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I just finished World Completion on my third character and I had the same thing happen. I got a chest for the zone I completed (Iron Marches), the World Completion loot, and a transmutation stone for completing Lake Doric. I had actually heard of this bug beforehand, but this is only going to get more confusing for people that haven’t, since Lake Doric is an actual map in the game now.
In case the information matters for a bugfix, I hadn’t even set foot yet in Lake Doric on the character that had this happen at the time I finished World Completion on them.
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Yep, it does remove it from your inventory at that part. I noticed that as well when I did it. Once you’ve given it to her, you’re ready to start the collection quests. As far as the story is concerned, the NPC is holding onto the Broken Caladbolg for you while you’re gathering all the necessary items. The following steps will work fine, no worries!
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I had actually sent my Broken Caladbolg to my Revenant after completing the last story mission on my Warrior since it was account-bound. I forgot it bound to my Revenant after that and was freaking out that I wouldn’t be able to do this story. Thanks for the help, because if you bound it on another character like I did, you can receive another copy of it by going to Miyani.
It’s been an issue as long as I can remember, and I’ve been here since before the launch of the original game (the last beta weekend event). It is annoying though and I’d love it to be fixed.
I also miss the old effect. It really felt like an accurate representation of the impact the spell delivered. Now it just looks like a pebble on fire.
I was trying to make a group for the Verdant Brink Treasure Mushroom, and every time someone joined, they immediately left and never came to the spot I was at (which is where the mushroom was). I had to keep putting the group back up and was eventually suppressed from having a description for my group. It would just put it up with no name, which was completely useless.
If the suppression is meant to prevent someone from spam creating some worthless or abusive group, I understand that. I just think it would make sense for a group to automatically leave the LFG system when it fills up, but not when it empties. I found it a bit odd that I was being punished for the strange and unhelpful actions of others that chose to join my group only to leave it nearly instantly.
Clarification: In this case, it was claiming it to be “Chat Suppression” in my chatlog, but I had actually not sent a single message to anyone during the whole ordeal, nor had the people that joined my group, so it wasn’t immediately obvious it wasn’t a bug, but instead tied to creating too many groups.
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At least some of them sound like Yuri Lowenthal to me, which is the voice actor that plays Lord Faren.
I’m fairly certain that Trahearne met your mentor and was there at Claw Island regardless of which order you picked. So Mordremoth could be getting at you directly through Trahearne’s memories and experiences.
Yeah, you can still receive the hero points. It is indeed switched with the Pact Airship Wreckage hero point in the canopy, where the Coztic Itzel point was until yesterday’s patch. Basically their rewards are switched, but if you do them both, you earn both of them for now it seems. We had more info about it in the thread below.
https://forum-en.gw2archive.eu/forum/support/bugs/Pact-Airship-Wreckage-Hero-Challenge/
I’ve looked up threads about this before, and it seems that this bug only relates to Elementalists created before the New Player Experience patch. Basically, the radius that the indicator gives before you use any ground targeted spell is showing incorrectly as a staff elementalist. I was hoping that it would be fixed with the launch of Heart of Thorns, but unfortunately it hasn’t been. The threads I found on it were in the Elementalist forums instead of bug forums so I thought I’d post about it here. I attached some images to show the difference between the indicator radius and actual radius of the number 5 fire skill.
EDIT: I can now confirm that completing the “Pact Airship Wreckage” hero point challenge completes the current map icon for the “Coztic Itzel” hero point in the southwestern part of the map. I wasn’t paying attention to the rewards when I finished the Coztic Itzel one, but since it seems to have filled in the map icon for the Airship one as well, it does seem that indeed the challenges are switched up somehow.
The patch did move the Coztic Itzel from the airship to the new spot in the southwest, so that probably caused it.
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On my 100% world completion character I can confirm that I as well didn’t receive any map completion for Southsun Cove, Silverwastes or Dry Top.
I’ve been having this happen too since HoT launched. I asked around in chat and others mentioned they have as well.
I’m going to try to keep this vague as to avoid spoilers. In the last boss fight, if you die during it, and retry, the boss will start the fighting using all of the abilities he uses up to the phase you died in. So if you died in the 3rd phase, and start over, he begins the fight using abilities from phase 1, 2, and 3.
If you’re in a group, the last phase is also impossible to finish if the group leader is dead. We had to wipe and retry. When we retried, he was using every ability, including sending the minions he does in the final phase. We managed to beat him, but it seemed to have essentially skipped back to the last phase almost instantly, including his health percentage.
No I’m not going to be raiding. Whilst I’m happy for those that are, one of the reasons I was originally looking forward to this game was that it was one of the very few MMORPGs that didn’t have raiding at all. I’ve tried it in various others and I’ve never enjoyed the playstyle or idea of it. I tend to enjoy solo or small group content the most.
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I’m not big on analyzing numbers and synergy for abilities and traits, so I can’t really provide all the information suggested in the original post. I’d refer to others in this thread for that information. However, as this was my first beta weekend, I was excited to try out the Daredevil. I found the new dodge animations very clunky feeling.
Impaling Lotus – Spins so suddenly and immediately drops back into your normal running pose. The angle of the animation looks awkward as it has no ease-in or ease-out animation to connect to your running pose, so that it has a very unnatural start and finish. I think the animation from Dagger Storm, where you’re upright instead of at an angle might work better from an animation easing standpoint.
Dash – Looks pretty good. It was the only one I really don’t have much to say on, since the animation seemed to connect to your run animation decently enough.
Bound – I LOVE the idea of this one, being able to pole-vault into your enemies during a dodge. However, for some reason, when you reach the height of your jump, there’s nearly no animation for coming back down, and then the crater happens moments after you land, not AS you land. It’s not that the animation for coming down is quick, as it should be for anticipation’s (animation term) sake, it just feels like it stops the vaulting animation to immediately give you the run animation back.
I understand that getting these to look fluid whilst also maintaining the timing of the normal dodge would be difficult, but I’d love if they got another pass before launch.
Edit: I just noticed I missed Karl’s post that specifically mentioned the dodge animations being in-progress. I’d like to suggest my post now just be used as feedback to consider for the updates in-progress if needed. Sorry about that.
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Yep, my elementalist I created during the head-start back at launch also has that trait incorrectly displayed with the ground targeting. It really is an odd bug, that it somehow only affects older characters.
I also enjoyed this very much. I’ve love to see the playable race enemies (enemy Sylvari, enemy Human, enemy Norn, enemy Asura, enemy Char) stompable. So that we don’t have to do it constantly, just make their “downed” health pool very low so a few extra shots will kill them if you don’t want to stomp.
This would be neat. Though I’d suggest that only veteran or higher enemies of those races would actually get downed states. It would be a way to make the “harder” enemies seem a bit more unique at the same time as reducing the potential annoyance factor of every mob going into a downed state.
The camera changes are great. I really like the amount of choices we have now. Though I’d like to voice my opinion that I’d still like to have a vertical camera height slider that is independent of the slider that lifts the camera up when you zoom out. Perhaps as two sliders, “Starting Vertical Position” and “Max Zoom Vertical Position”. If that can’t be done though, I’d at least like to have a bit more min/max on the current vertical slider. Overall though, I’m really happy with the additions.
My engineer never had to do the Source of Orr storyline. I think I was roughly at Temple of the Forgotten God or a few steps after when these changes hit, and I wasn’t aware the personal story steps had been changed around.
I also realized that on my warrior which had completed the whole storyline in the first couple of months of release in 2012 or early 2013 also no longer has an entry for Victory or Death at all in her journal, and Temple of the Forgotten God is listed twice. Now I understand that I may never be able to replay the story steps on my engineer, since replaying the personal story wasn’t ever an intended function, but will my journal at least be adjusted to assume that I did those missing missions, and will my journal be repaired on my warrior that had completed the entire personal story prior to these changes?
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I watched the Ready Up show today, and I didn’t see any manual camera height adjustment, only height adjustment for zooming out. Are we getting a vertical camera height slider for when we aren’t zoomed all the way out? The issues I’ve posted about with camera height before that apply to my Norn are most obvious when zoomed in closer, making it difficult to take decent screenshots of my character, since the camera is anchored so high up on them.
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I really hope this happens. To me, Shiro Tagachi is probably the most iconic character of GW1. A good chunk of his abilities would be great for this, and he was basically a kind of a Revenant too, which just makes it all the better.
The real issue to me is that it was changed from what it was. I would refer people to look at the screenshots in my previous post; the camera wasn’t always this high. Now it is harder to see red circles etc. on a Norn now unless you’re at max zoom, which sometimes isn’t easy or possible when you’re in more cluttered interiors, since the camera will collide with walls.
There are Norn like that too. Off hand I can think of the skill-point one outside of the Vigil Keep and the one at the Amber Base in Silverwastes. They are taller than max height.
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That would be a great way to implement the viewing of cutscenes. Much more efficient than having various items to use and NPCs to visit.
I too play at 1920×1080, usually fullscreen, and I am clearly experiencing this issue.
Here are before and after examples. You can see just how much higher the camera seems to sit than it used to. It is now pretty hard to take good screenshots of my Norn characters.
Edit: Added a better comparison picture, taken in a more similar location to the original screenshot, without my helmet on.
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The issue seems to still be there. I really hope this gets fixed.
Yep, I can confirm that it has been like this since the Feature Pack. It is pretty frustrating. I really hope it gets reverted to the old camera height. I too have basically stopped playing my Norn characters. I don’t usually play too zoomed out, so it annoys me quite a bit.
I can see my hero’s feet in the wardrobe/hero panel now, but the camera when playing a Norn in the game world itself is still higher than it used to be.
I’ve experienced both issues as well. My character’s feet are cut off from the bottom of the hero panel, making wardrobe picking for boots fairly hard, and the camera is pivoted unusually high on norn females at least.
Great videos. Was nice to get to watch the fights I haven’t done yet. I feel a bit more prepared now. :P
I find the spawn time annoying. I was on the platforms fighting the boss, when suddenly I was disconnected to the character selection. Logging back in put me into a fresh overflow where the boss wasn’t even spawned. Now I have to wait another 2 hours to fight the boss again, and then hope a disconnect doesn’t happen. Why can’t there at least be a small time window where reconnecting puts you back into the same server you were in?
I was at the part where we were pushing the Ancient Karka into the lair, and we were almost there. I got crashed out, and when I got back in, it was continuously putting me in ones where the whole event chain had ended. This is fairly disappointing. =/