Showing Posts For Jitsuryoku.9038:

No connection since shortly after demo launch

in Bugs: Game, Forum, Website

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

On top of not having elite specs, this demo also killed connections…
I just started a pvp game, got disconnected before it started, and not I can’t log back in. After selecting character to login as I get a long loading screen followed by an error.

ErrorCode = 1083:5:7:1596:101

Ideas for how to improve pip system for WvW

in WvW

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

earn more pips the more participation you have.

Participation is a horrible thing to base rewards on, because both people that play and ones that AFK get max participation in under 10 minutes of….anything, really.

Ideally it should be based on performance (i.e. damage dealt to enemy players or healing done to allies, Player kills, captures etc. over a certain amount of time). You simply cannot pull off decent rates in any of those categories while AFKing, but you COULD do it while roaming with a small group.

Ideas for how to improve pip system for WvW

in WvW

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Problems I see:
-Outnumbered bonus should be reduced to 1 pip and the rest distributed on something else.
-At low rank it takes 30hours / week to get all chests AND EVEN IF CAPPING EACH WEEK IT TAKES TOO LONG TO GET STUFF!
-I essentially get the same rewards whether I AFK or try hard.
-First timers can get as low as 1pip/tick, which, given how long it takes to upgrade rates, will scare away most players.

A possible suggestion:
-Reduce outnumbered to 1 pip.
-Give remaining pips as a growing bonus for playing each consecutive day.
-Bonus triggers on certain threshhold, like if you maintain participation for 2 hours.

So (example)
Check 4 participation triggers for 7days.
PIP bonus = amount of days when bonus triggered in last 7 days / 7 (days checked) * 4 (pip bonus given).

This bonus would be harder to maintain, but more rewarding.

Disable queing PvP and WvW and the same time.

in PvP

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I think it will affect both, if punishment is equal. I mean rewards are better in ranked.

Disable queing PvP and WvW and the same time.

in PvP

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I was sitting here, thinking I had a bad luck with people disconnecting left and right in matches, but then i started adding them to friend list…. and seeing they are actually in WvW….

Anyways, I suggest the queues cancel each other out. I.e. if you queue for pvp, your wvw queue is canceled, if you queue for wvw – your pvp queue is canceled.

The Predator III: captain wiley is bugged

in Bugs: Game, Forum, Website

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Yeah, I’ve been trying to find new instances of the map for 2 days now.

I’ve got 3 broken instances, all have exact same symptoms and I’ve confirmed that nobody kills the Elite Captain Wiley while he’s idle in his cave in last 2 instances (so it’s probably not being prevented by player’s killing).

I’ve already contacted support for help with this thing (just because I’m not feeling generous with my time to waste even more time than I already have), but I figured a report here would maybe help them locate and fix the issue.

The Predator III: captain wiley is bugged

in Bugs: Game, Forum, Website

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Even as well as the captain himself does not appear.
I’ve spent about 2 hours waiting on event spot, another 40min or so on another instance of the map (thought it might be a new one instance of the map) and then about 30 min sitting in the cave where wiley captain spawns. (I’ve also casually checked the event spot and the cave many times throughout the day).

Over these 3+ hour of dedicated waiting I haven’t seen the captain’s event (nor the preceding event) even once.

I think the trigger for this event may be bugged.

I just got onto 3rd instance. Going to try my luck there, but I’m pretty sure it’s hopeless.

Removed from queue ==> Dishonor?

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I have just tried to join a queue (solo), got the ready check, but the ready check appeared it disappeared within under a second. Then i gained dishonor, right away.

Could anyone explain what this is?

Lock in PVP & WVW reward tracks please!

in PvP

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Actually it’s something I wanted to see for a long time too. I’ve got 1 of dungeon tracks about 3/4 done now because of these tracks swapping to it.

There could be a simple rule setup:
If a track is repeatable, stay on it (re-select it), if not go to whatever default it’s going for now.

How to make Thief more fun class to play

in Thief

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Pure genius, with that skill setup i can finally play a nomad thief and instant kill everyone.

Punishing the "Better" player

in PvP

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I’m not sure what you are suggesting here, but I’ve seen a few matches that started out 30-150 and then ended up 500-300 (about 5-10% of my matches have a team that flips the starting score).

That often happens because people are caught by surprise (for insntace, you go mid, burst a necro and then suddenly you’ve got 20 stacks of burn, because there was a burn guardian), but are able to realize what went wrong and adjust to that.

On the flip side, stop caring about the “better” players sacrificing themselves and focus on dragging the “bad” ones down. I rarely see people leave games to save other people score of other players (in fact, over 400+ games it happened twice and I’m not so sure it was intentional), but I see bad players getting carried all the time. If bad players dropped ranks for being bad, the “good” players wouldn’t have to sacrifice themselves.

Throwing games till I reach 1 SR, allowed?

in PvP

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

It is match manipulation…… ANET cannot force you to finish matches, but they punish you for abusing it….

Right click a name in pvp, click “report” and notice there’s a reason “match manipulation”. That is exactly what you described.

In theory it should be a minor offense that would just get you some warning or temp bans, but perma bans are not out of the question if you screw too many players over (enough to force anet to take action).

You have GOT to change the DC rules

in PvP

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

DCs are a problem, but I think they should focus on fixing DCs rather than adjusting the game around them.

Why didn't you all just boycott S6?

in PvP

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I did speak up against some of the changes (mostly rewards). I believe the thread got a couple of thousands of views and like 7 replies, 1 of which was a passive-agressive remark stating that the person was happy as long as the change kept noobs, like people in the thread out of PvP. By the way, I spoke about it the issue in game and did ask people who complain about the same thing, to voice their opinion on forums/reddit.

Martin Niemöller

First they came for the Socialists, and I did not speak out—
Because I was not a Socialist.

Then they came for the Trade Unionists, and I did not speak out—
Because I was not a Trade Unionist.

Then they came for the Jews, and I did not speak out—
Because I was not a Jew.

Then they came for me—and there was no one left to speak for me.

Does that quote ring any bells? I think it sums up the current situation pretty well….
I think majority of people doesn’t provide any feedback at all until it’s to late, at which point, they start complaining.

So the real question is why didn’t YOU boycott ANet as soon as those changes came to light? Answer that and you’ll know why others didn’t.

Why do you not play?

in PvP

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

1. Rewards! After completing first set of chests (and reaching repeatable ones). The rewards are just not worth the time. Assuming you win 1 game every 10 minutes, it takes 3 hours to repeat last chest. 3 Hours to get 20g and ascended shards that can’t buy you anything unless you invest (at least) 6 more hours.
2. Matchmaking…. The biggest problem I see with matchmaking is the fact that score that governs how you get matched is not based on YOUR performance! You can spend the game afk or suiciding, but as long as the team wins – you get positive rating.
Secondary problem with this is that matchmaking’s aim for 50:50 win ratio keeps those worse players afloat!
3. Due to reason above you pretty much have to be able to carry to get to high ranks without it being a game of chance.
4. Daily class win achievements are enabled in ranked pvp results in a lot of horrible team compositions. To protest this, I started only playing daily classes and refuse to swap (even to other daily classes) – maybe if more people start losing with ridiculous team comps, they will realize that class dailies are bad for pvp.

What to do 2 Theif won't swap?

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Move on with your life…

Help I'm stuck in a PvP Match!

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Stuck in queue…..

So much for spending the Sunday PvPing…

Random lags and DCs (in pvp/wvw)

in Bugs: Game, Forum, Website

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

So in short: I’ve been getting sigular 2-3 second lag spikes and disconnects in past 1-2 months and it’s hard for me to blame ISP due to constantly swapping between 2 different internet providers (by the way, both connections are wired – not wifi).

Longer version, for why I think at least some of those lags are on ANET’s side:

I’ve been playing the game for a few years and until late last year I got maybe…. 10-15 lags spikes and dcs in total.

In last 2 months month alone I got about 8 disconnects and at least 1 lag spike every day. I don’t want to blame ANET for this completely(because until recently I could see those disconnects affecting other programs, like youtube or online radios), but most disconnects are too suspicious to blame ISPs.

For instance: 3 or 4 of those diconnects were after pvp ready check (after match making, before transfering into pvp map, when map vote should show up). There were no build up lag spikes before those diconnects.

In recent matches I played with options menu open (to see my ping). It was ~50 without lags then it would hit 2-3k (average would go ~100-120) and AFTER the lag spike it would shortly go back to ~50. It’s just hard for me to believe that ISP can have 2-3 seconds of 100% packet loss and then go back to 0%

The reason I decided to report today is: I was in wvw squad today of 40-50 (large squad but small opposition, so no skill lag was present) and in 1 hour I’ve seen about 20 people either disconnect or randomly exit the game (without quitting squad) – some during fights, some while running. I myself got 3 lag spikes and got finished of by a disconnect.

I’ve seen people complain about lags and DCs pretty much since HoT got released, but I haven’t seen this kind of massive disconnect streaks before.

[Suggestions] Quality of Life Changes

in Guild Wars 2 Discussion

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

An option for quick-swapping trait builds:

  1. Create a format for a Build Code: A code which will represent chosen specialization, traits and skills. It could just be a long string consisting of specialization,trait and skill IDs.
  2. Add a text field for code to be displayed in and written-into (to be applied by a button) in specialization interface.
  3. (optional) Add a drop-down box into the specialization interface and [+],[-] buttons to save a code or remove a currently selected code from saved list. The codes could either be stored locally (on client PC) or on game database.

If the 3rd step is not implemented palyers can just store the codes as they see fit locally, that will STILL be a lot better than having to swap everything manually.
Something similar could be created for gear (where a gear set is created and can be equipped all at once), but that would be harder to implement and is not as important of a feature, in my opinion.

Ascended Shards of Glory (396+ WINS/set)

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

….

My suggestions would be:
- get a statistical expert to analyze your game mechanics before adding stuff that is out of balance or nerfing them so much.
- reduce the cost for grandmaster marks by 33% or the amouth of grandmaster marks per armor piece by 1 to make sure the additional currency is actually worth it.
- make grandmaster marks sellable, so there is actually a (more expensive) way to get ascended armor without having to level crafting.

The whole reason they went for grandmaster marks was to avoid giving players easy ascended (without crafting). With this change you either need crafting ,raids or luck to get ascended items. That’s why I don’t agree with “make grandmaster marks sellable”.

I kind of agree (half way) with your other points. At the moment there is little-to-no difference in gold cost between buying armors in fractals/pvp and crafting them (buying is a kitteneaper if you opt for some expensive stats, like trailblazer). I don’t think token price for pvp armors is an issue (because there’s an exclusive skin attached to it, + HoT stats), BUT I also don’t agree with following price per armor piece:
- 54-144 WINS (depending on armor piece) + the normal crafting price (which will usually amount to 2-6 hours of gold grind per piece at good rates).

Dishonor for AFKing and (constant) DCs

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

You know you can just jump around spawn and not get afk message (that is what trolls have been doing).

And that’s where optional dishonor on enough reports comes in.

Take a wild guess when customer support actually did anything about reported afk’ers, griefers and trolls. Just prime example: there is a necro on EU that has been notorious rager and afk’er for years. Everyone knows him, people have been reporting him for years, no one-two times, years!!! Was anything done about it? Nope.

Yeah, anet doesn’t seem to ban lightly, which is why automatic measures to prevent PvPing (but not playing the game) would be nice.
I mean if a player got reported 4 games for afking and there was a stacking dishonor rule that would give the player a bit over a day of dishonor. So that necro of yours could only troll a few times a day.

Dishonor for AFKing and (constant) DCs

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

You know you can just jump around spawn and not get afk message (that is what trolls have been doing).

And that’s where optional dishonor on enough reports comes in.

Ascended Shards of Glory (396+ WINS/set)

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Act like PvP gives you no gains, which with PvE is almost entirely true.

We survived several years with barely any earnings in this game mode; probably this won’t last longer after the rewarding S5, but you can count that one as an anomaly.

Anomaly or not, I don’t know a single person who got 300+ wins in 1 season and these rewards are marketed to appeal to PvE/WvW (not hardcore PvP) players …. I’m just saying: sometimes no rewards are healthier than rewards that take half of year to get. Since they implemented rewards they might as well make them accessible….

(edited by Jitsuryoku.9038)

Dishonor for AFKing and (constant) DCs

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

How about implementing a rule that would give you increasingly longer dishonor periods for people that AFK and/or disconnect during matches?

It’s mainly to discourage AFKing or PvPing when people KNOW they are having connection issues.

My idea for the implementation is:

  • If person gets shown the “If you don’t move or use a skill you will be kicked….” message during a match dishonor gets triggered.
  • Staying in base for too long (30sec?) triggers dishonor.
  • If a person DCs during a match (i.e. after the match starts) dishonor gets triggered.
  • Dishonor time can be calculated by following formula:
    [Last dishonor time (1 if it is the first trigger)]x3. So 3min on first trigger, 9 on second, etc.
  • First AFK warning and first 2 disconnects every day are forgiven to account for server sided random DCs and give a little bit of freedom to afk in case you need to sign for a parcel or something.
  • Forgiven triggers do not get penalized, but once they start getting penalized they stack.
  • (optional) It possibly exists, but a dishonor (with initial higher penalty) could be triggered if a person gets reported for match manipulation by at least 4 people (that must be in the match) in at least 2 matches on a particular day.
    So if, I got reported by 4 people on 1 match, and then on next match I got reported by 4 more people I should get dishonor.

I think my reasons should be clear to everyone playing pvp. Disconnects and occasional AFK moments are sometimes out of players’ control, but when it’s consistent it just ruins the game for other people.

(edited by Jitsuryoku.9038)

PvP, The Failure of S5/6, Metas, Que Ups.

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I play every class and every class works, depending on enemy team composition and my own team composition.
As for duo teaming, it was implemented so that teams couldn’t organize 3 guards setups.

Ascended Shards of Glory (396+ WINS/set)

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

The major change I’ve seen comes with the Marks required…which require crafting. The good news on marks is you have 2 options to choose from to get them…10 Tickets or 10 Pristine Fractal Relics.

I managed to get a full set of ascended on my ranger last season by only playing 3-4 games per day.

Last season it was SUPER easy because you got a ton of tickets with 6 chests. Now you need A LOT more chests (due to the fact each one only gives 50 shards).

And there’s only 1 option if you’re after the skins…..

(edited by Jitsuryoku.9038)

PVP Ascended Gear Changes! UNNECESSARY!

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Lol, don’t worry, by the time you have the shards to get those armors you’ll have enough gold to craft the tokens….. 396 wins after reaching repeatable chests for 1 set…. That’s a lot more work than getting some mats for asc armor. ;D

Ascended Shards of Glory (396+ WINS/set)

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I am wondering what was the reason behind the pvp sets being so much work.

Ascended Shards of Glory:
Last season we got 1300 shards for simply finishing each chest once .
This season to get 1300 shards we need to finish each chest once + play (and win) roughly 360 games (or if losing up to 720) if my math is correct (Last chest takes 18 wins to “open” and since you get 50/chest, you need 20 chests to get 1k shards).

Where I perceive a problem:
I personally played 200-300 games during each previous pvp season, and obviously, not all of them were wins (50-70% win rates).
So basically, for an average player like me, a full set (1300 shards like we got last season) would take about 2-3 seasons to get enough shards for 1 set. (And then add there’s crafting/gold sink component to it, which pretty much means you pay the same as you would for a normal crafted set).

So, I guess, my question(s):
Does anybody else think that the base amount of [Ascended Shards of Glory] you get from non-repeatable chests should be higher?
Is there a reason ANET made those skins into such ridiculous amount of work?

For the record: 360 games is 30 hours assuming you’re really fast and each match only takes 5 minutes and you have no matchmaking time (does not account for 1 extra pip you getif you have top stats). Each loss adds extra 5 minutes to that number.

EDIT: Just realized I made my calculations assuming 1300 can buy a set….. You 1400 so that’s 396 wins for 1100 shards….

(edited by Jitsuryoku.9038)

The Ups and Downs of Class Locking

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

In my opinion, 1 sided class stacking is the issue they want to tackle, and not class stacking in general. To give you an example I’ve faced A LOT recently where 1 team is a DPS tank (with little mobility) and the other team are classes that NEED tanks to function:

Team A:
4x Guard
1x Mesmer

Team B:
2x Necro
2x Ele
1x Ranger

Voting “Yes” does not necessarily mean the 4 guards would have to be split into 2 matches, but they could be split among the 2 teams so you AT LEAST don’t have the stacked class on 1 team therefor putting the opposite team at an advantage/disadvantage.

Alternative scenarios where both teams have a lot of stacked class (such team a having 3 guards and team b having 4) are fine. I mean if people want to play a class let them play it, just don’t put all of them on 1 team.

(edited by Jitsuryoku.9038)

[Suggestion] Storage for Toys/Tonics/Eaters

in Guild Wars 2 Discussion

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I would like to suggest 2 alternative storage ideas for “fun” and achievement items (Toys, Unlimited Tonics, Shop items you get from achievements, event items like boomboxes, etc).
Both ideas involve adding some sort of storage tab to either warehouse or hero interface (similar to mini and skin ones). From there on I see 2 options:

  1. Make those items behave as “Unlockable” items. So once I obtain a tonic (and account bind it) it unlocks on my account and I should be able to reclaim it from the new storage tab.
  2. Make a storage tab behave like actual storage (similar to material storage), which would mean players would be able to store tonics, achievement items and such in the new storage.

This storage could be unlockable for, let’s say, 1000 gems because development is not free and at the end of the day it IS a feature that saves space.

Potential problems:

  • Some items account bind o use, while others (such as Endless Karka Tonic) don’t, which would mean they would need to account bind (or be excluded from storage) for first idea to work.
  • The items that bind have 2 states (bound and unbound) which would mean only 1 (presumably bound one) of 2 would be stored if second idea would be implemented. It again presets the problem of few item that don’t bind.

Personally, I think first idea is a little easier to execute and offers more advantages.

Dragonball = Zero fun

in Guild Wars 2 Discussion

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Profit aside, the only reason people do that is dailies. I don’t know why people defend the mini game. If it was polished it would be okay, but now it feels like it like a game in beta stages, that looks like gw2 and has been built on unsuitable engine.

Even the feel of the game aside, it gives you a 50:50 chance to win (random and not really skill/coordination based). Games are never full and the team with 1 more player wins. To add to that problem, losers get nothing, so losing team members quit matches making it EVEN HARDER to win.

(edited by Jitsuryoku.9038)

Mini Celestial Rooster, here we go again.

in Guild Wars 2 Discussion

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I’ve just wasted 51 keys for the sole purpose of getting getting the ****ing rooster (was actually gonna stop after getting it) and here’s what i got:
Common:
(Generic trash items),5 wardrobe unlockers,2 mini tickets,23 BL scraps

Uncommon:
2 hair kits (I’ve got a permanent one, so it’s 100% useless),2 Crimson Lion Dye kits.

That’s it….. Save your keys/cash for better times….

You’d THINK that they would make those holiday items a priority drop for the first time or at least replace kitten like Hair Kits,bank access and such with literally ANYTHING else if you have a permanent version…

Haven’t spent a single cent in months until today and I think i’ll continue to do so again.

(edited by Jitsuryoku.9038)

Cost of shared inventory slots

in Guild Wars 2 Discussion

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I think people may be missing the point with shared slots…

Yes they are very valuable, but translate the price into cash and think a little what you get. Critically consider how much they cost, how many you need, what they offer and how much this feature could cost for anet to develop (if your defense contains something in lines of “If you can make good use of them”, you probably didn’t think critically).

800 gems = 10euros (Minimum you have to spend if you buy with gems)
700 gems = 8.75 euros (1 slot price)
560 gems = 7 euros (“bundle” price if you buy 5 at once).

So, at best 1 slot costs 7 euros (a price which people who buy slots on release will NEVER get due to releases coming in sets of 3 slots.).

Development cost
Let’s be fair, it might take a few weeks, a month, 2 months, maybe 3? (FOR THE WHOLE FEATURE not just 1 slot). At some point Anet said it takes 3 months to make an armor skin set (which, at this point costs 800 gems).
Now compare development cost against gem cost of an armor set and shared inventory feature. Let’s assume Shared Inventory also takes 3 months to develop (that’s a stretch).
Armor skin set: 3 Months = 800 gems.
Shared Inventory system: 3 Months = 8400 gems (for 15 slots you can buy right now at best prices you probably won’t get) and probably more in near future.

They are sure getting their money’s worth with this pricing.

What you get:
You get to transfer between characters without having to use bank OR
Allow items to be accessed by all characters.

Don’t get me wrong, I love this feature, but I think the only reason it is priced that high is because anet knows you will buy it at that price – not because it’s worth it in any logical way.

Bashing Bauxite Alchemical

in Bugs: Game, Forum, Website

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I’m not even sure what to think here. If people have known that this bug was around for ages, someone must have reported it. And if Anet got reports, why link an event that bugs and has not been fixed to probably the most popular legendary?

bashing bauxite alchemicals event bug

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

It’s weird they would chose to use an event chain that has been bugged since the beginning….

Legendary Prec bugs [Merged]

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Are these getting fixed? because according to older players some of these bugs are as old as the game.

[I don't care] button for story dialogs

in Guild Wars 2: Heart of Thorns

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

That’s really sad, because what’s first time a nice experience ends up being an infuriating waste of time the other 7-8 times.

1. If the instant skip cannot be implemented, then as Healix said, why not skip the talk and play the animations at like…. 10 times the speed? Again, hard to say without knowing their limitations, but it should be possible.
2. Another lazy, but nice, option:
Offer to skip before going into areas with cutscenes (or have an option in settings) and load into “next” area, one right after the cutscene, if all that area has is dialogues. So for instance, first episode 2 quest could go like this if option to skip dialogue is selected:
-Enter portal in Rata Sum (to activate enter the quest instance) and obviously chose to skip.
-Get loaded straight into Taimi’s games
-After games, get loaded into the new map (because there are no more meaningful interactions in there.

For the record, this should also enable skipping the first LS3 quest (commemoration) if it’s already completed once on account.
3. Final option: Account wide unlocks for “new” quests (basically all future quests that are not class/race specific or central tyria quests). So for instance, after finishing LS3 on 1 character I should have starting waypoints for BSF and Fire Islands unlocked on all characters. A nice bonus: completed quests being marked as “done” (so they can be re-done, but the green quest tracker doesn’t appear on screen).

By the way, quests in HoT expasion could all be converted, because even though sylvari got a little different treatment, quests and results are still the same.

PS: I wrote this message while waiting for story dialogs to finish… -_-

Weird graphical bug in pvp

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

As if pvp with current matchmaking wasn’t annoying enough, when I got a team that could actually compete (in terms on composition) with enemy team. I got this….. random texture displayed over all screen….

By the way, there were certain angles I could look to not see this (I didn’t see it at spawn point either).

This thing happened in the snow map and the conquest map with lords (I don’t remember their names).

Attachments:

The balance between game classes

in Guild Wars 2: Heart of Thorns

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

One thing I can definitely agree with: elite specializations have to be balanced to not be absolutely superior to normal ones. It takes a very skilled player to beat an elite specialization of a class with a non-elite version of the same class. In the same way, there’s pretty much no reason to chose a base class specialization because elite ones simply offers better (not even subjectively) perks.

At this point in time engineer is the only class I know of that can be (objectively) better than the elite specialization.

All this imbalance does is locks in 1 of the specializations in everyone’s builds.

Stop with the Portal Scrolls

in Guild Wars 2: Heart of Thorns

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I agree. Scrolls are a bad idea and seem like a lazy solution to the problem of explaining how the character gets there.

[I don't care] button for story dialogs

in Guild Wars 2: Heart of Thorns

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I think we will all agree that seeing the story conversations once can be fun.

Sadly, when you have to do it a second time, you have to listen through (what I estimate to be) 30 minutes for the first part of LS3 of pure unstoppable instanced dialog again. Because it’s instanced you can’t do anything while waiting.
If/when we get next map, going through Bloodstone fen AND fire island will take even longer to get to it.

I ask that there’s an option implemented for instanced story chat to be skipped. It can be achieved by adding the special interaction skill [I don’t care] to any instanced situations without any combat. (Optional) As a bonus when used a character can interrupt the NPC to say “Hey, Taimi?” “I DON’T CARE!”.

PS: I am well aware there’s an item to teleport to the new maps you can buy for the map currency, and that’s besides the point. The main problem is having to listen through the same thing multiple times.

Seriously: Just play DH

in PvP

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

The guards are good, but OP? Idk, their synergy with each other is great, but they lack mobility.

Also, It might be just my luck, but I’ve never had problems with necro against dragon hunters (as long as I’m not outnumbered). Sure, traps hit hard, and IF you keep a necro stunned long enough its dead. The problem is, solo DH doesn’t have nearly enough CC to do that on their own and in somewhat equal teamfights other classes tend to grant some boons to counteract damage spikes.

If you’re a necro try this next time: Dodge through the side of a trap (you start outside and dodge through the outside border of the trap trap to still land outside) and use staff 5 and staff 3 on the guard. If that guard didn’t have stability the push/pull through trap combo is broken. Keep the guard chilled with your normal rotation and the guard is dead soon after all the invulnerability and heals run out.

If anything, druids are the cancer for my necro. If I blow 2 cooldowns before the fight as a necro, I’m as good as dead.

Kyhlo Treb

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I agree. Trebs should take condi damage. Only characters that will seriously benefit from it are necro and condi warriors (and they takes ages to kill trebs on their own).

Toxic Behavior

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I’m happy when there’s a thief in my team. It only gets risky when there are two but still “winnable” especially in Khylo

How about when there are 2-3 thieves and it’s thief daily achiev today, so you know at least 1 of those thieves can’t play it? :P

Jokes aside you can’t escape toxicity in competitive content. Even less so when there are 9 other people to blame for a loss. There’s always a sore loser, some pvp genius who knows exactly what everyone should do, an enemy player who thinks your team are noobs for ganging up to win fights or just a person who doesn’t like you because you use a different toothpaste in real life.
Laugh toxic remarks off (openly in chat) and the toxic player will most likely be kitten instantly.

Sometimes, though, the points are valid, so do consider if you could be the reason toxicity arose. I’m just saying, when my team is doing the same stupid thing over and over again (like going far on really slow classes and losing or going into 3 enemy populated zone alone 1-by-1) I get toxic too. Although, I usually start do something stupid too, like camping close and wait until they notice me, instead of spamming my rage in team chat.

Disable "Win with X" daily in ranked pvp

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I think ranked pvp wins should not count towards class-specific win daily achievements.

Although it’s nice to be able to complete everything in 3 ranked matches, but the side effect it has on ranked matches is just punishing to other players in a team.

I am of, course, talking about those times when you get players who have no idea how to play a class in pvp, but still play it for daily achievements.
There’s the equally as bad class stacking: 2 out 10 matches I had on Saturday had 3 necromancers, 1 match had 2 mesmers (1 of them swapped out) and 2 necromancers.

This can be worked around IF people agree to swap classes, but the first problem remains: the ones who play for dailies won’t swap to anything other than OTHER daily class.

Season 4 Ranked Matchmaking Change

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I only logged on today to say I hate this matchmaking.

I preferred being matched with/against people at similar win rates, because THAT way the odds win were somewhat equal. Now I feel like I’m being matched with completely random people. I can get 3 warriors, 4 thieves or even 4 guards on the team and even when team composition is good – apparently I am meant to lose some matches because “matchmaking reasons”, so I am matched with people people who will run and attack the gate or go for solo suicide runs at far point for most of the match….

For now, I just made a pure tank build and annoy people between the points with heavy CCs/slowdowns, while getting daily ranked participation (Yeah, with no chance of progression, I feel like this is the only way to make it fun). I hope more people start doing that too….

Nerf Guardian PVP

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I am not a huge fan of guards, but I switched to 1, simply because they have about the same damage as most classes, but they are a wall that takes too long to kill. Even harder if there are 2 guards in a fight.

I do feel like it’s a problem, but, you know, I’ll just add to it, which will hopefully cause people to complain more and force anet to look over guards again.

Shared Inventory Slot Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

If they are going to make the slots cost ~9 euro/dollars they could at least release them in quantities that allow people to make use of highest discounts.
Alternatively, if limit is expanded by less than 5 slots, for instance, in this case 3, there should be at least 1 day promo package offering the full (in this case 3 slot) expansion with 560 price/slot (same price/slot as when buying 5 slots).

Glider Suggestions? Share Them Here!

in Guild Wars 2: Heart of Thorns

Posted by: Jitsuryoku.9038

Jitsuryoku.9038

Non standard gliders:
-Invisible (no glider)
-Umbrella (as mentioned in 1 of recent threads)
-Bicycle
-Gas (fart) glider (obviously with custom poses and animations)

Endless Upgrade Extractor (turns extracted upgrades account bound)

Cartboard (or plain wood plank) box armor skins (with animated floppy parts).

Rainbow cape (back piece that’s nothing but a trail of rainbow)

Is begging "legal"?

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Posted by: Jitsuryoku.9038

Jitsuryoku.9038

I guess until I hear ArenaNet’s say on this I’ll just report them when I know they message multiple people.