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SoftFootpaws.9134

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Everything posted by SoftFootpaws.9134

  1. i'm pretty sure by "compensation" they mean the legendary runes will be required and players who obtained them will have a much easier time getting the relic. this is very consistent with their past designs, although i imagine they would add an alternate path just like they do for most stuff. keep in mind that previously the relic bonus was the #6th rune bonus, which means it might be at least as hard as six runes to complete.
  2. i'd rather see 5v5v5 added instead of 10v10. the last thing we need is more zerging like in wvw, but just having two teams is very stale.
  3. i like that we're getting more combat tonics now, but it would be nice if they went back and fixed some of the older ones to be combat tonics as well.
  4. i think there's always a ~20% profit over time at the current market price of stabilising matrices. this is because you sometimes get a small roll, but you sometimes get a big roll as well, and you can attune the rings to get an additional roll for next to no cost (infused items also have an extra roll)., furthermore, anyone who is dropping alot of ascended trinkets is likely also dropping salvage kits, as well.
  5. i wouldn't get invested in throne and liberty; you may want to check ncsoft's stock price and profit trends before playing any of their other games heavily. i wouldn't be surprised if arenanet is going to abandon ship at some point given how rapidly the company (ncsoft) is falling apart.
  6. i used to do it alot more, but unfortunately movement creep has made players stop thinking about it, since you can move through areas so fast that sometimes the surrounding environment doesn't even fully load before you're already on your way to the next one. when we had to walk everywhere, it was far easier to notice every little detail about the game.
  7. it would be better to just take a few assassin's pieces (possibly just the amulet?) than bothering with changing all your runes for wvw, this way you can just double-click an item from your safe bag to swap between pve and wvw loadouts without losing optimal build quality in either of them. i think its best to only use runes to fill gaps that can't easily be filled otherwise.
  8. it has many uses, even if they're not all ground-breaking: - combined with the normal jade bot revive skill, you essentially get two free deaths in a row, which allows alot of risk-taking. - you can port to it while in combat, instead of waiting to be finished off. this helps with soloing difficult bosses and hero points since you can immediately respawn as soon as you go down, and start attacking them again to finish off the last of their health (this is known as waypoint-zerging). - you can place it in obscure locations and port allies to it with the siege turtle, skiff, or a variety of chairs. this puts it on a much lower cooldown the white mantle portal for open-world, and unlike portals it has unlimited range and can port an ally to literally anywhere on the map! - unlike similar devices like the position rewinder, it won't reset if you get a loading screen (i'm looking at you, chalice of tears!).
  9. as others have pointed out, ranger doesn't mean ranged; it means more like "park ranger", or "one who ranges" (roams a range). furthermore, the shortbow and long bow are heavily used in the competitive game modes, especially the longbow as a siege weapon in wvw. the bows aren't used in pve because of a focus on efficiency (which i think has hurt the game alot), but they can still wield ranged axes and staves.
  10. i'm afraid you won't, because when you buy them through steam you're effectively purchasing from valve's store, with arenanet getting a cut (its like 70% i think). this is why everything is so isolated between a steam account and an arenanet account, and there's no way around it
  11. i'm confused by what you mean by this as firebrand as renegade didn't exist until path of fire. alacrity and quickness sharing were also exclusive to chronomancer and didn't exist as boons, while the druid was the only class with real allied healing skills rather than supplemental healing. wings 5-7 were already over half way into the lifetime of raids and after the second batch of elite specialisations hit.
  12. i think we should worry more about the fact that we're wrapping up ice cream and cake. even if we somehow have a way of preserving them in the presents, that's some pretty bad stuff to be giving to starving orphans and would likely do them more harm than good! seriously though, in the first few years we had ugly sweaters, socks, and so on, but for some reason they were removed.
  13. the meta composition was extremely tight in the early days of raids compared to now. you had basically two real supports in the entire game (chronomancer and druid), and maybe a few more classes were brought along to increase damage but they weren't really providing support. that said, the whole design that makes raids so much different to content like strike missions is you could always clear raids no matter your group composition. there's very few dps checks, and almost all encounters come down to just doing the mechanics (far more than anything else in the game), and most of the time you could even skip the dps checks entirely by doing the mechanics so it didn't really matter if your group was good or bad, just that everyone did their part. the difficulty of raids comes from "hi dps" bob being an important guy rather than a slot filler. i always felt like this personal responsibility aspect of raids is what makes them so good, but its exactly what drove players away from them. the truth is players would always rather hit dps or heal checks in dungeons, fractals and normal mode strike missions than to have to personally do one thing in a raid, even if in reality it takes a massive load off the player and the entire squad to not constantly have to worry about efficiency, and instead focus on the actual gameplay. training raids have always existed precisely because raids can be trained on, whereas in later content if someone doesn't meet a dps/heal check they have to respec, regear and possibly spend hours practicing their rotation on the golem, all because players were afraid of messing up in a way that causes a wipe. the game ended up the way it is now because its easier to raise a number on a dps meter than to have any real responsibility.
  14. if you have secrets of the obscure, talk to frode after the first story mission to unlock weaponmaster training. after this you can use the greatsword on scourge, which actually works pretty well since scourge has no shroud and can take the greatsword and signets for a mighty (and very tanky) power build. it doesn't work very well on harbinger since they're intentionally designed to be fully ranged. you could try this open-world build, which gives you permanent 25 might, fury, protection, swiftness, alacrity and quickness, along with lots of barriers and cleanses and is fully crit-capped assuming the use of ascended trinkets (easily obtainable from living world seasons): http://gw2skills.net/editor/?PSiAEZlRwOYKsL2IOyWnveA-DSRYgB5DrUxQBlREpQ6Vga3C4I/FAA-e
  15. are you making sure to look for her on the character which finished the storyline?
  16. this specific issue is likely a driver issue as many driver packs have a preset profile for this game (often hidden), which was configured for the directx 9 engine that is now removed, giving the illusion that this is a dx11 problem despite that it only happens on certain systems. i believe even the official nvidia driver pack also has a hidden profile for it as well, unless you manually override it with your own. for now, i would just turn off in-game postprocessing entirely and use an external shading engine like reshade to perform color correction!
  17. i strongly recommend joining a guild in this game, as its almost entirely guild-based outside of open world. it only takes one experienced veteran player to take you through all the story dungeons; you don't even need a full party to clear any of them due to powercreep. i think the lfg is bad for everything in this game, not just dungeons specifically.
  18. i'm afraid that when convergences were added , zojja was moved to the convergences portal and is no longer in mabon's quarters.
  19. i think it's not even supposed to give toughness, as it gives 10% damage resistance instead. it still giving toughness after the change is likely a bug!
  20. i'm afraid the character model limit setting affects enemies as well as allies, so the boss is getting culled as too many allies are present. dungeons and fractals have only half the players and wouldn't be hitting the limit; i recommend slightly increasing it from lowest to low and trying again.
  21. we get threads like this because at some point players forgot what a role-playing game (rpg) is, and what an mmorpg is in general. i keep hearing that the time of mmos has passed, but honestly it seems more like no one actually remembers why they would even play one to begin with. i blame the current world and how it pressures people to have very little free time or energy, and what that's done to their ability to enjoy things.
  22. this was suggested a long time ago but perhaps arenanet should run internal bots on the trading post that buy up materials that exist in excess. for example, there's some items in the game with something like a million pieces on sale in the trading post, and just running a bot that buys up extreme excess and deletes it would do wonders for the econemy because while it would increase the amount of liquid gold in the game, it would also increase the player-traded gold and materials. vendor pricing isn't a true solution; you're never going to bring up the value of stuff like cooking materials by players vendoring them. you need a kind of exponential curve where the higher the supply of something the more aggressively its cleaned up and compensated for. i think last year alone there was something like a dozen materials that went from somewhat valuable to completely worthless.
  23. i agree with the op, this has been one of my biggest issues since i started playing. i think the most notorius is that "character model limit" is how you solve the issue of the game losing over half its framerate when there's other players around, however many players don't know that this actually hides entire armies in the story (for example, in the battle against joko), or that sometimes it hides the boss you're attacking because their priority isn't clearly marked compared to players. having graphics setting profiles (and settings profiles in general) would help alot, i think, so we can fine-tune it to the situation.
  24. its probably because it was released as a single-boss raid wing before the concept of strikes existed, and then later it was converted into the first strike mission ever. unfortunately this process likely left some things unrefined, like improperly flagging it as a modern strike mission.
  25. if you're on a north american server, then please see the link in my signature!
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