Showing Posts For Kallion.7249:

Temporary content is a really bad idea

in Living World

Posted by: Kallion.7249

Kallion.7249

I agree with the original poster. I am too a returning player and I thought that the episodes would be gathering up in a form of new quest line. Unfortunately, that wasn’t the case. I only played one episode and therefore the only thing I can say about the living story is that “I don’t care” (I have no reason to). Also having met the living story by-products, the “normal” mobs with Raid Boss Level abilities made me care even less for the living story. Honestly, I haven’t encountered normal mobs with so much insane CC abilities.

I even bought 2 char slots to get a feel of the character stories from the start and all I managed was to move faster toward a decision that my choice to return was a bit premature. Getting my human out of Queensdale and into Kessex Hills, surrounded by 5 group events and dungeon grade mobs, I grew desparate at some point. And I got tired already, which is a real shame.

The fact is this: I used to be utterly active last year and my friends’ list used to have at least 15 people online. Sometimes more than 30. Now it barely has 5. That speaks volumes.

There are some things that could use some finetuning in this game to set the base for something truly magnificent. I don’t know how often those have been discussed and I don’t wish to make this reply longer than it already is.

In my humble opinion, I don’t think it’s only balancing (I don’t want to mention respawns lol). Some roles need to be cleared up and revamped. Right now it’s a game of “kill fast or be killed, nothing else is accepted” with a chaos of CC/condition/cleanse conflicts everywhere. Survivability is still a paramount issue for non heavies (I have 11 level capp’d characters with 2 guards and 1 warrior) and with the current living story inteference in leveling zones, the game isn’t new player friendly.

Last but not least, with the story chapters disappearing, returning players will disappear as well. One use content is a waste of resources. What is ArenaNet trying to do with this?

What is going on with health?

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

Hello everyone,
I’ve been noticing lately that my characters’ health has be weirdly fluctuating. The first time I actually noticed it was on my tank warrior. It was very noticeable as I was happy to get his health above 30k (around 30,810). Some day, I login and I see 28,802. Same gear, no changes. A few hours later I log on again and health is 29,090. Again, NO gear change.

Eventually, I noticed the same on my cleric guardian. During a dungeon run on Arah, my guard’s health was at 19.1k and after the dungeon, back in Lion’s Arch, it was 17.75k.

Please notice that I had no buffs on me, people or food to cause such differences.

What is going on here?

Character move bugged with mouse navigation

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

Oh yes, the running bug! I had to deal with it several times and in jumping puzzles or dungeons it can be lethal! I just bombard the “escape” key as it’s the only thing that can work fast enough before something irreversible happens.

Respawn rates problematic

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

Almost every time I fight a veteran with a character that is not purely dps oriented, I end up fighting its “escorts” twice! Yesterday, west of Zephyr temple (Dwayna), I fought a risen (the ones that stand/sleep on a rocky path), who respawned before his predecessor completed his death animation!

Grandmaster's Training Manual

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

I had it with my guardian and reported it. She was level 61 when that happened and they eventually activated it for me. It just happened that my guardian was Sylvari and I bought it from outside of Hoelbrak. I never had a problem if I bought it in my race’s region or in Lion’s Arch.

Target Nearest to actually target nearest

in Suggestions

Posted by: Kallion.7249

Kallion.7249

It’s a beautiful suggestion!
I also agree wholeheartedly with digiowl. My additions would be the following:

1. Have a selection to “tab” (switch targets) that do NOT include yellows. I’ve been fighting lots of mobs before and all of a sudden, I switch a target only to bring in a random yellow beast in the fight that could daze/knock me down at critical times.

2. Have TAB target enemies WITHIN range and WITHIN camera field of view.

3. Prioritize mobs that are actually engaged in combat with me (and the ones I have higher aggro on). Also there could be an option to not cycle targets that are not in the combat field (i.e. not acting against you or your group within your range) while fighting. This can be reset to normal when you’re not engaged.

4. A suggestion that was taken seriously by Anet, use the right mouse button ONLY for camera view/navigation and NOT for targeting.

There are times I do have a lot of trouble with target switching when doing group events. It’s very hard to see what you’re hitting if you’re ranged and even harder to know what you’re attacking if you’re storming around with a d/d elementalist. And at times like these you can’t just click on a target, because of the number of people that are around (you keep on selecting friendlies) and have to rely on target switch, which most of the times selects something irrelevant.

Grenth Statue range

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

Is this statue of Grenth supposed to have this massive range when it’s only confined around that skillpoint’s rock?

Attachments:

Krait needs finetuning (spoiler alert)

in Guild Wars 2 Discussion

Posted by: Kallion.7249

Kallion.7249

I had no idea where to place this, so I’ll put this in the general forum.

The Krait revamp offers indeed new options to fight, but some of them are simply unnaturally ultra-buffed to the point that the normal storyline quests are affected.

I have some examples to report to this.

-FIRST EXAMPLE-
It is about the personal story of “FORGING THE PACT” mission, where you protect the first research team. When the two giga-buffed Krait veterans appear, the entire team dies in a matter of seconds, including Traherne. The application of conditions and especially the continuous knockdowns (each veteran Krait Nimross has a very short cooldown on that ability, plus the strong attack/condition he applies when you’re downed), kept the NPC team on the ground and they ended up dying very fast.

The specific mission is level 62 and I was running it with a lvl 72 Power/Vitality D/D elementalist (with high survivability) on full Carrion exotic armor. I managed at the edge of my teeth to survive the conflict and defeat those “divine” Krait. I went through storyline missions with multiple level capped characters and the setup of each individual storyline indicated that the main characters can take a beating before falling. Traherne was dead in no more than 10 sec along with the rest of the NPCs.

-SECOND EXAMPLE-
This one has to do with the personal storyline mission of “SAVING APATIA”. The last veteran Krait summons minions that the first thing they do is cast really powerful knockbacks. If one lands on the player, that’s the end. It’s either fall in the toxic water and die or land somewhere else and run to the already dead NPCs and face the veteran alone. The only “lucky” tactic over there is to wait for the NPCs to take aggro and hope they live long against the super-buffed Krait veteran . The main problem is that when the veteran is killed, all the summoned Krait explode. My character at that point was a full exotic geared engineer, with max Vitality/Toughness spec. With all the mitigation, 15.8k health was deducted from the explosions. Is that supposed to happen in a solo storyline mission? This sounds more like a dungeon trait. Naturally, all the NPCs died from the explosion.
One thing is for certain: any mission that involves Krait is off my list!

-THIRD EXAMPLE-
This one is not that serious, but quite surprising. I was ascending to get the vista on the Krait tower in Maelstrom Mountain. I was at a tree-trunk ramp at a safe distance from the Krait Champion up there. At some point, an Asura ran to the nearby chest to grab its contents and the champion (naturally) got angry. Suddenly, as I was descending the trunk (a floor below), my health crashed to 3k (from 16k) in one small AoE cast from the champion through poles and floors. I understand direct damage and/or conditions, but that hit was more powerful than the Risen Priest of Balthazar’s! Not to mention it disregarded LoS.

All in all, I believe the Krait revamp was overdone (the ground fights mainly), where the veteran Nimross “flies” around like he’s swimming (reminds of the risen eagles). I strongly believe there should be some finetuning, as the attacks occur too frequently for the amount of damage they land. Also, a small suggestion, please make the Krait knockbacks in accordance to the ranger’s. The further they are, the smaller the knockback. Right now, they can send the player really far away, no matter where they shoot their harpoon from.

Speaking of which, I hope you have attended the reported issue of Krait towers in Straits of Devastation pulling people from the depths up to the sky (firing through walls).

Thank you for your time!

CoE Path 1 Alpha

in Fractals, Dungeons & Raids

Posted by: Kallion.7249

Kallion.7249

It appears that Subject Alpha in Crucible of Eternity has a brand new issue! When he casts the Teeth of Primordus (earth skill), the rocks emerge from the ground before the red rings even appear. So, if he looks at you, there’s virtually no avoiding it. This occurs only on Path-1, which used to be the simplest of the lot. Now I find the supposedly harder path 2 as significantly easier than the first.

The Engineer is NOT dead

in Engineer

Posted by: Kallion.7249

Kallion.7249

Someone told me the number of each class created is roughly equal – which means people start about as a many engineers as they do any other class.

Question is, how may get to L80? And when they do, how many get played after that?

The problem I’ve encountered with my engineer is that they attract MASSIVE aggro. In events, risen have parties over her, ignoring every other class. Even if there are 10 guardians, 20 warriors and 50 thieves, when my engineer fires a shot, all vets and champs, all of a sudden, fall in love, storm across the map and wipe her off! Ok, I’m exaggerating a bit, but it serves the purpose of giving an idea of how much aggro they tend to attract.

On the positive side, the engineer has some really fun tools, most of which though have no tangible use. I haven’t seen anybody throwing wrenches or sitting behind turrets to fix them (turrets tend to die quite fast and the repair rate is not worth the effort). Flamethrowers can have some viability, but not until one reaches the point to apply the toughness trait with them. Basically the engineer needs to keep mobs at distance and the rifle is a good option. BUT, it only hits one mob. With some good strategy and moving, turrets can be helpful for the extra adds. Still though, in events, things can be grim.

The only toolkit I found worthwhile in them is the bomb kit (ground targeting grenades are a big no-no when everything is hunting you down). When it comes to the exploding risen though, forget it! And one can’t just switch back to rifle with over a dozen of them coming exclusively after you, picking especially to attack from the rear! I don’t know what obsession the thralls have with the… rear end!

I don’t know if it’s me, but the endurance regeneration on my engineer slacks compared to the others. And I do have 6 classes to lvl 80. My eng is @ lvl 57 at the moment and unfortunately, if I need an extra character slot, she’s the first candidate to go. Thus far, she’s the slowest leveler compared to other classes.

It’s a pity actually…

Respawn rates problematic

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

Since I started this thread, I might as well continue feeding it!

I’m attaching an image from Straits of Devastation. The respawn rates in that region, when the map is almost empty, is extremely problematic. In this picture, you will see two Risen Wizards that spawned simultaneously. This occurred north of the Pact’s Rally Point. Notice that there was no event taking place.
In that specific area, mobs tend to respawn randomly between 2-5 seconds after defeat.

Attachments:

Citadel of Flame last boss issue

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

I don’t know if many other people recorded this, but the last boss (legendary effigy) on the Citadel of Flame now spawns crystal at alarming rates. My group and I counted at some point around 20 crystals and it took us nearly 1 hour to kill that boss.
This happened with the new update/revamp. Is this intended?

Invulnerable mobs

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

Can someone please explain the problem in the pic?
Obviously some mobs move around attacking you, while being constantly invulnerable in Hirathi Highlands. Similar problems with partial invulnerability I’ve detected in Maelstrom Mountain, south of the Infinity Coil (Risen have that problem, but not as extreme).

Attachments:

Character move bugged with mouse navigation

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

Hello,
I’d like to report a bug that has been at times annoying and in several occasions very frustrating. I tend to operate my character by adjusting the camera with the mouse (right mouse button) and at times move while holding both mouse keys down. I have noticed though that when I switch angle with the right button and then press both mouse buttons for the character to move, there is simply no response. What is most problematic is that even the WASD keys require triple tap for a move to commence (no mouse keys pressed). No mention for double-key-tap dodging, which requires 5-6 key strokes.
This is especially problematic when a mob pulls and I’m trying to move away. It takes approximately 1-2 sec for the character to actually make the first step.

Thank you!

Respawn rates problematic

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

Also, to respond to your question, the issue I mentioned in the original post did not have multiple mobs spawning at the same time, merely the mob “respawning” itself back to full health while others respawned up to 1sec after dying. This took place definitely earlier this month.

Respawn rates problematic

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

I just submitted an bug report in Orr, at the Glorious Temple (Balthazar’s), where there were 2 veterans guarding the skill point and I ended up fighting 5 of them, due to very fast respawn rate (once revived right after he died). Normally I’d say that there were too many people in the area, but the map during this specific time was nearly empty.

Respawn rates problematic

in Bugs: Game, Forum, Website

Posted by: Kallion.7249

Kallion.7249

I have reported this issue in-game also on several occasions, but lately I’ve been taking its existence for granted. There are some cases where respawn rates are bad-to-insane. Unfortunately, I don’t have memory of the exact area as I play different characters in different zones (and as I mentioned, I stopped keeping “scores”). For fast killing ultra-dps players or runners, this can be something not much of a visible factor.

Although I do remember 4 risen thralls (faced individually, all in the same area), not in Orr, that respawned BEFORE they died! One might ask how is that possible! I was fighting melee range, right in front of the mob, while its health replenished in full; and in one occasion, 3 times. They were no veteran nor champion. Just regular ones. That was the peak that made me feel thankful for some other mobs that respawned before I’m able to loot them (which are a considerable amount)! The fact I do clearly remember is that it was very late at night (or early in the morning) and the map was virtually empty.

To clarify, I didn’t move out of the mob’s area of “responsibility”. I attacked its spawn point and remained there. It’s health didn’t gradually increase. It just popped instantly back to full (similar case perhaps with an Ogre Champion Chieftain).

While in most cases the respawns have improved, there are still extremities.

Thank you for taking the time!

Are respawn rates being worked on?

in Guild Wars 2 Discussion

Posted by: Kallion.7249

Kallion.7249

After a massive amount of repairs and flying around waypoints in Lornar’s Pass, I started becoming desperate. There appeared to be absolutely no way for my elementalist to get through a mine for a skill point down in Icedevil. The moment I killed a couple of Skritt, the previous two appeared on top of me. I killed those and then the other two respawned on me.

And before someone asks, I’ll just make two important notes:
1st, It was very late night and there were about 1-2 more players on the map, hardly;
2nd, My elementalist was over-leveled (38, but scaled down as usual), fighting lvl 28 mobs.

It had been some time since I played and her damage-to-survivability ratio kind of made me want to delete her for good. Staves have become far too weak (as I was reading about the “nuclear bomb nerf”) and close up combat weapons are a big no-no, as the survivability of an elementalist is slightly above zero.

It is worth to mention that the moment I arrived and encountered my first little settlement in Nentor Valley, it was overrun with Skritt (as some other areas were overwhelmed by events, since there was virtually no player around). The first time I stepped in, killing Skritt and taking massive damage from just a couple of them (foragers) the moment I moved to the next, the previous respawned and before I knew, I died. Three times. Until I decided to stand away from the main gate and simply cast fireballs as the Skritt were respawning like crazy. I had absolutely no need to barge in since the mobs would appear at record speeds right on top of my lava front. Insane.

Point being?
There is NO dynamic respawn timer. None! It goes by a simple RND random number generator. Area based tweaking that Anet mentioned is proof of that. Dynamic generators use player numbers-to-scan range in order to determine the respawns.

Therefore, as I am going, my elementalist will simply rot in the closet. Level 41 now and scaled down to 33 in the same map, she does barely 230 damage per fireball while a normal mob lands a minimum of 340 on her (20 trait points on fire, 10 on air). I can only hope for some good positioning (but some mobs speed like they’re on crack) or some crits to get through. In other words, unacceptable. Also, the above moments of obliterating, past beyond humiliating death, I had 10 air, 10 fire and 8 earth (for toughness/survival). But little difference does the toughness do.

I crit a Skritt for 384 and it crit me for 789 (out ofa 2.6k total health)! A forager! Normal mob! Now add the insane respawns and let’s talk about class survivability!

On a P.S. note, I still can’t forget the super-Skritt (veteran) I killed with its 2 pets, only to have them respawn before I was even able to mine the iron they were sitting on…