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Virtuality.8351

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  1. And by the way, I am all for it and will support you if you want to start a new topic on this one, about which I also have something to say.
  2. Not sure how you would assure no constant changes, given how the used ingredients are subject to the in-game economy. As such we are back to: constant adjusting here for such a minor difference is not needed. I would not. I do not develop this game. And if you follow the discussion closely, you'd see people agreeing on this proposal or having other thoughts about it do not request for constant changes either. They advocate to bring back the original leather refinement ratio and to regulate the market via increase in supply via manipulating drop rate and so on instead. And the very first para
  3. And the second thing I do not get is that you are talking as if my proposal and the solution to the problem of your priority are mutually exclusive, which begs the question: just how much developmental resource do you suppose is it going to take to change the ratio of refinement?
  4. ...which I completely and sincerely agree on, but also is completely irrelevant to the topic.
  5. Not sure how you would assure no constant changes, given how the used ingredients are subject to the in-game economy. As such we are back to: constant adjusting here for such a minor difference is not needed. I would not. I do not develop this game. And if you follow the discussion closely, you'd see people agreeing on this proposal or having other thoughts about it do not request for constant changes either. They advocate to bring back the original leather refinement ratio and to regulate the market via increase in supply via manipulating drop rate and so on instead. And the very first para
  6. Not sure how you would assure no constant changes, given how the used ingredients are subject to the in-game economy. As such we are back to: constant adjusting here for such a minor difference is not needed. I would not. I do not develop this game. And if you follow the discussion closely, you'd see people agreeing on this proposal or having other thoughts about it do not request for constant changes either. They advocate to bring back the original leather refinement ratio and to regulate the market via increase in supply via manipulating drop rate and so on instead. And the very first parag
  7. No problem. It is not the difference between the costs of ascended armor of different stat combinations, but instead the costs of ascended armor of different weights. As stated in the OP, the berserker set is only brought up as an example, and perhaps even a representable one due to its prevalence. As for the leather farm you brought up, well, now that you mention it, the proposal might actually make AFK farming (if that's what you mean by "leather farm" since there has been quite some discussion taking place about it recently.) less desirable due to reduced demand, and hence price, for leathe
  8. Personally, I lean more toward the idea that, since it is already a mess now, might as well try to "unfix" it ;)
  9. For a veteran player, perhaps. Yet, please do also keep in mind that this post is all about advocating for new players to provide a more equal footing for them regardless of whichever profession they choose as their first character. Not to mention the profitability of one of the major and perhaps most accessible open world farms, Silverwaste, is highly dependent on player MF value, which new players generally do not have as much, and the disparity could thus for them become more significant than you'd imagine. First of all, the proposal here is not to "[doctor] around an individual item and i
  10. Except that in fact the most significant historical factor of crafting material prices was not difference in demands for ascended berserker gear of different weights, which is more or less constant, but the refinement ratio of the material to craft these items. And if you look back into the market history, it is almost always the medium set that costs the most, if my memory serves right. Sorry, not sure how I glossed over the ascended for fractals part. Pretty sure the market imbalance you are referring to started because they messed with it by adding leather requirements for patches when th
  11. Agreed. Everything about Preparation is awesome excep that 3 s delay. If there must be something that functionally differentiate it from the Trap skills, it should be anything but.
  12. Since now everyone has two equipment template, I'd advise you to try out P/P and P/D on one and P/P and SB on the other. P/D offers you a more dynamic play style against single target enemies. The set also grants you two fail safe option against melee enemies with #3 and #5 if you run out of dodge or other means of mitigation, provided that you still have enough initiative points. You can always switch back to the other template out of combat for mobility on SB. If you prefer things to be even more dynamic, try melee. Use Sword and Pistol against regular enemy mobs. There is a guide that deta
  13. Except that in fact the most significant historical factor of crafting material prices was not difference in demands for ascended berserker gear of different weights, which is more or less constant, but the refinement ratio of the material to craft these items. And if you look back into the market history, it is almost always the medium set that costs the most, if my memory serves right.
  14. GW2 seriously needs to advertise its PvP/WvW. Few MMOs out there actually handle combat right, and while GW2 is one of them, the majority of its player base is consist of PvE gamers. I'd call this a great shame.
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