Showing Highly Rated Posts By Manifibel.8420:

Unintended Monthly Achievement Rollback?

in Bugs: Game, Forum, Website

Posted by: Manifibel.8420

Manifibel.8420

What a bunch of kittens here.
Just be happy that they are aware and are making sure this will never happen again (But you cant be 100% sure. Might happen again)
And one more thing. The programmers said that trying to fix this may cause more problems. So better not touch it, else we will just have another post here complaining about something else.
Its not that big of a deal that you may have lost 20-30 AP. (Not sure about extra Laurels)

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

"Rebound." Tempest elite skill

in Elementalist

Posted by: Manifibel.8420

Manifibel.8420

Another elite idea:
name: Master of Magic (it was an elite from gw1, the skill allowed us to use all 4 elements properly without specking into them)
effect: recharge all attunement cooldowns and let the caster overload the element he is currently on.

Just to add one more suggestion. Instead of a flat 25% to any skill, make it fully recharge your own attunements, and be able to instantly Overcharge your current attunement, but also instantly refresh allies F1-F5 abilitys. Would be easier to use in a pug since you yourself can be aware when a person just did use a F1-F5 ability. It is much easier to coordinate, and benefits you really well.

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

Great Job Anet!

in Guild Wars 2 Discussion

Posted by: Manifibel.8420

Manifibel.8420

Great episode and really cool cinematics, all 3 of them, counting the one before last boss fight.
Also first time I actually cared alot for a character. RIP Wynne. You got my first sad moment and a tear in GW2. I will find Faolain and torture her with that strange bush. even tho I dont play a Sylvari

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

Developer Livestream Questions

in Guild Wars 2 Discussion

Posted by: Manifibel.8420

Manifibel.8420

Can we get a place to store all of our Town Clothing? That stuff is really starting to fill up my bank since I brough all of the special event Town Clothing and just want a place to put them to a later time?

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

Use personal story system for living story

in Living World

Posted by: Manifibel.8420

Manifibel.8420

I used Photoshop to create an example like this back when Last Stand was going on.

Attached a Marjory update using the “My Story” tab.

Link to old Suggestions Post:
https://forum-en.gw2archive.eu/forum/game/suggestions/My-Story-Expanded-Living-Story-Concept/first#post2137462

THAT! Is excately the same thing I have ben thinking about!
Make a tab in the Personal Story or something that takes you to Living World, where you can, like in the Personal Story, keep track of what you have done and what you missed. Then as in the Personal Story make it so that under this part with Marjory you can click the item that shows the cinematic.

+1 for this!

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

I do not envy Roy

in Revenant

Posted by: Manifibel.8420

Manifibel.8420

I have to agree. The post you did last time Roy with all the changes you made. And the post you say you will do this time by the end of the week or next, is fantastic. Wish the other Profession Forums had devs do that also.

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Manifibel.8420

Manifibel.8420

Okay more feedback form me.

First thing. The describtion below the health/boon/conditon bar is nice, but some mobs don’t have one at all. Even in the old world.

The different Mordrem mobs first snipers

  • -Kick attack is a nice skill for them to have to get the melee guys away from them, and I have died to being kicked away, and then a flurry of arrows to my face.
  • -The flurry of arrows. Is the attack you have to watch for, and is part of what make them a interesting foe to fight, mitigate the damage or get ready to die! Could possibly be lowerd by a small amound like 5%.
  • -The line attack is very easy to avoid, just keep moveing. If you stand in it you are in for a bad time. Also a skill I like.
    Overall I like the Mordrem Snipers. Probably the one mob I have died the most to, because of the flurry attack.
    Assassins
  • -Shadowstep and then a flurry attack. Its really hard hitting, but so easy to avoid, just keep moveing or mitigate it somehow. It also stacks might if I am not wrong, which then make it more worthewile to take a boon strib.
  • -The Leaping Deathblossom attack. This is not deadly at all, and stacks a few bleeds 3 stacks at most. Should stay the same, or maybe have more bleeds added to it, if you really want this mob to be deadly in not only raw damage way, but also condi.
    hammer guys
  • -A general thing about them is, you can’t CC them before they start to do the big hammer attack, makeing any cc heavy build less effective against them (interrupt mesmer)
  • -The hammer attack I like, I don’t think it does a lot of damage, I don’t even know if it does a knockback. I didn’t get hit that much from it.
  • -Normal auto attacks probably hits for a good amound of damage.
  • -I don’t think they are a big problem when solo, so thats great, still makes you think when fighting them.

Smokescales

  • -These guys are very deadly on zerg gear atleast.
  • -The shadowstep like ability they do, its for maybe a little to much, I would like to see a 5% to 10% drop in damage.
  • -The blind field thing they do, is very annoying in a good way. You have to pull them out to be able to hit if I am right. It should maybe have a few moments of opputunitys instead of just makeing every attack not hit.

Stonehead dinosaure

  • -Have a fun mechanic to them, if you make them run into a wall or something else, they get brifly stunned and have 25 stacks of vuln, makeing that the oppotunity for damage! Also, they only take damage from behind. I mostly played Revenant with swords, so the auto attack with the boomerang attack hit them even when I was in front. Also Shipponing health deals damage from front, if I am not mistaken.
  • -The long cascading damage + knockdown they do can be predicted. It takes like 3-4 second before they do the attack, giveing you enough time to react. The damage is not super high on this, but still high enough to make you care.

Mushroom guys all of them

  • -The explode on death is good damage, and makes it so if you fight more than one, you have to move around and not just face tank spam #1.
  • -Good variety of skills on all of them. Some charges, some shoot spikes at you. Others spawn Spoorlings that just go and explode (Seriously love that ability!) And some pull.
  • -Its hard to react with CC on them when they turn upsidedown since its really fast. Thats my only thing I didn’t like against them.
  • -Together, and escpecially in the Itzel Hunt event in the cave, they are hard! Much harder than the other Hunt events. But please don’t change than unless thats the only event people keep failing because its to hard, but until people start complaining about that event, don’t nerf it.

In general

  • -Plenty of mobs that are really easy even in zerg gear with repeat #1 and maybe #6
  • -The beetles on their own are really easy, the charger beelte, stand in front and deal damage, they dont deal much themselves, only the knockback is annoying.
  • -The beetles that stacks high vuln on you are also easy since they don’t do much damage themselves.
  • -Fighting about 3-4 beetles at once make for an exciting fight. I have footage of that, but not a program to make a video to show :/
  • -The tigers are also easy, they just do a pounch attack which is not that high damage aswell.

Overall experience: Most mobs make you think about what you are doing, and as the revenant, I had to make use of all my skills in Malyx and Shiro. A good mix of hard mobs and easier.
I don’t find it to hard to get around the map at all, even with mobs trying to stop me. And when you get Mushroom and Gliding, its much easier to skip areas with lots of mobs.
I said it somewhere here before, and ill say it again. What ever you do, don’t nerf it so much that its a push over, right now its in a very good spot, and I wouldn’t mind more challening mob mechanics later in the expansion aswell! Can’t wait for challening content reveal and to see the rest of the Jungle!

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

Servers that have beaten Tequatl add yours

in Tequatl Rising

Posted by: Manifibel.8420

Manifibel.8420

Far Shiverpeaks did it just now!

Attachments:

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

Gliding unfun (exhaustion bar, immersion)

in Guild Wars 2: Heart of Thorns

Posted by: Manifibel.8420

Manifibel.8420

Only thing here I agree with is. The endurance bar for the glider needs to stay when I land to know when I can use it again.
Problem is though, what if I land and go into combat straight away?
Easy fix, make it dissapear or only be slightly visible.

Personal feeling about the glider.
I like how it feels. Easy to use even before you get tire 2, and for there on, it gets better, and you are able to do more stuff, like lean back to almost stop in the air and slowly fall down, and lean forward to get more spead at the cost of endurance. Can’t wait to unlock the rest of it and find places where the later Gliding tires matter more. Because right now we have one updraft and one place its required to get a Mastery Point.

Also, the Mastery Point on the rock, really close to where the story instance takes place, you can “exploit” it and get it without haveing tire 3 Glider. Just get the right angle and spam “f”.
It needs to be raised, or the area below the Mastery Point needs to be lowered.

Thats all for me about Glider! Love it!

EDIT!: Btw. The lean forward. I would like it to if I am already pressing w (Forward) to instantly do the lean forward thing, I don’t like to have to release w and then press it again, to get the lean forward effect.

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

(edited by Manifibel.8420)

Gauntlet is not playable for every class

in Queen's Jubilee

Posted by: Manifibel.8420

Manifibel.8420

I have done it all on my Elementalist, only thing left is to hit Liadri with 8 crystal thingy, and have someone beat with 5 Gambits. Didn’t need to change much. Only Traits and Utility

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

Why bother giving feedback?

in Elementalist

Posted by: Manifibel.8420

Manifibel.8420

Simply nerf Ele so that it can’t do what tempest does.
And don’t tell me Ele doesn’t deserve a nerf.

I main ele and I agree!

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Manifibel.8420

Manifibel.8420

There’s a lot of opinions here so I will just add my own. Sorry if I repeat someone.

First of. The breakbar on some the Champion mobs in events is impossible to even try and get down, unless everyone in the zerg uses a CC, thats my experience so far. It seems like it scales way to high at some point. I remember fighting a Champion Husk, and I was able to with use of cc from Malyx aoe field and weapon cc on Revenant to stun it, while a Champion Zintl Beetle Rider was impossible to even get 10% down when useing all my CC.

When I first entered the story instance and after that Verdant Brink. I found myself getting downed and dying a lot! Maybe because we where a pretty big zerk doing the Laranthir outpost events, and I was playing the Revenant for the second time ever on Zerg gear.

But as the hours went by and I got used to the area and Revenant and people started to spread out, I found I died less. Call me noob if you want.

The Mordrem ranger guys hit for A LOT! I can go from like 14k health to zero really fast if I don’t dodge or do anything to them. I actually don’t wanna see them nerfed because they give me a bit of a challenge, which we really haven’t had much of in the game ever in the open world. I remember I fought one at some point, he kicked me, dodged away, and either did the flurry or the line, I took like 50% damage, I got into melee and he kicked me again, and I ended up dying. I was like wow, I suck, which is a good thing!

Also the Modrem Assassin type mob hits like a truck if you stay in the flurry attack! The positive thing about this is, its so simple to counter. Simply… Move away! But sometimes if you get knocked down and they attack you, you die! Its not because they are OP, its because the mobs cought you off guard with cc.

I remember fighting the Mushroom guys in the cave when hunting with the Itzel. A champion in the back firing projectiles at us. I went to start attacking it while a group of 4-5 people where rezzing a person I think. And a few seconds later we where all dead. A Mushroom guy exploded on them, and they all died. Not because it was op. But because they probably did not move when it died next to them.

A final thing. Yes some of the mobs are hard, and there are at times a lot of them in the same area. Thats the idea behind the map if I am correct. Its supposed to feel like its dangerous to be in the wild at night. And while there are plenty of mobs that are hard, some of them are also easy. The Beetles we have seem before doesn’t hit for a lot in my experience and are some of the easier mobs, the tigers itsn’t much of a threat either imo. I feel like its a good mix of some challening mobs, and some mobs that are easier to handle without much trouble.

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

You guys need to chill out about the patch.

in PvP

Posted by: Manifibel.8420

Manifibel.8420

They kept the MMR in ranked, new MMR in unranked. But I assume something went wrong somewhere because everyone is reporting blowouts.

Okay thanks. Something is wrong with the matchmaking indeed. Hope this will get fixed or atleast twiked.
But so far I am impressed with this pvp changes!
And seriously, people getting kittened that they have a low chance of playing Skyhammer or Spirit Watch(Crap, sry, I dislike that map) really need to relax, Skyhammer is actually pretty fun now with the changes to the platforms and hammer.

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

Tempest Beta Feedback Thread

in Elementalist

Posted by: Manifibel.8420

Manifibel.8420

My thoughts on Tempest.

First thing is the Overcharge Animations for Water and Earth. Fire and Lightning is great imo.
On some races from what I have seen, the bubble can be a little to small, like with Charr, the tail should stay inside. It needs a few ajustments.

Earth I dont like. Your character doesn’t naturally fall to the ground when it ends, but instead stands in the air in a static animation, and is teleported back to the ground. Also your character doesn’t raise with the earth when using Earth Overcharge, but instead very brefly is raised up and then the earth comes. I know its probably really hard to time the two animations, but it just makes it feel bad.
And now the thing I dislike the most about Earth Overchage is that the rock animation doesn’t feel like it belongs to the ground.
Things you could do to make it better imo is to blend the rocks more into the ground. Like haveing the color of the texure blending in to the rocks, if you know what I mean. EDIT. Pictures.

Then a few bugs about the Overcharge Water and Earth.
If you have any aura on you when you get elevated above the ground, the aura bubble don’t follow your character model. Screenshots.

Skill bugs
“Rebound” doesn’t affect Flash-Freez. It worked with “Afterschock” and Lightning Flash from what I tested.
The actual buff it gives applys way to long after the animation and the skill went on CD. Also it affects auto attack which is shouldn’t, thats just a wast of Elite.

Feedback on skills
I posted in another post my thought and will link to it.

But for a quick bullet point list.

  • -Feel the Burn is not really usefull. Make it atleast 2-3 burn
  • -Flash-Freez gives Frost Aura which is great, but the damage and chill is boring, and not that usefull. Maybe increase damage scaling or general damage.
  • -Rebound is lackluster as most other said. You don’t feel the effect (Since its bugged aswell) and is just boring, would have to change to add some effect to it or redo sadly :/
  • -The #5 on Air Warhorn deals to little damage imo, its around 2-3k which I can do with Dagger #2 which is much easier to use and have Weakness on it aswell.
  • -Warhorn #5 Earth is to slow to reach its full distance. Would also like to see AoE rings added to it so I know when the enemy is in the blind.
  • -Warhorn #4 Water also needs some kind of AoE ring to know what I am gonna hit/heal.

Attachments:

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

(edited by Manifibel.8420)