Showing Posts For Korota.4590:

Dynamic Map Control

in Dynamic Events

Posted by: Korota.4590

Korota.4590

If you’re bored of that, you should go to the Straits of Devastation. It’s the exact opposite. Everybody’s running in circles around the Temple of Balthazar chasing after cheap rewards, so every waypoint between Fort Trinity and the Rally Waypoint is contested and basically useless.

Mesmer portals?

in WvW

Posted by: Korota.4590

Korota.4590

Something like this happened to us Maguuma when we were defending Dreaming Bay. Either a mesmer made a portal in behind the wall or they glitched their way through the part of the wall that’s open to the water. It definitely seems to defeat the purpose of basically every element WvW adds to combat if you can just bypass the use of siege to bring down fortifications, so yeah, pretty much an exploit.

Thoughts on WvW class balance?

in WvW

Posted by: Korota.4590

Korota.4590

I lag out and die too fast to know what class violated me in under 10 seconds. The fact that they’re invisible half the time doesn’t help(lol render caps). So yeah, I guess as far as I’m concerned they’re all just as good at killing me as the others. :P

Limits on taking supply from WvWvW camps, towers and keeps?

in Suggestions

Posted by: Korota.4590

Korota.4590

So, this came up earlier this night. People keep immediately draining a tower or keep’s supplies the second a dolyak delivers them. This makes it completely impossible to upgrade things unless they’re so far away from the front line that the upgrades are a waste of money. I think it’d be cool if there were some way to ‘reserve’ some amount of supply specifically for upgrades so that the workers can have something to build with before the zerg devours everything.

I’m not entirely sure how to implement this, though I have a few ideas.

#1: Divide the supply that’s generated or delivered into separate supply stockpiles, maybe making it so that the ‘worker stockpile’ is open for use whenever a fort or keep is under attack, so you don’t completely deny its use when it’s needed.

#2. Make it so Commanders or a Guild officer or leader who’s claimed the stronghold can designate a ‘minimum supply’ amount before people can take it from the stockpile.

#3. Being able to queue upgrades in advance, and let it take a chunk out of what’s delivered or generated to go towards completing the upgrade.

I think #1 is my personal favorite, followed by #3, while #2 honestly seems prone to abuse and hoarding. Also, difficulties would arise if a guild officer or commander wasn’t around to manage the stronghold or if there was a conflict between different commanders or guild members.

stuck on loading after update..

in Account & Technical Support

Posted by: Korota.4590

Korota.4590

I’m also having this problem after the latest update. Just staring at the Timberline Falls loading screen, the map collectible list isn’t coming up, and it’s just… sitting there.

Underwater mobs Invulnerability [merged]

in Bugs: Game, Forum, Website

Posted by: Korota.4590

Korota.4590

I have this happen to me constantly. I think it’s been getting worse, since it used to only happen like once out of every 10 or so enemies, but lately every other fish I try to kill goes invulnerable, spazzes out and wanders back to its spawn point or something, heals to full, and then I hit it two or three times and it does it again. And again. And AGAIN. Even though it’s at the exact spot it wants to be at. I eventually manage to kill them through some unknown combination of pulling and stunlocking, but it’s absolutely infuriating and makes me want to avoid any sort of underwater content where the enemy might be more difficult than a standard mob.