Jump to content
  • Sign Up

Setz.9675

Members
  • Posts

    118
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Setz.9675's Achievements

  1. Any reason why in the current march sale, the Firefly Mining Flute and Molten Alliance Mining Pick aren't 20% discounted? Also Skyscale Hatchling Mining Tool isn't sold seperately unlike the other 2 skyscale hatchling gathering tools during this sale.
  2. This suggestion involves the research note system. I would HIGHLY recommend making crafting recipes at around crafting level 350 with the sole purpose of turning targeted materials into research notes. The current method of turning common and uncommon items into research notes takes HUGE amounts of time and in turn become a WASTE OF ELECTRICITY. for example with jewelcrafting: right now players use 8 mithril ore + 1 jewel to craft 1 item worth 5 research notes but from a crafting standpoint this means: 8 mithril ore --> 4 mithril ingot --> 1 mithril setting + 1 mithril earring --> [jewel] mithril earring. Now do this 3000x for 1 set of obsidian legendary armor and suddenly you spend over an hour crafting junk to turn into research notes. I would suggest making a recipe for jewelcrafting: 250 mithril ore + 250 mithril ore + 62 jewels --> an item that can only be salvaged for research notes (300 research notes in this case). And make recipes like these for armor crafting / weapon crafting professions as well.
  3. Wanted to make a suggestion in the QoL thread about this very topic. The ABSOLUTE WASTE OF ELECTRICITY and time to stand at a crafting station upgrading ores --> ingots --> item specific crafting material --> the crafted item that can be salvaged for research notes is ridiculous. (jewelcrafting example) Something as simple as a crafting recipe like: 250 mithril ore + 250 mithril ore + 50 tier5 jewels -->item that can only be salvaged for research notes. Make recipes like these for all crafting professions please. The current method to obtain research notes in large quantities through uncommon and common item crafting are anti-fun, a waste of time and electricity and imo turns people away from this system altogether.
  4. It would protect a NEW PLAYER from being overwhelmed. Veterans that slowly experienced new currencies/content being added have no idea how a new player experiences this game.
  5. It's fair to say the jade bot shouldn't be a bot of all trades but I feel like we are overdue for some QoL changes to the jade bot, that's all.
  6. I never said players only ever ONLY RIDE MOUNTS or ONLY GLIDE or ONLY FISH. But we all know that something like fishing is something players dedicate a lot of time to once started due to the fishing buff and due to bait/lures people don't collect 3 fish from a node and move on to other activities, atleast not at lv80. I am absolutely lost for words how you managed to misconstrue my original post where I clearly express that I'm against stacking multiple buffs in the same field of use and then claim that I'm one that desires such hyper-optimization. I said a good example of choice are the trait lines, which you instantly turn around and claim that I said trait lines are bad and add things I never said, this is absolutely wild to me. I'm done talking to you
  7. Basicly this. I find it strange that 10 years ago, magic find on gear was removed because people that used such gear performed less but gained more. In this same vain of thought, people that use the Turtle Siege enhancer do more to progress an event which require the siege turtle but gain less than people with scavenger protocol. A player goes fishing: Gliding booster ZERO VALUE, rescue protocol recharge ZERO VALUE, Skiff Supercharger ONE VALUE, treasure hunter protocol ZERO VALUE, Turtle Pilot booster ZERO VALUE. You see when you go fishing you only get value from the Skiff supercharger and nothing else. So for fishing I have 4 options with ZERO VALUE and 1 option with value. The very basis of making a choice happens when you miss out on something when you pick the other option. A good example are the trait lines we have with our characters. Really feeling it when you pick 1 thing over the other. That doesn't happen with jade bot modules because half of them are extremely niche or bad picks.
  8. This isn't about agreeing or not but the absolute unwillingness to read past the thread title. I see no point in conversing with people that do not bring forth any semblance of an argument.
  9. People seem to enjoy swapping around jade bot modules, gn.
  10. There is no tough choice with 2 slots thats the entire problem. Am I going to pick turtle siege enhancer to deal more damage to Heithor's gate or do I pick scavenger protocol which gives more potential loot on every kill, this is not a choice when 1 option is vastly superior over the other.
  11. And I disagree with that, in WvW and fractals most modules aren't even active so you pick scavenger or recycler by default. When using the skiff supercharger you don't benefit from a jade bot gliding module or mount energy booster.
  12. In my personal opinion, I find the current jade bot module system to be a bit anti-fun and lacking meaning choices. The second slot (sensory array) has Mount Energy Booster (imo the fun choice), Recycler (passive bag management choice), Scavenger protocol (a thief of your own wallet if you don't slot this chip) and turtle siege enhancer (a boring +20% passive siege turtle damage bonus, will only make the smallest impact in where it's used which is destroying walls/rubble). My issue with this one is Scavenger protocol is in almost all cases the vastly superior choice and only Mount energy booster can compete in niche situations for example in race events or exploration. It's not a fun choice to either pick money or utility. (Edit: this is basicly the same choice as in vanilla Gw2 where you could pick either magic find on your gear or get all slots to be combat stats). The third slot (service chips) has Gliding booster (fun utility choice), Rescue Protocol Recharge (fairly decent choice for the inverse of downstate enjoyers), Skiff supercharger (seems like this is only useful for dedicated fishing characters), Treasure hunter protocol (this is my default, would miss so many chests if I didnt have it) and Turtle pilot booster (basicly the same as turtle siege enhancer, a boring meaningless option that will have minimum impact in wherever it's used). What I would suggest is add a few more module slots and have several modules compete with each other in a meaningful way. I would suggest something like this: Slot 1: Jade bot core Slot 2: Recycler / Scavenger protocol compete for this slot. (this is your financial value slot) Slot 3: Mount Energy booster / Gliding booster. (This would be a horizontal vs vertical traveling choice, which imo would be a meaningful one) Slot 4: Rescue Protocol Recharge / Treasure Hunter protocol / A new module which generates 1 jade charge for traveling 10-30k units of distance, can change this number into whatever is reasonable / Skiff Supercharger / A new module that reduces the time for fish to bite when fishing / A new module that slightly increases either the speed or size of the player controlled bar while doing to fishing mini-game without increasing fishing power itself. (I think this would be a reasonable combination of choices for modules, skiff/fishing modules could have their own slot I guess) Slot 5: Turtle Siege Enhancer (change this to increase damage done by turtle slam depending on the altitude the turtle dropped, generate more ammo the more dmg slam does) / Turtle Pilot Booster (Add a turtle spin attack to the skill bar that deals siege dmg and allows the turtle to swiftly change the direction of their movement, remove bonus ammo generation) / A new module to charge up the skyscale fireball to consume 2 ammo, does double the dmg of 1 ammo charge and can blast apart kryptis turrets in defense mode / A new module for a second skyscale siege attack, a flamethrower style breathe attack on a 30s/1m cooldown.
  13. Honestly I really love the idea of opening up elite specialisations to different weapon choices but the reality is going to be a disaster bound to happen. One thing that absolutely has to happen is that every weapon needs the same effective power. In damage coefficients/leaps/ports/evades/blocks/boon removal etc. 1 weapon should never perform significantly better than another. Weapon skills and utility that do multiple things at the same time need to be nerfed or else they will get stacked with the most overperforming elite specialisation and make all other options not worthwile. Also saying 1 weapon is more of a defensive pick and the other more offensive is horribly outdated and simply means that several weapons will never be an option in PvE and several weapons will be horribly outperformed in terms of offense/defense in sPvP and WvW. The goal is to open up choices and if weapon strengths are wildly different we won't have a choice to begin with. When that is done elite specialisations need to be equalized in terms of damage / healing / boons / iframes etc. For example sword/warhorn tempest and sword/warhorn weaver should do equal damage, were tempest do lengthy overloads for big damage and delay going into other attunements, weavers have dual weapon attacks and fast(er) attunement swaps for damage. What will happen is that several weapon/elite combinations will be extremely dominant in either dps, healing/boon generation, iframes etc. The nerf bat hits in several nono spots, absolutely gutting other weapon/elite combinations that weren't warranted for a nerf and we go from 9 core classes (that perform badly) and 27 elite specialisations to 9 builds that perform well but are obnoxious to play because these are the min/maxed builds and everything else being completely subpar.
×
×
  • Create New...