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Shikaru.7618

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Everything posted by Shikaru.7618

  1. It's not. I've restarted the game, waited for reset. I definitely only got to buy 10 clovers and it's stuck on sold out. I'm thinking buying my weekly fractal clovers right before buying them in the vault affected the count somehow.
  2. I spent 300 AA today buying 2 sets of 5 clovers. After my second purchase of 5 clovers, the item was listed as Sold Out! and I could not buy the last 10 clovers. I had not purchased any clovers from AA before today. I had bought my weekly 10 fractal clovers this daily cycle so did these count towards the vault's limit by mistake?
  3. The reddit post is outdated because people aren't including the cost of the precursor. So far as we know it, it requires at least 60 clovers for a full set plus any additional costs for the parts that are still hidden but 200 should be plenty.
  4. Honestly the system seems to be working as intended. Not sure why people have an issue with the cost. Open world legendary armor is supposed to be a path for players who don't want to enter the competitive modes or raids where the skill demand is higher. You're trading accessibility for effort. Within the obsidian armor effort you have the option to fully grind it out by not making any motivations and joining a train to slowly collect essences at 8-10 per rift by leeching or paying gold to expedite the process by earning 30-40 per rift. You as the player have full control over how much you pay/grind. Don't want to pay? Thats fine, make steady progress by grinding without paying a single copper. Don't want the low essence income? Pay gold. Don't want to play open world? Pursue the other options already in the game. The cost of motivations also incentivises players who do not want to make legendary armor to also participate in rifts because they can turn around and sell their essences (in the form of motivations) to players that do.
  5. W2 lf adps/qdps, no going afk for 5.0000001 minutes between fights, no going afk for 5.0000002 minutes between fights, no going afk for 5.0000003 minutes between fights, no going afk for 5.0000004 minutes between fights, no going afk for 5.0000005 minutes between fights, no going afk for 5.0000006 minutes between fights, no going afk for 5.0000007 minutes between fights, no going afk for 5.0000008 minutes between fights, no going afk for 5.0000009 minutes between fights, afk for 5.0000010 minutes between fights is ok. I think I hit the lfg char limit.
  6. I dont mind it being unforgiving. Giving us practice checkpoints doesn't lower the execution level of the encounter, just the time it takes to practice. My suggestion is to let us practice the thing we need to practice so less time is wasted on parts we already mastered. To be clear, as long practice mode is on, you get no rewards. If you want achievements and rewards you still need to one shot the whole encounter from the start.
  7. Technically they're correct. Aside from ensuring boon roles are covered commanders don't ask people to be a meta dps, or a healer. The rest of the slots could be filled with nomad open worlders. What point they're trying to make in regards to this thread though is beyond me.
  8. I want to start off by saying htcm is a very fun and challenging fight. I've enjoyed learning the choreography required to complete it. What I have an issue with is the amount of time it takes to get back to where we were just to practice the thing we need to practice. As you get to soowon, it takes upwards of 10 minutes just to try a slight tactic change. If someone makes a mistake getting there in the earlier phases, it's a reset as well. My ask is that there be a practice mode for CM with no rewards that let's you skip to the dragon phases you've seen to be able to cut down the amount of iteration time. NM is not a sufficient practice mode because there are mechanics that simply don't exist.
  9. Between 6 to 8 minutes is what I've seen with full raid comps. Low dps is really punishing on this fight. Nowadays most squads don't bother killing the tail even when dps is lacking. Think of the tail as a x3 multiplier to soowons current hp to the next phase. Most raid squads can dps at least 15% if not more of soo wins hp before tail happens. This means 15% of non mitigated damage and 5% reduced (roughly 15% of effective hp) totalling to about needing to do 30% of soowons total hp to phase if people are really slacking. An open world squad will maybe get 10% before tail on a good day. This means that they need to do 40% of soowons total max hp just to phase. Raid squad on a bad day will need to do 150% of soowons hp over the course of the encounter. Open world squad needs to do 200% of her hp. Also remember that open world squad dps will be significantly lower than the raid squad so the higher effective hp pool is further worsened by the open world squad going at a much slower rate. Don't think any of this is a problem. It's about time people learned how not be bad. Just trying to illustrate why it's such a stark difference.
  10. The biggest thing I think could be changed about htcm is making it easier to practice phases. As you get further and further into the fight it takes longer and longer to actually practice what you need to. Give me a way to skip to zhaitan with no rewards so I can practice the giants transition.
  11. I really appreciate how Lost Ark let's you lfg for all instanced content in a single panel and also let's you enter the instance once the group is ready from anywhere as well.
  12. Except it's not just "somebody elses" problem. There's literally dedicated communities with hundreds of people willing to take these players in called training guilds who are dying to help all new raiders out.
  13. Who leaked the private boycott public strike instance plans to this guy? We were so close to eliminating 4 healer groups but now our plans are ruined. nooooooo... And then everyone stood up and clapped as Killthehealersffs.8940 staked the "we don't like instanced content" flag over the groveling defeated elitists who could no longer gate casuals from private instances with their KP.
  14. It's an "open" invitation with very clearly sign posted requirements that state you need to have killed the boss to join the group. If you choose to ignore that requirement and invite yourself in anyway that's completely on you. My squad, my house, my rules.
  15. Why would mature players identify with the toxic casual portrayed in the reddit post? Toxic casual is a player that exhibits a very specific behavior pattern which is: Ignores requirements listed on LFG because they think it doesn't apply to them. Proceeds with verbal abuse when said requirements are enforced upon them (despite the reqs being very clearly spelled out before they joined the group) Then spreads extravagant stories about how the raiding community is toxic because they were kicked while conveniently leaving out the reason they were kicked Ignores any post that offers actual advice (join a training run, join training communities, join guilds) Players that have come to ask for genuine help (eg. I don't understand this boss mechanic, I don't understand how to play this class, where can I find like minded players) the end game community are more than happy to help. So again, the casual players that identify with the toxic casual mindset laid out above, why do we care about them?
  16. Dragonstand almost never fails nowadays not sure what you're talking about. If you mean Dragons end, that also successfully completes if you join maps that care about boons and subgroups. Stop joining random spam 1 groups who think boons are elitist and you won't have any issues. Have not failed dragons end for at least three weeks now.
  17. Unfortunately this is a reflection of anets lack of understanding of their own game in pve. Time and time again they've demonstrated that they don't understand how to power budget things like range, practical dps uptime, and strength of core classes which leads to major problems when combined with specializations.
  18. Sadly no. People like us are going to use "numbers" and "meta build websites" to point out the flaws without using our brains to think for ourselves. A good build doesnt conform to our numerical standards. /s
  19. If these are the metrics you're using, you clearly do not understand how damage is being measured or how the game is played in a group setting. Having a dps build generate might on interrupt might as well be a net 0 gain because in high level groups, might is already capped at 25 by the supports. In fact I'm so confident your claims are nonsense that I will personally fully fund any legendary you want if you can demonstrate with me present in game that your claims of hitting 2-10k higher while healing and providing relevant boons is true.
  20. Their definition of fun is the only acceptable one and any deviation is blasphemy and must be silenced by stoning.
  21. Like other people mentioned, please share said build with a video on the golem. If there's a dps build that benches 2 to 10k higher with healing I'd love to see it. I'm not quite sure how asking to see something demonstrated after you make a claim is toxic. Any claim with measureable results would also recieve the same scrutiny. If someone from snowcrows made a serious claim that "i have a heal warrior build that will outdps the warrior benchmark" people would also ask them for proof and not take their word for it on good faith.
  22. It's never about the build but always about output. It's simply easier to talk about output when you have a build to reference. When people join my group as a dps, I expect them do damage. Idgaf if they're running shouts, traps, signets, whatever. As long as they output 20k+ and dont fail mechanics who cares. Same with supports. If they can heal, provide quick/alac and the other boons I know the class is capable of providing, I don't care what they run. The problem is that the build system is so free-form, the average player will almost always get it wrong. I will have druids that can't seeker control properly because they didn't take entangle and verdant etchings, or a dps that brings no cc on samarog. At this point they are no longer meeting my output expectations and getting the job done hence the need to interview.
  23. I got the point. Your argument is that this does not conform to the other meta events in the game and your suggested changes are an attempt at making it easier (paused timer on splits effectively increases the hard enrage timer), and also partial rewards for a failed attempts so people with less time don't feel like their time is wasted. I argue the meta is fine as is. Most pug commanders are learning that Quickness, Alacrity and Waystations are crucial to the completion of this event. I've pugged DE every day for the last week and none have failed. The meta demands higher than the bare minimum from the player which is not a bad thing, especially when that demand is very easily obtainable (run a build that either is dedicated to power, condi, or boons). So yes, you're free to ask for the already low bar to be even lower, or you can lift the player base up by helping/carrying them to reach the higher demand the meta asks of them.
  24. Overall this change is going to be positive for the community. It makes the game mode way more accessible to players with a bad perception of the game mode, or those feel like they've been locked out due to performance. It was done in such a way that used way less dev resources than making an easy mode with mechanics taken out. The only thing I'm keeping my eye on is how bad habits will form because of this buff in newbie runs. Hypothetically, with increased healing and hp people will ignore eating mushrooms on sloth, ignore the blacks on gorse, not bother kiting sabetha flak. Who knows only time will tell.
  25. Didn't take any coordination. I joined pugs and just used my eyes. You can see on the ground what blind fields are there. If you dont see one drop your own. Even if you layer them, trash mobs die so fast in the old fractals with 5 dps that it won't matter.
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