Showing Posts For BobTheJanitor.4936:
Assuming crits don’t matter, berserker gear should do the same DPS as soldiers. Both have power as their primary stat and if power is all that matters, they should be equal on DPS. Condition caps have been in the game since launch, this is a drop in the bucket compared to what condition users deal with.
I wouldn’t say it’s a drop in the bucket exactly, and besides, there’s not really a reason to compare the two. Fixing one doesn’t preclude fixing the other. They’re both massive reductions in damage output for most classes. Even if crit isn’t your primary stat, a lot of specs rely on crit for many things. There are probably hundreds of on-crit effects in the game between all the traits and sigls, and they’re all useless in this fight.
I think it’s equally important to find a solution to conditions being useless and crits being useless on large mob fights.
Missing Bauble in World 1 Zone 3
in Super Adventure Box: Back to School
Posted by: BobTheJanitor.4936
That explains why I can’t go back and mop up this achievement. It looks like the number was reduced by one for some reason, but the achievement wasn’t adjusted to compensate.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: BobTheJanitor.4936
Playing through W2 now with an infinite continue coin, and I don’t think having the dart traps take one heart and reset you to the last checkpoint is going to be enough. Because that’s what I effectively have with the infinite coin: a reset to the last checkpoint with no ill effect. And it is still mind numbingly boring to continually walk around all of these pointless arrow traps.
Making mazes out of invisible death walls is just a bad idea. Make them impassable arrow walls that take a heart when you touch them, and make them always active for visibility, or at least make the traps themselves a more obvious color. Squinting at every pillar is not fun. Rote memorization of trap locations is not fun. Having to do it for 5 identical repetitive floors is torture.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: BobTheJanitor.4936
This may well have been mentioned previously, but I’ve only had time to read this thread on and off. The 1 life thing is really an unhappy design change. Especially considering the many intentional or potential instant death mechanics in W2. Like the first dart trap. Training your player ‘this will kill you’ by putting it in their path with no warning is not only vindictive, it’s just plain poor design.
If this were a game like Super Meat Boy, where lives are infinite and death may make you lose 10 seconds at the most, that’s fine. But when you get only one extra life, it’s ridiculous. To say nothing of the many many tricky jumps over instant death drops, or over rapids that push you into death drops. I saw the justification earlier, you wanted to make lives valuable. But there are two sides to that value equation. Rarity of lives, and how much you can ‘buy’ with them. If all I’m buying with a life is a hop, skip and jump into another death drop 5 feet away, that life is pretty worthless. The value based on their rarity plummets in comparison to how little you get out of them.
That’s not skyrocketing, that’s a perfectly normal market adjustment over time as rarity increased but demand remained the same. Look at the lines here: http://www.gw2spidy.com/item/20323 there’s nothing dramatic about that.
However, it does bring up a related point, there are some dyes that have been inexplicably skyrocketing recently. Here’s just a few examples:
http://www.gw2spidy.com/item/20605
http://www.gw2spidy.com/item/20581
http://www.gw2spidy.com/item/20499
This has been happening with many dyes over the last week or so. The only thing that could cause this is someone intentionally buying up a ton of instant buyout dyes all at once and forcing the price up to a higher level. And then if you look at one this happened a few days ago on, http://www.gw2spidy.com/item/20610 you see that shortly afterwards there is a mass sell off of dyes that quickly forces the price back down.
The first time I saw it, I just thought someone with more gold than sense was trying to ‘play the market’ without comprehending what the phrase means. But now I see it happen to five or so different dyes every day. It’s really confusing. You’re talking about massive amounts of gold being wasted to drive the price up, then even more gold being wasted in listing fees and taxes selling everything off (at a loss). Is this some kind of broken trading bot program? A bizarre attempt at virtual money laundering? A rogue AI with nothing to lose? What?
For whatever it might be worth, I’d just like to point out that adding a new tier of gear is either a pointless decision, or the first step towards in inevitable gear treadmill. There’s no in-between.
If this is the only tier that will ever be added, its pointless. Why do it? If the player versus monster power ratios are somehow imbalanced in such a way that the gear is needed to fill that gap, you should either put the stats on exotics and call it a day, or shave a little power off of the enemy mobs. Adding another tier of gear is the worst way to go about it and (quite clearly) upsets the player base.
If this is not the only tier of gear to be added, which seems to be everyone’s fear, then the game is absolutely on its way to a gear treadmill. If you’re putting this in to give people who already have full exotics and are bored something to aim for, what do you do in another week or two when they have it all again? They’ll be back with exactly the same complaints about ‘nothing to do at end game’ once again. Do you add another tier? You just became WoW. Do you refuse? Then why was Ascended gear added in the first place? Is there going to be dungeon power creep? Will this gear be needed to be on par with the enemy strength in new dungeons? What about the dungeons after that? Another tier?
This isn’t some brave new world of unexplored territory. The slow and steady power increase path is a very well-trodden one by every MMO for the last decade. There’s no way to add more powerful gear, whether it’s adding one stat point or 100, and not instantly step right into the middle of this same old cycle.
I’m going to disagree with everyone (on the internet? No!) and say that the change to the crafting UI is not terrible. It’s not great, mind you. It has some rough edges, clearly. Once the fact that you need to hit enter to lock in a number is fixed, that annoyance will be gone.
Aside from that, the UI is basically the same, with the addition of a new option, the ‘invisible scroll bar’. As a concept, there’s nothing wrong with it. The only problem I see right now is that it needs a better acceleration curve. Big mouse movements need to jump the numbers up a lot faster, but small movements need to change the numbers much slower. That would take care of all the problems and get rid of the annoyance in getting to the number you want right now. Once that change is made, this actually is a unique UI idea and I’m surprised no other UI that I can think of has done something like this in the past.
Engi downed 2 does still interrupt a stomp though. That’s the important point. Yes, it’s still pretty bad, but put both characters in the same scenario about to be stomped, one profession can do something about that, one can’t. That can be all the difference between backup arriving and saving you, or not.
Out of curiosity, how many feel that a 100% free market would be a good idea?
Free in regards to what? Everything from the gem store? (Just came into the post and didnt feel like reading.)
I don’t want a ridiculous DPS numbers race like other MMOs, but I would very much like some sort of personal method of testing things. The game does so much to hide information from you that it’s kind of silly. (Stacking damage numbers, DOT damage for bleeds increasing tick speed as it stacks) Comparing damage is almost impossible without a standard measurement, like DPS. It would be like trying to tell which of two cars goes faster, but you don’t get to look at the speedometer, or know how long the stretch of road is, or how much time it took each one to get there. Currently the best way to get damage measurements is to attack something with a stopwatch, then go back to the combat log and add up all the numbers and do the math yourself, and that will only give you a very rough estimate.
I’m starting to wonder if they don’t want an easy measurement for damage output because of the flood of tears that would come from ‘class X does more damage than class Y nerf buff nerf!’
Interacting with the cattlepult itself worked previously, but does not appear to work now. I’ve been able to do it with characters in the past, but if I go back and try now no matter what angle or side I come at it from, I get absolutely no option to do anything with it. Believe me, in the hour I’ve waited around while alt+tabbing back to check for the event that never happens, I’ve had plenty of time to get intimate with every angle of that cattlepult. You can’t activate it. (This could be a per-server issue, so YMMV)
Great idea, please implement immediately!
Esc > general options > uncheck ‘enable camera shake’. Enjoy!
I was just running into this same bug, and I can confirm that you have to wait for Demmi. The ‘search for survivors’ objective turns into ‘talk to Demmi’ but only AFTER you wait for her to run out and stand in her prescribed spot. If you run up and talk to her the rest of the mission will play out just fine, except that when you get to the end it just won’t complete. Might I humbly suggest putting in some sort of sanity check in missions that will mark earlier objectives as ‘complete’ if you have already done later ones? While I realize it could lead to some sequence breaking, that’s probably better than running around a completed story for half an hour wondering where the devil these survivors I was supposed to be searching for were hiding…
I’ve had mobs fighting me suddenly decide to leash back and run out of combat, but I stay in combat. If I wait a bit, the mob will return to its normal point, then because I am still in combat, it will come running back to attack me again. I’m not sure what the mechanics are for when a mob will leash, but it seems weird to just be fighting it and not running away and have it suddenly drop aggro and run away. (Only to come back in a bit after it’s healed up, while my heal never kicks in since I’m still ‘in combat’) It seems like if a mob is ever going to drop aggro and leash back to its spawn for any reason, combat should also drop on the player immediately.
Two things that might help this. First, point out to players when they leave that they are not getting their accumulated glory for the match (since it doesn’t give it to you until the game is over… at least I’m pretty sure that’s how it works). Just a message popping up saying ‘You will lose out on 40 glory by leaving now. Are you sure?’ would probably get a lot of rage quitters to reconsider. You don’t have to penalize them at all, just point out what they’re already missing out on by leaving.
Second, when an imbalance still happens regardless, give a glory boost for switching sides, which increases based on the current score of the game, so late game switches right before your former team wins won’t be so terribly painful. Maybe even give a tiny amount, like 5 points, for even volunteering to switch, then a bigger bonus, like 20 or so, for the person who actually is switched. Then make them immune to switching for the rest of the game in case the losing team turns it around (and to avoid exploiting).
A dps calculator would make it a lot easier to test, but I’m fairly certain the damage output must be bugged. Anyone willing to go beat on training dummies in the mists and do the math on their combat log?
The class shouldn’t be considered balanced just because you might get a mob in a corner and be able to one shot them with a skill that is intended to only hit them in passing. The rest of the time it’s just as likely to whiff even if aimed properly. The mob might move, or the skill might just decide to be silly and go off in a random direction. I find underwater combat to be a chore on my elementalist. The overall damage output needs a buff. The skills are okay (except earth 3 which stuns you instead of the target, I still hope this is a bug) but none of them do comparable damage to land skills. Besides the slot heal, we only have regen skills. The bleeds are barely noticeable, there’s almost no way to cause burning or chilled status, mobility skills are fiddly at best or buggy at worst. The whole heart of the class is missing. And of course, no combos. Underwater elementalist is all glass, no cannon.
Mouse over the right side of the map, and a small bar should pull out. Click and drag on a blank spot on the bar, and that should move it back down for you. At least this worked for me when I ran into this problem a week or so ago. Haven’t tried it since, out of fear that it would get stuck again. (This also seemed to mess up auto-loot icons, and won’t show any of your loot at all. I assume it appears ‘above’ the map, so it’s floating in the air above your monitor.)
Logging out and back in should drop combat. It’s not a perfect solution, and of course won’t work if you’re in a WvW jumping puzzle. But if you’re out in the world trying to do a puzzle or view a vista or use a waypoint and phantom combat has you stuck, just relog.
Magnetic Current (trident earth 3) pulls you to the enemy correctly, but then briefly immobilizes you and puts all your skills on cooldown for about 1 second. It’s hard to test, but from observing mobs it doesn’t appear that your target is immobilized or unable to attack during this time. It seems like it should be the other way around, stunning your target when you get to them instead of stunning the caster. Not sure if this is bugged or just designed to be a pain to use, though…