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Looks like this got patched, I finished monthly pve this morning and got 10 laurels, and I just now finished the spvp monthly and received no laurels.
It would only work if you completed the PvE monthly before the Mar 26th patch and the PvP monthly after it.
Ah, that makes sense… Anet style~
Looks like this got patched, I finished monthly pve this morning and got 10 laurels, and I just now finished the spvp monthly and received no laurels.
I FINALLY manage to win a tpvp match with caltrops and it gets nerfed! It can’t cover a point btw and no one sits in it intentionally unless they are bad; I had to use scorpion wire to pull good players into it. Can you guess which classes had a hard time dealing with caltrops? You guessed it, Mesmer and Guardian! Mesmer clones just suicide in caltrops all day long and guardians are forced to move (read: think) to the edge of a point (still contesting it though). The 15s wasn’t about getting massive stacks of bleeds or cripples(lol) it was about increasing the opportunity to get people into it and usually this wasn’t more then 5s anyway but it wasn’t always 5s during the first 10s. I think increasing the cooldown would be a better idea (45s).
No worries though, I just swapped to the classic backstab.
Sorry if this was posted as a potential solution for bleeds but here goes. If I’m not mistaken, currently the server reports to the player each tick individually per second and as far as I can tell there is no work done to optimize this data (thus the problem about bandwidth mentioned by the devs). So why not compress it or merge all the damage for that second? I’ll admit it is only a partial solution, but it’s a start to allow for a higher cap at least.
Scenario: 25 bleeds stacked on target and each tick does 10 damage for 15 seconds. Assume it was applied instantly at the same time for example purposes.
- SERVER 10 × 25 = 250 -> report (250dmg, 25stacks).
- PLAYER receives data (250dmg, 25stacks) -> sees a 250dmg popup instead of 25 10’s.
Let’s say ANET wants to keep the ability to see individual tick spam, I say “no problem”. replace the last step above with:
- PLAYER receives data (250dmg, 25stacks) -> 250 / 25 = 10 -> spam the player with a bunch of 10’s as per usual.
When we merge the ticks into 1 and then separate them we are essentially doing basic data compression. The method above will use some CPU power but I feel that it is negligible and/or may increase performance if the current system was optimized poorly anyway. This is assuming the problem lies solely in bandwidth and will keep the current bleed system exactly as it is, but allow for a cap increase. The benefit of this solution is it is cheap and easy to implement and requires no changes to the current bleed system. Again, only a partial solution I came up with because I’m bored at work. And given what little info we have about how calculations are done internally, I could be wrong in some of my assumptions (validation, time of calculation, rounding, etc). Haven’t given much thought to other condis.
Chiming in again to say the balance on thief is looking good, glad to see devs are looking at real data for balance. Obviously as stated before the so called “culling” needs to be fixed (technically it’s not culling, it’s actually the time it takes for the information to go thief client – > server – > opponent client which has almost nothing to do with graphics culling).
Onto real issues:
- Traps area of effect isn’t as big as the visual field.
- Some traps trigger but seem to miss (intended?)
- Scorpion wire reliability
Thanks
Good read and agree. I do both PvE and tPvP and have a decent balance in both (rank 24/ level 80 100% exploration / 11 fractals). Still a long ways from a legendary though and recently been doing more tPvP for gems.
side note: The most annoying part is having my gear in my inventory for both, I have 2 sets for PvP and 2 sets for PvE along with food/tools.
This is a great change, looking forward to seeing characters locked in per tournament as well! This will help weed out some of the self proclaimed “pros”.
Funny (kinda long) story:
Similar thing happened in the Left 4 Dead 2 competitive scene, if anyone is familiar with it. There was this thing “pros” did called lerping which is using a couple of commands in console to slightly alter how you update your client reports to the server. Basically the “pros” had a script to swap between different settings on the fly depending on what special infected zombie they spawned with. It really gives you an edge over players who don’t lerp. The top teams all lerped. The people running the comp decided to see what would happen if they locked in the settings to prevent lerping. So everyone locked into 1 setting that was unchangeable. After that pretty much all of the top teams got stomped and the “top team” flat out refused to participate in new tournaments in a childish effort to keep the #1 seat. As you can imagine, the real pros where discovered after the bads dispersed.
As I read through this thread I realized I had seen this before and remembered good old L4D2. Good times.
Btw, didn’t lerp in L4D2 and I don’t weapon/character swap in tpvp either.
Yeah, i always loath watching my character fly in the air whilst i spam my stun-breaker. I figured the reason was Anet had patched something in regards to people exploiting jumping in and out of water to avoid CDs when using skills a few months back or even during BWE’s (correct me if I’m wrong). The time/money saving method was to simply prevent skill usage while you’re in the air. There’s probably other reason like using some skills in the air could be ridiculous or game breaking (jumping HS anyone?). The correct method to fixing it could be done in several ways but all would take much more time/money to implement. But again, time/money, and the fact that only people who are quick to go for the stun-breaker will notice this is another reason Anet won’t fix it any time soon. I would be surprised if it’s fixed by the next big patch given the last patch was basically tying up loose ends on a bunch of skills that should have had combo fields/finishers at launch, some lolbuffs, and the new mesmer pimping skills.
I think they will eventually get around to it though since they did fix BV but that didn’t involve being in the air so it was an easy fix that impacted most of the player base.
Less than an hour in pvP is rank 9? Surely we are playing a different game!
I’m not saying I know what balance is. I’m saying no one does, it is still under heavy construction, but with situations like these, it is glaringly obvious even to a rank 9er that something is wrong.
I’m also not telling anyone else to change, I’m saying I’m going to do something to improve the game for myself instead of just complaining like everyone else.
He’s not complaining guys, just clever use of in game mechanics to balance the game. This thread on the other hand is a good example of a typical Thief QQ thread where it’s a L2Play issue. Good find btw, think I’m gonna use this strat, hope Anet doesn’t nerf it!
Finished on the 3rd try, you can dodge roll through most of the stuff at the end. Overall, really easy, was always ahead of everyone. I liked the Halloween puzzle, though I was expecting to be this one easier but it’s A LOT easier. I didn’t even realize the snowflakes go away after you jump on them. Guess that’s why no one was ever behind me…
Wow, you must see A LOT of downed state to make a thread about this. I think it’s fine as is, downed state is supposed to be a “slim” chance to get revived as you’ve stated. Since I’m not sure if your referring to a team fight or 1v1, I will mention both.
In a team fight with good players, if that thief or ele goes for the stomp 1-2 seconds late (invuln or not) then that downed guy is getting res’d. Now if you are dropping multiple times before the downed penalty wears off then I suggest asking for help on the Engi forums.
If you were referring to a 1v1 (assuming point holding/bunker) then toss Elixir R. Both a thief and ele will have to either run or die on the point once you self res since they should have basically everything but escape skills on CD.
Keep in mind I’m talking from a tPvP perspective. As stated by others there are several other options against a thief. Don’t have tips for beating ele mist form since they can’t down me in a 1v1 so I don’t have experience on that (random thought: does blinding the mist form stomp work? Never tried it). In a team fight an ele usually won’t pop mist form for a stomp unless it’s absolutely necessary, they would be better off dropping some AOE on the guy to punish people going for the res rather then risk putting one of their best skills on CD in a team fight.
Still, in my opinion downed state is a gimmick to help bads and should be removed from s/tpvp, but I don’t see Anet removing a mechanic they spent so much time developing – so I dealt with it.
All final bosses should spawn a chest. For example, CM Seraph final boss doesn’t spawn a chest while Butler final boss does spawn a chest. There’s a bunch of others but I can’t remember them all off the top of my head, but I think CoE has the same issue.
Working as intended.
Immobilize: a condition which prevents movement, turning and dodging. Victims can still attack if foe is in range.
Dodge: Dodging is an evasion technique used to evade incoming attacks by dashing out of the way.
Evade: is an effect which prevents attacks from hitting a character for a short duration. Evading is most easily achieved by dodging out of the way, but can be granted by using other skills and effects.[…]Unlike dodging, immobilized condition does not prevent evading of attacks, but any kind of movement aside from teleporting is still restricted.
/thread
Thank you but we already know that, we know how it works. We are trying to change it, because it renders imobo broken.
Change “it”? You mean change the thief skills that give evasion or have immobilize prevent evasion as well?
That still won’t solve your problem with Infiltrator arrow since it’s a teleport, or should that be removed/prevented by immobilize as well because that would have to be changed across the board for skills that teleport without an immobilize breaker.
Working as intended.
Immobilize: a condition which prevents movement, turning and dodging. Victims can still attack if foe is in range.
Dodge: Dodging is an evasion technique used to evade incoming attacks by dashing out of the way.
Evade: is an effect which prevents attacks from hitting a character for a short duration. Evading is most easily achieved by dodging out of the way, but can be granted by using other skills and effects.[…]Unlike dodging, immobilized condition does not prevent evading of attacks, but any kind of movement aside from teleporting is still restricted.
/thread
Tried this again today and I finally got it done
Trahearne died and got ressed multiple times and I ignored the researcher asura at the start. I only hit next in cutscenes and walked slowly for every part when they needed tofollow. I’m not sure but staying on the ground might be causing it. For example if you jump on a rock in the cave to avoid the mobs then the NPC’s can’t path to you either (Trahearne teleports to you anyway) so I always stayed on the ground where the pathing could not break. IMO it’s got more to do with the AI pathing because I didn’t go slow or skip anything. I pretty much killed anything in my way and anything close to me. Hope this helps.
Same here, thief as well. Pretty annoying because I’ll play with almost no traits for a while and think “kittenpeople are starting to get better, this is hard!” Then I check my traits because I figured I need to change them to switch up my strategy and find that they are pretty much reset except for the points allocated. After re-allocating it becomes easy mode again :P
Same here, I usually wait like 5 minutes between messages and add random characters to the end to draw attention. Also, I’m using local chat (/say).
this
This was so annoying I set dialogue volume to 0 altogether which is a shame.
I was messing around with this last night as well and noticed the same thing with dual daggers. If it matters I was testing it on mist NPCs and then on my friend in Arena with the same results.