Showing Posts For Murtygale.2635:
SAB
Nothing else would make me spend money on the game more right now.
SAB, no questions asked. Permanent SAB
Ok honestly, what’s going on here?
If they want to force people into playing conquest, they are just going to force the community into a dark and toxic wasteland again.
Everyone knows that Stronghold is the gamemode with more substance.
So where is it eh? You’d think that during the first league you’d focus on at least having the gamemodes up.
Hello Ghost Of Ink. All of the servers in North America are based out of Texas right now, so connectivity should be roughly the same on all servers. You can always run a speedtest to see if anything is wrong with your ISP currently, such as the one on speedtest.net. You can also check your outbound latency while Gw2 is running. To do this on windows, press the start menu button, and type ‘Resource Monitor’, and press enter. With the Resource Monitor open, navigate to the top tab labelled ‘Network’. Now under the tab ‘TCP Connections’ you should find Gw2.exe. Here you can find your current connections, and even the specific address in Austin Texas that your machine is attempting to connect to. If you are lacking the Gw2.exe connection while Gw2 is running, then the problem may have something to do with external networking problems beyond your location.
Whenever you perform a combo with someone, do you ever second-guess as to why there’s a ‘heart’ like image and the text of the combo? It’s understandable that the heart is two shades to represent the teamwork behind coordinated combos, but… a heart? The heart symbol is already taken by heart-quests. Well, I had a creative moment and I present to you, my example of a life-steal combo in jpg form.
I also further suggest (as so should the image), that each combo have a sprite that represents the combo that is performed, because it gets awfully old to have only words display an awesome combination effect, in a video game. If you ask me, this kind of visual should have already been implemented a long time ago!
Does anyone else agree? If not, anyone care to defend the current sprites for combos?
The Page https://www.guildwars2.com/en/news/recap-scarlets-war/ has all of the releases listed for ‘Juin’ (french) instead of ‘June’ (english), it almost looks like it was done on purpose, but I don’t want to start conspiracies about lore hints on the news feed.
I think we need more mechanics added to stealth.
Firstly, theif is the only class in game with a unique stealth mechanic… and mesmers, and engis… why not give everyone else one stealth mechanic. Then again, theif is the only class that gives you large crits, and +500 power hits, and regen, etc, when in stealth, sounds fair enough to me.
Secondly, I’ve had great 1v2s, where I could very well outskill both opponents, however two theifs isn’t a balanced 1v2 even, it takes two backstabs and 3 sec double heartseeks and you’re gone. There’s literally no way to actively counter a 1v2, both theifs. It supports class stacking WAY to much.
I suggest creating a status called ‘Alertness’ or ‘Awareness’ so that when attacked by a stealthed character, any other attacks recieved by a stealthed character in 10s will be glancing blows, BOOM no more thief stacking encouragements.
What else, yes thirdly, stealth is both a defensive mechanic and an offensive mechanic for theifs. Don’t give your theifs ANY toughness, ANY healing, ANY vitality, ANY boons such as regen, vigor, or protection, you can replace all of that with a click of a button. You should not encourage a class which has the strongest capabilites to survive, to roll ONLY DPS.
One way to learn this anet… look through every lvl 80 theif build, and look at the percentage of thiefs that play a defensive/survival/support role… you will get <10%. BALANCE ANET
“Balance is not where every class is exactly the same, its where not everyone is playing the same thing, or the exact same build.”
Well, I’d say you are not doing a great job with thief… about 90% balance to go.
Give all classes 1-2 stealth options SOLVED.
I’m sick of stealth, hit, stealth, hit, ETC. getting hit by two stealthed backstab theives… no choice no chance no NUTHIN. I want a chance at any 2v1… A FRIGGIN CHANCE. You cant predict a shadowstepping facerolling stealthed theif, let alone 2!
Besides my ranting I actually have a solution to propose…. make a status called “AWARENESS” on the character that took damage from a stealthed theif, so that any other STEALTHED DAMAGE is then turned into a GLANCING BLOW for the next 5 SECONDS.
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Simply put= Attacking from stealth causes 5s of awareness on target, causing any stealthed attacks to be glancing blows.
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So, I know we have all been down this road before, but theifs need some fixin. I went solo que the other day, and the other team was hardly a challenge, save for two glass theives that never seperated. About 30k burst, stealth and they are gone. After observing their behavior, it was obvious they knew eachother. So I’m not asking for a stealth nerf, I’m not asking for a damage nerf, but something needs to change. I asked a friend of mine to try this out with me the other day, and we found out that we could effectively 2v5 the other team, and let the other three do what they please. If the 5 opponents were smart they’d drop aoe everywhere, and sometimes just group up and stack tight, but that would never work. Whenever we spotted the weakling, we ganked him and ran/stealthed, grouped up in about 5 sec and dropped SR alternating in a safe place. At this point, its 2v4, with 3 of our guys capping/running orb/trebbing, and one of theirs spawning; in other words, its gg.
I suggest, that a threshold of damage intake reveal stealth, perhaps 20%. Or even, amplify the effects on stealthed enemies, not damaging typed, I mean triggered effects, being cc removes stealth, or make all triggerable aoes actually hit stealthed enemies, like necro marks. In the end, we will still be able to stealth, and still be able to deal 30k damage, but the dual theif pairing is far beyond rediculous when done correctly.
Shouldnt every class have a chance to 2v1? Even for 5 seconds? Shouldn’t your teammates have a chance to damage the theifs before they stealth after their kill?
The mechanic needs to change, an alternate suggestion is that a new status is applied upon being attacked out of stealth that lasts 1s, that eliminates incoming stealthed damage, so that multiple sources can be predicted or at least mitigated. Normally if you see two enemies you prepare for a 2v1, roaming in spvp you are prepared to support a larger battle or 1v1 another, but an unpredictable 2v1 is more than just a technicality. Or, a 5 second status that makes the next stealthed attack a glancing blow.
Intended most likely, the amount of experience you get can vary, depending on the bonus EXP crits you receive while crafting through levels.
Yes, they are permanent, however the most likely cause is that you did have a boost that was hidden, such as a guild MF increase.
It’s because the weapon had magic find on it previously, so you must double click on it to give it stats. Read up on the patch and you’ll find out this stuff.
I hate to sound like a baby, but I really need my last token from World-2 Zone-3, and I completed the entire zone, but the chest was empty at the end. I have the achievement now and everything, so what happened to my token?
But honestly… legendaries should take skill THE END.
No time, and nothing but time.
I saw someone with 5 legendaries the other day, and he only had 800 Achievement points, and you’re telling me that 5 precursors dropped for him? No.
The only reason legendaries aren’t account bound is so that anet can sell them through the gem-gold proccess. They will never make them account bound, because they just made $5000-$6000 off of that guy because hes some rich daddy’s boy, with a truckload of cash. And he didn’t even know how to play all that well. =/
It’s a problem, we all know it, but there’s no way in hell it will change.
For some reason while in spectator mode in spvp, spectating a ranger gives you access to toggle the stay out of combat/guard function (only in the UI; does not affect actual gameplay of spectated player).
Was this intentional? If so, why? If not, it’s bugging me like hell.
The Critical Damage cap is at 60%, tested with multiple professions.
So your total (non-visible) Critical Damage is at 210%.