Bugs spotted in beta
The topic I was waiting for, too insecure to start it.
- My character auto-interacts with any mushroom I run past. I did check, not pressing F, the “You need to….” message pops up.
- Glider sometimes seems to auto-activate for me (even in the story instance), I am not holding down spacebar, but maybe it’s my keyboard
- Screenshots taken in the beta have a lowwer quality than sscreenshots I took outside of the beta (today, same settings)
- When Metella speeks the „We’re not going to last much longer. We can barely muster enough soldiers to protect ourselves.“ in the story instance, you hear it in the voice of Agent Gunnard (checked twice)
Thanks for the fantastic beta. I had a great evening with my friend, we had lots of fun, fell to our death multiple times and tried to climb up every edge.
Masteries seem to be lighting up for no logical reason, by this I mean the yellow star-ish shape thing to the right of each mastery, I cannot figure out why they would be lighting up, it seems to be a random bug, unless I am misunderstanding something.
As example lets say there are 7 masteries for something, mastery 2, 5 and 7 are all lite up with a yellow star, why? Im assuming its a bug.
- Glider sometimes seems to auto-activate for me (even in the story instance), I am not holding down spacebar, but maybe it’s my keyboard
You don’t need to hold spacebar. You hit it once the glider comes out. Another and closes.
I will add mine, as well as expand on ones.
- Glider come out 80% of the time your character slides on uneven ground.
- The black wall graphic glitchs at the entrances of the cave.
- Reaver mortar event on the mortar side you can’t take ammo till after the npc drops a new supply off. (side note should be more then one npc)
- Same mortor event ^ only one person at a time can take a mortor the rest have to wait and continue to spam F.
- There is an odd animation with one of the ships to the far east border, of item falling out that have an odd color to them and repeats ever 7 seconds.
-not sure it bug but a lot of revonent skills seem to have long after casts.
not really a bug, but while the glider deploy time is nice when jumping off a cliff, it gets annoying to have it constantly deploy if i’m just jumping around on flat terrain
- Glider sometimes seems to auto-activate for me (even in the story instance), I am not holding down spacebar, but maybe it’s my keyboard
You don’t need to hold spacebar. You hit it once the glider comes out. Another and closes.
To clarify: I press spacebar to jump. Glider pops up without pressing it again.
I am NOT talking about pressing space in mid air, but just using it to jump.. well, anywhere.
- The troll event near Laranthir at night (the one defending the vine) is broken.
Aens / Ellantriel / Nao To Mori / Saelyth. Commander
Guias de Raids en español / Spanish raiding guides
Quite a few things i’m noticing are similar as what everyone here is mentioning, but it mostly seems to do with lag or sync issues. Mobs teleporting 10 feet away and then teleporting back. I would guess that most of what is in this thread is due to latency or sync problems.
The fire field on Revenant Mace #2 skill still clips through uneven terrain unlike it’s similar skill on the Dwarf Stance, Inspiring Reinforcement, which seems to work fine. This was present in the previous beta as well. Sometimes you’ll get as little as 1/4 of the field’s intended size to show up.
I will add what I found too
- In Vine pit Salvage [Adventure] I reached 28 salvage item and the final score didn’t show up and I was able to use the gliding in side the adventure which let me use my utility
Mallyx utility skill 3 creates a field that teleport mobs around, it is the players that are displacing them.
- Activating Glider when jumping of a bouncy mushroom bugs the glider. You can only fly in the direction the mushroom sent you.
[Collection] Wardrobe/Skin Bugs & Anomalies
Bugs i spotted:
Wyvern fight near the Itzel grounds: Wyvern would phase in and out during the fight, the hit box would still be there, but the Wyvern itself would disappear and come back.
Rytlock in the story instance was a little pixelated at first.\
Cut scenes seemed to be lower definition then normal
The black wall at the entrances of the cave.
Not sure if bug but i noticed when jumping if i held the space bar down long enough the glider would deploy, even when not intending to deploy.
Overall great beta test, barely any FPS drops with everything on high(or maxed), did not notice any lag at all. Tho i do feel the objective in the map itself is a little vague?
Mallyx utility skill 3 creates a field that teleport mobs around, it is the players that are displacing them.
That’s going to be annoying…
I’d like to mention few bugs that I saw in the beta:
- low quality graphic in cutscenes
- level of detail visibly fades on enviroment
- teleporting mobs
- placeholder mob names, objects and dialogues
- my character starting conversation without any reason (something like “How can I help you?” said in the middle of nothing)
- delays in using skillsI’m not sure if I wrote them all since it’s quite late in here, maybe I’ll ad some later.
The teleporting mobs is most likely caused by a revenant down skill (I think it’s 2?) which teleports the targeted enemy like 600. Also your character randomly talking, to my understanding, is the new way ANET is trying to have your character interact with the world. Let’s say you walk by an NPC, your character might say something out loud actually.
- Glider sometimes seems to auto-activate for me (even in the story instance), I am not holding down spacebar, but maybe it’s my keyboard
You don’t need to hold spacebar. You hit it once the glider comes out. Another and closes.
To clarify: I press spacebar to jump. Glider pops up without pressing it again.
I am NOT talking about pressing space in mid air, but just using it to jump.. well, anywhere.
You don’t need to double-tap spacebar to summon your glider. If you jump and hold down space, your glider will come out until you put it back up. What’s most likely going on is that you’re holding space for too long when you jump; you don’t have to hold it down long at all for this to happen.
The teleporting mobs is most likely caused by a revenant down skill (I think it’s 2?) which teleports the targeted enemy like 600. Also your character randomly talking, to my understanding, is the new way ANET is trying to have your character interact with the world. Let’s say you walk by an NPC, your character might say something out loud actually.
Yeah, the revenant down skill #2 shadowsteps the target away by 600. But I’ve noticed that it can pull jungle tendrils instead of pushing them. They can actually end up behind you. The same goes for the Demon utility #3. For all the work that the revenant does in lining things up (axe 5, mace 2) and primarily giving support, pushing mobs away from melee is going to mess teammates up.
- The troll event near Laranthir at night (the one defending the vine) is broken.
Are you sure you mean at night?? I’ve only seen the defend the base camp and escort the soldiers there at night. The event (at the vine) at daytime is a bit troublesome. My map was extremely close in getting it down. It is one of those group events that require coordinated group play. I’ll try to explain how it works.
1: event happens at two sides of the vine. One is seprated from the vine by a broken bridge. the other is round the mortars.
2: The one at the other side of the broken bridge is reasonable easy. You need to protect Laranthir’s group so they shoot down the champion on top of the rock. As long as you got enough people there, the rest should take the detour to the other side of the bridge to the mortars.
3: at the mortars, keep in mind the rythm. Only a 6 people can actually fire the mortars. So have 6 people assigned to doing so (there are 6 mortars). When the window is open they pick up 1 mortar and walk to the one they are assigned to and fire it. The rest need to not touch the mortar supply (otherwise it drains too quick for the next round).
4: the supply is filled by pact-troups. Make sure to give them speed boosts.
We started unorganised, found all of this out and where very close to finishing when the time ran out.
Arise, opressed of Tyria!
the outline when capturing points in the ruins during daytime was bugged. This was one on a bridge that spans the emptiness between the two ruin walls.
Tho i do feel the objective in the map itself is a little vague?
Totally agree, I have no idea what to do exactly….
Yeah I saw the teleporting mobs as well. Wasn’t sure if it was intentional or not.
FPS is really good for the amount of objects and polygons in view, Nvidia geforce on their native drivers doing rather well there.
The fire field on Revenant Mace #2 skill still clips through uneven terrain unlike it’s similar skill on the Dwarf Stance, Inspiring Reinforcement, which seems to work fine. This was present in the previous beta as well. Sometimes you’ll get as little as 1/4 of the field’s intended size to show up.
I noticed this also, especially prominent on inclines – you might get 2-3 feet worth of fire field before it goes under the terrain.
Nightspecter – Necromancer / Night**** all others
I made a mistake and training mushroom mastery at first..
so I can use bouncing mushrooms,
Is that normal to take falling damage when you use bouncing mushroom?
sometimes the landing area is too high for me and dead from taking falling damage..is that a bug?
- Activating Glider when jumping of a bouncy mushroom bugs the glider. You can only fly in the direction the mushroom sent you.
To expand on this, there was a few spot (mostly found them near wyvern’s nests) that you could bounce up and hit a roof, which would push you sideways. If you started gliding afterwards, you would start moving in a straight line through the air until you ran out of glide, or hit a wall.
I tried to interact with one of those speed up plants and got disconnected back to Windows.
Then Windows decided to reboot with a message something like
PFN-LIST-CORRUPT
Other than that didn’t seem to have any issues.
The leveling after you pick a specialty was unclear.
But after I figured a few things out the only other comment is.
I really disliked getting lost in Cantha, I will hate getting lost in jungle potentially.
I think not being able to glide impacted my enjoyment of the layers quite a bit. I got it just before end and it was good. Couldn’t spend much time on due to real world items like work and kids stuff.
The revenant skills seemed less overpowered than before. I only tried a few of the weapon combos this time. But really enjoy the survivability with switching aspects.
Too many pictures to post one at a time so here is a photobucket: http://smg.photobucket.com/user/cocowoushi/slideshow/GW2%20HoT%20Beta%20Issues
1. One of the downed airships you can run around and check out: I assume there is supposed to be glass in these windows because I could totally stand in the open areas without falling. Didn’t show up.
2. Rev Mace#2 clipping issue: Going up slopes, didn’t notice it so much on the way down. Axe #5 seemed to visually trigger 40% of the time, but that might have been because of lag.
3. Lone Troll Mob wandering around with a code name.
4. Vine Pit Adventure: Before I got my glider I tried jumping straight into the pit to see what would happen and was teleported to the top, as expected because of the nature of the event. However before I would hit the ground I’d still get poisoned from one of the vines, which when I teleported back to the top, would fill my Energy gauge. Tried this again using Resistance (Mallyx Utility #7) and was not poisoned, so no energy given.
5. Pale Reaver Rifles: They were stationed here during the event. Picked one up to try them out. Tried shooting some of the mobs down the slope but did VERY LITTLE damage. Like, 38-48 HP. Not sure why these rifles were even there for this part when they did such tiny damage.
Other things:
1. Like others said about the glider popping out too often. It got very annoying, especial when scaling the steps to get to the Wyvern eggs.
2. Was following an event train regarding the frogs. Something about enslaving the other frog race. We followed the NPC to a cavern and waited for the next chain to start but it turned to night and he just disappeared. We were really confused until someone mentioned it was because it was night. That wasn’t clear at all.
3. Made a Warrior to try out some things with the last 30 minutes or so left. Got to Amber Fort and realized I could still use my glider. I guess I didn’t realize Masteries were account bound?
4. Was getting Skill Point Scrolls in loot bags.
5. Map did feel very confusing. I haven’t spent much time in Dry Top so maybe I’m not used to this style. But I didn’t like it much at all. I hope there are different types because I won’t want to do that map more than once.
6. It was nice to see the Mordrem Guards dodging to avoid attacks.
Lots of technical stuff but nothing that seemed to be very buggy/game breaking. Good job!
(So many roads……….)
As to 5A. The pale reaver rifles aren’t for the grunts at the bottom of that event, they’re for the husks that try to run up the steps. Grunts have to be taken out normally. ’
And as for 3B. they said that masteries would be account bound, pretty much everything progression-wise in the game (PvP ranks, WvW rank, Fractal personal reward level) is account bound, it shouldn’t be surprising that masteries would follow suit.
As to 5A. The pale reaver rifles aren’t for the grunts at the bottom of that event, they’re for the husks that try to run up the steps. Grunts have to be taken out normally. ’
And as for 3B. they said that masteries would be account bound, pretty much everything progression-wise in the game (PvP ranks, WvW rank, Fractal personal reward level) is account bound, it shouldn’t be surprising that masteries would follow suit.
1. I see! I did not know this. Perhaps it was said when you first got to the point, as I followed up after capping another point.
2. I must have missed this too. I’m not really surprised as I didn’t know it was going to be a thing; but it is nice.
Thank you for your comments.
There is definitely a bug with mobs teleporting, I’ve seen it several times in Dry Top and The Silverwastes. I’ve only ever seen it happen with jungle tendrils, dunno if its exclusive to them though.
- low quality graphic in cutscenes
The scene wan’t in-game, so it was pre-recorded. Having it be low quality makes sense since why would you beta a higher quality video? All you’d do is bloat the download size and get nothing from it.
- My character auto-interacts with any mushroom I run past. I did check, not pressing F, the “You need to….” message pops up.
Auto-interaction is not a problem, the message box is.
- Glider sometimes seems to auto-activate for me (even in the story instance), I am not holding down spacebar, but maybe it’s my keyboard
It seems to auto-deploy. Not a bad thing, but it could be refined a bit. Mine would auto-deploy when I jumped on a flat terrain (would love to be able to glide down hills though).
I will add mine, as well as expand on ones.
- The black wall graphic glitchs at the entrances of the cave.
That’s actually in the base-game as well.
not really a bug, but while the glider deploy time is nice when jumping off a cliff, it gets annoying to have it constantly deploy if i’m just jumping around on flat terrain
Deploys unnecessarily on a flat terrain, not fast enough when jumping down a slop or hill. I want to go down the hill in style XD
Mallyx utility skill 3 creates a field that teleport mobs around, it is the players that are displacing them.
That’s going to be annoying…
Lot’s of random teleporting about. If it is part of the skill fine, but rather have then visually be knocked about then teleporting.
Tho i do feel the objective in the map itself is a little vague?
Totally agree, I have no idea what to do exactly….
Come night time I was totally unsure where to go (other than run after soldiers). I think it’s a matter of events design? Perhaps if we had more events, or events that moved us around a bit more?
There is definitely a bug with mobs teleporting, I’ve seen it several times in Dry Top and The Silverwastes. I’ve only ever seen it happen with jungle tendrils, dunno if its exclusive to them though.
Where I saw everything but tendrils teleporting about.
I was playing the ranger since I know that class the best. I only had a chance to play in the first beta slot and here is a few things I noticed and reported on:
- The sound was very, very low in the introduction cinematic. I had to push up the volume to max and still had problem hearing. The rest of the game seemed ok.
- The characters in the character creation was too big to fit the screen. I have a high resolution and big screen and never had this problem before (at least not in my latest creation before beat, which was a couple of months ago). This problem was not present during the stresstest/demo.
- Marjory was levitating a couple of feet above ground when I first entered the story instance when coming in to verdant brink.
- My biggest concern though was the problem of using skills. First I thought it just was the longbow nr 5 (barrage) the didn’t succeed to activate in the ‘heat of the moment’, but when also skill nr 2 (rapid fire) just about to started and then cancelled and the same problem with warhorn nr 5 (call of the wild) out of combat I realised it must be a bug and not just ordinary lag. I have a video from the gameplay when it happens multiple times when everything else seems to run smoothly (hope it will be live during the day on https://www.youtube.com/channel/UC3w1vHmCt5YpVZd5cnHfmOQ). Very annoying! Animation seems to start and then just stopps without doing the skill.
- I couldn’t get the masteries to work. The UI has got a rework since the stresstest/demo, but it still needs a lot of work. It is NOT clear where to activate a mastery (even though I found it after clicking around in the UI) and it is even more unclear how to train this mastery?! I tried with the gliding jumping out in the blue, but it never activated… so more information about how the masteries are supposed to train would be nice. Even though it might just need a tooltip or something similar…
- As other already mentioned, the mushroom masteries activted by just running past. No need to press F…
My impressions: Nice to try out a bigger chunk of the map, but I’m a bit dissapointed by the day/night rythm. It is quite unclear what to do and where others are on the map to try to help each other out. I just met a few roamers like myself during nighttime (we had gotten a bit away from the entrance of the map). Since it is such a big map and so much to do (activites and events and stuff) maybe som clearer guideline to what is important is needed, the small tip on the right hand overlay doesn’t say very much… Or maybe we will learn by trail and error as usual
I’ll throw in my share then:
- Character sometimes appeared blue in Hero Panel and in preview
- Mushroom error message appeared when close to mushrooms, no pressing “F”, however once bouncing shrooms was unlocked I would not use them automatically when close to them.
- Mortar event appeared on minimap but not on screen, meaning I was not able to see the event progress – still got credit for failing it though ^^
- Not a bug, but mastery UI lacks intuitiveness – a lot of players were confused about how it worked, ticking the track in the top left corner was not straightforward enough.
Overall these were mostly minor issues, and I gotta say I really enjoyed the map , especially during the day cycle.
Definitely agree with the mastery UI comments. Activation and training are unclear, these need to be improved.
Revenant hammer 3 seemed to cause a slight camera rotation which I did not like. Was annoying to have to reset view all the time.
Liked the detail in the plants, some areas of the map were beautiful but generally disliked the chaotic feel of the maze. Found it difficult to navigate, this may be better with gliding/mushroom masteries.
Really liked the fact that frogs were riding beetles and some of the mobs were also mounted.
I have to agree with Lonewalker.4027 regarding the day/night rhythm and the events. My impression was that the night events were rather repetitive and got “old” rather quickly. The event objectives generally were not altogether clear. So with this and being frustrated with the “maze” map was left feeling slightly dissatisfied with the experience BUT nevertheless very pleased to have had the opportunity to participate in this BETA and will look forward to others.
- The troll event near Laranthir at night (the one defending the vine) is broken.
Are you sure you mean at night?? I’ve only seen the defend the base camp and escort the soldiers there at night. The event (at the vine) at daytime is a bit troublesome. My map was extremely close in getting it down. It is one of those group events that require coordinated group play. I’ll try to explain how it works.
1: event happens at two sides of the vine. One is seprated from the vine by a broken bridge. the other is round the mortars.
2: The one at the other side of the broken bridge is reasonable easy. You need to protect Laranthir’s group so they shoot down the champion on top of the rock. As long as you got enough people there, the rest should take the detour to the other side of the bridge to the mortars.
3: at the mortars, keep in mind the rythm. Only a 6 people can actually fire the mortars. So have 6 people assigned to doing so (there are 6 mortars). When the window is open they pick up 1 mortar and walk to the one they are assigned to and fire it. The rest need to not touch the mortar supply (otherwise it drains too quick for the next round).
4: the supply is filled by pact-troups. Make sure to give them speed boosts.We started unorganised, found all of this out and where very close to finishing when the time ran out.
Totally sure as in Screenshot with bad quality because of potato computer
Aens / Ellantriel / Nao To Mori / Saelyth. Commander
Guias de Raids en español / Spanish raiding guides
I really don’t have anything new to add , but as far as the glider is concerned I too had hold the spacebar in order for it to deploy then while jumping it had no problem coming out. It’s too bad you couldn’t map it to another key different from the space bar. Never got to fight the wyvern the first time I couldn’t find my way to the event , the second time a lot of people got dc ’d (me included) and the last time the wyvern choose to go to IHop for eggs.
You don’t need to double-tap spacebar to summon your glider. If you jump and hold down space, your glider will come out until you put it back up. What’s most likely going on is that you’re holding space for too long when you jump; you don’t have to hold it down long at all for this to happen.
- Glider sometimes seems to auto-activate for me (even in the story instance), I am not holding down spacebar, but maybe it’s my keyboard
I’m more of a quickly-tap-they-key-person. But as I said: Might be my keyboard.
- My character auto-interacts with any mushroom I run past. I did check, not pressing F, the “You need to….” message pops up.
Auto-interaction is not a problem, the message box is.
I wouldn’t know if it’s an interaction problem or just a message box popping out randomly, because we don’t have an interact-log.
Might be just a popup when running past.
Might be an actual interaction bug.
- Glider sometimes seems to auto-activate for me (even in the story instance), I am not holding down spacebar, but maybe it’s my keyboard
It seems to auto-deploy. Not a bad thing, but it could be refined a bit. Mine would auto-deploy when I jumped on a flat terrain (would love to be able to glide down hills though).
Not a bad thing indeed (in most scenarios at least, annoyin when you try to jump up somewhere), but imo a higher gliding level thing, if it’s intended.
I’ll add what I saw:
-Vinetender for the pale reaver mortar event respawns much too quickly. It makes the event drag out 10x longer than it should. We could literally only get off 1 shot with the mortar before he respawned the shield. Also the faster you kill the mobs at the mortars the faster they respawn. You should be rewarded for killing them efficiently, not punished.
-As others have mentioned the glider deployed too easily on jumping
-Every time I walked past a mushroom I got a message saying I couldn’t use it.
-Map was fairly difficult to navigate. Not very open. May be easier with more masteries, hopefully there are other kinds of maps as well.
Hello everyone o/
I wanted to share my experience with beta with others.
Most of people played Revenant, but i decided to play thief this time.
I used venom utilities, venom elite or TG, venom heal skill or signet, 6 0 6 0 2 most of time, sb / p/d (most time, though i used s/p little). I wanted that venom build to have more fun. I played this beta from 20:30-22:30 and from 00:30-02:30 (didn’t stay last half hour in 2nd term was already to late :/).
I was tagged on some events on map, on some not, half time i was exploring, jumping around and enjoying view. Events i did in 1st period of test and later 2nd: pact soldier escort, pact fleet defend, bug collecting, chain of events with that chief from hylek tribe (up to legendary boss where i got bugsplat and had to send report and restart game), some events with Laranthir. That is all about i can remember.
Important thing to test more is: thief utilities get often bugged, and sometimes i cannot use them even though they are on not on cd quite some time (talking about 30s and more). During time when i couldn’t use my venoms (the case was same when i had shadowstep, some signets, sr; didn’t test others, cause my weapons skills were working all time without problems). I also must say that this case of utility problem on my thief was significant in 1st period of beta test (i don’t remember having same problem in 2nd period of test more then 1-2 times, though it is possible i had this only in 1st period of test). I didn’t try pact defend event in 2nd period of test.
Bugs collecting event. That event when u do little jumping around to collect bugs for hylek (and earn mastery) for limited period of time is fun. Though there is problem that if u miss jump or have to start over again (yeah u get return to start point again which is great), u lose all your progress and bugs don’t reappear on spots where u collected them.
When u escort Laranthir into that ancient city (part where u are sniping mordrem from high range with that 10K range snipers). U can hit mordrem below u with snipers, but they reset when u damage them and not die. So having players to snipe them is pretty useless. I did this event in 2nd period of test. Also those rocks where they plant explosives, there is way to do simple jumping over them get on other side (though u need some kind of speed buff or signet).
Event when u defend pact supply for a limited time against mordrem, sometimes event wouldn’t finish and stayed on 0:00 timer for long time (taking about random ~1 min) and after that event would fail or not fail.
One thing that is also important and needs some fix in my opinion is how we get experience towards earning some mastery. There has to be some balance in experience for getting mastery to players who stay to def event and to those who play tactics: tag most u can and get everything. I was in party with my friend. We decided that he plays tag, and that i tag and do each event from start to end. When he started gliding mastery i had 30%. He finished his mastery to 100% and i had 80%. This is something that needs serious reconstruction cause everyone will eventually start tagging most they can so they get mastery asap; and it will be like we don’t care about people who stay loyal to event (like commanders for example). For example i like how events are done in SW, and balance and rewards are good there (except for combats mechanics that i’m not fun of cause they don’t promote skillfull play).
General impression about map look is good. I get feeling that map is like some floating spaceship. Reason for that is because i believe that Mordremoth has risen to ground with his thorns and made it float. Zhaitan looks like small fish comparing to this one :p
That is all from me. Thank u for reading and sorry for mistakes i made in writting. I hope this can be of some help to people in arena. Also thank u for that portal drop after hours and hours farming in DT o>
Some games have queen of thorns this one has king of thorns \m/
ps. i made same post on other thread and i’m sorry about that, but both threads are about same. Cheers
I will add mine as well, a lot of repeated items but for the sake of clarity for the devs I will mention them anyway.
- Mobs in and near Doomteeth with incorrect or unfinished tags: ie: ((527920)) including npc mobs with dialog boxes ((484430))
- Initiating gliding is not responsive enough, a few times I pressed space once and my character fell for too long (like it hadn’t activated), pressed again and then in two quick movements the glider deployed and then undeployed. Possibly just lag but most other game-play had reasonably good response for me.
- Low rez cut scenes – this may be deliberate with the idea to replace with better versions later.
- When jumping sometimes the glider animation sometimes quickly flickers on and off.
Opinions:
- Revenant is fun to play but too underpowered or slow (not sure which yet) based on the available traits lines and weapons available – I tried hammer and the mace/axe combos, two trait builds with not a lot of difference DPS-wise, I tried Warrior and Ranger in the beta as well and they both had much much more power. I expected the Revenant to be a little less powered due to it’s utility but not that much under. We will need to see how the other legends and trait lines play out as well as working out good rotations.
- For my playstyle the Warrior was a little tougher to keep alive but still strong, ranger for me was so much easier to stay alive and DPS down the mobs quicker, I also found this in Silverwastes as well due to the very similar gameplay and mob styles.
- Mastery interface is not easy to understand at first, the tick at the top left to activate the mastery line (ie: Gliding) should perhaps have a (always) visible description even if small text.
- I am hoping that other maps in the expansion have varied game-play and different mob types, although I do like Verdant Brink area I would be disappointed if the whole expansion was just one big series of maps that look and play like Silverwastes/Dry Top/Verdant Brink.
- Next beta needs to be more involved, longer duration, larger map availability with more areas of the gameplay (underwater?) and perhaps temporarily increasing XP rate for mastery’s so you can actually test the different mastery lines.
- Fun was had, appreciate the ability to test some aspects with this beta access. Very little lag to speak of so a fairly successful stress test. Loved the general look, feel, vertical gameplay and colours of the Verdant Brink map.
Clearly early days and limited gameplay but I still hold enough interest to see what is coming in future betas.