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Change in loot parameters or a bug? [Merged]

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Posted by: tigirius.9014

tigirius.9014

A group of what must have been at least 50 players and myself completed the Claw of Jormag DE. When the dust had settled I asked in map who got a rare from the chest and one, yes one player linked his new yellow. Now I’m not saying that others didn’t get a rare, but I know for a fact I haven’t seen a rare from a chest in forever. I wasn’t able to do the final even in the Karka Chain, so having any rare item drop seems to me to be out of reach currently.

IT definitely is! OMG hadn’t done a dragon run in a while now so I wouldn’t know but that is just ridiculous if those too are only dropping greens and blues. that’s WAY out of touch with what those should have in them. WOW

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Which gem store items are mandatory?

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Posted by: tigirius.9014

tigirius.9014

I haven’t been gathering gems for some time now, how did those go up in price?

Oh OOPS wrong gems LOL I really should wake up from naps before posting. HA, sorry!

Actually if you want anything worthwhile to drop the mandatory thing (which is why many of us think that their loot changes were on purpose rather then accidental, is the requirement for the MF to be above 250%.) So far I’ve gotten my MF to 226 maximum with food, gear, luck sigil buff. The only thing to push you over the 250% is getting the guild buffs or getting one of those items from the store, the ones that cost 350 gems for just one boost for an hour. yeah those.

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(edited by tigirius.9014)

New Dungeon/Ascended Armor Details

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Posted by: tigirius.9014

tigirius.9014

Yes please. Of course there will be 500000 rage posts too :-(

If the materials for it are only available via a single or two dungeons, you best believe there will be outrage because that the key problem. It’s not horizontal if you have to run a dungeon for it, the rewards should be open world pve as well, such as bought with karma.

Thanks for the post OP.

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Change in loot parameters or a bug? [Merged]

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Posted by: tigirius.9014

tigirius.9014

They might as well look into champs&vets drop tables only – judging by that response. It`s not a clear answer, it`s AMA, it`s been more than a week and there are NO dev responses in this or similar threads.

It’s going on a month now, I think they are hoping this will go away.

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Unid Dyes

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Posted by: tigirius.9014

tigirius.9014

Nexon wants you to buy dye kits from the Store, guys.

These guys are going sink the game. Loot rationing in an mmo and not a FTP game at that. I’m an mmo veteran and I have never seen anything like this.

I am too and it’s amazingly short sighted. Trying to force people to buy from the store is not a good model at all (if this is indeed not some mistake). The delay is disheartening and leaves us to wonder and speculate which is very dangerous in itself but then again they’ve had about three weeks now since I and mine started posting about it. Long before the Nov 16th patch.

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Unid Dyes

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Posted by: tigirius.9014

tigirius.9014

So, I know Anet reduced the drop rate after that one patch that accidentally made them drop all the time. Did they maybe to go overboard on the reduction? Unid dyes are 15 silver per at the moment. That’s roughly triple from what they were BEFORE that patch that increased the drop rate a ton.

Are they meant to be so expensive?

Many of us think so, we think they actually broke a couple of things (because it would be REALLY bad if they did this on purpose)

The evidence is in the TP. 36 silver per glob of ecto. Yeah.

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Player Poll: Gen. overview after 3 months?

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Posted by: tigirius.9014

tigirius.9014

1. When did you begin playing?
headstart

2. how many hours total do you have? (/age)
593 hours

3. What’s your most gold banked so far?
10g tho i usually average about 6

4. Do you have a max level character (s)?
2, engineer thief

5. List 1-3 areas / zones / events / tp; where you spend most of your time for income.
Orr all three, Norn 80 zone

6. Do you mainly use MF or not?
On my thief while collecting/farming. Without guild buffs i can get it to 226%

7. Have you ever got an exotic weapon from a mob? If so, how many and total?
2, one per mob and only a month ago, nothing since. Especially not from champions.

8. Have you ever got an exotic weapon from a chest? If so, how many and total?
Once. The Karka event. (Aside from the dragon events.)

9. What’s the most number of rare weapons you have looted in one day or 8hrs time?
4 after about 6 hours working with mf to find the best mf option since the nerf. I was quite surprised. It’s usually nothing.

10. How many rare or exotic weapons do you “expect” to loot in one hour of time?
Exotic? 1 per hour.

11. How many lodestones have you looted total so far? (all types)
0 of the end game ones, 5 of the tier 4 completely worthless imo not even the runes are worth money.

12. Do you craft? If so, do you have a 400 crafter? if so, how many?
yes, 400 huntsman, 400 jeweler, 400 chef, working on leatherworker.

13. Do you sell your looted crafting mats? (specify optional)
Yes sometimes when I need gold. I go on farming runs where I determine which items are worth the most out of the mats gathered and go to those zones to get more.

14. Do you feel your return, (in terms of items, completion, income, etc) for your time, has been worth it? Not really, there’s plenty they could be adding for dynamic events in zones that aren’t maxed. We still haven’t seen fixes to common problems engineers have been experiencing since BWE3 and the loot system has been broken or nerfed on purpose for about a month now making it impossible for anyone outside of dungeoneers from progressing or supporting themselves.

15. In ONE word, what needs improved most; from your perspective?
Loot. The problems with professions one can work around until they fix them, the problems with the new gear will be solved over time, the meta events that exist now are workable for daily needs. The biggest and most important problem on their minds should be loot outside of dungeons. Removal of DR, fixing champion vet drops, making MF work at a normal number and not some outlandish amount to see anything drop at all, and drop rates especially. Drop rates have been the worst since about a month ago and the game is becoming a ghost town because of this (as well as the community outrage over the sudden dungeon focus.)

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Guild Wars 2 - Nice Community?

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Posted by: tigirius.9014

tigirius.9014

I propose that the majority of negativity is due to the “honeymoon” effect wearing off.

People now begin to see the faults and flaws of the game; and have to realize that the good things are still there but were just overweighted when the game first came out.

No trust me as a long long time player of mmos of all kinds, it’s definitely the gear treadmill dungeoneer crowd entering the game en masse. Gearscore, dps meters, demands on new players to be instantly level 80 are just the beginning of the downfall of the community.

I’ve seen it happen multiple times to other titles. the moment these people get in there and start breaking up the community and the company alienates the community they were originally hoping to keep, it’s really REALLY difficult to come back from that.

The majority of us who don’t care about dungeons, who play the game to see the world and play with our friends in open events where people aren’t worried about your level or gear to participate are patiently waiting for what they will do next in their upcoming patches.

It’s not just the gear treadmill that we were all complaining about when the Nov 16th patch was released, many of us knew this was coming.

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Backpack regenerator

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Posted by: tigirius.9014

tigirius.9014

yeah yet another reason why kits need to scale. Was in full healing gear and tried this 120 hitpoint ticks in a level 80 zone. Not good.

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Is magic find working right now?

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Posted by: tigirius.9014

tigirius.9014

I think it is working fine. I scarft down some magic find food with a few magic find upgrades… I got 3 or 4 rares in one FoTM, lvl 6, last night.

Id say its working fine.

Uhm everyone is talking about outside the dungeons, FotM is a dungeon.

And no it’s not working properly and not it’s not bad luck. It’s been changed manually.

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Make Karma more valueable?

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tigirius.9014

What do you think guys?

Personally i got the feeling that Karma is a pretty useless currency at the moment.

My suggestion would be to make Siege Blueprints and keep upgrades more dependent on Karma and less on money. Anything else?

Pretty much after you gear, it’s done for usefulness really.

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Change in loot parameters or a bug? [Merged]

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Posted by: tigirius.9014

tigirius.9014

lol – 335 people took the time out to report that drops are less than they should be. Thousands (read the view numbers) have looked into the thread and it took weeks for a mod to acknowledge the thread even existed. What is the response – ah well there has been another thread reporting an increase so we’re not sure who is right. The thread in question they are comparing this to – 5 people, that’s right FIVE people saying they got lucky on a couple of yellows in one run. So 335-5 and they are not sure who is correct ? Also why is when FIVE people say the loot is better than expected they get a response almost immediately ?

It’s amazing isn’t it? I’ve been talking about this in the forums for weeks now and people are still talking about luck.

Let me repeat myself for the umpteenth time, bad luck does not suddenly happen on this scale (meaning it’s impossible in a completely random scenario to see 95% of the populus suddenly have the same bad luck all at once). Algorithms used in the drop rates are NOT absolutely random they are always +- a variable and can always be manipulated. And finally, MF has to be an astronomical number just to get anything and even then rares don’t drop like they should with such a high percentag, I’d expect that when you have a MF of above 100% that it makes tier 5 materials drop at the very least 90% of the time, or is someone here going to create a new myth that somehow the mob I’m killing suddenly lost all it’s blood, skin, and bodily organs (venom sacks), and clothing (if humanoid) upon dying? Zhevra hooves anyone?

There those myths should be dead now once and for all.

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Change in loot parameters or a bug? [Merged]

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Posted by: tigirius.9014

tigirius.9014


“Due to the comparatively high level of rewards in FotM, the amount of loot players get from the open world is perceived to be much lower than it actually is. We will update the loot tables in FotM accordingly to eliminate the discrepancy between dungeon and open world loot.” – hypothetical ANet statement.

There will be a much bigger outcry if that happened because:
a) there is lots of edivence showing that there is a problem with loot drops.
b) alot of the farmers moved to FotM because of the reduced open world loot.

The evidence is that there is certainly a reduced number of drops over a time period with particular events when compared to a simular period pre-Nov 15. Out of the drop you do get the overall quality is lower, much higher junk and crafting material %, much lower % of whites/blues/greens/yellow compared to pre-Nov 15.

This is even more evident with yellow drops when pre-Nov15 you could do events around pent/shelter and get 2-3 yellows an event. Now you are lucky to get one in a 2 hour time period.

The nerf definitely happened long before nov 16th.

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Full Servers Problem

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Posted by: tigirius.9014

tigirius.9014

Why is your guild picking TC when you know it’s already a full server? Pick a different one, have your split guild members already on TC transfer to it so you can all be together again. Problem solved.

TC is the only American server with a significant RP community, and we shouldn’t be forced to not pick servers based on arbitrary factors like the current non-overflow population. Additionally, guild members already on TC would have to either wait a week until they can transfer again free of charge or spend money to do so.

Ignoring the symptoms is not solving the problem.

The problem is actually bigger then that. Originally there wasn’t supposed to be server separation problems like this because of a technology called guesting. It was supposed to be introduced just after launch. STILL have not seen a single thing.

Guesting is in, but it is only applicable in the case of dungeons. If you wanted to do this with a friend on another server, try it – it works. However, for people actively leveling, running story content, doing events, participating in WvW, and RPing, guesting is useless.

That’s the thing it was supposed to be on for EVERYTHING.

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Change in loot parameters or a bug? [Merged]

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Posted by: tigirius.9014

tigirius.9014

Removing MF gear seems like a ridiculous statement and must be purely based on someones anecdotal evidence.

Based on my experience over the last week, rares are dropping less. That is of course unless I’m running the FotM dungeon. Seems like another stealth nerf they snuck in. The real question is why?

I can’t imagine why. Making this dungeon or any dungeon the sole way of making money or making crafted sets to me is just weird. They won’t endear the community they attracted to this game (you know the ones who stay for years rather then months and who actually pay money to the store) nor will they make money off of these dungeons (unless they mean to make it impossible to get gear without buying mf buffs from the store.

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Out of black lion salvage kits

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Posted by: tigirius.9014

tigirius.9014

I’d suggest either gathering high price items to sell in store for crafting and buying more, or I would suggest making this in the mystic forge.

Fine Salvage Kit
Journeyman’s Salvage Kit
Master’s Salvage Kit
3 mystic forge stones (got mine from my personal story rewards)

= 250 Mystic Salvage Kits (25% rare mats 80% recovering upgrades 250 uses)

It might be simpler less expensive to buy the ones in the store at this point even with conversion rates.

Not finished testing this yet but it does seem that MF affects globs. It’s happened to me twice now. Got nothing on my non mf toon, and got 7-8 on my mf toon. Both level 80 in lions arch using the same kits salv the same number of rares.

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Great job Anet

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Posted by: tigirius.9014

tigirius.9014

I too would like to thank them for adding something to the game that was very much requested with such speed. At first it bothered me that it was in the store but then i remembered i could get gems from my gold and these items don’t require much imo. Especially the haircut one.

Thanks for listening to our requests.

(To those who keep posting offtopic, no profession needs to be fixed more then engineers right now, they will need a much larger fix patch to repair the damage across the board.)

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(edited by tigirius.9014)

World vs world #5 dagger skill need CD

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Posted by: tigirius.9014

tigirius.9014

It’s not a thief balance issue it’s called culling and they are already working on it. Culling makes a delay before you actually see the enemy who’s using stealth reappear. Fight any shadow skelk in the pve zones and you’ll see the same thing. It does the reappear animation poof and then 4-5 seconds later you’ll see him appear and be able to attack him. It’s a problem with the system.

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Change in loot parameters or a bug? [Merged]

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Posted by: tigirius.9014

tigirius.9014

Guys, remove your MF gear, it seems to work better as of right now. That’s my tip, try it for one farming session and see the difference.

There is definitely a problem and hope it’s look at.

In my experience so far, removing the mf gear doesn’t work as well as thought originally. I removed mine and got a temporary 2-3 better drops (1 of them was rare) but after about ten kills it was back to the horrible drop rate. So while this does change something, something delayed, it doesn’t appear to fix the issue imo.

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Change in loot parameters or a bug? [Merged]

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Posted by: tigirius.9014

tigirius.9014

So I’ve got some new data to report to the community.

Apparently MF works marginally in the open world environments now but only if you have 250% or above. So that means EVERY piece of your armor weapons and jewelry must have mf on it you have to have food, and you have to have the sigil of luck, but the biggest part is you HAVE to have a guild boost or you have to have the one from the store to reach this number.

The only way I know of to get to 250% and above is you absolutely need a buff from the store which is like 350 gems i think for just 1, or both guild buffs.

So it does seem to be a method of getting people to buy from the store. (especially those who are not in guilds) It’s also difficult to get the guild buffs since they are only temporary and cost so much of the guild resources just for 1-2 players to use the banners.

It’s messed up really it is.

Also I would suggest that if you want globs to drop semi-normally, send it to your character that has a mf set on, apparently at 196% they drop frequently enough to be closer to the older drop rate.

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(edited by tigirius.9014)

Full Servers Problem

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Posted by: tigirius.9014

tigirius.9014

The problem is actually bigger then that. Originally there wasn’t supposed to be server separation problems like this because of a technology called guesting. It was supposed to be introduced just after launch. STILL have not seen a single thing.

Basically it was to allow you to go to the zone in which your guild mates where located or go to the dungeon where they were located simply by being in a group and clicking on the join option.

I have yet to see anything about this and yes they need to tell us what’s going on. Surely that part of the game can’t be that difficult to turn on since all it really deals with is the connection between servers at any given time and they have this system in place already when it connects to overflow servers.

So to the devs, can we get an answer on guesting so this is no longer an issue for our guild mates please? Because there was no room for this question in the recent AMA due to the immense concerns over the game’s future.

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Remove the new Rich Ori Node

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Posted by: tigirius.9014

tigirius.9014

Au contraire, good sirs; they should add a Rich Powerful Blood Vein to the game instead! :P

They definitely should! LOL I completely agree with this one. I have to transmute three sets today just to get 30

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How is it that people don't notice....

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Posted by: tigirius.9014

tigirius.9014

There’s also a problem with the camera affecting whether abilities fire off.

It’s felt the most by engineers using FT/EG/p/p because any cone attack will cause this problematic to either miss every shot or completely not fire at all and one has to wait 4 seconds before attempting it again. It’s really not helpful in the slightest especially against mobs like those in Orr that run all over the place.

I experience this on my thief all the time when i try to use #3 skill unload. It just simply doesn’t fire. whether I’m manually using the mouse or using the keyboard button command it just doesn’t fire.

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Guild Wars 2 - Nice Community?

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Posted by: tigirius.9014

tigirius.9014

I can’t help but notice that you didn’t mention people farming/crafting, doing DE’s in your post.

See here’s the thing. I know it’s been said time and time again that there’s a big problem with dungeon only progression but now we’re really beginning to see just how ugly it can be all because someone wanted to attract those players to this title.

I NEVER run into those people. Why? Because I never do dungeons anymore. There’s a reason why I left WoW behind, there’s a reason why people left SWTOR behind.

And THIS is the reason.

The majority of those players are the types who don’t care about whether you are there to have fun, they don’t care that it’s supposed to be a side distraction and not the focus of the game. They only care about successful runs 100% of the time, they only care about what level you are and if you are already in full exotic gear BEFORE you get into the dungeon.

Sad to say but that’s so many of us in the community was against them nerfing drops everywhere else but in dungeons, adding a dungeon with the single tier anyone will be interested in as their new model to attract new players, because those of us who have played mmo’s for years KNOW what these types of players are like.

It’s no myth there’s years of history for this problem in every mmo out there. It’s not new or mysterious.

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There is no holy trinity!

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tigirius.9014

tis true there isn’t a tank/heal system like other games however one can put together a mighty nice cond heal set and it might not be top dps or a glass canon build (which i laugh at those who do that because they die the most in dungeons or anything else for that matter) they do just fine.

I’m in Orr as a healy engi and i can have four-five of those kittens beating on me at once and live now without blinking. It’s great! (I don’t even have the full set yet some of them are rares). So glad they did whatever they did to it to make it work again.

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Commander Icon Hatred?

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tigirius.9014

I agree that there shouldn’t be hateful whispers i could care less if you had that on, it’s nice to have it.

I would however request that there be an icon for guild leaders and the ability to open a squad because pve only guilds often run whole event chains and finish whole zones and it would make it so much easier to see our guild leader (not asking for this for the officers or the supporting crafters simply the creator of the guild for pve purposes.)

You can’t buy one with pve credits or currencies of any kind (unless it’s one of those things where they changed it, I was under the impression you HAD to use both gold and some wvw currency or so I’m told) , and not every guild does pvp or wvw. Something should be done.

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The TANKCAT build. Prybar some faces!

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Posted by: tigirius.9014

tigirius.9014

Anyone have working links to what the OP is talking about so far I’ve never seen an entire thread of broken links till today.

I do have to say tho that this has been one of the funniest well read threads I’ve seen in a long long time!

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(edited by tigirius.9014)

I demand you increase a cooldown

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Posted by: tigirius.9014

tigirius.9014

How about we throw explosives that are actually affected with burning so they become useful (because I don’t see anything on our traits system that increases our damage output when downed like other leatherwearing classes)

How about they allow us to release a turret that helps us rez ourself, like a special healing turret. We have minipets too you know why can’t they help get us back up?

Or how about a cloaking field while downed? I have the points in cloaked device why can’t that be the second ability and the third ability be a turret to help heal me?

My point is, we may be downed doesn’t mean our devices are, why is it automatically assumed all of our stuff is turned into junk when we are lying there but it’s magically fixed and useable when we come out of the downed state?

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Is the "Reserve Mines" trait bugged?

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Posted by: tigirius.9014

tigirius.9014

completely broken imo. The regular mine abilities are as well. You can have a gigantic champion troll stomp all over the place and stand right on top of the things and they don’t go off. It’s amazingly annoying. Like road rage annoying.

There are soooooo many bugs with this class they have alot of work to do that 2 interns just can’t handle they need to allocate more resources to fix the issues.

  1. mines are missed
  2. cone attacks from FT/EG/2nd pistol miss miss miss miss miss still
  3. can’t destroy objects as cond builds
  4. here lately the blind affects of both my engi and thief while in a darkness combo field won’t actually happen, the attacks have the animation but the mob never gets blinded.
  5. pistols don’t fire faster then the rifle but cause half the damage
  6. the individual mine attacks do hardly anything and don’t cripple the opponent which would be especially helpful with the non-char engineer profession version
  7. they fall WAY too far apart

btw I’ve submitted all these to the bug report system in game. Not heard a word on them for weeks now not even in announcements. Altho they did mention they would be fixing the targetting issues in the classes last patch but didn’t see that on the cone attacks they all still miss like crazy on this class.

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dual pistol engineer with a few questions

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Posted by: tigirius.9014

tigirius.9014

Cond builds were nerfed beyond belief a month ago since then those builds have not come close the pow/pre/% crit damage builds. It’s odd too that a game that supposed to be all about choices pretty much pigeonholes the one class that’s supposed to be all about choices into a single dps model,

I find the best utilities are the pistol shield combo. They keep mobs off you and dizzy long enough for you to finish them off easily and when fighitng karka (which im sure will be in future content soon) you can use the magnetic shield to reflect their barbs and nets right back at them doing massive damage. Also, I find that the second pistol abilities often miss inexplicibly something else that annoys us engis that no one’s commented on or said they will look into, the torch ability misses like the flame thrower and the fumigate cone abilities of other weapons.

The shield bubble is also useful in creating a bubble around yourself from other player
s combo fields. OR your own for that matter. I dunno how many times I used it on my blind wall from the toolbelt of elixir u to disappear and reposition myself in a fight or give someone else the aggro before I started fighting again. the toolbelt elixir U is useful for that in that it has two possible invis options.

If you plan on farming pistol is the easiest fastest option for hitting multiples.

http://www.gw2build.com/builds/simulator.php#1.4.6.0.19.0.35.0.9.0.80.88.97.100.102.0.0.0.230.0.0.245.246.252.261.0.0.0.0.0.287.294.0.10.30.10.0.20

Hopefully this will load properly, my build for farming with a single change. If you plan on running dungeons it helps to have a faster cd on pots and to use the Elixir H.

I made this build for farming everywhere else. If i planned on going to Orr I change two things. I make it 10 in inventions because I dunno how many times my cloaking device has saved me from being eaten by everything over there. Since they all toss you around and web you in Orr it’s a must have. Otherwise just using 10 points in Alchemy and have faster pots.

I actually use either toolkit or goggles depending on the type of mob I’m hitting. They are both very fast and the lighting ability in tools helps with AOE damage ALOT. So if you find you’re going to be stunned alot stick with Goggles.

Piercing bullets is an absolute must imo. Burning is okay but the faster you can use your pistol abilities the better, so I chose a faster cd. If they fix conds so they are back to their normal damage again then I’d say go ahead and put 20% burning but as it is since pvp and pve behaviors weren’t coded separately like we thought they would be cond damage builds were given a huge nerf that they’ve never fixed. Piercing when you do some leg work in aiming will allow you to line up the hordes of mobs in places like Orr to get the best results. After a while you’ll be able to anticipate where they’ll come running in.

Range doesn’t really help much imo, I keep vul up all the time now so it improves damage.

You could use all elixirs if you want but I find that 1 elixir U is fine for the walls and the quickness.

I also placed runes of rage on my weapons they do stack btw if one goes off they both do and gives you an extra quickness boost. When that’s on CD i use the U a couple of times before I know it’s back up.

hope this helps.

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Thief from the nostalgic old school RPG POV

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Posted by: tigirius.9014

tigirius.9014

Now before I start this, let me just say that I in no way play pvp. I pve only. The things I’m about to suggest are for pve play only and should be relatively simple to code to be unavailable with in WvWvW and sPVP.

Also I’d like to add that I love the game. It’s fun! I love the Thief profession I find it enjoyable being able to excape at a moment’s notice and sneaking around. In that spirit there are some things that bother me.

Thieves really didn’t get many of the mechanics they should have. Like disguise, an aggroless stealth like ability that is 1 minute timed with 1 minute cooldown where the humanoids think I’m friendly(that one cannot use in pvp btw). a distraction ability to turn enemies around or even make them run off for a few seconds thinking a greater threat is elsewhere, nothing to sap or stun with outside of combat, no real stealing (we don’t even get extra baggies, If I’m to believe that suddenly a mob that’s supposed to be bleeding to death has no blood when it’s dead, why can’t it be made that the humanoid mob i just killed and looted had a hidden stash that other professions wouldn’t be able to find while looting a body? or that i have to kill each and every humanoid on the planet to get the items i need from their little baggies? Why does it have to be a 100% kill fest to get the baggies?)

None of the intrigue went into the making of the thief that we would normally find in the RPG’s and the books of those rpg worlds of the past that made the thief/rogue style characters great and memorable. Subtlety has always been very effective a tool especially in worlds like Tyria where (if I’m to read the lore correctly) there are factions working to gain the power of the crown. Not an overbearing criticism I just find it odd.

I’d love to see a little more time spent with this profession to make it even more fun, more like the tabletop RPG versions of the profession. It was extremely fun to pickpocket and steal (because I don’t do that in RL of course! clears throat) so it was a great passtime to spend seeing what I could get from the pockets of unsuspecting humanoid mobs.

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How about a 'smart' dodge mechanic?

in Suggestions

Posted by: tigirius.9014

tigirius.9014

I enjoy the more active combat of this game, but the one aspect I would like to see improved is dodging. As it stands now, for certain content dodging is necessary (as it should be) but for melee characters especially it can force you into undesirable positioning. Why make us do a ‘walk of shame’ back to a mob after we successfully dodged out of a high damage hit?

I would like to see a mechanic already in game implemented. I couldn’t off the top of my head tell you what mobs and what zones this shows up, but I’ve ran into enemies a few times (usually thief-like) that will dodge around you and end up behind you. There is even a heart quest in some zone where you disguise and infiltrate a fort and you get this ability on your new disguise bar. Now I don’t necessarily want every dodge to do this, but maybe allow a sort of control over direction while dodging with strafe keys. Similar to airstrafing in TF2 or how you can roll around in ball form as Samus in Metroid.

This, I think, would add a little more skill to the dodge system. As it is, you can pretty much only dodge through things and then immediately turn around to really still be in a good position to continue your attacks. Maybe this has been discussed before, this is the first time I’ve had a suggestion to share so first time here.

I find it weird they did that with thieves too. Why does the ranger sword give them the option of going around the side or behind the enemy when they don’t get bonuses from being behind or on the side. Might as well take that mechanic out of the thief traits imo.

The other thing is who would dodge into a field of fire? like you couldn’t feel the heat coming off the thing???

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Vanilla Bean

in Crafting

Posted by: tigirius.9014

tigirius.9014

No, but do this instead to get to 100:

1 Bag of Flour + 1 Stick of Butter
Make Bowl of Roux – Level 75

I agree you will need these btw in the end. so hold onto them.

It was a big blunder tho for them to leave the recipes for the lower level mf items in the game in this discipline but make it so that you won’t really find any vanilla beans until level 50-60. Been there done that got the tshirt.

“I tried to get a vanilla bean but all I got was garlic.”
“I tried to get a Powerful Blood but all I got was this cloth shirt”

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0 and 250: the only numbers devs know!

in Crafting

Posted by: tigirius.9014

tigirius.9014

There are so many mystic forge recipes that need 250 of a certain T6 fine crafting material that it feels impossible to think that you are against farming and grinding as you stated in a lot of videos while talking about the game. Can’t you put some 40, 67,143… Why is it always 250?

Today i went for farming ogres and found 2 players that were already doing it, so i asked them how many vials of powerful blood they have dropped and one of them dropped 3 in 4 hours and the other 2 in 2 hours, so i gave up farming.

How an i supposed to gather 250 of an item that drops average 1 per hour without doing the same boooooring thing over and over?

And btw i’m not looking to craft a legendary but one of those exotics with the recipe like eldrich scroll+mystic coin+…+… so i don’t think that its cost is justified by the skin because it has nothing that special, it’s just a bit prettier than other weapons of the same type.

I agree that is a bit extreme. It would have made more sense to make it 50 of the lower tier item instead of 250 notably for the end game items like blood or other such things for people who don’t have wads of cash to throw at the horrible gem to gold conversion rates all day.

I am trying to find a good solution to the terrible loot issues plaguing us all now in this game, can’t seem to get powerful anythings to drop without doing the mmo equivalent of shooting an apple on the head of an asura while blind folded while standing on a tippy toe rubbing my tummy while patting my head. It really shouldn’t be that hard.

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low lvl ingrendient

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

Chile with the onion, carrot, black peppercorn, portpbello, mushroom, I swear they’re everywhere, even in high level zone. WTF are those low lvl ingredient doing in high lvl zone.

Because they actually designed well the Chef discipline. It uses low level ingredients for higher level more complex recipes so you don’t have to worry about something becoming obsolete so quickly like in other titles. It’s actually quite nice to find out that when you reach a new tier of crafting you don’t have to stop run off and gather in a specific zone to try to continue, you can just buy some low cost mats, throw them together and bam you have new discoveries as well as points from preparing those discoveries. I like it.

Tho i do tend to think that the world of Tyria was taken over by onions long before the orrians were taken over by zombies LOL

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How is it that people don't notice....

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

The firing speed issue with ranged weapons? I’ve been all over the profession boards posting about it. It’s really very obvious…

Rifles have a 3/4 second activation speed, and roughly a .8 recast on their #1 skills, which is about appropriate. Consequently, rifles feel pretty strong to professions that use it.

All other ranged weapons (with the possible exception of Shortbow, which is in the middle somewhere) – Pistols, Longbows, Staffs, Scepters, all either have the same activation speed but slower recast as the rifle, or have a faster activation speed but the same recast.

Because of an issue with the rate of fire of their #1 skill, the following weapon sets are all noticeably weaker than they should be; it’s either a bug with the activation or a design issue with animations or the GCD:

Thief – MH Pistol
Engineer – MH Pistol
Ranger – Longbow
Warrior – Longbow

I haven’t extensively tested Staffs and Scepters yet, but I strongly suspect they are affected as well. Anyone have any thoughts or insight on this?

Yep we’ve definitely noticed and commented on it multiple times in the discussion, thief, engineer, ranger forums.

At least Warriors do decent damage with theirs and can fire off two arrows in a row…..

The supposedly more agile ranger can’t even do that.

The supposedly more agile thief can’t ricochet without putting a huge number of nerfing points into a tier on the traits screen that has nothing to do with bullets or damage just to be able to hit multiples with pistols, so then the only other option for any kind of AOE is the terribly designed shortbow. Why would anyone design a shortbow attack to be even slower then the pistol on a class that survives in pve on speed alone?

And to those who theorycraft, the math all points to the same thing, it severely lowers dps for the adventurer classes by making their main attacks slower. It needs fixing. My pistol on my engineer and thief should not be as slow as my shotgun.

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(edited by tigirius.9014)

Every Class is Pessimistic

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

Everyone on the forum is pessimistic. It’s the nature of us forumdwellers. If you want to keep sane, stay away from the forums

Exactly what I was thinking LOL

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The Cure to Buying Gems

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I know what you mean. I was using my thief with all of the escape options JUST to get ore and wood from there. The place is so packed that no one can move without a huge problem of about 4-5 mobs EVERY fight. It gets tedius. And just when you think oh the fighting is over I can run off again, bam something you didn’t see because it was too small smacks you again. (chickens or eagles.)

It’s like every zombie movie wrapped into one only without the tools to obliterated them. And when i say that I’m talking about how weak and enfeebled the tools normally used in these movies work on these things.

I’m an engineer, in every movie they used MY style modern weapons to kill the zombies dead and to have an advantage with enough power to deliver the final blow to the zombies in other games. I played hunter and all kinds of other titles (based off of the tabletop game WoD) and I enjoyed immensely using my shotgun to obliterate the enemies. On this game tho it’s hard work like they shrug off a flamethrower blast or a napalm or a grenade or a shotgun to the face like that wouldn’t blow them to bits in any other game. My thing is this. If you want us to believe this place was overrun by these things fine, but give our attacks the means to destroy these things without standing there for 15 minutes every fight while they resist, dodge and run off like it’s 28 days or like they are all veterans running around with too much defense.

And make no mistake this is after being built for guns and damage and having exotic gear.

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absurd respawn rates

in Dynamic Events

Posted by: tigirius.9014

tigirius.9014

I’ve had this issue as well. Also I’ve noticed that they just pop up out of thin air. It was my understanding that the plan of the game was to design it so it would not do this. For the most part alot of the mobs appear in different ways like crawling out of the ground or flying down out of the sky but the risen just appear like they’ve been standing there the whole time invisible or something. Weren’t they supposed to crawl out of the ground or come running untagable invulnerable and without aggro until they reached their leash point? That’s what i gathered from one of the many many interviews I read where one of the devs was being asked that very question. Would go a long way to helping Orr that’s for sure.

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Have the rewards from dynamic events changed?

in Dynamic Events

Posted by: tigirius.9014

tigirius.9014

I think they limited it now to the level 55+ areas. (or that was the intention I’m not really sure since just today I got a level 77 rare off of one of the worms in the Charr area when i was testing my new build.) Weird.

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New or Updated DE's?

in Dynamic Events

Posted by: tigirius.9014

tigirius.9014

I’ve read the AMA but there seems to be two things left out of the conversation.

Will the loot system for open world be repaired? (the removal of DR, fix for magic find, drop rates restored for both rares and globs of ectoplasm)

Will there be new dynamic events in areas we’ve already traveled through. This was a big attraction for me when I watched and read the interviews with the devs prior to purchasing the game, it was my understanding that since dungeons were originally supposed to be a side attaction and not the focus of the game, that they designed the DE’s to be more easily update-able for quicker new content turnout. Just wondering when that might happen in the future.

I find it odd that they built a whole dungeon which was definitely harder and more time consuming then their original plan but I just want to know will they be adding more DE’s for PVE players in open world with appropriate rewards.

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Do you feel like a 80 ?

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I do actually feel like an 80 however i would love a guild hall of some kind that would be awesome.

As far as power goes it really depends on the profession right now. Condition builds are the weakest out there so most people are using the berserker burst damage thing. We’re stuck in only a single viable build for the most part until bleeding and poison damage is fixed.

When you’re in that situation where the build that was working at the start of the game is suddenly broken and no one’s doing anything about it it does feel like the mobs are entirely too powerful like those that are normal mobs have too much defense of one kind or another and take forever to kill even while in all exotics.

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Diminishing Returns.

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I love this nonsensical dribble of “farmers” vs “real players”. I enjoy my daily pleasant Frostgorge run around slaying Dredge, Grawl, Skelks and the odd Claw of Jormag that pops in, it is called playing the game. I do it because it’s fun and I am earning money towards a special weapon, everything I sell on the TP I am adding to the community without people farming you “real players” wouldn’t have your bloody items to complain about being overpriced. I simply match the lowest seller, if people are willing to pay 30s for Ectos and 25s for Blood that is their choice not mine, I prefer to collect my own materials through, wait for it guys….FARMING! * gasp! *

Exactly. When did farming your own mats become a product of evil? LOL

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Thanks Anet

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I enjoy the game as much as the rest of you, but…. they need to know what’s bothering us if there is anything bothering us. Things happen in patches and in updates all the the time and keeping in contact with the community is the best way to handle these problems.

They need everyone communicating what could be improved or balanced in the future tho, games great but no game is ever perfect even tho GW2 is the best release we’ve had in a long long time.

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Request for a more honest balance system

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

Title says honest balance system, topic inside focuses on thieves.

Actually the majority of the concerns I have focuses on engineers but I tried to keep a balance between the examples in my post.

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100% World Completion in WvW zones...

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

You’re certainly not the only one. This was supposed to be a game title with multiple options but this as well as the loot being only in dungeons and the pigeonholing into a single viable spec in professions precludes actually having a choice. No one should be forced to go into a pvp zone for any reason. This is actually happening with monthly event completion as well. Requiring dungeon runs (and not just one either like five or seven) and requiring wvwvw to complete a monthly isn’t exactly giving us choices either.

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Tier 3 Cultural Armor - Lets reign it in

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

As it stands, the current Tier 3 Cultural armor price is extremely high. Clocking in at 119 gold for a full set, it is nigh impossible to attain this set in a reasonable time without grinding. I’ve given this a bit of thought and i can only see two logical solutions.

1: Lower the price (reasonably)

At the moment the jump from Tier 1 to Tier 2 is about 2.7x in terms of price. The jump from Tier 2 to Tier 3, however, is much larger. Around 15x the price. My solution would be to reduce the price of each piece to anywhere between 7-17 gold per piece. This would mean that the full set would cost around 70 gold. This is high enough that it would maintain exclusivity of the set but would still cut a sizable chunk of the grind and monotony out.

2. Raise the gear spec

Let’s be honest, when you churn out 119 gold for a set of armor, then realize you still have to hit up dungeons or find another 20-30 gold to spec out your character to full exotics, it’s a bit of a kick in the teeth. I would also find it equally acceptable if the current price was maintained, but the gear spec was raise to exotic level.

I have no intention of ditching the idea of Tier 3 cultural armor but I feel that the prices, as they stand, are unreasonable for a game which claims to have done away with the grind. In this sense, I guess a third option could be to create more viable ways of earning gold which are fun and non-grindy

TL;DR

Cultural armor price is unreasonably high. Raise gear level OR Lower total price by 30-40 gold.

I’m interested to see what the rest of the community makes of my ideas so feel free to post replies and maybe we’ll get a bit of discussion going

@Mods: Sorry if this is a duplicate post but my searches found nothing on this topic. Also, if you think this belongs in the “Suggestions” sub-forum, shift it.

I say remove the gold entirely. Make it all Karma it’s the honest thing to do. because the exchange rate for gems to gold is NEVER going to be viable option anyway since it’s never giving the amount that it should to make it a good deal. sorry but 50 silver per 100 gems is not a good deal. it’s even lower then 50cents on a dollar because 100 gems doesn’t even equal a dollar.

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Request for a more honest balance system

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

So you’re saying that bullets, bombs, grenades, etc. do more damage than magic in real life? Ok, I’ll give you that one. But, I’m pretty sure the same medical professionals would tell you they have no idea how hard it would be to treat the victims of magical elf fireballs.

Further, I don’t really see these magical attacks particularly OP at the moment in-game. Maybe some of them here or there, but no more than some other classes more physical attacks.

I think class balance is paramount, and rangers and engineers certainly need some dev attention. Thieves – not so much, but that’s just personal opinion. I also don’t see ele’s as an uber-OP class right now, but that might just be me.

In short, I think all classes should be on a more-or-less equal footing. Still a lot of room for improvement on that score.

Actually was talking about guardians a little too tho i didn’t make that comparison sorry.

Thieves do need as much attention as the other classes because right now their really is no viable AOE choice for them. They are as cutoff from AOE as much as Mesmers are in their weapon choices and how they behave. Bouncing attacks can only go so far for tagging and oddly the old endgame style (the one we hope they’ll return us to ASAP) was focused on doing massive AOE to participate in events with any kind of rewards after participation.

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Request for a more honest balance system

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

realism has no place in a fantasy game when thinking in terms of balance. Sorry..but just because you think a bullet should do more than a sceptre, doesnt mean it should. If you want full on Sci Fi or War hero..then go play it. Pistols and rifles cant be the same damage..you can wield two pistols, you can not wield 2 rifles..that would be awesome though. Anyways, I can get off 3 unloads in the time it takes for one deadshot..I do about 6-8k on an unload so its pretty equivalent.

That’s a nice logical fallacy you have there. Let me fix it for you. Sure it’s a fantasy game with RL weapons included. Since the RL weapons are in there one would think there would be more logic involved with the balancing of the power of those weapons other then cutting them off entirely. If they didn’t want to have the challenge of balancing RL weapons of war then why put them into a fantasy game in the first place, why not make all weapons including those of war all magical all the time for it to be truly a fantasy setting.

Basically you’re saying that it’s still okay even if the engineers suddenly could drop a nuclear bomb for enemies to be perfectly fine after being hit by that despite the knowledge otherwise just because it’s a game. There’s still a basic scale to be used for these weapons to compare damage output. All anyone’s asking for is a more logical approach to that scaling.

its not a logical fallacy..because comparing magic which doesnt exist to science fiction that doesnt exist is not logical, its theoretical at best. What you are saying is that you want them to limit their imagination and what things can do to line up better with physically accurate real life proportions, which I think is stupid. I think they should just do what they are doing and balance the numbers and systems in the game, let the pseudo realism be kitten

Oh and no..Im not wearing all berserker gear. If you mean should we have more skills and or options then yeah I agree with that much, id love a few more options in combat. I just dont think balance and real world physics applications have anything to do with one another in game mechanics.

Uhm I hate to break it to you but they have already invented and used for years explosives, guns, pistols, rifles, grenades, flame throwers, chemical weapons, chemical guns, piercing bullets, explosive bullets, incendiary bullets just to name a few out of the arsenal that the engineers alone have and that’s leaving out the older weapons (but which should be more deadly) arrows, daggers, poisons. Soooo where is the scifi again?

All this is about is asking them for a more honest approach because they aren’t scaling these weapons in a logical manner and magic always seems to be the most powerful weapon in these games, it breaks the lore, if magic were as powerful as the imbalance they create by not scaling with these details in mind, then there would be for example no need for the three factions to work together just send all elementalists and guardians into the field and wipe the dragons off of the face of tyria. It’s obvious to anyone who has done the math.

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Why did you roll a Charr?

in Charr

Posted by: tigirius.9014

tigirius.9014

love running on all fours, love cats, and love meat almost just as much as Charr do! LOL

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