Showing Posts For Kaatora.3186:

WvW: Ground-target skills being cast onto air

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Posted by: Kaatora.3186

Kaatora.3186

It has happened over a dozen times for me now: I will try to place a ground-target skill on the ground, and it will end up being cast onto air somewhere above, essentially wasting the skill use on nothing. That can be annoying in a fight for some AOE damage/support skill, but more egregious is it also causes me to leap usually towards the screen with a ground-target leap like with Wings of Resolve, as if I placed the reticule between the character and the bottom of the screen, instead of where I actually placed the reticule, usually between the character and the top of the screen.

It is almost as if some invisible layer somewhere above the ground can sometimes be targeted.

It seems to happen most often on the desert borderland, but I am pretty sure it is happening on all maps. One place I can definitely remember it happening is in the lord’s room of the fire keep within the capture circle.

Edit: addition: this has only started happening since the 2017 August 8 patch.

(edited by Kaatora.3186)

New Scoring System

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Posted by: Kaatora.3186

Kaatora.3186

I am kind of tired of seeing this, so I really need to say something:

Jenkar, this is 2nd grade math. there’s a huge difference between 321 and 543. You’re just being argumentative.

There is no difference between scoring of a 5-4-3 system and a 3-2-1 system. Sure, the overall scores would end up larger or smaller, but the difference in scores is the exact same.

I will even break it down with a simple example so no one has to:
Let server A, B, and C tick scores of 3, 2, and 1 for 2 ticks, respectively. The scores after 2 ticks are:
A: 6
B: 4
C: 2
Now, let server D, E, and F tick scores of 5, 4, and 3 for 2 ticks, respectively. The scores after 2 ticks are:
D: 10
E: 8
F: 6
After 2 ticks,
server A is 4 points ahead of server C after 2 ticks, and
server D is 4 points ahead of server F after 2 ticks.

I will not do all the work into showing this is the same for all ticks and all cases, as I kind of forgot how to do so in an easy manner. But rest assured, the difference between scores in a 5-4-3 system and a 3-2-1 system is the same.

Siege commander's spoon bad drop rate

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Posted by: Kaatora.3186

Kaatora.3186

If it is in your collection already, it will not drop for you. Instead, you will get the broken spoon version of it. I get the broken spoon version of it just about every time I am in WvW.

I’ve been at it for3 weeks now doing wvw killing … Veteran Grawl Shaman, … Worker, Veteran Spirit of Koda … and it hasn’t dropped.

Maybe it does not drop in EotM?

WvW Tonic Update

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Posted by: Kaatora.3186

Kaatora.3186

Kodan tonic is the only way I see my character model after about an hour of large fights. The character model just disappears at some point and does not return until I can switch maps. I would much prefer to see my character as a kodan than empty space.

(edited by Kaatora.3186)

Bundle of winterberries bugged

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Posted by: Kaatora.3186

Kaatora.3186

Sounds very similar as with Karmic Retribution when Ember Bay first came out:
https://forum-en.gw2archive.eu/forum/support/bugs/Karmic-Retribution-Vendor-Stole-Gold-Unbou/6335442

The very next patch they fixed it so it could only be bought one at a time.

Never got any refund or compensation though, so do not hold your breath.

Karmic Retribution in Bitterfrost Frontier

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Posted by: Kaatora.3186

Kaatora.3186

Bought 1 level of Karmic Retribution for the Bitterfrost Frontier map. It seemed to be working fine and I was getting liquid karma drops. I entered a story instance and came back out to the buff no longer on the status bar and not getting any liquid karma drops. This was long before I ever got far enough in the story to get the Cold Resistance buff.

First dibs on guild claims? needs fixes

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Posted by: Kaatora.3186

Kaatora.3186

The wiki is correct, however, capture credit is not simply determined by those standing in the capture circle when the objective is captured.

1. The first claim goes to the guild who had to most people get any amount of WXP from killing guards (though patrols do not count for this on Alpine maps) that spawn at the objective or from killing players at the objective before it flips, as well as the number of guild members in the capture circle at time of capture (RNG on ties).

2. At least 1 person who can claim the objective must have gotten any amount of WXP from killing guards or players, or be in the capture circle at time of capture, to be eligible for the guild to be in the claim queue. However, all members of the guild who have gotten WXP from killing guards or players, or were in the capture circle at time of capture, count towards the number to determine order of the claim queue.

3. I am not sure on the time limit for getting credit for capturing an objective, but it is quite a long time (multiple hours at the very least). For example, I have gotten first dibs at an objectives that flipped where I killed at least one guard hours ago and had not returned to. As a second example, I have also seen large guilds who tried and failed at taking an objective over an hour ago, but tagged down or changed maps in the interim, get first dibs on a objective even though exactly zero participated in the final capture (me or my group alone took it (actually see this when capping SMC quite a bit)).

4. All credit for capturing an objective will reset if the objective flips to the third server. That is to say, for example, let’s say you are on green and you would have gotten credit for capturing a blue objective but it flips to red first. If green then takes the objective from red before you do anything that again would give credit for capturing that objective, you will not get credit for the capture.

5. Credit is not reset upon changing maps. And this is where it gets tricky, as I do not know if the number of guild members who would receive credit need be on the map and outnumber all the rest of the guilds to still get priority in the claim queue when the objective flips, or if they still get priority regardless of what map they are on. Obviously, the guild cannot claim the objective if all members are on another map, but I am not 100% certain if they would still be in the claim queue despite not being able to act upon it.

Things that do not count towards getting credit for capturing an objective:
-Damaging walls or gates at the objective
-Getting WXP from destroying any type of siege within range of an objective
-Getting WXP from destroying walls or gates at the objective
-Getting WXP from secondary objectives within range of a primary objective, such as killing a yak within range of a tower—that does not count towards giving credit for capturing the tower
-Getting WXP from killing patrolling guards at objectives on the Alpine maps (I do not even remember if the Alpine patrols give WXP or not)—for some reason, killing patrolling guards do not seem to count towards capturing objectives, or even for contesting the objectives which they are patrolling. Not sure if EBG or DBL patrols are the same though.

No reward from Ascent to Madness end chest

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Posted by: Kaatora.3186

Kaatora.3186

I have the same issue. I did Ascent to Madness for the very time this year just a short time ago and got nothing but the reward popup. The chest at the end could not be interacted with and auto-loot picked up nothing. I did the “dungeon” a second time and everything was the same, even popup reward.

Legendary Armor

in Guild Wars 2 Discussion

Posted by: Kaatora.3186

Kaatora.3186

I am roughly halfway there as far as Legendary Insights are concerned for a full set, but I will continue to give zero effs about legendary armour unless it can do 2 things:

1. the same set of armour is able to be worn by all classes
2. the runes are able to be changed without losing any

Year of the ascension Season IV

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Posted by: Kaatora.3186

Kaatora.3186

I am in the same boat as OP. Though the reason I am 10/11 is because I refused to play in season 1 and 2 because warrior was in such garbage shape at the time. Also, I did not know I had to hit legendary twice in the last 2 seasons until the last weekend of season 3 when I was still in mid-ruby. Almost made it to legendary in season 3, but was just short when the button to queue ranked disappeared. I was so burned out by that final push I did not even bother trying to get any further than diamond this season, especially when getting to legendary this season would not get me any closer to the backpack as I would still be short for crossing divisions.

I was almost 9/11 on achievements, but for some reason yesterday my 3 matches a day progress gave me 3 instead of just 1.

Does no one play Stronghold?

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Posted by: Kaatora.3186

Kaatora.3186

I stopped queuing for it during season 3 because one elementalist of even terrible skill level could carry a team even moreso than in conquest that season. So much so that if the other team had an elementalist and yours did not, it was an auto-loss by a large margin. I just had not bothered rechecking it.

I actually prefer stronghold as it is more engaging and is without those tiny capture points where no-skill AOE spam covering the whole point reigns supreme.

Presence of the Keep.

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Posted by: Kaatora.3186

Kaatora.3186

Bug #1 is that the guild Aura buff has to already be on you before Presence can get applied, and the new post-fix Aura buffs have higher IDs than Presence’s, so you need to already have the Aura buff on you for it to work. That can mean running to a tower that has the Aura and then waypointing to the keep, or running outside of loadingscreen-less wp range and then waypointing back while still having the Aura buff on you.

I have done so much WP’ing to try to get the Presence of the Keep buff on me at times, and I have even tried most of that and most times it just does not work. WPing between keeps on the same map where one or both have Presence of the Keep almost never gives Presence of the Keep for me. Capping an objective and giving a full guild aura to it, then porting back to a keep with a full guild aura and Presence of the Keep also almost never gives me Presence of the Keep either. That is not to say I never get the buff from doing those things, it is just very rarely. I am just as likely to randomly get the buff by porting to the keep from a place with no guild aura or a lesser guild aura.

Sometimes one keep with Presence of the Keep will give me the buff unconditionally for a short time with another keep on the same map never giving it, then for no apparent reason the one that was working stops working as well.

Then there are times where the buff is mostly working for a few hours of play, then I break and come back an hour or so later and the same buff on the same keep is completely non-functional under any condition, or vise versa.

There is just no rhyme or reason for it from what I have observed. I really wish those tricks you described worked for me, as I would be glad to be able to use cheaper superior siege again.

Presence of the Keep.

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Posted by: Kaatora.3186

Kaatora.3186

It is pretty dumb that we spend all this gold on something that works maybe 5% of the time. It is great when it works, but it has been so bad that I have learned to stop relying on that extra +5 that Presence of the Keep should provide, which is quite the hit for small scale stuff I do. And I have even stopped trying to port all over the map or continuously switch maps to try to get that extra +5 from Presence of the Keep before logging out or before reset, because it is such a waste of time trying.

And yes, those corner walls of DBL garrison being gone is so silly, as it is only gone for players and NPCs. Siege projectiles and placements still act like the corner walls are still there. It is slightly amusing watching a catapult shot impact on nothing midair though.

Sentient Aberration Bug

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Posted by: Kaatora.3186

Kaatora.3186

The only thing Sentient Aberration seems to do for me is tell me if I do not have enough dragonite ore or empyreal fragments in my inventory. It will not eat or tell me it is full, unlike every other eater.

I did use the Sentient Anomaly earlier today, but at least that tells me it will not eat any more, unlike the Sentient Aberration.

Stuck on loss streak 7

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Posted by: Kaatora.3186

Kaatora.3186

I also have this display issue. I have never lost 7 in a row either. Too bad it does not give 2 pips each win though.

Eureka Collection Not For Sale

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Posted by: Kaatora.3186

Kaatora.3186

The Eureka collection is simply not even on Grandmaster Craftsman Hobbs at any tier for me. I already have each other legendary collection unlocked.

Attachments:

Karmic Retribution--Vendor Stole Gold & Unbou

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Posted by: Kaatora.3186

Kaatora.3186

I attempted to buy 3 Karmic Retributions (it costs 5 gold and 1000 unbound magic) at once from the vendor in Ember Bay, since the description says the effect stacks up to three times. And the vendor did indeed take 15 gold and 3000 unbound magic, but I was given only one stack of the effect. Apparently each level of the effect costs a different amount (level 2 is 10 gold and 5000 unbound magic it seems), but the vendor will happily steal gold and unbound magic if you try to buy more than one at a time.

I don’t care about the 10 gold lost so much, but the 2000 unbound magic lost is pretty brutal as I do not care to PvE that much.

Illustrious Legend Achievement Progress Disabled

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Posted by: Kaatora.3186

Kaatora.3186

I hope you are doing a rollback on people who illegitimately gained progress on this achievement.

I am sure it would be even easier to rollback the progress on that title than it was for the GWAMM title rollback. Heck, it is a single digit on the achievement page which can be compared to the progress last season which is still shown in the PvP panel. So much simpler than all the pieces that make up the GWAMM title. At least on paper.

Remove the timer on match ending pls!

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Posted by: Kaatora.3186

Kaatora.3186

I was losing my mind earlier having to wait for that timer. It is basically a wait to wait. Queues to get into a match are already absurdly long as it is. Having an additional required 15–20 seconds of waiting at the end of every match as well is even more absurd.

I am one of those who will never select that yes option at the end of a match, so the forced post-match wait is truly nothing but a waste of my time.

Remove Ascended Trinket Uniqueness Please

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Posted by: Kaatora.3186

Kaatora.3186

Since offensive and defensive infusion slots are no longer a thing, it seems silly that most ascended trinkets (all the ones obtainable outside of raids) are still unique—meaning that you cannot have 2 of the same-named ascended trinket equipped. This is despite there being no longer a functional difference between the Ring of Red Death and the Crystalline Brand trinkets, for example.

Issues with character art, weapons, or armor?

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Posted by: Kaatora.3186

Kaatora.3186

Triumphant Legplates (heavy leggings from the Triumphant armor set) on a human female warrior seems to have a similar issue as the Triumphant Warboots had before the last patch, although less crazy. However, it will still poke through any boots that are worn, making it look rather ridiculous.

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Crazy low FPS in 64 bit (WvW)

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Posted by: Kaatora.3186

Kaatora.3186

This is primarily the reason why I stopped using the 64-bit client. Those patch notes today made me wonder if they finally fixed this issue, but I guess not. I am surprised they took it out of beta with such a game-crippling issue.

Issues with character art, weapons, or armor?

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Posted by: Kaatora.3186

Kaatora.3186

There’s a really bad issue with the Triumphant Wargreaves (heavy boots from the Triumphant armor set) on a Human Female Warrior. I do not really know how to describe it, so I took several screen shots. The skin can be obtained as the final reward to the Triumphant Armor Reward Track with the WvW reward system.

WvW Map Change Coming

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Posted by: Kaatora.3186

Kaatora.3186

Not sure if I want to play a WvW where spawn trebs exist again. I will probably be taking a break until at least that is fixed.

Alpine Border Land Back - Spawn Treb Bug

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Posted by: Kaatora.3186

Kaatora.3186

Fighting in the north on an enemy map with untouchable spawn trebs raining down on you the whole time is absolutely no fun at all. And defending structures in the north on an enemy map is an exercise in futility when they can take down all the walls of the structures before even leaving spawn.

DBL Redesign: Catas for outer also hit inner

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Posted by: Kaatora.3186

Kaatora.3186

However, for the sake of consistency, it would be nice if the hitbox for the inner wall matched the wall itself instead of extending down onto the rocks below.

I doubt it is the wall extending below the floor. The catapult splash area is just that large.

What happened to Blackgate?

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Posted by: Kaatora.3186

Kaatora.3186

Large scale warfare is not about fair fights. Its about coordination, communication, community, resources, alliances, “coverage”, morale, inspiration and RAW NUMBERS. You don’t have to believe me, but I would direct you to a history book. Warfare has always been a numbers game. And as the scope of the conflict grows the possibility of a fair fight dissolves and guerrilla tactics take over.

I can solo cap an entire paper borderland in just over an hour in the off hours on tier 1. Much quicker with at least 1 other person, since a bit of time is eaten up by just running supply. Where is your need for any of those things in my case?

Potential Change to Reset Time

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Posted by: Kaatora.3186

Kaatora.3186

Friday reset please. Friday reset would basically allow a full extra day of meaningful and impactful WvW play before the weekday coverage wars takes over. Scores are often times not close enough to make realistic efforts to try to catch up to another server at the end of the week as it is currently, so there simply is no competitive reason to play Friday night and Saturday during the day right now.

I would imagine most playtime in general is done on the weekend, so as it is now, there is little reason to play WvW for more than half the weekend. And for people that primarily play WvW, that would mean there is little reason to play Guild Wars 2 for more than half the weekend.

Stealth Groups and PKK - meh wvw

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Posted by: Kaatora.3186

Kaatora.3186

I much prefer a thief spawn camping and eternally tapping the keep than an overly tanky druid that can escape faster than any warrior can doing the same thing. At least thieves are easy to kill, while the tanky druids are just a waste of time.

Capture and Hold a Camp Guild Mission [Merged]

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Posted by: Kaatora.3186

Kaatora.3186

Expanded list of requirements of the mission now:
- need to already own all objectives a camp would serve, otherwise those yaks will go nowhere
- wait until all yaks in the camp are spawned and to not kill those yaks in the camp before capturing
- beg allies to to not kill those said yaks or to capture the camp before the yaks spawn (akin to having to force a failure of an event in PvE to get something else to work, something Anet supposedly is against, especially since camps count for score every tick and yaks for score every kill)
- somehow remember to activate the mission as you are standing in the capture circle just before it flips to maximise time
- walk all yaks to objectives to give them swiftness and to guard from roamers and other groups
- defend all objectives the camp serves while the mission is going on, or risk having the camp’s upgrade rate cut and likely failure of the mission
- hope to not get overrun by a larger or better force while doing all the above

Camps that serve more than 2 objectives are the best targets for the mission, but are also huge targets for blobs to flip to get supply for other things (as on EBG) or do not get flipped as often unless other things around it flip first (as with north camp on home borderlands).

I am not even sure this mission can be done with camps that only serve 2 objectives with 2 yaks on the borderlands, even when all the stars align.

This is hardly an easy guild mission anymore.

World vs World Holiday Sneak Peek

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Posted by: Kaatora.3186

Kaatora.3186

can we make Barricades mean something?
Turn them into walls… that can be hit by players. Make them something you have to actually choose… “Do we take the time to take this down.. or do we go the long way around”

Currently they are just a minor speed bump, no different then a sentry.

Whats that supposed to make for a difference?

If it take 30 seconds to walk around a barricade as opposed to 5 minutes killing it, you walk around it.

If a zerg can kill it faster than 30 seconds, they kill it. Any other group walk around it.

It doesnt matter if the barricade has 1000hp, 10,000hp or a million hp. The critical mass of a zerg downing it faster than a smaller group can walk around is the same. If you dont want peopke walking through such a wall, it should have been part of the tower.

Which is why they are completely pointless and should be removed.

…or you just jump and climb and jump over it, right… why aren’t more people just jumping over the barricades? you don’t have to destroy them, find the spot and hop on over already

I am pretty sure those do not exist anymore. When the map was first live, I found at least one spot per set of barricades to jump over them each direction. Then a patch changed all the spots to jump over, but there were roughly the same amount of them. Then in a later patch there were much fewer spots to jump over, and most times it only from the north side to the south side. Then another patch removed all but one of the spots. I do not even remember where that last one was, as I just stopped caring to check for them after that. That last one was well over a month ago by now, so walking over the barricades has been gone for a while unless it was re-added.

Spawn siege, when will it stop!

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Posted by: Kaatora.3186

Kaatora.3186

The top six NA servers all do this.

I can count the number of times in the last 3 months I have seen Blackgate have siege in spawn on a single hand. And almost all instances were entirely in the week where they were in tier 2, and it was probably only because some on that server were seeing spawn trebs for the first time and thought it was a "neat trick" or whatever.

Doesn’t make it right but tbh it really only comes into play if you’ve virtually pushed them back to home map spawn anyway and as it’s the same for all servers it doesn’t provide a appreciable advantage to anyone.

For any server that uses spawn siege, that is 45 points per tick that the server does not really have to work for. No sane commander is going to babysit a structure for an eternity with its walls down to make sure the other server is not going to get those points, unless all the other maps have a queue and they already have everything else on the map.

People complain about the huge Glicko "walls" between some of the tiers, well those free 45 points per tick are propping some of the weaker servers up. It is how some servers can lose so fantastically when they get moved up to a higher tier for a week, and still gain a ton of rating. They still may have gained some rating even without those free points because of such a huge rating difference, but no where near as much. Same goes for the reverse when a server is moved down for a week, they lose a ton of rating because there are a potential 90 points per tick they have nearly zero chance of having for more than a tick or two even if they wanted.

Spawn siege, when will it stop!

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Posted by: Kaatora.3186

Kaatora.3186

Attacking is only half the game. Defending is the other. Spawn trebuchets take away half the game.

I never understood why people are so upset with this.

Spawn trebuchets takes all the risk of attacking or defending a structure away from the home server. The server that took the home server’s garrison or north towers took all the risk of assaulting the towers in plain view of the home spawn for multiple minutes, while the home server using spawn trebuchets can just sit there and take the walls down of the structures and waltz right in with no risk at all.

Spawn trebuchets also remove the possibility for enemies of the home server to actually defend the northern structures they fought to take even half as well as the home server could defend them. That is alot of lost gameplay potential. For myself, I would love to defend some of the north structures against the home server, and make them work even half as much as we did to take it. But no, spawn trebuchets take that away.

Spawn siege isn’t going to prevent the capture of the northern towers/Garrison unless the attacking army is too small to be able to take them in the first place.

Then your server must not cheat "properly." Pretty much the only way to not get hit by spawn trebuchets while assaulting the north towers is placing catapults close to the cliff of spawn, but that is a pretty suicidal spot and would still leave the attacker’s siege vulnerable to other spawn siege. Even the protected tunnel of the northeast tower is not protected, as I saw a spawn treb take out all the siege within it just today, even ones hugging the wall in the tunnel closest to spawn. For the northwest tower, the only cover from spawn trebuchets is completely behind it and hugging the structure, which has your back to a cliff. I am not even sure that spot is fully protected from spawn trebuchets either.

And if you do take an opponent’s Garrison and spawn towers on their own borderlands, you’ve already won.

WvW is a long game. The match does not end with the taking of a garrison. The match lasts the whole week. If a server is not willing to, or just simply cannot, fight for those points, then they should not get those points.

If they then have to use spawn siege to try to take back their towers/Garrison, that means they don’t have the numbers to go down there and actually take it anyways.

That is not always the case. As an example, every week right after the weekly reset, one server mine faces has a queue for their home map just as we do for theirs, yet they have multiple spawn trebuchets constantly bombarding us and the structures we take, or attempt to take, on the north end of the map. And that is not just reserved for right after reset, that server will do that all week, even when their structures are fully upgraded. It is already difficult enough to try to take an upgraded structure when it it so close to the enemy’s spawn. But to try to do so with a spawn trebuchets bombarding everything is an exercise in futility.

In short, being able to attack a structure without any risk from spawn for as long as it takes for the enemy to get bored and leave so the home server can just waltz in and take it without any risk should not be a thing. Ever.