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Infusion.7149

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Everything posted by Infusion.7149

  1. 30-35 skirmish tickets and 8g is such a small reward in comparison to the overall skirmish tracks and the new rewards they put in for tiered objectives. I would not stress about it. It resets once per week so if you only play on the weekend, it still is going to give you rewards because you did not play since Monday.
  2. Just play virtuoso against trash mobs and mirage against any harder bosses that require extra dodges. I do not even know if Arenanet is adding new specs, expecting them to do so might be setting yourself up for disappointment. Virtuoso addresses the clone problem quite well for openworld even if you trade off the illusion/clone aspects for illusionary blades. A less complex way to fix clones across the board is the following: if your target dies in openworld all clone skills that only make clones but do not do much if any damage recharge instantly. Illusionary Leap on sword Phase Retreat on Staff, possibly Phantasmal Warlock on staff Mirror images utility skill Note scepter has clone generation on auto ; greatsword has its clone generation on 5s cooldown with Mirror Blade when you are out of combat every clone skill that does not do damage recharges instantly similar to mistlock singularity in fractals
  3. It is horrible for WvW. Never was good. It saw play in PvP previously because people were abusing shouts with Tactical reload. That masked the Dragon Slash Force doing less than Core burst since people only used the Dragon Trigger for mobility.
  4. Guardian is a solid class in PvE. Unless you are going for world records or dealing with elitist players even DH or willbender is fine despite firebrand acting as the best spec to play in PvE for guardian in instanced content. The worst case is you run a lower damage weapon on your second weaponset such as mace mainhand, hammer (essentially permanent protection uptime), or use an offhand with sustain such as shield or focus. What Gibson wrote is spot on. Guardian in DPS gear and traits will be more glassy but has more active defenses (block , a bit of blind on greatsword, and aegis). Guardian also happens to be one of the few classes that can fully make use of celestial gear on firebrand which is given to players at level 80. If you just want to facetank things in full DPS gear (berserker) you are probably better off with scrapper engineer (5% DPS to barrier), revenant (dance of death on power vindicator and herald) , or spellbreaker with defense traitline or Might Makes right when solo. Reaper would be fine if you only do openworld but shroud is a liability elsewhere (namely due to soul eater which is 4% DPS to healing) so in nearly all cases scrapper is superior. Thieves can use Invigorating Precision (4-6% conversion of DPS to healing) as well but without a staff on daredevil the cleave is not that great; soulbeast has Predator's cunning and untamed has Restorative Strikes for 5% healing from DPS. The core game is biased towards power damage so I would not say any condi spec such as mirage is a good pick except for bosses that do not phase. Of all these options the only one available below level 80 is revenant, core warrior would probably opt for strength, discipline, defense unless in a group where applying might to other people heals you via tactics.
  5. I am struggling to understand why you would run cele vindicator over cele (or ritualist) renegade, especially for openworld. I will leave it at that.
  6. Let us do this by process of elimination: Guardian - willbender is not that great outside of competitive because mobility is not as valued. If alacrity willbender gets further buffs this could change such that power alac willbender sees some use outside of melee balls in WvW but you cannot play WvW effectively without firebrand. Boon rip is lacking due to theme conflicts. Since you do not need to level for PVP I would say guardian is generally a good pick. --- ability to do fractal skips easily is a plus whether with Wings of Resolve or Merciful Intervention X Warrior - no alacrity application and weak ranged options make this not the best class in terms of elite specs and support warrior is still lacking heal weapon (that could have been somewhat blunted by lowering Soldiers Comfort cooldown to below 5 seconds) ; bladesworn is an utter joke in PVP/WVW now and berserker is not in a great state overall even if Arc Divider is iconic. The class is being brought up by spellbreaker which has both boon rip and full counter along with a pull (if you choose to trait for it). It maybe so-called meta in PVP but if nerfs damage the defense traitline or full counter you can fully expect it to fall out of relevance again. Revenant - Vindicator picked up 2 dodges so every spec is usable nearly everywhere (you can alac, quick, or DPS depending on spec choice) ; has boon rip and renegade has iconic CC in PvE in addition to bubble for raid or strike mechanics --- it is worthy of note even on PvE quick herald despite spamming your facets there is no downside to doing so unlike on scrapper where you lose function gyro cooldown if it resses people or using blast gyro CC ; herald quickness is not applicable in competitive modes now due to splits --- ability to rip stability exclusively even if the opponent has a stack of boons which is a unique feature --- unblockable on shiro lets you hit twice through block without hassle --- it is the best pairing with heal firebrand in PVE which is still the dominant support in fractals --- the laziest players that do not want to excel at using energy still have autoattack herald (with shiro/jalis upkeep) to fall back on! Engineer - can alac, quick, DPS and in WvW scrapper is the most superspeed application ingame ; grenades are a strong ranged option even while using melee weapons , boon rip with mines, holo is decent everywhere even when not meta --- the quickness and alacrity are not applicable in competitive modes , at its inception scrapper was horrible up until 2019 gyro rework --- there are groups that actively write no mechanists in their description... --- rifle leaps allow for skips in fractals but some of those skips have been removed ; sneak gyro allows for mob skips --- bonus points for being able to moa people on core engineer --- scrapper is a good spec for carrying players in strikes and raids since function gyro is always there (unlike blood magic transfusion on scourge) and you do not give up DPS to take it --- being able to apply alacrity with autoattack in PvE ensures nobody will yell at you for boon uptime... X Ranger - if you want to heal as a druid your DPS is garbage (top bench I believe is 13K); cannot apply quickness at all to others , untamed is difficult to play in terms of APM and Fervent Force is slated for nerfs making its theme sort of neutered in comparison to spellbreaker ; meme WvW specs unless you play stanceshare soulbeast with Dolyak stance X Thief - specter support needs help , daredevil and deadeye are never requested anywhere expect at QtP pylons and Q1 lamp, in PvP thief mobility has been matched by other classes ; meme WvW spec (rifle deadeye roamers and generally not much play in squads). Base thief does not have quickness for allies and boon thief used to be a thing for 10 players so I would have liked to see stolen skills (maybe with Thrill of the Crime) on core thief being able to apply quickness to 5 players since specter cannot use stolen skills. Mesmer - probably strongest light armor class overall even if in competitive modes it is hard countered by thieves , can alac/quick but not heal very well. Outside of Matthias, the reflect is not significant enough to bring over a firebrand reflect. Repeated changes over time have resulted in mirage no longer being the go to pick even for confusion fights such as Twin Largos or Soulless Horror (where torment functions similarly well). PvE virtuoso after numerous changes is a solid PvE DPS but you give up most of the mesmer illusion and clone flavor for it. Using Moa (Signet of Humility) is insanely fun however. --- healing on mesmer is a meme --- key advantage is removing boons on autoattack with sword as well as on every CC if you run Vicious Expression : this is an imperative to WvW chrono --- second key advantage is portal for over 5 people which allows massive plays in WvW X Necromancer - heal necro is not a thing but you can play quickness harbinger or hybrid plaguedoc scourge , reaper has been a DPS meme for years ; with the nerfs to boon rip it is a hard pick for WvW these days as opposed to when scourge was outright broken and littering the entire map with shade condi spam. Whenever necro has been strong it has been utterly degenerate whether it is dual core necro in PVP 2v2, minion bunkers, sage amulet scourges littering an entire point with AoE, and bots, etc. MOst people consider PoF era scourge in WvW the most unfun meta and a nightmare to play melee against. --- quickness harbinger might be a thing in roaming WVW or in PVP but it is absolutely horrible in largescale due to the projectile nature of most of the shroud skills. --- alacrity is not present on necro except for the one case of Cold War where you can convert chill to alacrity constantly Elementalist - downstate ele memes but you can heal, alac, quick (but generally heal alac or heal quick are not that impressive). Right now catalyst is supposed to be strong in PVP with scepter, in PvE heal alac tempest is jank but in competitive modes heal aurashare tempest is a strong support ; weaver is kind of meme unless you are an ele main. Since aura healing is mutually exclusive with alacrity you are forced to choose. --- there has been a lot of hype about catalyst but at EoD launch it was universally canned as garbage , Relentless Fire having a duration rather than unblockable stacks is part of this along with the scepter changes to Dragons Tooth in particular === Therefore my vote goes to revenant which has never been truly outright bad in PVP , meta in WvW in some fashion (herald), while maintaining a consistent meta or near meta pick with renegade (or herald now) in PvE. If you had a revenant pre-EOD you would still have relevance post-HAM in PvE ; in WvW the meta still is conducive to herald and vindicator mainly due to Inspiring Reinforcement and I see some revenants running ventari in WvW for the dome. Engineer would get a #2 vote as well since holo has never been outright bad in PvP, WvW scrapper no longer dominates team compositions but still remains the top pick if you want superspeed, in PvE you can play quick or alac. Scrapper also happens to be quite forgiving in WvW and PvE alike, whereas mechanist is probably the most forgiving PvE spec right now. Guardian (#3) cannot alac without some hassle although it is likely the top alac pick in WvW currently (chrono needs wells for alac so uptime is worse, tempest will pick aura healing normally), DH is not always good everywhere (reportedly it was common in low tier PVP with trapper runes), firebrand has been bad in PVP ever since mantra of solace was changed to 200 healing even if meta in PVE/WVW. Core support guardian has been a staple for ages so that sort of offsets this. Considered: Mesmer (#4) would be a decent pick if it was not far weaker in competitive modes (you mostly see chrono these days but when distortion was missing on chrono you would see nearly none). It cannot heal well, alac mirage is janky against trash mobs, and lastly we are no longer in the chrono+druid era. Mirage still has one dodge in competitive modes which makes it unpolished and virtuoso requiring projectiles no matter your build makes it unwieldy in competitive modes without unblockable trait (Psychic Riposte). Elementalist (#5) is highly sensitive to mechanics and boon uptime and quite glassy unless you run a build with sustain at the cost of DPS as seen in competitive modes. In competitive modes typically ele mains played it, up until scepter buffs the only elementalists you normally see are aurashare tempests. Weaver has never been that accessible but this past year or so condi weaver had scepter+focus slip into mainstream which mostly uses two attunements. Eliminated: warrior, ranger, necromancer, thief due to missing one PvE boon and niche usage
  7. @Danikat, are you sure those numbers are correct? I do not remember any gliders offhand that are from ingame other than the legendary ones. Maybe they are counting a limited time offer for people that owned the core game to attain the Heart of Thorns Mordrem glider or collectors edition as well as the basic glider? https://wiki.guildwars2.com/wiki/Mordrem_Glider https://wiki.guildwars2.com/wiki/Heart_of_Thorns_Glider Legendaries: https://wiki.guildwars2.com/wiki/The_Ascension_(glider) https://wiki.guildwars2.com/wiki/Ad_Infinitum_(glider) https://wiki.guildwars2.com/wiki/Warbringer_(glider) For mounts the only skin I remember is the warclaw reward track one, I guess gw2efficiency is counting base skins as well to arrive at 11 (9 mounts). As a mainly WvW player who has multiple warclaw skins , some gliders from gem store that hardly see use, and all 3 legendary gliders I would be curious to find out if this is true. DeanBB mentioned the ugly sweater glider but if you check the wiki the origin for that is the gem store item that unlocks the quest. TL;DR: Are there actually any gliders that are not from gemstore that are not legendary or is gw2e counting wrong?
  8. Fact check: Alpha siege golem has 110K health and 2K toughness. Omega siege golem has 240K health and 2K toughness. Arenanet also removed the limitation of boons not affecting golems, plus you could always superspeed them. In addition to that , the Feb 2020 patch cut damage across the board by roughly 40%.
  9. They cannot have content giving too many cosmetics , especially for mounts , gliders, jade bots, and skiffs. To date there are only 3 gliders and each one is legendary. https://www.gdcvault.com/play/1025345/Good-Design-Makes-Happy-Customers I would advise watching the presentation
  10. If it were rewarding grandmaster mark shards I would have zero problem with it. Every single item you make with those is a net loss currently so it would not be damaging to both the economy and the reward system. In addition most of the people complaining about rewards were talking more along the lines of gold per hour (so anything liquid or convertable). Skirmish tickets are illiquid. So the rewards would be more along the lines of the coffers that were outright removed promptly. I think the distribution of grandmaster mark shards less freely than skirmish tickets is quite indicative of how low Arenanet counts skirmish tickets as of this patch. On the other hand, removing a weekly timegate on skirmish tickets was probably one of the worst ideas by Arenanet yet. It would be analogous to having future Strike CMs with zero weekly limit on LI. Handing out skirmish tickets left and right without any limits (which is what putting it in the daily/weekly would have been) is essentially a devaluation of currency, it is similar to printing money to make a currency to become worthless. It could have been fine if it were only on T3/T2 structure caps for example as the 40 or 80 yak time constraints makes those not heavily abusable. For defenses it probably should have involved EWP , lord room contestation, or some other game constraint, not wall damage. Under normal circumstances people counter siege with siege , outright damage at range via cannon / ballistae / meteors, or wiping the enemy they do not repair the gate or wall while it is being hit unless they are new to the mode. The best way would have been to keep the existing 365 weekly cap however. The only reason why people would only be flipping sentries on EBG is it is Friday and the matchup has more or less been decided. If it is during the rest of the week then clearly your server is not strong enough in the matchup or not confident enough to take other keeps and towers. There are some dominant matchups where the entirety of EBG is camped by one team. I actually discussed the failed assaults with people ingame and the consensus is it could lead to even more quasi-wintrading at SMC akin to EoTM 2.0. People already farm EWP spawns so this would just make it even more of a thing. It is important to note that the coding for this would essentially necessitate evaluation of the assault progress, something Arenanet is currently quite ill equipped to do since an assault consists of many players which may not even be in lord room. That actively hurts the portion of the playerbase that plays to win, such as those preventing stragglers from contesting the ring but not physically within the ring. Assaults consist of main three stages: treb/cata/ram on outer keep, inner keep, lord room. Assault only counts lord room cap currently, the only way you get credit otherwise is from guards and doing siege damage to the wall or gate. From my testing if you literally do nothing but stand in the ring you get bronze. If they reward failed assault then the extent should probably be only if your team arrives within inner keep or lord room (lord room only for tower). The most strict form of failed assault is if the lord takes damage or is killed but you do not get the cap. Defense only counts two factors: wall/gate damage and kills in a limited area. In actuality the extent of the assault progress could be factored in: using a cannon or oil to take out a ram , guild golems, or alpha golems actively used could be rewarded much more than repairing. With catapults and trebuchets it is more difficult to gauge whether it can be truly counted and that is dilemma that is currently present with trebs on SMC. edit: Plus I forgot the memory gobbler still exists. It is probably one of the worst ways to use memories of battle in existence.
  11. Go look back at old threads. Everyone that truly was a WvW player as opposed to a PvE player in WvW for legendaries was asking for ways to use emblems and such which have no use whatsoever after Conflux crafting changes. There were proposals for weekly timegated vendors with a limit, T6 material bags for emblems, memories of battle addition to daily chests, and whatnot and that is only what I remember off the top of my head. A common complaint was the month long timeframe (3 shards per week means 4 weeks minimum) to obtain one grandmaster mark to the point some people just deleted them. That does not even include the meme that is players with 10k WvW rank getting 0 AP for God of WvW and the only thing you have to show for it is 1 pip in skirmish tracks. I myself pushed for one copy of Eternity to be given to the titled players, since the description is apt. Nobody asked for free skirmish tickets on events. In fact, the contrary is true and every time skirmish tickets were brought up it was only mentioned the hours spent to reach weekly ticket cap was an issue as opposed to the weeks. Arenanet had already caved and increased base pips. The minor prestige of mistrforged armor requiring 2K WvW ranks was dropped to 500 as well. The fact you mention that it takes too long for rewards and then proceed to mention legendaries (1095 tickets for armor pieces, 1850 to 2200 for Conflux, Warbringer is 2800 but not even applicable for PvE players) as the sole reason the skirmish tickets makes it plain as day your motive for asking for skirmish tickets for extremely trivial tasks including killing/escorting yaks. If the goal was simply easier acquisition of ascended weapon skins then the request would have been a drop in grandmaster marks or skirmish tickets required for the weapons such as mistforged obsidian and mistforged hero. If Arenanet had just added grandmaster mark shards to the rewards table for T3 caps and then put in a new War Machine skin set only attainable in WvW that would still qualify as rewards. Making a new achievement that counts 6/12/18 legendary WvW armor pieces for a title with AP attached would be a new reward. Making a new weapon collection for mistforged obsidian or mistforged hero weapons in general that provides AP and black lion claim tickets or something similar in nature would be a reward. Making double Conflux give a new achievement similar to Twice Told Legend (with AP & title) would be considered a new reward. Adding a new non-unique legendary trinket using emblem of avenger so WvW players do not have to do jumping puzzles and PvE meta achievements would be a welcomed reward for people with alt accounts. The mere mention of attacking T0 structures implies you do not realize what the patch was about. The goal was to reward active play and repairing a SMC being trebbed is anything but active. See https://www.guildwars2.com/en/news/world-vs-world-objective-scaling-rewards/ We still have zero use for emblems of the avenger so it seems all their attention has been focused on shoving more PvE players into the mode that have zero intent on being effective in the matchup.
  12. SMC is the only place continuously contested. Keeps generally are not contested unless being actively hit or tagged for a side keep (Bay/Hill) push to deny waypoint use. Tagging a keep generally does not allow the enemy team repair for gold tier defense event participation and unless something changed this patch even dropping unbuilt siege and hitting or killing guards counts for tagging (which does not allow the defending team to repair whatsoever). Why is this relevant you may think? There are no skirmish tickets nor grandmaster marks shards provided for a defense event even if your keep is T3 unless you have silver /gold participation in the defense event ; grandmaster mark shards in particular are only awarded for gold tier. Escorting a yak or defending a yak does not count PPT (points per tick) toward the skirmish so while important it has no overall impact on the matchup unless you are actively tiering a structure. For example, if your keep is already T3 someone killing a yak only deprives supply. Moreover there has not been a daily added for yak escort yet so there is probably some coding issue with respect to that. This also does not take into account people that essentially walked yaks on brain autopilot via heralds or scrappers nor does it factor in the lack of a minutes long timegate for the yaks. As far as supplying siege, there is nothing ingame that accounts for what the siege does. People have made troll siege before such as lines of flame rams in the middle of nowhere , or completely draining keep supply to build rams in the middle of the keep, and a suggestion as you wrote would essentially exacerbate the issue. These aspects are exactly what I mean by you need to have played WvW at least to some extent to understand its workings beyond just the personal rewards (which are quite overbuffed for this patch as far as tickets go due to how defense is being counted).
  13. There is limited queue space which is why your suggestion falls flat there. If you read the WvW forum you can see there are claims of people parking 20-30 players inside SMC to repair. The reason why structures would be T0/T1 would be if your map has been k-trained during offhours. It also holds true if there is an organized map queue with several fight style guilds and your side is mostly PUGs. If you fail to understand this you need to play more WvW and not just post for even more rewards. The reason why 5 minute Righteous Indignation (RI) exists in the first place is to prevent flipping of paper (T0, WvW lingo) structures back and forth in pseudo wintrading in EoTM 2.0 fashion. One skirmish ticket (not even regarding the other items value) every 3 minutes for just repairing is already too much reward for the effort let alone two for T3 SMC. It should be zero (at the very least for outer SMC walls) IMO if Arenanet wants to preserve the integrity of the reward system. This would be less of an issue if the weekly skirmish track cap was kept in place but the tickets from the skirmish track are completely circumvented by this reward system so people would (and did) abuse it all week.
  14. Oh no, you are mistaken. The correct answer is to reward things that actually require effort, no offense. Repairing SMC when it is being actively trebbed is probably the most low effort thing that can be done in WvW and under normal circumstances borderline trolling your team (since you are dumping supply). Meanwhile if you cap a T3 keep that takes 15 to 20 minutes of fighting and possibly failing rather than repairing a wall every 3 minutes you receive less rewards. It is a similar story for T3 towers although less time intensive typically. Overall this disproportionally rewards the winning team moreso than a team short on players which results in snowballing. That does not even count the number of times the events bug out completely when you do not repair, I have defended a T3 bay the day after the patch and maybe 75% of the time the event did not register if I killed both players and siege (which is infinitely more beneficial to the matchup than repairing an actively trebbed SMC) due to proximity restrictions on the defense events. (I am certain I tagged every enemy player since I fired the cannon twice which has a 50 target cap per shot and also jumped down afterwards to eliminate the entire team with the help of allied players.) The question I posit to you is therefore : If you feel like you are wasting time not repairing SMC then what about servers whose structures are all T0/T1 (and therefore receive neither skirmish tickets nor grandmaster mark shards)? In addition, your notion of skirmish tickets being heavily time gated is more of an observation of what it takes for legendary items and not so much for the ascended items that the skirmish tickets were originally for (which cost 350 tickets obtainable in a week and even less for normal plain skin armor not mistforged). It is timegated in raids as well as strike CMs and PvP (by the league ticket not the ascended shard of glory). We have had many rewards threads over the years and I do not recall a single person saying let us reward repairing walls. It was always emblem conversions (i.e. caps/kills) or something of that sort. Those threads were interlaced with some discussion on how to address players refusing to touch T3 keeps especially on EBG, which most theorized that some sort of tangible non-timegated reward such as memories of battle / grandmaster mark shards be added onto the existing WXP and karma reward since T3 keeps require a massive time investment of 80 yaks to attain while also having emergency waypoints (EWP) for the defending teams. The addition of skirmish tickets across the board for defending without an actual requirement of engaging with the enemy through kills, destruction of enemy siege actively hitting your gate/wall (i.e. cannon/oil on golems or rams), or contesting the ring means that repairs are disproportionately rewarded and the lack of a timegate other than a 3 minute defense event makes it extremely lopsided towards an already winning (defending) team. If you are on a team where your map has been k-trained by the enemy during your offhours you have no such luxury of repairing walls. (For reference I put in over 5K pips this week for testing purposes to preliminary update the wiki reward tiers for grandmaster mark shards.)
  15. The thread is about mirage and they are bringing up one shot virtuoso which A. does not have clones they are complaining about B. has two dodges. How is that derailing the conversation if I am pointing out it is 100% not relevant to this thread?
  16. So balance should be based off people that cannot tell a mesmer from a clone? The best part is you mention one shot virtuoso which has no clones. In the current state of the game, it is quite easy to AoE down melee clones anyway; the ranged clones that do condi are hard countered by reflect and greatsword power clones do single digit damage. Just about every class has AoE built in which annihilates all melee clones as every cleave is 3+ targets unless you use a dagger. It is actually easier to one shot someone with rapidfire one wolf pack than a virtuoso with the new signet of the hunt change and doubly so if the person is on a warclaw ; grenade barrage power holo ; you could make a similar case for berserker gunflame signet of might memes. That does not even include non projectiles either such as any form of glass guardian (willbender/trap longbow DH with true shot) teleport combos , vindicators which now have 2 dodges, daredevils with backstab combos, or catalyst scepter DT combos (with unblockable from relentless fire).
  17. You know balance discussions are in the gutter and not in good faith if people have to resort to using 2v1 to make a point...
  18. THIS ^ Fixing walls counts for way too much currently and of all places SMC should not have been giving out tickets nor grandmaster mark shards for repairing outer.
  19. The new rewards are definitely inconsistent at least for defending. The best luck I have had is when repairing and that is probably why you see people repairing all the time during defense events currently (especially SMC). If you hit 50 people with a cannon twice (and the group then wipes) and kill the siege you can get no reward whatsoever. T3 keep silver/gold tier seem to provide 1 skirmish ticket when working, T3 keep gold tier defense provides 1 grandmaster mark shard and skirmish ticket, T2/T3 SMC defense seems to provide skirmish tickets and grandmaster mark shards. I have had multiple instances when defending a T3 keep (earth keep on desert BL and bay on alpine) that rewards fail to register completely. T3 tower defense with gold event credit is 1 grandmaster mark shard and 1 skirmish ticket. For attacking I am almost certain the only time grandmaster mark shards are only awarded for T3 keeps and SMC. Maybe T3 tower is counted as well but it may require gold participation which is difficult especially on support specs when the guards that actually matter are all in the ring. Speaking of which, standing in the ring counts for too much when capping, if you are holding people off from contesting the ring it is highly likely you lose out on event reward tier.
  20. I would rather they kept purge gyro as is and maybe lower the cooldown to 25 instead of 30 (it used to be 20s cooldown). What was broken about sneak gyro was the moving smoke field, if it only affected 5 people it would not be nearly as busted. Your command gyro skill idea would probably not be implemented due to how to code that. I am also unsure if Arenanet is willing to give a second source of AoE stability to scrapper for your power gyro idea.
  21. The smoke field was more of a problem. I also do not know how you would make a party skill affect 3 people. It is not a damage skill.
  22. It is not meant to be your next farm spot, the best use is for the PVP armor skins and WvW skins you cannot get anywhere else. Mistforged exotic does not use the marks but mistforged obsidian ascended and mist lord skins do. Maybe Arenanet will finally add a collection for those. The 250 memories of battle make nearly all options a net loss by the way.
  23. Adding templates was in response to people asking for it and Arcdps already having it. Functionally you could not swap your legendary items that easily onto other characters either, WvW players had to reslot WvW infusions instead of agony infusions unless using ascended which was similarly annoying. Templates ended up being hyper monetized to the point that even the build storage template chat codes were charged while having a far lower maximum limit. Unless they can monetize profession swapping to offset the cost I really doubt it is worthwhile for them to invest in it. There is also the developmental issue of saving your hero points and profession specific unlocks, which makes it much more complex for all collections.
  24. Did you finish mistforged weapons, mistforged obsidian and mist lord weapons? Out of curiosity. IMO shards are fine, adding skirmish tickets everywhere was not a good idea.
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