Showing Posts For Heimdall.2705:
Sylvari females make these high pitched noises when getting struck and during some melee attacks, which made me reroll my ranger into a male Sylvari. >_>
And yes, I avoid using my necromancer’s staff because of the volume of its 1 skill. It’s not the sound so much as the volume, to me. Similar issue with mesmer greatsword skill 1. It’s so LOUD compared to all other sound effects.
Wouldn’t be so bad if greatsword wasn’t one of the most popular mesmer weapons ever, but it is, and most that I see rarely use any other skills than KRNGKRNGKRNG-KRNGKRNGKRNG, and it can be heard from quite a distance away, as well. Farther than other skill sounds.
The sound effect of that thing causes me to actively avoid mesmers, to the point of leaving events if more than one shows up, because of course, they’re all going to use greatsword skill 1 most of the time. Necro staff skill 1 isn’t as bad because that weapon isn’t so vastly popular with the class.
But seriously though, they really need to at least drop the volume on these skills, they’re louder than any other skill in the game, which also means that they carry further away, too. Just…argh.
Only thing that bothers me with the Greatsword is the Mesmer skill 1 on it. Specifically, the sound. Arrgh. It’s loud, and since the skill fires rapidly, and most mesmers I see use it, most dynamic events are a cacophony of “clangclangclangclangclangclangclang” over and over. And you can hear it fairly far away, too. Just…ugh.
Just wish they’d tone down the volume on it, relative to other sound effects. As it stands right now, the sheer racket it causes drowns out other sound effects when one or more mesmer is in the same general area as me. (Yes I’ve turned my volume down, but then every other sound is very faint or inaudible)
Petty gripe, I know, but it bugs the hell out of me since it’s such a popular weapon.
Sorry, had to rant I guess. xD
Perhaps they could introduce a setting that either automatically scaled down the particle density/opacity of effects depending on how many players are on-screen, or a setting to make one’s own effects dominant, while reducing the density/opacity of every other player effect.
I’ve seen this in some other games, the best example I can think of is RIFT, which also has similar public fights against bosses sometimes (the Rift events, which usually culminate in a boss battle that anyone can join in on). It has a setting which automatically tones down the effects from other players, while keeping yours emphasized.
It was a real godsend when they patched that in for that game, and I think it would be great for GW2 as well.
Technically that congresswoman was being attacked for the comments she made while playing the game, not the fact that she plays a game. Or at least that was my understanding of the situation. (She said some pretty nasty and immature things while playing, supposedly)
And I agree that the “Our Time Is Now” trailer was…well, I wouldn’t want to show it to friends or family as a way to introduce them to the cool game I’m playing. I have used some of the preview trailers, though. Which are pretty excellent, considering they’re from several years ago.
Usually when this happens to me, it’s because there’s at least one other mob I have aggroed (that I did not realize was aggroed), but the mob cannot reach me (for whatever reason), but I’m close enough that it remains aggroed. Looking around for any nearby mobs and killing them too may help. It’s worked for me so far.
Stun-breaker skills seem to interact oddly with knockdown/knockback skills as well (they only work once your character has stopped moving and has begun the ‘getting up’ animation, and cancels that animation), which leads me to believe that it may not be intended for stun-breakers to be used to get out of knocks early. It just seems kind of weird and almost glitchy, like that animation-canceling glitch with the Mesmer greatsword (not sure if they fixed that).
Just a feeling I have.
If I had to guess it’s one of those “texture missing” graphics, kinda looks that way to me. Y’know, default thing that shows up when the game can’t load the requested texture/model. In GW1 for example, if a model couldn’t load, it would show up as a cube with an exclamation mark on it instead.
This might be a similar sort of ’can’t find the real texture, so here’s this substitute’ thing.
Had similar things with a female Sylvari Ranger, when she got hit or attacked with melee weapons (sword or greatsword specifically), she’d make these super high pitched noises that don’t match the normal voice at all. Ended up rerolling her to a female Charr just because of that. Would be nice if they tweaked some of those combat noises.
Yeah, Guardians have some really overly-flashy underwater abilities. Moreso than other professions, I feel. It’s really distracting. I mean they can look cool if it’s just a lone guardian…at a distance. Trident abilities, especially.
UI resizing/moving, sure, sounds great. Anything else, no thank you. Especially no parsers/dps meters/etc. Ugh. Game isn’t always about raw damage output. Control and support are valuable as well. Don’t need that “zomg your dps sucks get out” mentality here.
Yeah, it’s been there since the last beta weekend, and during the stress tests. Mentioned it on the forum, but don’t know if there was a response since the forums got wiped after each stress test. Only appears for friendly ground effect rings. And only if you have that option enabled. It used to just look like a white ring.
Unsure if this is related, but if you have autotargeting on, when you use Glyph of Renewal, the target will change automatically to non-friendly target (hostile or passive) that is remotely nearby.
And I’m wondering if this is causing the skill to not work properly; I’m pretty sure that disabling autoattack allowed me to revive a defeated NPC, but I’m not entirely sure, I need to do more testing.
Edit: Yeah, it doesn’t work properly with autoattack enabled if there are any valid hostile/passive targets around. It changes target to one of those, and the skill fails. If you disable autoattack or there are no other targets around, yes, it revives a defeated ally. (Even a NPC)
(edited by Heimdall.2705)
I’ve noticed that the camera seems to behave differently for different character sizes, as well. I like to use the jumping puzzle at Morgan’s Spiral as an example. Had a hell of a hard time doing it on my Charr; camera kept zooming in suddenly, getting stuck, etc, which lead to me falling quite a bit. Eventually made it through, but it was frustrating (I had to do some blind ‘leaps of faith’). Did it on my Norn, and it was almost as annoying (maybe because the Charr body takes up more horizontal space as well as vertical)…then I did it on my Sylvari. No falls, easy, camera was much smoother, didn’t get stuck once.
So it seems to misbehave the most with characters that aren’t human-sized/shaped, since others in this thread have said they have major camera issues with their Asura, as well.
Not sure if this is the same thing or not, but my female Sylvari Ranger makes these super-high-pitched squeaking noises (Like what I’d expect out of a female Asura, maybe) when she gets hit by anything, or is hitting things in melee combat (sword, greatsword).
It doesn’t match her normal speaking voice in pitch at all (which sounds lower, both what I hear in conversation cutscenes and when she says clips ingame). I’m hoping this isn’t intended, because it’s kind of distracting to have this normally british-sounding woman making anime-girl squeaks and so on.
Hopefully it gets fixed. Bug exploits are bug exploits. Not saying anyone should be banned for it, but it should certainly be fixed.
Canceling out of a heal to dodge instead means you dodge instead of healing, you don’t get to heal and dodge at the same time, or heal any faster, canceling any skill activation should work the same way.
If you cancel a skill, it should be because you want to do something else, not ‘max your dps’. They need to adjust the way the skill works (and any others that can be abused in this way), but they absolutely cannot remove the ability to cancel a skill, because that’s an important gameplay mechanic.