Showing Posts For ClanAncaria.7310:

Feedback on HoT Stress Test [merged]

in Guild Wars 2: Heart of Thorns

Posted by: ClanAncaria.7310

ClanAncaria.7310

Thank you for inviting me to the Stress Test, I enjoyed getting a peek at what you have in store for us. I was able to login for the 2nd test window and wrote down few notes, mixed-bag style:

  • Noticed a few times throughout both the story instance, and open world where the player character head tracking would lock onto other NPCs. Seemed to only break lock once a certain distance was met.
  • 1st person view is going to be spectacular while exploring the new maps. Thanks for prioritizing that. Even with just that 1/8 or 1/4 of a map, everything looked great. To describe it in words, “Chaotic Beauty” was the first thing that came to mind.
  • Loved the interactive dialogue between the PC, and the NPCs. Really puts a nice polish on the overall immersion.
  • Spent about the first 30-40 minutes on the Revenant, and just played it through the story instance, and the Meta until the Wyvern was defeated. In the short time, I concentrated mostly on Jalis/Hammer skills, and walked away impressed, looking forward to putting some time into my own. As others have said, there’s a lot to read and test out with the new skills and the power meter, and between that, and new map/events/timer ticking down, it was a little much, so I re-rolled the beta slot to a profession I was much more familiar with – So thanks for making all professions available. Also – The Rev armor/weapon skins are phenomenal, so big props to all who had a hand in that.
  • While, it’s certainly possible we weren’t playing on the most recent build, the UI for the Mastery system needed/needs a major overhaul, to put it mildly. Clicking the XP bar can be “a” way to get into it, but not the only way. I get that you were trying to tie to the fact that after level 80 the XP bar, becomes the Mastery XP bar, but that window belongs on the Hero tab, right below Traits, with a condensed footprint, not covering over 60% of the screen. I felt the “active” Mastery line also needed to be more prominently identified. I recall hearing a Dev recently state that you really can’t make a mistake when spending Mastery points, because eventually, you’ll unlock it all, but I feel like there still needs to be some forgiveness there with some sort of Mastery Refund, whether it’s a mini gold sink or not.
  • The gliders are a fun mechanic, and seemed to work just fine for me. I know there’s Mastery unlocks that allow us to deploy them faster, and for longer distances, so I can’t say I had any issues with the initial delay or the duration. I can just imagine the hellish, glider-centric, table-flip inducing jumping puzzles that you’re crafting for us… Bring. It. On.
  • Technically speaking, it went off without a hitch on this end. I had zero crashes, and no game-breaking glitches. FPS was good, lag was all but non-existent. I guess I was expecting worse for such an early build.
  • On a final note – Small sample size I know, but IMHO, Canach has always been the missing link in Destiny’s Edge 2.0

Bugs from 16th Patch [Compiled]

in Bugs: Game, Forum, Website

Posted by: ClanAncaria.7310

ClanAncaria.7310

- Ranger Pets still take falling damage when running down stairs.

- Ranger Pets no longer follow the avoid combat function if you have it turned on before initiating combat. They will heel if you F3 them during combat though.

Sanctun of Rall Success!!!

in Tequatl Rising

Posted by: ClanAncaria.7310

ClanAncaria.7310

Incredible job by everyone that was here tonight! Looking forward to completing quite a few more of these with you guys (hopefully not again while we’re all afk at the time of the spawn) – Community building at it’s finest.

Attachments:

Easy mode 31/33?

in Super Adventure Box: Back to School

Posted by: ClanAncaria.7310

ClanAncaria.7310

Confirmed – I picked up the missing 2 points after the patch. 1 of them was about half way through, and the other came off the Yeti Boss where jumping off the 5th (overhead) rainbow down to the Yeti yielded the final point.

Thanks for the adjustment guys. ^^

Aetherized Weapon Animations

in Bugs: Game, Forum, Website

Posted by: ClanAncaria.7310

ClanAncaria.7310

Ok, the prices have now been jacked up, and this weapon skin set has become all but an afterthought with the new champion-level weapon drops. Can we now get an answer to this?

More Colorblind Consideration, Please!

in Queen's Jubilee

Posted by: ClanAncaria.7310

ClanAncaria.7310

+1 on the ability to change the colors of all types of aoe circles. The colors and non-solid pattern of the flooring that was chosen is what’s blending in the (very) dull red circles to the floor and causing issues for those of us colorblind in Red. Considering this has been a heavily requested feature since beta, I don’t even know why we’re still discussing this…

In the short term, if it were possible to zoom the view out further, perhaps we could actually see the clouds above and attempt to predict where the ground target boundaries actually are in hopes of getting through this last stage before the content gets pulled.

Aetherized Weapon Animations

in Bugs: Game, Forum, Website

Posted by: ClanAncaria.7310

ClanAncaria.7310

It would be nice to get these questions answered before the price gets jacked up… Might even help generate more sales on keys if players knew this was an identified issue, and would be fixed eventually.

Aetherized Weapon Animations

in Bugs: Game, Forum, Website

Posted by: ClanAncaria.7310

ClanAncaria.7310

I was hoping to find an official confirmation here that a few of the Aetherized Weapon Skins are currently missing animations, and that there is a plan in place to fix. It’s a gorgeous weapon set, but some of these skins are really lacking if indeed all are working as intended.

Specifically, the Dagger and Greatsword are missing the sliding blade animations that they would appear to have the ability for – both in the preview window, as well as once they have been equipped. They both display the steam cloud, and the small valve stem popping animations.

Also, are the Short and Long Bow missing an animation? There’s obviously not as many moving parts on these, however both currently display the same as the D, and GS (Steam/Valve Stem).