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Expectations for Emblem vendor on June 6th ?


Gorani.7205

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As part of our focus on core game modes, we’ll be releasing another round of World vs. World improvements, including the addition of a new infusion and weapon set and new ways to spend your unused Skirmish Claim Tickets and Emblems of the Avenger. (https://www.guildwars2.com/en/news/studio-update-spring-2023/)

What are you expectations about what you can get from the Emblems of the Avenger? (https://wiki.guildwars2.com/wiki/Emblem_of_the_Avenger)
Currently, you get 1 Emblem for 100 kills, so there is already a weekly equivalent in game with Weekly Invader Incinerator (https://wiki.guildwars2.com/wiki/Weekly_World_vs._World). For me it sounds reasonable to give you 10 skirmish tickets for every Emblem of the Avenger being exchanged. Other possible items you might want to get from a vendor could be Memories of Battle (https://wiki.guildwars2.com/wiki/Memory_of_Battle) or Fine Material bags (e.g. in the form of https://wiki.guildwars2.com/wiki/Trophy_Shipment). Both would help legendary crafting for WvW centric players and bringing the price down for Fine mats and Memories (which is a two edged blade). An exchange for existing WvW "currencies" like Skirmish chests, and Badges is most likely something WvW players don't need, as they have an abundance of those already (which can be turned into liquid gold by turning a few corners, e.g. when you create blue prints to sell on the TP).
@Lan Deathrider.5910 might have some other things suggested in the past to add to those.

I really hope not mentioning Emblem of the Conqueror (https://wiki.guildwars2.com/wiki/Emblem_of_the_Conqueror) was an oversight in the spring update article, because we have a lot of them too and should have a higher value (take a look at the weekly sum of 15+8+3+1=27 compared to 50 kills), so going by those numbers rewards per Conquering Emblem should be twice as high as those for Avengers). Staying with my examples listed above, one Emblem of the Conqueror should equal 20 skirmish tickets (and so on).

But what do you expect, want or fear you get on the 6th ?

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1 hour ago, Gorani.7205 said:

For me it sounds reasonable to give you 10 skirmish tickets for every Emblem of the Avenger being exchanged.

this would only be valuable to newer players that still need tickets tho. But for long-time players, Skirmish-Tickets are basically worthless. 

Look at what you can (currently) get for Skirmish-Tickets: 

  • items for the warclaw-collection (one-time purchase, unobtainable and useless afterwards)
  • Backpacks (worthless purchase after finishing Warbringer)
  • Legendary War Insight and similar materials (worthless after finishing the WvW legendary armor)
  • Ascended Salvage Kits (WAY too expensive due to the value of Memories of Battle)
  • canned food (waste of tickets since those are also obtainable from skirmish-chests)
  • WvW-infusions (that are not required anywhere, but nice to have for minmaxing. also basically worthless as you can max out on infusions pretty quickly)
  • Mist Pendant/Mist Talisman (way too expensive, considering the price of MoB compared to other, way easier and cheaper PvE-options)
  • Mist Band (only useful if you craft conflux, way too expensive just to use as an ascended ring. all PvE-options are easier and cheaper)
  • exotic/ascended Weapons (WAY too expensive due to the value of Memories of Battle)
  • Exotic/Ascended Armor (WAY too expensive if only used in their base form. under the precursor-standpoint, they´re useless once you crafted the legendary armor)
     

So, any player that has legendary armor (from any source) and doesn´t care about the skins, is running out of viable options to even spend them. And even IF you consider going for the armor-sets, once you get them your Skirmish-Tickets basically lose all of its value. Sure, you can buy weapons and stuff, but if you do that you´re basically flushing tons of gold down the toilet for basically no reason. (reminder, that a stack of Memories of Battle is currently worth  ~50 gold)

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Hoping they kept this a secret and will introduce parts to buy for the collection for new legendary accessories.

Maybe new skins addons for our legendary gear, much like the new legendary skins they do for gen 3 weapons.

Celestial infusion would be lmao.

But in reality it will probably end up being like the laurel vendor items(minus the ascended of course). Or a lot of pve junk we don't need. 🤷‍♂️

Edited by Xenesis.6389
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6 minutes ago, Custodio.6134 said:

this would only be valuable to newer players that still need tickets tho. But for long-time players, Skirmish-Tickets are basically worthless. 

You will get new ways for spending your skirmish tickets with the June 6th update, as stated in the article. I wanted to know what people expect from the Emblem exchange, because those are currently dead weight but still represent actual game play representation (for taking structures and killing players)

Edited by Gorani.7205
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Well, i´d actually appreciate if they introduced the remaining missing items of legendary quality (Weapons, Accessories, Amulet). 
I´m honestly not sure if i would go for the accessories/amulet tho, since i already did those in PvE (and i´m not really tempted to build a legendary for the same slot twice just for the skin). 


If it were WvW-specific legendary weapons tho: count me in. I probably wouldn´t even care too much about the skins of those (since you can always transmute them), but some legendary weapons with appealing skins would be the best thing they could do. And in the best case, they handle those just like the Gen.1 and Gen.3 legendaries (meaning, they were tradeable)

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I'm expecting nothing useful, but I'm hoping that it is something the wvwers actually use, such items related to ascended food and various utilities. That is the practical hope for it. If I want to get wishful then I would hope for skins and all sorts of stuff.

But nah, I doubt we get anything useful, fun or practical. What they said sounds like more Anet lip service.

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Things that I would like to see (arrows denote conversion direction)

GoB <-> GoE

GoB <-> Gift of X (Where X is the gift of the relevant region for HoT, PoF, or EoD)

Emblem of X -> Mystic Clover

Y Emblem of X -> Ascended item chest (weapon chests and armor chests as separate exchanges)

Emblem of X -> Y Memories of Battle (up to 5 trades daily)

Emblem of X -> Y Skirmish Tickets (up to 5 trades daily)

Y Emblem of X -> Grandmaster Mark (separate exchange for each type of mark)

GoB -> Y Tomes of Knowledge

Emblem of X -> Y Tomes of Knowledge

Emblem of X -> Material Bag (1 for 1 for each tier of material bag as a separate exchange)

 

Why that list? It gives a way to make Legendary gear while staying within the mode. It gives PvE players an easier way of getting GoBs without 'suffering' while letting WvW players get GoE without the boredom of world completion. An Emblem exchange for account bound expansion currencies for leggy crafting is something else I would support. I'd also support an Emblem for Provisioner Tokens. The exchanges for Tomes of Knowledge are from my experience legendary crafting, Spirit Shards get used up quickly... There are also some bones thrown in for newer WvW players with the MoB, Skirmish Ticket, and Mark exchanges. 

We don't need yet another way of getting siege, or food, or tactics. We need something meaningful that if needed can be gated behind daily/weekly trades.

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4 hours ago, Gorani.7205 said:

But what do you expect, want or fear you get on the 6th ?

I expect very little. So hopefully I can be happily surprised if something good comes of this.


Oh...and I think if the exchange rate is good for us, it will be paused/nerfed within the day.

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6 hours ago, Dawdler.8521 said:

Alongside the regular mighty/malign etc, celestial infusions with +5 to all stats.

Anyone expect something else? 🤷‍♂️

If the sigils are a pattern, a celestial infusion will give +1 to every stat:

  1. Sigil of Bloodlust, Corruption, etc. gives +10 attribute (power, condition damage, etc) per kill, maximum 25 stacks (or +250 for the given attribute).
  2. Sigil of the Stars gives +2 to all attributes per kill, maximum of 25 stacks (or +50 to all attributes).

 

Number crunching alert!

Spoiler

Just as a reminder, there are 9 different attributes that a celestial piece of gear can affect: power, precision, ferocity, condition damage, expertise, concentration, healing, toughness and vitality.

That means that, accross the board, Sigil of Stars provide +450 points (9x50). That is 80% more points than the single-attribute sigils.

A bit of history for context. When celestial gear (amour and weapons) was launched in vanilla (pre HoT), there was no concentration nor expertise. These stats were added by ANet later on because the d/d elementalist in vanilla could use:

  1. Consumable for 100% reduction in condition duration: without expertise around. this meant almost no condition duration.
  2. Consumable for 100% boon duration: essentially perma boons esp. protection and regeneration.

At that time the healing factor was too high, so the healing provided (plus the perma protection) could outpace any zerk burst. And with Runes of Might and sigil of Strength the d/d elementalist was the only class that could attain and maintain 25 stacks of might.

The big mistake in balancing celestial was when ANet added concentration and expertise to celestial gear without adjusting the numbers. This mistake is exacerbated (aka compounding effect)  by the ascended +5% on stats vs exotic gear, since celestial gear gets +5% on all 9 attributes, compared to 3-4 attibutes of other stat types.

To add injury to insult, let us mention the power creep and ease to attain and maintain 25 stacks of might. Recall thath 25 stacks of might provide +750 power and condition damage. My celestial gear has 1,769 power and 679 condition damage. This means that 25 stacks give me +42% power and a +110% of condition damage.

No wonder condi cele is meta in WvW.

 

Edited by Meva.8327
typos, entschuldigung
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14 minutes ago, Meva.8327 said:

If the sigils are a pattern, a celestial infusion will give +1 to every stat:

  1. Sigil of Bloodlust, Corruption, etc. gives +10 attribute (power, condition damage, etc) per kill, maximum 25 stacks (or +250 for the given attribute).
  2. Sigil of the Stars gives +2 to all attributes per kill, maximum of 25 stacks (or +50 to all attributes).

 

Number crunching alert!

  Reveal hidden contents

Just as a reminder, there are 9 different attributes that a celestial piece of gear can affect: power, precision, ferocity, condition damage, expertise, concentration, healing, toughness and vitality.

That means that, accross the board, Sigil of Stars provide +450 points (9x50). That is 80% more points that the single-attribute sigils.

A bit of history for context. When celestial gear (amour and weapons) was launched in vanilla (pre HoT), there was no concentration nor expertise. These stats were added by ANet later on because the d/d elementalist in vanilla could use:

  1. Consumable for 100% reduction in condition duration: without expertise around. this meant almost no condition duration.
  2. Consumable for 100% boon duration: essentially perma boons esp. protection and regeneration.

At that time the healing factor was too high, so the healing provided (plus the perma protection) could outpace any zerk burst. And with Runes of Might and sigil of Strength the d/d elementalist was the only class that could attaing and maintain 25 stacks of might.

The big mistake in balancing celestial was when ANet added concentration and expertise to celestial gear without adjusting the numbers. This mistake is exacerbated (aka compounding effect)  by the ascended +5% on stats, since a celestial gear gets +5% on all 9 attributes, compared to 3-4 attibutes of other stat types.

To add injury to insult, let us mention the power creep and ease to attain and maintain 25 stacks of might. Recall thath 25 stacks of might provide +750 power and condition damage. My celestial gear has 1,769 power and 679 condition damage. This means that 25 stacks gives me +42% power and a +110% of condition damage.

No wonder condi cele is meta in WvW.

 

Kinda laughable they took out guard stacks with all this stat creep the years after. 😏

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2 hours ago, Meva.8327 said:

Number crunching alert!

... and then someone cleanses all your bleed stacks which only increased from maybe 60 damage per tick to a whooping 100 damage per tick with 25 might while the power build just dumped a 10K+ gunflame on you and is prepping another. 

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24 minutes ago, Dawdler.8521 said:

... and then someone cleanses all your bleed stacks which only increased from maybe 60 damage per tick to a whooping 100 damage per tick with 25 might while the power build just dumped a 10K+ gunflame on you and is prepping another. 

Unfortunately cleansing is not as straightforward.

A simple cleansing works vs Firebrand since they only spam fire, Some Renegades do not know anything beyond torment and shortbow, which you can effectively cleanse.

But some condi dps meta/meme builds (e.g. Harbinger, Thief) can spam a lot of conditions. It is not rare to see a celestial Harbinger stack bleed, torment, fire and poison for a whooping 3k per tick per condition in a matter of 3 seconds or less. Not to mention how easy is for them to CC you every 5 seconds. Even my Aurashare healer build cannot counter a cele Harbinger.

But I agree that Gunflame is definitely scary. Just yesterday I was hit for 15k whilst escorting yaks with my celestial gear. I was not one-shotted, but the second shot killed me (I was unaware). This definitely is a one-shot if you do not run defensive gear (cele, minstrel, etc).

Power creep, in my opinion, is the main reason why WvW is broken and some builds are OP. Celestial issues, I believe, is just a side effect of power creep: since the compounding effect gives way too many attribute points, and since you can easily stack boons on yourself, you can kill with a "relatively slow" burst (say 4-5 skills well chained) whilst having very high survivability.

Edited by Meva.8327
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15 minutes ago, Meva.8327 said:

But I agree that Gunflame is definitely scary. Just yesterday I was hit for 15k whilst escorting yaks with my celestial gear. I was not one-shotted, but the second shot killed me (I was unaware). This definitely is a one-shot if you do not run defensive gear (cele, minstrel, etc).

Was recently hit by a 20k gunflame, I run with just about 3k armor. 

Anyway, thieves wont run any meta cele condi build (maybe like 1 in 30 thieves) but granted, the harbinger is a big part of those maybe 10% meta builds that are condi compared the other 90% that run power.

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8 minutes ago, Dawdler.8521 said:

Was recently hit by a 20k gunflame, I run with just about 3k armor. 

Anyway, thieves wont run any meta cele condi build (maybe like 1 in 30 thieves) but granted, the harbinger is a big part of those maybe 10% meta builds that are condi compared the other 90% that run power.

Wow then my assassin was a noob if they "only" managed a 15k shot, hahaha.

Power creep is something ANet should realise and address properly. Unfortunately I do not believe ANet has the skill level to palliate, let alone solve, the balance problem: they have a perfect 15-plus-year track record of balance incompetence since GW1... remember "Touch Ranger" or "Shock Warrior"?

I am super afraid they will add more power creep with the next "new purchases" upcoming on June 6th. The odds of ANet being on the right side of balancing skills are  microscopically small.

Edited by Meva.8327
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7 hours ago, Lan Deathrider.5910 said:

Things that I would like to see (arrows denote conversion direction)

GoB <-> GoE

GoB <-> Gift of X (Where X is the gift of the relevant region for HoT, PoF, or EoD)

Emblem of X -> Mystic Clover

Y Emblem of X -> Ascended item chest (weapon chests and armor chests as separate exchanges)

Emblem of X -> Y Memories of Battle (up to 5 trades daily)

Emblem of X -> Y Skirmish Tickets (up to 5 trades daily)

Y Emblem of X -> Grandmaster Mark (separate exchange for each type of mark)

GoB -> Y Tomes of Knowledge

Emblem of X -> Y Tomes of Knowledge

Emblem of X -> Material Bag (1 for 1 for each tier of material bag as a separate exchange)

 

Why that list? It gives a way to make Legendary gear while staying within the mode. It gives PvE players an easier way of getting GoBs without 'suffering' while letting WvW players get GoE without the boredom of world completion. An Emblem exchange for account bound expansion currencies for leggy crafting is something else I would support. I'd also support an Emblem for Provisioner Tokens. The exchanges for Tomes of Knowledge are from my experience legendary crafting, Spirit Shards get used up quickly... There are also some bones thrown in for newer WvW players with the MoB, Skirmish Ticket, and Mark exchanges. 

We don't need yet another way of getting siege, or food, or tactics. We need something meaningful that if needed can be gated behind daily/weekly trades.

U missed skirmish tickets to emblems 😄

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