Somewhat of a Necro since this was the first that came up when googling for it.
This bug is still very much alive, npc going invisible and loading taking ages are a mutual consistency in this bug, it seems to happen also only when the server is under a lot of stress (aka primetime blobs).
Gw2 so competitive and esports it’s the only esport game i can name that punishes sharp position/timing play cause the mechanics bug out duo client sided position forwarding to server.
Guess that’s why there’s so much powercreep to hide the underlying core issue’s that have been here since the start.
It’s a shame they didn’t learn much from gw1 in that sense.
Powercreep = powercreep, 30 extra stats = 30 extra stats, if you think only one mode should allow you to aquire this or only if you have the expension then you’re already lost.
Still odd how this playerbase cries when someone can buy a legendary skin with real money, yet is cool with powercreep and uneven playing grounds.
You are correct, it seems by ’’fixing’’ the possible double proc on the field, they actually turned it into a worse bug where the field won’t proc anymore at all if not procced pretty much instant after cast, so yes saving the water field for later use is not possible right now.
Worry not though this is to be expected from Anet when they ’’fix’’ bugs and with some luck it will be ’’fixed’’ in the next 3 months.
Guess that means the guildhalls will be stuck with pve rules then ^^
Retal damage there is still of pve level aswell right?
Ironicly the opposite of DmG’s comment is true, the servers that mainly had roamers and small groups recapping/skirmishing over objectives and guilds detiering and coming to defense calls, have pretty much stopped and the pure ppt karmatrainers now have risen rather then the so called ’’monoblob’’ servers.
New upgrade system. lack of +5 claiming acces for solo/small groups, distance traveled, have all had more impact on the ppt then ‘’ monoblobs’’.
Then we have guilds that also stopped bothering cause the so called ktrains either move after 1 wipe, or disband and return till said guilds log off again, which leaves the ktrain servers to rise rather then those ‘’ monoblob ’’.
It’s pretty simple offpeak hasn’t increased but the new borders and the new upgrade system have killed the balance of playstyles thus keeping scores closer.
In other words servers that have the bigger karmatrain activity will quickly rise in ppt cause the other servers that used to have roamers and small groups on borders flipping things to keep this in check now don’t bother at all anymore.
The reason for this is mainly how the game functions now with removal of simple things like +5 buffs that small groups/solo-ers had acces too on top of losing quickly build siege like guildcata’s and most of all having to deal with passive upgrades which makes the timeframe a group has to break in before having to deal with siege huggers or overwhelming numbers simply not worth the effort anymore.
Nor will people get the desired small scale fights anymore because of it, and thus everyone flocks to eb, which in term leads to bigger gaps in ppt difference where the servers that still have the strong ktrain mentality will simply increase the gap more then they used to.
Projectiles are currently a mess anyway in HoT, things obstruct a lot more for no reason specially on lord npc’s, yet at the same time projectiles can partly hit through walls and portals, just another feature in the long list of features.
Info was set normally as email, it just asked me to verify the mail, however no email confirmation or so was send like you have to do when your ip changes and you have to confirm it.
I did do some more checking and did find some malware with the online scan of nod32, so changed pass to be sure.
I never had to verify my email before on launcher, i’ve had to verify ip changes before in the past though.
However now i wonder if this is a thing that Anet has in their system so it requires us to confirm this after some time or that it perhaps is related to something more troublesome like Malware.
If anyone has some further info on this, and if it is the latter any possible solutions?
I run nod32 and malwarebytes myself and neither have found anything suspicious.
Didn’t savage leap already bypass this anyway?
Also what are the odds they include skills like lightning reflexes, burning retreat, withdraw and such >_>
i have a hunch that some stuff will be overlooked again, like dashes from Norn elite etc.
Is Anet going overboard a bit with all the new hot stuff when it comes to ranged projectiles absording/blocking/reflecting?
I know many have cried about pew pew, but at this rate only gs mes is left to actually damage people from range in HoT ^^
Posted by: LionZero.3479
What Belzebu pointed is what i mean indeed, this would make Ascended gear for let’s say armor have a bigger impact then it has now and i’m not sure wether that is a good idea or not ^^
for the upcoming specilalist:
-Let us salvage our runes/sigils of wvwvw gear
-revamp claim system (people with buffs instaclaim, no buff claim is gone)
Posted by: LionZero.3479
As the title says, does this also mean that the stat difference between exotic and ascended becomes bigger since they overhaul a big part to gear?
This bug has been around since beta, but as said happens on leaps that go upward aswell more often these days, funniest part is when in wvwvw for instance you use swoop and the second part that is uplifting roots you despite being an evade frame.
Cause you know wvwvw = serverlagg = skills connecting when they shouldn’t be able to connect, cause the servers is out of sync with positioning cause of client sided position forwarding on servers ^^
And in wvwvw the other half will pull people 1200 range back after being out of range when the channel is started before they leap/port away ^^
kinda like the 2k+ pew pew shots but then 1500+ range engi pulls pulling 1200 range back ^^
Client sided position forwarding makes for plenty gw2 magic, but at the same time allows for less lagg with the numbers wvwvw can field, a trade-off based for money ^^
(edited by LionZero.3479)
It’s not just dodge, it’s also skills like swoop second uplifting evade part (which is a pain if an immobilise hits you there in the evade frame and causes mid air immo lockdown ^^). lightning reflexes, withdraw and probably many more.
Though i take it this problem is even more apparent in wvwvw where servers have an even harder time keeping up with positional info.
As with many bugs in this game, it’s quite likely a byproduct of the client sided positioning forwarding to servers where the server decides you’re still in an older position the moment the skill got released.
You saying people got them? Didn’t get any yet even though i got the finishers on release, i don’t rly care for it but if they promote it they should hand it out ^^
Gw2 and mechanicall inconsistencies go hand in hand especially with stressed servers and client sided postion forwarding.
Will we ever get a game where skill behavior is not russian roulette (yes exaggerating but this is a rant topic if it bugs out 1 out of 10 times it’s still to much).
The sheer amount of times that; leaps, ports, channels, cc missbehave is rather ridiculious and absurd to say the least.
So let’s list some of these amazing features that go hand in hand with the current system, and feel free to add more of these anomlies to the list that i currently miss out on.
-The lovely dodge in place after a port feature.
-The lovely midair immobilise lockdown that is here since beta.
-The beautifull porting/leaping distance cuts/cancels (not by cc but by server)
-The awesome targetting bugging out, heck at times even losing the target fire connection while still having the target up but having to retarget to actually connect again.
-Beautifull skills bypassing their 15% handicap range such as having 2k range rapid fires and 2k range engi pulls (although only pulling 1200 range back of the 2k) cause once again by the beautifull system of client sided position forwarding on stressed servers.
-The amazing input delays and at times even input ignores.
-Skills like lightning reflexes and withdraw dodging forward after a quick turn cause the server still thinks you face the other way.
-Getting hit by skills you dodged but still take the cc effect from but not the actual damage, mes sword port immobilise and hammer f1 war come to mind.
-Ofcourse our random obstruct bug and out of sync ghosting can’t be left out either. (out of syncing happening a great deal on vapor form ele’s and swiftness dolyaks)
-And the great i pushed you off a cliff only to see the server place you on the edge again as bonus feature mention.
And while i’m sure this list is much longer these currently spring to mind, and then we haven’t even mentioned the actual bugs that are bugged by coding and not by client sided behavior affecting the skill mechanics.
Neither will i list any of those related to gameplay but i will list a few known regarding to siege.
-Breakout siege is still a mystery when it comes to which wvwvw skills effect it and which don’t, when for instance looking at the ram the cd reduction applies but the rest doesn’t work.
-Then when we focus on the ram a bit more using our third skill to push people of repairing for instance, has a pretty big chance to go numb when put in que after a normal ram attack, thus leaving the ram useless for 3 turns till it works again.
-The mortar skill 5 can be used by holding down the turning and aiming where you want it to land without having to actually turn it in place (which is a good thing for usablity, but a bug nevertheless in this format and should perhaps just work like this instead)
-Balista speed on bolt adding a lower angle making the extra distance you gain later on useless in some situations, why do we have to sacrifice angle for speed? and if we do why is this not mentioned in the upgrade.
-Radius animation of canons often doesn’t reflect their proper effect radius, this is specially noticed on bumpy terrain, and to be fair not only related to canons but also to plenty other skills (line of warding comes to mind, takes effect half-1step from actual animation)
-Wouldn’t really call this a bug but i’ll mention it as bonus aswell, treb shots are supposed to be unblockable but obviously cata bubbles can absord it wether intended or not it should be reworded proper to reflect which of these is true.
Anyway guess i’m done ranting for now, wether people read it or not likely won’t matter as none of the issue’s related to server sided position forwarding on stressed servers will ever be adressed, since gw2 model focusses on numbers rather then stability which is obvious from an income point of view but sad for those who would like gw2 to grow in terms of potentional and for that it first has to be polished.
‘’ Players purchasing the winning region’s finisher before the finals will receive three Celebration Boosters after the event. ’’
Escape obviously isn’t an option as it locks you down in movement aswell, the second option given seems worth a try, however this doesn’t excuse the fact there isn’t a simple detarget button bind.
→ setting a key to lock auto target works pretty well, saves some annoyance still silly they have no proper bind for this.
(edited by LionZero.3479)
This is mostly a wvwvw annoyane of mine, as often clicking the ground below you to detarget is not read as input by the stressed servers or because of the camera angles you’re in everywhere you aim for a detarget click its a random critter taking half your screen.
This means losing a lot of precious time you don’t always have to reposition with a leap or so cause the game refuses to detarget or give a proper option for it.
Thus the Wtb Detarget button.
Pff i’d say client sided position forwarding is still deadlier then stairs, expecially under heavy server stress, all those deads claimed by skill behavior anomly far outweight dead by stairs ^^!
I feel that gw2 has a plethora of bugs related to client sided information deciding movement information of a characters position on the server.
I know that this model excists to allow more people on a map without the server enduring more lagg, but at the same time i wonder if gw2 is capable of still being smooth and playable if the server was the one deciding the position directly.
Currently it feels a lot of bugs, mostly those related to skills exceeding distance, magicall obstructs, ports and leaps bugging and targetting being edgy @ times all excist mainly cause of the current positioning model, i for one would love a smoother, more consistent gameplay environment if the possibility is there.
For a topic not being a MU topic you sure seem to derail it yourself off-topic into a MU topic:
‘’ Good luck fsp on becoming SFR 2.0 (ppl start stacking on fsp, they want you!) ’’
Which is an ironic statement from a Gandara (previous UW) player that had the mass influx during the seasons not so long ago.
Seems to me this topic is derailing to a MU topic with some kitten ego’s doing stupid stuff on both sides, and we all get tired of some individuels making bad names for otherwise good servers, time to remove this kitten!
Sadly those ‘’ must have hitted x or y ’’ do not apply in the situations i refer too, as the ones i refer to have witnessed where extreemly clear with no npc in range outside of the yak or siege mentioned over a fair period of time to make it even more unlikely to rally from something else (and if the person rally’s from an xp event you can notice this easy on the full hp return).
Shame i don’t record i guess, it would create a long list of anomaly behavior.
As far as i know rallying off Siege is fairly consistent but sometimes doesn’t work but rallying of dolyaks however pretty much never works yet i’ve also witnessed people rally of those.
So what’s the deal with this inconsistency are dolyaks and siege supposed to rally people or not and why is it inconsistent in performance.
Is Siege rallying capped @ 5 people rallying of it? is it based on how much damage one did?
Are Dolyaks that deliver supply supposed to rally? (seen it rally people, when normally it doesn’t) or are only Dolyaks that are fighting back in a camp supposed to allow a rally?
Heck could it be that only some camps are coded so that only the dolyaks there can rally?
Any dev willing to shed some light on the inconsitency of this rally mechanic here and create some clearity to prevent this ‘’ confusion ’’ cause we obviously don’t want to confuse players ^.~
Can it be something with 250 bloodstone bricks, empyreal stars and dragonite ingots + something else! >_>
It will impact the score fairly significant with these numbers and that could also lead to (bot)hubs clubbing other accounts to manipulate scores, whenever there’s something on the line.
Pew pew ranger is annoying for some i guess but still pretty much obsolete in the scale of zerging where 20+ gaurds in a group of 50 would sneeze over a group of 50 with 20+ pew pew rangers ^^
Nah nothing to do with stacking of stealth bonusses, dunno how you got to that conclusion out of that ^^
I simply want a mechanic to be consistent in terms of skill behavior, as for not seeing it in spvp true enough but i doubt you see people using sick em or goggles there either and decoy was still properly adjusted aswell ^^
Is not affected by revealed and bypasses the reveal mechanic from Sick Em and Goggles.
Since decoy from mesmers has been changed aswell to reflect that these skills where ment to hardcounter stealth it seems no more then appropiate that this stealth skill is also changed to standardise the effects of this mechanic.
Afterall we don’t want to confuse new players by having different effects basec on the same mechanic.
That’s gw2 for ya, quanity over quality → client sided movement means more people on map but also allows for tons of anomalies in skill behavior especially with anything movement related, on top of that gw2 client sided movement also appearently means easier ’’hacking’’.
Ah ty, that does seem to answer the heart question indeed where i thought it was 303 to start with ^^
Still wonder though if other people can search and preview mini’s like the mystical dragon and kasmeer in the hero miniature tab still though as for me these won’t show anymore in that list.
I recently noticed some out of place stuff and wondered if other people had similiar anomaly’s.
1. My main toon had map completion for quite some time and had 303/303 hearts done, however since one of the latest patches it suddenly went to 300/303 hearts with all zones still completed.
2. I randomly have a 1/9 black lion collection tab triggered (chaso axe) without ever having or actually having this skin.
3. Hero panel minature preview, used to allow to preview mini’s like Mythical Dragon (even though it’s not in our client) and Southsun Kasmeer as example, someone else i talked to says he still can when he searches for these in the list.
Is there a corruption in the files somewhere or is this a product from one of the latest patches gone wrong ?
Seems it’s the lootbag bug @ work here.
What is the reason for decoy to be coded differently so it can bypass revealed?
With upcoming changes to Sic em and engi’s utility goggles why are mesmers left out on this and given a stealth to bypass these skills, why doesn’t thief have a skill like this then?
Or perhaps it is time to normalise these hardcounters and have them apply on all stealths as they seemingly where intended.
Seems a step in the right direction in terms of rewards (even for losing servers), duration and participation.
Am i the only one who expected the blogpost to say something about upgrading the radius of things like /supplyinfo and such, missed oppertunity there imo.
Didn’t see a fix mentioned for this in the patch notes, guess i will see once it’s live wether this is fixed yet or not, 2 weeks ap bonusses not working is longer then expected however.
After logging in the magic find seems added on again which means it’s likely fixed however haven’t tested yet with xp or karma.
(edited by LionZero.3479)
Yea one of the many bugs related to immobilise.
Since i didn’t wanna recreate the same topic again to add another overseen issue regarding claiming.
One should ofcourse also be able to declaim at the location and not have to claim a random camp or so to remove ones own claim of a keep or so.
Good to see this has been acknowledged, now it just needs to get fixed ^^
I’m rather suprised Anet has no official sticky to point people who have been banned for simply farming foxfire in the right direction to help em on offical forums.
As it turns out their system isn’t waterproof and a lot of legit players got hit, at least on reddit a post was made to point people to the right direction.
Another suprising factor perhaps is that while they made so many mistakes in this case they do choose for a case by case solution rather then reban on all those effected since the foxfire farm, while this means some actual botters will also get away with it for now it also means no innocent players are harmed and they could actually play again rather then have to enjoy their time-out for simply playing the game and wait till someone views their ticket.
PS: Does anyone know if it’s save for people to legit farm foxfire currently or will the botbanhammer still take innocent victems along the way if they do so?
(edited by LionZero.3479)
I’ll bump this again, even if the odds of this being noticed here anytime soon, and a fix being made for it fairly fast are somewhat slim, it would be nice to get our ap bonuses working again ^^
I’ll bump this aswell for you, as it seems very unlikely Anet will spot this unless it’s kept under their attention.