Showing Posts For Ben Hurt.6195:
Scaling is the main issue. Events need to scale based on the amount of players attacking nearby enemies rather than the amount of players in proximity to an event. Then again, even if that happened to be the case we’d -still- have to deal with the countless greedy players deliberately ignoring events in order to farm champion enemies.
I fail to see the problem. Other than the 1/day reward for killing Scarlet (2 rares), the difference between winning and losing is pretty small. You still get credit towards the achievements, and the loot and karma gained by farming 15+ champs in 45 min more than offsets the extra loot bags for success. How is farming champs more (or less) greedy than farming the end event?
Yep, Bloodtide Coast appears to be broken on several (all?) servers and overflows.
Totally bugged – just spent 100k and no daily update for 750 spent.
Just had this issue. The chest for the western balloon in Queensdale was already open the first time I visited it. Not getting recognition for the achievement either.
Exact same issue here
That’s funny you say that’s not an intended change, and yet the patch notes/game updates on the wiki itself states:
Claw of Jormag restores health at the second stage. The mound to the east was also removed, a popular position for players to attack from.
Unless it’s referred to the xx% to 50% for phase 2, which was already a thing.
If you read the top of the wiki page you reference, you will see a note that reads:
Undocumented changes are listed, under each update, in a section titled “Guild Wars 2 Wiki notes”. This section will only appear as needed.
The information about Jormag is in one of these notes. It was not part of the actual patch update notes and is probably not from an official source.
We had the same experience on Dragonbrand. The Claw has become a force to be feared.
I actually think you could run GW2 just fine at medium settings. When I’m traveling I play on my laptop which has an older Core 2 Duo cpu and a slower Nvidia GPU and I get decent results at 1280 × 768 with settings on low/med and get ~30fps (I have it set to limit the fps to 30) in all but the biggest wvw zergs. My GPU isn’t a bottleneck; if I’m not in WVW or a crowded World Event, I can run at 1920×1080 just fine, but crowded areas the CPU cores both hit 90%+ utilization and things get laggy.
It won’t run at any high settings and YMMV, but I definitely think it would work.
Since the launch of the latest living story in Southsun Cove, my guild has been unable to complete two guild rushes and two guild challenges simply because Southsun has become too crowded. Our guild gets split across three or four different overflows, with a few making it into the main instance. We have tried to form parties in one overflow to let others join, but each time the overflow fills up almost immediately, such that we can’t get enough people to complete the crab walk or crab toss events.
My suggestion – these events should be removed from the possible missions while the Southsun Cove living story is active.
Yep I got the same thing. Funny, I paid $50 or so for my “free trial account” back when GW2 was still in beta.
Not everyone hates dailies. The majority opinion (by far) in my guild is that they are fun, easy to get (I finished 3/5 today in 5 minutes just by killing underwater mobs in Kessex Hills), and yesterday I got several daily and monthly tiers just doing the COF gate opening events and a single run of p1.
Good job devs – in my book you get an A+ for this one.
This bug is either still not fixed or back. I got the npc to tell me to back off and he would put a little shoulder into it … and then nothing. Talking to the npc’s after that did nothing.
I find many people who complains about doing JP’s or even Vistas on Charrs but i dont find that so hard. Yes its harder than on smaller races but its not impossible either and atleast for me satisfaction of doing hardest JP’s in hardest possible way ( using Charr ) brings in bigger feeling of personal reward.
I guess I don’t follow this train of thought. Yes, it is possible; I do it every day. But the challenge should be consistent within the context of the game system.
If bigger characters are “penalized” for their height or girth, they should also receive the benefits of being taller/bigger/stronger. Some game systems have taken this approach, but it leads to min/maxing to create the “best” character possible. I prefer the “level playing-field” approach that Anet has taken, but I believe the implementation has issues, and they may well extend beyond jumping puzzles. Do larger characters have a larger bounding box when being targeted by AOE? Are they easier to left-click on in a zerg situation? I don’t know the answer, but if so then it creates an unfair situation.
One other thing to think about is character height and width. Small characters have no disadvantage – they can move and jump as far as the tallest characters. But it seems that the characters bounding box does affect interaction with the environment, and it is most noticeable to me in jumping puzzles. For example, the water slide in the pirate’s cove jp in LA is much more forgiving for a small asura than a fat char. And there are a couple of jumps in the chandelier room in the EB jp that my taller characters often bump their heads on, missing the jump (and forcing a frustrating restart), whereas my shorter characters never seem to have any problem.
I have experienced what appeared to be DR several times while running through Orr mining T5/T6 nodes with minimal killing.
This morning about a dozen of us were in our borderland map while queued for EB and we decided as a group to get our underwater kills while capping the quaggan areas. At first my drops were normal (a few blues, some mats, one green) but after less than 10 minutes nearly all of my drops turned into porous bones (13 total). The sole exception was one salvageable rag. While we were killing the same type of mobs (Kraits), we were moving around the lake and the island, presumably in a chaotic enough manner that we shouldn’t have been tagged as possible bots and subjected to DR.
When I moved out of the water and killed a dolyak my drops seemed to return to normal.
The very first wooden chest I looted had a white chest piece. I laughed so hard I had to show it in the EB map chat, and several others showed similar trash from theirs. The 2nd wooden chest had a green weapon, and the third had a blue item and some other random item. So I don’t think it is working as intended.
Let me list the issues I have with this particular achievement (this is from the perspective of a SB/GS ranger, but most of the issues apply to other classes):
For my two chosen weapons, I have no weapon skills that create combo fields. The only slot skill I normally use with a combo field is my heal skill. The idea of having to waste my heal and put it on CD at the end of a fight is completely contrary to smart play.
There are only a handful of slot skills (eg: fire trap, frost trap) that I can select from to create combo fields, and I hate the idea of having to re-slot skills to a lesser configuration simply to get an achievement.
My default GS attack is not a finisher, and my default SB attack only has a 20% chance of being a finisher. Thus, I need to disable my default attacks and make sure to not use one of the available finishers until the killing blow. Again, forcing me to play poorly.
My pet attacks are not finishers. So I need to retrieve my pet. Forcing me to play poorly.
The game has great mechanics that support team play. We generally welcome others helping us kill a mob we are engaged with. There is no kill stealing. But this achievement introduces a new concept: “combo stealing”.
In short, achievement goals should be designed to promote good play, teamwork, and most importantly, should be fun. This particular goal fails on every level.
Did 2 full Plinx circuit runs with ~240% mf. Found 3 rares, 0 exotics. Previously I would average 0-4 rares / run (usually from the Plinx event itself) with an average of about 2.5, so it does seem low but my sample size is way too small to draw a conclusion from.
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Our group had the same problem last night. We finally had to restart and it worked fine.
Today I typed “lf1m” in /say to recruit another member for our CS group. Three minutes later (from the timestamp in the chat box) I typed it again and received the message that “Your message was suppressed due to excessive messaging.” I hadn’t typed anything in /say for at least 30 min prior to my first /say and I was suppressed for five minutes. Asking around, others have had the same thing happen.
Meanwhile, I go to LA and see gold spammers shouting long messages for minutes on end.
I occasionally end up solo in Orr, but it definitely isn’t a zone designed for it. My best advice is to LFG/guild-group, learn the DE’s and follow the crowd – you will make a ton of cash in the drops and (with boosters) solid karma. If you really want to solo, I would recommend zones that don’t have L80/81 mobs packed quite so closely together; one mob won’t kill you, but three or four can put you down faster than you can type “mommy”.
I would definitely like the option to “stow” my pet until I specifically recall it, similar to the way vanity pets work. Why? Because pets can cause as many problems as they solve. When running through hostile territory, my pet will sometimes decide to pick a fight with a group of mobs that I’m not particularly interested in fighting. This even happens when pets are on “guard”; I assume it is because they don’t follow the same exact path as their master and draw their own aggro. This is particularly noticeable when the ranger takes a “vertical shortcut” (ie, jumps off a rock or cliff) while the pet decides to take the easy route, drawing the attention of every mob in the vicinity. Even flying pets sometimes refuse to fly down vertical drops!
This can be especially painful when you are using one of the sprint buffs and suddenly come to a crawl because your pet is in combat, which puts you in combat as well. Or in particularly crowded zones such as Cursed Shore where designating an errant target for even a second can have your pet running off into the Orrian desert to bring back new friends.
Stowing the pet doesn’t work because it reappears whenever you a) enter combat, b) take damage, c) enter or leave water, or d) sneeze/cough/laugh/cry/….
My pet was useful for most of the game, but I find it very situational in the L80 end-game. For dragons or other champion-level DE’s, they can’t do much to help and usually die very quickly if they try. Bird pets have the quickness buff which is useful, but only when fighting close enough to you to convey the buff and it is a random (not F2-controlled) attack. In WvW pets mainly serve to absorb enemy spam targeting in zerg clashes. I would rather have my pet stay stowed and give me the option to call it immediately to heal me if I go down.
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My ranger is a LB / Axe & WH build and I find it generally quite effective. As others have posted, confined spaces such as dungeons restrict range, or areas such as Cursed Shore limit mobility and range due to the higher mob population, and pets are as much a liability as an advantage sometimes, but I still enjoy the class. What bothers me the most with this change is this:
It was also encouraging just spamming 1 which isn’t the most fun gameplay.
Clearly the Anet team should make every effort to provide the most fun gameplay, but it is quite a different thing to dictate to the user-base what is or isn’t fun for us. I have yet to see a single post indicating that anyone had an issue with “spamming 1”.
More importantly, if Anet feels it needs to make an aspect of the game more fun, the approach should be to improve that aspect, or to enhance its alternatives and lure players towards them. It should definitely not be to make that aspect less fun/less usable and drive users to the alternatives.
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Another “me too”. When I saw the “???” I thought maybe they had added a “mystery” requirement, but after reading this post I remembered that I got the 100k reward on Sep 30th.
During the “Down the Hatch” personal story I’m trying to rescue Demmi. I kill the jailer and within two seconds several mobs spawn about 2 feet from me, chain me, and kill me. I literally didn’t get a shot off before I died. Tybalt didn’t bother to rez me, he kept shooting at some mob in the distance even though there were three within arm’s reach, leading to his (penultimate) demise and Demmi’s death as well. And while I am whining, please don’t suddenly activate the Crow’s Nest cannon — if it is “in play”, let us engage it prior to the battle if we are smart enough to do so.
Continuing from the checkpoint was easy, but the “on top of you” mob spawn is really a cheesy way to add difficulty to events. I’m a 60 guardian with level-appropriate gear doing a 33 quest and died almost immediately. I have no problem with the number or count of the spawns, simply the location. Have them run in from the beach and give me a fighting chance.
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The Hylek support quest “Challenge of the Sun” failed to spawn the third round of mobs in the final challenge (Challenge of Might).
Update: After 2 starts it finally worked.
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I saw a more passive form of botting today. An engineer in the Fields of Ruins near the Charr mining cave was lying dead, so I did the humane (nornane?) thing and rezzed him. He came back to life without any visible gear and neither acknowledged the rez nor moved an inch, but a couple of seconds later he created a rocket launcher. Suspicious, I stood back and watched, and sure enough a Charr attacked him and died to the rocket launcher. After a few minutes, a DE escort mission walked by him. I watched him for about 15 min and he died two or three times, each time getting a friendly rez and then auto-spawning a rocket launcher.
He never responded to /whispers, /says, or /emotes. I’m sure he was picking up a fair amount of exp and karma just from the occasional Charr kills and the passive DE awards. Dying was meaningless since he was either naked or wearing completely ruined armor.
I’m quite sure that the “+10” on many foods is really “+10%”. The test is simple: go to a lowbie zone, kill an L2 monster, eat food with a “+10”, and then kill another L2 monster of the same type. I usually get about 6 (ignoring bonuses) before food and 7 with food. Clearly not “+10”. And yes, I bugged this in both beta and release.
I carry a shortbow, longbow, axe, torch, and greatsword. For solo PVE, I have found that the shortbow + axe/torch combo works the best for me and I spec my traits for condition and precision.
My strategy is to try to get three mobs, open with shortbow/1 to get the opening shot vulnerability (which is sometimes bugged), shoot the poison arrow spread (shortbow/2), shoot the bleeding shot (shortbow/4), switch to axe/torch, cast bonfire, throw the axe spread (axe/2, which induces bleeding and gets the burning combo from the bonfire), and then circle strafe switching between arrows and axes.
For most world events I switch to Shortbow/Longbow and rotate through the skills. Burst + AOE/multiple target damage skills + range is a great combination.
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I wondered what was going on. When I started playing yesterday I had a little over 48k, just below the 50k tier threshold. When I checked my status before logging off, it was still 48k even though I had done quite a bit of PVE and never once died.
Anet, can we get a status update on this? I have been purposely avoiding some of the nastier jumping puzzles and PVP so that I could finish my monthly achievement.
While you are making this change, could you also look at crafted products? For example, the cooking recipe for a loaf of bread is soulbound.
I believe that the cost to waypoint somewhere should be based on the effective level you are reduced to at that waypoint. I wouldn’t mind seeing gear repairs reduced similarly. Playing with lower-level friends/guildies isn’t much fun when it costs a few SP to get there and a ton of SP if you die.
There is a way to reduce the waypoint costs at least somewhat. You can zone to the Mists for free from anywhere using the Hero/PVP tab. From there, zone to LA (again, free). Then use the lowbie zone hub or one of the mid-range exits to get to the zone (or closest to it) you are trying to reach.
What exactly is the “N” key supposed to do? The default binding is to “Information Dialog”, but when I press it I get neither information nor a dialog.
Yep, this has made underwater combat all but unplayable for me. I solo’d a veteran down to about 10% and suddenly it went invulnerable, regenerated health, and then attacked me while several of my skills were still timed out.