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Bookah pls.9352

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  1. The worst part is Ruby dodging the multiple times asked question about if legendary relics are being locked behind the expansion paywall meaning legendary rune holders are having to pay real money to continue to enjoy a qol they had prior to the expansion and then unpinning the topic with complete radio silence.
  2. OP *HAS* to start considering dark mode when making forum posts with copy paste text 😠 I agree with the gist of your post but just wanna point out that reaper having self quickness (important to note it's only while in shroud as well, it's not like its 100% uptime) is completely irrelevant in content where dps matters as that's being provided by an actual quickness support, doesn't have access to utility if it's to reach the benchmarks you're judging this on while not having access to any utility at all during their dps phases and most importantly is the only class that actively loses damage uptime for taking damage. Like it's not as bad as it used to be but there's a reason only people who really dislike you would recommend playing reaper on vale guardian.
  3. Nevermind, trying to understand what this lie thing is about and what its purpose would be is giving me a headache, removing the links to avoid a wall of videos and other links.
  4. Yep that bit crossed my mind after, i edited the post just before you replied. It's a bit unfortunate and probably needs more looking into. It's entirely possible though that the new relic powers they are giving would be at least viable for your templates until you gather more, their blog post says they do intend for that to be an aim: "our overarching goal is to offer more viable choices despite fewer overall options." So hopefully something would at least fit temporary. It's important to note though if it eases your mind a bit is that everyone is going to be in the same situation, regardless of having legendary legendary runes or not (i know you said you have them) the runes won't be a factor since they don't affect relics and your runes won't change other than maybe actually even gaining a new 6th stat bonus if they didn't have one already (ruby said this earlier in the thread), no one should be expecting you or anyone else to have the most optimal 3 different relic powers for all content at launch, especially if you play different roles on that same character. @Batalix.2873 See above, relics aren't about stats though, they are about the bonus power that the 6th rune gave and the blog post on it implies anet intend for them to offer more viable choices, those may or may not overlap with some of their templates.
  5. The relic is essentially an equipment slot now, much like an accessory or backpiece, so you should be able to equip it to multiple templates the same way you equip any other gear. So you shouldn't need to worry about this too much. It's shown here https://www.guildwars2.com/en/news/relics-bring-new-equipment-to-guild-wars-2-secrets-of-the-obscure/ If all eight of your templates currently use eight different rune types then yes it's a bit of an issue, but realistically will you really be using all eight templates before you get new ones?
  6. They are revamping the 6th rune slots bonus power and at the same time removing it from the runes which allows rune stat choices to be more flexible rather than being the same couple of choices for most builds because the 6th bonus is so powerful. It's a great move and by the sounds of it they are going to be doing so much more to the bonuses in general, i'm all for that. But in doing so they've removed some of the quality of life features the legendary runes were crafted by us for, all that's needed is to keep that continuity we paid for, give the legendary relic for 6+ rune holders, since relic is it's own slot and no longer needed for the aquatic helm 7th rune slot it's created a problem of how is the 7th slot compensated, that's its own issue which i think could be alleviated entirely by bringing in an often requested legendary aquatic helm and giving the 7th slot holders like myself a little jump start on that since that slot is why we even have 7 runes, instead of the currently proposed bigger jumpstart on the relic than the 6 rune holders. Instead anet are for some reason digging their heels in and improperly compensating those who have 6 runes less than a full relic, while giving 7 rune holders the compensation 6 holders should be getting. All this talk they are doing about the relic having more effects introduced over time is worthless, it's no different to legendary armor, trinkets and weapons gaining expansion stats when expansions are released. Then you have the fact they are stating we have to wait until an unknown quarter of 2024 to even get the relic, that could be over a year away if it ends up Q4 of 2024, expansion is a month away.... Then you have the currently hypothetical but possible situation that the legendary relic might require the expansion to get, meaning a quality of life that you've already paid for would require you to buy an expansion to repurchase/reacquire it. Butchering class gameplay loops and devolving it into spam these buttons for boons instead of their intended function is not what i would say is for the better.
  7. If you literally scroll up a couple of posts you would see me state: The precedent of making me buy an expansion so that i can reacquire/repurchase a quality of life feature i've already paid for in game will absolutely factor in to my decision to continue to play a game i'm already growing tired of due to current balance change directions and new content quality. First post, definitely not an alt account created to troll, not at all.
  8. The concept of relics is fantastic, i'm all for it. It's anet's execution of how they are handling the transition that i'm not thrilled about.
  9. The precedent of making me buy an expansion so that i can reacquire/repurchase a quality of life feature i've already paid for in game will absolutely factor in to my decision to continue to play a game i'm already growing tired of due to current balance change directions and new content quality.
  10. This is the exact reason i want to know and suspect everyone else does too, it's really not a great precedent to set.
  11. The 7th rune slot is absolutely not required and you're not really missing much not having it, 6 runes is all that's needed for 99.9% of situations and players, it's actually somewhat niche for most builds and probably even classes to be honest due to the aquatic weapon skills being a mixed bag. When i'm playing reaper it's absolutely a benefit to have it because i'm still in reaper shroud with reaper skills underwater (and necro aquatic weapons are actually on the better side of the scale i feel) so the value of having 6 set scholar is still there for those times when your group are relying on you and maybe one other dps to do all the work in aquatic ruins for example. But for a lot of builds its already so unoptimized that its not really going to make or break it. Even though i'd get by just fine by simply using a regular scholar rune in the slot for that scenario and a nightmare for scourge, the completionism in me wanted it and i don't regret it because i always have that freedom to experiment and change and never EVER have to care about needing another rune (like before they merged dungeon currencies), but it's absolutely no where near the value of the first 6. Part of it stems from me having the sigils too for aquatic weapons due to the requirement of needing to have the same sigil on an aquatic weapon as a land weapon in order to not lose stacks when you dip in water (quite big for wvw). The wvw part is something people forget about a lot when you talk about aquatic gear, again it's not mandatory but it really does help in the situations you do end up underwater, and that 7th slot gives value there.
  12. That's a concept i used to want to for legendary gear in general, it would have been a nice form of progression but that ship has long sailed and honestly i'm glad it never worked that way. However this is the type of concept i think should be employed for a future Legendary infusion for the cosmetic infusions, legendary would give all the stat options, but if you wanted the cosmetic part of the infusion, you would still need to actually own it and then consume it to add it to your collection, allowing you to use it on one infusion per character for each one you consumed. Keeps the big gold value ones valuable and doesn't devalue their rarity while still giving the quality of life legendary infusions are wanted for. But that's geting off topic.
  13. Can you please confirm if the legendary relic requires the SotO expansion to complete or not? This information is kind of important since this relic is taking a feature away from a pre existing non SotO legendary item.
  14. Gw2fficiency currently sets a legendary rune at 389g (that's buying all materials at order price not listed sell price so realistically it's more than that, however people will have some of the materials already so it would cost less, cancel it out and call it the 389g) I understand peoples desire for removing the breather slot entirely argument but i really disagree with it. I do believe though that aquatic breathers should be able to use your regular helm slots appearances as a transmute option. But i'm really not a fan of getting rid of it because it devalues everyone's crafting and purchasing of breathers over the years, not to mention it also removes an extremely useful niche that the aquatic slot offers, Swim speed infusions, not everyone uses them but they are honestly great when you have a high level one. I'd much rather see the inclusion of the legendary aquatic breather, a single legendary breather craft that unlocks for all 3 armor types, it's totally and entirely optional, but for those that want it, it's there, it keeps the swim speed infusion niche alive and keeps a valid reason to have a 7th rune slot for those who have crafted it, while also being a good avenue to compensate for the 7th rune slot as people who have the 7th rune are generally people who want every item to be legendary so would welcome the breather being the final legendary piece being filled, not to mention the people who actually create the 7th are those who do care (even if it's very little or just for completion sake) about the breather slot so they are probably the biggest target market for a legendary breather. Those with 6+ legendary runes should have the full progress done for legendary relic slot, and those with 7 runes could be given progression towards the legendary breather, like a precursor. There's no downsides to this approach, everyone who wants a legendary aquatic breather finally gets their wish, those with 6+ legendary runes are fully compensated and those with the 7th rune are also compensated in a way that keeps in line with the reason they have a 7th slot. Those who don't want a legendary breather simply carry on as normal and don't have to bother with it.
  15. The thing about this though is that by your definition on the second bullet point part as the answer, Aren't Rune of Fireworks and Rune of Surging actually both identical 1-6 stats not 1-5 stats since you say 25% movement speed counts as a stat increase? so one of them still needs changed here. Like despite the slight difference in tooltip wording, the movespeed from fireworks is permanent is it not? It's not bundled into the bonus parts proc rate and i don't remember it being part of it. If i'm wrong i'm wrong but i could have sworn its passive increase.
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