I don’t have the item at all, Inculpatus. Tis gone. The interface does not show it anymore and it is not in my inventory. :-/
I know the score, I’ll have to convert the items. But I can’t even do that (once the armorsmiths are fixed) if I don’t have them…
The old slots are still there with your items. They’re just hidden. Going to a trader will check the old slots and give you your toys/tonics/outfits.
funny pretty much what makes the Howler actually a unique Legendary has been “fixed”. The whole howl when using skills is hardly heard as it is. Such a disappointment for a good legendary that has become mediocre at best.
That’s how I feel about it. Interestingly, players have reported that you can get the old Howler back by putting the skin on an Ascalonian dungeon warhorn. But of course, this leaves you with Exotic stats.
The looped howling was a bug but was never fixed. Not sure about the solid moon.
Actually, I have had Howler since the release version. It always did that at night. Here’s a video from last spring (this was before the Legendary Update patch):
Also note that having something loop at “game nighttime” is something that needs to be programmed purposefully. It even stopped by itself if you used a non-warhorn skill, or sheathed Howler. It also stopped by itself when “game sunrise” came around. Definitely intentional.
Now it does nothing different at night.
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It used to have a solid moon at night, and loop howling if you used a skill (which you could quit any time by using a non-warhorn skill, sheathing, or rezoning). It had been this way for almost 2 years (since release), and I actually made it partially for these cool nighttime effects. Please revert it to its old form.
When you were choosing your recipe, the same warning that you had already unlocked it on that character was in the tooltip. You can still unlock it on another character, which is why they don’t stop you from choosing it. Read the description more carefully in the future to avoid wasting currency. Not much more to say on this.
Just completed 2 monthlies and got the normal PvE reward: Legendary Luck + 20 Mystic Coins + 6000 Karma (Jug) + 10 Laurels.
So the prestige of having a legendary is completely gone. We will see level 1 key farmers with legendary weapons and T3 cultural.
You can do this right now if you want to. Transmute a Legendary skin onto a white weapon, put it in your bank, and pick it up on a key farmer. The same thing applies to all armor, even Ascended Armor. True, this system will make the process a lot more obvious, but the tradeoff is that we all get the amazing convenience of only needing to make 1 of each Legendary we like. There will no longer be a need to make 2 Frostfangs or 2 Incinerators for dual wielding, which is nice.
Additionally, I doubt most people will change their looks that much. I know my Legendaries would go awful with my other characters, and have already resolved not to use them on anything except the character that fits the theme. Nobody is so boring that they run the same weapons on every character, not for long anyway. There’s so much variety and horizontal progression in this game, the temptation to make a collection of themed alts with non-Legendary skins is far more appealing than having a bunch of carbon-copied weapon sets.
I’ll grant you, they will no longer feel like precious gemstones. Instead, they become the ultimate unlocks, which is what most of the community has been crying out for since release. Overall, this change isn’t without a small downside, but the benefits far outweigh the relatively small loss of prestige that comes from an easier transmutation process (essentially that is all this is, a faster way to do things we already can).
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I’m having the same issue. Has anyone found a workaround?
Last Legendary crafted in Lion's Arch
in Battle for Lion’s Arch - Aftermath
Posted by: Archangelus.8671
Frostfang and Howler
Any name with “rfa” in it is banned from the game. It appears that someone may have accidentally put a blanket ban on any name containing “rfa” without meaning to. You can’t use “rfa” in the beginning, middle, or end of a name during character creation. That means names like Scarface, Fearfazer, Arfarf, and so on cannot be used… There is no apparent reason for this. In fact, the name “R F A” is available, and not banned, so “rfa” itself must not be considered an offensive abbreviation.
Can we please get someone to look at this? Thank you.
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The problem is that no one has 21k yet but a lot of people have 12k
If they just pooled all the remaining skins (using a system similar to the Zenith weapons) at each 3000 points starting at 12000, nobody would need more than 3000 AP to finish their set (we should have been able to do it at 12000, but at least this puts it within reach). Having it at 21000 just because nobody hit that particular 3000-point juncture thus far hardly seems like an amicable solution. Continuity in the long term (“Receive the next piece of your Radiant/Hellfire after each 3000 AP”) is more important than catering to complete equality in the present. When they increased drop rates for Tequatl, they didn’t go back and award you with all the loot you would have gotten. They made the change and let you start grinding with the new rewards as a bonus. The same applies here.
Looking at this from the perspective of a new player, they need to play until at least 2015 (probably late 2015) to finish their first three pieces (9000 AP). Then, instead of a few more months to finish their set with the boots, they’re working over double the time they already invested for their first 3 pieces, just for the boots (+12000 more points)! It would make a lot more sense for everyone if the non-chosen skins (the Hellfire/Radiant items you didn’t pick before) and footwear skins were all pooled into a “Choice of…” category accessed at 12000, 15000, 18000, 21000, and 24000 point intervals.
With this system, the worst case scenario for people in the present is that they just hit 18000, took their Hellfire/Radiant Helm, and now need to work up to 21000 (which is exactly the position they are in currently). And either way, everyone has every armor skin at point 24000, just like it is right now.
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Right now it’s at 21000 Achievement Points. You get Gloves at 3000, a Shoulder at 6000, a Helm at 9000… then you need over double that to finish one set. And you are forced to “Choose” the option you didn’t want at 12000, 15000, and 18000 Achievement Point intervals.
I understand that some people want the second Helm, Shoulders, and Gloves at 12000, 15000, and 18000 points, which is why it would make more sense to pool the things you didn’t choose alongside the Footwear options. So, for example, if you hit 12000, you can finish your Hellfire or Radiant set, or pick the Helm, Shoulders, Gloves, or Footwear from the other set. This pool of skins would then be available again at 15000, 18000, 21000, and 24000 point intervals (at which point you’re finished, exactly how it is now).
Seems a bit offputting to give us three pieces at 3000 point intervals, then the last one after 12000 additional points. Are we sure someone didn’t flip the 2 and the 1 around?
I was trying to make a new character and noticed this… I don’t think ‘rfa’ in the middle of a name is necessarily (if ever?) inappropriate. Any chance we can have this looked at?
Looks like the same bug people have been reporting for the last 6 months. It affects various new armors (all Radiant Achievement Point skins, Molten Gauntlets, and others)… they combine poorly with full-body transparent effects (Stealth, Spectral Skills, Phantasms), and cause this craaaaazy blocky thing to happen. ArenaNet officially commented on the matter to say they are aware of it (5 months ago), but never confirmed that they are doing anything about it.
Maybe they’ll give us an update if enough people keep posting these threads?
This has been driving me nuts as well. The issue occurs on Phantasms (Mesmer), Spectral Skills (Necromancer), and Stealth (multiple). Maybe it is beyond their ability to fix the issue, but how hard is it to set these items to disappear when full-body transparencies are active? A quick and dirty fix would be better than no fix! This is really immersion-breaking in my opinion.
Hey guys, I was just hoping to get a confirmation that this is in your tracker (list of things to be fixed). The issue is the combination of “Body Effects” such as Stealth, Spectral Armor, and Omnomberry Ghosts with Radiant Armor (and others, such as Molten Gauntlets). The quickest solution would probably be to set these items to not be affected by the body effects, like back items and weapons. Screenshot:
http://i.imgur.com/OQkdbgF.jpg
Right now I kind of feel like a giant glitchy nightmare, since about 50% of my combat is with Spectral Armor or Spectral Walk active (see picture). I really like the Radiant Shoulders, the hard work really shows, but it could really use a touch up for this problem.
Thanks for your time!
Most people hit F12 and go to Character select, then hit spacebar to get back in fast. You just need to wait for the loading screen again, as opposed to exiting the client entirely. Beyond that, there’s not really any kind of trick to exit combat mode, apart from increasing the distance from any objects you have taken/administered damage from/to (and with good reason; WvW and most PvE content would be trivial if you could waypoint whenever you wanted).
Of note: The 5% boost to Defense on Ascended Armor is barely anything. It’s a mere 2.0%-2.9% Damage Reduction.
If you’re running Light Berserker Armor, the +5% Defense boost only raises your Armor (and thus, Damage Reduction) by 2.5%. This is because Armor is Toughness + Defense, not just Defense (and everyone has 916 Base Toughness).
If you’re running Light Knight’s Armor (Toughness main stat), the +5% Defense boost only raises your Armor by 2%.
The % boost is biggest for Heavy Armor classes, and of those, it’s biggest for Berserkers (~2.9%). No matter what, however, the Defense boost on Ascended Armor will only raise your Damage Reduction by 2.0-2.9%, which is far less of a big deal when compared to Ascended Weapons (Weapon Strength is a factor of the damage formula, not added to another stat).
It will be interesting to see what they do for the Critical Damage values on Ascended Armor, however. Currently, Berserker’s Exotic Armor is awful for adding Critical Damage (you get 1-2% for a massive amount of other stats that could be there).
use a transmutation splitter on your precursor
This is the only proper course.
Simple idea: Stream video of different areas on different servers using an invisible camera. Just like livestreams of the Niagra Falls or pandas in a zoo, except it’s showing part of Dragonbrand’s Frostgorge Sound orTarnished Coast’s Blazeridge Steppes (for example).
Just a neat idea that might generate some interest in the game. People considering buying the game can view the open world and possibly see passing players going about their business (UI hidden of course, so names aren’t shown).
I consider myself a reasonably well-paying player, but this is pretty silly. What situation could you possibly be in where wasting all that gold for a one-time reset is worth the cost?
For comparison, here’s Frostfang’s projectile effect on a Necromancer: http://i.imgur.com/HqEZLwO.jpg
Globs of Dark Matter are only obtained by salvaging Exotics, and they are Account Bound (in fact, a lot of the new materials are Account Bound). It would make a lot of sense to allow us to convert old, unwanted, and dropped Ascended items into something useful, plus the mechanics already exist in the game!
This would be great!
What happens to transmuted legendaries?
in Super Adventure Box: Back to School
Posted by: Archangelus.8671
Inquiring minds want to know!
SAB Should TOTALLY Come out on 9/2
in Super Adventure Box: Back to School
Posted by: Archangelus.8671
I was hoping it would come out on September 1st or even August 31st night… School/work just started (or continued) for most of the players, and the Tuesday after a 3-day weekend is a really disappointing time to get a patch. I understand the need for a regular release schedule, but if they’re going to market it as a “Back to school!” patch, it might not hurt to release it on the weekend, when people with work and school have free time to enjoy this fantastic patch :c
Non-MF runes/sigils/etc in your MF gear will stay the same, you are not losing them.
If it’s not too much of an imposition, could you explain how Magic Find might behave on a Legendary Weapon after the update? Assuming someone had (and I know this is silly) transmuted a Legendary Weapon onto Magic Find stats, would they be forced to choose 1 permanent stat combination, or would it simply be changeable to any stats all the time (when out of combat) like a normal Legendary will be?
Also keep in mind that Legendary Weapons are moving to Ascended stats with Infusions… would Sigil of Luck be deleted during the bump to Ascended stats (if attached) as well? It seems very complicated!
Thanks for all these clarifications!
Right now Daggers deal a massively higher amount of single-target damage, even if you Trait the Axe and use #2 every time it comes off cooldown. Plus, Dagger #1 builds life force faster than the Axe can as well.
In my opinion, this is fair because the Axe autoattack is ranged, while the Dagger requires you be within a dangerously close range. However, the Axe autoattack should cleave in an area around the target the same size as a standard (untraited) Staff mark, to give Necromancers a weapon that hits multiple foes and helps Power Necromancers contribute to group damage (even if it is somewhat weak).
This would make Necromancers a somewhat desirable class for difficult dungeon content, as they could be counted on to increase the damage of close-range cleavers with AOE vulnerability and added “safe damage” from a short distance back.
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The price went up after the Sky Pirates storyline ended. Expect the new Zodiac weapons, along with future Living Story skins, to follow a similar pattern (1 ticket while content is active, 5 tickets after it’s done).
The Trading Post prices are high, but you would probably spend more trying to get 5 tickets. I would buy it there if you can farm the gold.
The tooltip for Life Blast says 1 second, it’s actually 1.5 seconds. Underwater it’s 1/2 of a second… you deal 3x the damage underwater with DS 1.
It really should be 1 second out of the water, as the tooltip has always said, if not less.
Suggestion: Make wolf tracks from Howler in the same place as the burn marks from Rodgort (Video: https://www.youtube.com/watch?v=do12uF8FsU4&t=1m15s). As they are both Offhand Legendary Weapons, there should be no conflicts with this minor change.
Right now they have white fog copied and pasted from Ice Elementals. It really has nothing to do with wolves or snakes, and doesn’t look noticeable (more or less just looks like the normal “dirt being kicked up” animation when sheathed).
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Bump (because Necromancers have it hard enough without messed up traits).
Trait: Spectral Attunement
Issue 1: Spectral Walk applies 30 seconds of Swiftness which isn’t buffed
Issue 2: Spectral Wall applies 5 seconds of Protection which isn’t buffed
Issue 3: Spectral Wall applies 1 seconds of Fear which isn’t buffed
Other skills are still working correctly (Spectral Grasp gains +2 seconds Chill and Spectral Armor gains +2 seconds Protection). Also, Swiftness and Daze are both buffed properly on Warhorn skills with the Banshee’s Wail trait in the same trait line, so Swiftness definitely should have been buffed on Spectral Walk when traited.
Thanks!
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It happens if you do -anything- in the air, usually when a skill doesn’t complete an animation. The easiest way to test is to interrupt a skill mid-air by swapping weapons, then swap back quickly.
Here’s a video of it: http://www.youtube.com/watch?v=xbD8PDHSOWc
It’s a real problem, it’s not lag related, and it’s connected to the bugs we’ve had since May began (basically, the game doesn’t know you’re on the ground after jumping, until you start running).
Every day I experience issues stemming from this bug, and every day I come back here, to this thread, hoping someone at ArenaNet will realize how huge this is, and say “We are aware of the issue, and plan on rushing out a fix with the patch on May 14th.”
Come on guys, this is a pretty horrible bug. Log in to Lion’s Arch, make a half jump forward, and all your skills hang up permanently (you can’t even sheathe your weapons). Make a half jump forward onto a WvW wall, and you can grab, but not use or let go of, Siege weapons, forcing you to reequip a weapon to escape. Make a half jump forward off a cliff and you can hit the ground, then stand still forever without taking falling damage. Simply Waypoint away safely.
This has got to be the worst, newest bug in the game, and it’s being ignored…
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It’s not the location. It’s the fact that you jumped forward, but never moved after landing (you made a short hop forward, not holding movement keys when you landed). The recent patch removed the game’s ability to tell when you land a jump. It only knows you’re on the ground when you move on the ground in a direction (even a fidget will suffice, so just strafe a little after landing).
If you jump forward (for example, onto a little ledge to use Siege Weapons), until you actually move (WASD) after hitting the ground, the game still thinks you’re in the air!
Here’s a video showing short jumps forward, and how you can’t use skills (or, in your case, you can’t drop bundles you’ve picked up like Siege): https://www.youtube.com/watch?v=xsANqpVNKIM <—- I cannot stress this enough: The game doesn’t know when you land a jump. It thinks you’re in the air forever. Only when you start moving on the ground does it know you’ve hit, doling out any fall damage, allowing you to use skills, and letting you drop bundles (aka ‘stop using siege’).
And here’s a video showing the Jump Looping issue, which occurs when you do the same thing while performing a skill in the air: https://www.youtube.com/watch?v=xbD8PDHSOWc
P.S. You can escape Siege by reequipping a weapon. This is still a horrible bug, as you can’t do anything if you’re in combat mode except slowly die (or log off).
P.P.S. This bug randomly stops occurring after you’ve been online for a while, and it doesn’t ever seem to cause issues in some zones (PvP/Mists is still fine). Log in to LA or WvW if you want to see it (high population areas with a fresh login).
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It has nothing to do with the wall, or the location you jump at all. It happens when you make a short jump forward, and land without moving (which is of course what everyone needs to do in order to land on ledges). Seriously, log in to Lion’s Arch near the bank and find a nice, flat surface. Then jump forward, and lift up on all movement keys before you land. You’ll be unable to use skills, unable to take falling damage, and generally very annoyed. Then, you’ll take falling damage when walking again, and your skills will work. Also, if you make this “Short Jump Forward” and start using Siege, you won’t be able to let go, getting the error “Cannot drop bundles in the air.”
Video: https://www.youtube.com/watch?v=xsANqpVNKIM
Another Video: https://www.youtube.com/watch?v=xbD8PDHSOWc
If you spend some time in low-population zones, the bug will stop happening (at least for a while) which seems to indicate this is either a server stress issue, or a client stress issue.
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Here’s a video of Jump Looping, and how to recreate it:
Step 1: Start “Casting” a weapon skill
Step 2: Jump forward and swap weapons in the air (interrupting the skill)
Step 3: Swap back to the original weapon, keep running forward, then jump!
Suddenly, you’re b-b-b-back, in time! :O
It’s the same issue causing everything (the game doesn’t realize you’re done falling/not in the air). The only difference is that this is triggered by skills that are interrupted midair.
This is something that happens a lot more than you would think. Most of us don’t think twice about swapping weapons while jumping around, usually for swiftness or stealth. However, the game teleports you back without your momentum (you won’t be moving forward enough to complete the jump any more), which means you’ll just fall down from a random point in the air! If you’re in a jumping puzzle, this will seriously mess you up.
P.S. This is not the only way to trigger Jump Looping, chances are lots of things (swiftness/death shroud/mist form/utility skills) can all confuse the new game falling protocol. They really made some errors with this last patch!
I hope it can be fixed!
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Pull up your Contacts list and make sure you’re in “Online” mode. If you’re not, you will get the error “You are not in a guild.” when trying to use guild chat.
Deathshroud and Mistform are two entirely different things. If you really want to compare Mistform to anything, take Elixir S, but to compare it with Deathshroud is like comparing Hundredblades to Plague. Both of them deal damage
and btw, you can swap your weapons in Deathshroud, you simply do not get different skills.
Not for quite a while. They removed the ability to swap weapons in Death Shroud, it really messed up my rotation too.
You had me until “shiny silver”. I’m probably in the minority, but I’d rather the footprints left by Legendaries be much more subtle (or absent altogether).
Yeah, I guess that’s a bit much to hope for… pawprints of any kind would be great! I only went with shiny/silver to match the weapon itself, although I honestly don’t know what that color is (sort of a purple-grey-silver mashup).
While I loved that they buffed the effects a bit this spring, but it’s very subtle even now. It’s Howler, not “Misty” or “Foggy” or even “Smokey,” so what’s the deal with the weak puffs of white mist/fog/smoke?
It’s a shiny wolf themed legendary… making the trail shiny wolf tracks just makes sense, doesn’t it?
I saw this as well in the Bloodtide Coast map, guy just appeared at the node (which caught my attention because he didn’t run near me), cut the tree, then was gone before I could even click him.
Of course, I wouldn’t think to report it initially until the full behaviour was done. Then I remembered seeing this once before and reading another post about it. And by the time it strikes you as odd, they’re gone and you can’t remember the spelling of the name or which guild.
Not to mention, there are a lot of people who DO legitimately camp characters at resource nodes (so you could be reporting an innocent player, unless it’s in WvW).
Note: This only seems to work in high population areas. I suggest logging in to Lion’s Arch or WvW to test.
Here’s a video: https://www.youtube.com/watch?v=xsANqpVNKIM
If you stop moving before you hit the ground while jumping forward, the game thinks you’re in the air forever! You can jump off a cliff, then use a Waypoint or log off without taking any damage. Also, if you just jump forward a bit and release your keys before you hit the ground, you can’t use skills or drop bundles (people get stuck on Siege Weapons in WvW this way all the time).
This is very annoying, although it seems to resolve itself after a while in low-population areas (so to test it, log out, then log in somewhere with lots of people). Thanks for your time, please fix this!
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Earlier fighting in WvWs, jumped from ledge as almost dead, near Sunnyhill, only to hit the ground & wtf? I was full hp, stood upright.
Waited a few seconds, saw two enemy fall right next to me & instantly die, then warp only to die again.
When I did move, what a surprise, dropped dead.Typical, it decided I`d died mid air & left my loot bag out of possible reach.
plsfix & fks, give us auto loot already!!
This is what happens to EVERYONE when they make a partial jump forward (if you’re not moving when you hit the ground).
Here’s a video: https://www.youtube.com/watch?v=xsANqpVNKIM
This is very simple: The game doesn’t know you hit the ground until you move on the ground. You can’t get off siege weapons, use skills, or take falling damage.
P.S. The issue resolves itself once in a while, for short periods of time, after you’ve been logged in for a while. If you want to test it, the bug always occurs when you’ve just logged in (so log out, then log in, then test it… this sucks big time).
I think it’s time for ArenaNet to send someone to address this. We have a nice video showing the problem, tons of people having the same issues, and it’s easy to replicate. Time for some attention.
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Right now it’s just little puffs of mist/smoke, hardly noticeable. It would be really cool if you had wolf tracks (shiny silver pawprints) trailing behind you with this Legendary.
Just a suggestion!
Just for clarification, are you saying the Mesmer Elite Skill “Moa Morph,” which turns a single opponent into a Moa, also kills every minion a Necromancer has summoned? That’s a pretty strong attack against Minionmancers if so. Ouchie!
There are actually a lot of ways to get your camera stuck like this. People running Fractals have been reporting this issue for ages, usually it happens when they leave the Jade Maw battle with their view zoomed out still.
If ArenaNet really cared about camera zoom as an exploit, they could just implement the “zoom to normal levels” protocol for players rezoning (the same thing that happens at the end of boss fights, bringing your camera zoom back to normal limits).
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HOW TO REPLICATE:
1. Jump forward off a ledge while casting
2. Swap weapons to interrupt casting in the air
3. Swap back to the original weapon as soon as possible
I’m getting really tired of these jumping/skill bugs.
Steps to recreate:
1. Log in (or if you’re logged on already, go to character select and back in)
2. Tap W+Space for a split second (jump while running forward, but don’t be moving when you hit the ground)
3. See if your skills hung up
Basically, I’ve done this with two computers. If you jump forward, but stop moving mid-jump, the game thinks you’re in the air. Most skills can’t be used, and if you try using an Arrow Cart or other siege weaponry in WvW, you won’t be able to use those skills, and you’ll get a “Cannot drop bundles in the air” error (most people are getting this error after making a short jump onto a wall to use siege weapons).
Please, pleeeeease fix this. It seems like sometimes it stops and starts again, but always when logging in it will work for a while. It’s pretty annoying.
P.S. If you’re stuck on siege weaponry, you can unequip/equip a weapon to free yourself.
P.P.S. Unless you’re in combat, in which case you’re probably going to die. Sorry…
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