Showing Posts For Albione.3894:
I’ve noticed while playing the story from the last episode that both the ‘Counter Magic’ agony resistance, and the ‘Siren of Orr’ musical dirge masteries, conflict with one another on the UI. I was downed more than a few times because the ‘Counter Magic’ button was being overwritten by the ‘Siren of Orr’ buff that I was saving for later during the last fight against Lazarus.
Item: Spearmarshal Outfit
Race: Human
Gender: Male
Class: N/A
Description:
The new ‘Spearmarshal’ outfit from the “Path of Fire” expansion has a few clipping issues around the waistline and upper legs on males when either on a slight slope (worse when on severe inclines) and even while just standing idling on flat ground in places such as cutscenes. Here’s some examples, and sorry for the quality:
(edited by Albione.3894)
I got this too.
My one big bugbear this season has been the new “Ancient Magics” masteries. The last one; ‘Siren of Orr’, taking the cake in being somewhat expensive for such a limited use ability. If it was usable in other Core Tyria maps then it would be fine, and lore wise it’d make sense near locations such as the following:
https://wiki.guildwars2.com/wiki/Grenth%27s_Door_
https://wiki.guildwars2.com/wiki/Temple_of_the_Ages
https://wiki.guildwars2.com/wiki/Mellaggan_Shrine
https://wiki.guildwars2.com/wiki/Wreckage_of_Serenity
https://wiki.guildwars2.com/wiki/Ruins_of_Holy_Demetra
https://wiki.guildwars2.com/wiki/Deadgod%27s_Lair
And the Ruins of Orr temples:
(edited by Albione.3894)
We’ve been monitoring discussions about the Hearts and Minds instance and I’d like to take a moment to communicate the plans we have to address your concerns. The recent release of the Caladbolg content made it increasingly clear that we should take the time to make Hearts and Minds a more polished experience for all players. I picked up this project and am happy to say that we have a multitude of fixes in progress that we will release in a future update.
I would like to be clear on the scope of the changes being made: It is my goal to fix all blocking bugs within the instance and to address as many QoL issues as are quickly actionable. A major mechanical overhaul of the encounters is not in the works, but I will incorporate small changes that should result in noticeable improvements to the fun and quality of the experience.
When this update goes live, we hope you will share your thoughts about the changes on the forums. As always, we welcome your feedback.
The updrafts not working for other players, and occasionally me, when teaming up was a consistent problem during this fight. Made me wish there was a bouncing mushroom on the map, but hopefully that won’t be necessary.
(edited by Albione.3894)
I tried this encounter for the first time today, having recently bought Heart of Thorns, and was disheartened to find that the bugs (most notably the glider bug that I ran into) are still in this mission many months after release.
This fight is incredibly drawn out as it is without game stopping problems like this one. It’d be helpful, at least, if the fight continued from the “stage” that you’re at rather than reset to the start every time you die. There simply isn’t any real reason for a solo story quest to be this painfully slow going, even without the bugs.
(edited by Albione.3894)
I recently bought Heart of Thorns having returned to GW2 after some months away, and generally liked it up until the final Personal Story mission “Hearts and Minds”, where I found that my glider would not open the second time Mordremoth activated his deadly ground attack.
This wouldn’t be so bad if the entire fight up until that point wasn’t an incredibly drawn out dodge fest against large bags of health, or dying didn’t send you right back to the start of the encounter.
I think it is bad design for any game that allows the majority of the story driven content to be played solo, to suddenly put up an artificial barrier around it that forces you to team up to see its continuation or conclusion. In my opinion, any story content that can be started solo must also be allowed to be finished solo too; the central story of Guild Wars 2 should be no exception.
The issue I have with Trahearne as sole leader of the Pact, is that a part of the reason he is made leader is because of his experience and knowledge of the undead on Orr, and of Zhaitan. This is swell, but remind me again, aren’t there at least five other Elder Dragons, and their minions, running about Tyria? We’re given no information that he has anything but formal knowledge about any of the others.
I do hope that when we get around to dealing with Jormag, Primordus, Kralkatorrik and the other two, that the Pact leadership becomes a “Council”, with new members (hopefully of different races) added who are also experts on their respective Elder Dragon.
Battered up would be pretty cool. Slowly tearing off unrealistically revealing all the wrong places? Please NO,
I’d imagine that if it gets to that state it’d probably just completely disappear like the broken armour does in-game currently leaving you in your undies.
While reading the recent blurb about the upcoming “Lost Shores” event, I noticed that the new enemy NPC group will display visual damage to their “nigh-impenetrable outer shells” when taking damage. So could a similar thing be applied for player, and other NPC, armours when we’re defeated/killed?