Crafting is designed for gear accessibility, not profit.
Crafting is designed for gear accessibility, not profit.
a precursor vendor would be nice. or just a recipe to make them. But a reasonable price is not exactly what you are looking for:
a precursor vendor should charge 250 laurels and 1000 badges of honor and 1000 dungeon tokens (which one depends on the precursor) and 200 SP and 500g and maybe also 250 obsidian shards?
I do agree that precursors should be tradable (as they are), but legendaries should be perma-account bound (non-tradable). They are supposed to be the ultimate expression of lifetime achievement, yet they can be purchased for gold.
I prefer this idea, but I really think that if Precursors were to be sold by a vendor, the proper price should be around 300-400 laurels, and nothing else. These are super high amounts, but legendaries aren’t supposed to be easy to get, and getting a precursor through the existing methods would still be an option.
Crafting is designed for gear accessibility, not profit.
(Minor error, 20% of 1000 is 200)
The chance of getting a l7x item is the only change I’ve noticed, though I don’t have a significant sample size. I’m curious if they reduced the chance of getting karma items, or made certain items forgable (that were not previously).
Crafting is designed for gear accessibility, not profit.
For all of my experiences, no, they activate independent of the ones you can activate yourself (that is, Defy Pain can trigger regardless of if you have Endure Pain equipped, and if you activate Endure Pain and put it on cool down Defy Pain can still trigger (and visa versa)). There may be some that interact poorly with overlaps, though.
In case you haven’t, note that they have internal cool downs, so it doesn’t happen every time you go below that threshold.
Crafting is designed for gear accessibility, not profit.
Firstly, this is probably impossible to implement without changing how the game keeps track of all items. Secondly, I suppose this could work, as long as buy orders don’t decrease too much (more profit means sellers would be willing to list for lower, and supply would go up if more people started farming (which would also lower prices, and probably lower buy order prices as well)).
Thirdly, this is highly circumventable, and may even help create certain flipping markets.
Crafting is designed for gear accessibility, not profit.
Let’s just build in an auto-deposit option..
I like this one
Seconded.
Crafting is designed for gear accessibility, not profit.
Im heterosexual, and my MMO characters are almost always females.
Females usually have the sexiest looking armor and tbh,
if i am going to spend long hours looking at a character’s behind,
it might as well be a female’s behind.I’ve heard this argument with some frequency, and part of me dies every time.
It shouldn’t. It’s perfectly natural. Males are genetically programmed to be attracted to healthy female characteristics (unhealthy females tended to die during childbirth in past ages, so genes to ignore how a female looks got selected out). Just like females are genetically programmed to be attracted to males who are capable of protecting (strength) and providing for (wealth) a family. Nothing sexist about it. Those are just the traits which yielded a greater chance of survival of the offspring.
OTOH, if they treat you as if you’re nothing more than your physical or financial characteristics, that’s sexist.
I don’t see it as sexist so much as shallow. It’s one thing to think of it as “and that’s nice”, compared to being the defining factor in the choice of a character’s gender.
Crafting is designed for gear accessibility, not profit.
(edited by serapheles.5409)
I waffled, I hemmed, I hawed, I bought 2100 of them (280 were credited). I will buy a lot more too. When the lifers in this game realize that is doesn’t matter what “they” need and what the new players need, they will see the potential. 5 laurels for unidentified? That’s nuts, 5 days worth of dailies to get one dye that could be banana? My average cost has dipped to under 19 silver each, my target for selling is 65 silver and even if that takes until August, I have no need for the gold, my mains are fully outfitted and I have 1/2 stacks of every tier 6.
Between my ore, dyes and tier 6, I could liquidate today and never need gems again. Dyes are going to be a gold mine, I was wrong when I predicted otherwise.
I won’t argue that they will go up, but to more than triple in only three to four months? Even if new players do drive prices up, I think it will be quite common for them to pick and choose what dyes they want. Certainly, some will buy every dye they can get there hands on because they like the freedom to change however and whenever they want, but I spent the vast majority of my guild wars life with only a handful of dyes unlocked. I used previews to see what dyes I wanted before making any purchasing decisions, instead of buying dyes I didn’t need then seeing which worked. It wasn’t until a couple days ago that I decided to complete my common and uncommon sets (minus Gold), since the remaining 250 dyes I needed are all super cheap (minus Gold).
Crafting is designed for gear accessibility, not profit.
Im heterosexual, and my MMO characters are almost always females.
Females usually have the sexiest looking armor and tbh,
if i am going to spend long hours looking at a character’s behind,
it might as well be a female’s behind.
I’ve heard this argument with some frequency, and part of me dies every time.
Crafting is designed for gear accessibility, not profit.
I prefer male characters.
As a female player, I feel empowered by being able to play a strong, capable fighter. Running around with my breasts flouncing around and my skin exposed does the exact opposite—makes me feel like I’m just a tool for some 14-year-old nerd’s pleasure fantasy.
It’s easier to make a male character look strong and capable— it’s not a constant struggle to find something that doesn’t flash my breasts or show the shape of my bum. So, for human-like characters at least, I tend to make males. It’s just a lot of frustration off my shoulders.That said, I did manage to make a female human guardian who looks quite tough. I used the biggest female body, and found armor that adds a lot of bulk to her frame without drawing attention to her breasts or her bum.
I don’t want my female characters to be like that either, so I’m very selective with my armor. I posted a current picture of my character, which I’m pretty happy with, in the mix-and-match thread. It’s not perfect (particularly the exposed midriff, though I’ll accept that much until I find something better), but I feel like it imparts a solid sense of an experienced mage, without being defined by a skirt or covered by a robe. I certainly had to look (and mix and match) more than if I played a male.
Crafting is designed for gear accessibility, not profit.
Almost all my characters are female (and I’ve considered deleting my one male, though mostly because of racial overlap) for one reason or another. I’m not certain I would say females characters are better than male characters, but I would say that humans are very unappealing in this game. I’ve discussed with others at some length how rare it is to find a female human that doesn’t look like a doll, or a male human that… looks respectable (I’m not quite certain what seems off about human males). That’s not to say they don’t exist, I was beat by a human guardian in pvp a couple days ago that was noteworthy (for one, I wasn’t certain of the gender from just the character profile, and looked acceptable as either a male or female), but I don’t consider those common.
Crafting is designed for gear accessibility, not profit.
There is some misinformation that has been passed along that changing the wvw and karma gear to be salvageable would ruin the economy. This is false. Only a handful of items would even be affected by this change. Karma and wvw gear should be unrestricted.
Something should be done to allow the runes to be salvaged, but allowing karma and WvW gear to be salvaged in the same manor as equivalent non-karma/WvW gear would allow a large quantity of Ectoplasm (and other items) to be introduced. There are already ways to profit from karma and badges, and perhaps they should allow this, but I’m not certain how much it would affect things or if Anet wants this.
Crafting is designed for gear accessibility, not profit.
There’s no reason why they couldn’t and it would be awesome if they did, but they didn’t do that (with Season 1 at least). Had they released an expansion instead of Season 1, we might have had a new continent and race right now since expansions usually add that type of content.
I’ll be happy if they add a significant amount of permanent content in Season 2, but it’s not like I can really go in with that kind of expectation.
They added Southsun (though I’m sure some would like them to take it back…), the Queen’s Jubilee changed the construction area in DR, and LA still isn’t fixed (which makes it semi-permanent so far). So that shows the LS can add long term content, which is part of why I expect to get some new areas in season 2.
Crafting is designed for gear accessibility, not profit.
I like the LS approach, though I do want more permanent content. There are tons of locations in the game were you can tell there should be zone portals, and I expect at least a couple in the Maguuma area to open up with season 2. As for the idea that expansions would mean new continents and/or races, I can see that, but what I don’t see is any reason why LS can’t have those too.
Crafting is designed for gear accessibility, not profit.
Nothing is quite how I want it, but I’m happy enough with the results to decide to post this. I really want a good scarf skin in the gemstore, but until then this works well enough.
Crafting is designed for gear accessibility, not profit.
The PvP tournament is giving away precursors which is a great way to get people to watch. The fact that someone watching will get what I’ve busted my kitten trying for a year and a half to get with no success isn’t great.
How is just watchin/observing the tourny going to give you a CHANCE at getting a precursor? Or are you talking about leeching/AFKing during a match? What a mindset to be a professional AFKer.
If I remember correctly, they are giving away a precursor at random in the Twitch stream.
Crafting is designed for gear accessibility, not profit.
Where did it ever say that the item out would be the same level as the items fed it? I get drops that are in the mid 70s to 80 as a level 80 and those items in the 70s are considered fair reward so why not the MF?
Fair or not, it is new and thus either a bug or intended behavior that bothers a lot of forge users.
Crafting is designed for gear accessibility, not profit.
A lot of the early bosses have the problem of just being walls to auto-attack, but I think more recent bosses like the marionette and Scarlet (though not her guards) have been solid improvements in making positioning and learning the fight more important, which I interpret as they want to make the fights more than just winning with numbers. They still need to continue making improvements, but I feel like they are working towards the right track.
Crafting is designed for gear accessibility, not profit.
I use Ascended Celestial armor with strength runes for PvE and WvW, and have a set of Exotic Berserker’s I made when raising my Tailoring to 500 (though I don’t actually use it, since I don’t do dungeons). I don’t feel like it’s wasted stats, since literally all of them are used in WvW (my main mode). Ascended armor in general is super expensive, but the exotic versions are pretty similar for a fraction of the cost. The fact that you apparently have 5+ sets of armor seems insane to me, especially the condition/healer sets.
IDK, zerker trinkets, zerker weapons, an ascended armor set (which was a long term goal), and the sigils/upgrades for them all felt like quite a bit of an upfront cost, but trade laurels for rings, shop smart (I didn’t pay more than 7g for any of my 6 strength runes), and don’t rush something if you can make due with what you have and it’s not that bad.
Oh, and don’t make your “I’m back in the game after a year and a half away” goal be to make an Ascended Triforge Pendant. Spend that gold somewhere else.
Crafting is designed for gear accessibility, not profit.
Celestial Exotic back pieces have 11 in each stat.
Crafting is designed for gear accessibility, not profit.
In addition to the food giving you a little exp boost, I’d like to mention that, unless something’s changed I’m unaware of, events are among the best ways to get exp. You kill the mobs you normally would, but with the added event experience (which is often a solid chunk).
Crafting is designed for gear accessibility, not profit.
I was in a very populated server, but with a very friendly community. I’ve already noticed additional vitriol, and plan on reminding people, especially in cities, that verbal abuse is a reason to report someone.
Crafting is designed for gear accessibility, not profit.
Elementalist: Too hard, just pick one of the above.
Scrolled straight to this, since Ele is the only class I’ve tried that I like in any game mode (and all I’ll use in pvp). Made me chuckle, wish I could suggest a build to return the favor.
Crafting is designed for gear accessibility, not profit.
@Everyone.
So far these are great suggestions. What exactly does the auto harvester do? What makes it better than say me carrying the best tool?
As for skins, I am on the fence about them. A lot of them (I have a female ranger) are really kittenty (to me anyway). As for bag slots and so forth, that sounds like a cool idea :P
As for the salvage o matic, I don’t like how it takes copper to use but at the same time, it sounds very useful if it’s permanent :P A few copper instead of 18 silver? Hmm.
Keep sending ideas!
Skins are pretty hit and miss, so I suggest not getting a particular skin if you are on the fence. The salvage o matic is useful for salvaging a hundred low-rarity items in a short time span (it happens), and I dislike the copper part too, but it’s the difference between 3 copper (or however much it is) now and x copper per salvage, and y salvages, all at once. As for gathering tools, I would prioritize them in order of perceived usefulness. That is, I see picks as most useful because I feel like (without checking, so I may be wrong) ore is consistently the most valuable to gather (3 per, rates, usefulness, et cetera), while axes are the least useful (I feel like wood is super cheap). If you need wood to make bows, you need ingredients for cooking, or something else, then you may want a different tool. Just remember the gathering tools are a convenience, and only save you money in the long run if you use them a lot.
Crafting is designed for gear accessibility, not profit.
And, she wanted to do some Mystic Forge work. I had to tell her sorry, there’s no way to get there any more without spending real money. Sad, really. She used to like the game, but being a senior in college required too much time. Now that she has more time, she can’t play any more (or, feels that way, anyhow).
There is an easy to access Mystic Forge at the Vigil in Gendarran Fields, in addition to the one in the airship.
Crafting is designed for gear accessibility, not profit.
The most recent living stories brought back some items that were previously only available in earlier LS. I don’t expect them to bring back the home nodes any time soon (though that’s not to say never), but I think previously living story items will be more commonly included (which is not to say they will be commonly obtained) in the second season. Additionally, I think it’s a reasonable guess that the item merchant they’ve alluded to will allow players to trade current LS items for previous, no longer obtainable ones.
Crafting is designed for gear accessibility, not profit.
I’m not sure if I would make it my active head gear, but I’ve wanted these ever since I’ve been able to play again (which was after they were removed).
Crafting is designed for gear accessibility, not profit.
I prioritized bag slots, since they are always useful. Especially if you play one character much more than others. I’ve also bought a couple skins, but that salvage-o-matic others have mentioned looks really good and I’d pick one up if I had a few more gems. Just remember to use better salvage kit on rares/exotics once you get higher start getting drops around level 70.
Crafting is designed for gear accessibility, not profit.
Between tossing my regular stones a long time ago and misunderstanding how the wardrobe worked, I only have enough charges to dress up my main.
Crafting is designed for gear accessibility, not profit.
WvW (Taohaza suggests EotM) is can be a fast/easy method to get exotic gear, and personally I think it’s one of my favorite game modes, but gear purchased with badges can’t be salvaged (or sold or forged). This isn’t an issue if you are using the gear, but if you decide to change stats later, upgrade at some point, or something else happens, you can’t get your runes back. I won’t say don’t get it, especially if you are using it as a starting point, or getting runes back won’t be an issue (perhaps because runes are a separate investment you aren’t ready for yet), but do be aware.
Crafting is designed for gear accessibility, not profit.
I would love to see Vabbian armor make a return, despite being from another continent. But more than that, I want the Celestial Compass. While there are a couple nifty focus skins (I use the HoM skin, which is a throwback), that was possibly my absolute favorite skin in GW1 (I assume they made sure to have unlimited future rights to it).
Crafting is designed for gear accessibility, not profit.
My own anecdote for this topic is I’ve definitely noticed better drops as I rose my magic find, most noticeably around 100% MF. Most noticeably, I feel like I get more drops, and that I get a better ratio of whites to blues or greens than before (from mobs). I’m not certain how it has affected my rares or exotics, but I feel that it has somewhat increased the frequency I get rares. I don’t really notice a difference when using a MF booster or MF food, but I do feel like Birthday Boosters further help those points.
Crafting is designed for gear accessibility, not profit.
I completed my celestial ascended armor set the day before the patch. I was a bit disappointed with it for a couple days, but I hit a point in toying with runes, sigils, traits, and trinkets that has me quite happy. That said, I’m not going to pretend that celestial will be a good option for everyone that used it before the changes.
Crafting is designed for gear accessibility, not profit.
I’ve had it hit multiple opponents in less than a second, so I doubt it has an ICD.
Crafting is designed for gear accessibility, not profit.
I personally like the down state, but I think it could be improved. For one, I feel rallies should be more limited (more relevant in wvw). And I think a lot of downed skills should be tweaked or even replaced.
Crafting is designed for gear accessibility, not profit.
If you want to be in the 1st place NA gold server, I’d suggest staying in BG, but it may be a while before it’s clear who will win NA gold. I never expected their current pressure to last as long as it did, but at this point I feel like the biggest threat to said pressure is the boredom of those involved.
Crafting is designed for gear accessibility, not profit.
To the best of my knowledge, Gust, Static Field, Shocking Aura (proc), Updraft, Earthquake, Comet, and Gale, plus a couple underwater/conjured skills, all interrupt. I would actually really like to use this a bit, for a change if nothing else, but since almost all I do is wvw group support, I’d need to shave off trait points from somewhere else, and be less effective at what I do now. Don’t forget the weakness, btw. That’s probably what will make or break this.
I also feel like Unsteady Ground interrupts if they run into it, but I’m not sure.
Crafting is designed for gear accessibility, not profit.
I’ve seen fairly successful front-line staff ele commanders, but the build and command style were both different than anything I’ve seen other commanders use.
Crafting is designed for gear accessibility, not profit.
In addition to the frequently mentioned Power/precision/vitality, I think I would also like to see Power/precision/toughness.
And it’s not entirely relevant to the asked question, but, as other have mentioned, I would like to see healing power be worth more. I understand wanting to avoid the ability to heal in the Trinity style, but, as is, the boost you get from raising your healing power (on the skills I’ve compared) ranges from a decent yet underwhelming boost on some healing skills to a minor difference on regeneration, which seems like it would need a very high uptime to be relevant.
Crafting is designed for gear accessibility, not profit.
While I generally see the benefits to this system, I, as others have already mentioned, think it would be beneficial for the cities to be exempt. While I say this largely in context of guilds and their recruitment, particularly for WvW, I also see this as relevant for things such as RPers and help keeping server identities. My server has at least a somewhat unique flavor, and if we lose cities then I fear that will eventually be washed away. And as much as I look forward to randomly finding my dad (who chose a different server than I) in the middle of a meta event, when I’m settling down and going through my inventory I would prefer to do so while listening to the map chat of my server.
Crafting is designed for gear accessibility, not profit.
I’ve only ever played on TC, and most of it has been rather recently, but from what I’ve gathered from others is that each tier is a bit different than the others, so large tier gaps mean the experience is quite different. If I was looking for a new server with WvW in mind, I would ask a couple people from each tier what WvW is like on their server (what the guilds and commanders are like, when people are active, frequency and depth of queues, et cetera) and try and find one that appealed to me beyond “we are doing well (and by extension you will too)”. Also, don’t dismiss a server’s PvE reputation (or anything else you find out about them), as it can be a helpful decider once you select a tier that appeals to you.
Crafting is designed for gear accessibility, not profit.
