this post was submitted on 04 Oct 2023
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Guild Wars 2

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I see a lot of guides popping up which suggest that Rift Hunting is a good method of making gold in the game, but I completely fail to understand this. IMHO it's terribly boring and does not even have a good gold/hour ratio.

My understanding is that the main reason for doing Rifts is to get those Essences which you will need for the new Legendary PvE Armor, i. e. you do the Weekly Rift Hunting Achievements which give you a decent amount of additional higher level Essences (even from Tier 1 Rifts) and that's it.

Doing Tier 1 Rifts without receiving Kryptis Rift Extraction containers has very poor rewards and doing Tier 2 and/or Tier 3 requires very expensive Kryptis Motivation consumables which means you either need to join (leech) a Tier 2|3 Rift Hunting Squad (those appear to be rare) or organize one yourself and try to share the costs. But maybe I'm not quite getting it.

Addition: It appears that the gold making strategy is based on using the Essences you get from your Rift Hunts to craft and then sell Uncommon and Rare Kryptis Motivations on the TP which implies the following to make this actually work:

  • You don't need thoses Essences yourself, i. e. you are not interested in the new Open World Legendary Armor which requires a LOT of them.
  • There is or rather continues to be a market for those Motivations, i. e. people are willing to buy them to do (additional) T2 and/or T3 Rift Hunts for higher level Essences beyond the 5 x 5 Weekly Rift Hunts which grant them via reward chests.

Here are some gold making alternatives with varying levels of required skill/engagement.

  • Fishing
    • sell Chunk of Ancient Ambergris
    • craft and sell Zephyrite Fish Jerky
  • Daily (limited chests) Map Metas
    • Dragonfall, not on a fixed schedule, IMHO the best (most fun) map meta in the game
    • Istan (Palawadan + Great Hall), every 2 hours, use LFG to check for a squad and join the commander's map instance early
    • ...
  • Daily Fractals
  • Easy Daily Strikes, i. e.
    • Shiverpeaks Pass
    • Fraenir of Jormag
    • Voice of the Fallen and Claw of the Fallen
    • Cosmic Observatory
  • Other Daily Strikes including Challenge Motes (CM)
  • Weekly Raids
  • sPvP (Automated Tournaments)
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[–] ErisShrugged@beehaw.org 3 points 1 year ago (1 children)

Your analysis stops before you consider how one might actually make money from rifts, specifically by using the essence you loot to make motivations and selling said motivations on the market. Just poking at it casually yielded ~160 gold from motivation sales for me recently, some of which was of course eaten by the other materials needed for motivations. It's worth noting that besides activities mandated by the story, I used zero motivations myself - there are plenty of people tagged up and doing them, and you want t1 and t2 rifts for this purpose more than t3 anyway. I wasn't very seriously trying to make gold with this, just running around with friends who wanted to do rifts for their own reasons or collecting xp to fill in mastery tracks.

Deciding whether this is a good way to make gold relative to other options would require significant work, but that's where you want to go if you want an answer.

[–] necropola@lemmy.sdf.org 4 points 1 year ago (1 children)

Not quite, and of course I looked up the crafting prices and possible profits on GW2Efficiency as well as the price trend on GW2TP.

Doing Tier 1 Rifts without receiving Kryptis Rift Extraction containers has very poor rewards and doing Tier 2 and/or Tier 3 requires very expensive Kryptis Motivation consumables which means you either need to join (leech) a Tier 2|3 Rift Hunting Squad (those appear to be rare) or organize one yourself and try to share the costs. But maybe I’m not quite getting it.

Your strategy seems to require other people to buy or craft Uncommon Kryptis Motivations, so you can do Tier 2 Rifts for Essences of Greed (green) which you use to craft and sell Rare Kryptis Motivations for Tier 3 rifts which you are not interested in yourself. I can see how this system is destined to collapse.

[–] ErisShrugged@beehaw.org 4 points 1 year ago (1 children)

I think demand for legendary armor is high and sustainable enough that the situation may continue pretty much indefinitely. The grind required is huge, and a lot of people are undertaking it with great enthusiasm, and looking at the examples provided by other legendary equipment supports the claim that interest will hang on more or less indefinitely. I'm still constantly running into people who want to do raids to work on that armor or Coalescence, fractals for Ad Infinitum, etc, and those projects have been available for years.

Note that I'm using the word 'may' here because all this is wild speculation about what players will do en masse; it's not a hill I'm going to die on.

[–] necropola@lemmy.sdf.org 4 points 1 year ago* (last edited 1 year ago)

I made 7 Amalgarnated Kryptis Essences total from the Essences I more or less grinded only during weekly rift hunts since launch (probably lost about 2 weeks at the start due to vacation and incomplete masteries), so let's say it's 6 per month. You'll need 6 for the Astral Ward Armor and then 12 for each piece of armor, i. e. 6 + 12 x 6 x 3 total (3 years at my speed). It's not quite clear to me which of the essences (Despair, Greed or Triumph) is going to be the bottleneck, because it depends on when you arrive at the rift and how often you bump into higher level ones. So maybe there will be left over Essences (of Despair and/or Greed) which I could use to craft and sell Motivations. Maybe people will still buy them in a few months.

Anyway, I can't see myself doing more than those 5 x 5 rift hunts per week over a longer period of time. Maybe there are people who can stand this and are even willing to buy Uncommon and Rare Motivations for additional T2 and T3 rift hunts. These are your customers when you want to make money from Rift Hunting and already have or don't want (this open world) legendary armor yourself. I'd rather go fishing ...

[–] nullthegrey@mastodon.social 1 points 1 year ago (1 children)

@necropola I think the guides are for making the lures or motivations or whatever they're called. If you already have a ton of research notes, and don't want the OW legendary armor, you can turn those essences into a goo damount of gold crafting the T1-T3 motivations for others.

[–] necropola@lemmy.sdf.org 3 points 1 year ago (1 children)

I still would not suggest to hunt outside of the Weekly Rift Hunting Achievements, i. e. 5 x 5 hunts a week, since you are not getting any higher level essences from Tier 1 without it. It looks like TP prices for those motivations are already going down. I still haven't completed my 15 Tier 3 hunts from the special Vault task list and I'm wondering what will happen to Tier 3 Hunts, if more people either complete it or decide to skip it.

[–] nullthegrey@mastodon.social 2 points 1 year ago (1 children)

@necropola I don't like doing them at all personally. They're super boring to me. Unless they come up with something in the next release/maps that increases the drops of those essences or give other ways of getting them, I think my excitement for the OW legendary armor has completely evaporated and I'm going to have to slog through WvW if I want that.

But also, with the introduction of the stat-selectable exotic vendor, I wonder if the whole legendary armor thing is a huge waste of time.

[–] necropola@lemmy.sdf.org 4 points 1 year ago* (last edited 1 year ago) (2 children)

I never understood why ArenaNet decided to lock the convenience of having gear with always selectable stats behind a massive grind for the highest possible gear level. Exotics are good enough for every aspect of the game. The only reason why I "need" ascendend (or legendary) gear is to have infusion slots so I can do higher level fractals. I could not care less about the 10% stat increase or the flashy effects.

The new WvW vendor for (dirt cheap) stat-selectable exotic gear is a weird decision. It's almost like legendary gear regarding stat-selection, because it's so cheap. But it does not have infusion slots, so you cannot use it in higher level fractals. And as a side-efffect it pretty much crashed the market for crafted exotic gear.

By the way: Ascended gear and Agony Resistance were ArenaNet's way of catering to demands for vertical gear progression in the game. Originally Exotic gear was the top tier. They could easily get rid of this infusion nonsense entrirely and still have some sort of progression in fractals by simply giving all characters an Agony Resistance which matches the account's personal fractal level.

Then make Exotic and Ascended Gear stat-selectable (like Legendary is now) and let players choose their gear level (even for high end PvE content):

  • Stay on Character Bound Exotic Gear
  • Upgrade to Account Bound Ascended Gear and get 10% more stats
  • Upgrade to Legendary Gear shared via the Legendary Armory among all your characters and get 10% more stats, swappable upgrades, flashy effects to show off and free Transmutations (to hide them).
[–] lulztard@lemmy.wtf 4 points 1 year ago

That's a point of Lazy Peon that I really enjoyed. I don't think that it's as easy as he suggested it, and I consider that it might not even be possible, but the pure concept of completely removing equipment from the game entirely has something to it. For full legendary people, gear already is basically non-existent anymore. Yet we still play, despite being free from the grind.

[–] dudewitbow@lemmy.ml 2 points 1 year ago

Because horizontal progression. You don't want to powercreep things, but at the same time, you need to give aomething value so people will grind it. Legendaries are a pure convenience option (ouside of accessories and first weapon due to having effects)

Expric gear has the niche for style, as theyre more reasonable to obtain and have a wider variety of cosmetic options to choose from. IMO it would be more assinine to block most of the games skins if they were ascendant+ as that would arguably be more tedious than a legendary.