Showing Posts For Armenthos.9682:
I’ve noticed that whilst raiding, some of the bosses are now activating, before anyone is either in the arena or the instance someone steps into it. 2 Examples:
Vale Guardian, is now activating before anyone has hit the boss.
Sabetha, activates before anyone has even set foot on her platform.
Not too sure why this has been changed, but can it be returned to how its always been? Thanks!
As a fan of Fashion Wars 2, I enjoy making my characters look amazing and when a new skin comes out, I often find myself seeing where I can use these on my characters. However, far too often, gloves and shoulders which are added are asymmetrical, and because of this, make the characters look fairly lopsided and “unfinished”. The most recent glacial gloves are really pretty, but on humans, one glove is longer than the other on males. Can we get more symmetry with our gloves/shoulders to make it nicer for our characters to look better.
Can sickles please have 100 uses out of them like the mining picks and axes as with the new nodes they’re used a lot more often than before and it seems weird that they’re still kept at only 50 uses.
You may want to correct the spelling error on the Player vs Player page where you storm the neemgy gates. Slightly detracts from the professional look and update you made XD.
Make it so that it can take damage from conditions please. Allows all players then to have equal chance to take it out and not just power builds.
Its not about condition classes ruling them all, but lets give the scenario where 1 team is all power based and the other is all condi based. The power based team and destroy the treb really quickly, the condi team will struggle. If put into the amount of firing time as it were, the power team would be more shots off. This means that the map favours certain builds over others, which it shouldn’t do if pvp wants to be able to put people on equal footing each match.
Having played the new map, I’ve got some suggestions and feedback regarding the map and gameplay.
Map layout suggestions
1) On the red side of the map, there is this small wall, which is not present on the blue side. This actually affects the starting skills of the red team if for instance they’re using the sneak gyro, which cannot go down the wall. It therefore has to run around down the ramp, which results in it spending too long away from the player and losing them the stealth. The blue side is just a smooth ramp, so they don’t suffer from this problem. A suggestion would be to turn this into a smooth ramp to even out both sides.
See link for picture of place: http://imgur.com/h1ZAwzF
2) Blue side 2nd exit to the south of the map, is pretty redundant in its current state. It takes the same amount of time to run down than using the main exit and puts you in a position that worse for navigating around than the main exit. The red team has a far superior second exit that can drop you behind tall cover that can hide your approach to the dock, where the blue side has no reliable cover down to the bazaar. My suggestion would be to create a similar setup to the other side, but of market stalls instead of buildings.
See link for picture of place: http://imgur.com/FkgMql3
3) Also on the blue side is this a rather tall ship building that if you go over the top, actually gives you fall damage and slows your moving path. Once again, the red side doesn’t have anything to this degree, so my suggestion would be to lower the height of this building, or remove the circular type decoration at the top of the ship in order to prevent fall damage from being taken here.
See link for picture of place: http://imgur.com/IG44y6L
4) The position of the red waypoint activately favours the main exit over the 2nd exit. At the start of the match, you are hard pressed to reach the 2nd exit in time to leave the starting area when the gate opens. This is hampered more so, by the building in the middle of the red starting area. My suggestion here would be to move the waypoint to a more central location between the two gates.
See link for picture of place: http://imgur.com/btwfsQ2
5) In the blue starting area the building obscures the location of the 2nd gate and requires you to navigate around it significantly in order to exit. My suggestion would be to move the building over to provide a clearly line of sight and to move the waypoint to a more central position.
See link for picture of place: http://imgur.com/YvmtFAL
Map mechanic
The currently map mechanic favours those teams that are continually able to hold the 4th conquest area, but in sometimes a negative manner. An example would help clarify my meaning:
Red team captures 1st = 25p (25p cumulative)
Red team captures 2nd = 50p (75p cumulative)
Red team captures 3rd = 75p (150p cumulative)
Red team captures 4th = 100p (250p cumulative)
Now say that after red had captured 2, and blue got the 3rd, it would be:
Red cumulative of 75p
Blue cumulative 25p.
This means, that unless you are able to cap the point on the 2nd time after the enemy team has got it, the points you gain from it is not signicantly viable to help you recover the points you lost before.
My suggestion is to have both teams progress their points at the same time. That way each time the point comes up, they’re fighting on an equal footing.
Example, blue gets the 1st and 2nd, red gets the 3rd:
Blue would get a cumulative total of 75p
Red would get a cumulative total of 75p.
This way, it actively promotes both teams to want to ring the bell and be awarded the points each time.
If I have any more feedback, I’ll post it here and feel free to comment on my suggestions.
Currently, if you play a condition class, you struggle to kill the treb in Battle of Khylo. Can this perhaps be changed so that condition damage can deal damage to the treb and just double the treb’s hp. Would make it more fair across all classes when trying to destroy it.
The lost precipice guild hall music refuses to be permantely changed from sounds of nature. No matter which track you select for the guild hall, it will revert back to sounds of nature. Any chance this can be fixed?
There is a map cap of 1000 decorations. Best to check if you’ve reached that limit.
During the previous patch I returned to eternal battlegrounds and discovered that all the walls and gates in the red keep required 6 supplies to fix the walls and 10 for each gate. I then found the same amounts were required to repair the other towers as well. Subsequently, after the release of the most recent patch, I went back to eternal battleground and discovered exactly the same thing had happened, despite the fact I had made sure that all walls and gates were at 100% before the patch was released. Its not a massive deal, but it still uses up a chunk of supply to repair it all.
Having just unlocked it, I was exceptionally surprised to find out that the head part was called: Experimental Envoy Leggings and the legs were called: Experimental Envoy Mask. Unless my character has a fetish for putting trousers on his head and cover his parts with the mask, can we get the names switched please!
I love what you have done with scribing, its now allowing me to make the guild look more pretty than it has done before. With that said though, there is some parts which seem to have been overlooked.
Currently, any decoration which has the word “guild” in it, like Guild Stool, or Guild Bar, requires 20 of the resonating sliver level to make it. In the example of the guild bar, you need 20 resonating lodestones…yes, 20…..which is an absurd amount, considering that’s combining 360 resonating slivers…which is a tad excess even now (let alone before the patch).
There are also a few others that have been skipped, like the gold firepit requiring 20 auric ingots. Could this amount be reduced as well as even though I’ve done a lot of AB (even got the title), I only had enough to make 2 of them. Oh, they’re also account bound, so no chance of getting any guildies to help with this.
The different god statues, each require 30 orichalum chisels…each requiring 4 cured hardened leather, which is 120 in total, incredibly expensive for anyone trying to make the statues as its not an easily droppable item.
Gilded lamp, same problem as gold firepit.
Mist dolyak – 100 badges of tribute…
Potted blue orchid – 50 rare flower seeds
Woodfire Grill – 20 Onyx Lodestones
Potted Sprouting Night Thistle – 50 Pristine Toxic Spore Samples
Summit Banners – 10 of each Superior Rune of <insert race>, yes, that’s almost 30g if you want to make the hoelbrok one!
Mist drake statue – 100 badges of tribute
Lattice planter with <insert colour flower> – 25 of that type of dye
Potted palm – 25 palm lumber cores
Square firepit – 10 onyx shards
Mist Minotaur statue – 100 badges of tribute
Potted Broad Paddlefrond – 5 coastal lumber cores
Potted Paddlefrond – 5 coastal lumber cores
Tall lattice – 9 tubs of glue
Mist rock dog statue – 100 badges of tribute
Potted Fan palm – 5 palm lumber cores
So these are all the areas where I feel the amount required to make these items, needs to be reduced in order to make scribing these lovely items a viable option, rather than no-one never being able to fully appreciate them for their guild halls.
Thanks for your hardwork,
Armenthos
Nope, that’s the way the spoon set has always worked. You don’t have to necessarily get that specific mastery point. The collection also includes a fractal which in your view probably would also be leaving Tyria (since you’d be entering the mists..). In addition to this, the collection has been in the game for a long time and the mastery point was only added after HoT dropped.
Having done a lot of decorating over the guild hall, I found that before the patch which fixed the druid and chronomancer bug, we were able to place decorations fine. However, after that patch, we found that for some reason the decorations were not being placed, despite having a green icon saying that you could. There were no messages stating that we had reached the maximum number of decorations in that area as we knew we hadn’t. We have about 1000 decorations in the guild hall and would like this to be resolved so we can finish the jumping puzzle we’ve been making.
This is something I noticed as well. Occasionally it will play, make the button sounds. If I then try it a 2nd time it’s just silent.
Having done the living stories as they’ve been released and now have had my fortnightly PvE feeding sessions ended, its got me thinking about how much I actually enjoyed the content while it was being released. That said, its a shame to see all the hardwork that went into these events just disappear and to never see the surface of light again. Yes, there are the additions to the fractals, but regardless of the matter, its not quite the same. Not sure if these suggestions have been posted somewhere else, but here we go:
Reintroduce a rotating dungeon set-up for the old living story content, that is to say that Molten Forge and Aetherblade Dungeon are brought back on a fortnightly cycle. This can then be expanded into the PvP content by introducing shiny new stuff as well (I’m clueless in the PvP department, but someone said there were lovely new rewards!). This could in addition be linked into the TA aetherblade path as well and provide a bit more variation for the game.
Allow Guild’s to summon 3 more mega events:
- Twisted Marionette (regardless of what anyone says, this is probably the single best addition to the game in the living story world and many players I’ve spoken to agree with this)
- Battle aboard the Breachmaker
- Scarlets Minion invasions to a random map
Now the reason as to why, is that these are great content and they shouldn’t just disappear! By linking it with guilds, will mean that the content is still in the game, but will be limited by when it happens. How will they work in terms of context setting? Well, using the lovely story you’ve set, with the ley-lines tampered with all sorts of events are going out of sync and that some events are engrained in the memory of the place (like an external fractal).
Also, I think that Aspect Arena should be introduced into the Daily Activity Cycle as its a shame that one of the activity events from Bazaar of the Four winds didn’t make the final cut!
Hope that all makes sense and if its been suggested before, then I apologise, but only for enjoying the content enough that it needs to see the light of day again!
Armenthos (Gandara Server)