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Cyninja.2954

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Everything posted by Cyninja.2954

  1. > @"Chaos.7614" said: > We are entering a deflationary economy in which the value of materials is increasing with no comparable gold farms. That's why he says gold is garbage. Really? When exactly will this start? If you cared to check, most items are on an all-time low. The exception being items which are required for new collections, which increase due to new demand or are limited via time gates in acquisition. Which is also why Mystic Coin prices can increase since the end products, legendary T1 weapons, are based to the most extent on 3 resources: - T6 materials (at an all-time low as mentioned) - precursor (again most are at all-time lows due to exotics being cheap) - Mystic Coins (the only resource which is gated and can't be farmed) So in order to keep legendary T1 weapons at a similar price, Mystic Coins can rise. Which only offsets the cost to a certain extent, given legendary T1 weapons are also at an all-time low price wise. Which makes this entire complaint even funnier, **given currently T1 legendary weapons are the cheapest they have ever been both in crafting as well as purchasing**, yet somehow players find ways to complain. Going to repeat this because I know some are going to overread it: It is the cheapest it has EVER been to craft T1 legendary items, even at the current higher Mystic Coin cost. The area where this does not hold true are items where the total Mystic Coins cost is significantly higher value wise than the other materials (T2 weapons, trinkets, etc.). Even with these items the price so far has held steady and not increased past past peaks. Once that happens to a significant extent, we can talk again. > @"Chaos.7614" said: > This is why that wall hasn't been taken down - the playerbase isn't generating enough MCs to offset demand and the barons aren't willing to sell because their store of value is propped up by that wall. The player base could very well be generating enough supply, the demand on the trading post simply grows faster than the supply provided to the TP, especially since not all in-game supply lands on the trading post. Which was actually visible in the first few days of the 2 gold wall when it melted daily by 20-30,000 buy orders. Unfortunately as players started hoarding again, this trend did not continue. That does not tell us that the existing amount of Mystic Coins is insufficient or that the generation into the game needs to increase. In fact the amount of Mystic Coins being traded on the TP has continually increased over the last months/years while the listed supply has remained mostly the same. As to what @"SASHI.7260" mentioned for players generating out of game gold. True, that is likely happening but is also limited in how much earnings it can generate given items in the gray markets are traded at 92.5% of TP value on average, splitting the gain of bypassing the 15% tax between buyer and seller. So it is not as though players can infinitely buy up Mystic Coins. They also do not have to. All it takes is finding the price point where the melt of the demand can be offset without to much loss, while covering the losses with the 7.5% out of game gain. Until more players start hoarding again. The rest is simply conversion into a currency used out of game and hoarding of gold in form of safe assets. In fact from a trader perspective, having a less volatile Mystic Coin price is beneficial. It is both very annoying and dangerous to deal with a highly volatile currency. Mystic Coins to traders are a currency with which they work with. Having it increase or decrease in value makes trading more difficult.
  2. Total cost to craft 1 Claw of Khan-Ur according to GW2efficiency right now: 2,357 gold Cost of crafting 1 Incinerator according to GW2efficiency right now: 1,469 gold Cost of crafting 2 Incinerator: 2,938 gold (581 gold more than 1 Claw of Khan-Ur) The question thus becomes, why would you not spend an additional sub 600 gold and get 1 extra legendary and get an additional legendary skin out of this? The skin alone is worth 1,469 gold on its own (the base cost of 1 T1). By the way, this calculation applies to nearly all T1 and T2.5 legendary items given that most T2.5 legendary items cost 1.5 to 1.6 times that of a T1.
  3. You want to play with friends? Then play with your friends. You want to do your own thing and rush ahead pretending you are playing with your friends but in reality just having someone in your party whom you ignore? Then rush ahead. Every game can provide situations/opportunities which can benefit social or anti social behavior. How a player manages and deals with those situations will make the experience more or less social. The game will not create social behavior, it merely lays a ground work. Social behavior comes from the player, always. Don't confuse which is which though and which behavior is anti social and most important, where to put the blame. EDIT: I'm actually going to try to explain what I mean by examining 3 different approaches Guild Wars 2 has versus competitors. **1. Resource Nodes** Resource nodes are player unique here. This was rather novel back in the day and still is in some cases. Other MMORPGs had players compete for who got to the node first, making the aspect of gathering it competitive. Having personal gathering nodes was not social, it simply prevented "anti social" behavior by removing competition. **2. Downstate/Defeated** Similar to nodes, the ability for each player to be able to revive another play is rather unique. Other MMORPGs mostly still use resurrection abilities which are tied to classes. The implementation here ALLOWS for player to be social and supportive of each other, it does not force them to. You are merely given a choice if you want or do not want to help a fellow player, unlike other MMORPGs where your class might not poses a resurrection skill. That in turn does not make them unsocial in the other MMORPG (they simply might not be able to help), it merely allows them to be social here. **3. Mounts** Since mounts were brought up. Mounts are neither social nor unsocial. They simply offer a different movement possibility to players. How a player utilizes this freedom will define how social or unsocial the interaction is. In essence, similar to reviving, the games give one the opportunity to be social and take ones time and forfeit the use of mounts if necessary, or be unsocial and simply move faster than others. That choice lies with the individual player.
  4. > @"StormyFae.2761" said: > I'm at the point where I have to choose one. Just to make sure, both elite specializations will be available to you. They are not mutually exclusive. They obviously both require 250 Hero points each, but there are 300+ hero points in core Tyria (each hero challenge grants 1 points), 400 in HoT and 250 in PoF (each hero challenge grants 10). > @"StormyFae.2761" said: > I play all pve right now but want to start fractals because I'm working on Mawdry and I've done everything up to stuff you can only get in fractals. Thanks! For fractals you'll want to start with Renegade for the alacrity it can provide. Aim for exotic armor, berserker is fine. Try to get diviner ascended trinkets from living world season 3/4/5 maps. You'll want to aim for 80+ boon duration initially (you can use food/enhancements to compensate for lacking boon duration initially). That should set you up nicely for fractals.
  5. > @"Gotejjeken.1267" said: > > > @"Gotejjeken.1267" said: > > > Firstly, the reason you have 10-20 gifts of battle is because over the past 8 years they've made them go from very difficult to get to very easy. You used to have to get them through killing players only, now they drop from everything. > > > > > > > No, you used to BUY them with Badges of Honor, of which players always had tons (changed in Spring 2016). Even when I was NOT actively playing WvW I had enough BoH to buy multiple GoB and even regretted not buying more back then. This was even easier when AP where added and the subsequent BoH rewards there too, effectively removing the necessity to WvW at all for GoB. > > > > > @"Gotejjeken.1267" said: > > > Thus making it a lot easier to get the current WvW legendary set of armor in the first place--all you have to do is farm pips for tickets and convert some gems to gold, there is no real WvW specific reward to any of it, as rank means nothing. > > > > The WvW legi armor was added far later than the GoB change (WvW legi armor was added in May 2017). > > > > Please do some basic wiki searches if you are unclear on the acutal changes made to this mode. > > > > > @"Gotejjeken.1267" said: > > > Anyway, the mode is broken though, you said it yourself--you don't want anymore changes because the current state of the mode is bad. > > > > I said I don't want changes UNTIL the developers have shown that they understand the mode. That is not the same as not wanting change. > > > > > @"Gotejjeken.1267" said: > > > Basically, all I take from this topic is taking the gems to gold or farming gold out of it; you'd still have to earn the WvW legendary set through playing. Make it rank dependent like Mistforged Hero's Armor used to be (and still sorta is), that way you have to essentially stick with the mode longterm to get it, as even if you zerg to get your ranks you'd get bored before you get the set if you don't like WvW in the first place. > > > > > > It's just silly how hard it is to change your build in the first place. You have to buy a bunch of exotic sets and switch to them--when GW has never been about that. Going back to even GW1 it was all about cosmetics. Gating stats was never the original intention; and with them making WvW 10x easier over the past 8 years and WvW still dying, it clearly doesn't work. > > > > Yes, and the changes to having all stats select-able recently has made exotic gear and gearing even easier. If you want no gear, or nearly no gear dependence in WvW, make a strong argument for that instead of back dooring. I doubt you will find a great amount of acceptance in the current player base though, given the current players are attracted to the mode as is. > > > > As far as gating stats: WvW has had PvE stats from day one. I would love to have you explain how this was not intended. I don't care about your GW1 analogies. There was no WvW in GW1, and the Spvp mode here does not have gear, so for all intents and purposes, that's the mode you can play if you want a GW1 similar pvp experience. > > For the first point I meant badges of honor used to only come from killing players ( https://wiki.guildwars2.com/index.php?title=Badge_of_Honor&oldid=327793 ), and yes you had to buy gift of battle with that. Now badges of honor drop from literally everything and you can get gifts of battle through a reward track, thus 'easy mode'. Not really concerned with how many badges you had or how you got them, for all I know you zerged around in EB and were flooded with them with little effort. > Yes, and BoH were plenty. Again, I had no issue buying multiple gifts back then and I was not even active in WvW. Sub WvW rank 300 for the first 2 years of the game. The biggest loss was mostly due to no auto loot. That is without even mentioning the achievement point reward implementation after the first 6 months, and with them thousands of BoH for every player. I fail to see your point. Unless the point was to hand pick short moments in time of this game which had nearly no effect at all on the topic discussed. Legendary items were basically 1 in a million the first few months for players, and after that it was certainly not the BoH limiting access. > @"Gotejjeken.1267" said: > Second point, don't care when legendary armor was added--it isn't relevant to what I wrote. My point is legendary armor has no specific WvW attachment to it other than either buying gems => gold if you have money, or farming PvE until you get the gold and then running around with zergs and afk'ing for pips to get skirmish tickets. > My mistake. Your sentence structure made it seem as though you were continuing your point about badges of Honor. If 24 weeks of maximum skirmish tickets is not tying the armor to WvW, I don't know what is. You not agreeing that players who are participating as part of the zerg are playing WvW is not my problem. This mode has many different play styles shoved together. Your preferred play style is not the only one that counts or matters. > @"Gotejjeken.1267" said: > Third point, you're going to be waiting a long time as the mode has gotten worse every passing year since 2012; not sure if you were around back then, but if you weren't might want to wiki it =). Sure. Doesn't change the fact you were putting words in my mouth. > @"Gotejjeken.1267" said: > Fourth point, players are attached to the mode now through Stockholm Syndrome, so not really concerned with how the overall community feels. Most of you weren't around to play GW1 which is why your last statement stands out. Guild Wars was always the 'anti-Wow', gear creep was never a thing, and still isn't. Subjective interpretation of someone who maybe should move on? I wouldn't know. Again, in case you missed it: WvW has had PvE gear from day 1. GW1 had gearing just like GW2 in PvE and never gave out PvE gear for free. In fact getting multiple sets was likely more expensive there than it is to get exotic gear in GW2. Especially when going for meta upgrades for that gear (Superior Rune of Vigor was always expensive, as were desired Runes for specific builds easily rivaling today's Scholar Runes in GW2 and above). WvW has always had PvE elements by design. PvP in GW1 had mostly no gearing. Similar to Spvp in GW2. That's the mode you need to look to if you want your GW1 non gearing experience. > @"Gotejjeken.1267" said: > They put PvE gear into WvW to make it a more casual experience (which is why someone can gank people 3 on 1 with a stupid stat set and still feel like they're good), not because gear was intended to make or break the mode. People still hold on to the PvE gear in the mode because they want to feel like PvE is somehow hard and their gear matters, and also want to get kills without being good at the game or their profession. > > It's fine though, all you get get here on the forums is the usual hostility from 'WvW veterans' who probably weren't even around pre-HoT wanting to hold on to current systems that are very bad at bringing new people into the mode. You reap what you sow. You come telling everyone they are wrong at how they enjoy the game. Tell everyone here that the game mode should change after 8 years in a way YOU want it to change in some cases against the very initial conception and implementation. Then expect everyone to agree? That's not how opinions work.
  6. > @"mizaru.1385" said: > Guardians are too annoyingly unbalanced that its basically 4 Guardians (FB) + 1 Rev (alac slave). Thats the answer for almost anything the game throws at u While I agree that guardians are in a very good spot PvE wise, and nearly always have been (with an exception to the early to mid HoT raid meta, where distortion made aegis useless and guardian damage was subpar) because of their base design (having access to a group wide block on a heavy armor class which can deal good damage turns out to be a great PvE component for an action combat game like GW2). I do wonder what players assume who ask for nerfs. Nerfing guardian does nothing for other classes besides make the content harder. Top end players right now are not using guardians as is, except for the quickness bot and even that only sparingly if mesmer is not an option. Every single class in this game can complete all challenging content, it's just guardian makes it easier for mediocre players to not have to up their game. If you as a player are having issues with this games challenging content, that is not due to guardians being op, it is due to you being bad at your class. I have played just about every class there is in raids and fractal CMs without issue (non speedrun groups but regular 200-300KP "let's get it done clean" groups). As decent player most others don't care about the class you play in the upper segment. Only at the very top or the bottom do players somehow care about your class choice, due to completely opposite reasons. This is people hating on on mesmer all over again believing that making content harder by nerfing another class will somehow benefit their class of choice. News flash: nerfing mesmer did nothing for other classes or their access to content. Bringing other classes up to a place where they could be side grades did.
  7. > @"Henrik.7560" said: > the breakbars are too big. I played alacren lately in 100CM and drop darkrazor, staff 5 and wooden plank (2000+ defiance units) and we still can't CC the boss before it spins with red circle attack and everyone has to dodge out. The boss in 100CM has a 3,200 defiance bar. (https://wiki.guildwars2.com/wiki/Defiance_bar scroll down to the fractal specific defiance bars) Th break bar is just fine IF all players of a 5 man squad decide to do something about it. The fact that 1 of the meta builds is able to do 2/3 of this break bar on its own is just gravy on top. All you are saying here is the other 4 people on your team were bad.
  8. > @"Liewec.2896" said: > > @"Sigmoid.7082" said: > > A lot of people think they make a good omlette but would get laughed out of a decent kitchen or rejected for culinary school. > well most people don't take 9 months to make an omelette... > > > @"Cyninja.2954" said: > > Here, I did you the favor of looking up the actual quote from the lead developer back then: > > > Armor sets are by far the most expensive reward we can make. A full set includes heavy, medium, light, times five races, times two sexes, so it's like developing 30 sets. It takes nine months to develop. > but see thats the BS part. > i can guarantee you that they aren't creating an entirely new model from scratch for each race, > they'll finish the first set (probably on a human model) > and then tweak it for the other races. > (and all this entails is scaling and moving parts, and also sometimes making alternate foot and tail additions for charr.) > > human, norn, sylvari and asura all use the same model with mere scaling adjustments. (asura sometimes get two points added to their boots.) > so this "developing 30 sets" nonsense is already BS. > > plus we aren't talking about making different sets for the 3 different weights, we're talking about chopping up outfits, > when it comes to weights, all that would mean is splitting the outfit up at slightly different points. > > so while i don't believe for a second that it takes 9 months for them to make and tweak SIX (not 30...) different armour sets. > it would definitely not take 9 months to chop outfits up, no way in hell. Sure, so you are calling the former lead developer a liar. Meanwhile the amount of full armor sets we have seen introduced into the game are reflective of approximately this long a development time. So not only did the former lead developer intentionally misrepresent the work load, the entire studio decided to intentionally produce less content which players clearly desire. Do yourself a favor: do google Dunning-Kruger effect. Then put that in perspective of how you assume to know better than a studio lead developer, measurable results over a set period of time (the amount of this content we did actually see release) and the amount of knowledge you possess in this specific field.
  9. > @"Liewec.2896" said: > i always hear people saying "it takes 8 months to make an armour set!" and other such nonsense. > **how?** over a decade ago i was taking 3d classes and i made a half decent full character in less than a week, that was me, a random newbie. > (and that was back then with old tech) > IT SHOULD NOT take a massive company like Anet _[whatever hilarious timeframe people are using as an excuse]_ to make armour. > > "oh but each race/weight has different cut off points!" > so what? > thats extremely easy to do. > > then theres the "clipping" excuse, > "outfits weren't designed to mix with other parts so there would be clipping!" > yeah? so what? i could make a truly awful clipfest character right now if i wanted to > "clipping" doesn't seem like a good enough excuse when so many armour pieces in game already clip. > > there is no satisfactory excuse. > > outfits are pretty much a full set of armour already, are you really telling me it takes 8 months to chop it into bits? > rather like 8 minutes. We are going by direct quotes made from the developers of this game. Feel free to do a better job or get in contact with Arenanet and offer your expertise in improving their work flow and output. I'm sure your extensive knowledge and experience in the field will be highly valuable. Until then we are bound to what THE DEVELOPERS have told us is possible. EDIT: Here, I did you the favor of looking up the actual quote from the lead developer back then: > Armor sets are by far the most expensive reward we can make. A full set includes heavy, medium, light, times five races, times two sexes, so it's like developing 30 sets. It takes nine months to develop. (That's for a normal armor set -- legendary is much longer.) It's not something we can do for Living World episodes. Individual pieces are good rewards for Living World episodes; full sets are more something for expansion packs. - Now Mike O'Brien is not with Arenanet any longer, you will likely have to go through HR or such to contact who ever is in charge now to offer your expertise.
  10. Not sure about NA, but EU still has some guilds which tend to let roamers and duelers do their thing, unless provoked. My recommendation would be, try to have a chat with some of the other roamers you know and see if this is a server related issue. Different servers have different roamer mentalities, which can more than trigger other servers. Also make sure to change your guild tag occasionally and try running under a different tag. I can tell you from experience, some guild tags are on the "absolutely kill immediately" list for guilds because those players tend to add in when ever they please, disrupting fights and pulling commanders. While that is absolutely part of the game, it will obviously create animosity towards smaller groups of players. You reap what you sow.
  11. > @"Westenev.5289" said: > > @"Cyninja.2954" said: > > > @"Westenev.5289" said: > > > > @"Cyninja.2954" said: > > > > > @"Westenev.5289" said: > > > > > The fact that these sorts of threads keep popping up is a hint (but not proof) that there is a CURRENT market for gemstore armour skins, whatever quotes you might dig up from any decision made 8 years ago. I know because I would personally be interested in more skirt / shorts / pants options like those provided in Vipers, Magitek and Aetherblade (heavy) armours. > > > > > > > > > > Realistically though, I just want more dye channels on outfits. More often than not, choosing colours that make one part of the outfit great makes another part look ridiculous. It's annoying having to run analysis and research on an outfit you like, just to find out if it doesn't dye the way you want it to. > > > > > > > > Just as in the past there was a lot of complaints about armors being mostly via the gem store or gem store armor items devaluing in game armor. > > > > > > > > The developers will never be able to please each and every single player. The situation in the past was different from today in that actual armor pieces were sold on the gem store. Due to player feedback and likely work constraints a change was made to: > > > > - there should be meaningful rewards in the game acquirable via in game tasks and not just credit card warrior style > > > > - an easier to produce, all encompassing visual option for gems from the gem store aka outfits > > > > > > > > That's where we are right now and for all intents and purposes, it strikes a good middle ground between rewarding engagement with the game as well as optional gem store purchases. > > > > > > You're free to your opinions, but I honestly don't feel like there are any meaningful in-game rewards you wouldn't achieve through passive play, and "easier to produce" gemstore content just creates unsatisfactory styles that leave you thinking "... if only x was y...", like the dye problem I mentioned earlier. > > > > > > > Sure it is my opinion, as you have yours. You not feeling as though in-game rewards are meaningful achieved via game play is very subjective and goes directly against what most players have been complaining about, even more given the already present complaints about the gem store as is, but you are free to this opinion.. > > > > I personally fail to see how credit card warrior acquiring is in any way satisfying. I guess our approach and opinion differs here. > > You seem oddly fixated on the "credit card warrior" angle, despite the fact people will buy gems for gold anyway, and veteran players like you or I will likely buy gems with gold. Really, what's the change here? > The same as why people where complaining about legendary weapons and why all future legendary items are not trade-able on the TP. There is some value in having actual in-game rewards versus simply letting players buying everything they desire. You know, as to motive actual game play. I'm not fixated on the credit card warrior aspect as much that I am only wondering when we as a gaming community have started to WANT to skip content for money. This isn't even in any way related to affordability or not, I have certainly spent my share on this game, I am just wondering about how players intentionally want more and more gem store related content over actual in game content. I also doubt that this approach is valued by a majority of players. Then again I could be wrong given how mobile games and other exploitative games are making a ton of money. > @"Westenev.5289" said: > Perhaps those sentiments exist, though I've never encountered a post complaining about how there are too many cosmetics in the game, and that there are too many ways to meaningfully acquire them. I do, however, see topics popping up all the time that the outfit system could do with a bit of improvement, and a few more dye channels would certainly help in that regard (if not breaking them down into armour pieces, even if they aren't mix and match, so we can get our desired colour schemes and remove unwanted gloves/shoulders like we remove helmets). > > ... y'know, to steer us back on topic? xD Cosmetics designed for this game and the different avenues of acquisition all compete for the same resource. Having more armor skins in the gem store directly translates to having less added to in game rewards. As such it should not be surprising that players who actually enjoy acquiring skin via game play would be opposed to an increase in gem store armors skins.
  12. > @"Westenev.5289" said: > > @"Cyninja.2954" said: > > > @"Westenev.5289" said: > > > The fact that these sorts of threads keep popping up is a hint (but not proof) that there is a CURRENT market for gemstore armour skins, whatever quotes you might dig up from any decision made 8 years ago. I know because I would personally be interested in more skirt / shorts / pants options like those provided in Vipers, Magitek and Aetherblade (heavy) armours. > > > > > > Realistically though, I just want more dye channels on outfits. More often than not, choosing colours that make one part of the outfit great makes another part look ridiculous. It's annoying having to run analysis and research on an outfit you like, just to find out if it doesn't dye the way you want it to. > > > > Just as in the past there was a lot of complaints about armors being mostly via the gem store or gem store armor items devaluing in game armor. > > > > The developers will never be able to please each and every single player. The situation in the past was different from today in that actual armor pieces were sold on the gem store. Due to player feedback and likely work constraints a change was made to: > > - there should be meaningful rewards in the game acquirable via in game tasks and not just credit card warrior style > > - an easier to produce, all encompassing visual option for gems from the gem store aka outfits > > > > That's where we are right now and for all intents and purposes, it strikes a good middle ground between rewarding engagement with the game as well as optional gem store purchases. > > You're free to your opinions, but I honestly don't feel like there are any meaningful in-game rewards you wouldn't achieve through passive play, and "easier to produce" gemstore content just creates unsatisfactory styles that leave you thinking "... if only x was y...", like the dye problem I mentioned earlier. > Sure it is my opinion, as you have yours. You not feeling as though in-game rewards are meaningful achieved via game play is very subjective and goes directly against what most players have been complaining about, even more given the already present complaints about the gem store as is, but you are free to this opinion.. I personally fail to see how credit card warrior acquiring is in any way satisfying. I guess our approach and opinion differs here. > @"Westenev.5289" said: > Saying "BUT THE COMMUNITY SAYS WE MUST" just comes off as an excuse at this point, for the fact that Anet created a 4-weight wardrobe system they struggle to create new content for. We have had more armors introduced lately than for quite a while. The developers themselves have stated that creating an entire armor set costs a LOT more time than outfits. If we assume basic reason to their resource distribution, going for an easier to mass produce and sell product which does not interfere with other parts of the game, is reasonable.
  13. > @"Gotejjeken.1267" said: > > @"Cyninja.2954" said: > > > @"Gotejjeken.1267" said: > > > > @"Voltekka.2375" said: > > > > > @"Gotejjeken.1267" said: > > > > > > @"Voltekka.2375" said: > > > > > > > @"Gotejjeken.1267" said: > > > > > > > This thread exemplifies why WvW is fading out, mass resistance to change. > > > > > > > > > > > > > > We have 'there is really no stat difference, just run Exotics'--if that is the case, then why use PvE gear in WvW at all? If WvW is about skill, then no one should be resisting having a single set of earnable armor that's only usable in the mode. > > > > > > > > > > > > > Cause thats how wvw was implemented. Pve as far as gear is concerned. Devs said so themselves. > > > > > > > > > > > > > Then we get the defense of 'you can already get WvW legendary armor!' when that doesn't help matter in the least, as legendary armor is quite expensive, especially for accomplishing the same purpose having permanent stat-selectable armor would. > > > > > > > > > > > > > Its expensive? Don't make it. You need it? Dedicate yourself to it. Free stuff make any mode die faster. > > > > > > > > > > > > > Also when we're saying that there is no difference between Exotic and Ascended, apparently we've all forgotten about the infusions that reduce guard damage making fights around anything far more in favor of those who have them, as NPC guards are literally on every structure and camp in WvW. > > > > > > > > > > > > > Everyone can get infusions. Laurels are obtainable at the same pace for every player, and the cost in wvw badges is minimal. Unless we talk about... Free stuff. Again. > > > > > > > > > > > > > But, I don't know why I'm surprised at any of this when if you go into WvW any given night you'll see new players referred to as 'bags', so it's clear the veterans don't want anything shaking their world up or they'll threaten to leave the mode. And yes, I've been around WvW long enough to remember orbs. > > > > > > > > > > > > Ah, yes. Veterans. How many veterans still play? Most who remain look for fights by bandwagoning every 2 months, while many guilds have disbanded. "veterans". If by shaking up you mean -again- free stuff, then no. It us up to you to convince anet and your fellow wvw players as to WHY a change to the whole system will be beneficial, besides selfish reasons. > > > > > > One more thing: toxic elitists are a thing, but so are toxic casuals. And the latter are way more vocal. > > > > > > > > > > > > > > > > You...need reading comprehension. > > > > > > > > > > Ex: > > > > > > > > > > > > Also when we're saying that there is no difference between Exotic and Ascended, apparently we've all forgotten about the infusions that reduce guard damage making fights around anything far more in favor of those who have them, as NPC guards are literally on every structure and camp in WvW. > > > > > > > > > > > > > Everyone can get infusions. Laurels are obtainable at the same pace for every player, and the cost in wvw badges is minimal. Unless we talk about... Free stuff. Again. > > > > > > > > > > Where do you even get 'free stuff' from this? The point ascended provides clear benefits over exotic, no matter how you get the infusions. > > > > > > > > > > Unless you consider playing the game 'free stuff', in which everything is literally 'free stuff' and that's just asinine. > > > > > > > > > > So yeah, resistance to change is what kills the mode; you are proving it in this very topic. > > > > > > > > Resistance to having free legendary is what kills the mode. Riiiiight. I want stuff without having to work for them too, bud. too bad it wont happen. > > > > The benefit is small. Ascended trinkets are much more abundant and easy to get than exotic ones. As for the armors, nope, the difference is marginal. > > > > Dont fight people near guards in wvw, unless your build works better around multiple targets. That infusion advantage wont save you from their immob, blind, CC. Unless that, too, is a reading comprehension matter. > > > > You can ask for free leggy stuff in wvw by putting it under the "resistance to change" all you want. I want raid reward track, getting LI and raid armors from wvw. If you disagree, you are resistant to change, and you kill the mode. GIMME. > > > > > > > > > > No really, the rage is becoming kind of comical. > > > > > > First, who mentioned anything about reward track? The OP clearly states: "To eliminate the raw stat difference I would suggest WvW-only equipment with legendary stats, earned through WvW currency and only usable in WvW", nothing about a reward track. > > > > > > But, following your path, do you consider the Warclaw you get through the track 'free'? So literally one of the biggest impacts of the mode (because GL getting around without a Warclaw) is, shocker, 'free'. Why are you not raging that you should need 100g and10k skirmish tickets to get one? > > > > > > Continuing down the path, the gift of battle is now also 'free', and is something that is required in legendary armor. You used to have to work WAY harder to get even a single one--were you protesting that change too? > > > > Some of the things you mention are way way way up at the top of the complaint list as is, so I fail to see how you are making an argument using those examples. Yes, the Warclaw has a huge impact on the mode, and quite a few seasoned WvW players dislike it. > > > > The Gift of Battle change is mostly PvE player related. Not a single WvW player ever has had an issue acquiring one. Most WvW players keep around 10 - 20 in their bank at all times. > > > > The difference IS marginal from exotic to ascended on the most difficult gear pieces to get: armor. Ascended trinkets are far easier to come by than exotic, even if using only WvW reward track means to acquire the resources. Ascended weapons are likely the most difficult/expensive "should get" slot. Armor is by far the most expensive while least useful upgrade slot on top of which each WvW player gets 1 exotic stat select-able piece per week. The stat difference on armor is around 2.5% and absolutely negligible. > > > > > @"Gotejjeken.1267" said: > > > Finally, if the difference is marginal, and ascended is so easy to get in the first place--why are you resisting so hard to an earnable set that would by your logic, not really do anything to the mode anyway? > > > > Why resist a change? If it's not broken, don't fix it. The last thing we need now is even more messing with the game mode until the developers have shown they actually understand WvW. The recent changes to long-term prestige rewards in WvW have not inspired confidence that the developers even understand their current gearing progression in place. > > > > Also something being marginal does not mean it has no effect on a mode outside of character power. Even marginal increases which have no huge impact can feel rewarding. Best example is in fact ascended armor in either PvE or WvW. I still recall my very first set and how I acquired it and how long it took me, fully well knowing the minimal impact it actually had on my characters performance (and the hundreds of exotic sets which I still used after on all other characters). Depriving the game of mid- to long-term goals only to please players with attention spans of a Mayfly is not in the interest of this modes long-term survival. > > Firstly, the reason you have 10-20 gifts of battle is because over the past 8 years they've made them go from very difficult to get to very easy. You used to have to get them through killing players only, now they drop from everything. > No, you used to BUY them with Badges of Honor, of which players always had tons (changed in Spring 2016). Even when I was NOT actively playing WvW I had enough BoH to buy multiple GoB and even regretted not buying more back then. This was even easier when AP where added and the subsequent BoH rewards there too, effectively removing the necessity to WvW at all for GoB. > @"Gotejjeken.1267" said: > Thus making it a lot easier to get the current WvW legendary set of armor in the first place--all you have to do is farm pips for tickets and convert some gems to gold, there is no real WvW specific reward to any of it, as rank means nothing. The WvW legi armor was added far later than the GoB change (WvW legi armor was added in May 2017). Please do some basic wiki searches if you are unclear on the acutal changes made to this mode. > @"Gotejjeken.1267" said: > Anyway, the mode is broken though, you said it yourself--you don't want anymore changes because the current state of the mode is bad. I said I don't want changes UNTIL the developers have shown that they understand the mode. That is not the same as not wanting change. > @"Gotejjeken.1267" said: > Basically, all I take from this topic is taking the gems to gold or farming gold out of it; you'd still have to earn the WvW legendary set through playing. Make it rank dependent like Mistforged Hero's Armor used to be (and still sorta is), that way you have to essentially stick with the mode longterm to get it, as even if you zerg to get your ranks you'd get bored before you get the set if you don't like WvW in the first place. > > It's just silly how hard it is to change your build in the first place. You have to buy a bunch of exotic sets and switch to them--when GW has never been about that. Going back to even GW1 it was all about cosmetics. Gating stats was never the original intention; and with them making WvW 10x easier over the past 8 years and WvW still dying, it clearly doesn't work. Yes, and the changes to having all stats select-able recently has made exotic gear and gearing even easier. If you want no gear, or nearly no gear dependence in WvW, make a strong argument for that instead of back dooring. I doubt you will find a great amount of acceptance in the current player base though, given the current players are attracted to the mode as is. As far as gating stats: WvW has had PvE stats from day one. I would love to have you explain how this was not intended. I don't care about your GW1 analogies. There was no WvW in GW1, and the Spvp mode here does not have gear, so for all intents and purposes, that's the mode you can play if you want a GW1 similar pvp experience.
  14. > @"Westenev.5289" said: > The fact that these sorts of threads keep popping up is a hint (but not proof) that there is a CURRENT market for gemstore armour skins, whatever quotes you might dig up from any decision made 8 years ago. I know because I would personally be interested in more skirt / shorts / pants options like those provided in Vipers, Magitek and Aetherblade (heavy) armours. > > Realistically though, I just want more dye channels on outfits. More often than not, choosing colours that make one part of the outfit great makes another part look ridiculous. It's annoying having to run analysis and research on an outfit you like, just to find out if it doesn't dye the way you want it to. Just as in the past there was a lot of complaints about armors being mostly via the gem store or gem store armor items devaluing in game armor. The developers will never be able to please each and every single player. The situation in the past was different from today in that actual armor pieces were sold on the gem store. Due to player feedback and likely work constraints a change was made to: - there should be meaningful rewards in the game acquirable via in game tasks and not just credit card warrior style - an easier to produce, all encompassing visual option for gems from the gem store aka outfits That's where we are right now and for all intents and purposes, it strikes a good middle ground between rewarding engagement with the game as well as optional gem store purchases.
  15. > @"Eloc Freidon.5692" said: > Mystic coins have deflated and inflated between 90s and 2g since I started playing. It isn't fixed. It changes based on demand. Expect it to explode in value if they introduce anything that uses more. Wait, you are telling me that an announcement which made a lot of veteran players start crafting legendary items, or even worse, an actual legendary armory which would make legendary items even more desired can have an effect on a commodities value in game? Especially as a majority of other required materials drop in value, thus reducing the current cost in crafting of said items below an established price point encourages acquisition even more? How dare you approach this issue with rational assumptions? The market is clearly manipulated by select individuals which understand supply and demand. /s
  16. > @"Yggranya.5201" said: > > @"Sobx.1758" said: > > > @"Yggranya.5201" said: > > > > @"Eloc Freidon.5692" said: > > > > I like it being it's own thing. HoT is focused around groups. PoF tried making it solo friendly. The game needs to make it work for both going forward. > > > > > >'cause otherwise you'll be stuck on whatever spot you dismounted at for 5 minutes. Everything in PoF was tedious. > > > > That's not a thing in most places of PoF maps tho, so how about not pretending it's true? > > If someone consistently is "stuck for 5 minutes whenever dismounted", then that's some solid l2p issue on their part, probably after skipping (or getting absolutely carried through) big chunks of what the game offers. I don't think the game should steeply decrease the difficulty level with new releases, that doesn't make sense to me. > > Of course it is a "learn to play" issue... > > Let me guess: I'm a "casual" and i'm ruining your "engaging elite challenge" of killing the same enemies 3 times in a row with turbo respawns and extra long aggro range which seems to home in on you as soon as you get within a hundred yards from them? Yeah, talk about dishonest. Doesn't happen everywhere? Well coulda fooled me as it does happen on any spot where you might have a reason to dismount on. In fact, yes, yes you are given your engagement and comments on these forums. Now mind you there is nothing bad with being more casual or less interested in game mechanics or even in honing ones skill at this game. The issues arises when one starts making claims which are objectively untrue for any player who has even slightly engaged in actually mastering this games mechanics or improving at this game. If you are stuck for minutes at a time in PoF areas, then yes, that is a very clear learn to play issue (which can be solved in a multitude of ways in a MMORPG). There is enough information out there for any player to acquire access to even the simplest, high damage, high survival, easy to breeze through any content in this game builds (and no, not the raid meta builds but in fact open world builds which are advertised left and right by now). That is IF a player decides to not experiment, trial and error, learn and improve on their own. Finally one can always bring along friends or guild mates, which should not be that far fetched for an online multiplayer game. There, 3 ways to approach challenging content in this game which all makes sense for any player who engages in MMOs all of which would have made both HoT or PoF a cakewalk. You're not ruining any ones engagement given this is a subjective topic. You simply lack the experience to backup your claims. EDIT: and just as a side note: I actively help, encourage and guide new players in this game both from the very ground up, as well as into more challenging content. The last 2 which joined a more casual guild I am part of joined around 8 weeks ago and have had no issue with HoT or PoF and have started playing T1 fractals without issues, steadily improving at the game (and about to start on the IBS now). That is without daily mentoring but just gentle nudges and hints as with what to take a look at or which build might serve them well (elementalist and ranger) for open world once a week or so or when asked. If players who are veterans of multiple years in this game are struggling, well this is not a time issue but rather an approach issue then: in short learn to play.
  17. > @"Gotejjeken.1267" said: > > @"Voltekka.2375" said: > > > @"Gotejjeken.1267" said: > > > > @"Voltekka.2375" said: > > > > > @"Gotejjeken.1267" said: > > > > > This thread exemplifies why WvW is fading out, mass resistance to change. > > > > > > > > > > We have 'there is really no stat difference, just run Exotics'--if that is the case, then why use PvE gear in WvW at all? If WvW is about skill, then no one should be resisting having a single set of earnable armor that's only usable in the mode. > > > > > > > > > Cause thats how wvw was implemented. Pve as far as gear is concerned. Devs said so themselves. > > > > > > > > > Then we get the defense of 'you can already get WvW legendary armor!' when that doesn't help matter in the least, as legendary armor is quite expensive, especially for accomplishing the same purpose having permanent stat-selectable armor would. > > > > > > > > > Its expensive? Don't make it. You need it? Dedicate yourself to it. Free stuff make any mode die faster. > > > > > > > > > Also when we're saying that there is no difference between Exotic and Ascended, apparently we've all forgotten about the infusions that reduce guard damage making fights around anything far more in favor of those who have them, as NPC guards are literally on every structure and camp in WvW. > > > > > > > > > Everyone can get infusions. Laurels are obtainable at the same pace for every player, and the cost in wvw badges is minimal. Unless we talk about... Free stuff. Again. > > > > > > > > > But, I don't know why I'm surprised at any of this when if you go into WvW any given night you'll see new players referred to as 'bags', so it's clear the veterans don't want anything shaking their world up or they'll threaten to leave the mode. And yes, I've been around WvW long enough to remember orbs. > > > > > > > > Ah, yes. Veterans. How many veterans still play? Most who remain look for fights by bandwagoning every 2 months, while many guilds have disbanded. "veterans". If by shaking up you mean -again- free stuff, then no. It us up to you to convince anet and your fellow wvw players as to WHY a change to the whole system will be beneficial, besides selfish reasons. > > > > One more thing: toxic elitists are a thing, but so are toxic casuals. And the latter are way more vocal. > > > > > > > > > > You...need reading comprehension. > > > > > > Ex: > > > > > > > > Also when we're saying that there is no difference between Exotic and Ascended, apparently we've all forgotten about the infusions that reduce guard damage making fights around anything far more in favor of those who have them, as NPC guards are literally on every structure and camp in WvW. > > > > > > > > > Everyone can get infusions. Laurels are obtainable at the same pace for every player, and the cost in wvw badges is minimal. Unless we talk about... Free stuff. Again. > > > > > > Where do you even get 'free stuff' from this? The point ascended provides clear benefits over exotic, no matter how you get the infusions. > > > > > > Unless you consider playing the game 'free stuff', in which everything is literally 'free stuff' and that's just asinine. > > > > > > So yeah, resistance to change is what kills the mode; you are proving it in this very topic. > > > > Resistance to having free legendary is what kills the mode. Riiiiight. I want stuff without having to work for them too, bud. too bad it wont happen. > > The benefit is small. Ascended trinkets are much more abundant and easy to get than exotic ones. As for the armors, nope, the difference is marginal. > > Dont fight people near guards in wvw, unless your build works better around multiple targets. That infusion advantage wont save you from their immob, blind, CC. Unless that, too, is a reading comprehension matter. > > You can ask for free leggy stuff in wvw by putting it under the "resistance to change" all you want. I want raid reward track, getting LI and raid armors from wvw. If you disagree, you are resistant to change, and you kill the mode. GIMME. > > > > No really, the rage is becoming kind of comical. > > First, who mentioned anything about reward track? The OP clearly states: "To eliminate the raw stat difference I would suggest WvW-only equipment with legendary stats, earned through WvW currency and only usable in WvW", nothing about a reward track. > > But, following your path, do you consider the Warclaw you get through the track 'free'? So literally one of the biggest impacts of the mode (because GL getting around without a Warclaw) is, shocker, 'free'. Why are you not raging that you should need 100g and10k skirmish tickets to get one? > > Continuing down the path, the gift of battle is now also 'free', and is something that is required in legendary armor. You used to have to work WAY harder to get even a single one--were you protesting that change too? Some of the things you mention are way way way up at the top of the complaint list as is, so I fail to see how you are making an argument using those examples. Yes, the Warclaw has a huge impact on the mode, and quite a few seasoned WvW players dislike it. The Gift of Battle change is mostly PvE player related. Not a single WvW player ever has had an issue acquiring one. Most WvW players keep around 10 - 20 in their bank at all times. The difference IS marginal from exotic to ascended on the most difficult gear pieces to get: armor. Ascended trinkets are far easier to come by than exotic, even if using only WvW reward track means to acquire the resources. Ascended weapons are likely the most difficult/expensive "should get" slot. Armor is by far the most expensive while least useful upgrade slot on top of which each WvW player gets 1 exotic stat select-able piece per week. The stat difference on armor is around 2.5% and absolutely negligible. > @"Gotejjeken.1267" said: > Finally, if the difference is marginal, and ascended is so easy to get in the first place--why are you resisting so hard to an earnable set that would by your logic, not really do anything to the mode anyway? Why resist a change? If it's not broken, don't fix it. The last thing we need now is even more messing with the game mode until the developers have shown they actually understand WvW. The recent changes to long-term prestige rewards in WvW have not inspired confidence that the developers even understand their current gearing progression in place. Also something being marginal does not mean it has no effect on a mode outside of character power. Even marginal increases which have no huge impact can feel rewarding. Best example is in fact ascended armor in either PvE or WvW. I still recall my very first set and how I acquired it and how long it took me, fully well knowing the minimal impact it actually had on my characters performance (and the hundreds of exotic sets which I still used after on all other characters). Depriving the game of mid- to long-term goals only to please players with attention spans of a Mayfly is not in the interest of this modes long-term survival.
  18. > @"Sandokhan.4913" said: > > @"Cyninja.2954" said: > > > @"Sandokhan.4913" said: > > > Ok, ANET, you got me excited for about 15 seconds. Why the HELL can´t we use our existing accounts on Steam? > > > > Steam takes a 30% cut. Why exactly would Arenanet be willing to forfeit that revenue on existing accounts? > > > > It makes sense for new accounts which were created via the Steam popularity or potential increase of the player base since those are players who otherwise would maybe not have made accounts or tried/played this game. What exactly does Steam do for existing accounts though? Are you intending to spend more money on the game once it is ported to Steam? Are you willing to spend more per gem to make up for the loss in revenue? Do you think this holds true for a majority of the existing player base? > > There´s a reason Steam takes 30% cut, you knwow. It´s incredibly popular and easy in the way of payment. Yes, I do know. My Steam account is likely older than most players here have played GW2 and is very likely valued higher than most players have spent in their lifetime on GW2 or on games in general (11+ years of service medal only short of 12 years). That does not change in any way what I said about Steam taking a 30% cut on OLD accounts without providing ANY benefit in generating those accounts. > @"Sandokhan.4913" said: > I can whip out my phone and I´ll have balance addded to my Steam account in 30 seconds. While I don't doubt that ease of acquiring balance in game is a benefit, I doubt it is the major reason why players do or do not acquire gems. > @"Sandokhan.4913" said: > I don´t spend any money on GW2 as it is. I WOULD if I could use my Steam wallet. So, you would suddenly spend money on a game which you saw no reason to in any way spend money on so far? I'm sure you would. /s I'm not so sure this holds true for a majority of players. The barrier to acquire gems is not that high for a majority of players. The harsh reality here is: there is a very high chance that players who have not been spending money on the game so far will continue to not spend money on the game no matter if their account is on Steam or not. While players who have been spending money on the game are more likely to continue spending money on the game, no matter if the account is linked to Steam or not. > @"Sandokhan.4913" said: > So, ANET would rather get 0 dollars from me than letting me spend money through Steam, even with a 30% cut? > Ok, then. Arenanet wants the full 100% revenue from existing players and not have to share that revenue with a digital distributor who did nothing in acquiring those accounts.
  19. > @"lare.5129" said: > I think there some way to move existing account on Steam. For example it can be coast 100 euro. This is not about a one time fee. It likely has also absolutely no bearing on technical difficulties. Steam takes a huge cut from all revenue generated through it and similar to Apple has restrictions in place that accounts created or run through them are allowed to generate revenue in a way to circumvent their cut. If we assume even only 30% of the existing player base would add their current GW2 account to Steam the loss in 30% revenue is in the millions.
  20. > @"Sandokhan.4913" said: > Ok, ANET, you got me excited for about 15 seconds. Why the HELL can´t we use our existing accounts on Steam? Steam takes a 30% cut. Why exactly would Arenanet be willing to forfeit that revenue on existing accounts? It makes sense for new accounts which were created via the Steam popularity or potential increase of the player base since those are players who otherwise would maybe not have made accounts or tried/played this game. What exactly does Steam do for existing accounts though? Are you intending to spend more money on the game once it is ported to Steam? Are you willing to spend more per gem to make up for the loss in revenue? Do you think this holds true for a majority of the existing player base?
  21. > @"Astralporing.1957" said: > > @"Veprovina.4876" said: > > > @"Astralporing.1957" said: > > > WvW armor lets you just play the WvW content in whatever way you want. "PvE" armor requires you to play PvE in a very specific way, that lies outside of how most PvE players spend time there. The similar case for WvW would be if you could progress WvW armor only by doing one, specific WvW activity (for example, only by capturing red keep on desert borderland, and only limited number of times per week. Or, say, by winning GvG matches in obsidian sanctum arena - again, only limited number of times weekly. Although frankly i am not sure if there even **is** a WvW activity that would be as niche as raids are for PvE). In that way, current WvW path is vastly superior for WvW players than Raid one for PvE players. > > > > I know, i just said that's the reason why it takes longer. Because you "just do it" by playing, no collections, no nothing. The time gates are a bit "meh", they shouldn't be THAT severe but whetever, at least you don't have to do anything else. > In that case, i agree. Although i would be remiss not to point out the fact that at the time wvw armor was introduced, there were less raid wings, and the time disparity was significantly smaller. > > At this moment, the time is 22 weeks of full rewards for base WvW set, 29 weeks for mistforged variant. For Envoy it is now much faster (6 weeks for first set, 12 weeks for second one, or 10/20 weeks respectively if you don't convert divinations). > At the time WvW armor got introduced however (August 8, 2017), we've had only 4 raid wings, that offered 13 LI total per week. That was 12 weeks for a first set, and 24 for any subsequent one. Which was still faster for the first set, but very comparable for any subsequent one. > > Basically, since that time the acquisition time for legendary armor from raids got halved, but WvW one is still at the exact same place it was then. This caused things to get unbalanced a bit. > True. Let's not forget the time spent on WvW versus the time spent on PvE. The time spent on PvE is subject to player skill, the time spent in WvW not but rather on rank and even at maximum bonus pips per week with rank 10,000, can be anywhere between 8 and 12 hours. That's not calculating the time spent on lower WvW ranks where each less pip increases the time spent on the game mode to actually acquire those 365 WvW tickets, which will be much closer to 14-20 hours or more spent weekly on WvW content. I do agree though that with the infinite ability to convert LD into LI, and with no actual use for LD beyond the initial 150 for the ring, the time in PvE has been significantly cut short for players who can clear all 7 wings for legendary armor. Which again is not given and most players are still only clearing only 4 wings weekly, but does show a lack of follow through on adjusting raid rewards (LD are meaningless as is, could have just kept this as LI) in regards to legendary gear. Even so, at an adept level of raid competence and clearing of the initial 4 wings and a similar time it takes to acquire a full set as in WvW, the time spent on the content is shorter.
  22. > @"woops.1268" said: > **A little friendly competition will only benefit players, 2021, keep an open mind for options, exciting...** > > 2000: World of Warcraft Devs leaves Blizzard to form Triforge (tribute to classic SNES game Zelda) > 2002: NCsoft acquires Triforge (Arenanet) > 2005: GW1 releases by Arenanet > **WoW fans: Boo! > GW1 fans: Yay! Innovative! WoW killer!** > 2006: GW1 Factions expansion releases > 2006: GW1 Nightfall expansion releases > 2007: GW1 Eye of the north expansion releases > 2007: GW2 announced > **GW1 fans: take your time! Don't rush!** > 2012: GW2 Releases > 2015: GW2 Expansion Heart of Thorns > **GW1 fans: Mechanics update? Alliances? Cantha? > GW2 fans: What's Cantha?** > 2017: GW2 Expansion Path of Fire > **GW1 fans: Mechanics update? Alliances? Cantha? > GW2 fans: Boo! No GW1!** > 2018/2019: Arenanet Layoffs > **GW1 fans: Worried...Alliances? Cantha? > GW2 fans: Boo! No! No GW1!** > 2019: GW2 former GW1/GW2 Devs leaves for Relentless studios > 2019: Amazon cancels Crucible by Relentless studios > **GW1 fans: ... > GW2 fans: Boo! Told ya!** > 2019: New World Announced (yes steam launch) > 2020: GW2 End of Dragons Announced (no steam launch) > 2020: Crucible team (former GW1/GW2 Devs) merged into New World team > **GW1 fans: Yay! Innovative! Worried...Cantha? > GW2 fans: Boo! No GW1! > NW fans: take your time! Don't rush!** > 2021: ... > > ***Pattern forming here? Competition? More option for players? And oddly enough...** > > **2019-2020:** > > **GW1/GW2 Fans:** Alliances? Balanced PvP endgame? > **NW:** 50 vs 50 War > **GW1/GW2 Fans:** PvE? > **NW:** Invasion (defend against hordes) > **GW1/GW2 Fans:** Siege style Fort Aspenwood/Jade Quarry like in GW1? (3 teams of 4 per side) > **NW:** here you go, 20 vs 20 Outpost rush (4 teams of 5 per side) > **GW1/GW2 Fans:** Dungeons/raids? > **NW:** Oh look...Expeditions > **GW1/GW2 Fans:** Crafting? Cantha? Factions? > **NW:** Hold my beer... > > ![](https://i.imgur.com/JZ0Ckjc.png "") > You've been heavily drinking the NW kool-aid my friend. I love your predictions for a game which has not even released yet and not even survived the release issues many MMORPGs face once they actually do release. All backed up by mediocre betas and multiple delays. Man, to be this young and naive again and get hyped for the next god MMO. Here is my prediction for NW: it's going to get delayed again. Basis? Their track record of delaying the launch and probably having to put at least 1 more open beta in IF they want to ship a decent product (an actual beta which they can work off of, not some free advertisement fake beta).
  23. > @"Ashantara.8731" said: > > @"Cyninja.2954" said: > > The the 2 different types of DRM final bosses, [...] > > So, and that was my question, they have to be used against the final boss of a corresponding DRM - those are the ones referred to as "_new_ icebrood champions"? Exactly. The wiki has also been updated accordingly already (not by me, don't want to steal credit here). > Use  Unfinished Azure Dragon Slayer Axe in a Dragon Response Mission where you fight Jormag's champions and use the special skill  Slash Dragon Forger on the champion while the Defiance bar is broken. - https://wiki.guildwars2.com/wiki/Marauder_Azure_Dragon_Slayer_Axe Just for reference sake, one of the first (maybe first) reddit posts on this topic by guild Jen: with guide on her website: https://guildjen.com/2020/11/17/champions-achievements-guide/
  24. > @"Firebeard.1746" said: > I, in no way want Scholar's nerfed, I just want there to be more options, especially for people with trust issues XD. All of the situations mentioned here are not status quo, most of the time, on a zerker's set, you want Scholar, I'm fine that there's edge cases, but it's not like there's a real choice, if you're being optimal, for most power builds, the option is basically scholar's. It does not matter if you want scholar nerfed or other runes "buffed" or changed or whatever. The fact will remain that unless runes/sigils are absolutely identical in their benefit to a specific role, there will not be balance. Sure, the differences can be made smaller, but perfect balance is near impossible. If you are being optimal, you will always gravitate to 1 rune set for a specific task. If it is not scholar, it will be a different rune set. The current situation which we have is close to what I described: we have almost as good rune sets, some even better than scholar in specific situations for specific classes, but in most cases scholar is on top because it gives the most benefit (if players are above 90% life which somehow keeps getting forgotten here and which I can guarantee many will not be consistently outside of golem benchmarks). That is without just copy pasting the scholar stat bonuses and altering the 6 piece bonus a bit. So again, besides introducing a bloat of near identical rune sets, how exactly is this meaningful choice supposed to get introduced? You have options to scholar right now. You simply dislike the trade-off amount which you have to suffer.
  25. If you have one or multiple of the weapons in your inventory, you gain a special action key while fighting a Dragon Response Mission end boss. Using the special action key will upgrade the weapon to its finished form, in fact all of them at once. The the 2 different types of DRM final bosses, Primordus or Jormag, are coresponding to the two types of new dragon slayer weapons. Use the correct mission for either weapon type.
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