(edited by stax.3087)
Showing Posts For stax.3087:
The point of racial skills are that they are there for flavor and can be used to fill missing utility(For example, my Charr warrior feels lonely without the Warband support, although Thieves Guild is stronger.) They are weaker than profession utility and you are not suppose to use them because they are insanely good.
I understand the reasoning, but if any single skill is completely dominated by another(in all categories, cost, amount healed, reuse timer and underwater capability), it is useless and a waste of development time. It might as well not be in the game at all.
Flavor skill or not, there should be some incentive for using it.
There may be no real answer to this problem. I think that repairs should remain, but that should only be necessary after a good number of deaths, not just one.
This is what i think as well. Specifically, i believe the average repair costs for playing an hour of PvE and PvP should be roughly the same.
Since dying in PvP occurs much more often than in PvE, it should be balanced by lowering the chance of equipment being damaged on death from 100% to maybe 20%.
That way if you die five times as often in PvP than in PvE(actual ratio open to debate of course) the repair costs will be roughly the same.
I disagree. If there’s no durability loss, how do you counteract all of the “free” loot and money everyone gets for participating? Then the market would slowly flood and crash. Or the rewards would need to be kittened, and then the incentive to play is lessened.
This. The armor repair is a moneysink to counteract the loot and rewards you get from WvW.
To get free loot, you need to be winning, and if you are winning, your equipment isn’t getting damaged. So the reasoning that damage repair is supposed to balance out the free loot fails. The people needing to repair aren’t the ones who get loot, and vice versa.
People might perceive the value of things differently than you.
They might, but based on the price BL chests sell on the market (one copper above vendor price), they don’t.
Here is the thing people are not getting….
You found a cool drop, butkittenyou can’t use it, or any of your other toons. So you decide to sell it. You put it in the TP, someone can use this cool item, and they will pay for it too. You take a 15% hit when the transaction is said and done. So what. That is how it works.
If I go to sell my house and get a realitor(TP) to sell it for me, you know they are going to take a heafty . Probally more that 15. You are using a service. The TP should be paid. Anything you craft and or find and sell is pure profit. Wither you vender it or sell it on the TP, it’s still pure profit. The only thing it costs is time. (unless you bought the mats from the TP, in which case you screwed yourself out of a bigger profit).
People keep getting butt hurt about prices being low… Well duhh… they should be low. The game is only 2 weeks old. No one has amassed a good amount of wealth. It is gonna take alot of time (months) for the economy to level it’s self out.
Did you even read the OP’s post before replying?
He’s not complaining about the TP fee, nor is he ‘butthurt about prices being low’. He simply informs players that selling at close-to-vendor price actually loses them money, and shows the math proving that.
Intel core2duo, 2.8ghz
Nvidia GTX 56oTi
Latest beta drivers
Game runs from SSD
Measuring FPS at the point where you appear in Queensdale after exiting Divinity’s reach(without moving character). With all settings maxed out(1680*1050res), FPS hovers at around 20, dropping to 18 when other players are moving in front of me, up to 24 max.
Graphic settings have almost no effect(plus-minus 5 FPS max). For instance with all other settings maxed, changing rendering between subsample, native and supersample has no effect on FPS whatsoever(but the visual change is noticeable). All settings on minimum, the FPS rises to about 30 max.
During all of the above, the graphic card load never exceeds 30%.