Knowing the fight is by far the most important thing. Put in the time to learn the fights inside and out and you’ll be able to clear them even with mediocre gear and unorthodox builds – the DPS checks are not that tight once everyone knows what to do.
What people need to understand is that these are not dungeon-like encounters that you can waltz up to having watched a video and expect to master in a few pulls – the people that are clearing these every week, playing around with off-meta builds, setting speed records, etc. got there by putting in the hours. This content does not demand that you have fighter pilot reflexes or Starcraft tournament APM, only that you put in the time to learn how to be successful. You can be successful if you’re just willing to practice.
If 6 devs that were working on Legendaries are going to be so useful to LS3, then the 6 devs from raids should also be moved over to LS3.
Raids can wait. They are played by a small fraction of the playerbase compared to LS, and LS3 is the priority.
When all the things promised are caught up they can go back to making raids.
The difference between the raid team and the LW team is that the raid team is capable of actually releasing content in something resembling a reasonable amount of time.
I like how there are people who still are under the delusion that stat-swapping actually matters.
I already have. To get armor on which I can switch stats, I’m pressured to play something I don’t enjoy. There’s no alternate route. You think that’s okay because you like raids. I think it’s not because I can’t raid.
No one is forcing you to get legendary armor – there is no content in the game that requires it, there is no statistical advantage to having it. You don’t need it, you want it.
Someone who has 8 legendary weapons ought to be quite familiar with doing something they don’t enjoy for a reward that they want. I’d imagine doing 100% world completion four times wasn’t particularly fun for you, but that was the price you paid for the shiny that you wanted – unless, of course, you just bought it, in which case, what is stopping you from doing the exact same thing now?
Fear not, for Susan does not abandon her faithful.
Praise be!
Seems like since it’s technically a transformation, reverting from that transformation counts as re-attunement to air. Coming out of a tonic form while in air attunement produces the same effect. Strangely, mist form does not.
Happening to me, too. For what it’s worth, this only seems to happen on one character for me – the character with every bag slot unlocked.
Same thing here… nothing at all since patch. And no, I’m not anywhere close to capped for the week.
Seems like everything that used to have magic find on it still can’t be attuned.
Auric ingots don’t show up in the forge window. I haven’t tried staff cores yet.
Not sure if it’s just coincidence, but I’ve observed with one of my friends that they’ve been dropping in alphabetical order, skipping any specializations that haven’t been unlocked yet.
Berserker → Chronomancer → Daredevil → Dragonhunter → Druid → Herald → Reaper → Scrapper → Tempest
It doesn’t matter if you’re running on a potato or a NASA supercomputer, a 32-bit client will cap out at 4 gigs of memory and crash when it tries to go over. The only thing you can do on your end is to cut down on things like texture detail and character model rendering and make sure to let your game patch fully before playing in areas that tend to push that limit.
Indeed, I applaud how direct that answer was. It stings a bit because at some point I would have liked to see more dungeons (I’m one of those few weirdos who likes Aetherpath), but this is way better communication.
Allow cancelling shield #4 to summon the phantasm immediately and put the skill on full cooldown (skipping deja vu).
Move the F5 skill onto the same line as F1-F4.
Yep, happens to me, too.
I myself don’t really care if they bring the bunny ears back or not but it seems weird they wouldn’t when there are obviously tons of people ready to open their wallets to get them. It isn’t even any work to really toss them on the gem store for a week or two.
It is like people outside a McDonalds screaming for McNuggets and being denied even though they are sitting right there under the heat lamp.
Well said.
I’ve encountered this bug this evening. What’s been weird is that it’s been inconsistent, even in my attempts to reproduce it.
So today… I ferried in for Teq, left party, no crash. Ferried in for dry top, left party, no crash. Joined a 49 fractal run, finished, left party, crash. Got back in, did a 40 fractal, left party, crashed. Decided to get one of my friends to help me try to reproduce it.
First test: Join his party (he was in SW, I was in LA), leave party, crash.
Second test: Same as first.
Third test: Join his party, he leaves party, I crash.
Fourth Test: I change maps to Sparkfly Fen, join his party, leave party, crash.
Fifth Test: I join his party, move to Silverwastes. While I’m loading, he leaves party. No crash.
Sixth Test: I join his party (we’re now both in SW), hide my UI, he leaves party, no crash.
Seventh Test: I join his party, leave party, no crash.
Eighth Test: I join his party, he leaves party, no crash.
Ninth Test: He moves to HotM, I join his party, leave party, no crash.
Tenth Test: We reproduce the circumstances of test #1, no crash this time.
Eleventh Test: Thought it might be fractal related, so I went into fractals, joined my friend, left party, no crash this time.
Has me scratching my head. Anyways, I made sure to send my crash reports.
(edited by Nar.8327)
Description: Projectiles reflected by Fortified Turrets (Inventions trait XIII) cannot critically hit.
Steps to Reproduce: As an engineer, boost critical chance to 100% and trait for Fortified Turrets. Place a turret such that it reflects at least one enemy projectile. Observe combat log.
Comments: I think that the game is treating projectiles reflected by this trait as belonging to the turret (which has no critical chance) rather than the engineer. Since literally every other projectile reflect skill in the game can critically hit, this seems unintended.
This is an oddity with the preview window. Chaos of Lyssa and Chaos of Lyssa (infused) share the same skin. Outside of the preview window, it will appear normal.
https://forum-en.gw2archive.eu/forum/game/gw2/Tripple-Wurm-Deboof-nerf/first#post4089039
^ Stupid title, but another thread on the same issue.
https://forum-en.gw2archive.eu/forum/support/bugs/Bug-Malrona-projectile-attack/first#post4089245
^ Possibly related.
Most of the “ninja” dungeon changes were made to fix exploits, and exploit fixes are never listed in the patch notes. This one was very clearly not – simply using a skill and expecting it to perform as described is not an exploit. There’s a problem with reflect skills and it’s not just localized to this encounter – certain other mobs (most notably the triple trouble wurm) are also affected after this patch. That this is still absent from the patch notes leads me to believe that this is an unintended change.
Would love to hear some official word on this, even if it’s just “something’s wrong, we’re looking into it.”
Isn’t it obvious? It’s cheaper to create maps as needed. This change had nothing to do with being able to play with more people, it was about saving money. Someone who probably doesn’t even play the game decided that they could save a bunch on server costs by doing this and that the total annihilation of individual server communities was an acceptable loss. Then, they told the marketing team to write up a bunch of posts to convince customers that it was actually about them.
Welcome to everything that is wrong with this industry.
I’m really getting fed up with the game telling me who I want to play with instead of being able to choose that myself. As soon as this hits Sparkfly and Bloodtide, the real damage is going to become apparent.
Digressing, but when he means wurm try he possibly means a large, highly coordinated try where most of the participants have a strict set of conditions in play (voice chat, trait control geared and optimized, with food and nourishment, as well as attack pattern synced up).
Which is, currently, the only way the event actually gets completed. When an event is designed such that a small handful of people who don’t know what they are doing or don’t listen to instructions can muck it up, it becomes necessary to find ways to only allow people trusted not to be one of those into the encounter.
The top priority fixes most definitely is the Eternity bug, tell me I’m wrong and people who sell Eternity after soulbinding Twilight and Sunrise, gaining 4000-5000g and still able to use Twilight and Sunrise skins, are perfectly alright.
I do agree with you on that point. That’s a pretty serious oversight. Easily fixed by making any newly-forged Eternity account-bound on acquire.
In any game where development is ongoing, you run a risk whenever you make a decision that it will come back to bite you when things are changed. A lot of people would have done things differently if they had known this was coming. I, myself, spent 120 laurels putting the exact same ascended amulet on every one of my alts – whereas with this patch, I will only need one. Am I getting my laurels back? Nope. I know people who have 4+ ascended backpieces. Are they getting their stacks of ectos back? Nope.
If you compensate dual legendary wielders, you have to compensate everyone. We both know that’s not going to happen – it would be a logistical nightmare. The difference is, I know I paid a price to be first, and I’ve made my peace with it. People aren’t calling you selfish for making two legendaries – they’re calling you selfish for demanding that your losses be top priority fixes.
There is absolutely no reason to make a dual legendary at all after this change, people who wants legendary available in wardrobe will NEVER gonna make dual, people who made dual or more legendary gonna feel like idiots, and please don’t tell me that we lose nothing, you are not in our shoes, you will never, ever be one of us. Many people are feeling this way, that’s why someone made this thread and people like us are in this thread. Sure some people with dual not agreed with us, but they at least know how us feel..
Funny how people called us selfish, we Made dual or more, we have the RIGHT to complain about new changes.
You pay a price to be first. Consider it a life lesson.
And yes, you do have the right to complain. You have the right to hiss and moan and make a lot of noise, but at the end of the day, most people (including many dual-legendary owners) are overjoyed at this change and your petition to block it has 13 signatures. I could get more people to sign a petition for my cat.
People really, really want to be special snowflakes. Personally, I don’t see the problem. More customization usually isn’t a bad thing.
Welp, I missed it. Oh well. Here’s to hoping it comes around again in six months.
There is no “wall.” All that communities like TTS ask for is the willingness to listen and coordinate, which any human being is capable of doing. If you’re refusing to do that, the only one walling you out of content is yourself.
I’m actually not that bothered by the size of it (though I wouldn’t complain if it were bigger). I’m more annoyed by the fact that it’s arbitrarily locked out of dungeons and fractals, which is where I spend a fair percentage of my time. If it gives literally no combat benefit, why is it disabled in any form of PvE content?
While they’re at it, I hope they remove the dungeon restriction. I’d really love to be able to use it in dungeons.
This is the infamous “skill lock” bug. It seems to happen occasionally when picking up a bundle item fails for some reason at a specific moment in the pickup sequence – i.e., you try to pick up a banner, but someone else picks it up at the same time, or you try to pickup a bundle item while moving and end up just out of range. Since a ton of people have their AoE loot function bound to their interact key, this happens sometimes in battles where lots of banners and conjured weapons are lying around. Unfortunately, it’s a really difficult thing to find the cause of, which is probably why it’s taking a long time to fix. Like you reported, skills with no cast time are unaffected.
In the meantime, the following are reliable ways to un-bug your skills:
-Zoning
-Re-logging
-Getting downed
-Taking fall damage sufficient to cause your character to “splat”
Thanks for the quick response!
This is the infamous “skill lock” bug. It seems to happen occasionally when picking up a bundle item fails for some reason at a specific moment in the pickup sequence – i.e., you try to pick up a banner, but someone else picks it up at the same time, or you try to pickup a bundle item while moving and end up just out of range. Since a ton of people have their AoE loot function bound to their interact key, this happens sometimes in battles where lots of banners and conjured weapons are lying around. Unfortunately, it’s a really difficult thing to reproduce deliberately, which is probably why it’s taking a long time to fix. Like you reported, skills with no cast time are unaffected.
In the meantime, the following are reliable ways to un-bug your skills:
-Zoning
-Re-logging
-Getting downed
-Taking fall damage sufficient to cause your character to “splat”
Stuck in the same spot on SBI.
You’re about 15 months late to the party on this one. People were asking the same questions when Lost Shores was revealed in November 2012. It changed nothing. Anet had decided that vertical progression was here to stay, and nothing anyone could say was going to change their mind about it. Comfort yourself with the knowledge that it’s not really that much better than exotic gear.
That ship has sailed, sunk, and been the target of numerous ill-fated salvage operations.
2. The wurm now appears to go immune when he leaves his circle. This is horrible because it’s impossible to reliably control where the wurm goes, as noted in problem No. 1.
Really? THAT was how they fixed it? _
Back when I was making my first legendary, we called it the “gift of jumping.”
Can’t stop laughing. Well played.
They’re currently adding flames to the country armor set.
Hahahaha, well played.
You missed some part of the mechanics here. It’s not getting stuck by chance to something even though it might appear that way.
OK, to be fair, sometimes it runs in the wrong direction (issue with the fear mechanics used here internally that don’t work 100% reliable) and it stays longer as intended at a postion.
So it’s not getting stuck… except when it is. And it’s moving in a predictable direction… except when it isn’t. Hence my point.
Phase 2 is so frustrating!
On one hand, I have really enjoyed the time spent on this world boss for the organization and coordination needed for phase 1 and the mechanism put in place: well done DEV team.
Nevertheless, I don’t see the purpose of phase 2? Maybe we did not find the correct trick but it seems to be only DPS and luck…I would have preferred something like phase one in more complex.
Phase 2 is “pray that all three heads get stuck on something within the first forty seconds. Oh, and then DPS them.” It desperately needs some attention. Right now, there’s pretty much nothing anyone can do to influence where the wurms are going to move, and that’s the primary reason why there have only been four kills of this thing. Also, bear in mind that a 10% PvE direct damage reduction is coming in a few months, which is only going to make this phase that much more frustrating.
Phase 1 is beautiful – it requires teamwork and coordination, and it’s fun. Phase 2 is none of these things. It’s frustrating for all the wrong reasons.
(edited by Nar.8327)
Phase 1 is fine, phase 2 is ridiculous.
It requires…
1) Absurd DPS. DPS, mind you, that’s getting a 10% across-the-board nerf in an upcoming patch. You think it’s bad now, wait until then.
2) Luck. If the bouncing head gets stuck on something, you’re golden. If not, well get ready to wait another two hours for the next spawn.
There’s a reason this thing has only been killed four times – it’s really, really unlikely that all three of the heads are going to get stuck on something with only a minute and fifty seconds to fight them. Not to discredit the people who have successfully killed it, but even they will admit that on their kills, the wurms were relatively still.
Solutions:
1) Up the timer to account for the fact that the wurm heads are bouncing all over the place.
2) Introduce some mechanic to stun the heads in one place long enough to dps them.
(edited by Nar.8327)
I’ve noticed this as well. It happens pretty much whenever I quit the game now.
I knew it had been too long since the last questionable marketing decision.
