Showing Posts For Entrea Sumatae.7830:

Retaliation Guardian Build - Radiance + Honor

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

I’m gonna assume you are talking about PvE.

Why would you want something that gives Toughness or Vitality in PvE? If you’re going to gear for anything in PvE and you don’t need to keep aggro on a raid boss, damage will always be the way to go unless you’re trying to heal people.

To be clear, we’re talking about a situation here where you’re overcapped on precision. If you can keep retal uptime, it is actually a good tradeoff to use Valkyrie instead of Berserker. Before the utility changes it used to actually be strictly better since the extra vitality would convert to extra power, though with modern sharpening stones that’s not the case as the extra precision can give you a (very small) amount of power. Regardless, even when you’re going for max DPS, having more health means more survivability which means more DPS uptime and less chance of losing Scholar buffs, to say nothing of solo play where the extra health can be the difference between dying and not and the couple percent difference in DPS isn’t a concern.

[Patch Feedback] Shield of the Avenger

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

There are basically two directions this skill in its current form can go, and as it stands it’s useless for both of them.

First, it could be used as a reactive tool when you see a big incoming projectile. As it stands, the 3/4 second cast time makes it all but useless for this purpose. Except against all but the slowest PvE projectiles, even casting it at the beginning of the animation will result in a hit before the barrier pops up. For it to actually be useful at this purpose, it needs to be instant cast (1/4s at the absolute maximum), and ideally I’d like it to get its stunbreak back but that’s obviously not needed.

Secondly, it can be used as an area defense tool, like its previous iteration was. Right now, it… can’t do that. With a 1s (maybe 2s, there’s no tooltip and the animation is very unclear) barrier on a 5s cooldown, it is absolute garbage at preemptive defense. To make it actually useful for this purpose, it needs the barrier duration to be at least equal to the recharge. There would still be a small window for projectiles to slip through during the cast time (just like the old SoA had) but it could at least keep up a semblance of defense until charges wore off. I feel like the fair duration is around 4 seconds (and knocking down the recharge to 4s as well), which gives up to 12 seconds of shielding. That’s a little better than Wall of Reflection but also a) doesn’t reflect and b) has a 75-second effective recharge. Traiting the skill would give 16s of blocks on an 80-second effective cooldown, which seems strong but not unreasonably so.

Honestly, I’d be fine with either option since both result in a useful skill. I just hope they do something to it.

Outnumbered Bug

in Bugs: Game, Forum, Website

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

It’s a bug. Outnumbered isn’t applied at each tick. Players who join a map after it becomes Outnumbered won’t get the buff unless the map ceases to be Outnumbered and then becomes Outnumbered again, at which point everyone on the map gets the buff.

[BUG] Super Speed same as Swiftness

in Bugs: Game, Forum, Website

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Not a bug.

There is a movement speed cap equal to about 36% of out-of-combat base speed. Even with a larger speed boost, you can’t run faster than that. With Superspeed, you’ll run 136% speed as opposed to a Swiftness player’s 133%, which is barely noticeable. In-combat you can use almost all of Superspeed’s movement bonus before hitting the movement speed cap, so you’ll move much faster than you would with Swiftness alone.

See also: https://wiki.guildwars2.com/wiki/Movement_Speed

Outnumbered buff does not lift

in Bugs: Game, Forum, Website

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

I’ve reached the same conclusion as Mel. The Outnumbered buff is applied exactly once, to everyone on a map at the tick when it changed from not Outnumbered to being Outnumbered. Any player who enters the map afterward does not get Outnumbered applied to them on any subsequent ticks.

Decay timer?!?! Are you kidding!

in WvW

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

The reset times are as follows:
• Killing a Player – 10 minutes
• Killing a Caravan – 2 minutes
• Destroying a fortification – 5 minutes
• Killing a Guard – 2 minutes
• Killing a Lord – 5 minutes
• Killing or reviving a merc npc – 1 minute
• Repairing – 5 minutes
• Siege Damage Wall/Gate/Player – 1 minute
• Destroying Siege – 5 minute
• Killing a Veteran Creature – 5 minutes

These happen on event completion:
• Defending a Caravan – 2 minutes
• Completing a Merc Event – 5 minutes
• Completing a Defend Event – 10 minutes
• Capturing an objective – 10 minutes
• Capturing a Ruin or Shrine – 2 minutes
• Capturing a Sentry – 5 minutes

It is still possible that we will tweak these numbers going forward.

After playing a fair while tonight and looking over this list, I’ve come to one conclusion:

Non-Zerg WvW play by necessity involves repeatedly flipping camps.

Basically nothing else can be realistically done that grants an acceptable amount of participation time. Tower or keeps both take far too long to capture in a small group, if it’s even possible, so camps are effectively the only way to get that nice “Capturing an Objective” bonus.

Killing a player, the only other accessible 10-minute “objective” is heavily dependent on, well… finding another player, then not only being able to beat that player but having them not be an evasive build that can just slink off unkilled.

Scouting and defending are right out unless you’re getting shared participation from a squad, with defense being particularly egregious: you only get meaningful participation for defending an objective if you repair a wall/gate (which is often a tactically poor decision that just wastes supply) or if you kill a player. If you drive them off without killing anyone, you do not get rewarded. This is particularly problematic for camps, where roamers often have very escape heavy builds. They leave, you spent a long time defending, but you get no credit and your participation is shot.

After that, you’ve got the 5-minute objectives. 5 minutes doesn’t give you a lot of time to find something else, but it’s better than nothing. You can usually make it across the map to find something else in that time, assuming you don’t get ganked. However, two of those 5-minute bonuses are sub-objectives of capturing an objective (destroying a fortification/killing a Lord) that are basically meaningless as well as hard to pull off in small groups. Repairing and destroying seige are reliant on your enemy to provide them to you, which is unreliable at best. So the most plausible 5-minute objectives are vet creatures, with only a few existing, all with long respawn times and no strategic value, and sentries.

Finally, you have the 1-2 minute nothings. They’ll stop you from decaying, but only while you are currently engaged in that activity. As soon as it finishes, you have to go find a camp to flip so your participation doesn’t plummet. Killing caravans, guards, shrines… basically all meaningless. You have to go on a constant chain of these to keep your participation up while you make your way to a “real” objective.

Oh, and don’t forget escorting yaks. A yak on a long route can take longer than participation decay to escort. If you’re watching yaks on their way to a distant objective you’ll be bleeding out participation the entire time.

It is possible to keep your participation up while roaming, but it just feels stressful the whole time. Try to find the nearest thing you can take because the clock is already ticking, desperately trying to make your way to the nearest enemy camp so you can have a few minutes of blessed relief, praying you don’t get ganked and watch your points drop because you have to run back past objectives you already own. Having that constant worry about participation just isn’t as fun.

Raid Bug Corrected

in Fractals, Dungeons & Raids

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Same raid group as int randInt return, cleared two raid wings (SF and SP) while the bug was active. 5/6 bosses gave loot to everyone, final boss (Matthias) dropped no loot for anyone. We killed him again and received loot, so didn’t end up losing any rewards, and as a result I’m not terribly upset, but according to your criteria should technically have received the make-up chest. I haven’t seen anything yet.

So yeah, something was definitely fouled up. Hopefully throwing some extra data on the pile will help solve it.

W8 dont you state here that in the end you got loot from the boss? Or the second kill was on a diff reset? If yes you shouldnt be eligible for a gift but data is always data

In the end, I got loot from each boss that week, it just took more than one successful kill due to hitting the bug. I am, as a result, a person “who participated in at least one successful raid boss encounter between the patch on June 20 and the hotfix on June 22”, which was the only stated requirement for the compensation gift, so according to my understanding I’m in the eligible group, despite not losing anything other than a boss kill’s worth of time and effort.

Either I am eligible and didn’t receive rewards (which is a problem) or I am not eligible but was told I was (which is a problem) so either way there’s something to fix.

Raid Bug Corrected

in Fractals, Dungeons & Raids

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Same raid group as int randInt return, cleared two raid wings (SF and SP) while the bug was active. 5/6 bosses gave loot to everyone, final boss (Matthias) dropped no loot for anyone. We killed him again and received loot, so didn’t end up losing any rewards, and as a result I’m not terribly upset, but according to your criteria should technically have received the make-up chest. I haven’t seen anything yet.

So yeah, something was definitely fouled up. Hopefully throwing some extra data on the pile will help solve it.

Additions to Material Storage

in Guild Wars 2 Discussion

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Would be quite annoying if the mystic forge items went into storage tbh. Here is a scenario, which probably most people do.
You get quite a lot of acs rings in fractals, so to salvage you usually infuse it. For that you need philosooher stones. I always keep a stack in my inv. So i could do it right away at the MF. Now if philo.stone went to mat storage I would either have to keep an extra 250 or visit bank every time. (Since deposit all would make them all dissapear). So having mat storage for MF items is rather an inconcenience for players than a help.

This is why invisible bags exist. I currently have a stockpile of philosopher stones/agonized essences/+1 infusions all next to each other that I use for attuning rings before I salvage them, and I’ll have to figure out what to do about them now, but I’ll happily take the ability to deposit them if I want. It’ll makkke it much more convenient when I have odd numbers after forging some things.

Additions to Material Storage

in Guild Wars 2 Discussion

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

This is awesome! Thanks for your work on this, especially pushing through steps 12-15 (I dare say those explain the delay more than satisfactorily, and I’m sorry you had to go through them). There’s definitely a few things on the list that I don’t think need to be there, like patches, dowels, pulp, and nibs, but I certainly won’t be complaining about having extra slots to store stuff in when I accidentally make some extras.

Jade Pendant not giving enough stats

in Bugs: Game, Forum, Website

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Assuming all ascended items have the same total of points – when i compare my ascended bloodstone pendant it would appear the stats are way off .
power 157 , prec 108 , ferocity 108 . even tho Hot stats ( 4 atribute instead of 3 ) they should all add up to same total . Wiki needs updating as it doesnt have seraph stats listed under jade pendant but it does appear you are correct . Going by whats listed on wiki it would appear its only the seraph stats that are wrong but cant check myself as ive not purchased one yet altho i have no use for seraph stats but would be beserker stats instead .

Not true. Within the same rarity, 4-stat combinations have more total stats than 3-stat combinations to compensate for them being less powerful in each individual stat, and Celestial gear has an even higher stat total for the same reasons.

Nevertheless, the stat totals given for that amulet are off. 133 major/71 minor is the correct value for a 4-stat ascended amulet.

Nightmare challenge isn't a "Daily Fractal"

in Bugs: Game, Forum, Website

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

More amusing than anything, completing the scale 100 challenge mote does not award the general PvE daily “Daily Fractal” (Complete 1 fractal in Fractals of the Mists through the portal in Lion’s Arch).

Shared Inventory Slots + New Lantern

in Bugs: Game, Forum, Website

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

We cannot move any gear (armor, weapons, trinkets, back items) into the shared inventory slots. I’m 90% sure that we never were able to before, either. The exemption probably includes anything that is or could become soulbound.

This is exactly it. Shared inventory slots say “These slots cannot contain items that soulbind.” Not that are soulbound, that can soulbind. A “Soulbound on use” backpack counts for that.

Time range on Sylvari Cycles

in Lore

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

The following conversation occurs on the top floor of the Grove, near where the entrance to the Oomphalos chamber is found:
Warden: Shhhh. Listen. Feel.
Warden (2): What?
Warden: Ah, there it is. The moment when night gives up its dominion, and day opens its eyes upon the world.

Anecdotally, I believe I have heard this conversation during the times ingame where it is changing from night to day. I say this because the times I have spent idling on the top floor this particular conversation doesn’t seem to repeat as much or as often as the rest of the conversations. If night is becoming day ingame, and the glow effects of Sylvari are turned off and the game is brightening to daytime, wouldn’t that suggest that the sun rising is when Dawn should start?

Empirically, I can tell you that the time of day has no bearing on this conversation, having witnessed it in midday and close to dusk time.

On the main topic, while I agree that there are probably slightly better ways to divide the day, any such division is ultimately going to be arbitrary. Currently, the cycles are arranged much like seasons are, starting at solstices and equinoxes which serve as convenient clear break points that are easy to measure, even though it causes winter, for example, to start at the shortest and darkest and very nearly coldest part of the year.

Likewise, breaking up cycles so the Cycle of Noon lasts right from when the sun rises to when it’s directly overhead isn’t the most efficient way to encompass the maximum amount of noon-ness in the time period, but it does make it much easier to say “You, you’re a Dawn bloom, but the sun just came up so you ten minutes later are a Noon, here are your respective mentors”. It’s a more practical way to delineate the groups for organization in a world where clocks are not sitting in everyone’s pocket 24/7. A 9am division makes more sense to us, but your average Sylvari has no way of knowing when 9am is. Unless there’s a clock or a sundial sitting right there (the former being expensive and rare and the latter being not so useful in the shade of a giant tree) it’s going to be super hard to estimate when the threshold has passed.

Given that there’s no reason to think there’s a hard, fast cutoff where the Dream flips a switch and personalities radically change, the ease of use of the 6/12 cycle seems like a more practical, if less ideologically perfect, way to break up an otherwise smooth transition into four unambiguous chunks.

(Apologies for the necro but this thread appeared to be the source of some hilarious Sylvari RP fandom drama and I had to say my piece)

Extended Off-Season and Other Updates

in PvP

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Nothing will ever get a super majority in GW2, not even if you would ask if everyone should get free 1000 gold or legendaries.

People voted for world linking in WvW among other things.

but did it require a super majority? I dont think so.

It did, actually. I can’t find any record of the final tally, but the Reddit thread about the poll has archived the associated text, which says “As before, we’re looking for 75% of the population voting “Yes” or “No” to agree that World Linking should remain a feature.”

So, it both required and got a supermajority.

Protector's Impact ICD on damage reduction

in Bugs: Game, Forum, Website

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

The Protector’s Impact trait (Guardian’s fall damage reduction trait) will only reduce the damage from one fall every 8 seconds. Any further falls during the 8-second window when the trait/skill is on cooldown are taken at full damage.

Initially, I thought that this was because both the trait and the associated skill had an ICD, unlike most falling damage traits (which have no ICD on the trait, but do on the associated skills the trait casts). However, Revenant’s Planar Protection appears the same way (both the trait and the skill cast by it have an ICD of 5 seconds) but multiple falls in that 5-second window all have their damage appropriately reduced. Furthermore, Necromancer’s Terrifying Descent has an ICD of 30 seconds without any secondary skill cast at all, and it likewise reduces the damage from all falls.

Conclusion: Protector’s Impact is just uniquely broken.

WvW Poll 12 July: Repair Hammers (Closed)

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Okay, so serious question from someone who only plays a little bit of WvW: Why does this even matter? If a group has enough supply to repair their siege, they’d have enough supply to just build an entirely new set if they couldn’t repair it and it got destroyed. The only difference is the few extra seconds of uptime it would normally take them to build a new one. Are the windows of engagement that tight in WvW that the few seconds of rebuilding make or break how the fight goes? Or is it a matter of being able to stop them from rebuilding, but not repairing? If you have the damage to bomb them off the build site, couldn’t you also use that to stop them from getting in to repair?

Frankly, I can’t see how it’ significantly different in a large group context how it will be any different from just building new siege very quickly, apart from minor differences (it’ll cost everyone in the zerg money for hammers rather than one person for a blueprint, and it requires everyone in the zerg to be well stocked-up on hammers and be able to open their inventory and use them at a moment’s notice).

WvW Poll 12 July: Repair Hammers (Closed)

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

I assume standard majority means 75%?

Standard majority means… a majority. A standard, ordinary majority of grater than 50%. Despite a 75% majority being arguably the “standard” for recent WvW feedback polls, that’s not what the phrase means.

Can Well of Precognition get 1/4s cast back?

in Mesmer

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

For reference, Well of Precognition was given a 3/4 second cast time in the December 15th patch, along with making it prevent capture point contribution, as a stopgap measure to decrease its incredible power in the bunker PvP meta at the time. In the January 26th patch, it was reworked to be much, much weaker, granting Aegis instead of invulnerability, but the cast time increase remained. Other ways of making the skill viable again aside, can we at least give it a 1/4 second cast again so it can at least be more useful as a damage mitigation skill? It wouldn’t increase the power of the skill nearly to where it was problematic, and it would make it feel a lot better, especially since it’s a stunbreak and will go on full cooldown even if it gets interrupted.

When SAB gets a new world, make it world 5

in Guild Wars 2 Discussion

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

No. World two is fine how it is. If people want to simply blow through them then they can take the shortcuts. For those of us who enjoyed those maps, we can play it the normal way. Everyone wins.

Don’t touch my World 2 stage 1. I just enjoy this level so much.
Thanks.

For what it’s worth, I’m not even suggesting shortening the levels or altering them significantly. In fact, this would actually lengthen the “standard” run of the level by removing the new shortcuts. You’d still be able to play through the whole thing untouched save for maybe a couple short loading screens. The only change would be that you could start 1/3 or 2/3 of the way through the level if you wanted to (for example, if you were halfway through the level and had to quit for some reason, and didn’t want to repeat as much to get back where you were).

World 1 is well designed in that aspect. The individual levels are short enough that you don’t feel bad if you quit halfway through, because it’s fairly quick to get back to where you were. Quitting in the middle of a level of World 2 feels awful, because you’ll have to spend 10-30+ minutes, depending on how good you are at jumping, just getting back to where you were. Having to choose between playing something other than SAB with your friends or losing half an hour of your time for absolutely nothing just isn’t fun.

Edit: This may be a familiar argument considering it’s also a huge issue with how HoT maps are structured. They’re working on fixing those, and it would be a shame if future installments of SAB suffered from the same issues rather than avoiding them from the get-go.

(edited by Entrea Sumatae.7830)

When SAB gets a new world, make it world 5

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

i agree , how the levels get broken down is just details but they are waaaaaaaaaaaaaaaaaaaaaaay too long and i feel it would really benefit from being shortened.

It’s not even that they need to be shortened, per se. All I’m really asking for is two places in the middle of the level where you can re-enter if you leave. For that matter, allowing checkpoints to remain active when you quit (resetting when you beat the boss) would fix the issue as well.

When SAB gets a new world, make it world 5

in Guild Wars 2 Discussion

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Unfortunately they said they do not have the time or manpower to make new SAB content so I doubt they would do what you suggest. I would be fine with them reworking world two into world 2/3/4 and eventually giving us the last just to tidy it all up. But it almost feels like a waste with them constantly reworking old content, plus doing that to world 2 would be a massive amount of work.

If they did have time and manpower it might be best to keep world 2 as is and just give us one new zone at a time on each release. It will take a while to get a full world, but it would lessen the overall work load and give them time to make something spectacular each release.

Yeah, I doubt we’re getting any new SAB content anytime soon no matter what they do to it. I suppose my main concern is that they try to make world 3 and follow the pattern set by world 2, with levels as long or even longer that drag on so long they stop being fun. As long as the next release (whenever it happens) follows the world 1 formula of reasonably-sized levels, I don’t really care what happens to world 2.

When SAB gets a new world, make it world 5

in Guild Wars 2 Discussion

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

World 2 has a lot going for it, but it still suffers from the fatal flaw it did when it was first released: it’s about 3 times as long as it should be. Each individual stage is as long as the entirety of World 1, which results in some gruelingly long play sessions without adequate exit points, since there’s no way of saving your progress within a level and doing something else. The new shortcuts somewhat alleviate the problem somewhat, but not nearly enough, and only at the cost of removing large (and fun!) chunks of the level for anyone who isn’t going for particular achievements.

The solution, of course, is to take the time to rework each World 2 stage into its own world, with 3 stages and a boss in each. Each stage already has a cohesive theme, the same way World 1’s transition from meadow to forest to swamp keeps the same general feel through it all, and there’s plenty of content to fill out three meaningful levels about the same length as those on World 1.

It’s not a trivial task, of course, and it would probably require as much work as building a new world, but it would ultimately result in an even better SAB than we have today, and I think everyone would be much happier to see the rest of SAB become more like world 1 and less like world 2 going forward.

tl;dr rework stage 2-1, 2-2, and 2-3 into worlds 2, 3, and 4 so they’re a similar length to world 1. If more worlds are added, start at world 5 and keep them about the same length as world 1.

Legendary weapons

in Guild Wars 2 Discussion

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Obviously a disappointing decision, and while I understand the potential necessity, I sincerely hope you come back and finish the set after Living Story gets rolling. While it’s true there wasn’t a set timeframe for it, and indeed the article announcing the new set could be interpreted as saying parts of the second set wouldn’t even be in HoT, “we will be releasing new legendary weapons in small groups at regular intervals until the full set of sixteen has been added to the game” is hard to interpret as anything but a promise. I’ll be looking forward to whatever comes next.

Last story mission too punishing

in Guild Wars 2 Discussion

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

While the bugs obviously need to be fixed, I think the last fight is in a good place mechanically. It could maybe use an anvil on the overlook platform so you could repair without fighting the first two bosses again, but it’s not really necessary (especially if you eliminate all the armor damage caused by those bugged deaths). The flight segments could probably have been addressed a little better, but it’s by no means a critical issue.

Suggestion: Ascended Mats Drop

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

They’re tradeable. That means if you aren’t 100% dedicated to doing every aspect of the journey solo, you can buy them off the TP, or hand the raw mats to a trusted friend or guildmate who isn’t using their daily craft to get it done faster. Also keep in mind you can craft one of EACH ascended mat every day, so the time gate will only ever be as long as the one mat you need the highest number of.

(Spoiler) HoT: Unsorted Discussions

in Lore

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

This thread seems as good a place as any to dump a few of my musings on the HoT story after I’ve played through, so here it goes.


The Ending
First off, the complete lack of a denouement after the story is over. Sure, you’ve killed the big bad, but there’s no party, no quiet congratulations, no anything. Just a cutscene of Trehearne exploding and poof. Have your loot. While I understand the pacing for the story was supposed to be break-neck, the abrupt end just feels like something was missing.

I shouldn’t say complete, actually, because after the final story instance, you can climb all the way back up the spiral and talk to the NPCs, in the exact same position you talked to them prior to the fight, and get a bit of additional dialogue. Oh, and there’s no indication you can or should do this. Not even an “Optional: Check in with your allies”, because the chapter’s already completed. You don’t even get put back on the platform so it’s easy to check! And once you do, the ending lines aren’t even voice-acted, just a couple paragraphs you can read.

It’s better than the nothing at all I thought there was the first two times I completed the story, but the fact I had to read posts on the internet to even find out it was possible to go back up there and talk to them makes me think there’s a problem there.

Marjory and the Last Fight
I’m mostly okay with this, bugs notwithstanding since they probably aren’t part of the lore. I am a bit upset that Marjory so happily stands aside and lets other people go into Mordremoth’s mind after all her talk of plunging her sister’s sword into Mordremoth’s heart. Also, while I’m aware there’s a lot of poetic justice in taking a Sylvari in to kill their would-be master, I’d appreciate having a salad-free party option in the fight, for those Commanders who still only trust a Sylvari as far as they can throw them. Having 2 of the 3 choices be Sylvari, and being forced to take one, just seems unbalanced.

Mordremoth’s Call
After playing through on a Sylvari character, I do appreciate the (admittedly minor) story changes you get as a result. The moments of faltering, of almost losing control, were very cool and well-done. For a few moments I was genuinely concerned for my character.

But: The caveat. A Sylvari Commander is actually the closest we get in the entire story to an important Sylvari character giving in to the call. Throughout the story and the map events, there’s a number of nameless Pact soldiers who give in to the call and attack you, but unless there’s an event tucked away I just haven’t seen, no one important even comes close.

Canach remains defiant to the end, and the closest he gets to giving in is having to focus on fighting the call more than fighting. Faolin dies fighting and only shows up on Mordremoth’s side after her corpse is taken and used as a puppet. Same with all of Mordremoth’s once-Sylvari champions you fight throughout the story and meta-events (Diarmid and company). Even Trehearne, forcibly subsumed into Mordremoth’s body, begs to be killed rather than have himself be taken over.

I have a hard time honestly saying I want more characters to die in the story, but the fact that no major characters even seem to have an issue with fighting off the call really cheapens its danger.

So yeah, that’s my long-winded two cents.

[Spoilers] LGBT Relationships

in Guild Wars 2 Discussion

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Could the game use more and more focal male homosexual and/or other non-traditional romantic pairings in it? I mean, sure. It’s not hurting anyone, and increasing visibility is a fine goal (albeit one that will make some people upset).

Should it be Logan and Rytlock? No. Absolutely not. It’s a hilarious pairing to make jokes about, but it is a crackship in the extreme, with no real basis for any claims of romantic or sexual interest between them. It’s patently absurd, and frankly that suggestion is probably where you lost most of the people in this thread.

Canach and Laranthir, on the other hand, simply haven’t interacted often enough or meaningfully enough to make any serious claims about their compatibility. Arguably, though, that would be the case with Marjory and Kasmeer too, as most of the courtship was presumably “off-screen” as it were. I mean, I can’t see any reason they shouldn’t be romantically involved but there’s no particular reason they should either.

Confused Why I'm Not 100/100 World Completion

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

New hearts were added to Plains of Ashford (2, just north of the gate to the Black Citadel) and Caledon Forest (just outside of the Grove) so you’ll have to pick those up. Likely candidates for changed waypoints or POIs that I can remember are Gendarran Fields, Lornar’s Pass, and Kessex Hills. There may be some other maps that have changed but those are the ones that have had major alterations I can recall.

Edit: You can hover over the name of an area on the world map to check its completion status. You might have to visit the area for it to be updated or you might not, I’m not sure in the current scheme of things.

(edited by Entrea Sumatae.7830)

Crafting to 80 still possible?

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

It’s still possible. Cooking, Jeweling, and Artificing are the cheapest (~10 gold each to 400 according to gw2crafts), with the other five professions significantly more expensive (~30 gold).

The Flameseeker Prophecies 1 issues

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

So on top of everything else, it appears that Scribe recipes are currently bugged and it’s actually impossible for anyone to get to 300 even if the paper was tradeable. The cavalcade of awfulness in this precursor collection never ceases to amaze.

I completed the Silverwaste map. ..

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Can’t say for sure if older maps like Southsun, Dry Top and Silverwastes will ever get fixed because ANet never bothered fixing those since they were released. They did mention (on Reddit of all places) to be working on getting the HoT map completion rewards fixed though, but that was likely because they locked collection related items needed for achievements behind map completion in those regions.

Southsun and company never had map completion rewards at all prior to the release of HoT. It was never “broken”, there just weren’t any rewards for discovering everything there. I’m reasonably confident that rewards for those maps will be fixed when the HoT maps are, since they’re the same bug.

Swiftness is NOT a boon for everyone!

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

I’m absolutely on board when it comes to jumping puzzles: Unexpected Swiftness when you’re used to base movement speed is a nightmare. I think the best solution, though, is to have a toggle option to lock your character to base movement speed (a sort of companion to the “walk” toggle you can bind a key to) so even if you’re buffed with a speed-enhancing effect you’ll remain at the same speed you’d be going without it.

Daredevil Staff Skills 1, 2 and 3 (feedback)

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

To illustrate the problem with increasing the range on Weakening Charge, let’s exaggerate a bit. Let’s make the dash 1200 range as a thought experiment. As you do the dash, you execute three attacks: One at 0 range, one at 600 range, and one at 1200 range. First, you might notice that against a stationary target, it will be nearly impossible to land more than one strike unless they’re following you at exactly the same speed. Second, you might note that at many ranges (such as an enemy standing 300 away from you) you fail to do ANY damage to an enemy at all. While an extra 50 range isn’t nearly so dramatic as that, it does increase the difficulty of positioning such that an enemy will be in range of all three hits, and may even make it impossible on smaller targets.

Personally I’m not a huge fan of staff in particular, but quite enjoying Daredevil as a whole. It’s certainly far from the entire profession falling apart.

Daredevil Staff Skills 1, 2 and 3 (feedback)

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Odd spot to put this topic

Not that odd since Elites are part of the HoT expansion.

Honestly this thread would have then been better put in the HoT feedback forum, or more likely the Thief subforum.

Daredevil Staff Skills 1, 2 and 3 (feedback)

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Okay, you’re right. All the Staff slot 1 skills are missing their skill type descriptors (Staff Strike and Staff Bash are missing their “Chain” on the tooltips as well). That definitely is a bug that needs to be fixed. All the same, there is a point to Riku’s argument. If you were very familiar with Thief mechanics you probably wouldn’t be confused despite the missing info, because it works the same way as literally every other Thief autoattack chain. Don’t get me wrong, there’s no particular reason you should be familiar enough with Thief to know that, especially having power-leveled them in a few days, but you clearly aren’t coming in with feedback as an expert at the class. Not to say your feedback isn’t valuable as a result, but a lot of people will see it that way.

Daredevil Staff Skills 1, 2 and 3 (feedback)

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

All auto-attack chains for Thief have a “Stealth Attack” skill that isn’t part of the actual chain. Instead, while you are in stealth, your first attack will use the stealth attack (which then reveals you, and your normal auto-attack chain happens as normal)

Then Hook Strike’s tooltip needs to be re-worded since it is very misleading.

Instead of Hook Strike saying, “Attack your foes with stealth, knocking enemies down.” (which seems to imply you will go into stealth when the 4th combo triggers), Hook Strike should say, “Attack your foes while in stealth, knocking down enemies.”

The tooltip also specifies it’s a stealth attack rather than part of the chain, using the same information as the tooltip for every other main-hand or two-handed weapon for Thieves. While it might be a good idea to explain stealth attack mechanics in general (it was a bit confusing when I just started thief, but I don’t know if the information has been added anywhere in the NPE updates), it’s not an issue with Staff in particular that needs fixing.

next profession: hybrid weight class!

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Combining weight classes like that is a bad idea. Visually, the armors aren’t designed to work together and would clip horribly (even armors in the same class are iffy as it is), and even if they didn’t clip, while it would create many unique looks very few of them would be any good. Gameplay-wise, it would be needlessly confusing when you’re trying to gear up a character (Do I need a light helm or medium? Better go look it up) and would have no actual benefit (if you want middle-ground stats, just use medium armor, which incidentally is what Dervishes are supposed to use).

Don’t get me wrong, I’d love to see Dervishes come back, but mix-and-match weight classes is a horrible way to go about it.

Daredevil Staff Skills 1, 2 and 3 (feedback)

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

All auto-attack chains for Thief have a “Stealth Attack” skill that isn’t part of the actual chain. Instead, while you are in stealth, your first attack will use the stealth attack (which then reveals you, and your normal auto-attack chain happens as normal)

Precursor crafting and several bugs?

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Thanks for the info, but why are they more responsive on Reddit than on their own forums? Why even have their own forums… w/e I hope they change the amount of time gated materials required to make these things because it will take upwards of 100 days (what I read) just to get these things….

As far as I’m aware (unfortunately, since I chose The Chosen, I can’t give any first-hand experience) the only time-gated materials are the ascended crafting materials, and you can make one of each of those per day, so it should never take 100 days to get them, even if you feel the need to craft them yourself. They’re also tradeable, so you can work around the time gate by buying them on the TP and/or by giving the materials to someone you trust who isn’t using all their daily crafts. I doubt they’ll rebalance the materials required based on short-term price fluctuations like this.

Precursor crafting and several bugs?

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

The place I’ve seen the most developer responses about precursor crafting issues is this reddit thread. Long story short: They know about most of the bugs and are looking at fixing them, though unfortunately it seems like this latest patch didn’t contain any of the promised fixes.

The Flameseeker Prophecies 1 issues

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Well, despite a handful of other account-bound/tradeable fixes, this “bug” still hasn’t been fixed in the latest patch. Back to griping until we get a solution!

Holiday JPs: please revert

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

The holiday JPs (Mad King’s Clock Tower and Winter Wonderland) are currently implemented as Activities, which use a PvP structure (including match timers and scoreboards) rather than just being a PvE map. The main disadvantage to the Activity implementation is that it prevents people from reliably joining an instance with their friends. I believe last Wintersday they said they were looking at a fix for that issue. It also allows them to do things like have other players in the Clock Tower appear as ghosts.

I’m curious as to the OP’s reasons for wanting this changed, though. “It was better” isn’t very informative.

The Flameseeker Prophecies 1 issues

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

So this legendary precursor absolutely cannot be made by people that aren’t in guilds or are in guilds but with no guild hall.

Is this correct?

Currently, yes. But apparently there’s a fix in the works so we can just buy the paper off the TP. Admittedly, probably at wildly inflated prices due to the few people who are able to craft them, but it’s something.

The Flameseeker Prophecies 1 issues

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Update: Apparently lurking in the labyrinth that is Reddit has been a response to this issue: Paper is meant to be tradeable! Soon* we will be able to buy paper from the crazy few who have leveled Scribe and have a chance to actually start crafting our precursor!

blowing off steam

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

I’m confused. I have never completed this JP, yet I have every skill/hero point in the game.

Is this new?

No I am assuming its the Not So Secret JP in Gandarryn Fields, just West of LA if you enter the map from LA.

Edit: also many of the JPs in the game have no Skill/Hero points attached to them so you can’t use that as an indicator that you have done all JPs.

That’s the one I meant, but I have all the hero points from core tyria and I never did that JP since I was rubbish at it. Unless it’s only partially way in and I somehow did it and have forgotten. I never made it to the top by a long shot

I’m also banned from doing JP’s by my guild. Something about anger management….

It’s not actually a hero point the OP was referring to. The Dive Master achievement awards a mastery point for completion, which is what they were talking about.

The Flameseeker Prophecies 1 issues

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Hope you enjoy the finished product. Love mine. And they added the new stat combos to legendaries, which makes it even more useful.

Enjoying the finished product does have the unfortunate caveat of needing to finish the product first. I’m still torn between buying the precursor now and trying out the journey when (and if) it becomes reasonable to do so, or just stubbornly pushing through this crafting journey regardless of the BS in the way.

The Flameseeker Prophecies 1 issues

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Bumping this again. Scribe is still completely unreasonably expensive to level, and it’s a shame to lock down content like this behind such an onerous task. There’s not even any option to go do some other part of the process while you work on Scribe, because every other part of the precursor crafting is behind that wall. I really have to wonder what the thought process was behind this choice, and whether anyone has yet slogged through the process.

How are you all enjoying Pre. collections?

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Enjoying it so far. Dont mind taking it at my own pace. I do have a question though. I thought we could only make 1 pre? Or can we do more?

You can complete each collection, and craft each precursor, once. You can’t make the same one multiple times, but you can make each one.

The Flameseeker Prophecies 1 issues

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Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

I’m going to continue bumping this, because it’s a pretty big issue for anyone who’s interested in this collection. At this point, based on the material costs to level Scribe, it would cost about as much to make the paper as it would to buy the precursor directly.