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Long rant incoming…
So I’ve already played this game for a really long time. I bought it on the first christmas after release, that’s a little more than two years now. I already quit for a few months, never bothered counting how long, but it was on the day of the second Dry Top update, returning somewhere around the second to last living story update. However, I never cared much about posting on the forums, never left a “I’m quitting” thread. I’m posting a thread now because, as a PvP player and dungeon/fractal runner, I feel utterly insulted.
This was an awesome and promising game upon release. I loved the manifesto, and everything anet has set out to do. But I see the game derailing from those principles. I could rant for even longer if I was to number each one, but I’ll stick to what I like in this game, the combat system. It is amazing. And it is what convinced me to buy the game. I joke that gw2 broke me because I simply cannot stand other games anymore. None has as good of a combat system, and I’ve tried quite a few “great” games that were released since. However, I see it being put to waste. Why have such a great combat system to then join the mindless zerg? I wish I was at least talking about WvW, but I’m talking about PvE.
If anet cared about combat and challenging content, they would be working on improving the dungeons, and adding new ones. They would be working on PvP (the balance changes are nice and all, but it’s the least one could expect). Almost three years, and all we got so far was a new Deathmatch mode in a single map that, by chance, everyone hates. I heard people saying that adding new maps (like Sky Hammer) was not enough; but even at that we never got enough, there are so few maps to play at… Instead, they focus on living story. Season 1 was a zerg fest. Season 2 had two portions to the updates: A zerg fest on the open world, and “challenging” instances that weren’t even designed to be played by a group.
So these are the signs I take that anet is not interested in dungeons and challenging content, despite their announcements from the expansion:
- As mentioned, the updates focus on living story. Dungeons/fractals and PvP updates are rather scarce. There was supposed to be no grind in this game, but it seems time proved people wanted to grind, so anet gave them exactly that with the Silverwastes kind of content.
- HoT, and all of it’s major features were announced. No word was give of new dungeons, only a hint at a fractal mastery, which doesn’t even mean new fractal levels/maps/balance changes.
- Victory or Death, the final step of the personal storyline, is going to be reduced from a 5-man dungeon to an instance designed to be solo’ed https://forum-en.gw2archive.eu/forum/game/gw2/Personal-Story-Restoration-update/first#post4934641
- The March 16th update introduced a ton of bugs, including a perma stealth. On almost all of my PvP games, there was someone complaining about being attacked by invisible enemies that wouldn’t lose their stealth. Today’s update announced a fix. Took them over two weeks to fix a problem this serious for competitive gameplay (but rather unimportant for the PvE zerg).
- Today’s April Fools introduced a sepia effect that makes it hard to tell things apart. Our characters are now in a plane position, making it hard to see their attack animations. This is unimportant only for the easy open world content. It can’t be turned off.
- It is now April Fools and world 3 tribulation mode of SAB has no release date whatsoever #SABorRiot!
I know I’m just one paying customer, as loyal as I might be, but looking at lfg the day it was released and comparing it to today and how long it takes to find a full party, I feel there is a large number of us unhappy enough to actually quit because anet can’t dedicate time to challenging content. Not that I’m quitting, but I feel rather discouraged to support a game that focuses on grind rather than skill.
Eh, I’ll add myself to the list of unhappy people here. It was funny for the first two minutes, but now that I want to play the game, it’s hard to see what’s going on, so I’m not even gonna try to PvP or run a dungeon.
Your first April Fools was a beast, best april fools I had ever seen in my life. Your second one was funny. As for this one, I could have easily lived without SAB, but playing without the option to turn this off is a no.
It seems you are following the logic of other games where not everyone can craft and you’d need to level an annoying class if you wanted to craft your own stuff. In that scenario, it was easier for the seller to set his price.
However, in this game, there are two major advantages to crafting. One is that your character gains 10 levels per maxed profession – and a LOT of people craft to level up fast instead of grinding content for it. The second is that you only gain access to certain items (such as ascended weapons/armor) once you level up your crafting, thus people willingly lose their gold in order to get this.
With so many people crafting in order to achieve those two goals, the demand for materials rise, making crafting more expensive, and the offer of crafted items also goes up, driving the price of said items down. I think the tradeoff is fair enough in comparison to other games.
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Óola is probably not taken. Neither should be Oóla. That’s how I got the name I wanted.
They haven’t been speaking much about anything at all, really. They had this beautiful transparency policy, even apologizing for not including a silly little thing in one of the patch notes long ago, yet now we get significant changes to dungeons and sigils go undocumented, and while the community is dying to know what they were trying to do (because some work in inconsistent ways), they make absolute no comment on it.
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Mordremoth will kill Taimi. Kasmeer escaped the last one, but the history of Snaff must repeat itself. Because tears. Everywhere.
9s icd vs 10s to swap with swap icd, plus other classes tend to not swap every chance… eng/ele on the other hand do it constantly. Yup.
Wow, so we’re saving 1 out of 10 sec? Is that your argument? What if I tell you it’s unreasonable to count the 9sec, and when we are constantly swapping attunements, we are dealing with 10-13sec CD for each attunement, and after a few seconds of battle they are all on CD and being swapped randomly, giving us an actual loss of couple of seconds because we swap when we need, not when the 9sec are up?
You didn’t read what I said clearly… more varied types of attacks give you more ways to hit the target. Being that flexible translates into being able to hit your target more often in more situations. You’re not going to be able to just auto your target 24/7 (unless you just play PvE and in that case lol it’s so easy who even cares).
It’s all fine as is.
So if you don’t have useful skills to use, you just sit idle until they are off CD, you don’t auto-attack? Auto-attack is just as fast as some skills, and faster than other skills(because of channeling time). We are not triggering on crit/attack sigils faster. If anything, we are doing it slower because we are wasting time channeling skills. I’m not even going to get on that 100 blades which can boost a warrior to 25might (from crits) and has almost no CD at all.
speaking only about Elementalists, since it is the only class of the two mentioned. The OP needs to L2P. Fact is, when you swap attunements the game engine treats it as a weapon switch.
Example, equip any sigil that procs on a weapon swap, and swap attunements, and the sigil will procc. What this means is, that not only do Elementalists NOT have a disadvantage with these sigils, they actually have an advantage.
If an elementalists swaps attunements a few times per fight…Earth——>Water——-> Fire….. rinse/repeat, that’s proccing quite a Bit.
You’re talking about L2P when you don’t seem to know how to play and are completely missing the OP’s point. There’s absolutely no advantage. While you can swap attunements quite fast, and while it does count as a weapon swap, the sigil still has a 9sec CD. Which means if you swap all 4 attunements as fast as possible without using any skills, you only proc the sigil once because guess what? It went on CD after your first swap. The 9sec CD means all classes will proc around the same time as long as they swap weapons when they are allowed to.
As for the OP’s point, eles and engies only have 2 sigils affecting them at any given time. All other classes can have up to 4 (bloodlust being passive, weapon swap effects lasting long enough to use on the next weapon swap). This means eles and engies are the only classes that need to sacrifice straight DPS sigils if they intend to use bloodlust/weapon swap sigils.
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Number one thing that impressed me? The first invasion with the watchwork all over the maps. I really wasn’t expecting that much the first time I did it, right after the update. But my favorite part would have to be the marionette fight, the music they added to this and other events really made a difference for the ending of LS season 1.
Tournament of Legends 2 up while we have a combat system broken by this problem for many months now. Seriously?
I hate to give you the bad news, but by default, no ascended gear can be salvaged. So your problem will persist once you want to remove the sigils and runes from your new gear =\
https://forum-en.gw2archive.eu/forum/pvp/pvp/Suggestion-Favorite-builds-button/first#post4094307
I have asked for a template dedicated to runes/sigils (pvp style) in that thread, you might wanna add to it, since it would achieve the same goal and devs have already shown interest
A sigil attached to a weapon provides you a bonus (bloodlust, etc etc) while that weapon is equipped. If you go into the water and an underwater weapon is equipped with the same stacking sigil, the benefit will continue. If a weapon with a different stacking sigil is equipped, the new sigil will start counting up to 25. If you remove the weapon with the stacking sigil from the equipped weapon area on the hero tab, the benefit ends.
This is completely logical. Why should I keep my stacks if I unequip weapons with the sigil on them to a weapon without the sigil on them? When you go from land to water, or visa versa, you unequip the first weapon set, and equip the second weapon set, and you lose the sacks unless the new weapon set has the benefit as well.
Just because you used to keep the stacks does not mean that it was intended, proper, or logical. I think asking to keep a boon without having the sigil responsible equipped is against basic logic and reason.
This mechanic is working as intended now, and it is not overpowered like it was.
It just slays me that people are so quick to complain about this change when it makes absolute sense.
Your logic is correct, but you are missing a few points. I don’t think anyone here is trying to take advantage of a sigil they don’t have on. If I switch from one weapon with a stacking sigil to another weapon with an identical sigil, I lose stacks, even though not for a moment I was able to fight using those stacks while having completely different sigils buffing me. Underwater really is infuriating in wvw, you are FORCED to go there if you intend to cap certain objectives. Underwater combat barely exists in wvw after recent changes, why should we spend money in underwater gear then, since all we do is swim for a few seconds in order to get to a gate? Not only that, if you only have a stacking sigil on the UW weapon and you kill some fish, you keep your stacks when you go to land, even if your land weapons don’t have a stacking sigil. Does that sound fair or properly handed?
I still dislike the basic HP/armor attributes that seem like major principles of the game and will never change. For eles, the justification for the lowest HP and lowest armor in the game was healing: I feel warrior healing signet can do a better job. However, if I compare it to guardians, they too have the lowest HP in the game, but they also have the best armor. And they have far better healing.
Only recently eles were given some worthwhile defense options, Diamond Skin being kind of OP, but tricky because that’s 6 points in earth, and you’ll likely need 6 points in water as well or it will be useless. And it simply has no place in pve, meaning eles still have not much defense options there.
I really feel bad talking about balance for this class before making the base HP for all classes the same, or making it so the highest HP classes like warriors can’t possibly put out as much damage as they do currently. Armor differences are bad enough.
Why is a problem this serious taking so long to get fixed?
I wouldn’t consider skins/dyes templates as important as gear/traits/skills templates, but if you really want to make a good job out of it, those would in fact be rather welcome. And it would probably be better to have them independent from each other in the UI.
Having multiple UI templates is what I’d really like to see, including a spot just for sigils and possibly runes (much like in pvp) rather than the current system where they are bind to a weapon or piece of armor. This way, you can avoid the current problem with stacking sigils when going in and out of water and even change your weapons template while still losing the stacks if you are downed/zone out/unequip stacking sigil.
Weapons templates could also solve the current inventory problem when people change from 2-handed weapons to 1-handed.
Are you guys seriously debating wheter using a macro is ok or not? Being unable to move in an action combat game is a glitch that shouldn’t be there in the first place. Especially not when it’s so common (it’s not just class skills that cause it) and especially not after being around for several months without a fix.
+1
/me dances for 15 characters.
Take a normal bear model from the game > scale down the size > change his colors > call it a panda. Although I do agree with you, this saves resources and has been done over and over.
They do get advantages with the on swap sigils though. Even with the built in timer they are able to activate them more often because of the constant swapping. You take the bad with the good when you play engi.
Fast attunement swap gives no advantage because weapon swap sigils have 9sec CD.
Did you not have a mace equipped at the time? I don’t think it’s much of the player’s fault in that scenario.
Correct me if I’m wrong, but when people were around asking if the underwater stacking sigil trick was ok or not, there was absolutely no response from devs. Now they try to fix it and didn’t even post on the update notes? How are we supposed to know the way it is meant to work and which sigils to buy?
I agree the original intent to the change was fair, but it was so poorly executed. I’m going to add to what ArmageddonAsh posted and say that eles and engies can’t change weapons (while ooc) at all if they want to use these sigils because even if the new weapon you are equipping also has the exact same sigil, you lose your stacks. Meanwhile, other classes are totally free to change up to 3 weapons while ooc without losing anything.
As Xarog has said, it doesn’t only affect other skills. Can’t pick up crystals in jade fractal, can’t pick up conjured weapons anywhere in the game, etc. Spamming 1 ftw.
Ticket #582517, 6 days old.
Transferred to Game Support Team, but no contact made since, not even automated responses.
Well, dailies reset for me yesterday, but today again they didn’t. That’s two fractal 50 runs lost now =\
https://forum-en.gw2archive.eu/forum/support/bugs/Nothing-In-the-World-Has-Daily-Reset/
Probably the reason behind this. If someone here was able to unlock the new trait, they should have gotten enough credit for the chest as well.
Add my name to the list. I wasn’t able to craft damask, didn’t get my fractal 50 daily reward (ouch), and didn’t get any chests from SE p3. SE p1 did give me the daily chests though, but none of the champ chests on the ground.
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I’ve always thought Valkyrie’s power, vitality, and crit damage was quite silly given the lack of precision to proc the crit damage and the toughness on knights does nothing vs conditions, not to mention if you already have a lot of armor it’s wasteful (such as on a guardian, who conversely has a low hp pool).
I’d like to see power, precision, vitality for when you want some crit for procs, but you’re not building enough to make crit damage worth taking and would like some extra survivability instead.
This guy said it all. Others have asked for it, and I’m going to ask for it again. Power/precision/vitality. With 3 variants having different major stats, it would be pretty awesome.
Odd thing, I’m from Brazil as well, and getting the same error. Youtube and everything else working fine, no signs of lag.
It’s a sad day when asura emotes don’t work. It was the only thing they had left, and now it is gone. Please fix this, you’ll make a golem cry.
I agree that it is an issue. I’ve seen people trying to start the run because they know they can’t be kicked then. And I’ve also seen people directly ask the party leader to leave before they entered because they wanted someone else to lead. It is simply awful the way it is at the moment.
Oh I absolutely did but im not really sure how it happened lol
edit: or why just now it split my single post into two….
Good, so you’re not just a grumpy person complaining randomly
I’ve been using a Fine Salvage Kit, which mostly returned upgrades 1 out of 2-3 times, but none for a couple of armor sets now. Did anyone notice a similar behavior recently?