Feedback: Removing stacking buffs!

Feedback: Removing stacking buffs!

in Guild Wars 2 Discussion

Posted by: Lolyta.4582

Lolyta.4582

Stacking buffs from Sigils (Bloodlust, Perception, etc.) are nullified for too many nonsensical reasons. Losing the buff on Down makes sense, especially in a game where down <> dead. But please, what logical sense does it make to lose our hard-won 25 stacks of Power or Precision or Condition Damage just because we change zones, or enter/leave a dungeon or Personal Story instance?

Yes, I realize that, if we didn’t lose our stacks on zone change, some players would charge up to 25 stacks in a starter zone and then port into Orr or Frostgorge with the full buffage. With all due respect, so what? How is that an exploit or abuse that can’t be allowed?

But worst of all, with the new metaserver/megaserver/shard/whatever system, the game offers us a meaningless junk buff as incentive to voluntarily vacate low-population shards… BUT THEN WE ARE PUNISHED BY LOSING OUR 25 STACKS WHEN WE DO!! Once I realized this, I stopped vacating zones at all unless there was some valid FOR ME reason to do so. It makes no sense to me to stop grinding/mapping/farming when I am forced to pay a not-insignificant price for trying to be a “good citizen,” especially when I’m on a sub-80 character who really needs the buff.

Please, revisit this and examine the validity and/or logic of stripping our 25 stacks of hard-won buffage any time we go through a “load port.”

Thanks-

Feedback: Removing stacking buffs!

in Guild Wars 2 Discussion

Posted by: Leo G.4501

Leo G.4501

Stacking buffs from Sigils (Bloodlust, Perception, etc.) are nullified for too many nonsensical reasons. Losing the buff on Down makes sense, especially in a game where down <> dead. But please, what logical sense does it make to lose our hard-won 25 stacks of Power or Precision or Condition Damage just because we change zones, or enter/leave a dungeon or Personal Story instance?

Yes, I realize that, if we didn’t lose our stacks on zone change, some players would charge up to 25 stacks in a starter zone and then port into Orr or Frostgorge with the full buffage. With all due respect, so what? How is that an exploit or abuse that can’t be allowed?

But worst of all, with the new metaserver/megaserver/shard/whatever system, the game offers us a meaningless junk buff as incentive to voluntarily vacate low-population shards… BUT THEN WE ARE PUNISHED BY LOSING OUR 25 STACKS WHEN WE DO!! Once I realized this, I stopped vacating zones at all unless there was some valid FOR ME reason to do so. It makes no sense to me to stop grinding/mapping/farming when I am forced to pay a not-insignificant price for trying to be a “good citizen,” especially when I’m on a sub-80 character who really needs the buff.

Please, revisit this and examine the validity and/or logic of stripping our 25 stacks of hard-won buffage any time we go through a “load port.”

Thanks-

I see most of the examples you present as limitations of the system that exist either because there weren’t programmed in to save such data or to prevent exploitation. Perhaps to the server, it’s not much different to swap servers/zones than it is to completely log out and log back in. To me, that isn’t a huge problem, you can just build the stacks again.

What I find slightly annoying but they must have changed it recently is, when you swap weapons (that is unequip the weapon) that has the charge sigil on it, the stacks also disappear. I can sort of see why the devs would change this: if you want the bonus of that sigil, the sigil should be currently equipped. No weasling out of having the sigil bonus but swapping out the sigil.

…however, this change screws up your charges when you go into water which is particularly annoying. I could still have my bow equipped and with a charge sigil slotted but if I for whatever reason have to traverse under water, it washes away my sigil stacks because the sever must think I’ve unequipped my bow and equipped a harpoon and spear. It never used to do that in the past so I think this change needs to be revised to take in that situation. I’d follow the same revision up on Ranger’s trait, Master’s Bond, which improves your pet’s stats with each kill so long as your pet stays alive and you don’t swap it out…but if you go in water, the game forces you to swap pets and removes your stacks even if you use amphibious pet.

Feedback: Removing stacking buffs!

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Posted by: BunjiKugashira.9754

BunjiKugashira.9754


…however, this change screws up your charges when you go into water which is particularly annoying. I could still have my bow equipped and with a charge sigil slotted but if I for whatever reason have to traverse under water, it washes away my sigil stacks because the sever must think I’ve unequipped my bow and equipped a harpoon and spear. It never used to do that in the past so I think this change needs to be revised to take in that situation. I’d follow the same revision up on Ranger’s trait, Master’s Bond, which improves your pet’s stats with each kill so long as your pet stays alive and you don’t swap it out…but if you go in water, the game forces you to swap pets and removes your stacks even if you use amphibious pet.

This problem was already addressed and solved by ANet. If you put the same (as in exactly the same, even the rarity has to be the same) sigill also on one of your underwater-weapons then you’ll keep the stacks when entering underwater mode. This was made to prevent people from stacking something underwater and then fighting on land with two different sigills.

The problem with Master’s Bond however is not solved. Maybe they could make it so that you keep your stacks if the pet is amphibious?

Shana Flamewielder
Sylvari Elementalist of [SFF]
Abaddons Maul