Showing Posts For Deria.9158:
but I’ve yet to see any AR or NS who aren’t in a group of 5+ (or 20+)…and eager to chase a solo across the whole map
I’m not shy about chasing people solo. I actually chased three people today (one I chased through land, sea, more land, more sea, and then he finally gave up and ran to his spawn area and then the other I chased up the mountain near AP, then down the mountain, then around the mountain, and then finally caught and killed him and then the third I chased all over the inside of one of the keeps and he just kept pinging me and then stealthing over and over and over until I gave up).
More often then not I chase when I shouldn’t, though — quite often it just gets me killed. As a warrior, I really need to stick with the group to be really effective.
Was fun, though!
We trebbed Anz and people inside was there and then Anzalias walls upgraded to reinforced and renewed there is no glitch in this matter. As Devona we are really strict about exploiters. Please make sure there is an exploit involved before you blame people. Thank you.
I’m not sure what you’re trying to say here. Yes, you trebb’d the walls. Yes, they were later upgraded. Who cares? What does that have to do with anything? The problem was a mesmer somehow got to an unreachable location and was killing the tower lord, solo, for about 15 minutes. I don’t think anyone can consider that anything but an exploit. There shouldn’t be any question about whether that was a right or a wrong thing to do. The mesmer should have waypointed out immediately if she was stuck — not decided to kill the tower lord solo. 
Also, relax — this isn’t a personal attack on DR (or GASM for that matter). It was simply a request that you take action to curb -one- cheater (which Psychatog did immediately, so good job on that!)
As I said in my original post, DR seems to generally play very fair. Every server has a few people that will play outside the rules, though, and because names are hidden the only thing you can really do is post about them here and hope someone on the server takes action.
screenie it and message both the GASM guild leader and anet
ill head there now and see if i can get a name… try not to kill the pro thief with the commander icon
She seems to have left.
The only identifying information I can add is that the mesmer was female, and upleveled.
I’m not sure who the guild leader of GASM is, so I’ll just post the screenshot here.
Hey DR — you’ve got a GASM mesmer exploiting to kill the Tower Lord at Anzalia’s Pass right now.
He’s ruining an otherwise fine match.
EDIT: To provide more detail, he is somehow killing the tower lord from underneath the tower where nobody can get to him. His clones are essentially beating the tower lord down slowly over time and there is nothing we can do about it at all. Pretty much all of DR seems to play fair, but you need to curb this guy. (How many Mesmers could GASM have on right now in EB?)
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I thought it might be fun to create a thread of changes people would like to see to WvWvW to make it more sensible.
I’ll start:
1) If you kill a pack Dolyak, you should get its supplies.
2) Siege weapons should be useable by everyone. It would be quite a shift from current gameplay, I realize, but I think it would make people more careful about building ridiculous amounts of siege in a fortification they might lose.
3) There should be a pack-up option for a siege weapon that lets you recover some (but not all) supplies from it.
4) A trebuchet should really require a larger flat area to be put down. People putting trebuchets on domes is just silly.
5) When you shoot at someone from below, the target point should be their head or upper torso, not their mid-point or feet. So many obstructed messages! (Though perhaps a target on a wall should have an innate chance to avoid incoming projectiles.)
Those are my thoughts. Others?
Your alt weap’s going to be Longbow, so I’m not sure what your playstyle is.
I primarily use the Longbow for two things: keep/tower defense and either holding back a group when defending choke-points or pushing back a group when assaulting choke-points.
For everything else, I’ve been doing melee with the axe/warhorn (pick an outlier, bull’s rush him, eviscerate, and then that sort of useless whirl thing that may or may not be making a difference, then auto-attack until eviscerate is up again).
It works well for me, but the warhorn requires a TON of investment in Tactics to be effective and I’d like to try something different.
My concern with regard to conditions is that quite often I’ll suddenly get hit by 4 or 5 conditions at once, and then I’ll see 15 stacks of bleeding insta-appear and if I don’t remove those things fast-ish, I’m doomed.
I suppose I could use the utility that clears all conditions like you said, and mending instead of healing surge.
I do use soldier runes already, so that is somewhat lucky.
I gather from other posts that I’ve seen that the greatsword adrenaline ability isn’t very good, as well, so I should benefit from not having to use my adrenaline up.
Any advice on traits?
For my first-pass build I went with this:
20 v ix
20 v x
0
10 iv
20 vi v
My secondary weapon is a longbow, so I wanted the stronger bowstrings trait.
I didn’t select mobile strikes, but with the greatsword having 2 movement skills I may want that instead of one of my other choices.
Losing 200 vitality certainly didn’t help my health pool. Not really sure I can do much about that, though. I suppose I could swap out my berserkers jewelry for something else that gives toughness/vitality.
I’m tired of ice-skating uphill.
I’ve tried a sword/warhorn build (fun, but not effective in WvWvW since condition damage is so easily removed).
I’ve tried an axe/warhorn build (also fun, and reasonably effective) but it is very dependent on adrenaline and requires a fairly big investment in strength (to get to Axe Mastery). The axe/warhorn build is solid, and I do well, but I’d like to be less glass-y.
Also, both of these builds are very reliant on the warhorn boon removal/conversion and boon extension which requires a large investment into tactics.
So I’m looking at the greatsword — a weapon I’ve never actually tried before. I’m looking for some advice, though.
1) With the greatsword, how do you deal with condition removal? I primarily do WvWvW, so its a pretty big deal.
2) Is the swiftness from signet of rage enough or will I be horribly vulnerable?
If you can’t stop playing of your own volition for a single day, you’ve got a serious issue. If you miss out on a daily… so what? There is nothing in GW2 that -requires- you to play every day. NOTHING.
The projectile speed makes a significant difference. You’ll still miss fairly often, but you hit alot more than you used to now.
The solution here is to make the third stage of the combo approximately equal to the second stage (or just eliminate it entirely and make it a two stage combination). The solution is NOT to make it interuptable, because then people will feel like they MUST interupt it to be effective.
Also, DPS is not the only consideration. Each strike gives adrenaline, and each strike can crit, and each strike can proc an effect.
Whether that is enough to address your concern or not, I can’t say. It is something to think about, though.
EDIT: Also, are you sure about the math? The Wiki link says Triple Chop hits for 858 × 3, not 858 × 1. I’m not in game to check, but I thought the damage number is not a cumulative total but rather the amount each strike does. I could be wrong, though, as I’m not online to look right now.
EDIT #2: I checked in game. If you watch the combat log, you’ll see the cycle go through and Triple Chop definitely hits 3 times (as you would expect). I saw 718, 718, 718 and then 1868, 1955, 804 and then 766, 1863, 1935.
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How fast IS Warrior’s Sprint?
Also, if you have it and apply Swiftness are you X percent faster from Warrior’s Sprint and Y percent faster from Swiftness (ie: cumulative) or does Swiftness just set your movement rate to the base + 33 percent (ie: not cumulative)?
Has anyone done any tests?
I’m pretty sure elementalists have some down sides. For one, they are laughably easy to kill in WvW combat (low HP, low defense). On the other hand, they’re very frustrating to defend against in a seige situation.
I don’t play one, or an engineer for that matter, but every class has advantages and disadvantages.
There is a bug there? I just assumed that those were intended and meant to be a source of more loot. I just kill them all after opening a gift. I actually kind of like the challenge. I’m as glass-cannon as they come, so if I can do it I expect others can to.
Regarding the OP’s sentiment, btw, death actually can be fun in this game. In WvW, I’ll throw myself into certain death if it looks like it will help us win the objective. Its heroic. And stupid, really, but still heroic!
Nevermind; I made some maintenance oil and you can indeed have both a food buff and a tool buff up at the same time. I had no idea.
Please disregard my post. I’m a half-wit. I forgot I changed my build and didn’t have Fast Hands anymore lol. Sorry if I confused anyone. Carry on, nothing to see here.
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I just wanted to take a second to thank the developers/producers for providing detailed rationale for balance changes and also a heads-up for where they want to go. Whether you agree or disagree with the message, the fact that there IS a message is a great advancement and I’m really glad to see it.
They did. Not sure yet if its good or bad, overall, but it looks like Fast Hands is at least fixed.
I thought Jon Peters said he was fixing Volley being affected by the trait Crack Shot, but I don’t see that in the list. Maybe its in and just not in the patch notes.
The section for warriors lists:
“Whirling Strike: This skill is now a whirl finisher.
Tsunami Slash: This skill is now a whirl finisher.
Harpoon Pull: This skill is now a projectile finisher.
Fear Me: Updated the tooltip to correctly state the range of the skill.
Hammer Shock: This skill can now be used while moving.
Fast Hands: Fixed an issue where the trait did not affect the first weapon swap.
Desperate Power: Now deals 20% extra damage instead of 10%.
Last Stand: This now properly breaks stun when it triggers.
Furious Reaction: Now triggers at 10% damage instead of 20 and also gives 10 seconds of vigor along with the 10 seconds of fury.
Berserker’s Might: Decreased might stacks required from six to five.
Increased the velocity of arrows fired from Longbow skills by 30%.
Triple Chop: Changed the timing so that players can no longer cancel their own skill combo accidentally.
Healing Surge: Healing surge now heals based on current adrenaline level, and then grants a full bar of adrenaline.”
Pity about healing surge. I liked the multiple bars of adrenaline it was giving as it fit well with my build. Oh well, at least now I won’t be tempted to blow my heal just for the free adrenaline.
EDIT: I complained vehemently after the last patch. In the interest of fairness, I’d like to commend the developers on some much-needed bug-fixing for warriors and other classes that were hurting. It IS appreciated.
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70 – omnomberry ghost, favourite food of 100% critical chance guy.
6% of your toughness and 4% of your vitality from Master maintenance oil, well around 150 for me.
Are you saying you can use food and master maintenace oil at the same time? They are both listed as nouroishment, so I always thought it was one or the other.
To be clear, I wasn’t suggesting that you be able to use all banners simultaneously. I envisioned a toggle — for example, activating the banner of tactics would remove the boon given by the banner of strength.
Regarding uptime, I would expect that it be 100% BUT (like another poster indicated) a slightly weaker effect.
As it is right now, getting me to even consider using a banner in the current state would be a hard sell. For all the micro-management, they just don’t offer enough utility.
EDIT: I might use one if I was very, very heavily invested in defense. I’m not, though.
I believe the issue with the portals is that using terrain exploits it is possible to set up a portal that allows folks to get inside a keep without actually having a mesmer inside the keep. In the screenshot you can see a portal on top of the door and a portal on the ground. Most likely the portal on top of the door was placed due to an “unintended mechanic.” Effectively, yes, a portal was used to bypass a gate/wall.
I can’t really see the portal, but thats probably due to my eyesight. I have a real problem with all the glittery effects piling on top of eachother in this game.
I certainly agree that bypassing a wall/gate that way would be an exploit, though, and I think the rest of Anvil Rock would agree. I’ve been playing a lot of WvW, and I haven’t seen these methods used so its definitely not a general server-wide thing. Most of our activity consists of karma-trains (ie: capturing stuff and then not defending it) or solid straight-forward tactics (ie: trebs, catapults, etc.). If I saw something like that happen in-game, I’d report the exploit myself. I want to win, but I want to win fairly. I don’t dance on peoples corpses, emote tears over them, or use lame tactics just so I can say “yay, we won”. It’s not like we get a prize at the end.
EDIT: Why DON’T we get a prize at the end? Seriously, the game should track this stuff and give everyone who did WvW an award at the end of the week based on their performance.
We actually need to up our game in terms of overall coordination, I think. One reason we get creamed by BR is that we seem to move as a bunch of distinct units that don’t really communicate as much as they could. That situation is improving, I think, but we’re still not there.
I have to say I was especially impressed this week by the way BP used the Overlook in EB to shut-down pretty much any activity originating from Veloka’s.
We had our moments, though. We absolutely salughtered one BP zerg that came into Veloka’s when we purposely let the gate get breached. That was pretty fun. Having 3 billion BP take all 3 maps completely away an hour later was less fun, but oh well — you take the good with the bad.
I’m hoping our next match is against a team thats more at our level (ie: similar tactics, similar numbers).
Mine shows 50 or so anvil rock scaling the back side of garrison to bypass the gate. AKA an exploit.
I’ll have to go there and look at the terrain to really get an idea of it I guess. If there are ledges and simple jumps, I suppose you could argue that its an alternate method of gaining entry (ie: sneak attack) but if its obvious you shouldn’t be able to climb there then I’d have to agree and call it an exploit.
Hi,
In the interest of better communication, could someone at ArenaNet give a general idea of when we should expect a patch (daytime, evening, late night, etc.). I’m not asking for a specific time, just a general idea because I’d like be able to plan my WvW activity.
Also, I’m sort of concerned about the trend of doing the patches right before the events begin because we then have to deal with the possibility of ruined events caused by other bugs introduced in the patch. Having some time between the patch itself and when the event starts would be nice. That is just my opinion, though.
Am I the only one that doesn’t understand what these screenshots (on either side) are supposed to be showing?
I feel like I’m on the outside of an inside joke.
In the picture Plok posted, I see… a bunch of people attacking a wall? So? It looks like a wall near the water gate of garrison the borderlands area. What is the issue here? (Maybe I’m just dumb and not seeing what the complaint is.)
In the picture Rinzler posted, I see two guys standing outside a keep. Yay? If it is a keep they own, I’d assume they are watching for invaders. If its a keep they don’t own, I’d assume they are scouting or spying on enemy movements. I wouldn’t have a problem with either of those activities. So what am I not seeing?
Obviously there must be something, but its not self-evident to me.
NOTE: I’m from Anvil Rock, but I purposely selected a screenshot from both both sides of the “everyone is a cheater” argument because I’d really like to know more about what activities people find objectionable. It would actually be sort of interesting to see a “WvW etiquette” type of post.
EDIT: And whats this business about portals? I’m not a huge fan of the “lets warp an army from point a to point b” approach, but I can’t see calling it an exploit. Are people saying they can somehow use a portal to bypass a gate or wall? (That would suck.) All of this seems to stem from something that happened Thursday. I wasn’t online that night (last I remember we were down to 0-15 points total, so its pretty hard to stay motivated to continue the match hehe).
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I don’t miss open-world PvP, and I don’t want it in GW2. I -hated- the constant dread of getting ganked any time you wanted to do anything non-PvP related in WoW.
I think that GW2 is actually the first game where I’ve enjoyed PvP, and I think the reason for that is because its off in its own little area (and also the siege/tower/keep mechanics). When I want to PvP, I can. When I don’t want to, I simply don’t have to deal with it.
Another consideration is that since WvW uplevels people, you don’t need to worry about people ganging up on lowbies or making the game a punishing experience by repeatedly camping a single person.
Finally, not showing names in WvW cuts down on player-to-player abuse.
There are just too many problems with open world PvP to make it worth implementing IMO.
I don’t understand why they don’t just have a slider that lets me set the number of players to render. I’ll judge my own network connection bandwidth and system performance, thanks.
That said, the thief stealth issue is pretty entertaining for me. You can usually nail those that aren’t very good at it, but the really good thieves are actually pretty impressive to watch. Er, you know what I mean — I suppose watching them is sort of impossible.
I don’t enjoy getting owned by them, but hunting for them and ae’ing everything around you in a mad attempt to break their stealth can be kind of fun.
Real conversation.
Wife: What are you doing today?
Me: Playing this role playing game. It’s great.
Wife: What role do you play?
Me: Warrior.
Wife: Are you sure you aren’t playing a prostitute?
I’d say the armour is skimpy enough. I have no objection to more options, but on the scale of realistic vs. “pretty”, I’d say that the artists came down on the side of pretty.
This may be a silly question, but why aren’t banners implemented similar to the toolbelts that engineers utilize?
As it is, banners are quite weak. At the same time, though, they’re sort of class defining when you think of what a warrior should be able to do on the battlefield.
It really seems like they would be used more if one utility slot would let you select amongst the various banners (not including the elite) that are available.
Crazy thought?
1. Unless you are specifically traited for roaming 1v1 fights, stay with the zerg. In a group, you’re deadly. Solo… you’re just dead if your not traited/geared for it.
2. Play smart; don’t wade into a mass of enemies unless you have a way of wading back out alive.
3. Don’t chase. You will want to. You will do it, in fact. Every time you do, though, and the tables suddenly turn on you because a group materializes in front of you and you have no support or the person your chasing fires his heal and has his offensive cooldowns expire, you’ll think back to this moment and say “oh ya, right, don’t chase.”
4. Don’t waste your time emoting laughs or tears or dancing on people’s corpses. Aside from just being lame in general, you’re wasting valuable time you could be pushing the fight more in your team’s favour.
5. Know when to die. Since siege stuff is easy to tear apart while its being built, priority one is to not let it get built in the first place. So if you see two catapults being built it might be worth taking the death if you can destroy them. Or it might not. It really depends on how far you have to run to get back to the position your defending.
6. Don’t be lame. Some people alt+f4 when it looks like they are going to lose a fight. Don’t do that. Win, or lose, but don’t be lame. The 1s66c that it costs to repair your armour isn’t a huge deal.
7. Watch for instructions from the commander. It is super-easy to get caught up in the heat of battle, but quite often a commander will call for an easy target to be ignored or for an about-to-receive-reinforcement objective to be abandoned to avoid an incoming zerg. When that happens, if you don’t notice the message in your chat window, you can find yourself suddenly alone and surrounded by 40 angry people trying to kill you. I’ve lost count of the times this has happened to me.
8. Always carry supply.
9. Always get your supply from a supply camp. Seriously, don’t take it from the towers as it slows down upgrades to the towers and leaves you without a stockpile in case you need to defend.
10. Ignore rule 9 if you are defending a tower — losing the supply is better than losing the tower, and if you still lose the tower at least the enemy won’t gain the supply from it.
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I have to agree with the general sentiment; just make a list of all accounts, remove the people that actually received chests yesterday, and then give chests to the rest. Spending time trying to figure out the ins & outs of why the script didn’t hit all the right people is not time well spent at this point. Just give it to everyone and call it a day.
I had opened a support ticket about not getting a chest. Gaile posted that we don’t necessarily need to do that. Is there something that I -should- be doing to get my name on a list of people that should have received it but did not?
The loading screens aren’t limited to when you zone; it also happens sometimes when you take a waypoint to somewhere else on the map (even if its just a floor down). Other times, it doesn’t. I suspect it has a lot to do with texture loading since the GuildWars 2 executable is 32-bit and therefore can’t use much system memory.
It would be nice if there was a 64-bit client.
I don’t mind the loading times, though. I come from EQ, where loading times were often measured in minutes instead of seconds. 
Well, I wasn’t looking to get into a detailed coding discussion so I kept it simple to illustrate the point that the problem is not a technical issue but rather an organizational issue or a prioritization issue. For the reading comprehension impaired, though, I wasn’t actually suggesting they code it that way. Sheesh!
It mostly affects camera height, which is sometimes bad and sometimes good. Regarding your specific question in WvW, I get a lot of “obstructed” messages when shooting at people on top of tower walls but I don’t know if taller races see the same thing. Fortunately WvW uplevels you, so you can just make a level 1 of a tall race and a short race and grab a bow and try it out.
The slow process of bug fixing isn’t due to a lack of caring or a lack of talent, it’s because debugging in systems as large as these is a much more complex beast than it looks like from the outside. Especially if you want to do it right.
My problem is not that the process is slow; my problem is that the process ISN’T HAPPENING.
I was being (slightly) facetious in my post, but the basic premise is this — if they wanted to solve these problems, they could. Instead, they are clearly focusing their energy elsewhere. Some time ago, ArenaNet made a big deal about having multiple teams working on different aspects of the game – so where is the bug fixing team? I’m looking specifically at the warrior class because that is what I play, but I believe multiple other classes are in the same boat.
Even if you accept the dubious idea that both the Fast Hands bug and the Vengeance bug are difficult to overcome, what about the simple tooltip vs. actual performance bugs?
The process isn’t slow. The process appears to simply not be happening. Maybe the next patch will contain something, or the one after, or 10 patches down the road… but right now I’m seeing new content and pay-for-use features likes personal arenas being prioritized over making the game solid and that concerns me.
I didn’t mention that one, but I honestly wouldn’t care if they rendered everyone as stick-figures with a name of “YOU ARE ABOUT TO DIE [PWND]” over their head as long as they showed some indication that imminent death was 20 feet away from me. I’ve walked into more 75 man zergs in the last month then I can count because the game client showed me like 2 people instead of 75.
I’m not one to complain, but this is actually starting to be somewhat annoying.
No fast-hands fix.
How hard is that to fix?
if (Player.getClass == WARRIOR && Player.hasTrait(FAST_HANDS) == true)
weapon_swap_timer=5;
Seriously. If it is any more complex then that, then you’re doing it wrong.
For the Revenge bug, it would be even easier — when the player respawns, remove the buff instead of letting it stay there to kill the player when it removes itself.
Moving on, though — no fix for ANY warrior bugs.
I’m very disappointed.
At this point, I’d actually support scrapping the December event entirely and just receiving a bug-fixes release. Not buffs, not new features, just bug fixes.
Why aren’t bug fixes happening? There seems to be a pretty big disconnect between what players want and want the developers/producers think we want.
Hi,
The announcement in the announcements section said more details would follow. I didn’t see any, though. Can someone tell me how to get to this AMA thing (whatever that is)? I’m interested, but so far I lack sufficient detail to have any idea how to attend.
I don’t want to be buffed… well, I wouldn’t say no, but I’m not upset by the fact that we weren’t.
I absolutely DO want to be bug-fixed, though. I want the abilities that I have to actually work, or to be changed to something that will work.
1) Make our charge abilities work like the ranger Swoop ability (which, oddly enough, works).
2) Make fast-hands work, or replace it with something else. I don’t really care which, but having the ability there TAUNTING me is driving me crazy.
We have a giant bug-thread at the top of this forum and its being roundly ignored. It isn’t a list of improvements we’d like, or complaints that we’re underpowered, its a list of ACTUAL BUGS.
What does “Triple Chop: This skill’s responsiveness has been improved.” actually mean?
I use an Axe, and last I looked, Triple Chop was:
a) made annoyingly self-interruptable on Oct. 22
b) possibly doing less damage than the first two elements of the chain
What does the change actually mean, though? It triggers faster? Its more interuptable than before?
priority for what Warrior bugs DO need fixing. In that area they didn’t just hit wide of the Bull’s Eye, they missed the kittening target completely.
I figured out the problem! They used a Longbow to shoot at the target. Fear not, though, they did an extra 10% damage to the grass 9 feet away from the target.
I could be wrong, but this is the way I read it:
The Superior Sigil of Bloodlust gives 10 power per stack, so 250 power at the maximum number of stacks.
The wiki says that power increases damage linearly. If it really is linear, I would expect an across the board difference. In my case, my power is ~2000, so having a power of ~2250 would be a 12.5% increase for me.
The specific formula, according to the wiki, is:
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
So, against a target with 2200 armor, the unmodified damage value would be something like 1000 * 2000 * 1.0 / 2200 = 909. Increase your power by 250, and it would be something like 1000 * 2250 * 1.0 / 2200 = 1022.
Bear in mind, that would be an increase to your base damage so other things that use your power as a multiplier would be increased I would think.
Now, a straight +5% increase would be obviously less effective, but you’ve got to factor in that you get that bonus 100% of the time, right out of the gate.
How long does it take you to build up the stacks?
What prevents you from having two of the same weapon and building up the stacks using one and then switching to the other for the 5% increase on top of that?
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Have you considered dropping 10 points for Tactics (which would cost you Vigorous Shouts and Revier’s Might) and putting those points into Discipline for the extra critical damage and something like Sweet Revenge?
While Revenge isn’t always the most useful skill in WvWvW, it can shine if you happen to not get stomped after being downed.
Stats should directly affect weapon skills/character (in a minor way).
in Suggestions
Posted by: Deria.9158
Simple suggestion, and I think not a bad one.
If I have high precision, my ranged weapon attacks should have slightly larger range.
If I have high power, my melee weapon attacks should have a small damage bonus.
If I have high toughness, I should have a slight innate increase to my chance to block.
If I have high vitality, I should have a bonus to regeneration.
I just pulled these out of the air, but it seems to me that it would make things a little less cookie-cutter in terms of choosing your gear if the attributes had some secondary effects. I’m aware that the base attributes already have a primary effect, and thats fine, but I’d like to see a little extra (without doing anything crazy or unbalancing).
Just a thought.
I actually use the rifle in WvW to decent effect. I usually hop up on the little ledge around a castle wall, pick a semi-hurt target, and then volley into that target and/or do a kill-shot. I’ve killed a surprising number of people that way.
I’ve tried the longbow, and I do carry one around with me, but I really don’t like the longbow at all. I see its merits, but most of the time I don’t want people blinded, immobilized, or on fire — I want them laying on the ground dead, dying, or otherwise not standing up doing damage to the gate or my allies.
I do have to admit that using the vurst skill followed by #2 is pretty entertaining though on the Longbow.
Anyway, the rifle isn’t great, but is acceptable.
EDIT: To be clear, I’m talking about defense. For -offense- (ie: shooting up at a wall), it is completely useless and you’ll be obstructed every time. Thats when I bring out the Longbow.
Where is the damage coming from in this build?
It looks like all of your traits are centered on the idea of generating and conserving adrenaline.
I see that you get:
+30% critical damage from Discipline investment
+12% critical damage from runes
+15% critical damage from accessories
That gives 57% total critical damage, plus whatever you get from your actual gear/weapons which the skill calculator seems not to show. Would be interesting to know what the game shows you if you hover over the crit-chance section on the hero tab.
My current build gives me +73% (10 from discipline investment, 10 from accessories, 24 from gear, 5 from runes, and presumably 23 from power).
I don’t get anything close to what you’re seeing for kill shot or eviscerate. I’m getting maybe 60% of the numbers you quoted.
Anyone able to explain what I’m missing here?
FOV (Field of View) Changes Beta Test - Feedback Thread
in Account & Technical Support
Posted by: Deria.9158
I was fine (or so I thought) with the pre-change field of view. Now that I’ve seen the difference, I realize just how not-fine I was. This is a good change. It isn’t like you can see twice as much, but the vertical field is definitely larger. A slider would be nice to let me adjust it, but even with just this setting its a definite improvement.
I’d rather my opponent not really know whats coming until it starts killing him.
EDIT: For a graphically entertaining moment, I’ll /dance on his corpse.
That is the standard notice given each time they release a game update if you are online during the update.
The actual amount of time you get seems to vary:
If you are NOT in an instance, the timer is 3 minutes.
If you ARE in an instance, you get 1 hour.
In any case, you don’t want to wait for the time to expire because then you are forced to try to download the update at the same time as thirty billion other people. Best to logout and login again as soon as conveniently possible.