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Kaidan.6509

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  1. Incorrect, rune sets are valued by the total performance and value they bring, not by their 6th slot bonus. Incorrect I am talking about how the 6th perk was useful while the rest of the set was not. Which would mean a lot of 6th perks are not getting used because the value of the other 5 does not hold enough value to a player. By design as to keep the demand for runes and sigils high. It's not meant to be something you check off. Incorrect - I was talking about the ability to acquire different sets so you can change on demand. A fixed system makes you dedicate your self to a single set. Making less valuable runes lose even more meaningful value. It would create the same situation as is now: the best performance runes gain in value, all the other runes drop off in value depending on how much less useful they are. Incorrect - By decreasing the number of sets from 6 to 2. You increase more rune variety. You wouldn't be able to stack 3 of the same time of sets. Which means you are likely to mix in other sets that were not previously used. People are not running the exact same sets, there is a ton of less used but not useless sets in use currently. This is evident by the spread between most valuable and least valuable runes. You can check this yourself on the trading post by the way. There is a lot more runes which are valued between 1.5 - 8 gold than there is runes which are valued close to their minimum value of around 5 silver (select Upgrade component, put in RUNE at the top, sort for only exotic items). Indicating that these runes see less, but enough use that their value is above 0. Incorrect3 things sets a price of the rune Demand Rarity Highest Cost of similiar runesIf a rune is hard to acquire but still not used, the rarity by it self will keep the price for it high as people are less likely to acquire it. One being Rune of the Sunless it is hard to acquire due to its low drop rate. Yet also not something used. The other issue is people may not be able to afford more expensive versions so they find cheaper options then upgrade to the better version when they get enough gold.That means the runes remain in the B team and not considered "viable picks" in their own right.
  2. That doesn't actual solve the problem of making Underused runes actually useful in builds. It just makes them glorified crafting materials.I am talking about changing under used runes to smaller requirements that provide a big buff for a smaller set. That would allow more mix builds.
  3. There are some Runes sets which are extremely popular like; Superior Rune of the BerserkerSuperior Rune of the ScholarThen there are runes no one cares about such as; Superior Rune of LyssaSuperior Rune of SanctuarySuperior Rune of EvasionMore than 70% of Runes are essentially ignored by level 80 and this game focuses on level 80 content.So a good question to ask is Why? The main reason is while many rune sets have great 6th perk like Rune of Sanctuary, you waste 5 slots to even unlock it and waste your entire build on very useless buffs. More importantly, you cannot switch out runes freely, as you either sacrifice the existing set or pay for a premium item to remove the rune, and they take up valuable slots in your backpack. Making the system even more convoluted. One possible solution is to reduce Rune sets from 6 to 2.For example, changing Sanctuary Rune set to;+100 Vitality ( 1 )+20% Boon Duration ( 2 ) Barrier ( 2 )The advantage of this is, this makes many runes which would never be considered in a build actually more viable.You will have much more creative builds focusing on 3 separate sets instead of everyone running the exact same set.I am sure 50% of the player base owns at least 1 Berserker set or more.
  4. Because it is too specific, should be less potions that focus on more enemies. Inventory slots come at a premium.It is simple common sense, Why do you want 10 things that does 1 thing each, instead of 1 thing that can do 10 things? 99.999999% ( Keep in mind I am not exaggerating the supply is 50,000+ at lowest prices allowed on BLT ) are not used, otherwise, they would not be selling for 3 copper. for even level 1 - 70 potions.It basic common sense, if something is used it will be constantly sold. There will be more demand than supply. Instead, we have near infinite supply due to almost 0 lack of demand. https://wiki.guildwars2.com/wiki/Powerful_Potion_of_Dredge_SlayingLevel 80 potion 3 copper. It is better to learn from years of terrible ideas and make items people actually want.Remove the potions and group them up into larger categories. It will actually start being sold. That is literally the problem they are crafted to level and not actually to use. That makes it useless. It is better to be able to replace it with an item that be crated and useful. > @joneirikb.7506 said: Didn't they also update all the sigils of slaying to have a base +3% damage and another +% to specific critter type recently? Yup, but they can't really change that on the Utility potions, or they would likely leave the existing sharpening stones and such in the dirt. Even if they didn't make then eventually better than the old damage buff utilities, a lot of people would actually prefer them since they don't depend on other stats, and use them as easier versions, which might actually drop the prices on the normal damage utilities... hmmm..... ok I'm all for that! (Though I guess crafters and market fanboys will disagree). Besides, it isn't like we need any more damage when leveling in Tyria, everything just dies anyways. It would make more sense to give other types of bonuses like +1% gold, karma, MF, boon duration/swift or something. Basically give something useful while leveling. 25% chance to not break a gear on death ;)That is why they need to rebalance all these buff items to be meaningful. Reduce the 50+ items to 10 and all of a sudden these items will actually have some demand.
  5. Not only is it racist. Get it? Ha. I joke. Race-specific potions ( Potion of Centaur slaying, Potion of Grawl Slaying, etc ) are the least used consumable item in the entire game. In fact many people are not even aware they even exist. Many people do not even waste a buff slot even applying it for the first 79 levels of the game. So why not overhaul it to be useful?The main issues; It uses valuable resources to make items no one wants. The actual items used to make the potions are more expensive than the potion it self! Some crafting materials cost around 1 silver takes about 5 of them to make. While the selling price of the potion is 6 copper or less in Black Lion Trader. That means the material cost is 9900%+ more than the result. The potions and runes are EXTREMELY specific and waste inventory \ upgrade slot space. In a game which makes you buy slot space, wasting space on potions that provide extremely little benefit is like shooting your self in the foot. Why waste space on potions when I can save those slots to actual useful items instead? Which means you need to waste a weapon slot to carry a weapon just to get a tiny advantage against a tiny percentage of enemies. Logical? No.First step? Remove all race specific potions and runes, don't worry I can guarantee that no one will care. Literally, the only person who would care is the person who thought it was a "great idea" in the first place.Next.Replace the potions with more Generic Variants. Beast Potion: Bonus damage to all beasts ( animals \ centaurs )Spirit Potion: Bonus damage to all Elemental \ Spirit enemies ( Elementals, Ghosts, Destroyers )Slayer of False Gods Potion: Bonus damage to Humanoid style enemies ( Asura \ Human \ Charr \ Norn \ Sylvarri ) Slayer of Lesser Gods: Bonus damage to Lesser Races ( Hylek, Tree Frogs, Quaggan, Sea Snakes, etc ) Undead Slayer Potion: Bonus damage to Undead, Awakened, Forged, Ascalonians, Rift enemies Also level specific potions should be sold from vendors to replace all these useless armor \ weapon vendors around Core map. Once you are past level 10 why would anyone buy a common weapon or armor from them? Just remove them and add useful merchants that give useful items to players. Not features no one ever uses. This will reduce the number of inventory spam and make the potions useful by grouping up large categories.Having a Rune version means carrying multiple versions of a weapon based on the type of content area you are in, Which is just a terrible idea. Instead, group all the runes into a single rune ( Master of Death Rune ).After you kill 20 enemies of the same type gain a 10% bonus damage to that enemy type ( from above ) resets on Death.
  6. So staff, focus and scepter (ignoring the trident...just because...) are rarely used? Nobody crafts ascended versions of those weapons? I'm pretty sure I could go out to Metabattle or one of those sites and find numerous meta builds with those weapons. Plus, if you happened to miss the announcement, Anet plans to raise chef and jeweler to 500 and is talking of legendary runes and sigils. I'm pretty sure Artificer will be a part of that -- but that's all in the future, so who knows. Either way, Artificer has plenty to offer right now. If the only purpose of a craft is only level 80 ascended gear it means the path is 99.99% useless and should be removed.Other paths actually provide useful items uptil 80. Why not compare the current potions ( 100% trash ) to my potion suggestions.Which potions do think would instantly sell and always be in demand? It never a good idea to make excuses for terrible ideas. Only when people tell Area net their potions are terrible ( which objectively speaking lack of demand proves they are - 0 argument to that fact ) things will improve for the better. My suggestions for a rework of potions actually makes potions people will always use.
  7. This isn't a Quality-of-Life change. It's a feature update.If you are having trouble levelling artificer, this might be of use to you. Guides are not useful because the reality of the situation is it is poorly balanced, to begin with. The requirements for Artifice, in general, are much higher than any other profession. Since the supply is much lower and the requirements are much higher. In order for Artifice to be balanced with other professions in terms of leveling vs quantity of materials needed. It needs major reduction in materials in relation to how much materials are obtainable from the map. Which is only half of the ore. So it would make sense the requirements should be half. It seems you didn't follow the link, which is fine. Here is another one that shows you why artificer is not more expensive to level up than the other weaponcrafting disciplines. It draws prices real time, so there shouldn't be any arguments against relevance. But fine, I don't want to argue about that. What you want is still not a simple Quality-of-Life change, but a feature update. And of something that you only have to do once on an account, really. That is because it doesn't take buy back into account.Huntsman may "cost" the most but thanks to demand for power pistols which are used by Engineer \ Thief as well as Rifles and Longbows - you make a lot of money easily. Infact even low level power pistols sell for 30 silver. If we add buy back into consideration Artifice single handedly becomes so much more expensive compared to other crafting that - it gets its own league of over priced uselessness.
  8. In my opinion, when it comes to crafting Artifice is single-handedly the worst profession. Material cost of crafting is ridiuclous, considering wood is a rarer resource than metal and yet costs 1.5x more than its metal crafting counterpartsThe weapons them selves are rarely used. So high cost little demand. 99.99999999999999999999999999999999999% of the player base do not use Artifice potions. ( Though I am underestimating, likely 1 out of 10 million people ) Solutions.1. Combine Artifice and Jewlery Making into a single group. Which would solve a lot of problems with leveling up artifice. 2. Remove all existing artifice potions.If you check Black Lion Trader right now almost no one put a purchase order for any potion. Even expensive potions are being sold for 5 copper.Which means literally 0 people would care if it is removed. 3. Add meaningful potions that are useful to players Potion of the Feather - Take no fall damage for 3 falls ( cooldown 60s after each fall ) lasts for 30 minutes.Potion of Water Walking - Walk on water ( right click buff to disable ) lasts for 5 minutesPvE only Potions Potion of Angels Grace - On taking lethal damage - gain a shield of 20% of life for 3s. Cooldown 3 minutesPotion of Fear - Enemies 20 levels lower than your actual power level do not attack you unless provoked by you. ( Does not work in Dungeons, Raids, Fractals or World Boss spawned Enemies ) Potion of the Spider - Anytime a stack of poison is applied 20% chance an additional stack of poison is appliedPotion of the Snake - Anytime you attack an enemy with a stack of poison, 20% chance your attack will do : 20% Base weapon \ ability damage x ( 0.25 x poison stack multiplier ) Potion of the Bear - Movement impairing Debuffs reduced by 50% lasts 2 minutes Potion of the Crow - Ability modifying debuffs are reduced by 50% ( confusion ) lasts 2 minutes Potion of the Wolf - Bleed \ Poison debuff damage reduced by 50% lasts 2 minutesetc.These potions would be extremely valuable to take especially in dungeons and harder areas.People would actually want to use them.
  9. This isn't a Quality-of-Life change. It's a feature update.If you are having trouble levelling artificer, this might be of use to you. Guides are not useful because the reality of the situation is it is poorly balanced, to begin with. The requirements for Artifice, in general, are much higher than any other profession. Since the supply is much lower and the requirements are much higher. In order for Artifice to be balanced with other professions in terms of leveling vs quantity of materials needed. It needs major reduction in materials in relation to how much materials are obtainable from the map. Which is only half of the ore. So it would make sense the requirements should be half.
  10. Wood Economy Rebalance and Artifice Wood Cost Rebalance PLEASE Please rebalance the wood economy ( more specifically wood per plank ratio )Unlike Ore which can be found above ground, underwater, and through tons of different salvage options as well as loot bags.Wood can only be found above ground and very limited salvage and extremely rarely in loot bags. Artifice especially is hurt the most with the extreme crafting cost of wood items. To put it into perspective most Artifice items require 6 planks.1 plank = 3 woodThat is 18 wood per basic item. Then you how dowel which costs 1 more plank. Which makes it 21 wood per item.1 Tree gives 3 - 4 wood ( most often 3 ).Which means 1 staff takes 7 trees to make! If you identify recipes for every combination you only get about 46 levels.To get to level 75 artifice you need essentially more than 500+ wood. Solution 2 wood = 1 plankAll artifice wood costs reduced by 1 - 2 planks.6 Plank Artifice cost items reduced to 45 Plank Artifice cost items reduced to 3Another option is to Double or Triple the XP gains to artifice crafting when crafting items.That way you can craft left items to level up the Artifice crafting tree. This would help Artifice wood economy immensely.
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