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Rhyft

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  1. Because the game has proven itself time and again unable to support large-scale, open-world PvP due to its technological limitations. /thread (For the record, I would LOVE more open-world PvP. The problem is that every time BW has tried, it backfires horribly due to the game's awful backbone).
  2. I don't think anyone's asking to be "given" legacy-wide datacron buffs at no cost. I think people are, instead, looking for BW to leverage the legacy system to make unlocked datacron buffs purchasable (by some means or another, whether CCs or credits) across a player's legacy. It's just purchased convenience, which is not a particularly unusual theme for BW to employ.
  3. Agreed. There have been some good suggestions in this thread regarding how to implement as well. I really hate that we haven't seen any legacy development/content since collections.
  4. I'll grant that most are definitely accessible by normal exploratory measures, but I want to know who found the Makeb Endurance Datacron first. That couldn't have been mere exploration.
  5. Oh, I believe it. I agree with the practice, in theory, of keeping the BiS gear only attainable through end-game content, but I don't at all agree with how BW has implemented it at all. Putting useless stats on comm gear, thereby rendering a portion of the piece useless, is a blatant slap in the face to anyone who works to build up the comms to buy the piece. It kills the sense of reward and, quite frankly, the fun of playing the game. If they kept the right stats but altered the ratio, as they do for most of the comm gear (i.e. high-endurance, low-mitigation stats for tanks comm gear), it would still be an upgrade for most folks but not on the same level as token gear from the ops. This would fix the issue, in my opinion. Seeing alacrity or accuracy on tank gear, for example, makes me furious, as it's nothing but a middle finger to the player.
  6. This topic has been discussed to death, but the bottom line is it's done on purpose, to encourage min/maxing via participation in end-game content. If you could acquire best-in-slot (BiS) gear without setting foot in the toughest end-game ops, it would lessen the incentive to actually put the time in and play the game. BioWare doesn't want it to be too easy to attain BiS gear. Comm gear (read: gear purchased with commendations) has always been poorly itemized, and not exclusively for tanks, either. All classes have stats they don't need on their comm gear for various pieces. Tanks have always gotten the worst of the comm gear itemization, because not a single piece of comm gear has the BiS mods or enhancements we need, whereas dps and heal classes can usually acquire the BiS mod from belt/bracers.
  7. What the above posters have said is partially true. Yes, guard is useful for preventing aggro-loss to high-threat-generating players - however, it also has the added function of reducing incoming damage to the guarded target by 5%. At your level, maintaining aggro should be your greatest concern. This is because you've not yet acquired many of your top abilities for generating threat. As a result, I'd have recommended keeping guard on the gunslinger as A) the GS class in general puts out extremely high dps and B) this character was the highest level. When guard was not on him, I imagine the GS was pulling aggro frequently or, in the event this was a particularly skilled player, was mindful of his added threat and therefore unable to maximize his dps. Neither of these situations is ideal. When you approach end-game and have all your threat-generating abilities mastered, you'll have much greater room to guard whomever the given situation calls for. In many instances, guarding the healers will be effective because A) you are capable of generating enough threat to where aggro loss is not an issue and B) they will benefit from the 5% damage reduction (more heals can be directed towards the raid if fewer need to be directed toward themselves). In other fights where melee dps are taking a significant amount of damage, the 5% damage reduction will be more useful on them. Sometimes ranged dps need it. The fact is, there is no one class that should always be guarded in end-game content. As you are leveling, though, and especially at lower levels, aggro is enough of a challenge to maintain that the threat-reduction function of guard outweighs its damage-reduction advantages. Guard the person outputting the most dps, at least until you hit 50-55. Edit: Noticed I didn't answer your second question regarding whom to guard in PvP situations. Since there are no aggro or threat mechanics in PvP, it is a far simpler scenario - guard whomever is taking the most damage (so long as you are in range of them), as your guard loses its threat-reduction ability but gains the ability to intercept damage for that player (while also keeping its damage-reduction functionality). Typically, since organized groups will focus healers first, the healer is the one who will take the most damage. Keeping them alive gains you the added benefit of knowing they can [and should be] throwing more heals your way. If a dps is being focused, however, don't feel like you can't or shouldn't throw your guard on them. Toss it around, much as a healer tosses around heals, depending on who is taking the most direct damage. Hope this helps! Cheers.
  8. I'm seeing a lot of posts about this not being that serious of an issue/not a game-breaking issue. Isn't that the point of a QoL improvement? That it addresses the "wants" or the "nice-to-haves," as opposed to the "needs?" I'm not saying we don't have larger, more substantial issues that should take priority over something like this - merely that this is something that would make my gaming experience more enjoyable and a little less frustrating.
  9. I'll say that, as far as QoL additions go, this one's pretty high on my list. I'd not seen it mentioned before, though, so I figured I'd toss it out in the hopes of getting it on BioWare's wall of crazy. The ability to directly deposit all mats from my inventory window to my bank was always something I loved about GW2, as it let me spend more time questing in the open world before having to return to town. It just felt so natural - one of those small changes that offers massive QoL improvements: inventories don't fill up as quickly, players don't have to port back to a bank as often, crafters can spend more time farming mats and less time traveling, etc. Moreover, it's a completely logical addition, since we can already craft directly FROM our banks in the open world - why not be able to deposit directly TO them as well? The businessman in me is saying that, due to the CC-purchaseable inventory space system we have currently, it's not difficult to see why BioWare might deliberately withhold a feature like this (inventories fill up faster, forcing players to buy more space if they want to avoid having to travel back to a bank frequently). I'm really hoping that's not the case. If it is true, I offer up this counterpoint - with a deposit-to-bank feature, players' banks [instead of their inventories] would fill up more quickly, thereby encouraging them to purchase additional bank space. It's an even tradeoff. We win and you still get your inventory/bank-driven CC purchases. While we're on the topic of QoL wishlists, maybe this could also be the first step on the way to legacy banks (/gasp)? :jawa_wink::jawa_wink: Let me know your thoughts.
  10. Based on the previews, it looks like the new Morlinger mount (yellow) will match the approach of the original Morlinger (red) by extending the color theme to the "jets" (the fiery propulsion vent-y bits behind where the rider sits), or whatever you call them. I'm wondering the reasoning behind leaving the second Morlinger (green) out of this decision? It always bugged me that the Raptor has all this green on it but keeps the red jets from the Aggressor, especially since the jets are the part the user sees the most of when riding it. The red/green clash just feels disjointed. I'd assumed this was simply due to designer laziness, i.e. not wanting to alter the color of the jets for each subsequent iteration, but the addition of yellow jets to the new Morlinger leads me to think otherwise. Are there any plans to revise the current Morlinger Raptor to extend the green color theme to its jets? Thanks! /nitpick
  11. Bingo. If anyone could acquire BiS gear through comms alone, there'd be no incentive to progress through the new content, not to mention the fact that the game would be saturated with players running around decked out in BiS gear. The comm gear has always been intentionally mis-itemized to resolve this. Be thankful heals and dps can at least extract SOME BiS mods from their comm gear (belt/bracers) - tanks HAVE to rely on token gear from the ops for BiS, as all mods and enhancements from tank comm gear have the high-endurance/low-mitigation stat variants.
  12. I wonder if this was stealth fixed/changed with the patch. Devs/mods, can we get a confirmation? It was definitely not like this last night.
  13. If some classes only get the low-endurance, high-crit mods, that's just another inconsistency (since others get access to the BiS low-endurance, high-power mods). The issue, though, isn't so much the crit vs power itemization as it is the low-endurance/high-main-stat vs high-endurance/low-main-stat discrepancy. For tanks, the low-endurance/high-mitigation-stat pieces are the most valuable, and some classes are now able to get this through comms alone.
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