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Sobx.1758

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Everything posted by Sobx.1758

  1. > @"Smoosh.2718" said: > You know what would be cool though, a dedicated Emote button. Like we have with the mounts, assign 1 emote to the quick slot. This would allow users to quick slot their most commonly used emote, be it rockout, wave, shiver (lul who uses that), ponder and so on. You could be saying hello to the Dungeon party and pressing your emote button to wave. It may be a small thing but i can see it getting some use by some players. Yeah, might just add them to the novelty tab (including both base and unlockable emotes).
  2. I didn't like DRMs before and I still don't like them now (even though it's great they changed some of the annoyances people complained about, got to give some credit here). The only reason I'm not exactly disappointed with this release is because I've expected "more of the same[DRMs]" and that's exactly what we've got. Can't be disappointed when I expect/already know I won't enjoy that type of content. But I've enjoyed the content before DRMs, so lets just hope next release will be something else that will actually be interesting for me again. I kind of accept these drms as an effort to release content for broader audience. And with that in mind... What's left now? WvW :grimace: (because LUL conquest, who cares :p )
  3. > @"Astralporing.1957" said: > > @"Sobx.1758" said: > > > @"Astralporing.1957" said: > > > And they probably didn't like that some items ended up getting priced above the trade cap. > > > > ...and it took them how many years to realise *they don't like it*? > Wouldn't be the first time when dealing with a known problem took them years. > > > Not sure how you can immediately create your own conclusions when for now nothing changed and we don't know the actual drop rate. > We know in which direction the drop rate changed (because they told us that). From this, arriving at a realization they wanted to decrease the rarity (and thus price) does not require a huge leap of logic. But, of course, if you think it was somehow a sign they were okay with the previous rarity, and that they made this adjustment with intention of it doing nothing, you are free to believe so. Yes, I do understand they increased the drop rate, but vaguely decreasing rarity isn't equivalent of decreasing the price to under tp limit. So yes, without more information (or time to see if there will be **any** consequences of this at all) for me it's still a leap. If they noticed there's one drop every x months and DOUBLED the drop rate so now we have 2 drops every x months, it sure "significantly" decreases rarity, but is it enough to decrease the price below the tp limit? Don't really think so. Without more information, it's a leap. >they made this adjustment with intention of it doing nothing Not only that's not what I said, but also it wouldn't be the first time when a change did pretty much nothing.
  4. > @"Machomang.1852" said: > I am new to the game and appreciate balancing and updates to bring more items to a wider part of the community. However, it is frustrating to have a change go into effect that devalues items without any way of compensating those with the "old drop rate item". I had some Maguuma lilies that lost over 50% of their value (might go back up over time, could go down more) and I can't even begin to imagine the people that have the Khan infusion that have it posted at 10k (so 500g posting fee they are never getting back) or bought it before the change having buyer's remorse. Not really sure if the fix is possible (compensating with gold or proportionally more items to match the drop rate change) but addressing it in some way would be nice. If you wanted to use them anyways, it shouldn't make much of a difference to you (other than you suddenly would like to sell them and re-buy for a quick profit, which isn't really anything you can complain about now). If you wanted to sell them then I'm not sure why you didn't already do that. And if you wanted to play the market a bit, then... yeah, that's the risk.
  5. > @"Astralporing.1957" said: > And they probably didn't like that some items ended up getting priced above the trade cap. ...and it took them how many years to realise *they don't like it*? Not sure how you can immediately create your own conclusions when for now nothing changed and we don't know the actual drop rate.
  6. > @"Hypnowulf.7403" said: > Isn't that surprising? > > I mean, mathematically you have to account for who visits and forum and why. In any community the majority of forum-goers are going to be those who complain and wish to dominate with their will by being the loudest possible. That's the top spot covered, then. What I find interesting is how close it is even if we account for the differential of voices on an Internet forum. Usually, those who post on a forum don't do so with positive intent. > > Adjusted for that, this is a surprisingly positive outcome. Interesting! I figured thatt this content was more popular than the consensus of the forum would think but there's a growing voice of positivity here contrary to that. That's what I find so fascinating. I expected the complainants to dominate the polls, which ultimately they did but not by the margin I'd expected before seeing the results. Hmm! How interesting that is. ~18% of this poll's voters is excited about finale/chapters/story/music, the rest isn't. I don't know how this is a surprisingly positive outcome? Did I miss something?
  7. > @"Maulclaw.4365" said: > And the fact that existing players won't be able to migrate is incredibly moronic. SWTOR and TERA did it without breaking a sweat. And why is this such a huge deal?
  8. > @"Astralporing.1957" said: > > @"Astralporing.1957" said: > > > I am glad Arenanet understands the situation. > > Well, you wanted to remove the cap, and yet it's still there, so this suggests that at least on some points you and Anet are _not_ on the same page. > > > ...And what has just happened to chak and confetti infusion suggests that even more strongly. So what are the drop rate values now? Because until we know, this change might be huge (doubt) or an absolutely irrelevant one.
  9. > @"Ayrilana.1396" said: > Earning a Gift of **Exploration** by not exploring. Yep. Makes total sense. I want to have, but I don't want to do :(
  10. > @"Fat Disgrace.4275" said: > > @"Sobx.1758" said: > > > @"Fat Disgrace.4275" said: > > > Time for a rant. > > > > > > Fed up with doing map clears on any class simply to a gift of exploration.. > > > 2 actually. Where is a lot of other gifts can be bought with some form of currency or wvw reward track. > > > > > > Let's add it to gem store for say, 3k gems for a single gift of exploration. > > > > If you're willing to drop 3k gems for gift of exploration, which is ~700 gold after convertion, then you're looking at having a total of about 1,9k gold including the cost of the rest of the materials you need to craft the t1 legendary. At this point, just get those 3k gems, convert to gold, sell the mats you'd use to craft and buy the weapon from tp. > > Tbh I didn't even bother doing the math to convert gold to gem, just put in a random number lol ...you're welcome? :D
  11. > @"Fat Disgrace.4275" said: > Time for a rant. > > Fed up with doing map clears on any class simply to a gift of exploration.. > 2 actually. Where is a lot of other gifts can be bought with some form of currency or wvw reward track. > > Let's add it to gem store for say, 3k gems for a single gift of exploration. If you're willing to drop 3k gems for gift of exploration, which is ~700 gold after convertion, then you're looking at having a total of about 1,9k gold including the cost of the rest of the materials you need to craft the t1 legendary. At this point, just get those 3k gems, convert to gold, sell the mats you'd use to craft and buy the weapon from tp.
  12. > @"anduriell.6280" said: > > > @"DeceiverX.8361" said: > > Even with only like 100 hours on condi soulbeast I frequently win 1v2/1v3 and it's my go-to class to roam on when I start losing and needing a free carry, well past a cut above 6k hours on thief and another 1.5k on my Dia+ level Reaper that I used to coach people on how to play... > > > > So yeah, maybe not top tier in sPvP but WvW-specific nerfs being requested are absolutely justified. > > Just saying using the win rate in WvW is not a clear pointer a build or class is op, most of the peeps you can find in there are PvE players doing the transition to PvP. In other words is not like you can find there the top experienced players. Trying to make a universal claim that a lot of wvw players are in that mode "because they are transitioning to pvp" is as random as it is false.
  13. > @"saerni.2584" said: > > @"Sobx.1758" said: > > > @"Yasai.3549" said: > > > > @"Sobx.1758" said: > > > > > > > And what is this "compared to.." list? You're listing that classes need to use their kit? And thief somehow doesn't? That's just false. > > > > > > It's fundamentally true though. > > > > No, the point is that it's not. Pretty sure adding "fundamentally" doesn't change anything about that. > > > > > If a Thief has to fight, say, Vet Guards, they have no need to use any of their slotted utilities at all. > > > For all the other builds/professions I listed, they have to at least use a couple of utilities which are part of their combo which form up their build. > > > > > Unless yu are gonna counter my point by saying people can kill anything with just auto attacks I guess. > > > > I mean it's fundamentally true though, they can [kill anything with just auto attacks]. > > But lets put that aside just to humor you I guess -"the other classes" don't need to use their utilities to kill, say, Vet Guards either. Unless for some reason you count "optimal dps rotation" for other classes, but not for the thief (in which case, it would need to change the utilities from the ones helping survive in pvp in the first place). > > I'm confused by the point you're trying to make here. It's stretched out pretty thin right from the previous post where you just randomly list some skills and pseudo-rotations while "just waiting around" in pvp. > > So, to be clear, I disagree with the idea that fighting veteran NPCs is a good way to discuss inter-profession balance issues. I also happen to disagree that no other classes can kill Sentries/Camps (as this is WvW specific) without burning utility cool downs. Most (decent) builds can use weapon skills and Profession skills to kills veterans quickly/easily. > > Thieves may burn a utility to make a Sentry or Camp go faster. So will other Professions. A ranger can use utilities for boosted damage combos. But that doesn't mean they have to use them. But if they do use them it will be faster and the cooldown isn't so bad they mind using it on a consistent basis (30 seconds isn't a long time in WvW). Yup, those were just pretty random (and false) claims to make and apparently yasai already dropped them anyways. "fundamentally true though.", yeah sure, ok.
  14. > @"Yasai.3549" said: > > @"Sobx.1758" said: > > > And what is this "compared to.." list? You're listing that classes need to use their kit? And thief somehow doesn't? That's just false. > > It's fundamentally true though. No, the point is that it's not. Pretty sure adding "fundamentally" doesn't change anything about that. > If a Thief has to fight, say, Vet Guards, they have no need to use any of their slotted utilities at all. > For all the other builds/professions I listed, they have to at least use a couple of utilities which are part of their combo which form up their build. > Unless yu are gonna counter my point by saying people can kill anything with just auto attacks I guess. I mean it's fundamentally true though, they can [kill anything with just auto attacks]. But lets put that aside just to humor you I guess -"the other classes" don't need to use their utilities to kill, say, Vet Guards either. Unless for some reason you count "optimal dps rotation" for other classes, but not for the thief (in which case, it would need to change the utilities from the ones helping survive in pvp in the first place). I'm confused by the point you're trying to make here. It's stretched out pretty thin right from the previous post where you just randomly list some skills and pseudo-rotations while "just waiting around" in pvp.
  15. > @"Waffels.9748" said: > > @"Pacificterror.7805" said: > > > @"Waffels.9748" said: > > > > @"Pacificterror.7805" said: > > > > > @"Waffels.9748" said: > > > > > > > > > > > @"Uden Reavstone.3426" said: > > > > > > As a new player, you should NEVER use a level-80 boost until you levelled a character or two the old fashioned way. With that said, the best way to do this is by exploring. What I like to do is map complete my race's starting zone, then its city, then its level 15-25 zone. Then I explore LA and the cities, starting areas and level 15-25 zones of the other races. By this time, you'll either be level 80 or close to it. > > > > > > > > > > Don’t know if I’d say I’m new. I currently play WoW so I already have an idea on how this game is. If anything it’s just learning what spells I have and/or which build works for me. > > > > > > > > I think the reason people advise against using the boost, at least on a profession you haven't already leveled to 80 before previously, is because they strongly suggest you get used to/comfortable with that class first....so even if you're familiar with GW2 on an Elementalist as an example, they'd recommend you not use a level 80 boost on an Engineer. > > > > > > > > I feel like a good middle ground is boosting a "straightforward" class (or at least straightforward for Core content) - and even then initially only doing that to unlock quality of life stuff like the Mount (since once it's unlocked you can use it on any character) and maybe the Glider if you don't find it too painful doing Verdant Brink while unfamiliar. If I ask people in the community which professions are the easiest to get the hang of, they either say Warrior or Necromancer (Core Necro anyway)....based on that, I boosted a Warrior (as my main is a Necro) just to mess around in level 80 content between progressing my main. > > > > > > I don't know if I would say any one class is easier then another. All classes have set skill/abilities that are already assigned a key. It's more of what play style do you like (Dps ranged or melee, healing or tanking and what's easier for you as a player to manage. > > > > Apologies if I came across as sounding like some are easier than others....I more meant that the general consensus is that some are more intuitive than others, while some take more time to get into the groove with. > > True, but I'm also sure those are also players playing an MMORPG for the first time. Nah, pretty sure a lot of those people aren't. I wasn't and I still leveled up regularly. If you'll ask people if you should boost, the consensus is that first you should level up "normally" to not get overwhelmed with anything you might potentially not know and miss during the leveling period/popups/whatever. Tbh It's kind of weird seeing how you asked on the forum if you should use the level boost or not, the answers are overwhelmingly telling you that you shouldn't and now you're discussing that maybe you should because you've already played other mmorpg/s. This is not another mmorpg and while having some similarities, it's not the same. If you're sure that it's ok for you to boost then just do it, but then... I don't know why you've asked that question in the first place.
  16. > @"Yasai.3549" said: > Yu get the idea. > And then we have Thief which is like "Lol 5 + 2 > Steal + Backstab > wait around for retaliation > Shadowshot > 5 + 2 > Shadowshot > wait around > 5 + 2 > Steal + Backstab" And then you leave the training golem area and it appears any time you're out of resources, you're out of resources; any time you get cced, you need to choose if this is the time the opponent "forced you to use your utilities that you never need to use" or eat free dmg; any time you "wait around", the "target golem" doesn't, because it's not a target golem anymore. You get the idea. And what is this "compared to.." list? You're listing that classes need to use their kit? And thief somehow doesn't? That's just false.
  17. > @"Virdo.1540" said: > Time for the Tormenting Rune! Yeah, remove it from wvw too. :D
  18. > @"Halandir.3609" said: > (Also: Guild Wars never had a 1 attached btw :D) Tell that to OP, I just wrote it that way to be consistent with the thread's title btw :D
  19. > @"DKRathalos.9625" said: > Since we speaking about core currently we have 2 Core and 1 Espec setting what if change to 3 Core and 1 Espec? do you guys think something like 3 Core 1 Espec will break the game balance that much or maybe make it powerfull but not breaking too much balance? You have 3 specs to pick when playing core class and there's no reason for espec to get some special treatment by being "the bonus fourth one". Not like especs lack power anyways.
  20. > @"The Greyhawk.9107" said: > > @"Sobx.1758" said: > > This is not gw1 forum btw :D > > There isn't a gw1 forum, this is just the next best thing. And despite there not being gw1 forum, this is still not gw1 forum ^^
  21. > @"medivh.4725" said: > Agreed. The given list for skyscale is madness What you do is stop treating it as a single achievement and treat it like a list of achievements, completing them one-task-at-the-time. And suddenly it's not madness.
  22. > @"Sigerk.2897" said: > Hi, I'm not sure if you already know this but you can bind mounts to keys. For example I have num1,2,3 for Raptor/Springer and Skimmer respectively. Then 4 and 6 for griffon + beetle and num+ for Skyscale. Its easy and fast :) True, but radial is more convenient. :D
  23. Why would you even want anything that takes both slots at once when you can do the same with matching seperate items? Also stats. Not going to happen. ....and you can already hide head (and back) slot, I don't know what this request is supposed to be -"take what we already have optionally available in the game, combine 2-3 slots into one AND force it altogether instead of making me click a check-mark"? This is the opposite of "having more options", this is limiting the choice.
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