Get rid of chore achieves in the future
in Super Adventure Box: Back to School
Posted by: AmIAnnoyingNow.2903
in Super Adventure Box: Back to School
Posted by: AmIAnnoyingNow.2903
Would kind of be nice if they at least made it like the infantile mode achievements. Each bauble increased it (with 0AP), till you got the last one, which would then give the current AP. Would definitely prefer to have a counter on the screen, like the kill(?) count. Seems like they should be able to just convert that, if its a bauble in a predefined space, decrement the count (definitely needs to count down instead of up, so we know if we’ve missed one).
There’s an engine limitation that prevents that apparently.
I’m assuming you’re talking about the rocks over the pit, which is the half way point (ish).
Here’s how I get past it.
Rock 1: Stay as far left as possible
Rock 2: Beeline to the next platform right over it, usually when i try to land far away from it it catches me, but if i go straight over it even if it knocks me down i land on the tree.
Rock 3: Just jump from the part sticking out to the next platform and it shouldn’t have time to hit you.
Rock 4: Dodge into the rock, continue on while it’s cooling down.
Rock 5: Dodge into this rock too, continue on to the tree.
Trap: There’s a trap on the right before the checkpoint, Josh is a troll T-T
in Super Adventure Box: Back to School
Posted by: AmIAnnoyingNow.2903
But, you can put in multiple coins at once, so if you have 10 coins, you can retry with 50 lives.
Ha, really? I wouldn’t have bought if i’d known that. I got to trib without continuing cause I had 99 lives when the event started. xD
in Super Adventure Box: Back to School
Posted by: AmIAnnoyingNow.2903
I bought a coin cause i’d rather go to the continue screen every 11 lives instead of 6. That’s the only reason.
I could have easily farmed enough coins to do tb 1-1 without a guide (took me ~200 lives btw) by doing world 1 once (7 bauble bubble + 3 continue coin + ~1000 baubles = 58 continue coins = 348 lives). This world 1 run takes me about 40 minutes max.
You also get about 20-25 coins worth for finishing a trib stage.
Though to be honest i probably would not go into world 2-2/2-3 without 150 coins just to be safe. Just because they are so long.
I’m not sure if /stuck will work, I just had a guildmate join my instance, then rejoined to get unstuck from a tree.
I heard there was an interview on the creation of this amazing content. Can someone share a link?
I feel the shovel is a bit unforgiving. I recently found a thread with about 8 spots mentioned and 6 of them were spots i had tried digging 4-5 times and given up on.
Yes, playing it with multiple people really doesn’t change much except making a couple things easier (beedogs, cage destruction). You can also get free continues if you have 2+people by leaving and re-entering the instance.
Not to mention it’s also an environment that is super jumping puzzle friendly. No swiftness or skills makes it easier to balance challenges, meaning we could have really satisfying jumping puzzle experiences in the super adventure box!
Huh, i’ve only ever done it via dodge roll jumping, but if you can do it without all the more power to you. Personally dodge roll jumping isn’t that hard to practice and learn though, you can practice it every time you have stamina while running somewhere after all.
There are no required max-length jumps in normal mode. I’m assuming the max length jump after the second-to-last checkpoint you’re talking about in world 1-1 is the baubles over the pit. This can be bypassed by jumping to the platform to the right instead. This is the only max length jump in all of SAB, as a max length jump is a dodge-roll jump which will get you slightly farther than a normal one (I’m expecting to see these more in hard mode)
Crocs can be attacked while jumping to them. Just start swinging as soon as you land on the lilypad and continue jumping as normal. It doesn’t work for turtles though due to the short moment it takes them to turn into a platform, but there are no turtles you need to jump on immediately.
Moto at the end of world 2 occasionally does the mario jump
Higher rewards for hard mode is completely logical. It’s harder, therefore it takes longer to complete, so they should be getting a reward properly scaled to the time spent on it.
Giving it the same reward as normal would be the same situation as giving CoF the same reward as the harder dungeons.
The 3 hours of open field fighting in TCBL made RISE very happy yesterday. I think most of the major FA guilds in that time slot took at least one shot at us along with TC. I believe we have the friday keep fight and now this for future videos coming up.
One of our guild members got Zap off an invader. We all hate him and are madly jealous now.
Sadly I dont think I will ever get that vista I am gonna have to transfer for a week if I ever want to get my legionday.
Hard ground makes strong roots, Higgies. You’ll get it, soon. Yep.
Have you thought about building a catapult and having [GODS] launch you at the vista?
Ya I know its just sucky not being able to get it. I wanted to let all of Kain know exactly what we were doing. Not trying to take it, just for my vista, at first. So yea you guys got your badges. But how does that hurt me? No vista, gotcha.
Honestly, if you had contacted the commanders and offered jerrifers in exchange for letting you guys get your vista we would have probably let you get it. We literally spent all night taking it to get you guys to stop trebbing us.
(edited by AmIAnnoyingNow.2903)
I don’t think people realize that in any real defense/assault, beyond those unsiegeable arrow cart locations, is an entire zerg ready to decimate your players that get through the immobilize spam deathtrap.
Just wait until organized guilds start doing this, then you will see why it needs to go.
I haven’t experienced this kind of defense but is 1-second immobilize really that much game-breaking?
It requires multiple coordinated warriors with a right trait to pull off and excuse me but if you are getting hit with multiple arrow carts anyway it should hurt you a lot. Especially if you invested into making superior arrow carts…
It’s a 1 second immobilize applied every 0.5-1 seconds (depending on number of arrowcarts) indefinitely. Even if you cleanse it it will be reapplied instantly.
Some of us do like the large fights.
T2 has plenty of 10-15 man havoc squads running around so I really don’t see what all the whining is about. They can clear objectives about as fast as a full zerg.
There’s already a tool for spec ops to fend off a zerg. It’s called siege and upgrades. Regardless of numbers, it’s extremely hard to take any place with 5 players manning siege. A zerg can still take it, but in the time it does you could rally your entire borderlands to that structure. You have to kill the oil before throwing golems or rams at a gate, cannons have to go for most catapult placement, ballistas and trebs can be built to counter catas, arrowcarts will discourage them from getting anywhere near the door. Seriously, have you ever tried to get an unorganized zerg through mass arrowcarts?
Camps held by siege and havoc squads will buy enough time for the main zerg to react and save it.
You can’t hold off an entire zerg forever with 5 people, but you can make their life miserable and slow them down significantly.
The reason why zergs win is because very few people care to scout or defend, because it’s not fun sitting around doing nothing.
So 5 people should be able to defend against 50? Why bother attacking? Lets just all sit on arrow carts and not fight eachother. I don’t think people realize how hard it is to siege something without this bug making it worse. 5-10 players manning siege will already repel a zerg or delay them long enough to muster up a counter attack.
(edited by AmIAnnoyingNow.2903)
EB has been odd.
In a first, for me, we had TC and KN practically standing side by side trebbing and catapulting Durios from ogres for a few minutes, before KN decided to take out our treb (which made no sense given that it was only helping take the walls down faster, and you outnumbered us and we were going to cede the tower to you anyway ^^).
Stranger still, I don’t understand why whoever was leading you didn’t just hit QL while TC was on Durios, almost ensuring yourselves an easy tower cap while FA wasted time with our treb.
Regardless, it was a surreal moment to see our 2 forces standing on opposite sides of ogres firing away at FA for a few minutes. You waved at us. We waved back at you. It was oh so friendly until that ballista went up
~Nyari Cil, Queen of EB
Ha, that was a RISE led zerg. We didn’t notice the treb until we had already built catas. We wanted to let TC help us (And of course backstab them after), but our pugs in EB are really, really bloodthirsty.
1) Commander was checking map with autorun on with a zerg of 50 following. Ran straight into a legendary defender and the whole zerg followed him in to it and wiped.
2) Commander place 4 rams, got the gate to 40% before we realized the wall was already down (Somebody on TC forgot to kill our catas from the last siege.)
3) Was sieging a keep, when a defending zerg was running up behind us through the outer gate. Commander had us stack, pop boons, then proceeds to try to run through the enemy gate portal for an ambush. Didn’t work very well.
4) Somewhat new mesmer called on to portalbomb into hills lord room, panics and drops exit in the middle of the chokepoint on ALL of the AoE spam. Entire zerg wipes.
5) Cliffs – 34, me – 0. Nuff said. My little asura is always falling through cracks and off cliffs when I’m trying to sweep.
6) Those lovely moments when pugs try to siege their own towers.
(edited by AmIAnnoyingNow.2903)
TC has a tendency to go for our territory whenever we try to go after FA in EB, so were probably just going after them to make sure they have better things to retake in their territory.
One of our main commanders is a glass cannon thief, he has no issues diving in and staying alive. As long as you can stay alive deep in a big fight go ahead, but remember that if you die, your zerg will usually panic and wipe.
I find it amusing that you basically just suggested an existing feature. Shows that newer and probably even veteran players don’t understand the system.
Hopefully, the march update will bring more attention and some improvements to the system so people will use it more.
I’m pretty sure the reason this but was never fixed was because players have found interesting and beneficial uses for it. Fight clubs and GvG for example. It’s unfortunate a community would not be able to handle cross server communication. Playful trash talk can be a lot of fun, but it’s the few trolls and abusive players that ruin that for us.
I’m expecting super long queues in tier 1, and probably 2.
To the people RISE cornered at the jumping puzzle on Kaineng BL last night (I think it was [Shh]), that mesmer portal to reverse the situation was awesome. Even though you were still wiped, we were very impressed with that quick move, it made our day.
At least give us a “Loot” bind that doesn’t share its function with interact/revive so I can Autohotkey it.
Depends on when your night is, but Kaineng has a night presence and Fort Aspenwood has had very good showing at night against us so far this week as well.
There is plenty of room for small group action. 5-man builds with good synergy and tactics can defend against zergs. I’ve personally watched a guild group win a 10 vs 40 in open field combat in T2.
High numbers makes it very hard to coordinate buffs, positioning, and defensive skills, something that small groups can exploit for a major advantage over a zerg group.
This is pretty much the point of the announced major WvW update.
Also, i think if legendaries are getting stat upgrades, it’s to bring them in line with ascended weapons, which has been stated is going to be the final tier at least for a very long time.
It always surprises me that people stand around using map chat when a post on gw2lfg.com will get you a party in about 5 minutes. Usually less if you take the initiative to actually invite people to the party.
1) Commanders get spam blocked: When I WvW with my guild, our commander frequently has to ask our players to relay messages to the PuGs because he keeps getting blocked out by the spam filter. I would recommend making the commander tag remove (or significantly reduce) restrictions on chat spamming in WvW. Abusers can easily be reported by the community.
2) Commanders get culled: It’s REALLY hard to follow an invisible commander. Commanders should be the highest priority loads, even above enemies.
One minor suggestion to help with queues slightly. Give us bankers on all maps. That way we don’t have to carry our WvW junk everywhere while waiting for a queue to pop.
I currently carry around a 20-slot bag worth of armor/weapons/badges/food/blueprints that i only use in WvW.
Reminds me of old GW1 IWAY groups. You could spend an incredible amount of time constructing a build that synergizes well and pressures effectively, or you could all roll W/R and faceroll the keyboard.
The simplest solution is to have a commander icon for PvE and a separate icon for WvW.
Possible Orb buffs:
-25% reduced equipment repair cost.
-10% reduction in upgrade costs.
-10% reduction in cost of siege.
-Increased karma/xp/magic find/whatever wvw xp is
-1% increase to ppt
I would totally fight like crazy over that.
I’m pretty sure the whole idea is to have the playerbase figure things out and talk about it with eachother. This encourages exploring and discovering new things, which is a much better feeling than receiving any event reward.
Pretty much every event or piece of information that gets discovered will be posted on the gw2 reddit about 3-5 minutes later. So just follow that if you’re worried.
From our spreadsheet of unknown mystic forge recipes on reddit:
250 Ancient Scepter Core + 250 Glob of Ectoplasm + 100 Mystic Coin + 1 Eldritch Scroll
Very good chance of that being a scepter with an awesome skin.
Posted by: AmIAnnoyingNow.2903
It’s also dirt cheap to get a full green 80 set on the trading post. You can get a magic find set and easily farm the money needed for any exotics you would want.
They spawn where the person activated them. Also, non-guild members can get the buffs for them, so try to place them somewhere like lions arch and spread the love around.
I’m not sure about the ones that don’t mention a banner.
My favorite so far is “My charr is a badkitten”
One of them is a slightly different color and has a different name. That is all.
I agree, I’m willing to give up traits, skill slots, anything that is necessary to make it so these areas are able to be revisited without scaling down the loot.
I would be absolutely delighted if we had hard mode instances of every area that sets and scales everything to level 80.
I would like to see ‘unwinnable’ events that will reset areas similar to how defense works in WvW, you get credit every couple of minutes you hold off the monsters, but eventually they overwhelm the area and the chain resets.
For example, the flame legion could be doing a ritual that can be slowed down by killing shamans, but the ritual eventually completes and the occupying forces are forced to retreat. You get a reward for every 3-4 minutes that you last.
You could be defending a device that doesn’t heal, and mobs will manage to chip off its hp eventually.
As it is now, every zone is always ‘completed’, i’ve never even seen the assault on arah chain because the defense event never fails.
If we (SBI) don’t take JQ’s territory, Henge will take it and get an even larger lead, if we take the territory and Henge doesn’t, we start catching up. Thus we also fight over the JQ territory as well as Henge’s. I have never seen our server not pushing both sides at once, and we always run into henge on both sides.
Generally, if we see a fight between two sides over a tower, we will wait for the siege to finish and attempt to backstab the team sieging, much less costly than killing them and sieging it ourselves. Even if we fail, the tower will no longer have upgrades and be an easier target.
(edited by AmIAnnoyingNow.2903)
in WvW
Posted by: AmIAnnoyingNow.2903
The stealth debuff only applies if you attack while stealthed, and starts from that point.
You just need some organization. A squad of thieves can get through the spam and take out the arrow carts or distract them long enough for your team to run up to the third floor and slaughter everything.
You can also jump from the stairs to the side of the main entrance to eliminate the choke point.
We’ve had this issue before, and we would have chipped away the carts had the 3rd server not attacked us from behind and given them the opportunity to counter push.
More maps would work fine, you just decrease the value of everything so it’s the same total number of points. I’m sure they are looking into this issue.
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