Showing Posts For Desmoulins.3517:

Regarding: Reducing Visual Combat Clutter.

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Posted by: Desmoulins.3517

Desmoulins.3517

I haven’t listened to the sound nerfs yet, nor did i see the Mesmer nerfs, but i saw the Elementalist and Engineer visual nerfs and i am absolutely furious about these. Break the event meta, fine, release a buggy expansion that crashes every time resetting all my progress towards the meta event, fine, but taking away from the awesome visuals Guild Wars 2 has is absolutely gamebreaking for me. I want an option to turn these back to normal or better yet, like Enko said, a slider would be much better. Write a system that intelligently scales down particles to your desired amount, means it will remove particles from effects equally on all effects down to a certain minimum so that the effect/attack doesn’t vanish entirely.

Forcing reduced visuals down everyone’s throat because some people can’t see beyond some particle effects is just beyond my acceptance levels, give us options or don’t do it at all, particle effects have always been something of personal preference.

(edited by Desmoulins.3517)

Regarding: Reducing Visual Combat Clutter.

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Posted by: Desmoulins.3517

Desmoulins.3517

Some time ago it was said that Anet is going to reduce visual clutter in combat, first it hit the Engineer Grenades aswell as the F5 Orbital Cannon which was reduced to mere nothing, now it’s the Elementalist Fireball that has been reduced to a baby Fire Pearl, this is not a Fireball anymore, it makes it hard to see where i even throw these things, it ruins my fun, my immersion and it does not satisfy my need for graphical fancyness. Sorry but i had to say it, this is bad. Give us an option to turn down/restore the effects again because right now this makes me want to stop playing my 3 year old Elementalist completely and continue playing the Revenant until you decide to nerf its awesome visuals too, this is really upsetting.

Aurora's Remains and Furture LS2 Predictions.

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Posted by: Desmoulins.3517

Desmoulins.3517

Arenanet likes different?

As a Charr player since the start of GW2 i can tell you that Charr’s are extremely unpopular and they seem to be very unpopular and of very low priority (if at all) for the Devs. Charr’s are also different since they are no humanoid-like playable race. So much to your theory of them liking different. Before they introduce any new playable race they should fix up all the problems we (Charr players) face every day with a playable race that is “different”.

Other than that, interesting ideas but nothing new. Literally everyone is suspecting White Mantle and the Sylvaries getting some huge story parts in S2.

Stupid bugged liadri fight

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Posted by: Desmoulins.3517

Desmoulins.3517

i don’t think it’s bugged, maybe has a few minor problems (like when liadri’s aoe attack hits even when you’re out of the marker), but such things were quite rare for me. It was fun and sort of challenging compared to all the noskill zerging press 1 to win content, that we all got used to by now. Arenanet did mention that not all enemies in the gauntlet can be killed by every build, maybe you should try a different profession/build. All except one enemy was fairly easy for me with my conditioneer, so i’d reccomend everyone trying that.

The only bug with Liadri is her sometimes shooting her AOE’s outside of the Arena resulting in people dying below in the gauntlet.

Getting hit outside of the AOE fields is either you still standing in the AOE with your characters hit-box which you can’t see or you just simply lagging at this very moment resulting in you not standing outside of those AOE fields when the server calculates the hit.

(edited by Desmoulins.3517)

Stupid bugged liadri fight

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Posted by: Desmoulins.3517

Desmoulins.3517

Stop whining, all of you.

1. There’s nothing bugged about anything you brought here.
When you entangle yourself and one of those clones hit your tower, they explode, that explosion kills you instantly. You can dodge that explosion if you time it right. Just watch other people die to the clones and you will notice that those clones explode.

2. You don’t move slow, you move with a normal realistic speed. Keep a speed buff up as long as possible or trait a combat speed boost. Also don’t stay too far on the outer side of the arena, you will have to run further to get out of the red circles. Just stay near the center so you can quickly get out of those circles.

3. The dodge mechanic is absolutely fine, it is by far the best I’ve seen in a MMO. It gives you a second invulnerability and it is only usable twice in a row, that is d*** balanced since one dodge roll makes you invulnerability for 1 second to pretty much everything. Other games such as ESO allow you to dodge 2-3 times and they don’t give you invincibility frames, that makes it extremely useless considering the combat is laggy as hell, Wildstar as example has 2 dodge rolls as well but they also don’t give you invincibility frames, making them only useful for evading super charged attacks.

4. You are not “unresponsive” for 1-2 seconds you are flattened. When someone or something pulls you, you will be thrown onto the ground for a second, that’s totally normal and has nothing to do with some stupid mechanic. Use stability to prevent getting pulled or use a stun breaker to instantly stand up and gain control again.

5. Destroy those orbs before they can even pull you, that way you wouldn’t have any problems with them considering that the fight takes a max of 3 minutes in which about 2-3 orbs spawn. It should be very easy to destroy them as soon as they pop up if they are in your view.

Quiet funny armor(Pit fighter's leg)

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Posted by: Desmoulins.3517

Desmoulins.3517

Please guys, remove these pictures. REMOVE THEM. DO NOT POST SUCH THINGS. Ever. Please. Arena Net will fix this if they see this. I swear if i happen to log on my Charr and this is fixed i will go rampage.

Projectiles. How do they really work?

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Posted by: Desmoulins.3517

Desmoulins.3517

I guess these should pretty reliably show that projectiles can easily be dodged by just walking left/right, just lag sometimes prevents it from sucessfully working.

(edited by Desmoulins.3517)

Why Still No First Person View?

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Posted by: Desmoulins.3517

Desmoulins.3517

You all just seem to play non-charr races. Charrs have their camera lifted up alot while all human and asura characters have a drastically lowered camera position.

Not sure if you’re just playing wrong but i never see my camera on the ground.
http://www.youtube.com/watch?v=DmZ8nD6P2-s

Projectiles. How do they really work?

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Posted by: Desmoulins.3517

Desmoulins.3517

Which is exactly what i’m saying. These elementalist projectiles seem like targeted AOE projectiles, they are always aimed at where your target is calculated to be if it continues to walk or stand for the time it takes to travel the distance between you and your target, simply turning around at the right time makes them miss, so i’m definetly not alone with that.

Projectiles. How do they really work?

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Posted by: Desmoulins.3517

Desmoulins.3517

Pretty sure these are NOT just animations, these are actual real projectiles and GW2 uses halfway proper projectile physics.

Example:
Snowblind fractal boss room, when the boss ports up becoming “invincible” he actually isnt invincible, you know why i know that? you can throw your fire bolt and if you jump at the right time, you will throw your fireball very closely OVER the edge and hit him, you cant do that with direct shots like rifle or lightning bolts, since they do fly straight at your target, whereas these special projectiles like fireball, waterbolt and stones dont. They fly in a real arc making you able to hit even enemies which are visually obscured as long as they are not out of your range, i tested that on that golem in the picture, i hit him while he was nearly completely covered up by that stone wall, just his tip of his head was visible and i hit him with an earth projectile exactly there, it counted as hit.

(edited by Desmoulins.3517)

Projectiles. How do they really work?

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Posted by: Desmoulins.3517

Desmoulins.3517

Ever since i started playing an elementalist with staff, throwing my fire/lightning/stone/waterbolt projectiles everywhere i noticed often enough that my projectiles simply miss because my target evaded by turning away from my thrown projectile’s intercourse with the target. We probably all know that pretty much every direct-hit projectile (pistol/bow/rifle as example) have projectile tracking, means even if they miss visually, they still hit the target (and they even turn around in the middle of the air and connect visually when reaching the previous target’s position), so my question here is do fire, stone and waterbolts as example behave differently, since they are not fired directly at your target and more in a small arc (which makes me think that these must behave differently)

A friend is pretty sure that all these mentioned projectiles behave exactly the same because he tested it in a nearly exactly the same situation over and over, with frame by frame comparison etc.

I’m however sure that you cannot make any tests like that that could be 100% trustworthy since theres ALWAYS something changing the conditions of these tests, may it be lag (or your ping itself), different movements or just luck. I say these projectiles MUST behave differently, they behave different visually (flying in an arc) which is a clue to this guess if you ask me, i’m sure the devs wouldn’t have gave them this arc if they just behaved the same as the lightning bolt and all other direct-hit projectiles do.

I would really like to see an official response and explanation how projectiles work or atleast a clarification if these projectiles behave differently, since the devs must know because they developed them, this would be the best way to get reliable information.

Discussion, opinions, maybe personal tests and/or official responses i might have missed are welcome.

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The Makings of a Lawsuit?

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Posted by: Desmoulins.3517

Desmoulins.3517

It works on cute kitties too.

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