Showing Posts For Lord Yoshi.6738:

Bounties can be fun, but often frustrating

in Guild Wars 2 Discussion

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Guild bounties are kittening horrendous. Not only are several of the bounties just broken, like Tarban applying around 10 stacks of confusion EVERY FIVE SECONDS, and half-baked having a fire shield that can only be removed by knockbacks, not pulls, in addition to having defiant stacks, plus GAINING stability again if he gets hit. They have some serious balancing issues.

Easy Wall Siege Kills Gimping Tower Defense

in WvW

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Oh wow, didn’t know about the Mesmer GS. Also, by using a bug that extends your view or the mod that removes the limit, you can easily hit wall siege with the Thief Cluster Bomb. The collision detection for the actual arrow though is too large to fit through the door crack, which combined with the prevention of direct AoEs through doors led me to believe that the crack wasn’t actually passable. So is there even a good spot for siege?

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Easy Wall Siege Kills Gimping Tower Defense

in WvW

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Nope, the engineer is very clearly throwing grenades through that gap in the door. Also, I was thinking about hitting siege on the edge and it may have something to do with using a camera perspective that is past the usual limit, which would allow someone to easily target anything on the wall.

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Easy Wall Siege Kills Gimping Tower Defense

in WvW

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

It used to be the Elementalists and Mesmers who could easily destroy siege on the inside edge of the wall, but mesmers got nerfed with line of sight on Phantasms. Now with the patch allowing engineers to toss grenades without line of sight, you now have even more ways to destroy siege anywhere on the wall with grenades having the added advantage of being thrown through doors, something that not even elementalists can do. Is there even a safe place for siege from enemy skills?

Thief Hidden Killer Trait Broken Post-Patch

in Bugs: Game, Forum, Website

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

My build is worthless without that 100% crit! Any updates?

Swirling Winds yet another zerg favor

in WvW

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

The mists lobby treb and cannon have the same impact AoE, but the treb doesn’t have a radius tool. By all means, try it out yourself! I’d test a treb in WvW against random mobs, but our server doesn’t have a single one set up at the moment. Also, post numbers instead of simply saying the AoE is bigger. What is the impact AoE radius of a catapult and treb in WvW? How did you figure it out?

Swirling Winds yet another zerg favor

in WvW

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

After testing the trebs in the mists, I found the AoE radius to be 300 units from the point of impact. Swirling winds has a radius of 400 units. Even if the siege unit had a hit radius of 200 units, That would require you to aim a shot from however far away and hit the equivalent area of two standing characters next to eachother, hoping that the elementalist doesn’t move to compensate. See the attached image for a visual representation of its “limited” range. Also, it doesn’t require much skill at all to determine which elementalist will cast next when you just tell that one to step forward. Even more, comparing swirling winds to smoke screen, a wall skill that barely covers anything compared to a circular AoE. Smoke screen is absolutely horrendous at blocking siege.

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Swirling Winds yet another zerg favor

in WvW

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

I think people are missing the point of this. This isn’t about zergs, this is about a skill that completely nullifies all projectiles, most siege included, in a huge AoE for 6 seconds with a 30 second (24 seconds traited) cooldown. The fact that you only need four elementalists to completely negate projectiles in a large area is a huge imbalance, rivaled only by culling-abusing mesmer portals. Countering siege just adds insult to injury. Thieves, guardians, and any other class that may have some siege prevention skill compared to swirling winds lacks AoE coverage, duration, a short cooldown, or all three. The zerg only makes the problem blatantly obvious.

Swirling Winds yet another zerg favor

in WvW

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

This really needs to be looked at, considering how powerful preventing cat/treb shots really is, on top of the enormous aoe and small cooldown.

Downed State Vapor Form

in Elementalist

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

How to balance all downed skills but Engineers:
1. Swap Vapor Form and Grasping Earth again
2. Give Grasping Earth an additional daze effect on the first pulse equal to the Ranger’s Thunderclap, but only the single target is affected by the daze. Change the cooldown to be the same.
3. Change Vapor Form’s pre-down cooldown to the same as Warrior’s Vengeance.
CONGRATULATIONS! It’s balanced!

PvP Player Desynch Bug

in Bugs: Game, Forum, Website

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Happened once again, and I was able to get the perfect screenshot showing it off.

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Influence Vendor Bug

in Bugs: Game, Forum, Website

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Sometimes it lags. I bought 1k influence for a extra bank that didn’t appear to register. I then bought 1k more influence and the total came out to be 2k, 1k more than I needed. It’s probably a problem with updating the guild tab, like the dungeon token vendors.

PvP Player Desynch Bug

in Bugs: Game, Forum, Website

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Since this is the fourth time it’s happened to me, I figure I might as well post it. What happens is when you down the enemy, you will see them fall down, however when you attempt to melee attack them, the attacks will all whiff. The reality is that the downed enemy is a little bit away, but client-side the enemy appears right next to you. This has happened a few months ago in sPvP against a warrior, and most recently today against an WvW elementalist.

The ele was upscaled, so he went down in a single thief combo. I was able to hit him for two more regular melee attacks before he mistformed and ran up the steps in the back side of red’s eb keep. He was able to reach the top of the stairs before he fell back down and I laid a shadow refuge over him and prepared to stomp finish him off. I was standing on the steps about three steps down when the stomp finished and he was still alive. I had enough time to try it again in case I was the one that cancelled it early, but no dice. I performed a heartseeker and was surprised that while I had him targeted, the heartseeker jumped past him about one whole body length and hit him, so he was around two body lengths from where he was client-side. Of course by heartseekering, I revealed myself to the scouts, archers, and guards and eventually died to another enemy.

So what does this point out? Client-side, the downed enemy appears in one spot but is in another spot. The player can find the enemies’ true position at least by using a melee homing skill such as heartseeker or judge’s intervention. I don’t believe this is limited by a single class skill or by the downed state, but that’s only speculation. Given that it’s a rare bug and hard to test, I doubt it will get fixed soon, but the weird part is the fact that a homing skill will move directly to them despite their character model on the screen. Oh well, good luck!

Mystic Forge failure

in Bugs: Game, Forum, Website

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

It seems this is happening with the crafted green accessories as well, 100% of the time. Tried it with four green lvl 80 reqs (opal mithril earring of the explorer), four green lvl 65 reqs (sapphire platinum earring of the cleric), and a mix of two 80s and two 65s, all netted nothing at all.

Why Name Violation Suspensions Are Horrible

in Account & Technical Support

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

On release day, I made a character called “Ick Dass Thief”. Nearly 6 months later, I am suspended for it. The reason why suspensions are horrible is because I don’t even have any option to rename the character myself, thus either remaking it and throwing hours away, or get someone to report me for a bad name and get suspended for 3 days. How can you even endorse this kind of system?

Why was the hardest fractal made harder?

in Fractals, Dungeons & Raids

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Massive protection spam doesn’t help this at all. I’m amazed it has been mentioned so little. Combined with their high hit points and sheer numbers, you literally can finish three fractals in the time it takes to finish this single one. Cliffside takes around 1/2-2/3 the time it takes to complete the dredge fractal at 2X and 3X (20-25 minutes), and I would say that cliffside is the absolute longest time a fractal should be.

CoE Path 2 Evolved Husk Gives No Loot

in Fractals, Dungeons & Raids

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Hey, I’ve always been curious if the Evolved Husk in Path 2 was supposed to give loot upon killing. Normally the golems do all the damage to it, so I can see how that would prevent it from awarding the kill and I can’t recall off the top of my head if it awards experience or not. Furthermore, one time our group decided to kill it without using the golems, but I can’t remember if we got loot in that instance or not. If nobody has the information, I’ll do a follow-up, but for now all I know for certain is that it doesn’t award any loot for killing with the golems, even if you attack it normally for a few hits to maintain combat. The other two “evolved” bosses in the other paths both award items, so I don’t see why this one shouldn’t. Thanks.

EDIT: Yep, no loot awarded even when doing more than 5% damage on the boss by weapon. Should I make a post in the bugs subforum?

(edited by Lord Yoshi.6738)

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Oh yeah, I almost forgot. Keeping your stealth time when you get downed is completely overpowered, especially combined with the 15 second shadow refuge. Your stealth should be removed just like every single other buff when you get downed.

No longer able to ress in combat?

in Guild Wars 2 Discussion

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

-Four players can completely revive a dead person while in combat in around 5 seconds and a downed player with a sliver of hp left in around 2.5 seconds. Pretty sure those numbers are accurate but I haven’t precisely timed it.

Ahh, well then…it’s just fine and dandy right? It’s not like the boss won’t be kind enough to let your whole group stack up in one spot to resurrect someone. He won’t cast some nasty aoe spell that kills everyone in one-hit while they try to resurrect or anything. /rolleyes

You name a boss that does a deadly AoE attack and attacks in intervals faster than 2.5 seconds.

Subject Alpha

Yes, and he uses the deadly one at most every other attack, which if you’re fighting him correctly by bunching up together right next to him, you should have no problem reviving even two people at once. At worst, three or four people go down at once and you just leave the area and reset it, losing about 2-4 minutes. The worm vine things in TA have a weakness in that they remain fixated on a specific player. As long as that person stays far away, the worm things won’t attack.

No longer able to ress in combat?

in Guild Wars 2 Discussion

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

-Four players can completely revive a dead person while in combat in around 5 seconds and a downed player with a sliver of hp left in around 2.5 seconds. Pretty sure those numbers are accurate but I haven’t precisely timed it.

Ahh, well then…it’s just fine and dandy right? It’s not like the boss won’t be kind enough to let your whole group stack up in one spot to resurrect someone. He won’t cast some nasty aoe spell that kills everyone in one-hit while they try to resurrect or anything. /rolleyes

You name a boss that does a deadly AoE attack and attacks in intervals faster than 2.5 seconds.

This should make CoE’s laser puzzle really fun. /s Luckily, I’m a mesmer so I’ll get to do all the work.

This change won’t affect that at all as everyone will be out of combat. Same for TA’s up path with the dash of doom. Also every single dash where you skip a bunch of mobs.

Really, people are overthinking this. Speculation without facts and logic isn’t helping at all either.

No longer able to ress in combat?

in Guild Wars 2 Discussion

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Stuff

You missed a whole mountain of text explanation in my post above that, but I’ll be brief in your counter-points.
-Four players can completely revive a dead person while in combat in around 5 seconds and a downed player with a sliver of hp left in around 2.5 seconds. Pretty sure those numbers are accurate but I haven’t precisely timed it.
-Everyone will know that saving people is the priority. You come up with a game plan before you even engage the boss so you know what to do for special situations.
-Before, dead weight costed the party time. With the change, they may cause more time.
-https://forum-en.gw2archive.eu/forum/support/bugs/Dodge-roll-randomly-fails-video-included/
-NGE?

No longer able to ress in combat?

in Guild Wars 2 Discussion

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

(Wow, that’s a big wall of text!)

In conclusion, I’d like to briefly touch on the result of this change, the “reward versus time spent and difficulty” equation. People don’t like running CM/SE/TA not only because the dungeons takes awhile, but also because the mob loot is scaled down to lower-leveled drops and the tokens can’t be converted to ecto-salvageable rares, which cuts off an average of 60 silver extra for run completion. Hopefully this is revisited as well.

POWER POINTS:
-The change makes saving people a priority again
-Saving people isn’t hard at all if the whole team pitches in
-People hate other people that don’t care about team-friendly builds and don’t like carrying dead weight
-Fix that kitten rolling/auto attack chain bug
-Better loot with focus on CM/SE/TA
-Don’t listen to people overreacting ANet!

No longer able to ress in combat?

in Guild Wars 2 Discussion

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Hoo boy, looks like we got quite a big debate on our hands. On one hand, you have the inexperienced whiners who are arguing that preventing way point ressing while at least one person is in combat will cause most explorable paths to be impossible to win without “the dream team” (Warriors, Guardians, and 1-2 Mesmers). On the other hand, you have the experienced players who have run the dungeons a few too many times to the point of where they could run them one-handed and still breeze through it. Clearly this change in dungeon concept will raise the difficulty level, however, as I will show in the coming paragraphs, the change will raise the difficulty by a small amount and nowhere near as badly as most people are claiming. If you only read one post in this thread, make it this one (It probably will get ignored, though). Moving forward…

I’m going to start off by explaining in detail just what this change means to the dungeon process. Let’s set up the scenario for a fairly tricky boss, Subject Alpha, First Phase. Now, as it stands right now, Subject Alpha is actually harder than he should be due to a bug with rolling while auto-attack chaining (This NEEDS to be fixed, I cannot stress that enough, not just for this fight either), but, aside from that, it’s still fairly easy to dodge his circles of doom on a consistent basis. The main change occurs when someone makes a mistake and fails to dodge. Normally, the other four teammates will ignore that person due to the risk of being downed as well, but also because the penalty for allowing that person to die is almost non-existent. The person dies, respawns a few seconds later, and runs back to the fight. With this change, when that person goes down, you still have the same risk of also being downed while trying to res them, but now the death penalty for the party has increased significantly. What does this change to how you fight “tough” bosses? This change sets the priority of keeping all of your team alive or you further risk wiping and having to redo the boss, which will cause players to be more conscious of eachother. Now, when someone goes down, the rest of the party should be closer to eachother in order to pick them up as fast as possible. A team of four can revive a person for almost dead in 2.5 seconds and a dead person in 5 seconds while in combat. Subject Alpha First Phase alternates attacks every 4-6 seconds (Numbers may be off slightly). The result is increased difficulty for parties that “carry” someone who constantly dies and parties that refuse to prioritize keeping others alive, which is an easy enough task when people prioritize it.

Now that the concept has been explained, let’s take a look at another argument made, the value of those non-Warrior/Guardian/Mesmer people. Let’s be reasonable here, the amount of builds that can work on those three classes far outnumber the builds that the other five can use. The issue comes from people playing these classes with completely inappropriate equipment/skills/traits, such as a Thief in full berserker gear using a ranged weapon, often with three to four signets in tow. That one is my favorite because they use it for “insane dps”, but not only do they die in no time at all, and they know this, which is why they use a short bow or pistol main hand, but these weapons both have horrible dps, even with full berserker gear which completely invalidates the reason they are using the berserker gear in the first place! People would love thieves in dungeons if most of them went for a carrion/emerald hybrid poison sharing thief with maybe shadow refuge on standby. Or take the large amount of three-signet Rangers that I’ve been seeing lately. Almost every signet is a horrible choice for team play because there are so many good alternatives, and this goes for every class. One good exception in this case is the Signet of Stone. Ordinarily, it gives minor protection and when used, gives your pet six seconds of no damage from attacks. Combined with the grandmaster trait, you can also have six seconds of no damage. When paired with Quickening Zephyr, you can revive anyone in five seconds, even under moderately damaging enemy attacks, without fear of being downed yourself! It’s not a problem of singling out other classes, it’s the problem of so many people that don’t even care about improving their play style versus the classes that can’t use every play style imaginable to breeze through PvE.

((CONTINUED))

Logging in to view the forums?

in Guild Wars 2 Discussion

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Aha thanks. I’ll try that.

Logging in to view the forums?

in Guild Wars 2 Discussion

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

I’m surprised nobody mentioned this, but why did you make it necessary to log in to view the forums? I’d rather not have to input my info every time I want to read them, and I don’t want to modify my cookies so that they never expire. Is there a way to view it without logging in?

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

So, as a follow-up, Shadow refuge grants 3 seconds of stealth per pulse for 5 pulses for a possible total of 15 seconds of stealth (unaffected by the extra second of stealth trait). After the final pulse (5 elapsed seconds), the skill ends and allows the thief to move anywhere without breaking stealth. Now, 15 seconds of stealth is bad enough, considering you as the opponent have no idea which way he went after that five seconds, it’s further compounded by the fact that as long as you don’t damage anything, you can use skills while stealthed and remain stealthed! So now you have thiefs that can stack stealth from the refuge (10s anywhere time), stealth from the heal (3s normal, 4s traited), stealth from the blinding powder (3s normal, 5[!]s traited) for a total of 19 seconds of stealth movement, WITH short bow blinks. Fun fact, you can get from the PvP Lobby Waypoint to the other side of the bridge completely under stealth with the trait for increased initiative while stealthed, increased stealth time, and the movement speed signet. Culling only adds to the stealth time by not showing where the person is when the stealth ends.

In summary (because people are busy):
-Shadow Refuge gives too much stealth or should require you to stay in it for the whole duration if you want to remain stealthed (nobody cares about the combo field)
-If you use a skill while stealthed, stealth should be broken regardless of the skill used instead of relying on damage
-Culling sucks

Looking for info on the 0/20/20/0/30 build

in Mesmer

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

I was using an alt healing shout with pure of voice, which I probably should have switched to meditations since I was solo. Since the real killer of the mesmer build is the confusion, should I have avoided auto attacking altogether and instead used heavy hitting attacks?

Looking for info on the 0/20/20/0/30 build

in Mesmer

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

So, how do I kill a mesmer using this build as a guardian? Or should I give up and join the “mesmer/confusion is OP nerf now!” bandwagon?

Spineguards and (Not) Salvaging

in Bugs: Game, Forum, Website

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Spineguards are a horrible loot drop right now. I’d like to see them either made salvageable/forge-able or removed from the fractal loot tables entirely. Exotic spineguards are even worse considering you could have gotten a forge-able item instead.

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Fix culling and make shadow refuge force the thief to stay in it for the whole duration, none of this 5 seconds of prep for 15 seconds of free stealth anywhere.

30min refund for Token/Karma purchase

in Suggestions

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Oh wow I didn’t know they had a thread about this issue a few months ago. Use my newer thread so people don’t whine about thread necroing.
https://forum-en.gw2archive.eu/forum/game/suggestions/Why-Can-I-Buy-Soulbound-Dungeon-Items/first#post1140427

Why Can I Buy Soulbound Dungeon Items...

in Suggestions

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

This is good observation, but we all know to read red text, right?

I don’t know about you, but after only three hours of sleep from the previous night, I tend to ignore small details like that.

Why Can I Buy Soulbound Dungeon Items...

in Suggestions

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

The impression I get is that skins are meant to say “This particular character did this particular thing.” It exists purely for the purpose of visual bragging… and do we really want that visual bragging to be lies?

The tokens are account bound. That is completely irrelevant.

Why Can I Buy Soulbound Dungeon Items...

in Suggestions

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

…That Aren’t For My Class?

I’ll be brief. Yes, I screwed up. Yes, it was only 360 tokens. Yes, I bought two light CoF exotics on a heavy class. Regardless, it’s pretty dumb to have items bought from dungeon vendors be soul bound on acquire when you can buy them on classes that can’t use them. At the very least they should be account bound and soul bound on use, optional that they have the “Are you sure you want to buy this?” verification prompt with a warning if your class can’t use the item.

I don’t expect a timely (24h) solution, although that would be awesome, and any later than that, I’d just craft a set of armor by that time anyway, but hey, I’ll hold on to the pieces on the off-chance that you change it to account bound. This suggestion post is for those future people that happen to screw up as well. Thanks.

Lionguard Lyns: not back yet [merged threads]

in Guild Wars 2 Discussion

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

She should be restocked, where is the reactivation?

Back Salvage Bug

in Bugs: Game, Forum, Website

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

I second this. It’s terrible to get a rare item and it turns out to be vendor trash. Hell, I received an exotic spineguard that’s account bound and I can’t even forge it or sell it on the tp. What a waste.

The Wintersday dud.

in Wintersday

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

The entire Tixx dungeon was way too casualized. The jump puzzle was okay, a bit too easy for me, but for the average person it was perfect. Hats off giving the warrior the best skill in the snowball fight (sarcasm), it didn’t seem really balanced or skill-based, seemed like a game of paper-rock-scissors. The bell band was good when the occasional lag spike wasn’t ruining the timing, but the stakes weren’t high, so it’s all good. Finally, toypocalypse was sub-par when you realize the only real way of winning is to build as much catapults and snowmen as possible. Ballistas do jack for damage and walls hurt your team far more then helping. Overall not worth the reward of random presents. Speaking of presents, when you open up seven thousand plus presents and you don’t receive any special items, you have to really wonder how you’re actually calculating the drops for them. Overall score: Meh/10.

Buried Treasure Hunting

in Suggestions

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

I just heard the best kitten idea ever. Treasure hunting. You get an item that allows you to put coins/gems/items into a treasure box and bury it at a location of your choice. A map is then either generated with the location or with crypic hints/clues filled in by the person and then you have the option of either giving the map away or you can put it in the system for random mob/chest drops. The prize can either be hidden or shown on the map item. A shovel or some other consumable item would be needed to dig it up (non-cash shop) to prevent people from randomly digging everywhere. It gives the bonus of bringing people back to old zones, too. MAKE THIS A REALITY!… but don’t make it a cash shop thing. That would ruin it completely unless it dropped via mobs/chests.

Kill credit is breaking during big events.

in Guild Wars 2 Discussion

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

I had a theory that the amount of people that could tag a mob was actually capped at a fixed amount. In addition to this, if you were partied with four other people and one of your party members hit an enemy, it would tag that enemy with all five names. At that point, as long as you did at least 1 point of damage to it, you would get exp/loot. Of course, this is untested, but it would explain why my slow attacking ranger was having trouble even getting a kill at the camp north of pentinent path before the bot bans and invulnerability removal, even when auto-attacking the veteran spawn for more than 5% of its life, but was getting kills all day at the adjacent camp because the spawns were more spread out.

3 Day Ban for "Inappropriate Language" Is Completely Over the Top

in Account & Technical Support

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

I would, but that forum is more for game suggestions.

3 Day Ban for "Inappropriate Language" Is Completely Over the Top

in Account & Technical Support

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

I’m not arguing to get my ban lifted, I’m arguing that the punishment for breaking the rule is too harsh and needs to change.

3 Day Ban for "Inappropriate Language" Is Completely Over the Top

in Account & Technical Support

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

You have a word filter in place and the capability to prevent people from chatting in-game. Why the kitten would you ban someone from the game for THREE WHOLE DAYS?

Reference number: 121101-003007 because why the kitten not.

What is obstructing me?

in Ranger

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

While the scenarios may be different, it still stems from the fact that the arrow does not have a guaranteed chance of hitting the target. It may also be due to poor collision detection as well.

What is obstructing me?

in Ranger

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Your arrows travel where the target is expected to go. If you are, say, shooting at a jumping person and you are a fair distance away, your arrow may target the location below the ground, thus causing a miss. Here’s a fun thing to try, get a buddy and go into an empty spvp room. Instruct him to stand a decent pace away and sidestep left and right while facing you. Now using a ranger, fire your short bow. Notice that you can’t hit him at all! I haven’t tried this with all the ranged weapons on every class, but I know a short bow thief has magic arrows that track a target. It’d be something to test if I wasn’t tempbanned for saying bad words with a filtered chat. But that’s another story.

What kids received the most candy?

in Halloween Event

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

I’d like to know officially. Spoiler Alert: Quaggan ghost received the most.

Where is the Experimental Rifle Merchant?

in Players Helping Players

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

Just wanted to post that yes, it was after killing the chicken coops and then the asura responsible, and it wasn’t the one from mount maelstrom. Thanks!

Mad King's Tower is Too Hard (edit: It is hard but i mostly posted this topic out of frustration)

in Halloween Event

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

It’s not gratifying or rewarding gameplay.

It’s the single most gratifying jump puzzle in the game. Get better.

Love the Clock Tower <3

in Halloween Event

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

This is the single greatest jump puzzle in the game at the moment. The best part about it is the timed aspect, which easily allows for path optimization. I have gotten to a point where I can get all four chests (3 side and 1 final) in a single run, and that’s without any speed boosting. My only wish is that they continue to produce challenging jump puzzles and not cave into the whiners that want the bar lowered.

Video Proof of "Mad King's Tower" random reset glitch

in Halloween Event

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

I have already reported this issue in game, from my trials into the matter, it appears that if you teleport when the middle of the face of the glass is before the middle of the steps (basically when the clock hasn’t rotated enough and you jump fairly early) you will get kicked out. Time your jumps later and you won’t get teleported.

Edit: It seems that was a red herring and the box that ports you to the winning area isn’t catching people.

FURTHER EDITS!: So it is a matter of the region not catching people in time. The best way to mitigate this for now is to jump off the platform very close to the edge in order to get the most contact time with the region. That will allow you to get to the end.

(edited by Lord Yoshi.6738)

The reason why I play an MMO

in Halloween Event

Posted by: Lord Yoshi.6738

Lord Yoshi.6738

This has to be a troll thread.