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Setz.9675

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Everything posted by Setz.9675

  1. Couldn't help but notice that several mining tools are either not discounted or sold seperately during the March sale. Bone Pick, Choya Mining Tool, Cosmic Mining Tool, Earthshaker Mining Tool, Glacial Mining Tool, Mad Scientist's Mining Tool, Mine-r-Tron, Shifting Sands Mining Pick, Skyscale Hatchling Mining Tool, Watchwork Mining Pick, these are all not sold during the March Sale (these are available in a bundle of 2160 gems but aren't sold seperately unlike their foraging/logging counterparts). Firefly Mining Flute, Molten Alliance Mining Pick: 1000 gems each. Doesn't feel intentional when all foraging and logging tools are sold (and seperately from their bundles if they ever were available that way) but mining tools aren't available or discounted at all (with Spirit of Bear Mining Tool being the sole exception)
  2. Any reason why in the current march sale, the Firefly Mining Flute and Molten Alliance Mining Pick aren't 20% discounted? Also Skyscale Hatchling Mining Tool isn't sold seperately unlike the other 2 skyscale hatchling gathering tools during this sale.
  3. This suggestion involves the research note system. I would HIGHLY recommend making crafting recipes at around crafting level 350 with the sole purpose of turning targeted materials into research notes. The current method of turning common and uncommon items into research notes takes HUGE amounts of time and in turn become a WASTE OF ELECTRICITY. for example with jewelcrafting: right now players use 8 mithril ore + 1 jewel to craft 1 item worth 5 research notes but from a crafting standpoint this means: 8 mithril ore --> 4 mithril ingot --> 1 mithril setting + 1 mithril earring --> [jewel] mithril earring. Now do this 3000x for 1 set of obsidian legendary armor and suddenly you spend over an hour crafting junk to turn into research notes. I would suggest making a recipe for jewelcrafting: 250 mithril ore + 250 mithril ore + 62 jewels --> an item that can only be salvaged for research notes (300 research notes in this case). And make recipes like these for armor crafting / weapon crafting professions as well.
  4. Wanted to make a suggestion in the QoL thread about this very topic. The ABSOLUTE WASTE OF ELECTRICITY and time to stand at a crafting station upgrading ores --> ingots --> item specific crafting material --> the crafted item that can be salvaged for research notes is ridiculous. (jewelcrafting example) Something as simple as a crafting recipe like: 250 mithril ore + 250 mithril ore + 50 tier5 jewels -->item that can only be salvaged for research notes. Make recipes like these for all crafting professions please. The current method to obtain research notes in large quantities through uncommon and common item crafting are anti-fun, a waste of time and electricity and imo turns people away from this system altogether.
  5. It would protect a NEW PLAYER from being overwhelmed. Veterans that slowly experienced new currencies/content being added have no idea how a new player experiences this game.
  6. It's fair to say the jade bot shouldn't be a bot of all trades but I feel like we are overdue for some QoL changes to the jade bot, that's all.
  7. I never said players only ever ONLY RIDE MOUNTS or ONLY GLIDE or ONLY FISH. But we all know that something like fishing is something players dedicate a lot of time to once started due to the fishing buff and due to bait/lures people don't collect 3 fish from a node and move on to other activities, atleast not at lv80. I am absolutely lost for words how you managed to misconstrue my original post where I clearly express that I'm against stacking multiple buffs in the same field of use and then claim that I'm one that desires such hyper-optimization. I said a good example of choice are the trait lines, which you instantly turn around and claim that I said trait lines are bad and add things I never said, this is absolutely wild to me. I'm done talking to you
  8. Basicly this. I find it strange that 10 years ago, magic find on gear was removed because people that used such gear performed less but gained more. In this same vain of thought, people that use the Turtle Siege enhancer do more to progress an event which require the siege turtle but gain less than people with scavenger protocol. A player goes fishing: Gliding booster ZERO VALUE, rescue protocol recharge ZERO VALUE, Skiff Supercharger ONE VALUE, treasure hunter protocol ZERO VALUE, Turtle Pilot booster ZERO VALUE. You see when you go fishing you only get value from the Skiff supercharger and nothing else. So for fishing I have 4 options with ZERO VALUE and 1 option with value. The very basis of making a choice happens when you miss out on something when you pick the other option. A good example are the trait lines we have with our characters. Really feeling it when you pick 1 thing over the other. That doesn't happen with jade bot modules because half of them are extremely niche or bad picks.
  9. This isn't about agreeing or not but the absolute unwillingness to read past the thread title. I see no point in conversing with people that do not bring forth any semblance of an argument.
  10. People seem to enjoy swapping around jade bot modules, gn.
  11. There is no tough choice with 2 slots thats the entire problem. Am I going to pick turtle siege enhancer to deal more damage to Heithor's gate or do I pick scavenger protocol which gives more potential loot on every kill, this is not a choice when 1 option is vastly superior over the other.
  12. And I disagree with that, in WvW and fractals most modules aren't even active so you pick scavenger or recycler by default. When using the skiff supercharger you don't benefit from a jade bot gliding module or mount energy booster.
  13. In my personal opinion, I find the current jade bot module system to be a bit anti-fun and lacking meaning choices. The second slot (sensory array) has Mount Energy Booster (imo the fun choice), Recycler (passive bag management choice), Scavenger protocol (a thief of your own wallet if you don't slot this chip) and turtle siege enhancer (a boring +20% passive siege turtle damage bonus, will only make the smallest impact in where it's used which is destroying walls/rubble). My issue with this one is Scavenger protocol is in almost all cases the vastly superior choice and only Mount energy booster can compete in niche situations for example in race events or exploration. It's not a fun choice to either pick money or utility. (Edit: this is basicly the same choice as in vanilla Gw2 where you could pick either magic find on your gear or get all slots to be combat stats). The third slot (service chips) has Gliding booster (fun utility choice), Rescue Protocol Recharge (fairly decent choice for the inverse of downstate enjoyers), Skiff supercharger (seems like this is only useful for dedicated fishing characters), Treasure hunter protocol (this is my default, would miss so many chests if I didnt have it) and Turtle pilot booster (basicly the same as turtle siege enhancer, a boring meaningless option that will have minimum impact in wherever it's used). What I would suggest is add a few more module slots and have several modules compete with each other in a meaningful way. I would suggest something like this: Slot 1: Jade bot core Slot 2: Recycler / Scavenger protocol compete for this slot. (this is your financial value slot) Slot 3: Mount Energy booster / Gliding booster. (This would be a horizontal vs vertical traveling choice, which imo would be a meaningful one) Slot 4: Rescue Protocol Recharge / Treasure Hunter protocol / A new module which generates 1 jade charge for traveling 10-30k units of distance, can change this number into whatever is reasonable / Skiff Supercharger / A new module that reduces the time for fish to bite when fishing / A new module that slightly increases either the speed or size of the player controlled bar while doing to fishing mini-game without increasing fishing power itself. (I think this would be a reasonable combination of choices for modules, skiff/fishing modules could have their own slot I guess) Slot 5: Turtle Siege Enhancer (change this to increase damage done by turtle slam depending on the altitude the turtle dropped, generate more ammo the more dmg slam does) / Turtle Pilot Booster (Add a turtle spin attack to the skill bar that deals siege dmg and allows the turtle to swiftly change the direction of their movement, remove bonus ammo generation) / A new module to charge up the skyscale fireball to consume 2 ammo, does double the dmg of 1 ammo charge and can blast apart kryptis turrets in defense mode / A new module for a second skyscale siege attack, a flamethrower style breathe attack on a 30s/1m cooldown.
  14. Honestly I really love the idea of opening up elite specialisations to different weapon choices but the reality is going to be a disaster bound to happen. One thing that absolutely has to happen is that every weapon needs the same effective power. In damage coefficients/leaps/ports/evades/blocks/boon removal etc. 1 weapon should never perform significantly better than another. Weapon skills and utility that do multiple things at the same time need to be nerfed or else they will get stacked with the most overperforming elite specialisation and make all other options not worthwile. Also saying 1 weapon is more of a defensive pick and the other more offensive is horribly outdated and simply means that several weapons will never be an option in PvE and several weapons will be horribly outperformed in terms of offense/defense in sPvP and WvW. The goal is to open up choices and if weapon strengths are wildly different we won't have a choice to begin with. When that is done elite specialisations need to be equalized in terms of damage / healing / boons / iframes etc. For example sword/warhorn tempest and sword/warhorn weaver should do equal damage, were tempest do lengthy overloads for big damage and delay going into other attunements, weavers have dual weapon attacks and fast(er) attunement swaps for damage. What will happen is that several weapon/elite combinations will be extremely dominant in either dps, healing/boon generation, iframes etc. The nerf bat hits in several nono spots, absolutely gutting other weapon/elite combinations that weren't warranted for a nerf and we go from 9 core classes (that perform badly) and 27 elite specialisations to 9 builds that perform well but are obnoxious to play because these are the min/maxed builds and everything else being completely subpar.
  15. Firebrand has a dedicated mantra for quickness, 2 different traits that apply quickness tied to their healing skill and aegis/stability application (7 different utility+weapon skills to trigger this) and an elite skill that grants quickness. Renegade has 1 dedicated button to apply alacrity in a large volume and isn't tied to their legendary stance nor weapon skills. Now look at the other professions and how they apply their quickness or alacrity, it's beyond a mess that leaves players with nothing but frustration. IT IS PERFECTLY FINE FOR AN ELITE SPECIALISATION TO TAKE THEIR CORRESPONDING UTILITY TYPE TO APPLY QUICKNESS OR ALACRITY BUT IT SHOULD NEVER HAVE BEEN THE ONLY WAY TO APPLY THOSE BOONS PERIOD How in my opinion classes should apply alacrity or quickness: Tempest: When granting an aura to a player. Shouts (when traited) should apply auras to allies, overloads should grant auras (to allies when traited) and basicly every weapon elementalist has access to grants atleast 1 aura. Catalyst: Purely on jade spheres is fine HOWEVER the grandmaster trait that doubles jade sphere boon duration ought to allow the catalyst to generate energy while a jade sphere is already active added to it. Catalyst should also generate energy outside of combat by a small amount up to 20 or 30. Berserker: on burst skills a small amount, activating a rage skill a large amount. Bladesworn: delete alacrity from this elite seriously Druid: When traited on a heal skill (cultivated synergy 5second alac), traited on glyphs (verdant etching 3s protection and 3s alacrity), when activating celestial avatar (grace of the lands 5seconds and where the heck is the might?????). Untamed: delete quickness, make the grandmaster trait reduce all weapon recharge time by whatever amount is needed to make it a competitive dps trait. Scourge: Sand Savant is the grandmaster trait that ought to give access to alacrity and give the additional effect of granting alacrity when applying might. The current Desert Empowerment grandmaster is absolute #@!!@$!@@#@ and everyone knows it. Its also ####### horrifying how you are doubling down on it. Sand Savant + scourge should have a combined target cap of 5, apply 3-5 seconds of alacrity when placing a sand shade, Abrasive Grid trait should grant Nefarious favor use 3-4 stacks of might for 7 seconds. Harbinger: every elixer should apply 3-4seconds of quickness when traited. When traited harbinger shroud should grant 4-5 seconds of quickness when entering and 4-5 seconds when exiting. Let players choose between higher boon duration gear and multiple elixers. Higher boon gear also nerfs their dmg from curses (crits to bleed minor) so no need to botch up pure dps Harbinger. Firebrand: the gold standard, bring everything else up to this level instead of botching everyone up. Willbender: Apply alacrity when using f1-3 not procc based just straight up 4 seconds on some grandmaster or if the dps is too high split it into 2 traits where 1 trait doubles boon duration granted by f1-3 and have a low baseline alacrity on the other trait. Then let people add in boon gear till they cap or feel comfortable. Deadeye: Basicly the way it is now but add: When the deadeye applies stealth to itself it gains quickness as well + to its allies. And then reduce the duration of applied quickness across the board so players have to use diviners + assassins gear to comfortably cap quickness duration and allow stuff like shadows refuge to pre-stack a chunk of quickness. Specter: Same as Harbinger, alacrity on wells, alacrity when entering and exiting shroud, boon gear to fill durations. Scrapper: Quickness on gyros, quickness on whirl/blast/leap finishers. Combo finishers have ICD's of 6 seconds so shredder gyro doesnt solo stack 12x quickness. Mechanist: The way it is right now, the entire elite specialisation is so rigid you can barely swap anything around. Chronomancer: On wells, on phantasm spawns and on shatters. Highest duration on wells, lower duration on phantasms and lowest duration on shatters. Mirage: delete alacrity from this, chronomancer does alacrity already. Herald: Grants quickness when consuming glint skills, pulse 2 seconds of quickness every 3 seconds when Facet of Nature is active. Renegade: golden standard for applying alacrity really, 1 button, always available regardless of weapons/utility/legendary stance.
  16. Honestly in the past 10 years so many balance changes have come through and so many different builds have been butchered or destroyed, I remember reading a quote years ago from game developers that said: ''given the chance players will optimize the fun out of the game'' In this game I don't have to because the balance team does it for me. Here are some things I miss that used to be fun in gw2 and issues I have with the balance patch: Elementalist: Staff being a good damage weapon, played this so much pre-HoT. It's just outdated now and nerfed into the ground thanks to the PoF weaver days. Tempest: Doesn't have any competitive dps builds, I miss playing staff and dagger/warhorn but bringing this to group content (fractals/raids/strikes) is just griefing others with subpar damage while others do their best to carry their own weight. Weaver: Imo sword/dagger is too strong right now, don't understand why dps builds have to do close to and over 40k dps. Catalyst: Jade Sphere is just tempest overload but with energy instead of a long cast. Empowered Empowerment: While at maximum stacks of elemental empowerment, its effectiveness is increased (at 10 stacks + 100%). Seriously this is just griefing people the way this trait is designed and that after an entire year it still hasnt been changed speaks volumes about the balance team. The skill floor for this trait is so stupidly high that only people that turned catalyst into a second job get any benefit from this. The only way you maintain this trait is through a seriously strict hammer rotation, mess up the rotation and 1 you messed up your rotation losing damage, 2 you dropped atleast 11% of power/precision/ferocity stats. Also you never get the benefit of this trait in open world where mobs die faster than you can obtain or maintain 10 stacks. Engineer: Seems to be in a good spot overal. Rifle auto attack is still scuffed but now 300% less fun than when it was a tripple shot, thanks for that. Just revert it back either tripple shot or a single shot, having my legendary rifle projectiles be replaced by a black dot is straight up criminal. Scrapper: Has good builds, gyros are in a good spot, being the best quick dps vs bringing the least utility seems fair. Holosmith: Also in a good spot, nice that condition build gets a tune up but can you tune the rifle + Photonic Blasting Module build up as well to be competitive versus the sword build? Mechanist: Why does auto-cast on mech skills F1-3 still exist? Delete that already. Mechanical Genius, the most UNFUN and absolute garbage mechanic in the ENTIRE history of GW2 traits, which disproportionally punishes power builds, followed by boonshare/heal builds and can be mostly ignored by condition builds. Recall mech often makes the mech overshoot its return making it still not in range. The boon share portion of Shift Signet should have been the Mechanical Genius trait. People can then choose to use the Shift signet for player+mech positioning or to take a different utility. Adding complexity for power/condi builds with grenade/bomb kit and tuning down some heal/boon share traits for the added slot for those builds. Power mechanist is in an absolute terrible spot damage wise in fractals/raids/strikes, the grand master condition trait being a better damage option than the power slot is also nonsense. Sky Circus needs to give the player and mech a +20% dmg modifier when using mech F1-3 skills for 8 seconds, this effect shouldn't stack in duration or refresh duration to add much needed complexity to the build. Guardian: Has good builds but overal just feels terrible to me. Dragonhunter: The rotation got butchered with EoD balance patches for ABSOLUTELY NO REASON AT ALL. Procession of Blades changes should be reverted to its 20s cooldown and have its dmg increased which it previously lost with the cooldown reduction. Spear of justice having a 3/4s cast time feels bad in solo content, its clunky. Same with Longbow rooting the player in place when casting skill 2 (True Shot) and 5 (Hunter's Ward) it just feels bad to play. Firebrand: Firebrand overperformed no doubt about it but why are these the changes you settled for? Just remove granting Ashes of the just from the Quickfire grandmaster trait and give +20% strike damage in return to make power quickbrand viable, replace quickness from mantra of potence with fury and make the trait Stalward Speed grant quickness when casting a mantra, so you either take quickness mantra or condi dmg increase in this traitline. You guys from the balance team keep on talking about being careful when finetuning but here you are chopping into firebrand like a butcher. Willbender: Not being able to give alactrity without doing dmg to a target is a serious shortcoming of the alacbender build, it does a ton of dmg though. Honestly just design alactrity traits to compete with damage traits and make F2 grant a couple of seconds of alacrity instead of it being based on strikes. Then increase alac duration with some boon gear. Mesmer: Overal good spot Chronomancer: šŸ¤”Danger Time giving +15% crit when the enemy has slow is absolute garbage when you consider virtuoso gets +15% crit for having fury šŸ¤” Mirage: Again with the staff/axe crap, just give clones baseline ambushes but at 20%, 33% or 50% dmg of what it is now, give the grandmaster trait Infinite Horrizon a dmg increase to clone ambushes, turn Dune cloack grandmaster into granting alacrity when ambushing. Same as willbender, not being able to provide alacrity without a target is a shortcoming. Virtuoso: Just straight up strong in group content, Bladesong Distortion should be removed, the dmg reduction/evasion toolkit is too much. Daredevil: staff needs damage increases not even joking this isnt a good spot at all. Berserker: Revert the changes to F1/F2, they feel bad considering how rage starved everything but axe is. Also in terms of the berserker theme, extending the duration of Berserk by doing Burst skills is much much cooler than forcing the elite specs rage skills onto the utility bar. I want to pick utility skills based on the encounter/how good they are, not to make a bad/broken elite spec function properly. šŸ¤”Tactics and Defense being better dps trait lines than DisciplinešŸ¤” Harbinger: shouldnt have a grandmaster trait in WvW that grants quickness for being in shroud when herald/scrapper got theirs removed. Remove the terrible power traits and replace them with quickness generating traits, gaining and losing Blight should then Pulse quickness. Cant say much about the other professions, dont play those often or at all.
  17. Just my ideas for some of the classes. Mechanist: Mechanical Genius: Baseline 0% combat attributes, when the player attacks an enemy within a range of 360 gain 50% combat attributes for the mech for ? seconds. No one wants to control a second character (pet in this case, hello pathing issues, f6/f7 messing up account keybinding if I change that or more mechs blocking your view of enemy AoE or whatever). One of the biggest mech issues is that its full dmg can be done from range. My change fixes that, player close to enemy = full dmg, player away from enemy at safe distance = reduced dmg. Catalyst: We dont know how hammer 3 is going to work, is 1 orb upkeep doing the same dmg as 4 orb upkeep? Because 4 orb upkeep with 0.25 coefficient seems a bit much to me. Remove the channel from Hurricane of pain and let it function like staff, fire attument skill 2: lava font allowing players to set up bigger burst when swapping out of air, as far as I know catalyst doesnt do a lot of burst dmg right now. Remove cast time from Relentless Fire and Shattering Ice augment utility, its already a 1/4s cast time and it feels (to me) like it only exists to force a more rigid weapon/utility rotation. Change dmg modifiers from Weaver traitline to increase the dmg from dual skills and buff dmg from the core weapon skills so core elementalist and tempest arent screwed over because Weaver adds so many dmg skills to its kit. Chronomancer: Please for heavens sake give chrono a proper +15% crit chance trait that is actually feasable to obtain. Danger Time: +15% crit vs enemiess with slow debuff vs Improved Alacrity: +10% crit dmg with alacrity. Virtuoso gets +15% for having fury on themself as a tier3 minor trait. That slow uptime condition for +15% crit is unreasonable as hell compared to virtuoso and it directly competes with a 10% crit dmg modifier in the same tier2 major like come on. Reaper: Give gravedigger some lifeforce generation, as little as 3% for completing the cast or resetting the cooldown would be fine compared to the lifeforce starvation below 50% of enemy hp that goes on right now. Reaper should also be able to obtain addition crit % modifiers. right now its about 15% off from crit capping, forcing us to run thief runes which then forces us to attack enemys from behind for the 10% dmg modifier of said rune which imo does not fit with the reaper theme. Others have said it as well, MH dagger is trash, basicly every offhand for necro is trash. Ranger: Shortbow could use some dmg increases. Daredevil: Staff could use some dmg buff Change tier 2 major trait: Havoc Specialist, instead of giving % dmg modifier for every bar of energy missing, give a dmg boost for every attack that isnt a repeat of the previous attack up to ???%. cap at ???% and reset when 2 of the same attacks are done in a row.
  18. Im sorry but you just stated that you couldn't even remember when GW2 went free to play (spoiler: it was just before HoT, lots of people were upset about their original gw2 purchase being devalued by it) but you clearly remember the launch which happened 3 years earlier and even bond with absolute strangers over it? Just to add, in the 10 years I've played this game (10k+ hours) I have NEVER seen a conversation between 2 people with either 1 or 2 celebration hats on and how they are reminiscing the earliest days of gw2. Neither in cities or open world or where ever. To go even further, the hat is now meaningless? really???!?!? Lets forget how during the extra-life stream (of the year 2022 when the celebration hat returned after being discontinued for 10 years), Roy, Cal and Raymond shaved their eyebrows off for hitting a 15k, 15k and 3k donation target respectively. How Rubi being absolutely exhausted gets her character killed over and over in edge of the mists while drinking whatever mystery beverage she gets handed. I'm sure others have different moments of extra-life day they will remember and can associate with by that hat. And even though its a stupid cap now, you still donated on your alt accounts instead of your main because?? Edit: Im going to stop here, this is getting way too offtopic and personal. I said your viewpoint is shallow but nice of you to twist my words. You can't see how this hat is a unique skin in a cosmetic endgame and dont want newer players to get one, to me you come across as a selfish person that wants to feel special by having something that others cannot.
  19. As long as ranged dmg stays lower than melee dmg due to risk vs reward Im all for it.
  20. I literally cannot with this post, other peoples view is very shallow but yours isn't? I started playing gw2 just 2 days after the hat was removed from the gemstore 10 years ago, guess im now allowed in your elitist exclusionary club of early gw2 players. You can now don the title Decade's devotion to show of your 10 years of gw2 ownership and dedication to the franchise while identifying others that where there 10 years ago. Is this really about identifying early gw2 players or that others should have less than you? Btw has the goal been reached or not? https://www.extra-life.org/index.cfm?fuseaction=cms.page&id=1492 https://www.extra-life.org/index.cfm?fuseaction=donorDrive.team&teamID=61265 Both of those pages are from Anet, would feel aggrieved if subteams like Charr against Humanity were excluded from the community goal we have ingame.
  21. I understand your frustration regarding this, I used 25 rolls to get the fire griffon, once 10x ticket, rest 1x. But personally Im happy for the people that want a skin from this set and can just mount select it and not having to go through the same gold burning agony I went through, good for them.
  22. My acc is 3630 days old, missed the hat by about 2 days. 10 year anniversary + steam release seems like a good place to make it available again imo.
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