Showing Posts For Holden.9273:

Why the ... do I disconnect ALL THE TIME

in Account & Technical Support

Posted by: Holden.9273

Holden.9273

good question – i saw people form US, ASIA and Europe with different ISP having same issue so they must have something in common. I think my logic works fine – anet did something which affect small by significant number of players.

Why the ... do I disconnect ALL THE TIME

in Account & Technical Support

Posted by: Holden.9273

Holden.9273

There is clearly something wrong with Anets US serves, i don’t know what – maybe Eotm is too much for them to handle. Anyway, game became unplayable for number of players now and it would be nice, if anet would take care of the issue – at least tell us you know the issue exist and you are working to resolve this.

It also would be nice, to get answer to very simple question – why week ago (before eotm patch) game war working completely fine and now isn’t working at all.

(edited by Holden.9273)

Network Lag [Merged]

in Account & Technical Support

Posted by: Holden.9273

Holden.9273

People from different countries/isp are having same issue, problem isn’t on our side. Anet just need to start fixing it…

Network Lag [Merged]

in Account & Technical Support

Posted by: Holden.9273

Holden.9273

I have exactly same issue… Anet plis do something about this, its getting very annoying – my game was working fine for 14 months, i didn’t change anything – you patched the game with eotm and Im not able to play, fix it!

code=7:11:3:191:101

in Account & Technical Support

Posted by: Holden.9273

Holden.9273

In my case issue resolve itself this morning, i woke up and everything is working fine. Ive contacted support yesterday and they send me this solution, try it – maybe it will work for you:

Thank you for getting back to me on this issue. I would like you to try a command line argument we have seen resolve this type of issue.

Please go to your shortcut for Guild Wars 2 and right click it and choose properties.

In the line that says Target, add a space at the end of whats there and then -prefreset

It should look something like this: “C:\Games\Guild Wars 2\Gw2.exe” -prefreset

Click apply and then ok.

Once the above is done, try launching the game and logging into the character you are having issues with. If this resolves the issue, go back into your shortcut again and remove the -prefreset line.

code=7:11:3:191:101

in Account & Technical Support

Posted by: Holden.9273

Holden.9273

LA and www maps are working normally for me now but i cant enter eotm…

Edit: LA is not working again.

(edited by Holden.9273)

code=7:11:3:191:101

in Account & Technical Support

Posted by: Holden.9273

Holden.9273

I have basically the same problem – it started today with huge lag in eotm, then Elona Reach borderlands. Iv restarted the game and i cant log to any character who is in LA. I can log to my mesmer who is in Snowden Drifts, but when i enter www with him – im getting huge lag and disconnect.

Network Lag [Merged]

in Account & Technical Support

Posted by: Holden.9273

Holden.9273

My problem evolved ;p

-I still cant log on my guardian, who is in LA.
-I can log into my mesmer who is in Snowden Drifts

So Iv took my mesmer and enter Elona border, had huge lag (couldnt use any skill) and get disconnected.

Network Lag [Merged]

in Account & Technical Support

Posted by: Holden.9273

Holden.9273

40 minutes ago iv entered Elona Reach Border and i had huge lags (couldn’t use any skill), iv decided to restart the game and now i cant log into LA, I’m getting this error message:

http://imageshack.com/a/img827/4379/hvp6.jpg

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Holden.9273

Holden.9273

I have no hope left about whole celestial/critical damage issue. Just look what anet is doing – they are bringing the balance from pvp to www/pve, because they realize that is much easier to make changes to the game, when you have only one meta. They are talking about ‘10% nerf on max dps builds", but in reality they are taking away about 35% critical damage from the game, so you will have max 70% critic in pve / 62 % max critic in pvp = that’s basically one meta, and if you add to it some adjustment to pvp items (they will also change to ferocity) numbers will probably get very close. What in means to us?

- in pure pve dungeon zerker meta, that’s basically 10% damage less, nothing to worry about.
- in www critical damage builds will probably not pay off anymore, why? Because you will be able to run a tanky build and have only 10-12% damage less than max critical damage build, or run conditions and have much bigger dps. There will be almost no difference between www and pvp.

If you don’t like being a bunker or to play condition damage, gw2 will no longer be a game for you.

Because of this meta change, there is no place for celestial anymore – it will be nerfed to the ground. They basically said it on live stream – ‘celestial will have all stats equal’ and this means nerf.

If you have any hope for a refund / possible stat change – you won’t get it, because they want you to grind again or leave the game, they don’t want players who will discredit their decisions, they want people who will fallow their vision.

I hope I’m wrong…

(edited by Holden.9273)

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Holden.9273

Holden.9273

Yep you are right, anyway difference between 20% critic damage and 30% critic damage form the trait is about 3,7% damage – this is not much and remember – they will change amulets/jevels to ferocity also, so they can make up loses in them.

(edited by Holden.9273)

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Holden.9273

Holden.9273

or just maybe – 1% critic = 10 ferocity, so trait will not be nerfed hmm

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Holden.9273

Holden.9273

Just one thing about your calculation – Trait, it will change for sure from 30% crit damage to 300 ferocity, so it will probably give 20% crit damage after nerf.

I do not believe this will be the case as it will directly affect critical damage in spvp which they said they did not want to touch.

They also said that small amounts of critical damage will be more beneficial, so they can nerf the trait and make up the lose in formula, anyway it must give 300 like every other trait.

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Holden.9273

Holden.9273

Just one thing about your calculation – Trait, it will change for sure from 30% crit damage to 300 ferocity, so it will probably give 20% crit damage after nerf.

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Holden.9273

Holden.9273

i needed some time to understand that data shown before doesn t take in account:

1) Fury
2) Food
3) sigils
4) potential precision equip added.
5) TRAITS

Once again theorycrafting led to wrong assumptions.
In the case of celestial is expecially used in conjunction with precision buffs/sigils/food

That will make REAL dps lower of 15-20% since even fury double the times you crit, making celestial the most nerfed set and putting it behind ANY other possible set.

Do your theorycrafting with this:
http://en.gw2skills.net/editor/?fEEQJAoYhImObzR5wjDAEFuYiQxDWUekzM2A-jkCBYfBkEBkIAIRtIaslhBp6KslXRTVTqWXDT9KISBwkwI-w

Tell me how much of a loss this build will have…..
P.S. consider the 3 traits giving access to permafury and +200 precision +20% crit damage.

P.P.S if you really want to go on and make celestial unviable give us a switch so i get knight -.- wasting 1000 gold ain t fun.
At least for armors/weapons that are the most grindy.

You will lose about 12,85% of your damage -calculated with fury + 25 stacks of might + 25 stacks of bloodlust + applied strength (I,m using my spreadsheet for WWW builds ;p)

You will have 583 points of ferocity after patch (1% critc damage = 15 points of ferocity) which gives you 38% critical damage – your are losing 35% on nerf.

Will Full celestial gear you would lose 15% of your damage.

This were fast calculations so i could made a mistake, but numbers seems to be right.

(Balance) Developer Livestream on Friday at 2pm PST

in Profession Balance

Posted by: Holden.9273

Holden.9273

Yeah, i think Umbra is right – time has come to move on, anet clearly has lost it.

This upcoming balanced patch isn’t just a small nerf to max dps builds on dungeons, it will change things in WWW significantly, just imagine:

- it takes away 35-45% of critical damage from the game.
- it will buff up tank builds, because low values of critical damage will be more beneficial.
- damage difference between dps builds and tank will change significantly, for example my guardian with 103% critical damage now is dealing about 21,5% more damage than guardian with 30% critical damage (value from trait), this difference will drop to 13,8% or even more after the patch.
- two sigils on 2h weapons will not save critical damage builds, we can only cut some loses with them, this is another buff for other builds, for example condi can take another condition on sigil swap.
- anet will not gives us any refund or stat choice – we will have ferocity items after patch we want it or not, just have fun collecting gold/laurels/accommodation for new condi set.

And just to make sure, we will not play critical damage anymore :

- Critical Damage trait will be nerfed too – 300 ferocity, not 30% critical damage anymore.
- Celestial weapon/armor will be nerfed to the ground in order to take out highest critical damage set from the game – 147 + all stats, have fun with your mixed build now!

This is not a small nerf, this is a meta change to me.

Sorry for my English, its late and I’m tired.

(edited by Holden.9273)

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Holden.9273

Holden.9273

They don’t want to nerf celestial; it will just be a casualty of war as ANet rarely sees what their whack-a-mole style balance will inflict on the rest of the game.

Dev1 – “Oh, Zerker doing to much DPS. Zerker=CritDMG amirite? Nerf CritDMG!”
Dev2 – “Good job man, easy fix!”

On livestream they said that all the stats on celestial will be equal – in other words – we will nerf it to the ground ;p

And yeah – this critical damage change is really stupid, they could get the same effect by just changing critical hit formula. High dps builds has two two things – high critical chance (50%+) and high critical damage (100%), so all you need to do in order to nerf zerk dungeons builds is to lover the modifier of 50% critical chance. This change would not have any effect on mixed gear www builds, because they usually have 3x% critical chance.

(edited by Holden.9273)

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Holden.9273

Holden.9273

I really don’t get why they want to nerf celestial, it has nothing to do with max zerker/dps meta in dungeons, its mostly used on www to balance out vitality/toughness/critical damage in builds. Everyone who has celestial is basically nerfed twice, by critical damage nerf and celestial nerf – this is really not fair. Dear Arena.net why celestial after patch cant have: 147+ to all stats / + 285 ferocity so celestial owners will be nerf like all criticical damage users?

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Holden.9273

Holden.9273

Heh i think I’m gonna end my adventure with gw2 if this ‘balance of celestial armor’ will make it unusable and there will be no refund , after one year of playing i don’t want to grind anymore.

Funny thing – I’ve made my four ascended celestial pieces 3 days ago… 1 one day before the livestream….

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Holden.9273

Holden.9273

This celestial issue really puzzles me, basically we have three scenarios:

1. Insane Nerf scenario: +147 to all stats – this is making armor unusable, i really doubt it will happen.

2. Huge Buff scenario: + 235 to all stats – this is + 88 points more per attribute, this seems to much.

3. Something in between like + 200 to all stats + Boon & Condition duration. To be honest i really doubt they would add this attributes, there is no Givers Armor in the game and ascended version of Dire doesn’t exist.

I’m kinda sure that number 1 will not happen, it would mean that they just forgot about celestial. Number 2 – secondary attribute armor would be probably too strong. Number 3 is most probable, the question is how much + all we will get.

-10% you sure?? Based on FULL berserker?

in Profession Balance

Posted by: Holden.9273

Holden.9273

I believe they said max dps build not max zerker builds (I’m not sure). Anyway we don’t know how formula for critical hit will work – it has Critical chance + Critical Damage now, and Critical Chance is giving a modifier for Critical damage – maybe they will also Nerf the modifier, so High Critical Chance + High Critical Damage build will lose more damage than Low Critical Chance + High Critical Damage. It would make sens ;p

Sorry for my English.

(edited by Holden.9273)

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Holden.9273

Holden.9273

Guys lets just calm down:

- One of devs on live stream said that amount of ferocity in celestial armor will equal to other stats, right?
- They also said that reduction in damage for maxed out full DPS builds will be 10%, right?

So logically they must increase the stat ratio on celestial in order to have 10% not 17%

Slaying Potions, the double-edged sword

in Bugs: Game, Forum, Website

Posted by: Holden.9273

Holden.9273

Dear Developers, its two months now without any answer from you ;p

CDI- Character Progression- Vertical

in CDI

Posted by: Holden.9273

Holden.9273

Simple solution for ascendent weapons and armor problem

OK, so the basic problem at the moment is getting ascendent items for alts and different builds – it is just too expensive and time consuming – set of armor + 4-5 weapons cost at least 900 gold + 55 laurels, this is to much for most of the players and its turning the game into constant gold farm, there is no balance between vertical and horizontal progression here.

In order to change it, we need solution which:

- will not destroy existing crafting/acquisition system.
- will not punish players who already made their ascended items.
- will not make acquiring ascendent items for casual players impossible.
- will be easy to implement / will use existing mechanics in the game.

Here comes a very simple idea – lets use the radiant/hellfire/Zenith skin system for ascendent weapons/armors. How would this work? Players will basically unlock weapons/armor in their achievement panel by crafting them (using existing crafting system), then they can use them how many time they want, on every character they have – this would solve the alt problem and really make ascendent worth making. What about different statistics of items? When player will unlock one type of the weapon lets say greatsword, he will need to spend 5 laurels + 3 gold (insignia recipe price) to unlock additional stats he want to have, he can chose them in the panel then. To sum this up – you need to craft every weapon/armor piece once to unlock them, then you just buy ‘recipes’ for additional stats you want.

This is really easy solution to this problem and it uses existing system. Whats important – it still makes crafting ascended items challenging but not insane and its much more balanced. You can add different currencies for recipes like commendations, so its no gonna by only laurels dependent.

That’s basically it, what do you think about it? (sorry for my English

CDI- Character Progression- Vertical

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Posted by: Holden.9273

Holden.9273

Ascended Rings

They were introduce to the game long time ago and players have a lot of them – i myself have one tab in the bank full of this rings and I don’t need most of them. This is kinda strange, that for so many months you didn’t introduce any way of using spare rings – we can only destroy them which is a shame. Why not let players to put 4 rings to mf and get one with stats they need or make them salvageable with chance of getting one random ascended material? It would be much better than just destroying them.

Ascended Weapons Chest

Main problem with these chests are the random stats of the item you get- its cool to get free ascended weapon but its really depressing when you get one with stats which are completely useless to you. This chests are very rare – you should give players an option to choose not only type of the weapon but also the statistics.

Ascended Weapon/Armors

Many great ideas here, in my opinion they should be sellable, why?

- Because people with money are buying materials and making their weapons/armor in one day anyway. Even Dragonite isn’t hard to get – you can farm bosses with 4 characters on three servers and get 500+ without bigger problems. Cost of making one ascended weapons is about 50 gold no matter what you will do, and believe me or not – it will be also TP price for it. Ascended armor will be even cheaper than 50 gold per piece, we just need to wait a month or two for realistic prize for damask – it should be around 3 gold, now its 15 gold because of one day cap. In general, Ascended weapons/armor would be much cheaper from the beginning, if developers wouldn’t introduce this 24h cap.

Second thing – changing statistic of weapons/armor – we really need this option and presented ideas are going into good direction, option to add additional statistic to existing gear would be great and i hope it will slightly cheaper than making new one, for example recipe could look like this: ascended weapon + ascended insignia of chosen stats + skill points + some dust.

That’s all from me for now, sorry for all the mistakes

(edited by Holden.9273)

CDI- Character Progression- Vertical

in CDI

Posted by: Holden.9273

Holden.9273

Hi, this is going to be my first post – sorry for all my mistakes, English is not my native language so writing can be tricky Some of my ideas/thoughts:

Transmutation System

This is really awful at the moment, especially with current high gem prizes which are not gonna go down. Something must be done about this, changing the look of your weapon or armor should be an easy thing to do with symbolic fee – like trait change. Now you must spend at least 20 gold for 5 items, this is blocking all the freedom of playing with skins. Two solutions:

Short term: We have transmutation stones in the game for items below level 80 – these are almost useless, I’m playing gw2 for a year now and i used them maybe 2-3 times. Why not changing transmutation stones into crystals, so we will have only one type of transmutation item? They will be much easier to acquire (map exploration/daily) and many players have a lot them just gathering dust in a bank. This would really solve the problem for few months.

Long term: Just add a vendor, who will transmute item for 1 gold fee.

Skins from TP / Racial armor

Skins bought on TP and racial armor should work like radiant/hellfire skins. It really hurts when you spend 800 gems (or 120 gold for T3) on an armor, and you must spend additional 350 gems every time you want to change armor stats. I have T3 armor on my asura guardian bought months ago and i just never changed my skin – it is just to expensive. Problem is even bigger when you have expensive runs in your armor and you want to change them – if you want your runes back, you must destroy your armor which is senseless. It would be so much easier to get another armor set with new runes and just add skin to it.

Soul bond/Account bound items

You should really take some time and look through all the items which are Account/Soul bound, some of them really doesn’t make sens, two examples:

- gold, magic find and other banners, why they are account bound? Would it be much better, if you could just put them in guild bank for other guild members to use, especially if you don’t need them?

- philosopher stone/crystals which are soul bound – this is really inconvenient when you want to use skill points from 2-3 characters in order to craft something in mf. If you keep this items in a bank you must guess to which character they belong and you cant stack them, so they are taking useful bank space.

Another and much more important issue – moving items from one character to another. For example i have two sets of ascended trinkets (amulet/rings etc. -6 pieces) on my main characters and i want to give one set to my alt. Only way i can do this is by using Transmutation Splitter which would cost me 1650 gems ~~ 135 gold, this is crazy. You really should introduce an efficient way of moving weapons/armor/jewelry from one character to another, for reasonable prize for example: 1 gold fee for exotic, 3 gold for ascended.