Showing Posts For Furikake.4052:
Options to toggle visual cluttering:
- Blue/golden/dead people’s nameplates
- Floating combat numbers
- Combo/glancing/evade/invulnerable messages
- Exp/bonus exp/WvW exp/karma gain messages
- Particle effects
Movable UI elements:
- Target frame
- Icons for boons/conditions/buffs/debuffs
This is my solution for movement keys and skill keys comfortably taking place at the same time during combat.
Mice with side buttons like Razer products follow the same principle of fingers usage as console game pads or as cell phones, i.e. the user only moves his/her thumb while the other 4 fingers never move. This same principle can be applied to a keyboard once the user stops treating it as a typing device, but instead, as a gamepad/cell phone.
My left index, middle, and ring fingers are fixated for movement keys. These fingers never move; they only press.
My left pinky finger sits only on one key, a modifier key. Same as the above, this finger never moves but presses.
Now this is where the principle works wonder. My left thumb moves around and presses, covering 11 keys. Ofc, this number of keys the thumb covers can vary from person to person.
Combined with the modifier key activated by my pinky finger, I can use 11*2=22 skills accessed by my thumb and pinky finger, while the rest of my fingers comfortably control the movent at the same time.
Since 2006, I have been applying this principle of finger usage for many games such as WoW, Bioshock, Assassin’s creed series, Batman Arkham series, Shadow of Mordor, Warframe, early version of Blade & Soul, etc, without the need of any Raser mice.
As for how my left thumb can access 10 keys, I use my middle 3 fingers on F8-8-9-0 for movement, and pinky on 6 for the modifer, to make room for my thumb to access these 11 keys:
space right-alt, right-windows m , . / k l ; ’
Now comes the tricky part, to make the 6 key function like shift key or to make right-windows work inside a game, I use a free software called Autohotkey to re-map my keyboard layout.
If you know about the ICM mod (Immersive Combat Mode for GW2) or GW2 music instrument macro, you may have heard of Autohotkey.
Crappy sfx, floating combat/exp/karm texts, always-on blue/gold/dead ppl’s nameplates, blocky unmovable target frame, useless UI info overload, and no real free cam. That’s why this game can never get any good viewership for esports on Twitch.
GW2 tried to copy dota 2’s game mechanics but it failed at copying dota 2’s visual presentation. The devs don’t understand the viewers so they don’t get the viewership.
Thanks for the replies, and I did read the F2P info before I started the thread.
The F2P accounts I described are not used to obtain loot. The F2P characters are used as taxi drivers and/or used to scale up events, dead or alive, such that the characters in the stolen core accounts get more loot from the upscaled events.
And yes I know the overflows with less population get closed in 1 hour, determined by the algorithm. The kind of private overflows I described are always full or nearly full, filled up by F2P accounts from those workshops to stay as the most populated instances. These F2P characters can park anywhere in a map, pretending as AFKs.
Using F2P accounts, gold-farming workshops can blatantly set up multiple private overflows to exploit dynamic event scaling, or to gather nodes using overflow hopping, benefiting their stolen core accounts.
My concern in this post is not about the overly farmed materials, but about the server resources. I don’t want to suffer from lag when I play WvW or other parts of the game, due to server resources being wasted by those overflows.
With the likelihood of so many deliberately created private overflows wasting server resources, I’m worried that I will suffer from the kind of server lag like I did back in 2012 and 2013, the period of time when bots went rampant.
How about the UI options that have been requested for years? The ones to turn off screen cluttering elements so as to clearly see the actions/animations?
- Combat floating numbers (damage dealt, damage taken, healing, crit, etc)
- Combat feedback (evade, block, etc)
- Exp/karma gain
- Blue/gold nameplates (yes, I know green/red nameplates can be turned off in PvE)
- Target frame (it blocks parts of some boss’s upper body animations)
- Skill effects (the current LoD option is still useless with zerg content)
Current work-arounds to get back to the same instance.
By grouping
1) Type /m lfg
2) Switch characters while in the group.
3) Right click on teammate’s portrait and select “join in” to go to the instance.
By solo guesting
1) Leave the group,
2) Type /ip to display the current server address in chat.
3) Switch characters using guesting to bias the megaserver algorithm.
4) Repeat 2 and 3 till you find the same instance.
As for why game devs make games time-consuming, it’s how the business is run. Whales spend their money whereas freeloaders spend their time.
Instead of asking Anet to spend the money to implement it, it would be more practical to just go play Archeage. (full collision, huge seamless world, mounts, gliders, naval battles, sandbox, etc…)
Bind a key to “Lock Autotarget”. When you release the key, you will drop the current target.
P.S. When you hold down the key, a target near the center of the screen will be automaticlly selected.
Guesting after the patch
Guesting no longer gives players direct access to the desired server.
However, when there are multiple instances of a map in existence, guesting now becomes an input parameter to bias the megaserver algorithm, resulting in a random chance of accessing one of the multiple instances of the desired map. If there is only one instance of the map, guesting’s bias is rendered useless.
For example, by guesting to Jade Quarry, a player literally tells the megaserver algorithm that he/she wants to load into an instance where currently, the majority of players in that instance are of the Jade quarry allegiance. If there are multiple instances of that map, the result could be the player in the instance with the most players of the Jade Quarry allegiance that is not full.
Of course, there are other input parameters such as party members, and/or guild representation that take priority over guesting bias. So, leave the party before you attempt using the guesting bias.
A useful tool to tell which instance you are in is to simply type /ip in the chat to get the ip address.
About guesting pass limit
A guesting pass is registered as “used” when the player loads into the instance that has the corresponding alias name.
For example, if a player guests to Jade Quarry and he/she loads into a static instance of the alias name Jade Quarry, the guesting pass is registered as being used. However, if he/she loads into a dynamic instance such as an overflow or megaserver instance, the guesting pass is not registered because dynamic instances have no alias names.
Since after the patch, all instances are no longer static (i.e. with an alias name) but are dynamic (i.e. without an alias name), the guesting passes will never get registered as being used, resulting in seemly unlimit number of uses.
Damage output aside, the bombs and grenades (aimed at your own feet) are the best melee weapons for kiting in the game (same with all GTAoE and PBAoE skills).
What melee weapons other than those 2 can keep hitting the things behind you constantly?
Since forward speed is faster than strafing speed, just go foward in a circle while dropping bombs or nades at your feet, and then all champion class, melee-only mobs will die easily, while you take 0 damage (except for the abominations). No switfness, cripples, chills, immobilizatios, or dodging are required at all.
Use the terrain to make life easier.
Northeast of this event area is an open field, where there is a short building that ranged damage dealers can safely stand on due to blocked pathing, while the tank just run forward in a circle making the champion miss all its attacks.
It’s like the constant buffing and nerfing in WoW.
First, Anet redesigned the priest of Grenth, making it challenging, but still soloable (especially easier for engi, necro, and ranger). Some ppl got discouraged from participation.
Then, they buffed the reward so much that we saw zergs doing Grenth with rez rushing.
In April, The cleansing part of Grenth got buffed so much that most ppl stopped doing Grenth.
Then in May, Jonez’ armor got buffed to about 60% damage reduction, and the priest event became ridiculously easy to solo, but most ppl had been too demoralized by the April patch to even bother.
Now they nerfed the champion wraith and we start to see some ppl doing this event again.
What a cycle.
For open temples (without the time stamps unfortunately), check out GW2Bear.
NA Grenth
http://www.gw2bear.com/status.quaggan?check=Grenth&server=NA
EU Grenth
http://www.gw2bear.com/status.quaggan?check=Grenth&server=EU
Liberated at 6:29 p.m. server time on NA Jade Quarry.
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It’s a puzzle. The solution to the puzzle:
https://forum-en.gw2archive.eu/forum/game/events/The-Arah-Escort-Puzzle/first#post2033903
Don’t beat the mobs. Beat the puzzle.
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It’s a puzzle game.
Solution to the Arah escort puzzle:
https://forum-en.gw2archive.eu/forum/game/events/The-Arah-Escort-Puzzle/first#post2033903
Liberated at 6:14 p.m. server time on NA Tarnished Coast.
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Liberated at 10:44 a.m. server time on NA Jade Quarry.
It’s a puzzle game.
Solution to the Arah escort puzzle:
https://forum-en.gw2archive.eu/forum/game/events/The-Arah-Escort-Puzzle/first#post2033903
For Balthazar escort, just memorize where the mobs spawn, and the next time, be the first one to aggro them by spawn camping. This stops nobles’ shadowsteps on NPCs, and also allows the campers to clearly see the veteran acolytes that others can’t due to culling.
The Balthazar escort is hard only because of human conditioning, which makes ppl looters instead of campers (campers have to rush to the spawn sites, so there is no time to go back to pick up loot).
For the priest of Grenth, aggro the mobs before the Pact do but not the priest, lead them to the right room, kill veterans 1st and then the shades because shades can’t kill Jonez, and finally aggro the priest. Use the tree and the alcove by it to line-of-sight the priest to the skill point, then jump on to the top of the coffins, enjoy being out of all of the priests’ attack, and just shoot him to death (some auto-attacks gain ~100 units of range due to elevation). This fight is a piece of solo-able cake but not many ppl know how to do it.
For the cleansing of Grenth, do NOT summon the next waves by killing off everything in the 1st 2 groups of mobs, leave some harmless trash mobs alive to the PACT and fucos on the champion spider at 4:50. Spam 1 at the center pillar where the champion spider spawns at 4:50 just like ppl do to the jungle wurm world boss, and make the spider face away from Jonez so the hatchlings won’t spawn right at Jonez. If the stallings are done right, no mobs can spawn from the 2 trash mob pipelines, due to the sequential mechanism of the event. The rest of the players who aren’t stalling can just chill at the stairs and wait for the champion wraith to spawn at 1:50 at the waypoint and keep it on the stairs and interrupt its Life Transfer.
The cleansing of the temple of Grenth is hard only because of human conditioning, which makes ppl looters instead of stallers (stalling brings less mob loot).
(edited by Furikake.4052)
Nope, as far as I know, the Defiant scaling does NOT increase in linearity. With that said, however, I have no idea what the exact formula is.
Since the April 30th patch, I’ve done the cleasing events with various group sizes, ranging from 4 to 10+ people (never had a success with 3 or fewer ppl). Each and every time, it has been 3 stacks of Defiant.
As I stated before in this and another thread, Defiant is NOT well designed for open world PVE. It’s nearly impossible to land a successful interrupt in a zerging PUG. However, with the current popularity of Grenth, a zerg is a rarity. More importantly, interruption is one of the 2 ways to counter Life Transfer, the other being kiting the wraith to a no man’s land beforehand, which can not be done in the cleasing event, since the wraith would not stay past the waypoint.
The other important point with my playstyle beside interrupting the wraith is to ensure that the group can last long enough to even see the wraith (at 1:50). That’s done by stalling trash mobs, as in not killing them all off and keeping some of them alive, so the next, more deadly, waves will not spawn. This is the same strategy I use for the cannon building event (and other events thoughout the game as well).
Amongst all my successful Grenth runs, the most successful one is that the wraith died without it getting a chance to cast any Life Transfer nor any Well of Darkness, and it wasn’t done by pure DPSing, but by 4 PUG people spamming hard CC’s continuously without corrdination at all (but still with manipulation).
The most regrettable unsccessful run is that I was the only guy with CCs, getting killed by trash mobs right when I was about to interrupt Life Transfer with 15 sec left in the event, which in return, made me abandon the idea of using my 4th, short ranged CC.
If anyone still thinks Life Transfer will someday, be nerfed so that players can live through all its ticks, then I’d say it’s gonna be a long wait till that happens. If you still wanna do the event during the wait, my suggestion is to use interruption, despite how terribly designed it is for open world PVE.
Liberated at 6:47 p.m. server time on NA Jade Quarry.
Liberated at 10:30 a.m. server time on NA Jade Quarry.
Yes, a successful interrupt produces 3 stacks of Defiant on champs. I don’t know the threshold for Defiant to scale up, because seeing a zerg in this event is non-existent nowadays.
It’s true that the more players, the easier it is to screw up the whole Defiant removal effort, because Defiant isn’t well desgined for open world PVE.
Indeed, the best way is with 4 hard CC’s. Life Transfer usually has a cooldown of 30 sec; however, I have seen something as short as 5 sec.
My setup was 3 ranged hard CC’s. I could’ve brought a 4th to ensure a successful interrupt, but its short range got me killed quite often, and a dead player can not interrupt. So, I took my chances.
It’s impossible to coordinate Defiant removal in a PUG; therefore, I adopted a strategy to somewhat increase the margin of error.
I removed only 2 stacks immediate off their cooldowns, not all 3 stacks. The remaining one stack is the margin of error in case someone else uses a hard CC in the wrong time.
When the Life Transfer was being channeled, I then immediately removed the last stack with my only available CC, and usually I had to wait for a few seconds for one of those 2 previously used CCs to be available.
Since the champ was kept out of range of Jonez, a few seconds delay posed an imminent threat only to players. And that’s the risk with my 3 CC’s setup.
The solution:
In order to succeed, i.e. not fail, the players have to prevent the 10th death from happening.
The key is to “move all mobs at the 2nd and 3rd ambush spots to Anchorage.”
The execution:
The First Run:
When the players pick up the event where the NPCs are wiped at the 1st spot, they should kill the remaining mobs, and then rez the NPCs, and leave them to die at the 2nd spot.
With 6 deaths already in this event, the mobs at the 2nd spot will kill 4 NPCs causing a failure. If somehow the NPCs just wipe and the event stays inconclusive, the players can use ranged rez like banner, signet, glyph, or elixer to rez them from afar and let them die to fail the event.
Now, all mobs at the 2nd ambush spot are alive and they all move to Anchorage.
Ten minutes later, the event restarts, and the NPCs wipe at the 1st spot again (6 deaths).
The Second Run:
The players, as before, kill the remaining mobs at the 1st spot, rez the NPCs, and leave them to die at the 3rd spot.
When the NPCs reach the 2nd ambush spot this time, the mobs will not be there because they are all in Anchorage.
Like before, with 6 deaths already in this event, the mobs at the 3nd spot will kill 4 NPCs causing a failure. If somehow the NPCs just wipe and the event stays inconclusive, the players can use ranged rez like banner, signet, glyph, or elixer to rez them from afar and let them die to fail the event.
Now, all mobs at the 3nd ambush spot are alive and they all move to Anchorage.
The Last Run:
Ten minutes later, this time the players must escort the NPCs from Meddler’s.
At the 1st ambush site, kill all mobs so only 3, or fewer, or better yet, no NPCs are dead.
Like before, the 2nd and the 3rd ambush spots are empty because the mobs are in Anchorage. Then the players leave them to wipe (6 deaths) at the 4th spot.
So far in this run, there are either 9 or 6 NPC deaths in total, depending on how the players perform at the 1st ambush spot.
The players can now take out all mobs from the 2nd, 3rd, and the 4th spots in one go by clearing the 4th ambush spot (where the NPCs are lying dead) and Anchorage (mobs from 2nd and 3rd ambush spots from previous runs).
Finally resurrect all 6 NPCs, who then safely arrive at Anchorage.
P.S. The players can try to move the mobs at the 1st spot to Anchorage as well, which adds another 10 minutes to solve the puzzle.
Since some people are still asking how to do this Cursed Shore event, here is the how-to.
The Puzzle:
Every 10 minutes, 6 NPCs from Meddler’s march towards Anchorage. They can resurrect each other, and the players can also do that.
The 10th death among the group of 6 NPCs constitutes failure.
Along the road are 4 different ambush spots where enemies hide. The mobs will pop up when the NPCs reach the respective spot.
The remaining mobs at the spot where the event fails will then all go to Anchorage, and more importantly, the next time the event starts, they will all stay at Anchorage instead of at their original spot.
The 6 NPCs themselves are strong enough such that they usually wipe (aka 6 deaths) at the 1st ambush spot after defeating some enemies by themselves, resulting in the event being inconclusive (because it’s not 10 deaths). The event is then in indefinite halt.
How can those 6 NPCs succeed in reaching Anchorage?
Liberated at 9:01 p.m. server time on NA Jade Quarry.
No, because Anet is notorious for making griefable events where players can work towards the failure condition.
Just look at the Grenth event. How many times has it been grieved by ppl standing at Jonez, so they can keep farming the event chain every 9 min?
If the Union waypoint had a failure condition, the farmers, once seeing ppl starting taking down the walls, would work together to fail it, so as to restart the event instead of waiting for the next temple reset or guesting to another contested server.
Liberated at 8:06 a.m. server time on NA Jade Quarry.
Bring crowd control abilities and the champion wraith will not be a problem.
Has anyone noticed that the champion wraith only shows up in timed events (except for Lyssa event at Union waypoint)? It’s because the champion wraith is not meant to be killed, but to be stalled till the time runs out
When the Life Transfer is being channelled, spam hard CC’s like daze, stun, knock down, push, pull to interrupt it, and no one dies.
I always bring 3 hard CC’s to the Grenth event, and I spent all my time during the entire fight at the waypoint trying to stall the trash mob waves as long as I can, keeping some adds alive at the waypoint, so the next waves won’t spawn.
Unlike the sequenced trash mobs, the champions at the Grenth event are timed, spawning at 4:50 and 1:50 respectively.
Beside stalling trash mobs, my other task in this event is to pull the champion spider to the waypoint the best I can, with my hard CC, to prevent it from laying eggs near Jonez. However, if I know my group has the DPS to kill it, this task is trivial for me.
When the champion wraith spawns at the waypoint, I soft CC it first (cripple, chill, immobilize) to delay its AI script, which kicks off when it reaches the bottom of stairs. The wraith will use Life Transfer 3 times during the last 1:50 min, and they are all interrupted by my hard CCs rotation.
BTW, the champion wraith’s normal attack is weak around 3k, and its Screech and Well are easily avoided. More importantly, it moves as slow as a slug, meaning an easy kite.
Liberated at 10:57 p.m. server time on NA Tarnished Coast.
Hardly would any new Worlds be added due to current situations in WvW tiers. Only the population caps for each World would be increased, and the caps have been dynamically changed all the time ever since the offical launch.
The so called “servers” are a cluster of linked physical machines, where as Worlds are logical partitions within the cluster. Like folders (logical) in a hard drive (physical).
Liberated at 11:45 a.m. server time on NA Jade Quarry.