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My recomendation as a fellow thief is incinerator. Having it in one hand and a ascended reskinned in the other looks awesome and a lot of the best thief DPS combos have one or 2 daggers. Nevermore and Bifrost looks too shiny to be used as a Daredevil staff.blastermaster said:Thanks, for the tips.
I'm not usually lucky, so it may take a while (or forever..) before I get a third one..
I actually decided to got back into the game by going for 100% completion (standing at 96% right now..) and it was a nice way to do so I think, so I have'nt wasted too much of my time at least!
Your suggestion is interesting! I may even end up selling both to buy a precursor of a type that is of more use... but I'll continue playing with my Daredevil a bit (still in the honeymoon phase now..lol) and also try the Deadeye to see what I really want to concentrate on in the first place.
Nice! Hope you get your hands on that Pred very soon!
Thanks again for this thread!
Yeah, particularly event chests (I think the original Southsun event had the greatest precursor drop rate ever, and still I got zilch ).Tiller said:I always knew that, chests have their own separate loot table that isn't reliant on anything other than a dice roll, which is why I've gotten my best drops from the chests. So chest types have better chances than others.
It's only convenient if you pay, otherwise your inventory is a complete crapfest and without buying gems for even a single bag slot you were already feeling like you're playing some korean F2P game way before it actually went F2P.
That's not to bash the other parts of the game like the gameplay and such, but the default inventory and bank space is obviously made on purpose to milk every player. You have way too little space, have to buy bags for the bag slots and constantly get utter trash from every single mob, clogging up your inventory space with "loot" which you also have to break down manually, making you feel like you're literally compacting trash as you're filled up with either literal trash items or useless runes that you get from breaking down tons of greens and blues. And that's not even going into mining tools being consumables to promote you buying infinite ones...with real money.
Case and point - The system at the core in GW2 is designed to be as money-grabbing as possible and the only way to alleviate that is put your hard earned cash out, as with current gold to gem ratio you will need all the gold in the world to fix those problems...and even that will be for a single character, because regular bag slots are character-exclusive and the constant need to trade infinite mining tools between your characters does not help either.
I like the game, but boy is it apparent what the devs were focused on when they made that "system". There's literally no way of defending that behavior.
AI don't have to be good to make something difficult but it makes combat less predictable. You certainly can give a boss enough HP and damage to make them almost invincible while still being incredible stupid but I personally don't think it is as fun.Flyte27 said:I don't really see why AI has to be good for something to be difficult.
You can break down a fight in old RPGs into a few different concepts.
One is health. Health was slow to regenerate making decisions you make during battle vital. One mistake could mean you having a fight that you couldn't handle.
The damage of the mob vs the damage of the player. The mob always did more damage than the player. This means in a one on one matchup it's impossible to win unless you use a strategy like kiting. This was risky as the mob could usually kill classes that had kiting abilities fairly if they got in range because of a resist or bad timing.
Mana didn't regenerate fast. If you healed the wrong person, fizzled a spell, or cast a heal too late it often meant death. If you healed too often it would be costly because of the slow mana recovery rate.
Mobs had large agro ranges. You had wandering mobs that would aggro from far away. If your puller made a mistake it could wipe the whole party and that was costly in those games in terms of losing both time and experience. Increased frustration leads to people making more mistakes.
There was a lot of difficulty and strategy based on pool management, agro management, and timing.
I don't think the majority of people are interested in these concepts at this point in time. They all want safe places where they feel comfortable like in real life. They want to feel good about what they are accomplishing in the game and never feel much frustration unless they choose to raid on the hardest difficulties. In essence, they really miss the point of going on an adventure in a consequence free environment IMO.