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Rasimir.6239

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Everything posted by Rasimir.6239

  1. The canthan day/night cycle actually is on the event timer page, right at the top of the End of Dragons section (where it belongs imo), and has been there since that page was updated for Cantha as far as I recall. I've been using the ET page for dusk/dawn fishing both in Cantha and the rest of the world from the start.
  2. That's not exactly news. I remember +25 fishing power on the bamboo rod the very first time I equipped it the night EoD released. Personally I like that the rod (which is the part you and others can see in the world) is skin only, and the power levels come from different lures (and in one case bait). ANet is pretty good at separating stats and cosmetics, and imo should keep it that way.
  3. You and me both. How about we start a conspiracy that ANet rigged this drop so it only drops quickly for those of us with lousy luck elsewhere? 🀣
  4. Actually most loot being tradeable rather than accountbound is by design. Over the years GW2 has lured in a lot of players that are simply tired of having to grind and/or pray to the goddess of rng to get the loot (no matter if stat-wise or skin-wise) they are interested in. Making things tradeable means no matter what you do, you are always progressing towards your goal, and at worst can trade it from another player if you aren't lucky enough to get the drop yourself in a reasonable timeframe. While some people complain about "boring" loot, many of us are in this game precisely because we are guaranteed to get useful loot for our time invested into the game, no matter how unlucky our drops are. Personally I take a game any day that steadily rewards me with useful loot over one that rarely throws me a bone and lands me with virtual trash the rest of the time. In this game, no matter what I play, materials and resources add up, and in the end I'll be able to get this skin or craft that legendary piece of gear not because I was lucky once, but because I had a constant stream of useful loot feeding into it.
  5. I'm pleasantly surprised how well this works in story journal format. I didn't exactly have fond memories of the releases back then (the spread-out nature made the story difficult to follow for me, especially since I missed a crucial week every now and then), but this was actually fun.
  6. Thing is, I don't see anybody doing this kind of thing. I see a fantasy world with people doing their thing. What race/gender/nationality/whatever any of them are doesn't make any difference to the story being told, or how it's being told. What is really puzzling me about the whole thing is not the characters in game or the way they're presented, but the players out of game looking for hidden (or not so hidden) agenda all over the place just because the game's story and characters don't follow the stereotypes we've been treated to in media for the longest time.
  7. I was thinking back to pre-HoT days, when core necro was considered to be a selfish class that brought nothing to your group. Trying to get into a dungeon group with necro (or ranger) back then was near impossible.
  8. I remember a time when the same was said about warriors and mesmers, and necros and engis were considered trash and kicked out of groups πŸ˜‰ .
  9. It's really not as unbalanced as it sounds. Later chests give more tickets per chest, but also require more pips (which equals more time playing) per chest. Normalizing the ticket gain per 10 pips, you start with 1.7 in wood, already jump up to 2.08 in bronze, and then slowly climbs up to a max of 2.73. Yes, you do get more tickets if you cram all your wvw time into one week instead of spreading it across several, but the time you "save" by doing that isn't all that dramatic, especially considering that the most drastic jump up (from wood to bronze) already comes very early in the week (after 100 of a total of 1450 pips). Personally I play wvw very casually. Some weeks I get up to silver, some weeks I don't even finish wood. I think I've hit the diamond chests once since the introduction of skirmish chests, and I don't remember ever finishing them. Nevertheless I've accumulated enough tickets over time to have crafted 8 pieces of legendary armor, and bought another 4 precursor pieces waiting for the day when I have enough tickest to turn them into legendary. It certainly isn't a "get this right now" kind of project, but you do get there eventually if you play the game mode.
  10. You'll have to check the hearts on the map one by one. The ones you have already completed will have an infinity sign attached at the bottom (the sideways 8 ), while the ones you have yet to unlock once only have the heart with no extras.
  11. Personally I choose medium as my first set, but for totally different reasons: medium armor classes tend to be the hardest for me to find skins that I really enjoy, so being able to skin-change them often without worrying about wasting charges was the deciding factor 🀣. Now that I have it, I also find myself experimenting with different builds for my medium classes much more, which is an added bonus to keep in mind.
  12. Any character will do. I don't think I've caught any of the weapon collection fish on the matching class 🀣.
  13. Whether 17 or 20 makes more sense has nothing to do with the number itself, and everything to do with the techical backbone, available data storage, economy considerations, and more. Neither you nor me have the necessary information to decide what impact three more available bank tabs across all accounts would have. If the number rubs you the wrong way, then you're free to just not buy (or use) them.
  14. You can also click on the little cog next to the search bar in the achievement panel and choose "HoT mastery point filter" to only see unearned achievements that have HoT mastery points. That filter option makes it much easier to check the available points. (once you're done, simply click the cog again and choose "clear all filters" to get your achievement panel back to normal)
  15. If they have an account with GW2Efficiency, they can check all their character upgrades there.
  16. HoT and PoF expansion zones do NOT have their own dailies but are lumped into the generic dailies instead, and people have been complaining about it for ages. I strongly suspect that the complaints are the reason EoD got its own dailies instead of being part of the generic ones, too.
  17. Your alt is level 80, right? When did you test that? I'm asking because I did pay attention to my spirit shard count during EoD, and anytime I was blocked from gaining more xp (as in all open masteries with full xp and not enough mastery points to unlock them) I actually did get spirit shards occasionally while gaining xp (e.g. from fishing or unlocking pois, waypoints and similar).
  18. I suspect they meant the buff to the map (depending on readiness levels), not the personal buff (which already gets carried over, no matter where you go).
  19. As a matter of fact, there aren't. Check the raven or bear ceremonial armors, some of the few sets that, when equipped fully have the same appearance across all armor weights. Both of those are the same, the medium skin has the skirt attached to the chest piece, while light and heavy have the skirt attached to the pants. This is in fact due to how the different armor weights have been set up in the beginning of GW2: anything skirt-like in medium armor is attached to the chest piece, while light and heavy have their skirts attached to the pants. The only way to avoid this is if you have no-skirt armor sets, in which case they do come out mostly the same for all three weights. Incidentally, this difference in set-up between the armor weights also seems to be the main perpetrator in prohibiting the mixing of skins between the different armor weights.
  20. If satisfaction rather than entertainment is your goal, then a heavily open-world game like GW2 doesn't look like a good fit for you. Excluding the majority of people who are here for entertainment just so you can get your satisfaction of being "better" just isn't a sound business model. There are plenty of more instanced and challenge focussed games out there. This is coming from somebody who's been there with you, playing MUDs as a young adult back in the late 80s and early 90s (on both sides), progression raiding in MMOs, in one memorable instance even main-healing a 30-minute endgame raid with a crying toddler on my lap. Life happens, priorities change, societies change. To me, the biggest satisfaction in multiplayer games has always been dealing with the combination of content and fellow players. That's where real skill comes in, being able to adapt to additional challenges that each new combination of encounter and people in it brings. If all your satisfaction comes from being able to follow a strict choreography with an interchangeable group of robots all functioning the same and following the same choreography, then maybe a modern multiplayer game that tries to be inclusive to a vast array of people isn't the right fit for your needs. I get it, there is something incredibly satisfying in beating a challenge, but no mechanical challenge in GW2 is set up in a way that you need a team of playing meta best-dps rotations all the way through, to beat a challenge. This isn't the game for that, and even the new fights in EoD, no matter if instanced (strikes) or open world (EoD meta) don't require it. They do require a certain baseline, and they require those that can to adapt to what the others can bring to the fight. All people have the ability to change and improve. Many people do, given the right parameters. Encouragement and assistance goes a long way here. Gatekeeping and exclusion does not. Telling people off for not playing the way you want them to isn't going to help your case, it's just making them not even try any more, and ultimately dwindling the chances for more content that you enjoy, since there's no sound business case for creating stuff for a tiny part of the community that scare away the rest of the playerbase.
  21. Kind of useless question, since they obviously did. Sometimes people think something's great, and only realize afterwards that it isn't.
  22. Baubles were made with an old school "currency cap" mechanic in mind. Like many things in and around SAB, they have different restrictions from the rest of the game. Being able to deposit them in material storage and possible use directly from there, too, would run counter to that idea as well as the pouch upgrades you can get inside the box. Make it a habit to exit to the hub and exchange baubles for bauble bubbles between worlds if you find you gather too many for your pouch to hold (or get the upgrades if you haven't already). You can freely exchange baubles for bauble bubbles and back without losing anything. You can also dump them in your bank if you don't have enough to exchange, and they won't count against your pouch limit. If you end up having more than a stack of bauble bubbles, you probably have more of them than you'll ever need πŸ˜‰ .
  23. In a way they already do. Mastery points are a kind of by-product of achievements, which plenty people do for the achievement points alone. Hero challenges are map completion objectives just like pois and vistas, so once you have enough hero points the challenges still have a purpose. If you don't care about mastery points nor achievements, and neither care about hero points nor map completion, but still feel compelled to "catch them all", then honestly questioning your individual motives might be more healthy for the game than attaching additional rewards to these points that again force entice everyone to grab them.
  24. HoT hero challenges gave 10 hero points from the start, but originally you needed 400 points (so all 40 HoT hero challenges if you didn't collect any in core, or around half of them if you collected all the core ones) to unlock your full elite spec. I'm pretty sure they also needed more points than available from leveling originally to fully unlock your core spec, although I don't remember the exact numbers. They toned that down to 250 points for elite and as many points as you get from leveling for core (heavily backloaded, you get a big chunk of those points only beyond level 70) after they realized that repeatedly collecting most (or even all) hero points on all characters just isn't fun for most people.
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