Showing Posts For MithranArkanere.8957:

Path of Fire Stress Test September 7

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Don’t forget you can check the LFG tool to get together with other people and do stuff with them if you don’t know exactly what to do.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Path of Fire Stress Test August 31, 2017

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Ok. Let’s all make minion masters, equip minis and concentrate in one point and use all of our skills at the same time.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Current State of Support: August 28, 2017

in Account & Technical Support

Posted by: MithranArkanere.8957

MithranArkanere.8957

Don’t worry. My only current problem is this .

The crafting panels are bugged and won’t ‘see’ items soulbound to other characters anymore. They once did, but now I’d have to level Scribe to 400 in 3 characters and artificier, armorsmith, and weaponsmith to 450 in 3 to use them, which would be insane. So all I can do is wait.

I have 15 items I want to use to craft stuff, and they have been waiting in the bank for over a year. They can still wait until the bug is solved, as long as it is eventually solved.

If there’s something I have it is patience.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Gliding and Territories in WvW

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Literally nobody asked for this.

Ironically, EotM, where this would actually be useful, won’t get this.

I’m not even surprised.

That kind of bugs me. Edge of the Mits could really benefit from several strategically placed jump pads and leylines, enabled by taking certain objectives, and available only to those who control them.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Travel Toys as mounts

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Remember the Travel toys?

Is there any chance they could ever be used as ‘skin replacements’ for mounts like with the glider skins?

The existing travel toys even match some of the types of mounts and all:

  • Enchanted broom – Raptor.
    • Tail Spin is replaced by Broom Spin, using the same animation as the warrior hammer Staggering Blow.
  • Bloodstone and Electromagnetic ascenders – Springer
    • The character would use an existing animation to lower down before jumping, and leave a magic electric/bloodstone trail on the jump.
  • Mad Mirror and the Magic Carpet – Skimmer

The tunneling tool is a bit lackluster, as it doesn’t show the character except when leaving and entering the ground, so it can’t be a proper skin for any.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Gliding and Territories in WvW

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

I hope this is just a late April fools joke.

I agree.

“Territories”? Why not just undo the links?

“Flying”? Caving to whom?

No tournaments.

No real improvements for WvW – another disappointment for many who have put five years into a single gaming mode.

False dilemma.

Different things take different amounts of time, testing and other resources. Different people work on different things.

Why taking time to make X when we need Y? Because making X doesn’t take time from making Y, and it may be better to have X and not Y than having neither.

Coming up with a solution to the population problem may require testing other things first, like having Territories implemented.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Gliding and Territories in WvW

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

…one more thing. If you’re close enough to the objective for the little bar-graph thing to be visible on your screen showing the status of the capture ring, gliding should fail the instant the ring is capped. You had plenty of time to save yourself while it was capping.

Yeah. Having a timer or anything like that would be unforgivable, even if it just flickers for 2 seconds.

It should definitely be a free fall the moment you lose the territory. It would not be fun at all otherwise.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Gliding and Territories in WvW

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Big advantage if you own hills, nothing at all for bay. SMC owner will be able to stealth and glide bomb anyone who tries to take the castle. Feels like servers who struggle in WvW will be even more sacked with that new system.

Indeed. Alpine has the east high keep, then partial heights in the middle keep. Desert only has real heights in the east keep. Eternal Battlegrounds only has a bit of height in the north keep, then quite some height in Stonemist Castle, but most of the fighting always happens at ground level anyways. Someone gliding away to escape before the keep is taking over will also risk losing the gliding mid-air if it gets captured, only to fall to their deaths if they don’t have enough -fall damage traits or runes.

This feature is more on the lines of the Desert Borderlands and the Desert Air keep effect. It helps moving around within the place while you control it, but it won’t really do much for you in the fights.

[…]
WvW-specific mounts?

Well, we actually have those, in a way. There’s siege golems, the assault rollers no one uses, and the mecha siege devourers in the Edge of the Mists.

They are combat mounts, but unfortunately your character won’t be visible while you ride them.

It’ll be just great if these transformations got upgraded to mounts that show your character.

Same for the the Centaur, Turtle and Dragon banners that can be hard to notice in the battle. If they were changed from being sticks you hold to actually riding a Centaur, a Turtle or a Dragon, that would be epic, as they would show off much more, and help deaeyes target the guys holding those annoying things to snipe them out.

Hm… where’s that magic lamp… I gotta put another wish in my wishlist.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Gliding and Territories in WvW

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Perfect. Just what I wanted. Territories marked in the map, and gliding.

Specially Territories. There’s tons of cool stuff that can be done to improve WvW when we have territories clearly delimited. Like making Outnumbered work per Territory, and what seems to be already in place to an extent: Making Objective Auras work within the entire territory.

And remember, gliding ONLY works in your own territory. Don’t like enemies gliding? Take over the territory. I hope the test works well. I can’t wait to shoot off some ducks out of the air. That will be fun.

So it seems this djinn lamp I found actually works! Just look at that. I wish for 2 things, and there it goes.

If gliding actually stays, next I’m going to wish for a test for mounts to work without controlled Territories.

If that works, I’m then I’m going to wish for Shrines to be added to alpine so we can unlock jump pads to travel faster between the camps at the north and the sides when all 3 are controlled.

And after that, time to wish for a third borderlands map with a theme inspired in Cantha, with the Citadel being inspired by the City of Kaineng, the east keep being in a lake, inspired by the Jade sea; and the west keep at the top of a cope of giant petrified trees, inspired by Echovald.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Upcoming Stat Changes in the Q3 Balance Update

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The only thing that I dislike from this is how Giver’s will stay different between Armors and Weapons.

If we are to have consistency, we should have it fully: One name, one stat combination.

I’d much rather have a the condition stat set separate into a different name like “Trickster” and give it for Halloween instead Wintersday, and keep Giver’s as the Wintersday stat for both weapons and armor. Existing Giver’s weapons would be merely renamed to Trickster then.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Guild Missions and Commendations (again)

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The items bought with commendations do not have any consistency in their values.

Take Sigurlina Jonsdottir’s items. One can argue that a Divine Lucky Envelope, a Guild Catapult Blueprint or a Guild Siege Golem Blueprint may be worth one commendation. Maybe even a box of WvW supplies. But the other items? No way. They’ll have to be stacks of 5-25 of them to be worth that, depending on the item. And one of her fixed stock items should definitely be a Mystic Coin, since her stock has a daily purchase limit. That will encourage both doing guild missions and donating to the treasurer to get the Guild Vendor’s upgrades.

The cost of Kresh Defttalon’s minis is kind of Absurd. Will new expansions instroduce new minis? Then when will people have time to get them all, and the new stuff? Every week players can only get about 5-12 commendtions. A cost of 75 to get a mini is ridiculous. The high cost should be on the parts that are not time-gated. And they already cost a lot of gold. So something like 5, 7 and 15 commendations but 100, 150 and 250 crystal ore would make more sense. Keep people making guild missions sicne they can see the minis can be acquired reasonably, and keep them making dragon stand too to get all that crystalline ore.

The cost of weapon and armors and weapon and armor recipes is reasonable, but being soulbound is not. That forces players to remember to buy them with the character that will use them to equip or craft, and wastes support time when players make a mistake when they do not know this beforehand, and have to request a ticked to solve the problem. Soulbound items not beng usable in crafting recipes is also a huge problem. You buy one of them to use them with a character, then try to use them with another to craft, boom, have to contact support and waste their time again to solve the problem. Either soulbound items are usable by any character to craft (maybe with a warning in the crafting panel when one of the items is soulbound to another character), or crafting discipline progress is made account-wide altogether, or there’s an option to talk with a master and pay gold and materials to get the discipline fully trained with extra characters when one has already maxed it.

Stalwart Ben’s commendation trader’s prices are mostly ok, except the sentinel inscriptions and the accesorries. They should take at least half the amount of commendations, even if the price in gold is increased or another additional cost is added, like globs of ectoplasm for the accessories. so it doesn’t take too long to make use of them.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

How to stop outnumbered abuse

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

It appears to me that the simplest method would be a secondary effect giving the pips.

Do anything that gives warscore to your world while outnumbered, you get this secondary effect for slightly more than the remainder of the tick. When the tick gives its rewards, even if your team is no longer outnumbered, you still have the effect you earned for the tick, and its rewards.

That way the only way to receive rewards from outnumbered is actually participating while outnumbered.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[Suggestion] Participation, outnumbered, pips

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

That sounds way to complicated.

Let me describe my evening in wvw yesterday:
I was on our home map -> DBL. It was mostly red but there were several small enemy groups running around. So we often had the white crosses on our objectives (I’m not sure if it is called like that in English).

I was mostly running around checking if everything was allright. So I was outside of objectives and mostly out of combat. I just captured a sentry/camp every few minutes or met an enemy or destroyed a cata or repaired a wall.

If I understand you system right, I would have had a hard time to keep up my participation.
On the other side, someone “karma training” on a map would easily get a high participation.

Outnumbered:
I don’t understand the problem with it. It doesn’t hurt anyone when people jump to an empty map.

Your outnumbered system would also be unfair for roamers who just look for duels and aren’t interested in capturing towers.

Looks like I wasn’t able to explain properly, maybe it was too long and you gave up reading.

Every time you repaired a wall or broke catapults while the objective’s location is still being attacked, you would get participation on the defense event, you would get quite some war score points as defense ticks from walled objectives are high.

If you also escorted dolyaks, walking from the camp to the walled objective and killing enemies, and basically looking out for that walled objective, you’d also be getting war score from the dolyaks, from the sentries and the camp, and from defense ticks. Keeping your warscore gain and participation high. The more of the route from the camp to the walled objective you guard and protect, the more participation you’d get.

And the higher the objective’s upgrade tier, the more warscore it would provide for your world. And the higher the participation of those defending.

But if everyone just stayed at one objective, letting the enemies capture, your entire world would get less score, so having more locations benefits everyone.

So to get the most rewards for everyone, people would have to capture things with large groups and leave players behind as scouts and taking care of the locations.


In my outnumbered system, roamers would get warscore if they kill enemies. And warscore is what keeps participation and outnumberd stacks high. If they also talked with each other and with other roamers in each Mist War map and took as many bloodlusts as possible, they would get even more warscore per kill, and keep their participation and outnumbered bonus even higher much faster. But also make their teammates get more score from their kills, thus helping the entire world.

If they were just hanging around for duels letting enemies revive, they would not be getting score for their world and thus they would not be rewarded as much, which is pretty reasonable.


Hm… I tried to be concise, but I keep thinking of all the possibilities and solutions for them and it’s really hard to keep it to a minimum.

I may need to reformat this.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Opening mail in new PvP lobby causes crash

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’m getting the crash anywhere, after purchasing the Sport Glasses and trying to open that mail.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[Suggestion] Participation, outnumbered, pips

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

  • Have pips earned in two ways: Per row and per tick.
    • Per row pips are given only once per row of pips regardless of participation tiers. Every time you reach a row, these pips will be granted right away when you are in WvW. So if you just log in and enter WvW after reset, these will be instantly applied to the first row in the Wood chest.
      • Rank pips : 0-7 pips given based on rank. These pips are never lost once gained.
      • Dedication pips: 0-3 pips based on how many consecutive weeks have you completed at least the Wood chest (gain at least 100 pips) in an scrimmage. After 4 weeks, you’d get 3 pips already completed per row of pips. Dedication pips would reset to 0 if you change worlds, but they would only be reduced 1 per week after one week without completing the wood chest. So you can leave for 2 weeks and lose just 1 pip, then complete wood another week to get it back.
    • Per tick pips are given on every scrimmage tick:
      • War score : 1-3 pips based on your world’s current placement in the current skirmish.
      • Participation pips: 0-5 pips based on one’s participation level.
      • Commander pips: +1 pip per tick if you are the leader of a squad with at least 5 players.
      • Outnumbered pips: +1-5 pips for playing while being outnumbered.
    • By having the rank and dedication pips only count once per row, the pips from active gameplay can be increased without increasing the overall pip gain. This way we can reward more players who play more actively even if they have less rank, while those who have accumulated more rank can’t play less actively and still get as many pips per tick, yet they still get rewarded more if they play the same.

Now, this may seem complex because I’m rather thorough when explaining things, what this system intends to do is rather simple. In a nutshell:

  • Get more score for your world during a scrimmage -> Get more pips per tick the more score you get for your world.
  • Keep getting score for your world even when outnumbered -> Get more pips per tick the longer you keep scoring while outnumbered.
  • Play more WvW -> Complete faster each row of pips.
  • Keep playing for the same world -> Complete faster each row of pips.

What do you think. Could changes like this work? Would they cause more problems? Did I miss something? Could a dev tell us if if any of these could even be possible?

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[Suggestion] Participation, outnumbered, pips

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

If one have been following the community lately, these are 3 of the issues that have been concerning players

  • The participation system is allowing players to earn rewards while not playing as much as other players earning the same rewards.
  • Outnumbered is being exploited and causing problems.
  • Skirmish reward track feels too slow and unrewarding for less veteran players.

I think that the following series of changes could work to solve or ease many of these issues well enough:

  • Change the participation system to work more progressively and reward more gaining score for your world.
    • Tiers are now numbered 0 to 5.
    • Now each tier adds the same number of pips per tick as its own number indicates. So at tier 1 you earn +1 pip per tick, at tier 4 you earn 4 pips per tick.
    • Tiers would now slowly decay to the previous one over time based on a decay rate that increases over time. The higher the decay rate, the faster your participation decays.
      • The decay rate would be shown in the participation panel.
      • Each point of war score earned for your world by any action in which you participate reduces the decay rate. WXP does not count for this.
      • Being at a higher participation tier would increas the decay speed. So staying at higher tiers requires more aggressive and active gameplay, maintaining and defending higher scoring locations, thus earning more war score.
      • Being inside contested objectives, and being in combat would slow down the decay. But being out of combat, and being outside objectives would speed it up.
      • Being tagged to share participation by a squad would increase participation and decrease decay whenever anyone in the squad gains participation, but it won’t give you more than the highest player in the squad.
    • Participation would not be lost or decrease when switching characters.
    • Destroying or disabling fully built enemy siege would now count towards participation on defense events. Allowing someone defending a tower to gain participation even if the enemy runs away before damaging doors or walls.
  • Change how outnumbered gives extra pips:
    • Bonus pips from Outnumbered are no longer directly granted by each tick while having the Outnumbered effect itself, and instead come from a separate effect that is received while under Outnumbered as you earn warscore for your world:
    • This effect would stack over time while Outnumbered, giving just +1 pip per stack up to 5, and increasing as you do things that give warscore to your world.
    • The more warscore you get for your world, the faster the stacks get to 5. For example, you could earn 1 stack for every 2 points of warscore you earn. So you could go get 5 sentries or shrines, defeat 5 enemy players while under a stack of bloodlust, or take over a Tier 3 tower.
    • So if you just jump between maps all the time hoping to get your tick to happen in an outnumbered map, you won’t ever get any bonuses at all.
    • The stacks would go down one at a time over time like the stacks of the Hammer Corruption effect in Cliffside fractal. Whenever do something that earns warscore, all the stacks refresh for a duration based on the warscore earned. For example, 2 minutes for point of warscore up to a max of 30min. The duration from different objectives won’t stack, but if the duration of what you last did is shorter than what you already had, it won’t be decreased.
    • So as long as you stay outnumbered and giving score to your world, you keep all the stacks. And if you only go around taking shrines and sentries, you’ll only get 4 mins extension every time, which may not be enough to keep them. But defend a Tower, and your stacks get 8 mins of duration, enough to get you going while defending the tower.
    • When your map is no longer Outnumbered, the stacks are not lost instantly at the same time as the Outnumbered effect is lost. Instead, they still go down slowly one at a time naturally, so you can still benefit from your efforts until they are all lost. This way if a squad comes and leaves you don’t lose it all instantly.

[Continues->]

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Crab Toss exploiters / cheating

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

When the crab gets stuck by the referee, karka hatchlings are supposed to spawn right on it and kill it. But sometimes the hatchlings won’t spawn there, if the crab is thrown there at the right angle.

Once the crab is up there nothing can bring it down, as none of the skills work on the crab itself, only on players. So players can’t do something like pulling it with a fishing rod.

One very easy solution to this would be giving the crab a very short life. For example, giving it an effect that spawns a karka hatchling after 5 to 10 seconds. This way if it isn’t picked soon, a karka hatchling appears and kills the crab.

Other issues in crab toss to note:

  • The crab won’t always bounce off walls and instead disappear. This usually happens if thrown high enough. This allows the player with the highest score to constantly pick the crab and make it disappear.
  • The veteran karka rolling attacks do not match their collision boxes. They hit way far from itself.
  • Sometimes extra crabs are produced. This is very rare, though. Maybe only when two players steal the crab at the same time, or if someone picks the crab right as it dies, making the code produce another.
  • Karka and karka hatchlings will sometimes continue to chase a player until death even if they are not carrying the crab.
  • If a thrown crab is blocked, it disappears. Eventually the referee will throw another one, but it will take time.
  • Guardians keep getting Aegis as if they were still under Virtue of Courage, which disrupts the game. This also happens in other activities such as sanctum survival and keg brawl.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Soulbound guild weapons

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

This bug is still happening, but it is not listed in the known issue tracker .

This was not always the case, you could do things like buying loafs of bread with one character and use them with another. But some day this was no longer possible. So it is definitely a bug or side-effect from some changed made. One that has been going on for quite so long.

I have 15 guild weapons on several characters waiting for this to be fixed so I can use them to craft chiaoscuro weapons, several new years backs I can’t use to craft statues and some ingredients that are soulbound to non-existing characters waiting for this bug to be fixed.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[Discussion]Trait+Skill Mechanic Reworks Sugg

in Thief

Posted by: MithranArkanere.8957

MithranArkanere.8957

At this point all I see missing, other than the healing skill and 2 elites to complete the core skill sets, is a Shortbow trait. As all other thief weapons have a trait.

Because of its skill set and the latest skill changes to it, I think the Trickery line would work for that, and Pressure Striking could be the one that fits it better, thanks to the reworked Choking Gas.

For example, the base Shortbow has been a little too strong, so it could have its base hits reduced: 2 bounces with Trick Shot for a total of 3 hits, 3 impacts with Detonate Cluster down from 4, and 3 pulses for Chocking Gas.

Then Pressure Striking would bring back that toned down power by beomcing the Shortbow trait, and in addition to the Torment on interrupt that synergizes with Choking Gas, it would add 2 bounces Trick Shot for a total of kittens, 1 impact to Detonate Cluster for a total of 4, and 1 pulse to Choking Gas for a total of 4, making it easier for it to trigger the torment.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Sound Updates

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The problem isn’t the sound, themselves, but how they can be spanned and made to overlap with each other.

  • The Dreamer would do fine with wooshing sounds for the horses, as if the horses were dashing by your side when the projectiles go past you. Make the the neighs more rare. Horses don’t neigh that much anyways.
  • Quip would be better with a softer sound, like a bubbling hum or ruffling woosh. Keep the high pitch party popper sounds to play only occasionally or only for some skills like Pistol thief 5, Black Powder.

Maybe make the sounds a bit more frequent on critical hits, but not too much.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

1v3 and Barely win games

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

PvP needs a proper tutorial. We can’t expect players to learn the game in hotjoin or asking other players.

Not the crappy tutorial we used to have where only capture, revive and finish were taught.

I mean an actual comprehensive tutorial that starts with basic mechanics, then advanced tactics, map peculiarities, profession peculiarities, vs AI practice, …

Then also a series of practice challenges to teach players how to deal with different mechanics like condition spam, CC spam, boon spam, bunker enemies, slippery enemies, chasing enemies, getting focused by the enemy team, enemies that run around decapping, each map quirk, etc. Completing each challenge for the first time with each profession would give a few potions of PvP reward track, to ensure players are lured into the training.

Something like a mix between the Zaishen Masters in the Isle of the Nameless, Instructor Ng’s quests in Shing Jea Monastery and the PvP training arenas in GW1.

The Zaishen must go back to their job, or we’ll only get clueless people that act in a way no different than someone losing on purpose.


We could also use an instanced training area that can produce training golems and profession NPCs with options like those for the golems in Mistlock Observatory: run stand still, run around, attack, etc. There’s a perfect spot to put that in the northeast corner of the Heart of the Mists, where underwater combat used to be.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Update on Hearts and Minds

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

As long as those defiance and healthbars bars stop being scaled for 20-30 people instead 5, and enemies don’t stay invulnerable after completing the mechanics, I’ll be happy enough.

Last 3 times that I attempted the challenge mode people just left after not being able to take 5% of Garn’s and Eir’s defiance with their stronger CC-focused builds, and the fire applied by her attacks ticked as if it was designed before Burning was made a stacking condition.
It was kind of insane even for a challenge mode.


I know you are not going to change the encounters significantly, but I hope you consider at least one change to them: addressing the ‘penalty box’.

Getting kicked out and only being able to wait is not fun at all, but the fights are too hectic to be able to revive anyone during them.

I wonder if it’ll be possible to give players something else to do in the meantime.

  • For example, having separate rooms where defeated players are sent instead being sent to the box, and there they can do something to return to the fight.
    • As long as one player endures against the boss, the rest would be able to return if they manage to complete the room. If they don’t, they just keep respawning at the start of a different random room until they complete it, until the boss is defeated, or until the last party member fighting the boss is defeated too.
    • And if the last player fighting the boss is defeated, the fights in the rooms are cancelled and it’s then when the party is sent together to the penalty box to reset.
    • I wonder if it’ll be possible to use copies of the nightmare chambers from the Nightmare of Towers release for something like that. There’s already recorded lines and all.
  • Or it could be something like in the fight against Dhuum in GW1: Defeated players would get transformed into a ‘dream’ form, with the yellowish translucent visual effect creatures had in A Light in the Darkness, they would become invulnerable and the boss would ignore them, but the transformation would disable their traits and upgrade effects, and their skills would be replaced with a set of skills that allow them to help in the fight without dealing damage to the boss: heal allies, break defiance bars, create blocking domes, giving boons, damaging adds, etc.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Thief WvW Issue

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

The only real problem I’m seeing with thieves as of late is that they have builds rely on dealing tons of conditions in little time while maintaining stealth. And when someone comes along with a revealing skill or reveal traps, they can still run away or avoid the traps quite easily.

But putting direct damage in everything would ruin stealth altogether, making it useless. So we can’t have that. But this can’t keep going on like this.

So what can tone down this build to a reasonable degree while not destroying stealth use altogether? We need a way to make them revealed when they spam too much of something, while not revealing them when they use just a bit.

And that way to do that is changing Revealed to work with another secondary effect. Something like this:

  • The secondary effect could be called something like “Suspicion”.
    • The icon could be the gray crosshair from revealed but without the eye.
    • This effect would stack to 25 stacks.
    • Each stack would last 4 seconds in PvE and 5 seconds in WvW and PvP.
    • When 25 stacks are reached, all stacks of Suspicion and all Stealth effects are removed, and Revealed is applied for the standard 4s or 3s depending on the game mode.
    • Revealed Training will NOT work with Suspicion, only with Revealed as usual.
  • Sneak Attacks and skills that currently forcefully cause revealed would deal Revealed directly as per usual.
  • Direct damage would deal 20 stacks of Suspicion on critical hits, and 10 stacks on normal hits.
    • This change will give a little leeway to allies and when fighting with projectiles. A single hit after getting stealth won’t reveal you, so if you are attacking with projectiles and you get stealth between firing a projectile and the projectile hitting, or if an ally gives you stealth right before an attack, you will be less likely to lose stealth instantly before you can react.
  • Causing a condition would cause 1 stack of Suspicion.
    • And here’s the solution of this particular problem. This problem build deals way over 25 conditions in less than 3 seconds without triggering revealed. Too many within too little time. With Suspicion introduced, they would still stay safe if they never reach 25 stacks across all conditions within the duration of the accumulated stacks, with is too little to kill anyone with a modicum of survivability, and they will have to leave stealth eventually if they want to finish the enemy. And if it’s too much or too little, changes can be done for conditions to deal more or less Suspicion, and some non-damaging conditions could even deal none, allowing lots of leeway for adjustment.

Additionally, a I’d explore making a few changes and additions for core professions, for things that still let the thief watch out for enemies while still giving more tools to reveal. For example stuff like this could be tried:

  • Two pet canine skills could be changed a little:
    • The hyena is now the one that applies AoE immobilize instead summoning another useless hyena.
    • The hound now causes an unblockable AoE revealed for 2s. Because you know, it’s a hound, with a little bit of training and nature magic they should be able to sniff someone cloaked even if it’s with magic.
  • Engineer’s Lock On will have its recharge reduced to only 6 seconds when applied by Flame Jet.
    • This way engineers can go around revealing enemies with the flamethrower more often, but thieves can still watch out for the flame jets to avoid being revealed.
  • Many core skill sets are ‘missing’ skills to complete a full ste of 1 heal, 4 utility, 1 elite. Some of these could give professions a bit of AoE revealed.
    • The Elite Warrior Shout could be “Cowards!”. Unblockable. Removes Swiftness. Knocks down for 3 seconds. reveals for 6 seconds, and cripples for 9 seconds anyone hit that is not facing the warrior, that is, anyone hit from the back or the sides.
    • The necromancer elite well could be Well of Ruin. It’ll take away ‘liveliness’ from enemies and giving it to allies. Each pulse deals damage, slow and revealed to enemies, whenever an enemy is hit, it also gives 2s Quickness and Alacrity to allies, and the necromancer gains 2% life force per enemy hit per pulse.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Condi damage mitigation stat needed

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

For this issue, I’d wait until a full rework of the trinkets, along ascended trinket crafting.

Right now, trinkets upgrades have just stats, except doubloons, and then ascended only have infusion slots, with no slots for trinket upgrades.

I’d change this to move all stats from upgrades to the trinkets like in ascended trinkets, changing all trinket upgrades to give % effects properties like those seen in runes, and giving ascended trinkets slots for these upgrades too.

Runes with % effect properties would lose them all, replaced with only stats or skill-triggering effects.

So, for example, Melandru runes would have their first % stats property replaced with vitality, and the 6th property will be a skill that triggers on emergencies causing a stun break, removing conditions and healing a bit.

So, now where you get the -% condition duration and -% stun duration? Trinkets.

Universal upgrades would be renamed to a single consistent name like “Charms”, and changed to work only on trinkets, and their properties would be changed from giving stats to cause % properties like doubloons with heir %boon duration. But of course fixed so they scale down, since right now doubloons do not scale their % boon duration, that needs to be fixed.

Charms would be changed to 3 rarities like other upgrades: master, rare and exotic. Generally they will be One with 5%, one with 10% and one with 15% effect, but depending on the effect it’ll be more or less.

Like sigils, Charms would not stack. So you’d be able to bring a -10% and a -15% condition duration charms in your trinkets to have the -25% lost in the Rune of Melandru, but 2 -15%stun charms would not give you -30% stun, since they won’t stack.

In PvP, this would be done as a new upgrade slot between the amulet and the rune slots with preset combinations like “-25% condition duration on self, -25% stun duration on self”, or “+25% boon duration, +25% condition duration”.

The trinket upgrades that have visual effects would also be updated to the new system, and since ascended would also use the new system, you’d be able to equip them on ascended trinkets.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Sigil Proposals v2

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Overall I prefer these versions.

I like having the Impact and Paralyzation sigils merged into one. with both the duration and the bonus damage. But Impact could be a better name since paralyzation may refer also to immobilize. And could be changed to affect also taunt, fear or daze?


Here’s some other possible effects to consider:

On hit

Sigil of Greed
On hit : Steal 1 boon
(15s cooldown)

On swap
If longer cooldowns are possibility, that means these could be done, increasing the cooldown if they are too good with short ones:

Sigil of Perforation
Your next attack after you swap to this weapon while in combat is unblockable (5 seconds).
(18s cooldown)

Sigil of Surprise
Your next attack after you swap to this weapon while in combat inflicts Daze (0.5 seconds).
(Cooldown: 18 Seconds)

Sigil of Chase
Teleport to target when swapping to this weapon while in combat (1200 range).
(18s cooldown)

Sigil of Grace
Gain Aegis (1 second) when you swap to this weapon while in combat.
(Cooldown: 18 seconds)

Passive
Do all passives have to consider the enemy?

Sigil of Caution
Deal 5% damage when over 90% health.

Sigil of Distress
Deal 7% damage when under 50% health.

On dealing effect
These would trigger when a particular effect is dealt.

Sigil of Ulcerating
On dealing bleeding: Adds 10s to your bleeding on target, divided between all your stacks of bleeding on target, up to 10 stacks.
(5s cooldown)

  • Can only affect stacks placed by the player with the sigil.
  • The more stacks, the less duration each stack gets.
  • The minimum duration it can increase is 1s.
  • So it can only affect 10 stacks at most since the minimum duration it can increase is 1s.
  • It is not affected by expertise or +% condition duration.

Something that may be interesting for Mallyx revenants to try:

Sigil of the Fire Titan
On dealing Torment: Deal burning (1 stack, 3s) for every 3 stacks of Torment on target.
(5s cooldown)

Sigil of the Jungle Titan
On dealing Torment: Deal poison (3 stacks, 5s) for every 3 stacks of Torment on target.
(5s cooldown)

Sigil of the Frost Titan
On dealing Torment: Deal chilled (1 stack, 3s) for every 3 stacks of Torment on target.
(10s cooldown)

Sigil of the Anguish Titan
On dealing Torment: Deal confusion (3 stacks, 5s) for every 3 stacks of Torment on target.
(10s cooldown)

On negated attack
These would trigger if an attack misses, of the attack is blocked, or if the attack is evaded; but not when hitting someone invulnerable, or if the attack is reflected.

Sigil of Indignation
On negated attack: Your next attack is a critical hit.
(5s cooldown)

Sigil of Exasperation
On negated attack: Your next attack is unblockable.
(10s cooldown)

Self-recharging
One thing I’d like to see is a kind of sigil that has an effect that triggers after a long cooldown, but the cooldown goes down when hitting enemies with the weapon’s primary skill. Something like this:

Sigil of Imminence
On cooldown: Your next attack is a critical hit. Hits by the weapon’s primary skill decrease the cooldown of this sigil by 1.
(20s cooldown)

This could be too much for some skills that hit a lot of times every second like Flame Jet, so the cooldown decrease could be limited to only once or twice per second if it works too well with them.

The purpose of this type of effect would be to work better when engaged combat than with hit-and-run tactics.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

How hard will you try during Season 6?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Not at all. If you have no chance to get firs to the race, why bothering over-exerting yourself? Just run at your on pace and have fun.

I don’t have a system or a connection decent enough to play at any frame rate that would allow me to react, so I play predicting. In GW1 that worked really great, but in GW2 it’s impossible to get far like that with all the spammity spam.

So I’ll just try and get me some skins and lamas.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Ghost thief

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

This is because stealth is a single effect instead a stacking one.

Stealth prevents them from capturing, but they no longer need it if they can still eliminate enemies from stealth with relative safety.

This problem becomes more noticeable in WvW where they can stack even more condition damage, stealth and conditions with higher stats. So they can’t keep these traps are they are.

But if they change thief traps to always reveal them with something like giving them a bit of direct damage, thief traps become mostly useless, since it’s a profession that relies on stealth and surprise.

One possible solution would be changing revealed to be a stacking effect up to 5 or 25 stacks, and when getting max stacks, they get revealed until all stacks expire. Cloaked creatures would always get max stacks when hitting with stealth attacks or any high damage attacks from stealth.
But they’ll get less stacks when they do negligible hits or just deal conditions, so they’ll need to stack more to get revealed, but still get revealed if they stack too many. This way stealth still tactical gameplay while punishing overusing cheap spamming gimmicks.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Sigil Proposals

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Is there any possibility that any of this changes transfer to PvE/WvW sigils if they are deemed to feel better and make players more likely to use them?

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[suggestion] Stop overwelming us with boxes

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’d be happy enough if we had an “Open All” option in containers, that opened a little panel with a progress bar, a number box, and buttons to “Open” the number of bags chose, “Open All” bags until the inventory fills or "Cancel.

It won’t be as fast as when you Consume All, and you still have to manage the inventory and having more inventory space is still better, but at least you won’t have to destroy your mouse to open the stuff.

You know, like when you craft.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

We need more skirtless armor!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[..]
That be way to much work as armor 1 model per part have to go through every armor in the game and rework the modeling of pants yea you’ll never see that change I wouldn’t even suggest that idea lol

be better off just designing new armor letting it be as is to be honest with ya

Yes, it’ll be a massive undertaking. And it won’t be doable for all armors. Only for those that have already something delimited enough under a skirt that isn’t just underwear. But the amount of extra possibilities we’d get would make it a whorthwhile undertaking.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

We need more skirtless armor!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

What I think we really need is the skirt moved to a separate slot in the visual composition of armor (like how parts of the boots and gloves can disappear when covered by another armor thanks to being being separate parts or alternate models), so you can hide it when there’s pants underneath, or choose between the skirt from the torso or the legs. This way we’d get tons of pants, but also we’d be able to do things like wearing the entire coat of the male Light Heritage armor whit different pants.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

afk farming everywhere

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

When newbies talk to them, they quote a very old post where a mod said that minion behavior was intended (attacking whoever attacks the necromancer) that they misconstrue as ‘afk farming is intended’.

This leads other player to believe doing this is fine, when it clearly isn’t. It gives wealth players for not playing actively, and causes a very, very bad impression with all this hardly active people hanging around doing absolutely nothing.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Migraine bugged again? (hearts & minds)

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Bugs during migraine are still happening.

Garn’s defiance bar is bugged, it has way more defiance health than it should, and recovers too fast. 5 players with full CC sets that could single-handledly break the defiance bars of every fractal boss, or 2 of them take down the defiance bars of any raid boss won’t take more than half of Garn’s bar, and it will recover defiance even while under chilled and crippled. I’m yet to see any other enemy that won’t have its defiance bar stay still or go down under those two conditions.

When Eir attempts to revive Garn, she does so way faster than it should, and she heals him way more than she should.

This only leaves as the only alternative left running around hitting Eir while she teleports and delivers burning barrages, which takes way longer than anything should, no matter the difficulty intended.

Looks like this mission was left as it was after making changes to other mechanics, resulting in undesirable behaviors.

This must be fixed.


On top of that, any player defeated ends up in some sort of ‘penalty box’,and there’s nothing like a ‘/gg’ or ‘retry mote’ in the combat area, which only makes the encounter boring as those who get defeated can’t do a thing, and those who survive only take longer to do it as they can’t do the mechanics to actually do damage to the boss. All that’s left is letting themselves die to reset, which often results in someone dying again anyways.

The solution to that was already designed before, and it should be used here. In Guild Wars 1, during the fight against Shiro, banished players could return back to the fight by surviving a path full of attacking spirits. Rather than being sent to a penalty box, defeated players in Hearts and Minds should be sent to 4 separate rooms where they have to fight something and if they defeat that a portal spawns and they can go back to the fight as long as a 5th player survives. If all 5 players are defeated on the boss, then they are sent to the penalty box.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Sigil Update

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Most on-swap sigils are fine, except those dealing damage. Others are mostly the way they are.
For those that deal or increase damage, either limit them to one per set, or remove the direct damage from them by turning them into something else, like this:

  • Doom : Your next attack that deals a damage condition deals an extra stack.
  • Hydromancy: Lose a snaring condition and inflict chilled. The condition lost would be in order of preference: immobilize, chilled or crippled. But just one of them.
  • Geomancy: Inflict weakness to nearby foes.

Here are some more that we could try and see how they work. All with the standard 9s cooldown:

  • Surprise: The next attack dazes target for 0.75s
  • Grace: Gain distortion for 0.75s.
  • Composure: Break stun and gain 1 stacks of stability for 0.75s.
  • Haste: Reduce the recharge of your weapon skills by 3 seconds and gain 2 initiative.
  • Restitution: Your next 3 attacks transfer a condition.
  • Ruin: The next condition you inflict lasts 50% longer. (does not bypass the total cap of 100%)
  • Pyromancy: Create a blast finisher. (the visual is a small explosion like those from an engineer’s small, but there’s no damage)
  • Aeromancy: Blind up to 4 nearby foes.
  • True Sight: Your next attack can’t miss. (the next attack ignores blocks, evades and blindness, but you won’t lose blindness if you have it, so it’ll still affect you the next attack)

Self-recharging Sigils

I’d also like to see you try a new type of recharge that may work with sigils and traits.

The effect will always trigger on the next attack after a long cooldown, but whenever an enemy is hit, the cooldown goes down by 1, but this reduction can only happen once every second, so skills spamming hits do not speed up things.

This type of recharge rewards being in active combat by reducing the recharge by 1s for each second you are actively attacking enemies, so it doesn’t work well with ‘disengaging’ styles of combat like stealth-spamming. For which other types of recharge are better.

If this type of cooldown reduction was applied to how sigils recharge, we could have sigils like

  • Imminence : Your next attack is a critical hit (15s)
  • Persistence : Your next attack deals vulnerability and grants you might for 10 seconds. (5s)
  • Piercing: Your next attack is unblockable. (15s)
  • Blaze: Your next attack deals 1 stack of burning for 5s (5s)
  • of the Gaki: Your next attack steals 25% of target’s endurance. (15s)
  • Decay: Your next attack adds 1s to existing poison and bleeding on the target (10s)

This type of recharge could also work with several traits, specially those that currently have a % chance to trigger.


Gear effects triggered from sigils and runes could also show better the status of sigils, with 4 colors:

  • The sigil is in cooldown: light gray circle with a black border.
  • The sigil is in cooldown in the other weapon set: dark gray circle with a white border.
  • The sigil is ready: Copper circle (the current color).
  • The sigil is ready in the other weapon set. A blue circle, the color you get when you invert copper.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Sigil Update

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Random chance has no place in an action combat, so I’m glad you are considering reducing RNG.

If it was in my hands we’d scrap Precision altogether, replacing it with some other stat like attack speed (quickness would be changed to stack and give a bit of this attribute per stack) or armor penetration (working differently than Vulnerability by ignoring armor rather than increasing damage), and get rid of most if not all % chance on crit effects altogether and make them all situational and based on traits, with cooldowns. Like:

  • Fire : Now deals 3s of burning instead direct damage. Triggers whenever target has 2 or more nearby allies. (5s cooldown)
  • Air: Now deals blindness and weakness in an area instead damage. Triggers whenever target hit is attacking you. (3s)
  • Earth: Triggers whenever an enemy hit has less than 90% HP. (2s)
  • Water: Triggers if target is near an ally with less than 90% HP. (5s)
  • Ice : Triggers on enemies hit from the back, backtracking, or moving away from you (10s)
  • Blood: Triggers whenever you are under 90% HP. (5s)
  • Blight: Triggers if it hits an enemy using a healing skill. (5s)
  • Generosity: Now transfers one condition for every 4 conditions on you. Triggers if you have 4 or more conditions. (10s)
  • Nullification: Now removes one boon for every 3 boons the target has. Triggers if target has 3 or more boons. target. (10s)
  • Purity: Now removes a condition for every 3 conditions on you. Triggers whenever you have 3 or more conditions. (10s)
  • Incapacitation: Triggers if enemy is moving faster than normal (swiftness, superspeed, mid-leap, etc) (5s)
  • Strength : Triggers on every 3rd attack. (1s)
  • Rage : Triggers on every 3rd attack. (20s)
  • Frailty: Triggers on every 3rd attack . (2s)

On kill sigils are useless on large scale and attrition battles. I’d change them to trigger also after hitting the same enemy consecutively a number of times, or after dealing a certain amount of damage to a target.


The property stacking sigils do not work well with how combat really is. But rather than removing them altogether, I’d change them to punish less not being a coward, and count separately defeat, downed, and being in combat.

  • +1 charge for every 2 minutes you are in combat. So they are no longer useless against large health bosses and attrition battles.
  • +1 charge whenever you help down an enemy.
  • +5 charge whenever you help defeat an enemy.
  • -5 charges when you are downed (the end of Vapor Form would not count as a second down for this).
  • -10 charges when you are defeated. (This means you keep 10 charges if you are downed then defeated with 25 rather than none)

Continues—>

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Are adventures ever going to be fixed?

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Sigh… People is not pressing the button and moving the mouse around before skill activation completes. Everyone quickly realizes how the projectile fires and so they leave it still until the projectile shoots.

And those enemies give prority to players. So even if the camp is secured, they’ll focus on players. And NPCs do little damage to them, so they stick around for quite a while. Enough to put players in combat and slow them down so they take longer to move to adjust for positions that can’t be reached unless moving around a lot. And what’s worse, trolling players can lure enemies to them.

And that screenshoot was been taken from a highest height charr. People have tried with all sizes and shapes. That changes little. While projectiles may start lower when fired by asura, the distances are so long that it doesn’t matter.

Please. Stop making up excuses as if the problem was because of what players do. The problems are in the designs of the broken adventures. These problems won’t stop until they are fixed.

Being dismissive helps nobody.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Are adventures ever going to be fixed?

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

And here we go with the dismissive responses.

This is not just me. I’m the one making the post after the complains I’ve heard in-game every time people attempt them.

Feedback has been given for each adventure too. What I wrote in the post is just one example. You can use google and search the forums to see all of the other feedback. All has been listed already. But adventures merely got more time added to them instead having those issues addressed.

And don’t tell me there are invisible collisions. Look at the image attached. As you can see the crosshair is right on top of the target, none of the items in front of it are visibly in the path, yet they stop the bullet.

Funny enough, when you do fire, the bullet goes anywhere but to that target, because it strays from a straight path. Leave the mouse alone, fire only with the keyboard, the crosshair doesn’t move, the bullet goes all over the place most of the time, and when it does go to the target, the bullet doesn’t reach the target. Something stops it. I’ve walked right to the target to fire, since there’s a jar there that disappears if you move far from it even at the highest settings, but the image I attached aims to the head of the dummy, well over the disappearing jar. Meaning the objects in front of the target have collisions bigger than their models.

It doesn’t matter if they give you 1 more minute to do the adventure if you are going to spend that minute firing until the bullet happens to stray right on that minuscule gap between the invisible collisions that lets the bullet through.

It doesn’t matter if the adventure is open before the meta is completed if there’s hostile creatures constantly spawning there and attacking you. Seriously. Once I wanted to waypoint away to join my guildies for guild missions. The creatures around there respawn so often that whenever I opened my map, another one had appeared and put me in combat. I had to waypoint somewhere else in the brief moment there was no enemies to waypoint from the map.

Adventures need to get fixed.

If they want me to give in-depth feedback of every issue, I’ll ask around, I’ll get lots of people to try them and give me their issues with them, and I’ll make a list to add to all previous feedback on them that already exists in the forums.

But it doesn’t matter how much feedback we give if it’s nothing is done with it. Adding more time to do them won’t fix the issues. That does nothing.

Attachments:

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Are adventures ever going to be fixed?

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Increasing the time to do them won’t solve the problems with flawed adventures.

Unresponsive skills, randomness, AI not acting the same for all players, creatures getting in the way when they are not meant to be part of the adventure, collisions not matching visuals, inconsistent behaviors…

That won’t get fixed with giving more time to do them, they will keep only frustrating players until they give up on them and they turn into a sore thumb sticking out whenever they are a daily or whenever people, check their achievement panels.

And “just don’t do them” is not an option, and “some people do them” or “there’s other masteries you can earn so you don’t need them” are just off-topic excuses. I’m not talking about earning masteries. I’m talking about adventures.

Take Shooting gallery.

  • It’s only available for a few minutes at a time, and won’t open during night at all.
  • There’s a rally point right on top of it, and it won’t open even if the rally point is secured.
  • There’s always hostile creatures around, and other players can lure them into the adventure to troll.
  • The description of the Fire skill says it has a 1/2s activation in its description, but actually takes 3/4s to fire the first time it’s fired, because the character plays a ‘ready weapon’ animation before actually firing. Holding the skill will keep a fire rate closer to twice per second, but still not quite.
  • The projectile strays from the crosshair, I can consistently fire a Fierce Shot on he same pixel of the screen with a warrior rifle, you equip this adventure’s rifle, half the time the bullet goes anywhere but to the dot on the screen.
  • There’s several invisible collisions in front of the targets.
  • The targets have inconsistent collisions themselves. I’ve literally walked to one of the targets, point blank shot to its head, and nothing, Fire to the chest? Nothing. I had to fire the lower half of the target.

And not everyone is having the same problems with them, as if there was something client-wide that isn’t working properly and the same for everyone.

Other adventures have similar or worse problems, and increasing the timers won’t fix any of that. Changes to the timers will just allow the few players less affected by the problems to do them in less time, that won’t ease the frustration they create for those who are affected by the problems.

They need to be actually fixed, not dismissed, brushed aside as if they never happened.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Client Crash while accessing League Panel

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

I can confirm it happens when licking the button to switch to the league panel anywhere in the game.

I wish there was some sort of internal emergency notification panel to warn players about these things.

You know, you login, load a character, and a yellow panel slides down telling: “hey, don’t touch that thing, it’ll crash your game”.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Price of Maguuma Lily

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Well, looks like the recent update has brought back this issue and made it worse all of a sudden.

Hey, remember Hero’s Choice chests?

Dragon’s Stand got black diamonds as one of its choices. Why not putting in the hero’s choice chests of the metas a choice for one of the materials used in the inscriptions and insignia recipes that can be purchased on that map?

A choice of a freshwater pearl in Verdant Brink.

A choice of a maguuma lily in Tangled Depths.

The choice for a black diamond moved to Auric Basin.

A choice of a charged thorn, a charged fossil or a flax blossom in Dragon’s Stand.

There’s only so much time one can spend in HoT maps gathering jungle plants unsuccessfully before becoming unable to sleep and spending the rest of one’s life writing on walls “All gathering an no play makes one go insane” with one’s own blood.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Thank you Daniel, and congratulations Horia

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Horia does quite some nice stuff. I really like the art he has done that looks more ‘metal’. I’d love to see more of that.

I can’t imagine a better successor.

Can we get my favorite model from GW1 based on Horia’s art as an outfit next Canthan New year as a commemoration of this event in our lives? Eh? *wink* *wink*

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

I'm the only one with high ping

in Account & Technical Support

Posted by: MithranArkanere.8957

MithranArkanere.8957

I made several tracert, and everything always goes bad past anything “gtt.com” and completely downhill past “cdnetworks-gw.ip4.gtt.net”.

It’s all max 10 ms… enter anything including the adress “gtt.com”. Bang! , all the way to 100-300ms, and by the time it hits “cdnetworks-gw.ip4.gtt.net”, it goes up to 700-5000ms.

Things has only gotten worse over the days and my ISP says it’s not on their side. They can’t do a thing.

All I can do is jumpr from map to map until I get to one with an IP with less than 200ms ping. For some reason it sometimes work, for a while, then it lags again.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Official Feedback Thread: Episode 4 -- Head of the Snake

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I liked everything except 2 things.

  • I still want nodes across the world for cloth and leather. This ‘leather farm’ results in random leather. You can’t aim for specific types. Being able to find and gather nodes with a specific kind of leather would help with that.
  • There’s toxicity because of some things requiring defense of Saidra’s Haven to fail. I really dislike anything that encourages failure. There’s still people harassing others to fail some events like the one with Warmaster Jofast in Cursed Shore, and the lest of that we have around the better. I think that should be changed. For example:
    • Making the skritt appear also when Saidra is not under White Mantle control.
    • Changing the Honorary Crew Member achievement to require either the skritt or white mantle events, not both.
    • Move the achievement Execute the Executioner to somewhere else that is controlled by White Mantle more often, like Fort Evennia.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Noran's Safe Room Pass

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I don’t mind if something is exclusive to the BL chests when it’s first release, but nothing should be available exclusively from them forever.

Eventually, months or years after the first release, there has to be other sources. Like:

  • Directly sold in the gemstore.
  • A very rare drop from a hard boss in the area, in a tradeable container that you open to get the item.
  • Some recipe you craft with items in the area.
  • An expensive purchase from an NPC in the area.

Etc.

It has been months or years because otherwise people would just wait for the other source and ignore the first one. But it has to happen eventually or the content will be kept from people who can’t do RNG gambling no matter what, like it being against their religion or them having gambling problems and having to avoid gambling even in games.

RNG should never permanently be the one and only source for something. I’m looking at you, Delusion.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Leather Farm

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I still think we could use leather and cloth nodes scattered through the world, appearing on enemy camps. This farm results in lots of random leather, but we need a way to aim for specific types of leather.

Nodes would be that way.

Leather racks and clotheslines would do it perfectly, and enemy camps that usually have no or few other nodes would be the best spot for them, like a bandit, separatist or renegade camp, an inquest lab, a flame legion castrum, a sons of svanir lodge, a grawl settlement, etc.

Even this farm spot would be the perfect place for a single “Large Hardened Leather rack” that can be gathered 3 times every day.

What about the tool? That was already decided when they added WvW and Guild Hall cloth and leather nodes: you use the Harvesting sickle to cut the leather and cloth off the node.

What about the model of the nodes? They were already made for the home instances. Change the colors with multiple textures, you get the different tier nodes.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Are fractals easier now?

in Fractals, Dungeons & Raids

Posted by: MithranArkanere.8957

MithranArkanere.8957

Other than dredge, cultists and ascalonians having insane ferocity and dealing 15-25K critical hits they never dealt before I’ve noticed no differences in the past weeks.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Why just cats?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

You can’t have dogs.

Lady Wisteria Whiskington would eat them. Them or any other animal.

She has been eyeing the hylek in my home instance and they are freaking out. Imagine having a smaller creature.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Honorary Crew... achiev. impossible to obtain

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

also the fact you have to fail the outpost to get the skritt to spawn, can we just have it random btw the two so we dont have to fail events to get the achievment

Or make it so the achievement requires either of them, not both.

Still, that won’t change the fact you still have to fail the village defense event to get Execute the Executioner,.

So they should also move that somewhere else. Like fort Evennia.

For example, the execution would be an event that happens in the deeper area of fort Evennia, and to save the villagers you’d have to reveal yourself as the White Mantle will always be watching. So it’ll be actually harder as you’ll have to reveal yourself and clear an area after infiltrating, making the achievement have more merit.

But there would no longer be toxicity from players wanting to fail, you could even get people to form parties and get in together to save the villager.

In any case, any sort of reward or occurrence that could encourage players to fail on purpose is bad, will only cause problems, and should be fixed.

This also include things like how people fail on purpose “Defend Jofast’s Camp against Risen attacks” in Cursed Shore to get another escort and farm because the escort recharges faster than another defense, and will harass players who just want to play the event by upscaling it with lots of people while not participating to make it impossible for other players.

That kind of behavior just most go.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Jade Shard Drop Issue

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

If you are also going to check the home instance nodes, you should know some of them are using the Petrified Wood model instead the Jade Fragment model, and do not have the correct map icon.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

As predicted

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

This game needs generally more cover in all maps, and maybe some sort of ammo count that gives a rhythm to ranged weapons by having to recharge every 6/12 shots so they pause at intervals like when a melee weapon slows down a bit for the third attack of the autoattack chain.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!