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Rasimir.6239

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Everything posted by Rasimir.6239

  1. Loot bags and chests do have drop tables like everything else. You won't get every kind of named exotic out of the Silverwastes bags, but only the few that are part of those bags's loot tables. If you want other named exotics, play different content to open different kinds of bags. If you want a precursor so badly, buy or craft one. Those are ultra rare (as you can see from your drops). They do drop in the Silverwastes (one of the two I ever dropped in game came from there, and I rarely go to that map, it was just luck), just like they drop in every other piece of content in the game, just not with any kind of regularity that would come close to guaranteeing you'll get one for playing a certain number of hours.
  2. How long have you been playing? There was a time when each daily would give ap individually instead of the 10 per daily completion we have now.
  3. :lol: Are you serious? "Small chunks of content" are like reading a book where someone forbids you to read more than one chapter at once, but only one every 2-4 months instead of reading the book at your own pace. How is that preferable, and how is reading a book at your own pace "a relic of the past"? :sIt's the difference between reading a movie and watching a weekly tv show. Some people prefer one, some the other. The "relic of the past" comment wasn't aimed at how you get to consume the content, but simply at the technical delivery. Just like people could only watch movies at the theatre before tv became a thing. Doesn't mean expansions will disappear from the face of the earth, simply that they are no longer mandatory and we will see more and more games deliver content in smaller chunks in the future.
  4. There are people that focus on one or a few games and like to have new toys to play with frequently. There are people who prefer to have big chunks of content that they can no-life through (which you still can with the current model, you just have to wait for the season to finish, which is a new experience to those that got used to being the first to finish rather than doing it after everybody else.
  5. Mesmer and guardian that were recommended above are certainly able to pull off everything, too, but with both classes you need a good grasp of how combat in this game really works. You mentioned enjoying facetanking enemies, but you will find that facetanking is simply not possible in a lot of fights in this game, no matter what class you choose. Mesmer and guardian especially rely on using active defenses, knowing when (and where) to dodge, use your invulnerabilities, buffs, positioning etc. For example I'm certainly not the best player out there, but I love the mesmer class and can easily solo all and any story instances in this game on a glassy (berserker stats) melee mesmer/chrono using sword/sword and sword/focus weapon sets. It's all practice though, I know a lot of players who are easily better than me who never got the hang of mesmer and die when an enemy as much as sneezes at them. Same with guardian, once you have learned to play the class and use it to its fullest potential it's awesome, but many people have a hard time even staying alive on it. If you want to start out on another class, ranger certainly is an option that helps ease you into how this game's combat really works (explanations see in a post above) , as are thief, necromancer, or warrior. Which classes playstyle clicks with you is something you'll have to find out for yourself. Be aware though that starting from season 2, maps and story instances ramp up difficulty from core content, and you might just encounter the same problems you have encountered with your engineer with any other class you pick. This game, while looking deceptively similar to the other MMOs you mention, ticks a lot different where combat is concerned. Expect there to be a learning curve, no matter what class you choose. Letting go the ideas of facetanking and ranged combat (since both are not nearly as potent in this game as in other, similar games) might in fact be your best way forward (talking from experience ... my combat experience in this game improved a lot once I got to that point).
  6. Was wondering the Nov. 29—Waypoint Unlock Box Do you unlock 1 waypoint with it?Check the wiki , it has all of the info.
  7. The composter is another plus for me, as it allows me to salvage all the useless food that kept clogging my characters' inventories because my inner hoarder wouldn't just throw away/sell it even though none of my characters used it anyway.
  8. Personally I'd love the idea of candy corn and snowflake glyphs and was hoping for the later last year for wintersday, but I'm not sure how healthy they'd be for the economy where those materials are concerned. I could see them unbalancing the value of both candy corn and snowflakes pretty quickly. As for harvesting tool skins, I'm all for that. There are several I'd love to have, but I don't need more permanent tools (since I bought shared inventory slots for my tools instead), and especially the tools without glyphs are more expensive than I'm willing to pay for just another skin.
  9. There are soooo many stories in this game, large and small, in each map, in each event and the many event chains. The whole world feels a lot more alive to me, because things happen independently of my timing and how far I have proceeded with leveling/questing. Even seven years in I sometimes still find events that give parts of a story that I didn't realize existed before, or that I just hadn't pieced together yet. I can still explore maps I've first seen seven years ago, and find details I had missed or see story parts I no longer remembered.
  10. If they introduce hard mode, people have tons of new hours of playtime, which they normally not spend.The problem with today's players is that too many of them are motivated by rewards first, fun/challenge/whatever game experience second. To make a hardmode open world map work, it needs a good many people playing on it, since the GW2 approach to open world maps doesn't work if there is only one or a small party of players on the map. This means you have to put in rewards a lot greater than the current brain-afk open world/world boss/meta event farms. That in turn leaves those players who do not have the skill/playtime/social network to regularly play harmode maps economically in the dust (something this game so far tries to avoid pretty successfully). Alternatively make the rewards for hardmode comparable with the existing game, and you have a good chance of those maps quickly turning into ghost towns because a sizeable part of the community decides it's "not worth it". Personally I do enjoy challenges in gaming, in this game as well as others, but splitting the playerbase (both physically by putting them on different instances of the same map as well as economically by making these instances noticably different in rewards) doesn't look like a healthy way to do it to me.
  11. Except in this case someone also decided to throw RNG into the mix. Even if you play the map and get the item you still might not be able to get in if that room isn't one of the rooms required and then there is also a 30 minute interval where it is completely locked. Perhaps I'm remembering wrong then. It's been a while since I did map completion on that ep and from what I remembered doing the first part of the story gave you everything that wasn't available just from running around. If it truly is locked behind rng then yes, that would be an example of what I meant when I said I object to the ability to progress being taken away from the player. But again, it's worth remembering that lots of ppl think that's fine too . . . Either way, it's not how I remember the map working . . .There are two (three with help of other players) ways to get that poi. Either play the story to the point where you are sent into the dwarven tomb (about half-way through if I remember correctly) or be lucky with the dwarven tomb miniquest that allows you access to three of the five tombs, with the one that guards the poi being one of the five possibilities of which three are chosen randomly each day.Personally I'm not much bothered with it despite the fact that I currently have two characters that only miss that one poi in the map, and a few more that took their time to get it (most via eventually doing the story). If it's the map currency you are after, then there are several other options to go (daily heart vendors, the Gorrick heart is especially quick and painless to do even if you do it on several alts, opening dwarven chests, buying the daily 5 in Dragonfall etc) that will easily give you a similar amount of currency, and if all else fails, all of those options reset tomorrow.
  12. I get where some of you are coming from. There certainly are usecases that are better off with the way Arc designed its template system. There are however many different usecases, and the new system does have its good points for many players, too. If you want the ANet system to evolve to suit your needs better, the first step should be to understand why they choose to implement it this way and not the way the template addon was implemented, who benefits from the differences in implementation, and then suggest how to adjust the implementation so it suits everyone better. Just saying "what I used is better. period." without acknowledging the thoughts and ideas that went into this implementation won't get you anywhere.
  13. It's easy enough to cap it at x successful attempts per day to prevent this. I think not rewarding people for learning hard content is worse.The thing is, "hard" is different for each of us, and is the case of this jp, it's not so much "hard" as it is impossible for what I suspect is a sizeable part of the playerbase, either for personal reasons (for example I'm too old to have the reflexes and dexterity needed for this) or for technical reasons (anyone with a lower-end machine or a delayed connection to the servers ... I strongly suspect that for example most if not all players from Australia are unable to do this because of bad ping). I'm all for rewarding hard content when the majority of players have a chance to actually succeed with a decent amount of practice, but I don't thing the clocktower jp is that kind of content. Once you exclude too many players due to reasons out of their control rewards quickly become a problem.
  14. Anecdotal observation: my 13-year-old daughter (our in-house jp specialist) just asked me to be allowed to play on my laptop, since her old potatoe of a pc lags too bad to reliably jump. She finished the jp on the laptop on third try, and pretty much any try after that. So yes, there are people that are able to farm this jp reliably. And there are people like me who never even got half way up the tower. I think rewards are fine the way they are, else it'll turn into a best-per-time bag farm for some while excluding the rest.
  15. If you compare this game to its 3 siblings - WOW, FFXIV and ESO - you find that the landscape here is much, much more challenging - at least generally speaking. To me the World events in gw2 are a blast so my goal is to find a very strong open world build. Thanks for your response.That's the thing though: once you learn how this game works and get a feel for the classes, open world is trivial on pretty much any half-decent build, no matter if core or elite. I'm certainly not the best player, and it took me a lot of practice to learn how to properly dodge, when and how to use condi cleanses, active defenses and similar stuff, but these days I can take any half-traited, half-equipped character and play through all of the open world maps comfortably. The challenge isn't per default greater than in the other games you mentioned, it's simply different. ESO for example is one game I have played on and off since beta, and it's much more challenging to me to stay alive over there, simply because I haven't learned their combat skills and mob mechanics the way I have this game. Once you learn how this game "ticks" you'll realize that elite or not doesn't make that much of a difference.
  16. I am one of those that seems to rarely drop anything valuable, and I don't remember ever getting anything of value from the ToT bags. Most of the halloween minis and weapon skins that I have have been gifts from guildies during the previous years. This year is different though, out of about three stacks of bags I have opened so far I already got a grey infusion and a touch of madness. random is random
  17. Frequent switching/sharing of gear between characters is something players came up with. Personally I don't expect the game to come up with ways to trivialize gear-sharing across characters, as gearing up a character is one of the more involved/time-consuming activities in this game, especially if you are going the way of ascended and legendary gear. Plus ascended gear is a major part of the rewards of instanced pve endgame (fractals, raids). Easily accessible gear-sharing across the account would make those rewards even more useless than they already are for those who play that kind of content a lot.
  18. If you've played to level 80 you already should have a good amount of spare hero points you picked up in the core maps that should get you started on the path to the elite spec of your choice. It will take a while to get used to everything your class can/can't do, including getting a feel for how to make builds out of the core traits and utilities (which are in themselves good for many viable builds). Elite specs aren't mandatory. In fact most of them change the class mechanics and/or playstyle fundamentally, to give a totally different spin on how to play a character of that class. This game relies on a player's experience with and understanding of the weapon types (or rather weapon skills), traits and utilities they use and how to make good use of the synergies, as well as understanding combat and encounter mechanics, positioning and how to utilize their active defenses. Following a build and rotation somebody else put up on the internet won't help you much if you don't understand what makes this build work and have the experience to utilize that understanding. Long story short: on your first character, don't worry about short-cutting content to get your elite spec filled. You will be much better off exploring the world and its story to learn all about your character as well as the intricacies of this game, and will find that hero points will come naturally as part of this. For later characters this changes a lot, and many people will shortcut those via the methods mentioned above, but by then you will know how to shortcut the process to suit you and your preferred playstyle and mode(s) of play.
  19. Worked for me with autoloot, but as others said, make sure you actually are in ghost form. If I'm not mistaken the ghost form disappears if you switch maps for any reason (like a quick trip to the guild hall for vendor services). Also the duration of the ghost form is different for different foods (as mentioned above), and some don't transform you every time you eat it (like the strawberry ghost ... somebody in my party tried to use it but didn't check if they were actually transformed).
  20. In the case of this thread, this appears to be specific to doing the collection for Aurora. It’s fairly evident by the OP’s post. While AP hunters would go for these collections not all that go for them are AP hunters.On the other hand, legendary trinkets don't exactly look like they are designed to be easily completed by casual solo-players, so the post still pretty much fits (you just have to replace ap hunters with leggy-hunters).
  21. As has been mentioned several times in this thread, ANet usually bans in waves, and it takes them several weeks of preparation to make certain who to ban. It's highly unlikely that they've come through with this with only four days. Remember the last big ban wave (April '18)? People were screaming "bans due to ArcDPS/TacO" straight away, too, and in the end it turned out it was due to entirely different software. There are too many conflicting reports to make me believe that the original ArcDPS in any form or shape (or version) that was once green-lit is involved here. Anyway, you'll never get a list of what's not allowed, for the simple reason that pretty much everything is disallowed unless explicitely tolerated by ANet.
  22. ESO uses a form or content stretching that doesn't go well with a large part of the GW2 playerbase: they regularly "balance" classes and skills to the point where you need different equipment stats to have a well-working build, especially for instanced and pvp content. This usually means farming delves, world bosses, dungeons etc. for a lucky drop of the right set items. GW2 is more robust in that equipment isn't as easily outclassed as it is in ESO, plus the impact of less-than-perfect equipment is much smaller than over there. This leads to the part of the community that is used to farming for best-in-slot equipment (and enjoys said farming) being without a carrot to chase in GW2, which in turn leads to the illusion of less to do for that part of the playerbase.
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