Sep 29, 2011, 03:55 PM // 15:55
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#41
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Quote:
Originally Posted by Bristlebane
Here's an alternative solution then. Allow the tripple mods to exist, and add an ultra rare chance of them dropping in game on gold weapons. Balance this with that all PvP weapons can now be designed tripple modded. Allowing PvP weapons to be tripple modded would not only balance things out but could add a new flare to PvP.
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No. Just... no.
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Sep 29, 2011, 04:14 PM // 16:14
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#42
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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Then what do you suggest Swingline? Delete the tripple modded weapons or
ban them from PvP, because there really isn't any other option.
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Sep 29, 2011, 05:46 PM // 17:46
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#43
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Academy Page
Join Date: May 2009
Guild: byob
Profession: A/
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I wonder how long it will take till people realize that when Anet says they will do something it is merely a way to shut people up for the moment.
The GW 2 release is in a not too distant future (less than a year I assume) so they will not put more work into GW than absolutely necessary.
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Sep 29, 2011, 11:18 PM // 23:18
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#44
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Quote:
Originally Posted by Bristlebane
Then what do you suggest Swingline? Delete the tripple modded weapons or
ban them from PvP, because there really isn't any other option.
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Remove them. I said in my earlier post it may take much longer than people think. The live team is small, they crank out new content for us just like today, they are doing many bug fixes and intend to work on Ele, Ranger and Para skills. Chances are a fix will happen but the live team has many other things to do as well.
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Sep 30, 2011, 12:51 AM // 00:51
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#45
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Wilds Pathfinder
Join Date: Jul 2006
Location: Eastern US
Guild: Tears of the Ascended(ToA)
Profession: Mo/
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Quote:
Originally Posted by impulsion
They obviously aren't going to remove them. Allow them to be traded on guru it's just silly now.
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Agree with this, if it appears they will not be removed, why can't they be sold on guru? Another question to Anet will undoubtedly be replied with they same type of auto reply as all other requests.
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Sep 30, 2011, 03:37 AM // 03:37
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#46
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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Until Anet confirms they will kept in game, I think guru shouldn't allow them.
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Sep 30, 2011, 05:20 PM // 17:20
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#47
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Frost Gate Guardian
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So I kinda understand that they don't want unfair advantages for pvp and stuff...
But not all the 3 mod items give a pvp advantage... like this:
I doubt they are gonna remove these items... after a year, with WoC still going and GW2 in development, it's just not that big a deal
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Oct 01, 2011, 12:06 AM // 00:06
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#48
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Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD大]
Profession: E/
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Quote:
Originally Posted by Aesir The Warrior
So I kinda understand that they don't want unfair advantages for pvp and stuff...
But not all the 3 mod items give a pvp advantage... like this:
http://img836.imageshack.us/img836/6791/226615.gif
I doubt they are gonna remove these items... after a year, with WoC still going and GW2 in development, it's just not that big a deal
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That dear sir is a truly awesome shield. Imagine more of those being possible to drop, the possibilities of awesomeness are endless... Though indeed advantuous (is that a word? ) so kind of unfair.
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Oct 04, 2011, 05:26 PM // 17:26
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#49
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Krytan Explorer
Join Date: Nov 2008
Guild: Vanguard's Last Stand [Hero]
Profession: W/
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The OP's point is rediculous. The only thing you could have ANY claim to would be a random unid gold.
No-one deserves anything for happening to have a glitched item. It's not a tradeoff, you haven't been shortchanged any more than 1 gold item, and tbh, you can ID and sell these, so you've got everything from it a normal drop would allow. So long as they can't be used in PvP, who cares?
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Nov 01, 2011, 02:26 AM // 02:26
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#50
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Wilds Pathfinder
Join Date: Jul 2006
Location: Eastern US
Guild: Tears of the Ascended(ToA)
Profession: Mo/
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I wanted to bring this question up again, but not revive the older thread on this. Can Anet please give an update on the status of these triple modded items. It's now a little over a year and the items are still in the game. I, like many others, have not salvaged these mods & GuildWars2 is very close to release.
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Nov 01, 2011, 10:28 AM // 10:28
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#51
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Furnace Stoker
Join Date: Sep 2007
Location: Poznań, UTC+1
Guild: We Are From Poland [Pol]
Profession: N/A
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unconditionals stayed. so will these beauties do. just my 2 cents.
plus I find it lame that we are not allowed to trade 3-mods in ventari's while we are allowed to trade unconditionals. mod's personal interests?
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Nov 01, 2011, 11:33 AM // 11:33
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#52
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Quote:
Originally Posted by Mordiego
unconditionals stayed. so will these beauties do. just my 2 cents.
plus I find it lame that we are not allowed to trade 3-mods in ventari's while we are allowed to trade unconditionals. mod's personal interests?
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Unconditionals do not give the clear advantage triple modded weapons do. An unconditional is nothing more than a collectors item really.
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Nov 01, 2011, 01:23 PM // 13:23
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#53
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Academy Page
Join Date: Sep 2011
Profession: W/Mo
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Quote:
Originally Posted by Swingline
Unconditionals do not give the clear advantage triple modded weapons do. An unconditional is nothing more than a collectors item really.
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unconditionals do give quite a big advantage. and im unsure of how useful a +10vs undead mod really is, maybe as t1 or mt in fowsc it might be slightly useful, but no one would spend the amount these would fetch on a shield that is useful for a few parts of a not very good money sc.
i dont know the stats of all the items, but i think its unlikely that there are any really good mods, where as an unconditional is useful everywhere and is obviously useful in pvp.
so yeah, i disagree with that statement entirely
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Nov 02, 2011, 06:18 AM // 06:18
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#54
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Quote:
Originally Posted by Vanway
unconditionals do give quite a big advantage. and im unsure of how useful a +10vs undead mod really is, maybe as t1 or mt in fowsc it might be slightly useful, but no one would spend the amount these would fetch on a shield that is useful for a few parts of a not very good money sc.
i dont know the stats of all the items, but i think its unlikely that there are any really good mods, where as an unconditional is useful everywhere and is obviously useful in pvp.
so yeah, i disagree with that statement entirely
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Compare perma +15% to 15^50%. You should never fall below 50% health in pve or pvp with a healer for more then a split second(I never do). So yeah, they are not much more than a collectors item.
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Nov 02, 2011, 07:54 PM // 19:54
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#55
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Academy Page
Join Date: Sep 2011
Profession: W/Mo
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Quote:
Originally Posted by Swingline
Compare perma +15% to 15^50%. You should never fall below 50% health in pve or pvp with a healer for more then a split second(I never do). So yeah, they are not much more than a collectors item.
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clearly dont do much pve, perma sins/rangers operate at less than 50% health almost all the time.
and i have no idea about real pvp, but in ra your often below 50% health, so they would also be good there. not as good as switching to a 20% below, but still, it saves the effort of switching back and forth. and even if you are only below it for a second, 15% can be the difference between killing and not killing.
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