Jun 29, 2007, 08:13 PM // 20:13
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#21
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Krytan Explorer
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Quote:
Originally Posted by Paloma Song
Anet, fix this.
It's a slap in the face to your GOTY and pre-order customers that their rewards are a joke, worse than collector items. It's also a waste of artwork and effort on your part, when none of the designs are actually being used by actual players. Just make them upgrade-able but not salvageable. End of problem.
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Exactly .
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Jun 29, 2007, 08:27 PM // 20:27
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#22
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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Quote:
Originally Posted by Pkest
Yeah I say no fix of these items should = boycott of GW:en prerelease bonus packs.
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Meh. I'll still buy the pre-order if it offers a "headstart" or "sneak peak".
Besides, the Faction pre-order didn't actually cost you anything, now did it?
Of course, the Nightfall was another story... but you got a slot with that, too.
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Jun 29, 2007, 09:22 PM // 21:22
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#23
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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I had a thread like this a few months ago, Gaile even posted in it, but nothing happened.
Anet has known about this for nearly a year, they dont care, theyre like: LOOOL them nubs paid for stuff they cant use, we sure fooled them!
Last edited by deluxe; Jun 29, 2007 at 09:46 PM // 21:46..
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Jun 29, 2007, 09:34 PM // 21:34
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#24
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Academy Page
Join Date: Oct 2006
Profession: W/Mo
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/signed
If they don't want them modable, at least add a second permanant mod.
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Jun 29, 2007, 11:07 PM // 23:07
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#25
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Krytan Explorer
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I guess it would be nice. I have all the pre-orders, and bought GOTY upgrades for my accounts.
Now, I don't think it's a big deal if they don't change them back. I always thought it was just a nice bonus to have, when you first start out a character. I use them until I find the "cool" gear. I don't think it should be a priority change though.
If they do, great. If they don't, no problem.
/not really signed. :P
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Jun 29, 2007, 11:26 PM // 23:26
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#26
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ArenaNet
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We'll add this to the Community Summary for next week. I can't make any guarantees, but will try to find out any information that is available.
__________________
Gaile Gray
Support Liaison
ArenaNet
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Jun 29, 2007, 11:28 PM // 23:28
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#27
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Lion's Arch Merchant
Join Date: Dec 2006
Location: Undercity... shhh dont tell Gaile =P
Guild: Back to Medieval Assassins [MA]
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well that closed the thread i think lol
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Jun 29, 2007, 11:32 PM // 23:32
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#28
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Forge Runner
Join Date: Feb 2006
Location: I could tell you, but then I'd have to kill you.
Guild: Cold Hard [CASH]
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There are 2 possibilities I’d like to see for these items. What would you all prefer?
Either return them to the mod-able state they used to be. With the new salvage system in place there is no reason not to. The way it is now, if I salvage an item, I am guaranteed to get what I want anyway. And so what if my bonus item wont get destroyed? It’s not like I can turn around and sell what’s left to a player or even the merchant. No harm no foul.
Or, add a non-salvageable, non-replaceable mod that is actually usable, in most cases I think a fortitude mod would be the way to go. Please don’t add something like mastery, it’s just a waste, nobody wants a +1(20%) Hammer Mastery. Or perhaps add something unique yet usable, something that maybe isn’t the greatest mod in the world but that cannot be duplicated on any other weapon.
Quote:
Originally Posted by Firebaall
I always thought it was just a nice bonus to have, when you first start out a character. I use them until I find the "cool" gear.
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They do make decent starter items, but frankly these days even the newest of newbies can get a perfect item by the time they are able to meet the reqs of these bonus items, so it’s kind of a moot point. And quite frankly I’d be hard pressed to believe that the SERRATED SHIELD is a starter item, yet that remains perfect, useful AND unique, arguably one of the coolest items in the game
Quote:
Originally Posted by assassin_of_ni
well that closed the thread i think lol
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Why would that close the thread? I think people should still have the opportunity to make their opinions known on this.
Quote:
Originally Posted by Gaile Gray
We'll add this to the Community Summary for next week. I can't make any guarantees, but will try to find out any information that is available.
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Thank you Gail, I appreciate any effort you can make.
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Jun 30, 2007, 12:15 AM // 00:15
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#29
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Frost Gate Guardian
Join Date: May 2006
Guild: Saviors of [EviL]
Profession: A/
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i ended up buying the goty upgrade from the stupid online store.
when i found out the items weren't modable or max stats i went to support to post a complaint.
when they pointed me to the forums i demanded a refund of my 5$.
they said they couldn't.
im currently talking to my cc company to get it canceled.
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Jun 30, 2007, 01:56 AM // 01:56
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#30
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Desert Nomad
Join Date: Aug 2005
Location: California, USA
Guild: Angel Sharks [AS] (RiP [KaiZ] T__T")
Profession: Mo/E
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And the funny part is, the "perfect" pre-order items are also just about as useless as the imperfect ones due to their random mods.
ALL the preorder items that have complete mods have reqs that do not match either mod, which of also do not match eachother. Tiger's Roar: Energy Req storage, Faster casting Fire, Faster casting Air. Wolf's Favor: Divine Favor, Faster casting Healing, Faster casting Protection. And the list goes on.
The caster items effectively becoming nearly useless to the average user, as they won't often be meeting all reqs or use applicable attributes for such items...
Sadly, i never use the preorder items anymore, my heros get them. Despite purchasing all preorders AND GoTY pack, i do not get to experience what was promised. If Anet had planned to do this, then they should INCLUDE a disclaimer with all the preorders and online packets about items NOT being mod-able... That is the only way the could have reasonably done such a thing. As it stands, they gave players something with much potential for fun, w/o out so much as a warning that they would NOT be able to use the items as the customer saw fit... Not a very good image for Anet to give their customers...
Just my 2 cents.
cheers.
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Jun 30, 2007, 02:03 AM // 02:03
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#31
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Jungle Guide
Join Date: Jul 2006
Location: guildhall
Guild: [DETH]
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+armour would be good
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Jun 30, 2007, 06:20 PM // 18:20
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#32
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Desert Nomad
Join Date: Nov 2005
Location: Wales
Guild: Steel Phoenix
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The fact that these items are broken is currently the only reason i use them, i modded both the bow and hammer for my ranger and warrior before anet got around to changing the items so they are pretty unique, if they ever change them back then they will just get deleted like all the other pre-order crap.
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Jun 30, 2007, 07:12 PM // 19:12
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#33
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Lion's Arch Merchant
Join Date: Apr 2006
Location: Somewhere between GW and Fchan on the nets
Guild: None
Profession: R/D
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They should at least let me rename my Ithas Bow to something more appropriate, like "Hair Shirt" or "LOL, Sucker". Worthless. Not even max damage (13-25).
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Jun 30, 2007, 09:36 PM // 21:36
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#34
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Wilds Pathfinder
Join Date: Nov 2006
Guild: Gwen Is [EVIL]
Profession: N/
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Break down/critique of GOTR items
Some of the items are ok as is, but others need some help.
Tiger's Roar - Focus Item
Req 9 Energy Storage (12 energy)
HCT Air 20
HCT Fire 20
Not perfect by any means, but not bad. An Ele will easily meet the req for the energy gain. It is a primary attribute, and professions not making use of their prime attribute should re-evaluate their chosen profession. Benefit for the other two mods doesn't have any req save for the placing of a skill on the bar. Gale would could be very useful to a fire ele (causes KD, but casts faster than meteor spells). So item has some uses.
Nevermore Flatbow
15-28 dmg (req 9 Marks)
Extend Poison 33%
15^50
20% customized
This one is hurting for a bow grip. Fortitude, Shelter, Warding, Defense, any of which would be fine. Enchanting is a poor choice, because points are already spent in WS to apply poison. Pick one, make it permanent, and no need to worry about salvage abuse.
Rhino's Charge (Hammer)
19-35 dmg (Req 9 Hammer Mastery)
Armor Penetration 20/20
15^50
20% customized
Also hurting for a grip. Fortitude, shelter, warding, defense again would be fine. You could also go with Enchanting for Whammos or other second prof enchants. Pick one, make it permanent, and no need to worry about salvage abuse.
Serrated Shield
Armor 16 (req 9 tactics)
Dmg -2 in stance
HP + 30
Perfect as is.
Wolf's Favor (monk focus)
12 Energy (req 9 Divine Favor)
HCT Healing 20
HCT Protection 20
This one is actually more practical than Tiger's Roar. I know a slew of monks who run (11/10/10 - H/P/D). They'll have mostly heal spells, and add in an Aegis or Prot Spirit. Having HCT for all your spells could save the bother of switching weapons... even better for Heroes. Prot monks might similarly bring numerous prot spells, and a Heal Party for emergancies. Having a chance to cut the two second cast on Aegis and Heal Party from one item is cool beans. The wand of choice can add to either. All in all, not a bad item with it's current mods.
Luminescent Scepter (Mesmer Wand)
Chaos Dmg 11-22 (Req 9 Domination)
HCT Illusion 20%
+5 Energy ^ 50
20% Customized.
This one just strikes me as being stupid. It's like people couldn't decide if they wanted to please Illusionists or Dominators so they pleased neither. First, Mesmers already have fast casting, so wand mods that do so aren't as useful as they might appear (recharge on the other hand...). Secondly, Most mesmers spec FC and Inspiration - for use of primary and e-management, and then choose between Domination or Illusion. It is exceedingly rare to see someone spec both Domination and Illusion as they have little left for anything else, which would quickly render them useless in the battlefield. Please! Think about mesmers. And think some more. And after that, a little bit more. You keep asking why mesmers aren't getting play.... things like this don't help the cause. (Req in dom and bonus to illusion.... sheesh!) Better to make a req in Fast Cast or Inspiration.... at least those are more likely to be met while still providing some kind of benefit.
Soul Shrieker (Necro Staff - also only staff in collection)
10 Energy
5 Energy
Dark Dmg (Req 9 Curses)
HCT Blood 20
HCT Death 20
Dmg 20% Customized
If there was a hint of indicision with the mesmer weapon, this one stands out as the High Puba of indicision. First, why not make the req the primary attribute? Why wasn't the Primary attribute the req for all these items (Bow and hammer as exceptions)? Who the hell specs Curses and Blood and Death Magic??? and has any room left over for Soul Reaping? It's called the SOUL Shrieker for cryinoutloud! Affraid that if you choose one type of magic (death/curses/blood) that you'll alienate the rest? Here's a solution for a simple staff that is useable by any necro:
The New and Improved Soul Shrieker (with common sense added)
Energy 10
Half Skill Recharge of Spells (20% chance)
11-22 Dark Dmg (Req 9 Soul Reaping)
+ 5 Armor [Staff Wrapping of Defense (Fort/shelter/warding work as nicely)]
+ 5 Energy [Insightful staff head]
+ 5 Energy ^50 [inscription slot]
20% Dmg Customized
There you go. A perfectly useful necro staff that alienates no necro with common sense.
Last edited by countesscorpula; Jun 30, 2007 at 09:47 PM // 21:47..
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Jun 30, 2007, 09:58 PM // 21:58
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#35
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Wilds Pathfinder
Join Date: Nov 2006
Guild: Gwen Is [EVIL]
Profession: N/
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why salvageable /bonus items won't work...
Quote:
Originally Posted by Oofus
Either return them to the mod-able state they used to be. With the new salvage system in place there is no reason not to. The way it is now, if I salvage an item, I am guaranteed to get what I want anyway. And so what if my bonus item wont get destroyed? It’s not like I can turn around and sell what’s left to a player or even the merchant. No harm no foul.
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Type "/bonus" to spawn items
Salvage mods from items
Sell perfect mods for 3-10k each
Toss unmoded items in garbage can
Type "/bonus" to spawn items
Salvage mods from items
Sell perfect mods for 3-10k each
Toss unmoded items in garbage can
Type "/bonus" to spawn items
Salvage mods from items
Sell perfect mods for 3-10k each
Toss unmoded items in garbage can
Type "/bonus" to spawn items
Salvage mods from items
Sell perfect mods for 3-10k each
Toss unmoded items in garbage can
Type "/bonus" to spawn items
Salvage mods from items
Sell perfect mods for 3-10k each
Toss unmoded items in garbage can
...
[sarcasm]Yeah, no harm no foul there.[/sarcasm]
Likely only use the sundering, insightful, and the fortitude from the shield if you can salvage the core. Still, that's 8-25K just for typing /bonus and using an expert salvage kit. People can SELL mods. That's why these were made unmodable in the first place. The best, and likely only solution is to add the mods that are missing and make them permanent.
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Jun 30, 2007, 10:35 PM // 22:35
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#36
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Frost Gate Guardian
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what ever happened to the '' this item cannot be salvaged '' error...
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Jun 30, 2007, 10:53 PM // 22:53
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#37
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Forge Runner
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I wonder why this has been changed.
I upgraded some items BEFORE the change, some things were fixed, e.g. you could not remove the poisonous mod of the Nevermore Bow. But at least add a +30 HP grip. Same for the Rhino Hammer.
The Serrated Shield is probably one of the few really useful items besides Sunspear/Scythe.
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Jun 30, 2007, 11:10 PM // 23:10
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#38
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Wilds Pathfinder
Join Date: Jul 2005
Guild: We Farm Your [트두므s]
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Quote:
Originally Posted by countesscorpula
Likely only use the sundering, insightful, and the fortitude from the shield if you can salvage the core. Still, that's 8-25K just for typing /bonus and using an expert salvage kit. People can SELL mods. That's why these were made unmodable in the first place. The best, and likely only solution is to add the mods that are missing and make them permanent.
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Easiest way to make the mods permanent is to simply turn the /bonus items into greens instead of their normal weapon type. Add the mods, make them greens, and be done with it.
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Jul 01, 2007, 02:21 AM // 02:21
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#39
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Forge Runner
Join Date: Feb 2006
Location: I could tell you, but then I'd have to kill you.
Guild: Cold Hard [CASH]
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Quote:
Originally Posted by countesscorpula
Type "/bonus" to spawn items
Salvage mods from items
Sell perfect mods for 3-10k each
Toss unmoded items in garbage can
Type "/bonus" to spawn items
Salvage mods from items
Sell perfect mods for 3-10k each
Toss unmoded items in garbage can
Type "/bonus" to spawn items
Salvage mods from items
Sell perfect mods for 3-10k each
Toss unmoded items in garbage can
Type "/bonus" to spawn items
Salvage mods from items
Sell perfect mods for 3-10k each
Toss unmoded items in garbage can
Type "/bonus" to spawn items
Salvage mods from items
Sell perfect mods for 3-10k each
Toss unmoded items in garbage can
...
[sarcasm]Yeah, no harm no foul there.[/sarcasm]
Likely only use the sundering, insightful, and the fortitude from the shield if you can salvage the core. Still, that's 8-25K just for typing /bonus and using an expert salvage kit. People can SELL mods. That's why these were made unmodable in the first place. The best, and likely only solution is to add the mods that are missing and make them permanent.
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Your entire premise is flawed. The way it used to be, the mods that came with them when you typed /bonus were UN-SALVAGABLE. If you spawned a Spiritbinder, it came with an insightful head but no wrap, the head was UN-salvagable, but you could still add your own wrap. Please do your homework before going into a whole "sarcastic" tirade. What you have suggested was never possible. Thanks for following along.
Last edited by Oofus; Jul 01, 2007 at 02:26 AM // 02:26..
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Jul 01, 2007, 02:28 AM // 02:28
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#40
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Forge Runner
Join Date: Apr 2005
Profession: Mo/Me
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Quote:
Originally Posted by Longasc
I wonder why this has been changed.
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There was a post by Gaile several months ago saying something along the lines of that to the best of her knowledge, the preorders being changed to be unmoddable was an unintended side effect of an update.
In any case the preorders weapons should be changed again to be made fully moddable. There is no reason for them not to be. Some of the suggestions in this thread to give them better mods that still can't be changed is not a solution. The player should have the choice what mods he wants to use with them.
Last edited by Navaros; Jul 01, 2007 at 02:34 AM // 02:34..
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