hey ya'll I found this guide on reddit that goes into how to make ascended back pieces and infusions.
http://www.reddit.com/r/Guildwars2/comments/13gj0p/ascended_gear_and_infusions_how_to_make_them_and/
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hey ya'll I found this guide on reddit that goes into how to make ascended back pieces and infusions.
http://www.reddit.com/r/Guildwars2/comments/13gj0p/ascended_gear_and_infusions_how_to_make_them_and/
A nice way to lower the amount of T6 materials and globs of ectoplasm in the market
Unfortunately reducing the amount of T6 mats and ectos will also make legendaries that much more expensive.
Legendary weapons are supposed to be expensive and hard to get. They're vanity items, and vanity always comes with a hefty time and gold cost.
It's actually better to raise the overall cost of vanity items like legendaries, it won't really do the economy any good if one day a glob is worth 1 silver For a more utility based gear like the ascended, the price to craft is already way much higher than crafting normal exotics (but ascended stats are not even much stronger than exotic), so it just means they want a means to recycle mats, like they did with Mystic Chests back then ~.~
I think it's more than recycling mats. I think it's something that Guild Wars did not need but Guild Wars 2 does. And no one wants to admit it. But to maintain a WvW/Dynamic Event game, you need a large enough player base and to keep a player base you need to give players some reason to stay that's more than just "fun". Typically that's investment and progression. The last thing I want to see is power creep, but what A.net is doing with Ascended armor is giving players a new power progression with minimal power creep. I think it's genius. Just knowing that you can get 3 more points of power will cause a lot of players to go after it. A.net is offering more ways to play endgame for a diverse player base and I think it's great.
Big gamble for them to take. The gut reaction of the community is going to be negative, based on experience with how the other major MMOs have handled expansions. Folks also forget the up-scaling and down-scaling in GW2, so any mistakes in gear gap means a lot of potential problems. It may be genius, but its a slippery slope that they walk. I think that they realize it, though.
It's definitely a huge step here they gotta be careful with, with their claim of no grinding , gear progression... these Red gears (i just call them red gears ~_~) have been calculated from its current trend to give you 5% overall boost compare to exotic gears, whether that is significant is subjective at this point, but people would want that over exotics in the long run, and if you MUST have red gears to complete the whole fractal dungeon (or make it easier) then eventually this will become standard gear But if anything, this new tier of gear can buy valuable time for Anet to figure something out for this game, while recycling mats, and ease a lot of signs players are starting to show without gear progression, a lot of people still want it I guess :O It gets boring for a lot of people when they have full exotics already on all professions, and don't feel an end game option other than Legendaries, which I personally don't want to consider as end game content for my own taste.
Gear progression was always going to be a part of this game, whether ArenaNet wants to admit it or not. It's a simple fact of MMO life. They add new, more difficult content to keep us interested and playing the game. As the difficulty of new content increases, they must, sooner or later, increase player power to keep the new content accessible to the majority of players. This is done by giving them better gear, normally as a reward for completing the more difficult content. However, ArenaNet is really smart and creative. They've added more difficult content, with better gear rewards. The new dungeon scales really well, so it remains accessible to everyone (even me, in my crappy blue and green gear). The better gear is only very slightly better - enough to make it desirable and worth the effort to get, but not enough to make it required. The trick with gear progression is to string it out long enough that it doesn't feel like a grind. You increase player power in minor increments, over a long period of time - never enough to force everyone to do it, but enough that most will. Of course, this causes player power to diverge among the population over time (the haves vs the have-nots), so you periodically normalize the entire population. This is usually done with an expansion, and is why most expansions come with an increased level cap - no one ever complains about the "gear grind" when they've just leveled up.