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Linken.6345

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Everything posted by Linken.6345

  1. > @"Inculpatus cedo.9234" said: > > @"Linken.6345" said: > > there is only 1 puzzle in southsun cove > > There are 2 JPs; Under New Management, and Skipping Stones. > Oh right forgot about that one =P
  2. > @"TheThief.8475" said: > > @"maddoctor.2738" said: > > > @"TheThief.8475" said: > > > I remember when I used to play my first beloved thief in 2013 and **I had already all 5 weapons skills at level 2**! : wasn't it so much more fun than now? > > > > No. Because when you got more weapons later on you have to "Grind" again to unlock their skills. With the current system once you unlock the skills, they are unlocked on every weapon you try ever after. There is nothing more annoying than getting a brand new weapon and having no skills to use. They made unlocking the skills of your first weapon slower, but they did speed up the unlock process for multiple weapons considerably. > > So how would you improve the system? You think it is ok as it is? Should they add skill 2 at level 1 or update the current tutorial quest? > Its ok as as so quick to level anyway, I do it the rare times I run out of tomes for key runner.
  3. Think you can get there by useing springer behind jp chest and then the 8th mount skill.
  4. Aint that what the celestial challange is for the community feel?
  5. Try a vpn and check if its the road your normal connection take to the server thats bugged.
  6. I clicked through 12x250 exotic luck last year with Drooburt so I know the pain.
  7. > @"trouble.3562" said: > you get something if you give LUCK to droobut? i saw nothing https://wiki.guildwars2.com/wiki/Lunar_New_Year + Drooburt's Ghost accepts 1000 luck (in any combination) for the New Year, New Quaggan achievement, which is infinitely repeatable for a reward of eight Red Festival Lanterns (7 Silver coin 4 Copper coin per 1000 luck). Thats what we used to get for our luck before this year so I agree with OP nice change
  8. > @"Danikat.8537" said: > Oh they do glow. I thought they were just plain gloves, then realised later I'd stupidly previewed them on a character with a few different glowy effects already applied so I may have missed it. I'll have to try them on one of my plainer characters, or just wait until I unlock them (probably at the weekend). apparently the preview is borked you need to equip them to see it.
  9. > @"AgentMoore.9453" said: > > @"Linken.6345" said: > > What have they done? > > They've added a loot bag you can buy as many of as you want (provided you have the luck to pay for them). The bags are affected by magic find, and of the few hundred I opened, the value of the objects therein was about 1.5 gold. Total. > > Not worth it to me, but I'm sure someone out there has been looking for something to do with their massive luck stockpile. Dont that give less then sacrificing them to droburt?
  10. > @"CerealNumber.9348" said: > Consumables can be for anything else including the CC ones, like instruments/potions/transformation potions/chairs/etc Why not use the novelity buttons?
  11. > @"Waffels.9748" said: > > @"Ashantara.8731" said: > > > How long since you have disassembled your current mouse and cleaned the contacts? > > I've only had this mouse since last August. the sensor on the bottom is cleared out. Also, who takes apart a mouse when you can get a cheap one at the store? People who like their mice and it is not sold anymore.
  12. > @"TheThief.8475" said: > > @"Khisanth.2948" said: > > > @"Danikat.8537" said: > > > It wasn't directly tied to levels, but it's not like you started the game with all weapon skills unlocked. > > > > It wasn't tied to levels but the unlocks are faster at higher levels > > > > With the current system weapon skills unlock ... > > slot 2 at lv2 > > slot 3 at lv4 > > slot 4 at lv6 > > slot 5 at lv8 > > > > but you are lv2 as soon as you exit starting instance and walking near a single map objective(PoI/wp/etc.) gets you to lv3 > > Characters also gain exp as essentially 2x rate for levels 1-15 > > > > The old system was tedious if you wanted try different weapons while at low level. At higher level both are more ore less the same the same. > > Old system requires killing stuff to unlock each weapon's slots individually. Current system requires killing stuff to unlock each slot across all weapons. Both can be reduced to "killing stuff". > > > > Both system can be a bit tedious but the old one can be worse depending in some situation. > > > > With old sistem you could unlock all skills for 2 weapons at level 4, ignoring quest and exploration to kill things and unlock skills, now you are somehow forced to explore and do quest, since, if you don't it takes a lot of time to level up. You had more freedom this is a fact. > > Don't tell me you can always level up by just killing things, no one would do that for no reason, to unlock skills maybe, yes :) Now you dont have to unlock any weapon at all and its twice as fast to level 15, that is also a fact.
  13. The wiki and the game might not have the same nr do them all again mate.
  14. You do remember that killing more dragons might end the world right?
  15. > @"Dixa.6017" said: > > @"Linken.6345" said: > > > @"Dixa.6017" said: > > > these meta discussions are as they are in a game that tried to eschew the holy trinity AND add content that typically requires the holy trinity. > > > now your only way to beat things is to burn it as fast as you can to ignore as many mechanics as you can. > > > > > > this is a balance issue that this game will never be able to fix unless it decides to move towards an actual holy trinity. > > > > Since drms dont have a time limit in what way do you need to burn things as fast as you can to complete it? > > the way people talk around here, everything. Yea thats how some people like to play but dont stop other people from playing diffrently. Its when they try to mix the groups shit hits the fan
  16. > @"Zok.4956" said: > > @"maddoctor.2738" said: > > > @"Zok.4956" said: > > > In reality is is much cheaper to "unlock" all stat combinations, because you do not need to craft all those items. You can just stat swap ascended weapons/armor in the mystic forge, which is a lot cheaper. > > > > > > > That wouldn't work with the rules presented in the first post of the thread, once you put an item in the system you lose the ability to stat swap anymore. I tried to use the rules presented by the thread starter when calculating the cost > > It was also written: "Heirloom equipment works exactly as legendary equipment, but stat selection is limited to stats you've previously unlocked." > > So, you make the stat-changes in the mystic forge to "unlock" the stats before you put the item in the proposed storage system. > Line 2 and 3 here dont support that you can stat change to unlock at all mate read the whole OP This is what the OP means with unlock not the stat change a ascended in the mystic forge. >Storage process >Purchase an Armory Storage Kit from Miyani. Storage kits have 20 uses, and a fixed cost of 20 gold plus 200 transmutation charges. >Use your storage kit on the piece of equipment you want to store. The selected piece will permanently disappear from your inventory. >If the selected piece was already unlocked (item type + stat), the storage process will fail and the piece will remain in your inventory.
  17. Posts like this is why we need the thumbs down back.
  18. > @"TwinFrozr.6214" said: > > @"Linken.6345" said: > > > @"TwinFrozr.6214" said: > > > > @"Linken.6345" said: > > > > > @"TwinFrozr.6214" said: > > > > > > @"Dark Red Killian.3946" said: > > > > > > In all reality you are not getting free copies of anything. You still have to grind and spend your hard earned gold to make the legendaries. Not an easy feat for casuals. Not to mention you can swap gear currently between characters. This is just making it easier to swap and making a huge improvement to the template system that really is needed. It’s not like can you play two of your characters at once so really it would just be as if you were sharing your armor. Transmutations are another story, but I’ll let the develepers figure that mess out. > > > > > Not literally; but practically, yes you do. > > > > > > > > > > On paper, you're free to use the same item on every character of your account. In reality, the purpose is to make you avoid up to 70 additional purchases (if max character slots) of the same gear type. We can move stuff around already, but it's too much work; instead we currently give every character their own unique gear set. That keeps the market alive, raising the interest in level 80 gear exponentially. > > > > > > > > > > My point here, copying or not, is that legendary sharing will give every single character full access to the very best gear in the game. Once unlocked, 100% for free. Why in the world would anyone ever pick anything else? > > > > > > > > > > Imagine a Minstrel on an account with maximum characters. It's currently 1,725 gold. Divided by 71 toons, which undeniably will have access the same way as the physical item is actually there; "each" will be worth a whopping 24 gold. Even some exotics are more valuable. > > > > > > > > > > > @"Dark Red Killian.3946" said: > > > > > > Not an easy feat for casuals. > > > > > Do you honestly think it has been easy for anybody else? Do you understand what T6 mats and precs _used_ to cost, that we haven't always been able to craft precursors, how much harder gold was to obtain pre-expansions, etc? Why should multiple copies of that suddenly be worthless? > > > > > > > > > > When we talk achivements like Realm Avenger, which for the vast majority is far more unobtainable than a legendary piece of equipment; then it's suddenly extremely important to preserve players' dedication (devs: "we are not changing the Realm Avenger (“Ultimate Dominator”) achievement requirements or title, as _some players have actually obtained it and it’s a bit of a status symbol_"). > > > > > > > > > > One may argue that you still have the physical item, but what's the remaining use for it? > > > > > > > > > > > @"Linken.6345" said: > > > > > > Well legendaries cost alot more then ascended so you wont go crafting 7 greatswords 1 for each class that can use it. > > > > > I know people who did (not 7, but multiple). Besides, ascended + skin = legendary. Ascended + my idea of all-rarity wardrobe = definitely legendary (ascendeds also get free rune + stat swapping, once the corresponding legendary has been bound; however you still have to acquire the item physically) > > > > > > @"Solanum.6983" said: > > > > > > I don't see how this "Trashes the legendary rarity" Legendary items still cost a huge amount of gold, time and effort to make. I don't see how making something of great cost more useful could be a bad thing. The whole appeal of legendary items is that you never have to grind/buy another when you unlock them. All this does is make it easier and more convenient then having to bank swap every time you want to play a new character. > > > > > I guess you don't get my point then. Just because you may only have made max. one legendary item of each type, doesn't mean the rest of the game's players also had. Someone here mentioned 8 armor sets, of which at least 5 have to be thrown away in the case of this update. I have made two Incinerators for the title Twice-Told Legend. What about us? > > > > > > > > > You get the ability yo dual wield legendary daggers someone with 1 dagger most likely wont be able to do. Plus you said it yourself you made it for twice told legend and you still got that title. > > > > The person making 8 armors will have had the convenience of not having to changed armor with alt through bank for all the years it was in the game until the armory is released when ever that is. > > > > They made a choice that they wanted the skin or convenience of not having to run to bank to use legendary armor on more characters. > > > > > > > > Same way people who bought multiple copper/silver fed salvageomatics did not get anything when shared inventory slots got into the game. > > > > > > > Sure, that's a pro. And sure, I did it for Twice-Told Legend; a title I get regardless of the legendary wardrobe. > > > > > > But okay, this guy has had the armor for all the years, so it's not even worth history. Why not follow the trail and drop precursor crafting into copper price levels? Decrease Realm Avenger from 250,000 to 250 kills? Make all new characters start at level 80 with exotic gear, all skills and full world completion? Who cares about the rest, they already had it for all the years. Everything to everyone is apparently the way to go. > > > > > > I personally view this as yet another diminishing return for investing playtime and/or money in Guild Wars 2 (fyi, I've been heavily restrictive with gem purchases since I had to throw away my Copper-Feds). The veterans are yet again punished, so the newbies can get the world served on their shiny little silver plate. > > > > I dont see how any of your examples compare to legendary armory its not like they are making the legendary them self easier to attain. > > The only one asking for that is you now sarcasticlly saying precursors should be copper levels to craft as that somehow made your point better. > > Because you're still focused on obtaining the legendary. The wardrobe isn't about obtaining the legendary. It's about **sharing**, or copying, the legendary you've already obtained. It's not a question about access to just one legendary. It's one, two, five, ten, perhaps even 71 legendaries. This entirely depends on the number of compatible characters you have. > > I mean, a 1,500-2,000 gold crafting price is a literal giveaway if 71 characters can simultaneously access it. > > > If we go the other way maybe they should make the Realm Avenger be per character since that's what you want for legendaries. > > Good luck trying to kill 250.000 times 9. > Thanks for explaining my thoughts and opinions to me, I seemingly have problems with that myself. > > To remind you from just a few scrolls up, you were the one quoting me to defend the wardrobe as-is (either that, or you lack understanding that >1 unit of effort is more than 1 unit of effort). Just because you want to save thousands of golds by not having to make additional legendaries, doesn't mean I want to raise current cost by 9x per legendary, or that account-wide achievements should be soulbound. I just explained a personal example to protect lower-end market failure, as well as satisfying multiple legendary owners. > > Aside, I never said a word about including Realm Avenger into legendary production. I just took the absurdity in your logic to its edge. All you care for is the legendary usable on all characters as easily as possible. You don't even see the slightest moralic problem with that others have sunk thousands of golds into the same thing before. If they wanted to sink thousands of golds into for more sets and the convenience instead of sharing one through bank thats their choice. I shared my account bound stuff through bank to avoid this problem copper fed and infinite gathering tools. ( or I might be very frugal with my gold ) But other bought more of the same and then got salty about shared slots. Edit As other have said in the thread, I have no problem with people being able to break down their extra and get account bound stuff to craft other stuff with if anet decide to add that.
  19. > @"TheThief.8475" said: > > @"Danikat.8537" said: > > > @"TheThief.8475" said: > > > > @"Danikat.8537" said: > > > > Do you remember the part where you had to unlock each weapon skill individually by using that weapon? Not just each slot but each skill? So on a profession without many weapons/skills to choose from it could be quick, but unlocking everything on an elementalist took ages because you had to do each weapon 4 times over (once for each element). It wasn't directly tied to levels, but it's not like you started the game with all weapon skills unlocked. > > > > > > > > I think this system is simpler because you don't have to go out of your way to make sure you unlock skills. As soon as you level up enough to unlock a slot you have access to that skill on all weapons, and you get XP from everything so you'll unlock them all just by playing. But you still have to find or buy that weapon before you can use it's skills, and new players will still need to experiment with each weapon to find out which one they like best, so overall I think it's one of the more trivial changes and I'd be hesitant to say one way is better than the other. > > > > > > No I don't remember this part, may be one of my pause periods, anyway if you compare what we have now with something worse, it may feel good, but just compare what we have now, to the initial release, this is what I'am comparing in this post, imo was much better. > > > Whats your opinion? > > > > That was the initial release. That's how unlocking weapon skills worked from day 1 until the September 2014 feature pack (which is when the new player experience update came out). > > > > As I said I don't think it was worse necessarily, there's pros and cons to both systems, but I don't think it was fundamentally better or worth reverting back to, it just trades off one set of limitations for another. At least this way all professions have the same limitations on getting their full set of weapon skills. > > So my memories are broken? lol. Anyway u had at least 2 weapon skills at lv 1 (or WS2 was very fast to unlock) right? > > If you are right (and what you said has unlocked in me some fragments of memories ), I would have rather preferred a rework of the same system. Bounding skills unlock to experience is better than bounding it to levels -in a game like gw2, skills given by the weapon are learned using that specific weapon (sounds in line with the concept). > > They could have reworked the amount of experience needed to unlock skills, lowering it by a specific amount, and lowering this to a quarter for a class like elementarist, where u have to unlock 20 skills intead of 5. (also incentivize player to fight more "random mobs - those not needed by quests" to unlock skills) > > Anyway, weapons skills bound to level feels bad to me, if they want to keep this, they should unlock at least skill 2 at level 1, so new players can actually do something more fun than afk spammin 1 for the first 10 - 15 minutes of gameplay. > > Do you think a rework of the old system would work better than the current one? it was very fast took a kill or 2 to unlock second skill
  20. > @"Pacificterror.7805" said: > Sort of regret buying the Recharging Teleport to Friend thingy. It'd be more useful if I actually had people to teleport to, so in THAT scenario it isn't a waste, but I shouldn't have made the purchase based on a possible future scenario. You dont need friends just join any lfg on a map you want to go to and use it.
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