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Rauderi.8706

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Everything posted by Rauderi.8706

  1. Yeah, I have 1000 already in material storage. And another 5-6 bank slot stacks of 250. And a cluster of unopened Kryptis event boxes that have even more Despair in them. As much as I don't want another gobbler, turning a stack of Despair into Research Notes would be great! I suppose I could accept having an Asuran Graduate Student in my pocket to turn Despair into Research. :3c
  2. Right out with it, there's too much Despair essence and no decent way to get rid of it. There are ways, but not good ways. You can make Amalg essence, but those require a huge chunk of ecto and have limited use, mostly for legendary armor. You can make motivations, but it still requires oddball materials and ecto anyway. Motivations are hardly worth it, given the cost to make them. I was hoping the release of the legendary armor step would at least give us some way to vent these piles and piles of Despair, but that hasn't appeared yet. Quite frankly, they're super easy to get and hard to use, and while I don't want an eater for them, there needs to be something along the lines of the Magic-Warped Bundle. I'unno, call it a Sad Sack that costs 250 Despair. Something on the level of the Magic-Warped Bundle would probably be ideal. Heck, don't even need to change the loot table.
  3. QOL / Economy fix: We need more "higher cost but unlimited" items in the Vault. Tweaking the infinite cash to 35 over 30 isn't going to blunt much of the gold faucet. But, the same principle can be applied to other limited items to siphon Acclaim without directly feeding gold into economy: Like how Bag of Coin(s) was 6AA to 30AA (now 35) Heavy Crafting Bag 8AA to 40AA Mystic Clover 60AA to 300AA Mystic Coin 9AA to 45AA Bag of Laurel(s) 10AA to 50AA Large Crafting Bag (should be) 8AA to 40AA (No really, it's priced really oddly...) And make sure they're not selectable until the limited version is gone. Boom, easy way to limit the gold gush and it gives players more options on how to spend very abundant Acclaim.
  4. Haven't gotten in game to really test them out, but I'm so, so happy with what I read. Fake-PvP "Activity" got the boot, as is right and just. Multiple ways to accomplish time-limited events, while you wait for them! Can't help it, I needed to gush about how much better these are going to be.
  5. Um, Mechanist? Not an engi main or anything, but this is an odd choice.
  6. We need to have more means to vent (or prevent) all this extra gold coming from the Vault. This goes beyond Mystic Coins. 6AA for 1 gold, 30AA for 1 gold after the cap. Let's apply that to Coins and Clovers to take a lot of the pressure off. 9AA for 1 Coin, 45AA for 1 Coin after the cap. The market will take care of the rest and keep prices stable. 60AA for a Clover, 300AA for a Clover after the cap. Hefty enough cost that it's not considered an auto-buy (effectively 10g to get one), but it also takes the pressure off demand and helps burn some of the very plentiful points from Vault achievements. 8AA for a Heavy Crafting Bag, 40AA after the cap. A bit of RNG risk-reward there, could be worth more than 1g. These kinds of post-cap cost bumps are an easy, market-flexible solution that give players a broader choice in rewards that isn't liquid gold. Also, refactor some costs, like Obsidian Shards. 10AA each, 50AA post-cap. It's a noob trap and an unfair option with its original cost. Similarly, Large Crafting Bag, 8AA up to a limit, 40AA post-cap. Also also, please organize the Vault offerings!
  7. Wintersday is the perfect time to introduce a swimsuit outfit! 🏊‍♂️
  8. Reward tracks don't count, by the way. The gold/hour in WvW and PvP is definitely a net loss, lol. Also, WvW? I'd rather do interesting stuff. Bad enough Gift of Battle isn't a tradeable item, though it should be. And again, paying more (3x the cost of a gamble plus additional Ecto) and getting less (Only one Clover and zero random materials) is absolutely a ripoff. May as well just take the coffer approach to make adjusting the drop tables easier and the 10-pull less of a problem. If we're being fully honest, gotta ask if there's anyone in the EU sect that can sic some lawyers on all the gambling the devs are trying to get us to do, lol: Clovers, Sandstorm, BLACK LION chests. But man, white knights will just let anything fly.
  9. Essences and Motivations are a bad loop that is very obviously about bolstering (some) material prices and giving little in return. Motivations mostly just give more Essences which are used to loop in more Essences and materials. For an extra dose of Feels Bad, there's no way to get rid of Despair without using Ecto (the one-time collections don't count) or just throwing them away. They're basically Ascended materials all over again, and we eventually got eater items for those. Devs neglected to put in an appropriate sink for them. As players finish up armors, there's going to be no reason to gather them anymore. The cost of Ecto and Research Notes (speaking of economy failures...) already makes the bar really high on how much Motivations are worth to use. There needs to be an appropriate sink that isn't part of some convoluted chemistry to make use of them.
  10. A rework is necessary, but in some spots, it would need a GW3. Itemization and crafting, for instance... But, repurposing weapons (spread out melee/range and power/condi/hybrid for 1h/2h) and boon distribution is possible. That would go a long way toward healthy gameplay. There's a lot of economic snags that also need adjustment: clovers, essences, etc.
  11. The convergence isn't so bad. Mostly a neutral experience, but one that very neatly divides players among tasks (boss splits, healing Zojja, etc). Not great, but the essence rewards are good. Sorrow, though, makes me not like the convergence as a whole. And it's for the same reasons ANet still doesn't design bosses well. There's just no conveyance. The lattice attack that splinters over the ground and sometimes knocks players into the air, no tell. Abilities that have no counter. Stop it. Rework the shoving/pushing toilets and wing buffets, because they're not interesting, just infuriating. We can lay down Stability, then the monster goes "Nuh uh! My Dynamite blows up your rock!" The only counterplay available against Sorrow is Get Lucky. Be lucky enough to not be in the ground attack. Be lucky enough to not be facing/targeted by Sorrow, so the wing attack doesn't blow you back.
  12. Insert economic gripes here. tldr - Coins and RNG are an awful way to make players pay out for legendary and other materials. A roughly 30% chance is awful. Boost it to at least 50%. Make the failure rewards worth it. Obsidian shards? Remove. Mystic coin? 10x the return. T5/6 materials? At least 5 by the handful. Random rewards need to be above the value of a guaranteed result, or it's going to feel like a rip. Even the "guaranteed" methods are terrible. Grind instanced content for the right to buy Clovers, at a worse result than flushing the toilet? How is that even a reward? And how does that "fix" the actual problem, aside from kicking the can down the road instead of doing a tiny bit of work to update the drop table? Nevermind the lack of a pity counter of any kind. Every failure should drop a Mystic Cloverleaf; get 4 and stick 'em together for a Mystic Clover. There are good, player-friendly, low-intensity solutions, but they're not being developed.
  13. Answer: Yes. Because if the expansion released in a finished state, y'all would locust it down in a month and complain there's nothing to do. This is a lesson we've known as far back as WoW's mistake with Burning Crusade.
  14. Man, this comes up again after so long, haha. Long time ago, we had the same problem: PvP activity in our PvE dailies. It needs to go away. Put Activities in PvP where it belongs!
  15. One day, world restructuring. One day... I don't even care about Alliances anymore. I just want my WvW presence tied to a guild that does things instead of a dead server that gets paired with another dead server.
  16. Wanna get rid of the power creep? Attribute values need to come way down. And let's be honest, after 10+ years, the entire game needs a refactor on stats and itemization. The current model with 30+ attribute sets (and most not even worth it) is just muddy and bad.
  17. These rewards need a faster refresh. And hey, maybe add some Black Lion keys next go around! The actual chest costs keep dropping in price, and they'll be 2c like they were before if more keys don't go out.
  18. So, basically, you're admitting that we get ripped off and it should stop. The hefty 15% trade tax does more than enough to take money out of the economy. The Forge also doesn't reward coin wealth, so your point isn't even valid.
  19. The RNG component from the Forge is just bad. At least fix the results so that the success rate is greater than 30% and make the failure rewards worth the cost.
  20. Still happening. If you see a rift, it's already too late. Meanwhile, does Amnytas even have events anymore? Trying to get one of the specific ones and nothing exists. Likely because the maps are so large and the event radii so small that you can't receive notices. Not that anyone's doing map events, too busy chasing demon portals. Just tryin' to get that stupid elemental down, /sigh
  21. Speaking of map-design lessons I thought we learned before: STOP PUTTING POIs BEHIND META EVENTS. Path of Fire got this right. Let exploration happen and stop forcing players into things they have to wait for. It interrupts the flow.
  22. To answer question: Nah. To springboard into actual need: AA rewards need to be re-evaluated. 40AA for a single Tier 5 bag? When laurels cost 10? Nonono. Those bags should be around 8 each.
  23. The actual minigame portion is . . mid, at best. Not difficult, just active enough to require attention. The stat requirements are sometimes a little out of pocket, but those are numerical "difficulty" and intended by the system. Fishing is bad because it still hasn't made bait and lures account wide. There's no excuse for that.
  24. We've seen it in Tangled Depths, we saw it in New Kaineng and Echovald, we're seeing it with SotO. Map layouts that are too convoluted to find events, and sometimes, other basic things like waypoints. Cramming them into weird underground tunnels and cave recesses. Wizard's Tower is an absolute chore to get around, for no reason. Would that the in-game map was sufficient in determining the correct routes, but alas, that is also tremendously insufficient. Tunnels and throughways are unmarked, and remember that Wallows were updated to include the direction, but jade surfboards still aren't marked? Same goes for SotO maps. Insufficient to support the game's lauded exploration.
  25. Greatsword has always been the pet of the devs. Pretty obvious by how many classes get it and how good they've always been.
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