Showing Posts For HorazVitae.9364:

Stuck after rolling

in Bugs: Game, Forum, Website

Posted by: HorazVitae.9364

HorazVitae.9364

I am not able to determine what exactly causes it but sometimes (more often than not) after a dodge roll, my character get stuck, as in being unable to move or perform an action, until i dodge roll again. Now this gets hazardous really fast when i am fighting a boss and use my second endurance charge to dodge something but thus end up being stuck until my endurance regenerates far enough. Does anyone else encounter this bug?

PvE Confusion condi rework

in Guild Wars 2: Heart of Thorns

Posted by: HorazVitae.9364

HorazVitae.9364

So, for PvP confusion, especially on the mesmer, is a great condition. Forcing your opponent to either cleanse it or run from you until it expires makes it unique and rewarding to use.

For PvE, not so much unfortunately…

Let’s say you go all out on a full condi chronomancer with rune of perplexity and apply 20+ stacks of confusion to your enemy mob. What usually happens is that it will run out before the afflicted mob performs an attack (now that has improved in HoT, where mobs seem to be more active but is still an issue for confusion) which is even more true for champions and bosses. Sure, we got the percentage of a tick per second but with it being so miniscule there is no way it could replace the thus missing effectivity. Now I’m not saying that the trickle dmg should be increased, (since that’d be op) but rather l’d just rework the condition and how it works in PvE altogether.

So what i had in mind was instead of applying timed stacks like bleed, burn or any other condition for that matter, it could apply a stack with infinite (or at least significant, i. e. 30+ seconds baseline) duration, which would then damage the enemy once on action and then disappear. The base dmg trickle would be removed and confusion would thus stack up on the mob until it performs an action, resulting in the spike dmg this condition is supposed to be doing removing all the stacks which were on the mob. Increased condition duration could now increase the number of times the stacks apply or, if that’s too hard on the engine or the devs, just increase the number of applied stacks.

This would adress the issue of it being based on the mobs’ rng as well as make it viable against all variants of enemies.

(Didn’t know in which subforum to put this so I just posted it in normal GW2 and HoT since it is relevant for both sides anyway)

Peace out.

PvE Confusion condi rework

in Guild Wars 2 Discussion

Posted by: HorazVitae.9364

HorazVitae.9364

So, for PvP confusion, especially on the mesmer, is a great condition. Forcing your opponent to either cleanse it or run from you until it expires makes it unique and rewarding to use.

For PvE, not so much unfortunately…

Let’s say you go all out on a full condi chronomancer with rune of perplexity and apply 20+ stacks of confusion to your enemy mob. What usually happens is that it will run out before the afflicted mob performs an attack (now that has improved in HoT, where mobs seem to be more active but is still an issue for confusion) which is even more true for champions and bosses. Sure, we got the percentage of a tick per second but with it being so miniscule there is no way it could replace the thus missing effectivity. Now I’m not saying that the trickle dmg should be increased, (since that’d be op) but rather l’d just rework the condition and how it works in PvE altogether.

So what i had in mind was instead of applying timed stacks like bleed, burn or any other condition for that matter, it could apply a stack with infinite (or at least significant, i. e. 30+ seconds baseline) duration, which would then damage the enemy once on action and then disappear. The base dmg trickle would be removed and confusion would thus stack up on the mob until it performs an action, resulting in the spike dmg this condition is supposed to be doing removing all the stacks which were on the mob. Increased condition duration could now increase the number of times the stacks apply or, if that’s too hard on the engine or the devs, just increase the number of applied stacks.

This would address the issue of it being based on the mobs’ rng as well as make it viable against all variants of enemies.

Peace out.

Still stunned after continuum shift

in Mesmer

Posted by: HorazVitae.9364

HorazVitae.9364

I’m not stunned -> activate continuum split -> get stunned right before my f5 runs out -> get set back by continuum split -> everything is back to before i activated it except for me being still stunned

Is that intentional?

Glitching my way into Inner Sanctum (exploit)

in Bugs: Game, Forum, Website

Posted by: HorazVitae.9364

HorazVitae.9364

So basically as the topic already states; I am able to enter the inner sanctum with the vista, the adventure, etc. without actually having progressed in the story. Initially I had no idea how to get in there, so I figured, I could jump down from ontop into the hole you see on the map. Which in the end actually worked, by glitching through unmapped terrain at the end.

Now firstly I don’t necessarily want to post a description on how to get there publicly (since it is pretty exploitable tbh) and secondly the method is pretty long winded and i have no idea on how to describe it, other than showing it directly. I can’t record a video, since my pc is too crappy… so what am I gonna do with this?

I mean, it’s not exactly gamebreaking since it took me about 3 hours of frustrating search for an entrance to the inner sanctum to actually figure it out by chance, so I doubt there will be many people managing to do the same, but it should be a bug after all so there is that.

Juvenile Chak :D

in Ranger

Posted by: HorazVitae.9364

HorazVitae.9364

Just considering how cute these little buggers are, I’d have loved to see one of these as a pet – just as I did with the karka but to no avail :’(

You’d get a lot of utility if you’d implement the goo as its quirk (and maybe limit ot to 5stacks or sth), or say, get a juvenile shock chak and give that one the retaliation shield and taunt.

Or just get a chak guardian who just makes you invulnerable until his bar gets broken, huehuehue…

I’d love to see some more creature-esque pets in general for the ranger but with the chak’s grand overture in hot I fell in love so to speak

I’m not gonna ask anet to implement sth like that in this post, since that’s not gonna happen anyway but my yearning from ye old karka days just had to be vented.

Any thoughts?

lfg issue of disappearing when solo queueing

in Bugs: Game, Forum, Website

Posted by: HorazVitae.9364

HorazVitae.9364

Heya, this problem is pretty simple really: whenever i am alone in my party and try to list myself in the lfg system, my group gets removed after ca. 3 minutes; but if i proceed to relist again and again, i will eventually see an errror of not being able to list anymore because of an anti spam measure. I’d like to know whether that is intended, because it is quite annoying actually.
On a side note i’d like to mention that the ability of freshly joined people to de-list the group from the system by themselves, or a group of two joining people kickvoting the rest of the party without the majority of three being taken into account, leaves a lot of room for lfg grievers which, paired with the above mentioned anti spam policy can become quite a hassle, since there seem to be ill-minded people anywhere. (Dunno if anything is to be done tho)