Showing Posts For Aradon.5936:
" One Bagh Nakh with a Malign Infusion and another with a Mighty Infusion, since both rings have the same unique name, i.e. adding an infusion is not the same as crafting a new infused item from its non-infused counterpart. "
More relevant to this situation. Infusing an item only gets around the unique if you have to craft the infused weapon in the Forge.
I think it’s perfectly legit. They gave us skills, so we’re supposed to use them to maneuver around the track. They haven’t fixed it yet, so until they do, I’m assuming it’s intended. And yes, this argument justifies every exploit a player could find, but I’m doing no harm by using it. Every player has access to it, and I don’t know if they will use it or not. Since I’m in direct competition with them, it’d be absolutely foolish not to take the shortest path.
As for ‘Top Checkpoint:’ The number of checkpoints is a type of score the arena tracks. Top Checkpoint means that you crossed the highest number of checkpoints out of everyone in the arena. Typically, most people cross 13 (which is all of them) so most players receive the Top Checkpoint award. It’s mostly a side-effect of how they created the racing arena directly in the PvP system, and doesn’t mean much.
I don’t think it’s so far fetched that new weapon skills could be added to existing weapon sets. For example, instead of mesmer greatsword giving exactly 5 skills, let the player choose from a selection of 7 or 8 greatsword skills. If this is too troublesome potentially, you could limit them to a choice of one or two skills per skill slot and work from there.
That isn’t to say new weapon proficiencies won’t be added, just that there’s more than one way to add more weapon skills to a class. I’d like to see more weapon skills either way, as utilities are so narrow that gameplay gets pretty repetitive for me.
As another problem I’ve found, many playlists are not randomizing correctly. Specifically, I’ve noted that Ambient and BossBattle do not randomize, but it may be others as well.
It’s weird. I rarely get even one dye in a day, but today I’ve gotten five or six. Most of them were from low-level skritt that I was killing to see if they did drop black lion keys, but I also got a few others from my usual stuff.
So I’m confused. I’ve never transmuted anything so I’m not sure how it all works, but if you transmute it to a low level (white or blue) set of armor – wont that make it white or blue level? Are you able to transmute again or is it a one time deal?
When you transmute an item, you get to choose which appearance you want, and which stats you want. So, if you have exotic gloves that you like the stats for, but want the appearance of some blue gloves, you can transmute them so that you get exotic-level gloves with the blue glove appearance.
When you transmute an item, both of the previous pieces are consumed, and you get a new piece with the chosen stats and appearance. You can transmute that new piece again, if you’d like, though.
The rarity of a dye seems to be in inverse proportion to the likelihood of a large number of people actually wanting it. Why they do this in games is anybody’s guess.
It’s so that you can get properly excited when a rare drops. Otherwise, you’d get rares that are less desirable than commons, and wouldn’t be interested in getting a rare. On the other hand, systems like Dye don’t really need rarities at all, so there is that.
Have you guys considered the Hydra Queen in Bloodtide? It could be considered the Final Rest for that crashed ship, etc, and I don’t get the impression it’s run very frequently.
The range indicator (red line beneath the skill when you are out of range) is inconsistent when dealing with phantasm/clone skills. Illusionary Leap and Illusionary Duelist skills for mesmer sword/pistol combo both summon illusions, but the range indicator functions differently. Both have a cast time, but the Duelist summons the phantasm if you are within range by the end of the cast time, while Leap summons the clone only if you are in range for the beginning of the cast sequence.
For instance: I am running towards an enemy, and begin casting Illusionary Duelist before I am in range for the spell (red indicator is visible). As long as I am in range when I’m done casting, the phantasm is summoned. However, if I begin casting Illusionary Leap at that time, and move into range during the channel time, the clone will NOT be summoned, making the indicators inconsistent. It will only summon a clone if you wait until you are within range when you start casting.
I bring this up because if I wait until within range to begin casting illusionary leap, I pretty much always reach the target by the time the cast finishes, making it rather useless as a leap effect in PvE.
1) I believe the choice of achievements is on its way in a future patch.
2) Dodging and ‘dodging’ are pretty distinct. Some people get out of the way during the windup of an attack. Some people use dodge just to get out of the way in general, keeping their distance. Personally, I use my clones for damage dummies, and rarely get attacked myself. In each of these cases, you don’t get credit for dodging. Dodge credit was only awarded for dodging after an attack animation commences (after windup). A lot of players just get out of the way before then, using positioning to their advantage. It’s still dodging, it’s just cutting it a lot less close.
That being said, getting the dodge achievement isn’t hard at all. Just find some AoE to dodge through. The frost wurms in Frostgorge Sound were particularly fast, and you can get the revives from the lake north of Slough of Despond at the same time.
It’s not the apology you deserve, but it’s the one you need right now.
(yep, quoted Batman, come at me bro)
Decided to read this thread solely with the intent of finding this posted here.
Thank you <3
There are bits of truth in that article, but it was clearly written to be fear-mongering and garner the internet’s controversy and rage. Internet, like the dark side, feeds on rage and fear, and also on feelings of being maligned, and the post merely exploited that by stirring up some controversy. Don’t take it at face value.
But there is some truth in the post, of course. Nexon has been involved with NCSoft since March or so. I recall the beta forums making some outraged remarks about Ms. Cox, but it’s still inappropriate to assault or accuse specific individuals. If I recall, Anet’s stated that they have not had their arms twisted, and that their actions have been purely internally-driven. They’re designing the game as they feel it’s best designed.
For those wondering how on earth they could believe introducing Ascended gear was okay: they have two groups to cater to. One wishes for gear progression, and the other does not. I believe their current approach to satisfying the desires of both groups is to introduce this gear progression, but keep it confined to limited content, such as the Fractals. Most content should still be practical at rare/exotic level, but if you want to progress farther, ascended gear is available (and only really necessary in the Fractals). Of course, this falls apart when you consider WvW, but I won’t say their plan is perfect. I think they are intending to implement a fully optional gear progression for those that desire it. I don’t believe they intend to ignore the large portion of their audience that vehemently opposes stat progression, and I still have faith in Anet’s ability to continue designing intelligently.
That’s my two cents.
Logged in to second this. I loved the fractal dungeons. I’ve only run one set, and don’t view it as a grind yet. I would love to see more content like this in the future. Especially if we could get a little bit more lore about where we went or what we were seeing. They were great fun!
Endless Dreamer, there’s a picture in the OP’s link that suggests that you can select any difficulty UP TO the lowest common difficulty reached. Apparently players will be able to farm level 1 if they want. Which kind of confuses me on how the bonus bosses work, but oh well.
I imagine it’s largely there to provide higher levels of difficulty to people who wanted harder content just for the sake of challenge. But monsters in the Mists also drop loot, so I imagine that you get bonus MF, essentially, when running through the dungeon on higher difficulties. Who knows how much more common ascended items will be from chests on higher difficulties, too. It’s possible that you can’t even find ascended gear on the easiest level.
I would guess it would be possible to add a ‘helm location’ piece of data to each hairstyle, which could dictate where the best place to place the rim of a hat on the head would be. It shouldn’t be impossible to program hairstyles to be compatible with hats, even the more imaginative ones.
When I run around in a region that’s supposed to be shadowed, there is a certain distance at which, anything nearer to me is for some reason illuminatated. This is definitely not the ambient light from a torch (I don’t even have one equipped most of the time). Areas of the ground that are clearly darkened become lit when I walk closer, which effectively ensures that I’m never in the dark. I suppose this is convenient to make sure that players can always see what’s going on, but I find it very irksome that sections of the terrain that are supposed to be shadowed aren’t actually shadowed if I walk over there.
Does this bother anyone else, or is it just me? I’d love if we could turn this feature off from the graphics menu.
The purpose of legendaries is to give players long-term goals that are not easily attainable, but after many, many hours of gameplay (ideally doing whatever content you want to), you’ll accrue most of the components for legendaries. They are a reward that you’ll approach as you play the game.
Since they are so difficult to obtain, by Anet’s philosophy, this is exactly why they should not be any stronger than more readily available weapons, as content requiring ‘max’ gear should be accessible to everyone, not just people with legendaries. The lower the barrier of entry into max-level content is intended to be simple to overcome, and powered legendaries breaks this down somewhat.
I’m not sure about the question here. It gives your account an extra slot to create a character in. If you create a character in that slot, then delete that character, that slot remains free to use again. It’s a slot, not a character.
I don’t see how you can make a slot expansion ‘only good for one character’ though. By its nature, you can only make one character with it, unless you are referring to being able to reuse that slot. In which case, yes, they are reusable. You won’t lose that character slot.
Best solution is simply to offer higher karma rewards for these [Group Events] and end-of-chain events. If you get 3x the karma for completing the chain, you’ll have less incentive to let it fail just so you can do three more events to get the same rewards.
It always did feel anticlimactic to me that I can get the same karma rewards for clearing a Cathedral or defeating the Claw of Jormag as I do for escorting some random NPC a few steps to Penitent Camp.
Ambient does not properly randomize for me while in Charr territory, either. Every time I run out to Plains of Ashford, I get the same three tracks to start with, in order.
I can only report my own experiences, but from my few karma boosters, my experiences are: 1) The reward in the top-right corner does NOT change, but 2) the reward you receive IS adjusted. This means events will tell you that you get 100% karma, while your actual karma gained is 150%.
You won’t notice unless you actually do the math though:
Record your karma before finishing an event.
Activate a karma booster.
Finish an event and note the karma declared in the reward.
Calculate the karma difference from before the event. It should be greater than the reward indicated.
“Would that be +60 power total or just +10 but you get the successive bonuses too?”
The response was yes to this question, when it is actually no. You don’t get 60 power total, you get 10 and the successive bonuses.
Edit: To clarify, it seemed like the OP was referring to ‘stacking’ as ‘each rune provides the first bonus cumulatively,’ and the second post said that ‘they stack’ but used ‘stack’ in a different sense. I wanted to clarify exactly how they stack.
(This post was incorrect – I was relaying information from Map, but it appears it was merely trolling.)
(edited by Aradon.5936)
They do NOT stack! Wearing 6 Divinity runes gives you a total of +60 to all stats, because it has six instances of +10 to all stats.
Look at it this way:
The first rune of a set gives you the first bonus.
The second rune gives you the next bonus.
The third rune gives you the third bonus.
etc.
Runes of the Divinity have six identical bonuses of +10 to all stats. If you have one rune, that one rune provides +10 to all stats. Two runes provides a TOTAL BONUS of +20 to all stats (because the first and second effects of the Rune Set are active) NOT two instances of +20 to all stats. Each rune provides only one of the effects on the rune description.
So, 6 superior runes with the first effect being +10 power means that you will get +10 power for having the first rune equipped, and each subsequent rune provides the other 5 effects. Runes provide their bonus as a set, not individually.
Glyphic weapons are another easy example of particle effects not being shown in previews. They appear normal, but when you equip them, they have white glow effects on the outside edge.
Alternatively, is there a certain graphics setting I need to have turned on to see them in preview? That seems counter-intuitive to me.
Hey. Does anyone know of a good resource to use to browse the various available weapon and armor skins? Usually wiki has this sort of information, but most articles currently barely even have the stats for gear, let alone screenshots. Normally I’d check this stuff out in-game, but many of the neat skins available have ‘particle effects’ that simply don’t show up on the preview, such as the Verdant weapon sets and I’m worried that I’ve dismissed a number of vendors already that actually have neat weapons.
WoW has a lot of good resources built up for this sort of thing. Are there any similar websites for Guild Wars 2 yet, or am I best off waiting for the wiki to update?
Thanks
I’m also curious about the 98%. Beaster, do you actually mean the Hero achievement tab? Because the 200K exp survivor title is part of that section, and as far as I know, that achievement is bugged and nobody’s able to get it.
Oddly, my framerate seems to have improved. I went from getting 15 fps in LA in windowed mode to getting 25 fullscreen.
Make sure you are on the correct server. As far as I know, guild upgrades are unique to each server, so if you are on Maguuma and get the guild stash, players on Tarnished Coast will not be able to access it.
The BossBattle playlist doesn’t seem to randomize, even with a blank track at the beginning. Always goes to the second track on my list. Weird.
I just completed Caledon Forest as an 80, and got two level 14 weapons, 10 silver, and soft green wood. Definitely not scaling.
Is there any word on the Crafting playlist? Last I checked, nobody had been able to get it to trigger. I was looking forward to crafting to my wonky music :P
:O I would use the meat cooking music from monster hunter. I’m guessing that the discussion with crafting playlist is not on the guild wars 2 forum?
I believe it was on the Bugs section before the full forums went live. There were only a few comments, but most people mentioned that Crafting was among their playlist bugs.
Is there any word on the Crafting playlist? Last I checked, nobody had been able to get it to trigger. I was looking forward to crafting to my wonky music :P
I’m also using Sword/Pistol and Staff, though I switch from Staff to Sword/Focus in WvW. The speed buff and player-yank from the focus are a great asset in hunting down fleeing enemies.
I’ve been trying out Sword/Sword in PvE and think it has some worth, but haven’t really gotten used to it yet.
The custom playlists are not properly shuffling for me. Specifically, I believe that BossBattle, MainMenu, and City do not randomize and instead always (or at least very very frequently) play the same track, which I can confirm is the first in the playlist. I can’t confirm if each of the other playlists has this same problem currently.
I’m running Windows 7 and made the lists .wpl in Windows Media Player, if those are relevant.