(edited by Mournsorrow.5271)
Showing Posts For Mournsorrow.5271:
Yeah, I have a question. I got this to work normally no problems but I’m curious if you could help me with something that I noticed that appeared in the playlist files after I used them in game….I reopened them and they had new command lines aka these…
<meta name=“IsFavorite”/>
<meta name=“ContentPartnerListID”/>
<meta name=“ContentPartnerNameType”/>
<meta name=“ContentPartnerName”/>
<meta name=“Subtitle”/>
<author/>
Now I assume they just correspond with the actual files/ Windows Media Player info, however whether that’s true or not, I wonder if the IsFavorite line might actually effect the commonality of a song or to be blunt if I give a song a high rating in WMP will it be more likely to play? Or if I add a song to that line if it would play more often?
Honestly I’d say you shouldn’t worry much over it.
Admittedly I can understand it to degree when it comes to the FGS or LH the former due to it being an elite and the latter for the fact that it is used up quickly by ele’s that spam the auto attack and those types like to have the second one to do the same thing with. However it’ not wrong to take it unless they’ve actually asked you before hand not to.
…but you lose the passive effect when you activate the signet and elementals only last 30ish seconds while the cooldown is 150 seconds.
Is the passive for Glyph of Lesser Elementals?
Firstly I think the OP meant that as long as the passive was on the elemental would remain with you as in not expire after a time limit but rather when it is actually killed and was planning to use the elementalist grandmaster trait Written in Stone along with this supposed to trait to basically counter act the fact that when activating a signet you lose it’s passive.
Maybe the flash of the camera just made her eyes widen :P
Honestly I think it’s just a bad picture/taken with a bad expression showing.
Home World: Tarnished Coast
Guild Name: Descendants of Glint (DoG)
Guild Website: Currently don’t have one.
In-Game Contact: Luna The Wolfmaiden
Focus: Technically speaking we do everything. DoG is about our members and trying to enjoy the game however you wish to play it.
Quick Notes: Very carefree attitude, no real rules beyond promotion of helping and being friendly to each other. Currently small. We are a second generation/carry over guild from GW1. We also welcome RPers as long as they are willing to accept and respect members who choose not to do so.
((This will be edited as things change.))
(edited by Mournsorrow.5271)
Rather than remove them or change them completely, why not edit them to include activation on being knocked down and reducing damage when knocked down as that would certainly add to their overall usefulness and make them extremely useful in PvE settings, not to mention make them far less of a “situational” trait.
I agree that a reworked version of the side kick system would be a good addition as a support structure for the majority of PvE content including personal story, however Dungeons should not allow them due to the fact that you really do need thinking players to survive in them.
I think a dueling system would be interesting but I also think it should be restricted to inside Cities and PvP area.
As it could be too easily abused to grief another player in PvE, if there is a pop up aspect to it as you could literally get/purposely cause someone to die by challenging them while they are fighting or running in area that requires precise movements.
On the risk/betting aspect I would suggest allowing the use of Mats and other useful items as bets.
(edited by Mournsorrow.5271)
Extend this one to all players and guilds. That way you know in advance if someone is a griefer.
5. Commanders’ ranking system.
So we can tell which one of them is good or bad.
While that is a good idea in theory in reality/practical use it’s a very bad idea. As a person could end up with a bad rep just because they offend one person who has a lot of friends or multiple accounts and decides to get revenge by tanking said person’s reputation, even though said person isn’t really a bad person but rather just because they didn’t get along with one person.
I say this since I have run into many people in this game some have been real great and I’ve got a nice sized friend list but I’ve run into just as many people that rub me the wrong way and that honestly I wasn’t nice to as a result. In short such a system while useful could be too easily abused by people for settling personal scores or actually griefing others.
For example a really mean/bullying player that happens to have a number of real life buddies who play as well parties with a random group and starts griefing a member of the party who is a little new so isn’t playing as well as everyone else but is a friend of the others in party and cause the bully won’t stop, they eventually vote kick him from party thus he gives the entire group a point of bad rep and has all his friends do the same to get even, so even though he likely gets 4 points of bad rep from that group the the entire group which he has a grudge against gets 10 points each.
No way nerfing stealth would be fair in anyway shape or form stealth is the thief’s only true weapon of survival or in short without stealth thieves would just become immediate giant targets for every player.
Also the main reason thieves run away when they are about to die is cause A. It’s usually the most strategic thing to do (no matter what class you are) and B. Cause if downed the thief is basically dead as a door nail without help to get back up because unlike every other class in the game thieves only have 3 functional/useful downed skills and one crap #3 that mise well be a shout that says “Kill me I’m a thief pretending to use stealth.” and on top of that only one of said skills can even do damage or be used to attack with ensuring that once down unless there is a character very close to death within attack range the thief is guaranteed to go down without assistance to get up unless completely left alone in combat (which is extremely unlikely) and this applies to PvE and doubly so in PvP.
So yeah stealthing before you die and running away is pretty much the only option if you wish to survive. Also there is the simple fact that this is exactly what the thief class is built for/role is hit and run tactics and if a thief is doing so then he’s simply doing his/her job.
(edited by Mournsorrow.5271)
I agree with Roachsrealm but I really like idea of fighting for your hall and stuff which gives me the idea of why not combine the two. For example like roach said the hall is it’s own instanced area that can be added on to to connect to other important areas of the game but design a specific set of “Guild Events/Missions” that take place in that instanced area only thus allowing the guild hall to actual serve as a place to have adventures and do stuff together and not just be mainly a place to meet/get together and use as a form of way/transport station.
Seeing as having been a GW1 player I truly miss the fun of having my own hall but at the same time having been part of a fairly small guild I can recall how it was mainly used just as a place to meet or to use it’s special functions/npcs but in terms of actual fun other than GvG it offered very little. In short I think if guild halls are to be implemented that they should provide some kind of fun activities for guild members to participate in together when there if they so chose, whether these come as part of an upgrade system (which I think would be a good idea) or simply there to begin with doesn’t really matter to me but I do believe a guild hall should offer more than ease of transportation, access to unique npcs and providing a place to meet by including something that guild members can do together to help form deeper bonds while also giving them the feeling of having accomplished something in the name of their guild and I don’t think it should be limited to mere GvG matches as honestly that would hinder/hurt small guilds.
As having been in a small guild in GW1 one of my deepest regrets is we never had enough members to even compete in GvG and most of us were layed back casual players that weren’t heavy into pvp to begin with.
I could go on and on about this subject but I don’t want this post to become a giant wall of text.
(edited by Mournsorrow.5271)
I think the idea of a race based emote would be really good and while I know each race tends to preform emotes their own way, I’m actually referring to an emote that literally belongs to that race alone. For example Charr could have /purr in which they have a unique sound based emote along with a slight motion of some kind. Sylvari could have /sway where they basically stand absolutely still then begin to move in a slight rocking motion like a tree moving with the wind.
Some very interesting ideas and while I have to admit I haven’t really given much thought to this sort of thing I find that I agree it would be nice to be able to at the very least personalize it a bit in some way thus in a sense making it your character selection screen and not just a character selection screen.
Not to blow you out of the water but all you really need to do is get rid of the return to me option and make f3 attack/passive mode switch button as when you switch a pet to passive it automatically returns to you so you could simply hit it once to make the pet return then hit again to turn it active again when you need it to be.
It’s not a preview bug. CoF shoulders don’t show with chest equipped for thieves, actually happens with a couple different armors, believe me I know it’s annoying and angered me royally as I intended to go full flame but then split it between other armors costing me a number of CoF tokens.
Not sure how set you are on it or not but if you want to see the shoulders, I would suggest AC chest it shows them and still looks decent with rest of armor set.
haha, even before the stealth change this skill was and easily is the worst downed skill in the game as it literally does nothing. It last so short that even if it removed aggro the mob wouldn’t be far enough away when it wore off so they’d still turn back and attack you instantly.
Don’t get me wrong I love my thief but the downed #3 skill is just absolute crap either make the stealth longer and not break when you heal (to prevent unfairness have it break/end upon rally). Or flat out change it to something more useful altogehter.
Bug #1. When cast from stealth this skill does NOT reveal the thief. They remain stealthed. – It’s not an attack skill!
Bug #2. When cast from stealth there is no red circle indicating the AOE. – Doesn’t use a casting circle, so there is no aoe circle.
Bug #3 The skill actually applies 2 stacks of bleed per second instead of the 1 stack per second like it should…. thus making this skill do DOUBLE the damage it was intended to do. – Someone screwed up the tooltip/description it actually does apply two stacks.
This is in response to all three “bugs” they could be using the trait Uncatchable which works slightly differently and doesn’t apply to the rules of the normal skill. Now as for the normal one it will stack multiple bleeds if you continue to stand in them after it’s cast or to quote wiki the normal skill version Reapplies cripple and bleeding each second while active. However in slight defense of your “bug” 3 This skill actually applies two stacks of bleeding each tick, making it much stronger than the tooltip suggests. Which to me sounds less like a bug and more like someone just screwed up the tool tip/description for it or to be blunt the skill has worked like that since the final beta which to me suggests it’s not a bug but a misprint in skill detail . In regards to “bug” 2 the reason there is no aoe circle is cause it’s an instant cast skill aka you don’t put out a ground circle to cast it, it casts from your position in a 360 spread around you. As for “bug” 1 the reason it doesn’t break stealth is cause it’s a utility skill meant for defense/evasion not an actual attack skill (aka it’s meant to keep people off you/help you run away), actually with exception to scorpion wire none of the thief’s utility skills are an attack or counted as one.
And not to sound like a jerk but it seems to me this complaint was brought on cause you’re sick of getting beat down by condition based thieves in pvp/wvw and raging over it and if that’s the case you really shouldn’t waste the devs time with a “bug” report when the truth is you’re just upset cause you can’t handle them.
For the record thieves are meant to hit hard and fast and do lots of CD, so whining about the fact that you are getting gimped by it is stupid. And no I’m not one of said thieves trying to defend myself, admittedly I do have a thief but I’ve never played her in anything but pve, in fact I’ve never pvped at all but the few times I have wvwed was on my ranger and I have suffered at the hands of said thieves but you don’t hear me whining about it . The simple fact is any class has the potential to be OP if you use the right build/weapons/setup. Lastly I will admit thieves do have a slight advantage over other classes due to stealth but that’s part of their class mechanics and is never going to change cause if you take away their stealth thieves would become nothing more giant bulleyes/instant targets to be downed due to the fact that they can cause so much damage. Not to mention with exception to using shadow refuge no thief can stealth longer than 3-6 seconds at a time even when traited for extended time, admittedly with properly timed use of multiple stealth skills in a row they can be stealthed for around maybe 15-20 seconds at the max.
(edited by Mournsorrow.5271)
Yeah, I’ve been getting this too, since I patched and logged in, roughly 5 mins or so it crashes and rolls back any progress. Oh and I’m on Tarnished Coast.
Ahem..Not to get my head bitten off but there are some of us out there who do sell for a lower price (not always by one or two c mind you but in general) not to sell quicker but to give others a fairer more reasonable price, I mean I’ve seen semi crap low end items going for nearly double and sometimes triple what they are worth, just cause people want to make a buck. Honestly I think the market needs to just adjust and in my opinion the biggest annoyance and issue that we face now in the TP is the current downness issues.