More on consumables...
edwinna elbert
Lots of debate regarding consumables going on around this time, but they're here now and they're not going away.
Many think they make things too easy, some don't care, some want them gone etc.
My issue is that they are too cheap. BUt not in terms of gold/materials; in terms of skill points. It is entirely possible to earn back your 3 skill points in half an hour doin elite missions and content.
Let's say 8 players finish FoW HM in an hour. The teams has probably spent 6 skill points buying consumables. Each one earne 100k xp from quests and probably another 15k xp from kills. This equates to 7-8 skill points EACH for the team, or around 60 in total.
If consumables were increased in cost to 10 skill points each, it would actually make people think a little more. They could still be earned faster than they are used in elite content, but it would likely lessen the reliance on them that many seen to have.
Thoughts?
Many think they make things too easy, some don't care, some want them gone etc.
My issue is that they are too cheap. BUt not in terms of gold/materials; in terms of skill points. It is entirely possible to earn back your 3 skill points in half an hour doin elite missions and content.
Let's say 8 players finish FoW HM in an hour. The teams has probably spent 6 skill points buying consumables. Each one earne 100k xp from quests and probably another 15k xp from kills. This equates to 7-8 skill points EACH for the team, or around 60 in total.
If consumables were increased in cost to 10 skill points each, it would actually make people think a little more. They could still be earned faster than they are used in elite content, but it would likely lessen the reliance on them that many seen to have.
Thoughts?
MMSDome
/notsigned
it really wont solve anything by doing so. Rather then groups just paying one guy 3k per run they would maybe in turn have one guy buy armors another celerity and another grails. Really wouldn't do anything.
it really wont solve anything by doing so. Rather then groups just paying one guy 3k per run they would maybe in turn have one guy buy armors another celerity and another grails. Really wouldn't do anything.
MarlinBackna
Quote:
Originally Posted by MMSDome
Rather then groups just paying one guy 3k per run they would maybe in turn have one guy buy armors another celerity and another grails. Really wouldn't do anything.
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Anyway, I think 10 would be a bit drastic. Most groups for DoA/UW/FoW etc now require to bring celerity, armor, etc. and I think that 10 skill point costs would quickly burn up left over skill points. Ursan owns hard, but even in parties without Ursan, consumes greatly speed up the time for the elite areas ( I actually think that consumes do more than ursan but thats another discussion).
Now I know many very experienced people have have 400+ skill points that 10 wouldn't matter to them, but even on my main I only have about 150. I would think that 5 skill points would be reasonable, for the people that have less experience (like me!)
Or maybe they should be made with Bricks of Mud....
MisterT69
/notsigned
No reason to change consumables. They're fine how they are. They're suppossed to help us out in really hard situations, like elite areas, and the fact that they require skill points is good enough
No reason to change consumables. They're fine how they are. They're suppossed to help us out in really hard situations, like elite areas, and the fact that they require skill points is good enough
Master Knightfall
/not signed what a stupid idea. Gawd some people!
Jetdoc
An interesting idea...you might get better consideration in Sardelac versus in Riverside, though.
upier
Quote:
Originally Posted by edwinna elbert
My issue is that they are too cheap. BUt not in terms of gold/materials; in terms of skill points. It is entirely possible to earn back your 3 skill points in half an hour doin elite missions and content.
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That's like 45ish k XP per run - which takes around 10 minutes.
Although I don't bother using consumables (I am just to cheap to waste money on something that can be achieved by just using a skill - especially in the PvE I do!) - I am not in favour in increasing their cost.
I can't find a reason that would justify it.
If a person does not want to rely on them - like me - they don't need to. And having this option is seriously good enough reason for me to not care of their existence and not try to impose my view of the game on other players.
I MP I
Make it harder to get consumables? LOL Pointless. Anet wants the game to be easy.
Siirius Black
/Notsigned
for the reasons mentioned above
for the reasons mentioned above
Wenspire
My solution would be to only allow the use of one set of consumables per zone entered. This way it would help out the party in the difficult parts of an area, but not make the whole zone/mission a breeze.
Yichi
This is in riverside why?
DivineEnvoy
Why do people always "care" so much?
Shadowmoon
Allow people to trade in skill points for somethign worth wild, for example 25 points per Z key, then the value of consumable would go up. Just make skill point worth wild having.
RavagerOfDreams
/notsigned
making consumables hard to get defeats the purpose of having them in the first place =.=
making consumables hard to get defeats the purpose of having them in the first place =.=
Cab Tastic
/not signed
If you don't like em, don't use em.
If you don't like em, don't use em.
Jenn
I've got about 700 skill points lying around on my main character... probably another 1000-1500 points scattered throughout my other characters. You think I care how many I spend? :P There's no real way to "nerf" consumables without making them obsolete. Eh.. maybe.. *shrug* But increasing skill point cost? Meh.
/notsigned.
/notsigned.
A mummified one
Don't like them? Don't use them. Which one of those two sentences is 2 hard to understand for you ?
byteme!
Quote:
Originally Posted by DivineEnvoy
Why do people always "care" so much?
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Siirius Black
If you dont like them, dont use them. I think there's another reason why some people dont like consumables. Since now Every pug can farm more easily with them.
HawkofStorms
/notsigned
People would just spend more time solo farming in between elite mission runs to quickly earn back skill points.
While an interesting idea... I think it's just too late to change how consumables are.
People would just spend more time solo farming in between elite mission runs to quickly earn back skill points.
While an interesting idea... I think it's just too late to change how consumables are.
Master Sword Keeper
i dont seriously know why other players are trying to make it just that much harder to do anything in this game...
Takin Cons out of certain areas or allowing only one set to be used in an area nerfs absoulutely everything.
*pauses*
oh noes...does this mean ursan fow will be finished? or does that mean My bonder will be of use again?
Takin Cons out of certain areas or allowing only one set to be used in an area nerfs absoulutely everything.
*pauses*
oh noes...does this mean ursan fow will be finished? or does that mean My bonder will be of use again?
Siirius Black
Quote:
Originally Posted by Master Sword Keeper
i dont seriously know why other players are trying to make it just that much harder to do anything in this game...
Takin Cons out of certain areas or allowing only one set to be used in an area nerfs absoulutely everything. *pauses* oh noes...does this mean ursan fow will be finished? or does that mean My bonder will be of use again? |
Fear Me!
/signed. I agree with the OP's idea of weighing consumes so players will be more conscious of their use rather than pop one any chance they get in an elite area. This makes sense as even Chimera of Intensity, a really powerful npc cast spell which has several partywide buffs, lasts only but a few minutes. Please elaborate a bit more, I disagree on making them cost more skillpoints, as that would offset those players who do not have enough skill points and who truly rely on using a consume as a last resort.
jiggles
Cons weren't implemented for giggles, they're there to help people who are really stuck on something get out of the position. sure some of the more experienced players or complete newbies may use them a lot. But last time i checked there wasn't a rule on what you can and cant do with them.
overall i have about 1000 skill points lying around, and on the rare occasion i do use cons i don't go out straight away and buy another set. so you really think id care if they cost an extra 9 skill points?
overall i have about 1000 skill points lying around, and on the rare occasion i do use cons i don't go out straight away and buy another set. so you really think id care if they cost an extra 9 skill points?
N1ghtstalker
/notsigned
have you seen the prices of feathers? djeez you'd pay yourself blue on those
have you seen the prices of feathers? djeez you'd pay yourself blue on those
the_jos
I don't agree.
First of all, consumables are a considerable gold and material sink at the rate they are used.
The elite areas and maybe a vanquish will pay them back but the initial cost is high. You start with a loss when you use them and not with 0 cash.
Second, smart people use consumables in certain situations.
I might use them when I have a group that is not optimal for a certain task but want to do something hard together on specific characters.
Let's take for example FoW.
People want the HoM statue but for a specific character.
So when we organize something people might not be willing to switch characters. Or they can't because they stopped playing other professions because they work on titles with only one.
Meaning in those situations people will have to sacrifice or the run will not even start with that team.
For me being able to play together as full team is more important then having an obtimal team build and if consumables enable us to do something together I will use them.
If I want speed and success I will organize very tight and if I can't get the right professions together leave human players behind and start taking heroes.
I never felt the need to use consumables in teams I fully control.
How others play is their business, consumables are their gold sink.
Or mine when I decide to PUG in certain areas where people demand them a lot.
Consumables are expensive enough for their purpose.
First of all, consumables are a considerable gold and material sink at the rate they are used.
The elite areas and maybe a vanquish will pay them back but the initial cost is high. You start with a loss when you use them and not with 0 cash.
Second, smart people use consumables in certain situations.
I might use them when I have a group that is not optimal for a certain task but want to do something hard together on specific characters.
Let's take for example FoW.
People want the HoM statue but for a specific character.
So when we organize something people might not be willing to switch characters. Or they can't because they stopped playing other professions because they work on titles with only one.
Meaning in those situations people will have to sacrifice or the run will not even start with that team.
For me being able to play together as full team is more important then having an obtimal team build and if consumables enable us to do something together I will use them.
If I want speed and success I will organize very tight and if I can't get the right professions together leave human players behind and start taking heroes.
I never felt the need to use consumables in teams I fully control.
How others play is their business, consumables are their gold sink.
Or mine when I decide to PUG in certain areas where people demand them a lot.
Consumables are expensive enough for their purpose.
MithranArkanere
No.
Increase in price only helps those with more income, removing their real use:
- Help most casual players, like those that play at weekends only.
Everything in this kind of game is like that: The more you play the more you get.
Reducing their duration to 5 or 10 minutes would work much better, since people would tend to use them in certain points only, like Boss fights.
Increase in price only helps those with more income, removing their real use:
- Help most casual players, like those that play at weekends only.
Everything in this kind of game is like that: The more you play the more you get.
Reducing their duration to 5 or 10 minutes would work much better, since people would tend to use them in certain points only, like Boss fights.
MirkoTeran
Like anything in this forum, a suggestion that makes anything a bit herder gets bunch of people QQing and LOLs.
I dont think this is the best idea ever, but any fix to current cons or PvE only stuff is better then nothing. Signed I guess.
I dont think this is the best idea ever, but any fix to current cons or PvE only stuff is better then nothing. Signed I guess.
zamial
The problem is not the con sets, which I do not use. The problem is the blatantly over powered ursan. If ursan wasn't over powered why don't you see mixed blessing groups? like 2 ursan a raven and a wolf?
I agree that con sets make hard mode into normal mode BUT that is kinda the idea. The casual players complained that hm was to hard and bam here ya go.
Not to mention what team build in a pug group can kill malyax?
If I was to see a nerf of the use of cons it would be no chests spawn in the zone and if they are there they disappear when a con is used. Gets ya through the objective, just at a price. 10 skill points isn't enough not like My main doesn't have 700+ unused now lol.
/not signed this idea
/signed for a fix
I agree that con sets make hard mode into normal mode BUT that is kinda the idea. The casual players complained that hm was to hard and bam here ya go.
Not to mention what team build in a pug group can kill malyax?
If I was to see a nerf of the use of cons it would be no chests spawn in the zone and if they are there they disappear when a con is used. Gets ya through the objective, just at a price. 10 skill points isn't enough not like My main doesn't have 700+ unused now lol.
/not signed this idea
/signed for a fix