Jump to content
  • Sign Up

Zaxares.5419

Members
  • Posts

    473
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Zaxares.5419's Achievements

  1. I agree that the Jade Bot modules need more slots. I don't know if we should allow ALL of them at once because that would really widen the gulf in player capability between veterans and newbies, but we definitely need more than just 2. I like the proposal above of having more slots related to the module's function. I think my system would be: 1. 1 slot for Scavenger modules. (Might or Magic) 2. 1 slot for Recycler modules (You can also put Treasure Hunter in this slot if you don't wish to give up your junk drops for Jade slivers. Furthermore, I think there should be Minor/Major/Superior Recyclers that let you fine-tune exactly which junk items get recycled. Minor recycles anything below 1s. Major recycles anything up to 10s (so it recycles Spoons, for WvW/fractal players who get these often), and Superior recycles up to 25s, same as the current Recycler.) 3. 1 Siege Turtle upgrade slot. (Only unlocked at the higher tiers of Jade Bot Power Core. Might also be nice if there was a way we can combine the two siege turtle upgrades into one. I don't think this would really affect overall balance too much because the places in which one actually NEEDS Siege Turtles is quite limited.) 3. 2-4 more utility slots for the player to fill out with whatever they desire. Lower level power cores have fewer slots. In addition, we could possibly look at increasing the total number of tiers for the Power Core, each utilizing some of the more unusual metallic ingots (like Eitrite, Kralkatite and Prismaticite) found in the game. There is also the potential for creating a Legendary Jade Bot Power Core.
  2. I have to shake my head at the latest WvW changes too. It feels like ANet's constantly buffing offensive/attacker stuff in WvW and nerfing defensive/boonstrips. Walls are only repaired now at 50%? I can guarantee you that this means that NOBODY will bother repairing walls anymore. Not only did ANet not bring back the participation/defense credit for wall repairs, but it's now downright impossible to solo patch a wall by yourself within a reasonable time. You would need to make like 8-10 trips (for a T3 wall) to a supply hut to repair it that high, and you'll likely get run over by enemy reinforcements pouring in all the time while most of the defenders are busy trying to fight off the attackers. The increased time you would now need to patch the wall would be far better spent killing enemy players. They say they don't want to tilt the balance totally towards attackers, but honestly at this rate it's WAY more profitable (in the sense of building WXP and reward track progress)/time cost-effective to just run ktrains and backcap stuff.
  3. Well, it's started and still no achieves. What's weirder is that the mini-season only lasts for 1 week (as opposed to the usual 2 or sometimes 3.) I wonder if something got lost in the shuffle or perhaps ANet's decided to stop the achieves for the mini-seasons.
  4. So in the last patch, we got a 32-slot version of the Pillager's Pack (the WvW-exclusive bag). Curiously, however, no equivalent 32-slot version of the other WvW-exclusive bag, the Siegemaster's Satchel (which auto-sorts consumable items into it) was added. Would it be possible to get a 32-slot version of the latter as well? (And 32-slot versions for the Fractal bags too, while we're at it.) I love the added functionality of these special bags, and would love to get 32-slot versions of them too. P.S. Would also love a way to get additional copies of the 32-slot Trusty Hero's Backpack that we can acquire from the Return achieves too! Maybe put it in the Laurel Vendor for Laurels + Supreme Runes?
  5. I think the issue is a bit more complicated than that. On the one hand, I believe that map-specific currency like Writs are important for keeping players coming back to older maps. That was what went wrong with PoF; because all of the four maps used the same currency, players naturally just gravitated to whichever meta was the quickest and easiest (aka Pinata) and completely ignored the others. At the same, ANet is also making a big mistake by not giving more valuable and varied sinks for these map-specific currencies. In a lot of cases, most map currencies can only be traded for account bound items (if at all. Some currencies like Airship Oil only have ONE purpose and are completely useless otherwise) and are thus utterly worthless once you've finished whatever skins or collections require them. In order to prevent this, map currencies need to have a minimum of 3 types of sinks: 1. Cosmetics - Assorted skins/minis/tonics/collections. This should include both short/cheap and long-term/expensive collections to cater to players of varying wealth levels and playstyles. For example, I think it's worth putting in the ability to buy account-bound versions of ultra-rare items like infusions and items like the Invisible Boots, along with special skins like the Sunless/Scion/Broken Voice skins, using a combination of map currency/tokens and gold. For a more recent example, I think that Skyscale Weapon Boxes ought to be purchasable for 1 Amalgamated Kryptis Essence + 15/30g (depending on whether it's 1H or 2H). This puts it on par with the price players pay for Ascended weapons from strikes/raids, and it also helps give more sinks for Kryptis Essence (since, if you're not going for Obsidian armor, there's really very little use for Essences at all.) 2. General use mats - Map currency should be tradable for general use items that players of all stripes would either find useful, or that are easily tradable. This is usually Fine/Rare mats, but there is the option of putting in weekly vendors for rarer items appropriate to their zone like Amalgamated Gemstones, Mystic Coins, or Jade Runestones. 3. Vendor trash - As a last resort, all of these map currencies and tokens should have a vendor value so that players can just merch them if there's absolutely nothing else to do with them. Compare the state of worthless items like Eyes of Kormir or Congealed Putrescence with stuff like Resonating Slivers. Although both mats are in the same position, nobody ever complains about Resonating Slivers because players just merch a stack of it to the vendor if their mat storage overflows and think no more of it.
  6. Yup, can confirm that there is a new bug where the event spawns with only 15s on the timer, as opposed to the usual 10 mins.
  7. Yep, I'm 100% sure this is the reason why they're doing it. Unfortunately, I doubt it will work. 😕 Much of the player base already seems to have solidified their opinion on whether content is fun/not fun (in a similar vein, I know a lot of PvE players, includer endgame raiders and such, who say they will absolutely not touch PvP even during this bonus event), and barring some sort of drastic re-pivot (like enabling Emboldened for raids/strikes at all times, and allowing it to work in both normal and CM), I think it's too little, too late for raids and strikes.
  8. At this point I'm all for ANet just changing it and going "If you beat 100 CM at least once, as tracked by your achieve, you can now purchase Last Rites." Honestly, it's not even really a prestige item considering it's also a possible drop from CM mode, so in theory you could have someone who just got carried through 1 kill and they were lucky enough to get the drop. Most other CM-locked skins are available as soon as you beat the mode, so I honestly don't see why this one has to be any different.
  9. Yep, same here. I'm uncertain if this change was unintended or not, but if it was intended, please revert it. This is just a QoL downgrade for no real good reason at all. 😛
  10. You can still get the fox chest on the northern side, but yeah, sometimes there is a Lesser Arcane chest spawn right on top of the dome and this one is impossible to get to; it's too far inside the "repulsion field".
  11. Same here for me and my group as well. For data's sake, I had NOT yet completed the original 4 special tasks (A New Friend and Treachery were still unfinished.)
  12. Thanks for the changes. They mostly look quite good. A few points I would like to raise though: 1. I would urge you to revert the change that prevented Frightening Speed from being dodged/blocked. A large part of the challenge of Fractals is knowing how to avoid/mitigate damage (no-healer runs are fairly common among the upper echelons of players seeking to clear Fractals as quickly as possible, for example) through positioning, CC and similar foreknowledge. Currently Frightening Speed clearly serves as a kind of "health pressure" since it does a flat 50% of your health, but doing so also takes away the ability/satisfaction of players to counter it by dodging at the right time. 2. Kanaxai's health in NM could also stand to be reduced a bit, perhaps by 20%. His fight STRONGLY favours condi and ranged DPS, with the result that melee/burst builds are quite handicapped against him and result in the fight feeling longer than it ought to be. Shaving his health down a bit should help improve the feeling of progress during burn periods. 3. As a side-effect of 2, consider also reducing Kanaxai's breakbar (or his breakbar resistance) slightly. A lower health pool means less time for CC to recharge, and as it is a lot of groups in NM completely skip his CC mechanic anyway in favour of having more available burn time when he's not moving. We should be encouraging players to engage with the CC mechanic by making it slightly easier and improving the benefits of breaking his bar (perhaps by making Kanaxai deal less damage and increasing his cooldowns for each stack he has).
  13. Yes, unfortunately that's been my experience too. Ever since the beta started my WvW ping (and ONLY my WvW ping) has been markedly worse. On average it's about 100ms worse, but what's really unusual/aggravating is when you approach the enemy zerg and your ping suddenly shoots up to 1k - 2k. It's not a performance/client-side thing where FPS suddenly goes down and things start becoming jerky; it's like the servers just literally stop sending info to you or the pipeline becomes overloaded. It used to happen very very rarely in WvW, but now it's like almost every single time I try to join zerg vs zerg fights. EDIT: I should add that this extreme ping has also made it extremely frustrating to try and get Daily Defender or Weekly Defense credit, since the only reliable way to get credit for those is to get enemy kills. Which is exceedingly hard to do when it takes you like 5+ seconds just to dismount, you can't target any enemies because your skills are flashing or non-responsive, and you can suddenly die at any time because the server thought you kept on running ahead into the enemy zerg when you stopped like 10s ago on your screen. I strongly urge ANet to return repair credit counting towards these defense events. Between the lag and population imbalances, most times players simply do not even bother trying to show up to defend; it's more straightforward to simply wait until the zerg moves on and then backcap later, which I think we can all agree is against the spirit of WvW.
×
×
  • Create New...