Showing Posts For Jeahanne.5209:
It’s a video of the preview with Toxic by Brittany Spears in the background
So I don’t want to get in trouble for posting things I shouldn’t…. but this was just too good to pass up.
Like a lot of people, I believe parody is the highest form of flattery, and though I liked the new preview video I wasn’t a huge fan of the soundtrack behind it (nothing wrong with metal, it just didn’t fit the video to me at all really). So when a friend sent me this I felt I had to share it with the world. Please enjoy, and take it for what it is, harmless fun ^-^
I remember hearing an interview, I believe it was from PAX, where one of the Dev’s was referencing a possible “wardrobe closet” for skins is in the works. Is this indeed a true fact and is their any chance we might see this before the end of the year?
You will see it, ‘when it’s ready’.
“If it’s ready,” you mean lol
There’s no guarantee that we’ll actually get it, even though a “Wardrobe Closet” is a fantastic idea.
Hmm interestingly the items I posted that wouldn’t sell earlier just now posted without issue (Honed Student Pants, Berserker’s Winged Pants, and Strong Acolyte Boots)…
Was something tweaked or did I just get lucky?
I’m having the same problem. I use TP as a way to make money by flipping items, and upon picking up my latest batch of orders I ran across this issue. What’s weird is that some items listed normally, but others lagged in opening the sell information window or had that window open grey and wouldn’t load at all, no matter how long I waited.
I confirmed that some items would ALWAYS load a grey sell screen, or laggy sell screen, even after a relog/game restart. Some of these laggy items included: Cleric’s Reinforced Scale Chest (blue level 60), Valkyrie or Apothecary’s Barbaric Legplates (blues, levels 70 and 75 respectively), and Strong Student Pants (blue level 30), which all EVENTUALLY listed, but took a long time. Items that refused to list at all (and still won’t) include Berserker’s Winged Pants (blue level 60), Strong Acolyte Boots (green level 50), and Hunter’s Leather Coat (blue level 40). The last one was a loss anyway, so I ended up salvaging them for luck since they weren’t worth reselling, but the other two up to this moment STILL load a grey sell screen when I try to list them. This is all a new problem since the latest patch.
I’ll try to take better notes when I next run across it on what items give me issues and what doesn’t, since at the time I thought the issue was just me since my guild mates were having no TP issues at all.
(edited by Jeahanne.5209)
I think there is an imbalance in Teq. WHAT that imbalance is is anyone’s argument. Personally, I have issues with the numbers problem. On my server (Henge of Denravi), we only get the REQUIRED number of people for a successful ATTEMPT in evenings and/or weekends.
Is this a problem? Well…. yes and no. Yes, because Teq spawns more than just at those peak times. I personally feel if he’s set up to spawn that many times a day he should at least scale to the average number of players on the game at that given time, but that’s just me personally. It rather feels a pointless waste to have something spawn at noon Eastern, look at the 30 people around you, and know you have absolutely no chance. However, it’s not really a problem if you look at the big picture, where MOST people are going to be going after Teq at peak times, and thus he needs to scale high enough to be a challenge to the zerg mobs that used to flatten him in literally seconds flat.
So my personal opinion is this: Is Teq hard? Define hard. Is he doable with a mid-to-large size pug group with average organization (which for most people at this point in time is if it moves kill it, preferably while following a commander, read chat randomly, and listen to strategies as long as it’s convenient for you)? Not a chance in hell. So yes, it’s hard. But is this the fault of Teq or our current in-game player culture?
Is Teq imbalanced? Probably, but I think it’s also unfair to balance him only to the current average player’s expectations, and not to raise the bar and challenge us all with harder content. I do chafe at the fact that Teq only feels doable at this moment if you rely on giant guilds with the resources to communicate with enormous amounts of people at once, when I have no desire to be in a guild that large myself. As a mostly solo/small group player, I feel very unneeded in this event because of my lack of an ability to effectively communicate, and feel like I’m doing any good to the whole since I don’t represent a zerg.
Either way, my opinion boils down to this: We asked for new, tougher content. Just because we got what we all asked for in a package we weren’t expecting (or to some people expecting it to be handed to us), we have no right to complain. However, I do feel the pain of many people feeling that Teq is impossible, and I do worry that as the newness of this update with Teq wears off, the issue with getting enough people to make killing him possible will become more and more of an issue on top of the problem is already seems to be. But that’s just my personal opinion.
(Sorry if this posted twice)
While we’re on this topic of balances and changes I felt I should put my two cents in about ranger pets. Mainly, their imbalance in skill sets.
Arenanet has already stated that they want to make support builds more viable, which I heartily applaud, and say that they are going to change support pets on rangers to make them more effective. While I feel this is long overdue, it also points out a huge dichotomy to me that has long been left unaddressed. The ratio between pets that have skills that are support, , like regeneration, protection, or condition removal, versus the amount of pets that we have access too that are entirely based on damage or condition application, is grossly disproportionate.
For people who aren’t familiar with ranger pets, (or what skills they actually have because they look at them as a friend of mine does, as a “Meat Shield” and “Bait”) I’ll break it down as I see it, in a list of pets and what they do. I will, though, be leaving out the Hall of Monuments pets and aquatic pets for the sake of conciseness, and because most pets are utilized terrestrially anyway.
“Combative” Pets:
-Bears (Black, Arctodus, Polar Murellow); bleed, weaken, poison, chill
-Birds (all); bleed, bleed, chill, blind
-Canine (Alpine Wolf, Hyena, Drakehound, Wolf); chill, summon ally, immobilize, fear
-Devourer (all); poison, bleed, poison
-Drake (all); chill, summon insect cloud for damage, lighting [bounces], burn
-Feline (Jaguar, Lynx, Snow Leopard); stealth [for the pet], bleed, chill
-Moa (Pink, White); daze, chill
-Porcine (all); find a random improvised weapon [similar to thief steal]
-Spider (all); vulnerability, poison, immobilize
“Support” Pets
-Brown Bear; Cure one condition on pet and nearby allies (range 600)
-Fern Hound; regeneration
-Jungle Stalker; grants might to nearby allies
-Moa (Blue, Red); grant protection to nearby allies, grant might to nearby allies
To wrap that up, rangers have 33 pets that are actively combative in their skill sets; 6 that bleed, 3 that apply vulnerability, 4 that poison, 6 that chill, 1 that blinds, 1 that confuses, ect.
Compare this to FIVE total pets that do anything to actively support allies. That’s a ratio that seems rather absurd to me. As a ranger, why do I need 6 pets that do basically the same thing, chill an enemy? Or four that poison? Comparing this to the number of pets that we have that do anything traditionally thought of as “supporty” in a party, it seems profoundly unbalanced.
So while I greatly appreciate Arenanet working on making more support builds, I feel that more needs to be done for ranger pets than addressing 5 pets out of 38. I don’t necessarily mean that we need MORE pets, but maybe we need to look at how many skills are re-used over and over and don’t need to be, like chill, and perhaps work towards giving rangers more options on pet skills that focus on TEAM support.
Moas are a great example of a team support pet that’s in desperate need of help. I’ve been growing fond of my Blue Moa’s protection, but all Moas have this little unloved skill that rangers can’t control called “Harmonic Cry”, which heals allies. This would be great for team play, except for a few factors. One, this skill only has an area of effect of 240. Two, Moas are melee attackers, so unless you’re on top of whatever the pet is attacking, you have no chance at this bonus. And finally, Moas, while being melee, aren’t really tanks like the brown bear, and they die fairly quickly, so if I want my pet to live long enough to grant protection to my party, I have to keep it out of combat, which means this skill gets lost and is useless.
This brings up my final point. We as rangers have five pets we can utilize to help support our party. However, every f2 skill, upon activation, sends the pet using it running out at our target, putting it into combat. This is even though the skills themselves, like “Protecting Screech” and “Shake it off” are more like shouts, and aren’t attacks at all. So why does it make sense that if I want my Brown Bear to use “Shake it off”, I have to send it running at something like a boss, where it will no doubt die very quickly, when the skill itself isn’t an attack? This makes me have to keep juggling my pet, even when set on “Peaceful”, between attacking something and using my f3 to recall it EVERY TIME I want it to use a skill and still stay where I can keep an eye on it and follow me out of danger like red circles.
That all said, I really love the concept of what Arenanet is doing with upping the viability of support, but I really think more could be done for ranger pets than just buffing five of them, and I really hope this gets some consideration. Thanks for putting up with my essay. Best of luck, and keep up the good work Anet.
(edited by Jeahanne.5209)
AFAIK, when you reach a craft level, you can craft any weapon/armor under that crafting profession provided you have the materials.
Example: You can craft weaponsmith orichalcum weapons as soon as you reach 400 weaponsmith.I am interpreting this as:
it will take 2 weeks to max a crafting profession(say weaponsmith) to 500 and say you are using greatsword & sword/axe, you’re done right there as long as you have the mats, you may craft all 3(they are all under weaponsmith). Now you need another 2 weeks to max your huntsman and another 2 to max artificier, so depending on what weapons you use, it may take 2-6 weeks to finish your ascended weapons.Of course that means you will also need huntsman500 for your speargun or artificier500 for your trident.
If they make it time-gated and it takes 2 weeks for 1 weapon, then arenanet has lost a customer, a fan and a possible investor.
If it wasn’t time gated, you’d complete it in a day, get your weapon, and then complain about a lack of content.
As someone else stated before and I agree with them:
“Additional weapons, armor, trinkets, ect., should never be considered ‘additional content’.”
Additional content for me is something PLAYABLE, not force-farming (or forcing daily log-ins to save up account bound items to eventually make something). For me, legitimate content constitutes: dungeons, storyline, living story, events, holidays, new maps, and new cities, among many, many, many others.
Having new gear of any kind, including weapons, be used as new “content” is inexcusable to me. You should not have to spend months of your life getting a full set of gear in any game. This is especially true in this one, where upon launch it was supposed to go AGAINST the idea of having to constantly grind to have “best in game” gear.
Crafting in the game has NEVER been time gated until the recent addition of Celestial gear, which I only put up with due to it’s fairly ridiculous stats (+’s to everything almost made up for the time-gating, but not quite. I still don’t own any and don’t see the investment in time worth it.) In fact, I’ve always applauded this game for not having as much of the REQUIRED grind as most games. The multiple avenues and non-time gated ability to earn the things you wanted in the way you wanted has always felt freeing to me in an industry of games where the norm is to be thankful for the RNG giving you ANY chance at ANYTHING even half decent, and most of the time the good stuff would still end up being from cash shop lottery boxes of some description, and having best in game gear is a requirement since ALL worthwhile content is end-game. That isn’t what this game was intended to be as described when it was released, and forcing a time sink into the game like time-gating really does go against what the description of this game is when Arenanet released it.
This is the game that was suppose to “end the traditional view of MMO’s”. It was the “WoW killer”. I have no problems with updating gear so we can have better stats, and I LOVE that legendaries will finally have the ability to get the stats people need instead of literally all of them sporting identical ones. However, time-gating it is just a poor excuse to force people into throwing more hours into a game that we all are willing put time into anyway. If we weren’t we wouldn’t be here already playing this game and putting our voices out there on forums.
So please Anet, don’t shackle us to a game we already tied ourselves to voluntarily, or you’re just shooting yourselves in the foot. Don’t start making this game into what it was supposed to be ending. If you want to know what GW2 should be, watch your own manifesto.
http://www.youtube.com/watch?v=35BPhT-KI1E
“We just don’t want players to grind in Guild Wars 2. No one enjoys that, no one finds that fun.”
Colin Johanson
(edited by Jeahanne.5209)
Sadly, welcome to the world of free to play games. The worst part about this is that compared to a lot of other companies (in particular Nexon and a few others that come to mind right away) NCSoft and Arena Net are great in comparison. We actually hear from REAL GMs, even if what we hear isn’t always enough or what we like. Ask anyone who plays a Nexon title and you’ll hear that you never hear from them, ever. And Nexon isn’t alone in that silence. The fact is, games that rely completely or mostly on micro-transactions (in other words “free to play”, or in this game’s case, “pay once, play forever”) don’t make nearly as much money as games like World of Warcraft and other subscription titles, so they can’t afford the same staff. Is that an excuse? Well, sort of. It means that we as a community have to cut them some slack. We have to realize things will take longer, we won’t hear from GMs personally most of the time (and I’m still grateful we hear from Anet employees as often as we do, even if I would like to hear from them more, especially in game), and that things like tickets might take longer to resolve than in a subscription game. HOWEVER, that doesn’t mean that we don’t expect quality once we’ve waited and been promised something.
Anet all promised us upon launch that this would be a game where the player base would be listened to, and we’ve all been very vocal about things like bugs, glitches, and just plain general feedback and suggestions since the betas. I wouldn’t go so far as to say “Nobody cares about anything here”, because it isn’t true. Does this game have it’s share of problems? Yes, every game does. Does Anet/NCSoft need to step up and fix issues in a timely manner? Yes to that too. However, the fact that you can make a generalization like “Nobody cares about anything here” is a testament to how well we’ve been treated where we feel that this is “bottom of the barrel” type of treatment. Don’t get me wrong, I’m not saying it’s always ACCEPTABLE treatment, or making excuses for poor management, ect., but it could be far worse than it is. So instead of throwing your hands up and giving up, keep it civil. But in return, the company should keep it civil to us too. This includes looking into bans and not having a cover-all reply for something that isn’t working correctly. So since we’ve been promised to be listened to, I’ll bump this. Please look further into these bans Anet, it would do you a world of good PR if you did
This works for me: Before you go to the jumping puzzle area you have a platform between the second bridge and the last bridge and there is a device that you use to stop the lightnings in the bridge. After you turn off the device you can continue the dungeon without the npc becoming stuck.
The problem here is that must players skip that part of the dungeon, because the device is well hidden, and when players skip it, the npc will come along after you complete the next part and will become stuck after the jumping puzzle.
Note 1: If you didn’t turn off the device and you continued the dungeon, the npc will come along and will become stuck, and even if you turn off the device after doing the jumping puzzle the dungeon will continue bugged.
Note 2: I didn’t tried to bug the dungeon after the last update.We went back after she bugged and tripped this switch and she then moved but wouldn’t open the barrier when she got there
As i said in note 1 if you come back after going to the jumping puzzle area the dungeon will still be bugged, the npc will not do nothing.
I already did the dungeon 10 times, the npc only got stucked at the first time because we didn’t turn off the device, just do what i said and you will not have any problem/bug/stuck. Here – https://forum-en.gw2archive.eu/forum/livingworld/skypirates/inspector-kiel-bugging-out/page/2#post2295938
But if you read after that post it isn’t a perfect fix, nor a fix for everyone. Ellen still bugs out sometimes even when that device was turned off right away.
Personally, both times I ran she bugged. The first time she got stuck on the ramps outside the boss room for one of two probable reasons; either it was because we killed the mobs before she reached them or because we never disabled the lightning traps on the bridges because we didn’t know a way to disable them even existed. The second time, we made sure she aggroed the mobs (by luring them to her, since she had already stopped in the bugged spot beforehand) and then killed them. We still didn’t realize that the lightning traps could be deactivated until she bugged again, and we split up to search the whole dungeon for anything that we could have missed that could be making her freeze. During our entire search she stood still some distance outside the boss room (where everyone has screen shots of her), until someone found the device and turned the lighting traps off. Then she started moving again (I THINK she even teleported back to the person who turned off the traps, because one second she was bugged and stuck and the next she was halfway across the map), but she did nothing when we led her up to the boss room doors, she just followed us around like a lost puppy. It was rather like the “defend Ellen” part of the mission where you fight those final mobs before the boss never properly completed or something, because she stayed having that shield icon on the map and such even after they were dead, but only until the traps got turned off and she started moving again.
Before you ask, the first time we ran it we all went up the jumping puzzle together and killed on the way back down. Realizing this might have caused her to bug on our first run, we had only one or two people go up the puzzle to open the door for the second run, had the rest of the party flat out follow her to the mobs (where she ended up stopping in the same place she bugs every time) and made sure she attacked the mobs by luring them to her when we realized she wasn’t going to go up the hallway far enough to get to them herself. Even after attacking the mobs she went back to that spot in the hallway where she gets stuck and stayed there until someone managed to turn off the lightning traps. It rather reminded me of those NPCs you defend in Dynamic Events where you’re defending them while they’re moving down a set path. Every time they attack something they go backwards to whatever part of the path they were on before they went into combat, and only then will they move forward again. It was like Ellen went back to that part of her set path because it was where she was before she went into combat, but she just never got the instructions on where to go after that.
So personally, I don’t think that the lightning traps not being turned off are the lone source of the issue. I think it is definitely related to it, but that other factors are contributing to her getting stuck, including her not getting a chance to aggro mobs or not having an escort to the mobs after the door is opened. It might even be related to how the door gets opened at the end of the jumping puzzle, I don’t know.
Dagger and Rifle skins!! >:D
My engineer will be one happy Charr if that happens! +1 to supporting continuing work on the Box! ^-^
This is probably the most fun I’ve had in “minigame” content yet! Thanks to everyone who worked on this! It’s a total blast!
YAY! Update fixed it!
So I used to have my Order of Whisper Armor set dyed solid Celestial and Pastel Lemon. I logged in today to find that every piece now has red on it that I cannot dye, even though before this patch I had them dyed Pastel Lemon. This is the only armor set I have with this problem, the helm is still solid white (it’s not OoW), and my tier 2 racial set is still Celestial and Pastel Lemon as well.
To make matters worse it’s a red I don’t even have, so I can’t even dye the rest to match.
(The first picture is how it was before patch. The second is after today’s patch.)
As you can see in the second picture all of the colors in the dye slots are Celestial or Pastel Lemon, none are red. In the third picture you can see the armor dyed a solid color that is neither of the originals, and the red color still won’t go away. Switching to town clothes and back doesn’t fix this either. Am I alone with this problem?
(edited by Jeahanne.5209)
My favorite glitch was falling off of the Uncatagorized Fractal in FotM. I somehow fell in short falls down past the starting point and ended up in a long fall down to a mysterious plain underneath. I found new land!
…too bad I died when I hit the ground and couldn’t explore it…
Why didnt anyone posted the video of the “airplane emote” during BWE. That was hilarious.
:D
I vote this be made a legitimate action. IMMEDIATELY! >:D
I adore this clip, it made my day! Thanks!
My ranger typically has no MF whatsoever and it still finds rares on a regular basis.
I added 22% MF with a consumable and the whole duration all I got was junk, 1 rare, and copper and a few blues. No greens at all. This was during a Fractals run and I can tell you , same difficulty level without any MF would yield much better loot.
As previously stated, 22% is near nothing for MF. A single sample run means absolutely nothing.
Here’s something that has a slightly larger grounds:
When running MF gear (Exo Armor, 4x Pirates, 2x Noble, Omnom Bar/Peach Tart, maybe a few other points thrown in via Guild/Banners/etc) I saw a noticeable increase in Shards of Mist Essense (up to 3 per run, often at least 1) however, once I transitioned out of my MF set for higher fractals, my Shard collection count has noticeably dropped, occasionally 1 per run, only a couple times in over 20 runs have I acquired 2 shards in no MF.Overall, when leveling from 10-26, I was pulling 2-3 Globs/Mist (Globs in 10-19, Shards 20+) per run on average while in MF Gear. After I cut the MF Gear, 0-1 on average.
That’s is an effect of MF I believe (from what I could tell, people were complaining about never seeing any of those mist drops while I was pulling in several so I believe it’s the MF).
Also to remember, MF is very difficult to statistically show as justified and much easier to say it’s not, such as you have shown. Personally, having played months with 100%+ MF, I’ve seen a positive effect of MF.
Honest question here. Why do you use 4 pirates and 2 noble runes?
I know I use 5 pirates and one of something else that gives +MF because the last stat for Superior Rune of the Pirate only summons a bird, and does nothing for MF. It’s better to skip the 6th rune and replace it for something that ups MF instead of having an essentially wasted spot.
I still think the line from Wark in the event line that gives you the Harpy Pheromone item is the best:
“Why would anyone want an item that gives you harpies?”
This kind of post annoys me, The reason it annoys me is because this person seems to think that Class balance is playing a part in winning the Matchups “well thieves blow for zerging around in groups with team specs, No one ever does that…You want these classes if you want to win” While completely ignoring the fact that Your team of Guardians/Elementalist/Necro’s ect ect aren’t what is winning the match up for you.
Coverage…..that is what wins the Matchup’s, not classes, not your amazing skill in a group, Coverage does… The Team with the greatest population for the longest period of time wins..
It doesn’t matter if you can kick the opposing sides kitten all day long, if you don’t have Coverage for the 2nd half of the day, You’re going to lose the matchup….
Every Server you seen that’s Green Right now is winning not by some sort of magical skill on their part, But because they have more people then the Red and Blue team.
So…skill, communication, coordination, ability, tactics… none of it matters. It’s just coverage. Coverage is the only thing that matters. By the same logic, why are we even talking about stealth and thieves at all since it matters even less regarding WvW outcome?
Because we AREN’T ARGUING WvW OUTCOME. Seriously….
When it comes to thieves in WvW, they are what is likely the best class at executing a losing strategy. That strategy being lonewolf PvP in a large scale gametype.
If you want to move around the field alone, quickly, and potentially pick off stragglers, I can’t think of anything better than a thief. This does have some niche value in WvW for things like murdering dolyaks at low personnel costs, but if even a disproportionate fraction of a server is running these lonewolf spec thieves, they will get absolutely destroyed in WvW by the server running a tight, unstoppable ball of team specs like hammer warriors, guardians, eles, necros, etc. that support each other and play together. If folks ditch the narcissistic attitudes, they would realize that thieves are actually a very limited value class when it comes to winning WvW. The game is called Guild Wars for a reason.
Pretty much the only opportunity a thief has for a useful role in that winning, tightly-knit teamplay is just for on-demand blast finishers with shortbow. (No permastealth or burst combos here.) Bring two shortbow thieves: role filled. Everyone else re-roll a more useful class or be a scout/dolyak-killer (better yet, let pugs do it) and miss out on all mega-bag drops.
Hit the nail on the head but people will come with a counter argument that nobody cares about the objectives in WvW and everyone is just looking for small team fights/1vX.
We need to balance WvW around 1vX and 5v5’s and solo roamers that is what matters in WvW according to this thread.
You both miss the point ENTIRELY. WvW itself and killing people isn’t the issue here and never has been. No one here is TALKING about that. WvW only gets brought into this because of the culling issue (hopefully soon to be fixed) and the fact that Thieves there can perma-stealth. Anything else is beside the point.
Actually, I came here looking for an answer, but having read the post from Anet about this nemesis, it turned into a suspicion.
It was seeing an odd Asura walking near the Pact Flack Cannons near the vista and entrance to Trionic Lattice before the Claw of Jormag Pre-Event, and I’d never seen it before. It got me curious as to what it was for and if anyone else had seen it. It’s name was “Sassy (something I don’t remember, Theta maybe?)” and it had a large five-pointed gold star above its head like some important NPCs do. Talking to it did nothing, it just said something to the effect of, “Oh you saw me? That’s surprising, I thought I was invisible to people like you.” and kept walking. I’ve tried finding it again but I haven’t seen it since. I’m starting to wonder if this isn’t the Nemesis that people are talking about?
(edited by Jeahanne.5209)
I don’t think many people realize how Anet’s class system works.
If you think it’s about balance for each and every individual area, you are wrong. Each class has a strong area, and a weak area.
Thieves perform exceptionally well in 1v1 combat. Make a new character, click on thief profession. Now read the description
“They’re deadly in one-on-one combat”
Now if any of you played thief extensively(not just wvw), you will know that
A) They are powerful 1v1ist and even powerful in 1v2/3
B) They are exceptionally weak in ZergvZerg compared to pretty much every other class
C) They are exceptionally weak in PvE^This, is the whole design between Anet’s balancing. It is NOT a like Call of Duty where everything needs to be on par. This is the whole point of professions and classes. They perform DIFFERENT abilities, and hence have DIFFERENT strengths, which is why people say nerfing stealth will destroy the thief. If you make their ability to 1v1 on par with every other class, then they are every other class minus the fact that they completely suck in PvE and zergvzerg. If all classes were even on the 1v1 front, why roll a thief? When you can roll a ele? I mean, every class is par 1v1, except eles perform better in zvz, perform better in dungeons, perform better as support. This is the purpose behind roles. Thieves are duelists, 1v1ers and solo roamers, hard to catch, sneaky and elusive, and thus pay by being weak in zergvzerg, and PvE.
If you run a necro and run into a thief in wvw with nobody around, you’re fighting an uphill battle in which if you both have equal skill and luck, he will win, but in a zerg fight, you will beat the living crap out of the enemy zerg, compared to that thief, who you just ran into, melting at the sight of AoE spam, or if he runs tanky, desperately trying to squeeze out those 1K clusterbombs and dagger storms while you run around in 50K HP plague form.
I think a lot of posters should review what professions and classes are and the roles they play in this game. This is not CoD, this is not BF3. Classes should have the advantage in the role that they were designed for. If you are suggesting thieves be nerfed in 1v1s to be brought on par with every other class, then I better be seeing guardians/necro/ele/hammer warrior/confusion mesmer be brought to the same level as every other class in zerg v zerg. Then I want to see warrior be drastically nerfed in PvE to be brought on par with the other classes, which would all need balancing changes in order to be on par. Hell, lets just make a new game.
That’s not what I was saying at all. What I, and most others, are saying ISN’T that stealth is bad, just PERMA-STEALTH is bad. I am not rallying to nerf or get rid of stealth. At this point, I’m waiting to see what the culling fix Anet has talked about for March will do to the fact that stealth is overly abused in WvW (and not just by Thieves). That’s all I’m saying.
As I said, stealth as a MECHANIC is the discussion point here, not pointing fingers at ANY one class, player, guild, or other group or individual, because doing so helps no one except the ego of the one pointing the finger. If you play an experienced Thief or other stealth using class as a main use your knowledge to help others understand your point of view instead of beating people over the head with your experience.
I don’t think the discussion is worthwhile without pointing fingers at specific classes. I can’t imagine thinking the stealth engineers get breaks the game. Rangers and Elementalists also have access to smoke fields (underwater) which allows them to stealth as well. You won’t really see people complaining about it as those stealths are unspammable and don’t provide much utility beside de-targeting and a few seconds of minimal incoming damage.
Stealth of this form does not break the game. The perma-stealth that heals and remove conditions and can be spammed indefinitely to reset the fight every couple of seconds is what breaks the game, and that is only achievable by thieves. I think people could agree that thieves should at least have some stealth ability, and maybe even better stealthing abilities than the other classes, but not to the current extent. Hence thieves are what needs to be looked at.
I agree with you. That comment was aimed more at the pointless raging caused by people angry about “bad players”, ect. Sorry for the confusion.
Ok I’m skipping two pages of posts in an attempt to bring this thread back to topic before a moderator decides to close it for BEING off topic.
First off, this thread started out as critique of STEALTH and STEALTH ONLY. The biggest users of stealth in the game are unarguably thieves, although other classes do contribute to the problem in a less obvious and rage-inducing manner. As a Ranger, I know just how effective the Become Snow Leopard elite skill can be if you stealth, even though it’s only for 5 seconds, and then use Dash without a target to run away at a ridiculous speed. (Assuming that hasn’t been patched since I last used it.) It works wonders. However, the fact remains that it is my ONLY stealth skill as a ranger, and most classes aside from Mesmers and Thieves are lucky to have one stealth skill as well, and those with cooldowns long enough that they are impossible to spam, which is the reason Thieves are so heavily targeted in this thread. Ragers, you do not belong here, this is a discussion not a fight.
Furthermore, WvWvW only got brought into this discussion because of the culling issue that occurs only there, which allows stealth to be so heavily exploited. This argument is NOT about how WvWvW works, is played, should be played, ect. That conversation needs to be taken elsewhere, please and thank you.
Thirdly, the argument here about “learn to play” isn’t helping anyone. If you know how to play a class better than someone else, don’t point in their face and laugh saying “L2P, U SUCK”, show us why your way is better so we can judge for ourselves. As I said, stealth as a MECHANIC is the discussion point here, not pointing fingers at ANY one class, player, guild, or other group or individual, because doing so helps no one except the ego of the one pointing the finger. If you play an experienced Thief or other stealth using class as a main use your knowledge to help others understand your point of view instead of beating people over the head with your experience.
tl;dr/point of my above statements:
That said, could we please bring the discussion back to the matter at hand? Namely, the use of Stealth being exploited (or even being exploitable at all, whatever your stance might be), and classes/builds that are effective builds to counter it? Please note that by providing these builds and other discussions about Stealth from the point of view of one who supports it does far more for your argument than pointing fingers and yelling at one another. I would still like to see a good breakdown with more unbiased facts about how these builds work, and am intending to try most if not all of them myself to help this topic. Thanks
(edited by Jeahanne.5209)
there is yet to be a proven build in any class that is an even 90% effective hard counter to stealth and those classes that use it. If there is one, I’d like to see it posted. I’m currently working to have a level 80 of all classes, and I’d like to try it out for myself, for whatever class it would end up working on.
D/D bunker ele.
Pretty easy build to find, because I see them running around everywhere in WvW these days.
Enjoy!
A D/D ele can still only hit what they can see though. Flailing around blindly and praying to hit something isn’t a true counter in my opinion… and everyone who uses anything but a ranged weapon can do that…
However, I shall try that tomorrow, just to see how it works out since I’m a curious person. I’d record my efforts but I haven’t the technology, so you’ll have to take my word for what happens.
(edited by Jeahanne.5209)
I’ve not only soloed Supply camps on my thief, but Towers…
If you think Thieves are somehow weak in this department, you’re mistaken
Give it a bit, and it’ll pop up.
This is me solo killing the champion at the keep, I’d already killed the guards before I bothered to record.
It’s not very hard to do this either….Same method as players, Poison field the mobs and drop caltrops…
I mean…no one was there. I don’t see your point.
I think Xsorus is using this thread to promote his youtube cause these videos don’t prove anything.
Hey everyone subscribe to Xsorus youtube to watch videos of the obvious, thief is the only class in the game that can solo a keep and solo camps!!!
My point is arguing that a Thief who’s running around stealth killing people can’t contribute is silly.
If I come across an undefended keep on my thief I can easily take it, Just like Warcamps..
Pretty much all classes can do that I’m pretty sure with little trouble.
Difference of course being if i’m attacked on my thief i’ll escape while the other classes will probably die.
Which is part of the problem being argued. I also think it’s BS that you can “finish” an opponent while stealthed… or use a skill at all while in stealth… but that’s just me…
I’m not saying get rid of stealth or hating on classes that CAN stealth, but I do agree, it AND culling are a problem, if only because they provide an unfair advantage because there is no good way to counter them. (Argue building a character to counter stealthing all you want, the fact remains there is yet to be a proven build in any class that is an even 90% effective hard counter to stealth and those classes that use it. If there is one, I’d like to see it posted. I’m currently working to have a level 80 of all classes, and I’d like to try it out for myself, for whatever class it would end up working on.)
(edited by Jeahanne.5209)
This is my first MMO. My impression of MMOs has always been that players are bad at PvP in MMOs. I just came upon the realisation that my impression was completely correct whilst reading this thread.
Try fighting a good thief in WvW as one of your alts.
Id be willing to take on any thief in WvW with my Warrior and bet my left testicle I beat them.
I bet he already lost his left testicle in a bet and has nothing left to lose.
Not entirely sure if this is a bug, or was intended, however, when I was in World vs. World awhile back, I was playing as my ranger and had an odd thing happen. When downed, I rely a lot on the skill “Thunderclap” to interrupt enemies trying to finish, and as far as I know, this skill is not considered use of a projectile. Yet an elementalist used “Magnetic Aura”, and managed to reflect it, thereby getting me killed because I wasn’t able to stun them to avoid being “finished”. Like I said, I’m not entirely sure this isn’t intended, but it felt like a bug to me since “Thunderclap” isn’t really a projectile is it? Given how it happened, I wasn’t able to get a screenshot of it, but it doesn’t make much sense to me. Can someone clarify if this is a bug or not? Thanks.
I’m wondering if perhaps this diminishing returns problem is less a bug and more an intended consequence (albeit, hopefully, a temporary one) to flush out and starve out bots.
But the bots don’t care if they get 10000 porous bones and DR is ineffective…it’s still money…they need to fix the exploit(s) the bots are using. All DR is doing is screwing up the trading post and, by extension, crafting. As much as I hate to say it, captcha, as others have mentioned is probably the one of the best ways to do this.
I actually mentioned that idea somewhere on forums months ago, and I agree with you. But the truth is bots have an overhead. Bot accounts aren’t free on GW2, and as such each account, which doesn’t last long, has to make at least $60 USD to so much as break even on just game costs. I imagine that they have other overhead as well. Botting is only profitable so long as they make it cost effective. Farming things like Porous Bones will make them a few silver, but nothing like what they were making farming mats to sell on trading post, or yellows or oranges that they could sell likewise, and it will take them much longer to make money that way. Further, time is the enemy as a bot. Anet has made it beautifully simple for players to mass report bots, and as such, they get banned very quickly (I don’t know the exact time frame, but I know it isn’t long). So while it is true that a bot doesn’t care about time in the respect that they don’t have to worry about getting bored, they have to worry about how long that account can be active and still remain fiscally viable.
In other words, Anet nerfing drops won’t end botting in and of itself, but that combined with other measures in place make botting something that isn’t profitable in real world money, which is what companies that bot care about. This means that, hypothetically, keeping drop rates low like this for a long enough time will starve them out, at which point Anet could slowly begin raising drop rates until they found a sustainable level. The problem with this is that EVERYONE, bots included, must undoubtedly believe that drops will NEVER get better, or they will just wait Anet out, and such a dramatic measure to get rid of botting will never work. This also means that Anet CAN’T tell anyone what they’re up to, or the scheme fails, which would explain their silence.
But like I said before, this is just what I would like to believe is the case. I might be totally wrong, who knows?
I’m wondering if perhaps this diminishing returns problem is less a bug and more an intended consequence (albeit, hopefully, a temporary one) to flush out and starve out bots. I’m not sure if anyone else has noticed, but our drop problems correlate to the dramatic decrease in bot populations, at least on my server. I don’t know about others, but I haven’t seen any major bot farming in a month, and the only bot activity I’ve seen lately is gold sellers spamming in overflow map chat in Lion’s Arch. Personally, I would like to believe that Anet’s silence is less to do with a conspiracy against players, and more to do with a conspiracy against bots.
To clarify, I would like to believe that their silence is a way to encourage botters to think that this current drop rate is the PERMANENT drop rate, and as such to pack up and leave; i.e. why we see sellers selling out their inventory but not farming to refill it.
That doesn’t make me feel better in the way that my drops will be fixed, and I know that I won’t hear anything from Anet one way or the other, but at least it makes me feel like this drop rate thing has a purpose other than to frustrate me and other legitimate players.
Just wanted to give a quick update on this topic. We’ve completed verifying every update from the november release, and there were zero changes to anything what so ever that would have negatively affected loot in any way/shape/form. We can officially confirm this as an X-files level conspiracy at this point.
We’re in the midst of evaluating every loot table in the game and running massive random roll evaluations table by table, as well as evaluating every system game wide that causes a player to qualify for items to determine if any issues exist in those systems from launch.
Will update again when we have another round of concrete information.
Thank you for the exhaustive investigation, and the update.
While I do still feel that drops were consistently much better for me prior to the November 15th update, I suppose that it could have simply been a run of good luck followed by a run of bad luck. I’ve seen a slight improvement over time since then. However, I very rarely receive drops at all from veteran or champion mobs, despite the patch notes saying that they should always drop something worthwhile. And the number of rares I received seemed to decrease, rather than increase.
If it’s not a problem with loot tables, or character/account-specific data, or anything like that, is there any possibility of it being an issue with how kill credit is awarded? I was told at some point—and this may be wrong, as I heard it secondhand—that kill credit is calculated according to individual damage done, and that a character has to do a certain percentage of damage to a monster to gain a loot roll, even if they get EXP from the kill. You share that percentage with people in your party, which is why players get far more loot in a party when lots of people are attacking the same targets. If huge numbers of people are attacking a single target, it seems to be possible for the percentage needed to gain a loot roll to become impossible to reach for a single person. That’s annoying, but understandable; loot credit has to be calculated somehow.
However, kill credit has behaved oddly at times since the start of the game. People (including me) have had issues with participating fully in an event only to get bronze credit or no credit. During the karka event, some people got full loot credit for all the karka slain, while others got little or none. There’s a recent issue some players are having where they’re unable to get loot credit for dragon kills.
I don’t have any hard data, and wouldn’t know where to start in collecting it, but from my personal experience with kill credit wonkiness, it seems like it sometimes reaches the limit of what it can manage in deciding who gets what and skips over some people randomly. I farm a lot in Cursed Shore, where it’s easy to see the difference between farming in a party and farming solo; it’s the difference between tens of bodies laying on the ground with loot to collect and the game acting as though you didn’t touch them at all.
In short, is it possible that we’re perceiving “nerfed” drop rates, and Champions and Veterans dropping nothing, because whatever method is used to calculate loot credit simply can’t account for every player that hits a given enemy?
Then how would this account for players killing things alone without other players interfering? Wouldn’t people soloing champions and veterans not notice a drop change at all, except for a positive one, if this were the case?
I have to say I agree wholeheartedly on this issue, but up until today I thought it was just me. I’ve been having an HUGE issue with diminishing returns lately. Due to needing to farm for two sets of Apothecary armor, help my boyfriend farm for HIS set of Apothecary Armor, and needing even more karka shell for my Ele’s new staff, I need a TON of Karka shell, and so have been trying to farm my little tush off for a week or two now. Before this patch, I farmed for about an hour and left with something like 16 shells, while my boyfriend, who was with me, left with 8 and nothing else except trash. I also got quite a few Potent Bloods and even 3-4 Powerful Bloods, which he got none of.
Today, I attempted the same thing. I farmed for half an hour with %142 MF and received for total drops:
19 Spiral Shells
8 Chunk of Crab Meat
4 Karka Shell
4 Potent Blood
1 Cleric’s Cabalist Goves of Balthazar (green, with a minor rune of Balthazar)
That is literally it. I know I killed at least 50-75 Karka (because I got my full 25 stack of MF in about 10 mins), with only 4 shells to show for it, and practically crap for other rewards. I also noticed that one or so Karka on my little killing circle are in a different area upriver where it doesn’t rain. Curious about them, I compared drops on it to the others. Unsurprisingly, after killing young karka in the other rainy area for 15-20 mins, I start getting fewer and fewer drops. But, consistantly, those Young Karka that spawn near the Reefriders upriver, nearly ALWAYS drop something once I hit a wall with the others. It was when I realized this that I really noticed that, not only is there a diminishing returns ceiling there, there is a really LOW ceiling, and that trying to farm my shells was essentially useless.
I realize hitting a diminishing returns cap is a way to diminish botting, but at 9s+ PER SHELL, it isn’t feasible for me to buy 390+ Karka shell from the Trading Post. (For the people who don’t want to do math, that adds up to 39g JUST IN SHELLS, not counting other mats like Globs of Ectoplasm) When you hit a wall where you CANNOT farm materials, the only thing it does is cause prices for items like this to go up in price, further exacerbating the issue of people not being able to afford them, and others taking advantage of the problem to price gouge. It makes obtaining crafting materials next to impossible in high numbers, which essentially halts any crafting without spending exorbitant amounts of money on the Trading Post.
As to the new “chests” that supposedly drop when items are above a certain rarity. I’ve seen TWO since the new update, and I play 8+ hours daily. Further, those two dropped the same day as the patch, and I’ve seen none since. The only yellows I’ve gotten since the new update came today when I did, in a row, Tequatl, Shatterer, and Claw of Jormag, whose chests dropped one yellow each for me, with the exception of Jormag who dropped one yellow weapon like the others plus a yellow orb (beryl). I haven’t even gotten yellows in dungeons, although I can’t count fractals since I’ve only done one low level one since the update. I haven’t even gotten one exotic, minus what I’ve crafted myself.
Digital I think I’ve had that problem too, a lot actually. If you mean where the Charr NPC gets stuck occasionally between waves of ghosts, or sometimes before, and she just stands there and won’t initiate the next part of the dungeon (or start repairing the next trap/cannon thing). You can sometimes unfreeze her by luring mobs to her and having them kill her, then resing her. That seems to reset her AI and she will usually start moving again. Also, you can sometimes unfreeze her simply by having her attack and kill (or rather helping her kill) whatever mob she was aggro-ed on before she got stuck. If those don’t work, you usually end up stuck having to redo the path.
What I fail to understand is why anyone SHOULD need to transmute a Legendary to get stats they need. If what I understand is true, ALL LEGENDARIES have IDENTICAL STATS: Power, Toughness, and Vitality. They also all have identical attack values with exotics of their precursor’s caliber.
This means several things to me.
1.) The idea of making every Legendary in the game have identical stats, regardless of the classes that can USE said weapon, is illogical to me UNLESS transmutation for the stats desired was INTENDED when Legendaries were first implemented. A good example of this is Kudzu, a long bow. No Ranger is going to be after a long bow with the base stats of Kudzu. I know I myself am after one with Power, Precision, and Critical Damage, not Power, Toughness, and Vitality. The base stats of a Legendary might be “versatile” in that most classes will want at least one stat attached to it, but the idea that every weapon and class that wields it would want those same stats is nonsensical. If it’s supposed to be “best in slot”, then it should be “best in slot” according to the stats that a particular person needs for their build, not stats they more than likely cannot use.
2.) It also makes little sense to me that the “best weapon in the game” (not to mention the most flashy, expensive, and time consuming to obtain), wouldn’t have inherently better stats than any exotic in the first place, regardless of whether or not said weapon will be scaled up to match newer and more powerful weaponry in the future. Anet themselves tagged Legendaries as “best in slot” items. Regardless of what stats are on the weapon, the number values FOR those stats should, at least according to my logic, be inherently higher than an exotic BECAUSE OF a Legendary weapon’s status and rarity. It shouldn’t be necessary to go through all of the trouble of making a Legendary only to have to transmute it to an Exotic (that you have to either craft, farm, or buy as well) to get the necessary stats in the first place, let alone stats that are numerically equivalent to the game’s “best in slot” item. If a Legendary is “best in slot”, an exotic that can be bought off of the Trading Post for a fraction of a Legendary’s cost should not be statistically equivalent.
3.) Similar to what was above, if transmuting a Legendary for stats was not intended, then it makes no sense to tie identical stats to every Legendary out there, nor to have equivalent numerical stats to high level exotics. If you are going to design a weapon like a legendary to be little more than a skinned exotic, (and, let’s face it, that’s basically what they are) then a Legendary should be exempt from the normal rules of transmutation simply BECAUSE of that fact. If Anet designed these weapons to have to be transmuted to obtain the necessary stats, it makes no sense that said weapon should lose it’s legendary status upon transmutation since transmutation is literally the ONLY way to obtain stats other than Power, Toughness, and Vitality.
In other words, bug or not, the way Legendaries are set up makes little sense and needs reworked. If anything, I would like to see a way to craft a Legendary with specific stats, much the same as how all the crafting disciplines can; perhaps by using a slightly different Mystic Forge Recipe or suchlike. If nothing else, adding a new “Legendary Transmutation Stone” to the game, which would cost gems or be its own Mystic Forge item or something, and allow you to transfer the same type of stats off of a high level exotic onto a Legendary, thereby keeping it’s purple status and upping the exotic stats to Legendary numbers would work as well. Regardless, it’s a problem, and it needs fixed if Legendaries are going to remain viable.
I had this same issue that I already posted about here: https://forum-en.gw2archive.eu/forum/support/bugs/Sylvari-starter-focus-causing-dye-bug/first#post1303169
(sorry I didn’t realize beforehand that this post might apply to that one >.<: )
The difference with me was that my game would only crash when I tried to unequip the item that changed itself to “Dye Remover”, and only the dye “Autumn” caused my boots to revert to the “Dye Remover” color. Every other dye worked as normal, and neither they nor closing the Hero window resulted in my game crashing to desktop.
First, I’d like to apologize if there was already a topic made on this bug but I did try to search and nothing came up.
The bug I’d like to report is in the dye change menu in the Hero screen. It may very well just be a bug specific to me or maybe many others but the problem is when I try to use the color gold.
Gold dye (Masterwork) worked on every other piece of armor and all the separate parts of those pieces EXCEPT my top shoulder armor color.
In the first screenshot I included, I show the example of how I wanted the armor to look with the dye applied. After I close the window to see how it looks on my character model, the color goes from gold to Dye Remover, which is a grayish color.
It really says Dye Remover when I hover my cursor over the color exampleAgain, it only affects my top shoulder piece and nothing else. Other dyes work on it, just not gold.
More info:
+Shoulder armor is the Dreadnought Spaulders (Tier 3 cultural armor for Charrs)
+Username: Vanguard Styx
+World: Darkhaven
I actually had this same issue, but it wasn’t on a Sylvari, nor on a beginner character.
I have a level 80 female human Elementalist on Henge of Denravi server that I bought karma gear for, that had this same crash issue. Every time I would try to a specific part of the new boots the basic dye color “Autumn”, the color would revert to “Dye Remover” (even though in preview and before I closed the dye tab it appeared as if the color had stayed), and unequiping the item always resulted in my game crashing. The funny part is, ANY other color aside from “Autumn” would dye normally, and unequiping the boots with those colors didn’t cause my game to crash. I also had no problems with the boots I’d had previously (which I’d just transmuted to make said “Crash Boots”) nor did I have issues with any of the other karma gear pieces that I similarly transmuted at the same time as the boots.
I didn’t try recreating my character (for obvious reasons), nor took the same measures you did in trying to fix it, mostly because it didn’t occur to me to do so at the time. However, I did file an in game bug report and ticket about it, and the issue eventually resolved itself (I never did find out how), but my Crash Boots sound a lot like your noobie crash armor. I wonder, did you use the same dye color I did perhaps? Or maybe there is some other link between our issues? The only thing that changed since my boots made me crash, aside from time passing, was me getting her a new staff and some Ascended rings.
I know Anet probably already knows about this, but there is a MAJOR bot spamming spot in Forstgorge Sound on Henge of Denravi server. I reported every bot I ran across, but there had to be at least 30ish bots spam killing grawl at the same time between Frostwalk Tundra and Despond Precipice. A few even had real sounding names/IDs and guilds, and even decent looking gear, which is a change from the naked/noob geared Ranger/Engineers that you usually see with names like “Ggrhrh”.
There has also been regular sightings of a quartet of bots farming the Snow Trolls in Trionic Lattice, which might be why the prices for drops from that area are so screwy and expensive on Trading Post. I wonder if 3 of the characters in Trionic Lattice were hacked because they had real names/IDs, gear, and guilds. One, for example, was from [RUN] Pirates of the Tarnished Coast.
In short, the major group is up at the Grawl, but there are sightings of bots nearly all across the map. I will keep reporting as I see them, but they are definitely a major problem on this map, just thought I’d make it known.
I’m not sure how well this would work in this game, but something used in another game struck me as a possible idea that could work here. Bots only do one of two things, gather, or kill stuff, or both. There was an item in another game that I played that had an interesting way of letting players help handle it. They called it a “Quiz Bomb”. It was basically a ridiculously cheap “bomb” item that players could purchase from nearly any shop and could be used on anyone that was gathering or mob killing. When used it would immediately interrupt the action of the character it was used on and open the equivalent of a captcha window on that person’s screen. That person then had something like 10 or 15 seconds to correctly type the captcha. If they didn’t, the character would be made immobile for an hour. Relogging would not remove the immobilization either. They also had a cooldown on the item to keep people from spamming it, but honestly I think that was more of a hindrance than a use.
Now, it wasn’t well done in the game that used it (the company that runs said game is notorious for these great ideas but half arsed executions), and bots quickly found away around it, but the idea is still valid. If players could “buy” a cheap item (or even a 0gem item like the hats off of the Cash Shop) that worked in a similar manner to the quiz bombs, we could not only be helping Anet by reporting bots, but be actively hindering them as well, while doing minimal damage to real players who are out there farming (like me). I’m not sure how you could implement it in a manner that the bots could not easily find a way around, and I don’t know, I’m not entirely sure how well it would work or even how easy it would be to implement because I know nothing about programming. However, I still thought that the idea might brook some thought and Anet could take it maybe make something out of it. Anyway, I hope I helped.