I will say I’ve only read the OP, and this is in response to that.
I am by no means a pro player – in fact I would consider myself above average to good at best depending on my try hard. Last season I had to really bust my behind most games just to be around 60% win rate solo and probably played around 200-250 games. It did suck getting matched against a lot of 3-5 man queues with all yolo on my side, but the worst part was more so playing games on Forefire ending with nobody at 350. That said a high majority of the games were pretty close (I define that as both teams getting to at least 300ish – that is just the way I look at it) with a mistake or two here and there being the difference.
Fast forward to this season; I just started queues this weekend, and right now I’m at around 25-1 win rate thus far and I’ve had 1 maybe 2 games so far that were not blowouts (other team not even getting to 150 a lot of the time). At first I could tell it was just folks not very skilled/experienced and all, but as I’ve kept going I’ve begun to talk to team mates about their win ratio I’m beginning to wonder if there is a bug in the matchmaking system placing the higher MMR players on side (or at least more on one side). I’m seeing the same people on my team at times, and their ratios aren’t much lower than mine while I can still tell the other team is folks that just aren’t what I’m used to facing in ranked.
Obviously, this is benefiting me greatly, but I’ve never won this many games solo queue over almost 30 games (and I know it sounds pompous, but I’ve really not had to try much). It just seems like something odd is going on, and I remember when the old solo queue system came out and it was doing something similar with stacking one side with higher MMR players (and I know their were try hards that synced their queues too adding to the problem).
Just throwing it out there that maybe there is an issue with who is getting put on what team – or maybe it’ll clear up when I get to ruby/diamond. Still sucks for anybody having to wait for a large group of players to move up in order to get decent matches I suspect.
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Then you could buy the legendary wings for like a few gold.
Well, not Legendary, but it’d be putting a ton of ascended backpacks out there which I believe can be salvaged for valuable components.
That would probably have been a better way of implementing it as double grav well, moa, or time warp is pretty lame. However, there were a lot of crazy things added in with HoT that need re-looked at. As long as elite specs give so much then they have to be taken, and are by definition a power creep over the original game. 1 trait line locking out new utilities + new weapon skills + new or improved F1-5 skills / class mechanic(s) = problem.
If you consider guild wars 2 to have too many skills, you haven’t played guild wars 1.
That really has nothing to do with what he/she is trying to discuss in relation to GW2 being an Esport.
However, the OP is correct as that is the reason why Mobas, FPS, and Hearthstone are all really popular with a lot of following and a MMO will never be. You can generally almost always derive when a big play is happening and/or follow along a match. GW2 looks like a mess to me sometimes during a team fight, and can be difficult to see when somebody made or is making a big play (i.e. I didn’t catch exactly what happened but that dude went down) – this coming from somebody with almost 7k games played and over 6k hours. I can only imagine what folks just stopping by on twitch to check out a pro league match must be thinking.
MOBAs have generally 4-6 abilities to follow, a FPS probably even less, and watching a card game couldn’t be more simple. No caster or viewer is going to be able to keep track of 20ish different skills per character to understand what someone is trying to do (before we even get into procs and other passive play).
I just had the same thing happen to me. A 3 man premade + 2 solos on my team (1 diamond, 3 ruby, 1 saph), and a 4 man premade on their side (1 diamond, 3 ruby, 1 emerald). We won 501-325, and I got nothing from yolo queuing.
It’s already bad enough running into more and more pre-made teams halfway through ruby, but to see this happen on top that is very hard to take as a solo queue player. I’ve taken my lumps enough as is – does this really need to happen? I have to admit feeling total deflation after this to just say I’ll try and coast into diamond over the next 3 weeks instead of caring about pushing to legendary.
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I play HoTS on occasion, and the revamped system over there is much better after limiting ranked to just duo queue (it wasn’t like that at release and was miserable). The 20 game placement seems to work pretty well as somebody who doesn’t play mobas much and getting put at 16. My matches there are almost always competitive unless there is a bad draft. All attributed to not having to face above a duo queue…. ever.
This grind it out division system with mmr not reset, and everybody starting at the same point trying to go up is just not going to work or be a successful/healthy environment for keeping players playing (or growing the community). Just wait til folks start chasing achievements on classes they barely play – that is just going to further compound the negative experience. Not good.
It is time for Anet to stop trying to be cute by re-inventing the wheel. Just go with a known system that works. It’ll be okay that it won’t be your own system that you tried to think up. Most of us just want a decent solo/duo queue experience option again that we used to have, and it sounds like that would include some top players/streamers.
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I just want to echo what others have said here. The changes are not good at all; especially so many people asking in gchat why they aren’t getting any rewards even after waiting around the extra 20 minutes for the rush timer to completely finish.
Review after a couple hours of usage:
I’ve been using it since it came out, and as someone who was having major crash issues on the Hot maps it seems to have improved stability thus far. After participating in both a full start to finish VB and AB meta map I did not crash, and had less stutter which sometimes would prelude an incoming crash. My RAM usage is up from about 2-2.5 GB to upwards of 3.5-4 GB; which is a good thing if that was the limitation causing the crashes.
So, my overall feedback so far is positive. I haven’t noticed any hiccups with graphics, stability, loading, sound, etc. Nicely done for an initial release!
The game is just using way more memory (at least twice as much from what I remember) than it did before the expansion patch; whether that be in old Tyria or the Maguuma Jungle maps. With us being stuck on a 32-bit client I just keep fiddling with settings which seems to lessen their frequency to an extent.
However, to go from having a crash every 2-3 months to having one or more daily is plenty frustrating. Especially since it’s always in PVE, and during events which boot you, and then you come back to an empty map unable to get back where you were.
I’ve found that fresh air burst ele just isn’t as good as it once was (sigil nerfs, traits moved around in air line, burst not buffed the same as some other builds). It can still kill people, and is fun to play, but compared to what it was versus the rest of the popular builds it has lost a bit of effectiveness. 1v1 situations can be rough against certain builds; especially the sword/torch, P/U, confounding suggestions mesmer. They are already ranged with a lot of defenses and more burst than you’ll have on even lower cooldowns.
I find my best matchups are against anything I can kite around for at least small parts of the fight. Otherwise, you may have a rough time if the player is decent.
Trapper runes sound like a potential nightmare for the new gamemode, and then there is the dueling server trolls incoming hard. Good luck with that one admins.
Should have clarified my router is the modem supplied by TWC – an Arris brand. Otherwise, it will vary by brand on which method to use as mentioned. However, it is not all that difficult (usually) to find the DNS fields, but if you are having trouble then post here and I’m sure somebody can help walk you through. I would say to use google, but I know that was one of the issues.
Part of the issue might stem from the fact that they (annoyingly) removed all the nodes around the first few hearts of the newbie areas when they did the New Player Experience (at least it was this way, I don’t know if they reverted it back). I noticed this big time when I went to do my gathering daily one time, ran out from The Grove and couldn’t find a darn node until I got towards the middle of the map in Caledon.
So, if you are looking to farm copper then start in the areas of the maps with the higher level mobs (7ish+).
I was having the same issue with TWC in Ohio as well. I believe it to be a DNS problem. You can fix the issue by logging into your router, go into LAN settings, and check the box labeled Enable DNS Override. Then put in Google DNS servers: 8.8.8.8 and/or 8.8.4.4 for the Primary and Secondary. If you need IPv6 use: 2001:4860:4860::8888 & 2001:4860:4860::8844. You can leave the third one blank for now.
It seems to have cleared up all my intermittent problems thus far.
I don’t see how this can happen without some type of stat creep you get like all other raids I’ve done in previous games. Most of the time what was tough got easier because not only were the mechanics more familiar, but everybody’s gear improved and kept improving. Thus, the fights got easier, and even to a point where mechanics can be ignored. Since our gear won’t be improving it would have to come from another power creep patch making all the classes more powerful and the fights dumbed down (see Silverwastes). You would think that would be a long ways after HoT release if it does come to be.
Also, if you’ve done the first fight you’d know it’ll never come down to a simple stack and tank strategy. I.E. you’ll never be able to ignore the blue circle or afford folks getting displaced over and over which leads to lost dps. Maybe somebody will come up with a way to bring the split mobs in phase 2 all together and cleave them down, but even then I think that will always be way harder.
Whether the rest of the bosses in each wing will have mechanics that eventually lead to just going in and doing it remains to be seen.
I think we will be more of a support, but im just guessing at this point. I say this for the reason that phantasms just die way to easy to any aoe, which will probably be a huge factor in raids. However, there may be some fights where a band of duelists may be safe to fire most of the fight and provide great sustain.
My guess? Support most of the time, with some fights being dps, but only when you can reliably have your phantasms active.
The NPC’s in the raid do not do any damage to player pets, so you can fully utilize clones for shattering. At least this was the information I was getting from the Mesmer in my group, and when I tested out using my Golem Elite on Necro I could confirm he did not die (standing right on top of the boss’ cleave) unless I went down.
Lastly, I have to say my favorite thing about the whole fight was learning the NPC’s inside the raid instance do no damage at all to player pets (meaning they also can’t tank anything for any amount of time); whether that be Mesmer Clones, Necro pets, engi turrets, etc. That’d be great if that carried over to fractals/dungeons or at least all legendary mobs in the game. Thats a wonderful change especially for Mesmer and Ranger players. Kudos to Anet!
A bug? My stupid pet was dying all the time.
Hmm, my Flesh Golem never died (or took damage) until I did, and I was hearing from the Mesmer in my group his clones were never being hit, so he could utilize shatters properly with the Chronomancer trait. It could be buggy as I was only in there for about 10ish attempts.
One thing I really like about the UI so far was it flashing for a player on low health; it got my attention easily to see when a player was about to go down. I would just click on their square and call target for everybody to rez. Ready check and squad wide messaging a nice addition as well.
Just re-post what I had in the beta thread that got locked as we seemed to share some similar thoughts:
I got to finally run this with a pug this morning getting the boss down to around 25%. The fight is very well designed and will place emphasis on contribution from all 10 squad members. You don’t have time to keep rezzing ppl let alone allow defeated to occur. Standing in the blue circle and skills to quickly interrupt break bars is a must, can’t waste time on members getting teleported and losing dps, and you need proper splits for phase 2. I think that at least for this boss it will be pugged regularly at some point not long after release once enough folks have seen the fight.
Something that seemed buggy about the fight was phase 2 when the boss would split – for some reason the blue guy wanted to randomly run over to the green guy with no apparent pattern as to why even when he was getting full dps and nobody died or ran over that way. This probably only happened twice out of ten attempts, but seemed odd.
Lastly, I have to say my favorite thing about the whole fight was learning the NPC’s inside the raid instance do no damage at all to player pets (meaning they also can’t tank anything for any amount of time); whether that be Mesmer Clones, Necro pets, engi turrets, etc. That’d be great if that carried over to fractals/dungeons or at least all legendary mobs in the game. Thats a wonderful change especially for Mesmer and Ranger players. Kudos to Anet!
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I got to finally run this with a pug this morning getting the boss down to around 25%. The fight is very well designed and will place emphasis on contribution from all 10 squad members. You don’t have time to keep rezzing ppl let alone allow defeated to occur. Standing in the blue circle and skills to quickly interrupt break bars is a must, can’t waste time on members getting teleported and losing dps, and you need proper splits for phase 2. I think that at least for this boss it will be pugged regularly at some point not long after release once enough folks have seen the fight.
Something that seemed buggy about the fight was phase 2 when the boss would split – for some reason the blue guy wanted to randomly run over to the green guy with no apparent pattern as to why even when he was getting full dps and nobody died or ran over that way. This probably only happened twice out of ten attempts, but seemed odd.
Lastly, I have to say my favorite thing about the whole fight was learning the NPC’s inside the raid instance do no damage at all to player pets (meaning they also can’t tank anything for any amount of time); whether that be Mesmer Clones, Necro pets, engi turrets, etc. That’d be great if that carried over to fractals/dungeons or at least all legendary mobs in the game. Thats a wonderful change especially for Mesmer and Ranger players. Kudos to Anet!
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If what the Devs say is true then the raids will be relevant from the time HoT launches til it shuts down with no further power to be gained. They will provide the same challenge and opportunity to beat the bosses and collect the rewards. So, you may not be able to get all the rewards like some others, but those players will be getting nothing that makes their character more powerful than you can already do so right now at this very minute by never stepping into a raid.
If everything going forward is just cosmetics, minis, titles, guild hall trophies, and other fluff then it’s hardly fragmenting the playerbase vs the way other end games operate by having endless gear treadmills. Why would one need to quit the game over something you don’t have to do, doesn’t make your character any more powerful, and you can do at any point going forward in the future with no rush other than the phantom urgency you place on yourself to get it done at the same pace as everybody else (provided you purchase the expansion)?
Maybe you can only kill the first boss this year, because you don’t have time, need to get better, need to find a guild, etc. etc, whatever the issue may be. So, you say I’ll come back to this later and give it a go under better circumstances. It might be 2 years later, but you can do so and face the same challenge and collect the same rewards that aren’t outdated.
As others have said the Gyros are really bad – no two ways about it. They run away from you, too slow, die too easily, function gyro taking its sweet time to do the defining class mechanic, or you name it (why does one of the belt skills randomly have just poison when nothing about scrapper says condi damage???). They should have been designed and balanced around behaving as signets instead of giving another round of AI to a class that already had them.
The major talents to me seems pretty good with potential particularly in PvP. This does not include the function gyro which would technically be a trait, or the +stun minor trait (why only stun?).
The hammer is hit and miss:
- The AA chain could possibly be sped up
- The #2 seems decent enough
- Again needs sped and cleaned up as it takes too long to complete, and sometimes acts wonky getting stuck or randomly going the wrong way to get to a target (hard to land all the potential damage even on AI).
- Needs cleaned up to match the block with the firing of the skill, and decided how much of a radius it should block.
- #5 seems fair enough for being ranged on a melee weapon
Just have to stress again the opening statement of just how bad the Gyros are. I would beg as many have to think about possibly scrapping (yeah, terrible pun) them all together and bringing the skills over as unique signets that still retain the drone graphics, and balanced that way. Probably too late for that (just think if this was in April like Chronomancer :P), but it would be much less of a headache for you going forward. Think about all the AI skills in the game, and ask who is truly happy with them from a general P.O.V.
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Dulfy’s summarized notes:
Squad UI:
- Pics: http://imgur.com/a/HkTGx
- Commanders can set squad or raids from the UI (Raids will be talked tomorrow by Crystal Reid)
- Ready check for squad
- Squad can be set to open join, closed squad, invite only
- You can see squad member’s supplies
- You can see up to 50 squad members.
- Profession icons will be shown
- Squad member HP bars will be shown (green) or greyed out if they are far away.
- Can also create sub-squads and see sub-squad’s total supply.
- Commanders can broadcast messages to the entire squad or a subsquad
- Squad UI will be able to be played on beta weekend 3.
WvW Castle Improvements:
- These are unique to Eternal Battlegrounds – Stonemist
- Cloaking Waters – Spawn a fountain that you can walk in to gain a 2 minute buff that make you invisible. You can go anywhere on the map with this. There is a 2 minute debuff that prevent you from getting it again immediately.
- Airship Defense – Bombard both inside and outside the castle. Will do 4 rounds around the castle. The bombardment deals around 10k damage and also deal knockdown.
- You need to hold the castle for at least 2 hrs. It is on the final tier of the castle tactic improvements Has a long cooldown
http://i.imgur.com/e69bdCx.jpg
Should be up on twitch in the next few minutes: http://www.twitch.tv/guildwars2
Hopefully it’ll be closer to what we expected when we only got different tag colors a while back. Perhaps even private tags for guilds/groups, ability to see multiple groups (at least 2), etc. etc.
Bulwark Gyro has a decent pool of health and low defense. If you and several allies are taking heavy AoE then it is going to die quickly; that is the situation where it should die quickly. This is a skill that has the potential to be very strong. I’ll be watching feedback closely, but I am holding off on any changes for now until you’ve have had the chance to play with it.
I’m still trying to understand the point of this skill when we already have it in-game with Mesmer’s Phantasmal Defender – which has no real utility in current medium/large group PvP/PvE. Sure, it makes for a nice small scale/solo build, but to be honest I think we have enough ways to build troll/tanky 1v1/2v2 builds, and I don’t see the need for anymore help getting around solo in PvE, as Engi has plenty in it’s current kit to do that with variety.
While the toolbelt function will be great, it just seems like a wasted utility slot potential over the rest. The Gyro is just gonna blow up in any 3v3 – 5v5 fight in Conquest/Stronghold (we realize this game is loaded with cleave by now, yes?), probably in one boss cleave fighting in PvE (doesn’t seem to change much with the champions in Verdant Brink), and have no chance of useful impact in medium/large scale WvW.
In my opinion the most if not only useful aspect of the skill in group situations would be the reflect, and even then I’d probably rather just take Elixir U for it’s 12 second duration + stun break + quickness.
Yeah, but everything you gain or lose on a beta character is not saved to your main account. Those six 1 AP’s are probably just for testing out as part of making sure they unlock/reward properly in the new zone.
Welcome to every game ever that does expansions.
No kidding. I find it very odd and weird the OP is so bent over this. It was obviously going to be the biggest announced feature of the xpac. Why wouldn’t it be locked behind buying it? Also, being able to do raids will not put players on different tiers of power (unlike lets say WoW with every content patch let alone an entire xpac). Legendary gear won’t be better in stats than ascended gear which core players will have access to – just unique skins and probably the ability to change stats similar to weapons.
Also, I’m sure raiders may get unique titles, AP, etc., but will still not un-level the playing field if I were decked out in all the new gear and went to do Teq, fractals, dungeons, WvW, etc. with a core only player decked out in all Ascended.
I have to admit that today it finally got to me with the amount of folks using this trait. It’s already harder to dodge the skill with a velocity change (basically hits you right as you see the red circles). I might just have to find something else to do until they can figure out how to fix their untested patch.
Shatter CAN 1 shot btw with the new 30% buff on targets not using a skill. You can very easily hit 15k+ with procs on squishy targets (vuln stacks can hurt)… and do so coming out of elongated stealth if you run Shatter/PU. I have had it happen to me, and have done it to others.
That was the first thing I thought when I saw it. It has an equip button on the UI. So, here is to hoping!
The power creep is going to be a bit of a drastic increase tomorrow. I was just playing around with builds for Shatter Mesmer, Fresh Air Ele, D/P Thief, Medi Guard, and Power Necro….. and holy crap. I really want to see a Sw/T Shatter Mesmer with P/U (now 100% stealth increase and persona being made baseline) for the laughs – even if it isn’t the best build.
Hopefully they are ready to do a quick balance pass indeed as there will be things that are clearly op with so many changes going in at once.
The fire field on Revenant Mace #2 skill still clips through uneven terrain unlike it’s similar skill on the Dwarf Stance, Inspiring Reinforcement, which seems to work fine. This was present in the previous beta as well. Sometimes you’ll get as little as 1/4 of the field’s intended size to show up.
Fall Damage Traits should become part as like many other passive effects of this Game of the Mastery System, so that these thigns don’t waste potential space for better and more combat related useful Specializations.
I also think Anet should increase the amount of choices for Specializations from 3 to 4 Specializations per tier to give as a bit more build variety and choice options.
Anet removes a ton of old traits, only because they think they are useless, when it would be alot better to merge those old removed effects with other traits, instead of simply removing for each class a heck load of old traits where they seem to think they have no place for these anymore in the new system.
That there is always place to merge rather the removed traits into others have i already shown in my dicussion thread where I talked about so far the new specializations of the Elementalist and Thief and made at the end suggestions, how the specializations could work better and how alot of the removed stuff should get merged, so that their effects don’t get simply lost forever, because especially under the thief has Anet recklessly butchered around, without thinking about it, what they destroy all there with their Initiative System and DPS of the Class….
This is also the reason, why I always suggested to anet to SPLIT up the Trait System into somethign like Traits, Talents and Expertises, because this way it would allow Anet to handle active gameplay changing elements of a class differently, than all of those passively and visual effects, because with such a split up, each thing would work then as an own different category, so that something like a Fall Damage trait would work then as a passive learned Talent instead of beign an active gameplay changing Trait.
That was, before Anet announced the Mastery System, which would7could work basically now the same, to move certain passive gameplay elements out of the game and put them over into the Mastery System, so that alot of old unnecessary stuff could be then removed from the game.
Example: Damage vs. 1 single enemy type sigils… 99% mostly useless and just a waste of a sigil slot, would anet make out of these sigils a passive Mastery Effect, which increases your damage agaisnt specific enemy types so more you kill them (slayer ranks increase), then could Anet removed directly a ton of obsolete worthless sigils out of the game and maybe replace them with better more general useful new sigils, if anet jiust wants to keep the amount of different sigils in the game.
Fall Damage reduction could become part of a Movement Mastery.
Like also stuff like faster swimming, hang gliding, mushroom jumping, mounting, climbing, better jumping and general improved doge moves ect. pp.
The mastery system would open up so much potential for more horizontal character progression, if just used right.
That is the first thing I thought when I saw the title of the thread; just remove them from the trait system, and place them into the new mastery system for Tyria (or wherever the old world stuff is going).
Question for Anet will be then: if you had an invite from the stress test will that account be flagged still for this next beta round or not? I can still see my beta character, but just wondering if I need to try and spend extra time in the new maps or not.
That has been the nature of a lot of MMOs for expansions. Most of us that have been around will go along with this with ease (patiently); others will freak out right away without even having been able to see it live in action for a period of time. I have a lot of favorite builds for different classes as I’m sure many do, but if it gives more build diversity it’ll be worth it. Whether it’s balanced or not that will be a wait and see process all the way from betas to the xpac being live for a couple weeks.
Specialization information incoming:
The change to getting stats away from being tied to traits is a huge (and welcome) change alone.
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I would really like to see something added to get the bare minimum for the expansion (traits, runes, amulet, armor, sigils, and weapons), and just have the ingame UI noted as being in BETA like the LFG tool was. Then you can get around to the nice but not necessary stuff at later feature packs. It can be as simple and ugly as need be as long as it works.
You may also want to check out Southsun maps during the Karka Queen event in a couple hours (if you can) as that is the other time I’ve noticed skill lag spikes since the stability patch. Albeit, it’s not causing the event to fail by any stretch, and it’s a lot worse in WvW 20+ fights. I just stopped playing on reset the last 2 weeks.
Also, thanks for looking into it! Hopefully there can be resolution in the near future.
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I am wondering how anybody knows how OP Rev is going to be based on:
- We don’t know what all of the Rev skills/traits are yet; nor were we able to use them to test out potential builds.
- We weren’t able to customize our gear stats (all celest shows nothing as I think had 1,370 ish power)
- We don’t know any of the class specializations (Rev included) or any the traits that are getting re-worked.
- Same thing for runes, sigils, foods, and any new stat combos they may add for armor/weapons/accessories.
- We couldn’t do any PvP/WvW.
- Finally, based on all the above: we haven’t been able to make coordinated groups to see how well the class plays out in that dynamic. Whether that be PvE, sPvP, or WvW.
I am just hoping the people creating these “This is OP” threads aren’t the ones getting into all the betas. You need to be able to apply critical thinking to see the whole picture, and then make your argument. Guess what? The picture hasn’t been fully painted yet!
The reason why we said it’s OP is because with just a 25% completion class with wrong stats and gear, we’re already able to feel the strength of the class already. When it becomes a full class with all the tools and right traits/ gears, how much stronger could it be?
People who criticize about Revenant’s low dps may find out a significant difference when they trait to full zerker, and people who can already stack condition like crazy will find it more deadly when combine with correct gears.
The thing is you are again comparing it to a demo that was (as mentioned) dumbed down for people who have never played that game be able to enjoy at PAX. Also, we have no idea what else is changing for other classes, or what the group content will look like, etc. Everything anybody can make an argument for at the moment is based on assumption with too little data. You really can’t see that?
I am wondering how anybody knows how OP Rev is going to be based on:
- We don’t know what all of the Rev skills/traits are yet; nor were we able to use them to test out potential builds.
- We weren’t able to customize our gear stats (all celest shows nothing as I think had 1,370 ish power)
- We don’t know any of the class specializations (Rev included) or any the traits that are getting re-worked.
- Same thing for runes, sigils, foods, and any new stat combos they may add for armor/weapons/accessories.
- We couldn’t do any PvP/WvW.
- Finally, based on all the above: we haven’t been able to make coordinated groups to see how well the class plays out in that dynamic. Whether that be PvE, sPvP, or WvW.
I am just hoping the people creating these “This is OP” threads aren’t the ones getting into all the betas. You need to be able to apply critical thinking to see the whole picture, and then make your argument. Guess what? The picture hasn’t been fully painted yet!
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Perhaps the title of the thread needs to be edited to, “Can we get an appropriate response about the Lag?”. These copy/paste Tier 1 Help Desk responses are getting to be so zzzzzzzzz. Anet, you guys have to have employees that are experiencing what we have been seeing in WvW since the stability patch, and even seen on some PvE maps such as Southsun during KQ. I believe it’s going on in PvP as well.
If it’s not on your end you must have the worst luck in the world as a company from a lot of different service providers.
Hopefully it’s something they are testing out to see if they can at least implement the change for Champion/Legendary NPC’s only, and make them exclusive to PvE/dungeon/fractal maps as there is no need for more potential lag in WvW.
Two things I took away from the short time I was actually playing:
1). Searing Flames (Rev Mace #2) has a lot of issues with terrain cutting the fire field off. Not only does the animation get cut off, but the field itself will not do damage, and you can not create a blast finisher where you normally should if it were on even terrain. You’ll essentially create 1/2 – 3/4 of the intended field size. The issue seems to be mostly where the terrain goes up or downhill (even slightly).
2). The Wyvern fight was fun, but I would think missing out on the break bar would be more punishing. His/Her flight with fire breath that follows a failed stun seems pretty easy to avoid as it is, and overall seems to be hardly any threat during the entirety of the fight. It could have been issues with scaling, and/or the fact that Revenant’s seem pretty built to handle that encounter well (tons of stab, elite reducing party damage, resistance boons, etc.), but seemed very easy to beat.
Though, I am also aware it was stated that it was intended to be introductory for newer players, so that could just be the way it needs to be, but I would at least consider making it more punishing when missing out on the stun.
(edited by Kuju.2153)
The one thing you guys really need to finally get sorted out for the expansion is your communication across the forum for critical support issues. Four hours with not even a single peep is kind of embarrassing is it not? There are certain companies out there working with certain titles that this would be unheard of. As far as we know you are not even aware, and won’t be til folks start showing up to the office on the west coast.
It’s not even the fact that it’s down at this point in all seriousness…. it’s the lack of communication these forums receive when it comes to any play-ability issues; there just seems to be a huge delay in even getting the attention at times for just a “hey we are aware” response. Just look at the lag that was happening on reset and even after… no word at all.
The game is good, but you can do better.
Don’t forget Revenants will also be getting a specialization in the same manner the existing ones will. So, it may very well involve the ability to weapon swap in the specialization as it seems that it may be changing up the class mechanic on at least some of (if not all) the professions.
Anything that actually looks like a hammer for starters. Some are just terribly flat and/or do not look like they’d have enough weight at the top to do damage (The Juggernaut is just terrible… it’s a staff!). Magmaton, Entropy, Genesis, Aetherized are probably my favoirte. Henbane would have been really nice if the top had a little more size to it. The Ascended skins are ok generally too.
Not showing up for me either. Perhaps the achievement is in just finding the mote now? Had to same issue with Meeting the Asura and got lucky after attempting over 15 times.
I have all 8 classes at 80 right now. None of which are human, so I’m definitely leaning heavily towards human. Now just to decide whether male or female.