Showing Posts For Altinar.1765:
The bug fix that was implemented this morning prevents Adnul from using Critique on the same turn it ends, granting a minimum of one turn before he can use it again. The reason he belches so often is because he never fakes (or extremely infrequently) so his belch comes off cooldown often.
1. He used it back to back on me earlier today after the patch, so your fix didn’t work.
2. Even if it did, what a slap in the face: one whole turn between him spamming it is your idea of a fix? So we get to bluff once before we’re back to being forced to drink every turn, lest we get belched on for drinking water (because apparently poker face means nothing against Adnul).
3. The fact that he takes less than half normal damage from drinking makes this utterly unfair even without his constant spamming of critique; since he can get the 3 drinks needed for belch in while taking 5% less damage to his health than players, it’s nearly impossible to actually cause him to lose health at anywhere near a fair rate. Note that the scenario I just proposed is optimal; most of the time he’ll only need to drink twice with a water in between, leaving him with a potential 15% health lead over you while STILL being capable of spamming critique and magically predicting exactly when to belch.
4. The bug where your bluff is blocked as if critique were still active, even when he has no stacks of the move (and has not spoken the associated message), is still not fixed.
I’m sorry, but this isn’t a fix, this is a slap in the face. Treating a legitimate and extremely irritating issue as though it’s “just a teency weency bit unfair” is insulting, and you may as well have just left this bug unfixed: one turn in between him constantly spamming his signature move is like giving a penny to someone who asks for a dollar.
CC still provides an advantage on EVERY map. Locking somoene out of a heal or cc’ing to coordinate burst is still strategic gameplay. If we’re going to promote 1 shotting people as skillful, let’s bring back all the burst classes that we’ve nullified. Bring back frenzy/hb, 100nades, 25 might stack shatters with double shatter, and back stab thieves. We can tell everyone to be skillful and l2dodge and position.
Agreed. While I enjoy the “specializing for the map” aspect of Skyhammer, I absolutely dread the idea of Skyhammer being the tpvp map for an extended period of time. Despite arguments of “I just use my normal spec and do fine”, that doesn’t respond to the massive issue which is that entire 5 man teams are going into tpvp with either a spam knockdown/fear spec or a stability spam spec. This map does not encourage skill, it discourages it by allowing players to load up on every available CC and push you toward a ledge.
The only way to counter this is to bring a stability spam spec, and for those that use the tired l2dodge argument, I wonder if you’re playing against molerats; anyone with a brain will watch your dodges and look for an opportunity to spam knockbacks until you fall off a ledge. This is especially problematic with the Skyhammer itself, which practically begs players to abuse knockbacks to kill others, rather than actually defend through normal means. In a perfect world, no one would be so greedy for wins as to run knockback spam specs, but that just isn’t the case: people are treating this like it’s Knockback Wars 2. I like the concept behind Skyhammer, but it’s absolutely silly given how much it conflicts with almost every decision Anet has made thus far regarding pvp (as Pyriall points out in the quote).
We need maps with diverse objectives that encourage skilled play and diverse specs, not “watch out for the 5 man teams that will spam AoE fears to throw you to your death”.
Great job Arenanet: you claim to have fixed this and reduced his likelihood of spamming critique, yet he still spams it at almost every opportunity past 60%~, and, even worse, the bug where he blocks your bluff without having critique active is (what a surprise) still unfixed. Are the devs just outright lying to us now?
Oh, and about that RNG: he’s belched literally every single time I use water. It’s like he knows everything you’re doing.
Hello, I’ve been having an issue since early yesterday morning: on the pick-up tab in the Trade Profit box I only see 2s 98c to pick up, yet I know that I have sold several gold’s worth of items since the last time I picked up from a trading post representative. Detailed version: I had several stacks of crafting materials to pick up yesterday morning, as well kitten gold in trade profit. Upon up the gold (and less than half the stacks due to inventory being full) I proceeded to post most of the stacks I had picked up for a total of well over 6 gold. Since posting those, I have watched my sales tab and every single stack has sold, yet my trade profit has not budged from 2s 98c. Any help would be appreciated, as I’ve tried a full client reset as well as deleting my cache…if Anet’s buffoonery has cheated me out of several gold’s worth of items…
I’ve been having this same issue since roughly five days ago, never had any issues like this other than the first few days of launch. It’s making the game absolutely unplayable: I’m hitting walls of lag while doing story missions, only to be disconnected after getting most of the way through one of the obscenely long and boring Orr story quests…then just having to start all over. Also, this may just be me interpreting things negatively, but my entire internet connection seems to go haywire when I hit these walls of lag and disconnects; for almost an hour my connection will intermittently disconnect. Again, I’m not certain it’s the fault of the game, but this has only been happening these past few days, and only after I play GW2 up to one of these streams of disconnections and lag.
This is ridiculous, Anet: 14 days and not even so much as an update on what the problem is is unacceptable. At least tell us what you’ve found, because it’s obscenely frustrating and it makes playing the game literally impossible when abilities lag out completely, only to be followed by constant, repeated disconnections 20 seconds later.