts… this game isn’t for you
*If you like amateur pvp with different modes… this game isn’t for you
*If you like semi-amateur pvp with ladders etc like wow… this game isn’t for you
*If you like pro-pvp like moba… this game isn’t for you
*If you like real open world pvp… this game isn’t for you
*Most importantly if you like to have a goal… this game isn’t for you‘this game isn’t for you’ is a common reply to many posts and it is sadly and actually a true reply for the most posts. I really believe that devs prepared this game for a really specific(even unique) type of a player base.
To comment on your first point, so many people are now saying if you don’t like gear progression (ascended) this game isn’t for you.
Personally I still find it just another gear grind that forces me to play areas of the game I don’t want to ensure I keep up with gear, and makes me more reluctant to make an alt.
To be honest if I wanted a gear grind there are better games.
http://www.gw2armor.com/norn/male/heavy_list.php
That site has a picture of all the sets, so you can look at what there is and pick one that looks good to you.
Edit: apparently they changed their site and it doesn’t show all the armor sets anymore. Dulfy has another list with the sets from pvp if you want to see the ones that they are missing.
(edited by purpleskies.3274)
I really miss the trinity, i feel it takes away an element in pvp (priority targets) and dungeons.
I would never have said anything before because the game wasn’t designed for the trinity. But it wasn’t designed for a gear treadmill either and they added that, so why not a trinity to.
And so by taking away the “priority targets”, does it not cause a more dynamic PvP battle? Not knowing how people are spec’d, having to use communication and tactics to determine targets?
OR
Look for the squishies and burn them down.
In a system where you don’t know what the classes are because you can’t see buffs and you don’t know their spec it is not so easy to just say kill the squishies, you have to pay attention to what they are doing for clues (Daoc had a spec system and a class system with the trinity, so some healers had very small weak heals but bigger damage). I remember there was a tactic in DAOC for a while where the tanky classes would put on robes to lure the dps to attack them, and avoid the real damage classes. On top of that healers were not usually the squishy targets. It also made it so there were trade offs, killing a squishy burst class before healers might be a good idea if you can do it fast enough, or if you just want to have the healers burn their mana on healing a glass cannon, but usually killing a healer was more important. And priority targets also meant your team went out of there way to protect those targets, making things more difficult and complex. So it was no where near as simple as kill the squishy, it lead to a lot of great tactics.
In WvW here it is often much less about calling specific targets. Usually you target people who positioned themselves wrong, or who are up leveled, maybe target a hammer warrior if they are being annoying but I haven’t found picking targets to be as big of a deal in this game. It is not like taking out a few people will cause their unit to fall, just means they have one less person.
I really do miss the team aspect of a trinity experience. I miss doing a good job tanking or healing and having others do their job well and combined we became something so much greater than any of us could individually. GW2 I find it feels much more like we are just a group of people all hitting the boss, which doesn’t have the team feel or the feeling of being much more when you work together.
And I also miss the trinity in PvP and WvW. I miss there being a group of healers that were the priority target. And having classes who’s job it was to kill them (usually the stealth classes) and having guards specifically there to make sure the healers were protected. It just added a dynamic I think this game lacks, because an organized group of people would know how to take out and CC the key targets, while unorganized groups did worse because they didn’t go after healers or would not protect their own support. It just made for a much more interesting dynamic than the WvW where you target someone in the zerg and make them die then pick grab the next random target, who is close or outside their raid. It also made it so there was less burst vs bunker system. For example a balanced class was easier to heal and keep up even if they did less dps, but burst classes were important to kill healers to let the other dps kill people.
Someone above mentioned stifling mesmer time warps to maximize damage, and I do think that is an aspect a lot of trinity games miss out on, making the dps have to work together. The healers and tanks usually have a lot to manage and but dps tend to be a bit easier more boring in my experience, not worrying as much what other people were doing.
Again this is all my opinion, obviously there are a people who like the no trinity system, even if I am not one of them. I also do not expect GW2 to change, and I don’t think it should, the same way I don’t think they should have made a gear treadmill, because that is not how this game was built.
But I will still play GW2 because it is the only game to do WvW properly since DAOC.
I really miss the trinity, i feel it takes away an element in pvp (priority targets) and dungeons.
I would never have said anything before because the game wasn’t designed for the trinity. But it wasn’t designed for a gear treadmill either and they added that, so why not a trinity to.
I think we should all get an assortment of green dye in the mail so we can all look like we should!
I would love a passive speed boost but currently that is one of the downsides of the class that makes us balanced. Although I would love for our speed trait to give something more worthwhile.
First valid point I seen in a while. I wouldn’t say a missed attack, but a blocked attack should definitely force a reveal since the attack did “damage” but was mitigated.
Why not a missed attack? Other classes that miss an attack, due to blind or poor positioning, get their ability on cool down, shouldn’t thieves have the same downside like everyone else?
So everyone is just complaining about all thieves then.
Its either too much damage or too tanky or stealth abuses too much or resets fight at will etc etc etc
Gotta hate those 30 30 30 30 30 thieves running around
Not all. Thieves who don’t abuse stealth is not in the complaint.
That’s not true. We could go thru all the pages and pick out just as many if not more complaints about glass thieves damage.
Every aspect of the thief class has been complained about in this thread.
This thread needs to be locked.
You’re the only one who’s obsessed with responding to those posts. The title of the thread is Stealth needs to be nerfed, not burst needs to be nerfed.
Stay on topic.
To stay on topic: yes it needs a nerf and the nerf needed is “causing damage while hidden will reveal you” so no more caltrops nor poison fields from nowhere…
Also please make it so a missed or blocked attack reveals the thief. I have seen many thieves just spam backstab while stealthed until it hits. Currently if you time a short block wrong the thief can hit the block but still backstab you. The class doesn’t need to be even more forgiving.
Fix culling lets go from there… Errbody freaking out about stealth thieves… Pistol whip thieves… those are the scary ones. :P
Ironically no one seems to complain about mesmer stealth even though they have culling to. Seems like that points to there being something about thieves other than simply culling.
The problem is whether its an actual balance issue, or a technical problem. Again thieves aren’t dominating all the Spvp tournaments, the problem is just the interaction between stealth/culling in WvW.
If the supposed removal of culling doesn’t balance the thief class in WvW then it is time to rage about it, until then remain calm and lets see if it solves the problem.
They nerfed the Thief’s damage in SPvP
And in SPvP crit damage is much lower than it is in WvW making it much harder for a thief to kill you instantly with the steal c&d and stealth combo.
And as mentioned spvp the nature of spvp where you hold points means almost all point guards are full bunker because all they need to do is not die and stay on a point. It also involves only a couple of people making it less likely that a thief can surprise you in the middle of a fight because there are only so many roamers you can have on a team.
Which is why it is silly to compare spvp to wvw thieves. They are different styles of games, with different damage calculations and very different goals. And in WvW thieves are OP and need to be toned down.
Edit: Also personal opinion, stealth is fine. Mesmers can stealth and it is an annoyance but manageable. Thieves getting multiple stealth because the initiative system and the huge damage spikes from stealth is an issue. Give thieves cool downs on abilities like every other class and suddenly they are a lot more balanced.
(edited by purpleskies.3274)
Small guilds should have had at least some of the missions accessible to them so they could slowly get some rewards. The philosophy of only large guild raids should be able to play any of the missions is just a crappy idea.
Stop and fall off the treadmill, GW2 new philosophy.
I think it is ridiculous. If they are going to force us to do guild missions to keep up with the gear treadmill, at least give us options to let small guilds have 1 mission that doesn’t require tons of people. Or make it so the cost was more reasonable than close to 3 months of dailies.
So sick of ascended, really miss the days of just getting exotics.
Personally I would like to know why ZD shoots projectiles, which means they can be reflected or stopped, but they don’t have the standard 20% projectile finisher.
Also as was said in the suggestion thread before the patch, make it so flashing blade doesn’t require a target. If you have no target it sends you forward 600 yards.
yeah.. a downed player shouldn’t be able to run into tower.. a thief shouldn’t be able to stealth his way out of combat.. a mesmer shouldn’t be able to clone, blink, teleport thier way out of combat.. a guardian shouldn’t be able to ignore some cc and run through enemies to the safety of a tower,, a ( insert class here ) shouldn’t be able to ( insert survivability way here )…
yeah.. someone is gonna say that its different because its a downed skill,, so what?? this is about ensuring the kill so therefore if you remove the eles ability to survive you have to remove all classes ability as well, downed or up, to ensure everyone dies.
Ele’s because of ride the lightening, teleport, cc, speed signit, lots of access to haste if speced for it, passive speed from from air or daggers with spec, and mist form have amazing escape abilities already. Not to mention the heals, protect, versatility ect. Vapor form, even if it didn’t go into towers, would still be arguably the most powerful downed state, since it is guaranteed to prevent a stomp and has the added advantage of allowing eles to run back to friends or to a convenient spot.
Saying the downed state shouldn’t be able to run into towers which gives them a huge advantage when defending (a huge part of wvw) is a fairly reasonable request and it is a bit disingenuous to compare it to someone saying we need to remove all defensive abilities.
They should not be able to get into a tower. It was fine when it was their third down state ability like the warriors, but now they should be limited from running in a tower like everyone else.
*this comment applies only to vapor form, the downed state.
Because guild stuff is supposed to be raid content, not group content.
It’s optional. If you have exotic you are fine. Ascended is for players who a little bit more but it’s not necessary. What’s so hard to understand about this concept?
Exotics are no longer BiS. New end-game content will be balanced around Exotics being the minimum requirements. Ascended will be the norm and the batch after Ascended will be the “good to haves”.
Do you work for Anet or are you just assuming that will happen? On what basis are you assuming that?
FotM already works that way. It is balanced off having ascended, exotics will only get you so far. So clearly that is the direction they are heading.
before nov 15th people complained about no progression and nothing to work towards and not enough to do on a day to day basis and that the ’’gear’’ was pointless to farm.
no matter the company there are always sections of people that are not happy.
its not necessary to grind new items, so if you don’t want to (unless for looks) then stop an don’t it does not punish you in GW2 to the extent of EVERY other mmo to my knowledge.
But the people who were unhappy are like the people who want the trinity back (and I am one of those people who miss the trinity). If that’s what you want great, but that is not how the game was designed or marketed. Many of us bought the game because as the poster above put it, we wanted to “relax” and not chase after the new gear so we can stay competitive.
Personally I just wanted a game where I could get my gear and just enjoy WvW and maybe a dungeon or two if I wanted to, where I could level an alt or try a new spec without it feeling like I would fall off the gear treadmill because I wanted something new or I could take a break because life got busy and not feel like I am behind. You know the way this game was designed and how it was promised.
This was supposed to be a game where you played your way and you didn’t need to spend hours just to get new gear every few months. I really miss the very brief time it lived up to that.
(edited by purpleskies.3274)
I think the core issue with ascended gear is that it’s not available through crafting professions, dungeons or WvW. I doubt there would be half the complaints if all of the ascended pieces weren’t only available from very specific PvE content and the only other option to get them was just stupid.
And since some random Joe is gonna come here and complain about non constructive whining, here’s some suggestions:
- Add Ascended to craftables NOW. Not after 5 months.
- Add Ascended accessories to dungeons. Amulet 500 tokens, Backpiece 500 tokens, rings 250 tokens/one and earrings 200 tokens/one seems like pretty fair conversion rate.
- Add Ascended accessories to WvW NOW. Not soon™. (Okay, this might be covered by March patch). Also don’t make the badge prices stupid.
- Add Ascended items to world drops.
- Make Ascended items always be account bound so I can at least use the same piece on all my characters instead of having to grind a year (yes, I acctually counted) to get all my characters ONE stat set.
- Give me the ability to do daily and earn laurel with all my lvl x+ toons. Make it so that anyone can do one daily/account. But if you have 5 lvl 80s you can earn a laurel with each of them. There’s no reason why gearing up multiple toons should take more time than gearing up one. (Do note that I’m still willing to work 5x more than a person with only one character.)
- Decide and make a very public announcement of what you want from your game. Before release you gave the impression that maxing stats was easy and progression would mainly be about pretty skins. Now you have added ascended that has higher stats than other types of gear, yet you haven’t added any MF recipe pretty skins.
Adding:
- Make it reasonable to get the ascended pieces for multiple specs/characters, not months to gear one spec.
So much for them “learning” from the FotM fiasco.
I am feeling the same way. But I would add it is getting harder for me to want to make an alt or try a different spec because I feel like it is just getting harder and harder to keep up with the daily requirements and even if I did I could not afford to gear them in any reasonable amount of time.
This game was not supposed to be grindy, but lately it is feeling like a large list of things I have to make time to do, weather I enjoy them or not (I personally still don’t enjoy the FoTM), if I want to keep up with the gear treadmill.
I am even missing the days of wow where it felt like I had a realistic chance of playing a different class/spec. This just feels like that is becoming more unreasonable every month. 110 dailies + 100 ectos to get just 3 pieces of gear for one spec? If I wanted an an alt and a different spec that is almost a year of dailies for 3 pieces of equipment. Wow raiding or pvp didn’t even take that long to grind a set of armor, and there was the ability to obtain the stuff on multiple characters.
(edited by purpleskies.3274)