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Metaljaw.6437

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Posts posted by Metaljaw.6437

  1. WvW tracker has my "team" in first place. Match rewards has me getting 10 pips/tick (no temporary bonuses). Only getting 8.  Map is FUBAR, ranking is FUBAR, should be something to make it right. Either one time pip reward or something equivalent (i.e., rewards from chests that should have been awarded).

  2. 1 hour ago, Asum.4960 said:

    There are reasons that Anet explicitly doesn't want Minions to be viable (especially in competitive gamemodes and high end content) and tries to keep them drastically underperforming - and as much as I miss the proper Minion Master gameplay from GW1 with raising and maintaining a proper undead horde from the dead, and see it as a core thematic pillar of the profession, I think at this stage of GW2 we are more likely to see them reworked into something else (maybe more akin to Phantasms, focusing on their active effects only after which they disappear, with the "summoned" minion just being the brief skill effect) in the future - rather than getting any significant efficacy, AI or QoL improvements to them.

    I'm actually not asking for a minion combat AI improvement.  Just that they not be an active hindrance, and some minor QOL improvements regarding your complete elite skillbar being put on cooldown because you ate a buff or transferred maps. That's sort of nuts.

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  3. 38 minutes ago, DeanBB.4268 said:

    Good thing you guys don't play minion elementalists... 😞

     

    What's the difference there? Other than that they disappear every time you mount. Also ridiculous, but I don't think it puts the skill on timer, does it? I haven't played an ele enough.

     

  4. There really needs to be a behavior control for necro minions. I end up stuck in combat because my minions automatically agro on pretty much anything and everything, so I'm stuck running at half-speed across maps and can't mount simply because I want to be prepared if I do get in an encounter.

     

    Please either make pets engaging in combat not transfer to your character, give us the ability to have them avoid combat, or drastically reduce the range which the minions will persist in combat while we are running the opposite direction.

     

    Also, it'd be nice if my minion skills didn't get cancelled and put on timer when I transfer maps/get hit by a transmutation/eat a fricken pumpkin cookie buff/etc.

    /Rant off.

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  5. 2 minutes ago, Tiviana.2650 said:

    There is no stat difference just convivence , also there are a lot of players that will never make legendary im quite content with ascended.

    I felt the same way, but the fact that I'm making them now for multiple characters has gotten me off my butt in crafting legendaries and farming the armor. It seems quicker to make the legendary armor once that I can customize instead of multiple sets of ascended for each character.  Weapons aren't quite as utilitarian.

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  6. I get the point that you put in a lot of extra time and effort into making duplicate sets of armor. There have been a lot of people complaining about this. I'm trying to get you all to see that you are better off than you were before, even if you aren't getting all that you want. Plus, the armory has basically made legendary a requirement for everyone, so now people that were getting by with ascended and exotic items are having to grind out content they didn't want to or don't like (for me WvW). Overall, I think you are in a better situation. Just my 2 cents. Like you said, we don't have to agree.

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  7. You basically received enough legendary armor set to gear up all your other toons for free, but you are saying you were not compensated.  My point is that you were compensated, just not to the extent you want, because you received more value from your legendary armor than you previously had (all of it included). You just want more. That is hard to sympathize with as a player that is now being forced to make legendary armor to compete with your all's ability to min/max for different content.

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  8. You got compensation. You can use legendary armor on every character using that weight class. It's basically a free set for every character that can use it beyond the ones you already geared. You just didn't get excess compensation for having multiples. Sorry. I don't feel for you considering I don't even have a legendary trinket yet.

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  9. 4 minutes ago, Ardenwolfe.8590 said:

    On a side note, new players have learned to fight the Marionette. Almost every public event has ended with success. So, there's that.

    I'm seeing about 80% completion rates in public. I'm not sure if we are back in the active sabotage realm of the first iteration, but the last one I just did had people in the same guild abandon platforms (apparently - happened in two other lanes so that was from map chat on the explanation of why we failed).

  10. 2 hours ago, Inculpatus cedo.9234 said:

    It seems the thread kind of lost the OP topic. 

    It wasn't really about keeping the Public version, but that the Public version (save once per day) was not rewarding enough. 

    That completing the Achievement was not enough of a reward, in and of itself. 

    I really don't get why my point is so hard to comprehend.  It's not the difficulty. It's not about public vs private. It's about the Dev's incentivising two polar opposite behaviors in the game.

     

    On one hand they incentivize only doing the event daily as the majority of the rewards are from the daily chests (and I will assert that even this is a lower amount than originally dropped in the first iteration).

    On the other hand they incentivize doing the event more than daily as there is an achievement that requires 10 completions. Most of the player base realizes that the ability to complete that is going to be closed to them after the event is over because of people like MarcoGold.

    I am annoyed by the contradiction. Pick a side. Either the Devs want us to farm the event or they don't. 

    I apparently made the mistake of also noting that I played during the original iteration of Twisted Marionette and remember the rewards dropping every time, in proportion to how far you progressed, with a completion yielding 15+ masterwork and above items, as well as drops coming from all the lane adds. Now, you only get a once/day reward for each level of completion that is lower in total than originally  implemented, and no drops from the adds. That's sort of a side note, an more of a secondary point to my main issue of conflicting messaging on if events should be farmed.

     

    And for those that say there isn't such messaging, then you clearly were not playing, or don't remember the champ trains. The Queensdale champ train used to award champ bags for each completion of Shadow Bohemeth. Then they implemented world bosses with only daily chests. When was the last time you saw a champ train run a route more than once now?  Clearly they made a game change to discourage farming.  My point is don't now add achievements to encourage farming, or at least to encourage farming beyond the anti-farming mechanic.

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  11. 16 minutes ago, Inculpatus cedo.9234 said:

    First is was 'worthless sprockets', now it's 50 silver is not enough.

    If you are gonna quote, at least make it something I said. I never said the sprockets were "worthless." As someone pointed out they are going for 1sp on the TP. So I did the math for you there.  You're welcome.

     

    As to your "some players just like the event" line, that's fine. I don't mind the event either. Doesn't mean I don't think there should be a higher rewards for content that Devs are driving people towards.

    And, yeah - high probability of failure. I have yet to see a private instance succeed.

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  12. 30 minutes ago, MarkoGold.7126 said:

    Another post that whines about marionette being hard, which its not its downright easy if you can just use your brain and get people who can do the same.

    Reading comprehension 101. I don't give 2 you-know-whats about the difficulty. I do care about achievements out of line with the timing of the event that put me in a position doing a high probability fail event that takes 20 minutes for .5g only when it succeeds.

     

    Since that doesn't appear to be clear: DEVS - UP THE REWARDS FOR COMPLETIONS AFTER THE DAILY COMPLETION OR DROP THE WATCHWORK WRECKER ACHIEVEMENT TO ONLY 6 COMPLETIONS REQUIRED.

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  13. Just now, Inculpatus cedo.9234 said:

    So, your issue is making Gold from Sprockets? 

    O...kay....

    Nope. As I stated previously, my issue is the conflicting "farm/don't farm" messaging from the devs.  Pick a side. Either incentivize farming the event and don't penalize people for doing so, or disincentive farming and make the achievements line up with that.

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  14. 2 minutes ago, Danikat.8537 said:
    1. Anet want players to do it multiple times per day in spite of the reduced rewards on repeat attempts (like repeating story instances for the achievements, the achievement itself is the reward in this case).

    Another annoying example. Why no rewards? That's just a slap in the face.  Should be something if the Devs are going to push you to redo content.

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  15.  

    2 minutes ago, Inculpatus cedo.9234 said:

    Although, with the new accessibility, the price has gone down, why are you not selling said Watchwork Sprockets??  They are still selling, even now, over 1 Silver each. 

    I did. Sold a bunch. But they build up from the home instance node and I still have a watchwork pick on one character. Just at a point that I need to dump them again.

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