Showing Posts For Jahmon.7615:

Game disconnects every minute or two

in Account & Technical Support

Posted by: Jahmon.7615

Jahmon.7615

Possible Solution

Deleting the “Local.dat” file in the “Guild Wars 2” folder located in “My Documents” seems to have worked for me.

Note that you’ll have to redo some of your in-game settings.

Piercing Projectiles and Height

in Suggestions

Posted by: Jahmon.7615

Jahmon.7615

Projectile attacks always aim for the upper body area (face or chest, not sure), so against opponents of a different height, piercing projectiles will fly through them and come out at an angle that is less likely to hit others.

So for example, an Asura attacking anything taller than itself with piercing shots (most things are at least twice their size), will result in most projectiles flying out into space. I imagine that any tall character (any non-Asura) attacking an Asura will have their piercing projectiles digging a hole in the ground.

What can be done to fix this? Well, here are some possibilities:

• Regardless of your height and the height of your opponent, when the bullet passes through, it will lower or raise itself to a set height that will be enough to hit all but small critters (probably set to the head level of the shortest Asura, and travel parallel to the ground).

• Regardless of the angle that the projectile comes out, all enemies lined up with your initial target will be hit.

• Similar to the previous option except that the projectile will actually move up and down in order to hit enemies behind your target.

• The height that the projectile travels after passing through your initial target will be dependent on the height of that target rather than it’s relativity to your height, therefore allowing you to at least hit targets of similar height.

None of these options are perfect because there is such a huge height difference between certain races, but I feel that something must be done.

First Person View (for Screenshots and Awesomeness)

in Suggestions

Posted by: Jahmon.7615

Jahmon.7615

This is such a beautiful game, and I find it to be such a shame that we can’t zoom into first person view so that we can take screenshots of the scenery without our character being in the picture. First person would also allow us to aim the camera in all directions (just like a person can look all around them).

Plus, I think it would be awesome to be able to run around in first person with the UI turned off (best to do in a safe place like a city), and experience the world through your characters eyes. This is something I’ve done in other MMO’s, and it really allows you to appreciate the time and effort put into creating such beautiful artwork.

I suppose there are other reasons for first person view, like small rooms that shove the camera around, but these are my reasons.

Warrior Warhorn Cooldown Delay

in Bugs: Game, Forum, Website

Posted by: Jahmon.7615

Jahmon.7615

The Warrior’s Warhorn abilities, “Charge” and “Call to Arms” both have a 1-2 second delay after use before they go on cooldown, even after the cast time. Not sure if this is intentional or not. The icon flashes a few times.

The boons/conditions applied by these abilities already go through 1-2 seconds of duration before the ability goes on cooldown. Doesn’t sound right to me.

Sound beeping, then game crash in mass WvW situations.

in Account & Technical Support

Posted by: Jahmon.7615

Jahmon.7615

I’ve had the exact same problem multiple times in WvW during large group battles. Have yet to find a solution. The sound comes from my speakers and stops the moment the game is closed.

Suggestion: Venom Passive Effect

in Thief

Posted by: Jahmon.7615

Jahmon.7615

My Thief is currently level 64, and I’ve never kept a venom on my bar. I’ve tested them out before, but never used them again once I found out how crappy they are. The suggestion I’m about to provide is basically what would make me want to use venoms over other utility skills.

Here is my suggestion: All venom skills gain a passive effect of it’s active effect, but with a small chance to apply. 20% sounds good to me, but some may argue that it’s too much. Perhaps 10% or 15%. Basically what that means is just by having the venom on your bar, you’ll have a chance to apply the effect without having to activate it. It would still have an active effect that has a 100% chance to apply, but for only a limited number of attacks. The passive would be inactive while on cooldown, just like signets.

Also, I suggest that Spider Venom be changed to a condition that actually stacks for more damage, like bleed, since Thieves already have some poison attacks, and increased duration isn’t exactly something to write home about.

Here is a tooltip example:
(Don’t pay attention too much to the numbers, they can change)
Spider Venom
Venom Passive: Grants a 10% chance to apply bleed(5s).
Venom Active: Bleed your foes with your next five attacks.
Bleed(5s): 100 Damage

I know it’s a long shot, but I hope something is changed with venoms, especially the horrendous basilisk venom (it’s an elite skill, it shouldn’t be so incredibly useless).

(edited by Jahmon.7615)