Showing Posts For Nuadu.4590:
After doing the Mad King dungeon, i got the camera zoom bug, which is simply put awesome.
I would love to have this as a permanent option.
Of course there are some(pretty rare suprisingly) glitches, like the camera going through the ceiling, but a notch less zoom usually solves it.
I want that a permanent possibility, even if its, to prevent players from having to deal with glitches, a -command option.
FOV (Field of View) Changes Beta Test - Feedback Thread
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Posted by: Nuadu.4590
Very strange thing happened to me today. I was playing on the Sylvary’s 1-15 lvl zone and suddenly I were able to de zoom very much more than before… (nothing to do with FoV beta test, didn’t knew that this were existing). I dc’ed and later I get back to game and then normal settings of zoom where back…
Don’t know how this could happens, but thing i know is that i loved that (the ability to have high de zoom) , and now I’m really disappointed that it’s gone.
After searches on the net i felt on this post and so i tested beta FoV. It’s a bit better than regular settings, but having the possibility to increase de zoom would be a better option in my opinion.
Same here. I would LOVE to have this zoom out bug a permanent option.
Of course there are glitches involved, like the camera going through the ceiling sometimes, it was just not meant to go that far.
But i don’t care, at least a -command like the one for verticalview would be nice. Pretty pretty please?^^
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Same problem here, trait allocation is exactly the same in PvE and sPvP, and all major traits are blank each time i log in and go to the mists.
This problem seem to be there since at least 4 weeks ago. About time for a fix.
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A lot of Mesmers Skills and Traits are bugged or pretty useless.
But although my engineer is a very powerful profession in PvE and PvP, with my Mesmer i already killed some 80+ Champions that were too difficult for my Engineer, mostly because they are ranged. I also killed with my cond-damage built several large pulls in openworld and outlasted bosses or bulks of trash in instances, sometimes 1 minute or 2 until the rest of my party came running back after they all died.
Mesmer may be bugged and in some regards(Mantras, somePhantasms/Clones) loaded with too much simply useless skills, but it is, while not the fastest killer, extremly hard to kill and therefore powerful in its own way. And it is, at least when compared with my engineer, a good supporter for a party.
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Just…awesome. Thank you!
Please ArenaNet, this deserves a sticky and his posts moved to the top.
I probably learned 5 things i didnt know and am eager to try, and i thought i knew my engineer well and that i tried and understood all abilitys.
Heck i was wrong.
Edit: Really, the other word for “heck” gets censored?^^
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Precious break stun ability lost….
Just tried it, doesnt seem to work anymore.
But probably i just cant pull it of, never used it because i found it was too weak.
I hoped they would see it the same way as CptCosmic, but i was pessimistic about it.
He has a point though, many engineer abilitys are useless, elixiers are mostly random and weak and/or on high cds, turrets are so squishy they die in instanzes very quickly where they could provide long range dps where engineer is lacking.
Some like rocket boots are very limited and have awful sideeffects (the distance gained is easily covered by someone until you can move again) or are on high cds, like slick shoes which are fun(if you came in the rare situation its useful) for 2 seconds and then you have to wait 58 (+ the time that passes until you ran into a situation where you can use it with effect).
Others like the rocket turret have a 60 secs cd on the turret planting and 60 on the toolbelt ability. For a thing thats stationary and that dies in seconds not good at all, but you can at least get a BIT long range dps and burst out of it.
Mostly Kits are just more versatily and reliable and gadgets, elixiers and turrets are lacking.
There are many cool abilities, dont get me wrong, but there are also many just outright useless ones.
I just wonder how long it will take them to figure out that the overheat rocket turret ability can knock down even champions with defiant charges up and that that is too much. (ups i revealed it^^)
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Like i said in the other, mostly ignored thread:
I expected this, but its a pity. With Smoke Bomb and Detonate Mine Field it was possible to Cloak you and everyone around you for 15 seconds. While this may be not intended and (too) powerful, it was awesome and i had a kittenload of fun with it, especially in WvW but also in PvE, where i could sneak up or through enemys.
I will miss it.
I expected this, but its a pity. With Smoke Bomb and Detonate Mine Field it was possible to Cloak you and everyone around you for 15 seconds. While this may be not intended and (too) powerful, it was awesome and i had a kittenload of fun with it, especially in WvW but also in PvE, where i could sneak up or through enemys.
I will miss it.
After reading a lot here i dont think many people are complaining in a way you allege them. I, and also many others in my opinion, are complaining about dungeons that are supposed to be the endgame(at least for many pve-challenges seeking guys) and the stone you are supposed to sharpen your skills and your teamwork, and the fact that they dont keep up with that purpose and the awesome combat system that has great potential which is largely wasted.
people are used to a certain degree of quality from dungeons, or the quality they expected, needed to be motivated and challenged is simply not there in the dungeon/reward system. it feels sometimes halfdone and loveless, especially when compared to other parts of the game, where a great deal of love for details and polishing is visible.
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Dn’t get hit. God, why does it feel like this is all we ever say. you are not a “tank” no matter what class you are.
Read more carefully. He doesnt say “oh i cant stand around because i get oneshot by everything”
He says, hardhitting abilitys have to be 1. clearly visible through effects 2. should not be chained with other attacks that needs many dodges/blocks/usw.
example, the guy in HotW with his birdattack. 1 needed 2 dodges and a 2 second block to avoid it, pretty unfair if you have to use that abilitys shortly before. Its also very sudden, you notice it when the birds are on you picking, the animation of himself doing it is almost instant and not distinctive. its completely doable, for a character with enough utility ready, but not very fair.
kohler on the other hand is an example of a distinctive, not to fast animation embedded in a fight that leaves room for saving a dodge for the hadhit.
the golems of the SE dungeon are also a good example of hardhitting abilitys combined with weaker attacks without being unfair or boring.
but sometimes its just poor design
that said, that doesnt mean i share the opinion of others here about encounters and their difficulty. often a encounter that seems unfair is doable after practice. but thats not always the case, especially as a melee, when there are many mobs around and you cant possibly keep track of all of them, cant avoid damage that easily because there are many low-medium hitting abilitys almost all of the time.
and doable is not the same thing as interesting, challenging and well and fair designed.
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Ascalonian Tears are probably not so tedious to get for the Armor/Weps. They are probably more tedious for the fact that you can buy a Gift of Ascalon with them for 500 Tears. This is a piece of crafting components for the Legendary Weapons Sunrise and Twilight. As a matter of fact, I’m sure all dungeons give currency that could be use to buy Legendary crafting components.
As i said, if thats the only useful thing that a vendor(s) has to offer, its scanty.
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There’s a second tab which has level 80 armor with unique skins.
Go look again.
That being said, the prices on that are EVEN WORSE. If you thought that Guild Wars 1 had end-game grind, just wait until you run the same dungeon 72 times to complete a SINGLE suit of special armor. Imagine the repair costs and time not-spent ACTUALLY HAVING FUN with the game. Utterly ridiculous.
Not for the first 2 dungeons, the max level of that gear is 60 and 70.
And i agree, while it may be a matter of taste, the sets of that 2 instanzes( and for medium armor, everyone else but CoF) are ugly. Even my Carrion green gear looks way better. So its no reason to grind them for transmutation, maybe crafting material is unique and useful, never looked into that. But even then it would be pathetic.
That whole thing is just…ridiculous.
I’m amazed by this, because there is much in this game i thought “why didnt somewhere else came up with this before, its awesome”, and then there are such absurd things.
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Each golem is a bit different, generally keep away from kudo while he is at the upper level. He is shooting down and blobbing glue on players, which can be deadly even without him shooting, because you have to be able to move.
Be always on the move. Spread out, reviving a player should be done by one player, more players=more attention of the golem for that area.
Condition-removal, you cant have too much this fight. Endurance regeneration improving abilities are useful, as is swiftness. you will be moving and dodging almost constantly, use a remote healing area where stationary heal/cond-remove abilities like engineer-towers are placed, if you are low on removal abilities.
Fist-attack projectiles are block and reflectable. they do the most damage, avoid them to avoid needing healing beyond your capabilities.
poisongolems fistattack is to long to be blocked or dodged only, use multiple means.
First golem(lightning):
Pretty easy
when he takes back his right arm and bashes it forward, he shoots lightning at you. dodge it. When he puts up his shield, stop attacking, but the reflected damage seems to be fixed, so its not that much of a hassle.
Second golem(Fire): hard and long encounter
Again, fireballs coming out of his punch. Dodge it.
When a someone is near him, he occasionally starts rotating, whirling his arms around him, covering the vincinity in flames. Keep away. Trigger it by purpose, because its his least dangerous attack and while he does it he cant make one of the others.
He also spreads fire over a quite large area. Waiting for the animation(raising both arms and slaming them down) and double-dodge + run.
You will get burned. Make sure you have enough condition removing abilitys, every 30 seconds is not enough. If you are severely damaged, run away, recover and come back. the room is huge, take advantage of that. If you are fast enough the burning damage is not severe, if you can avoid the other attacks and minimize the burn-damage you can easiliy heal yourself.
Use as little conditions as possible as he consumes them to heal himself.
3 golem(poison):
Fist-attack: considerably longer this time. one dodge will not do the trick, doubledodge, and keep strafing as the stream of poison darts does not keep track with a strafing player and misses. Use blocks if available and you dont have enough endurance.
Rotates and pulls players. Strafing dodging and running out of its range are possible, probably blocking too. not very dangerous.
Has almost always a pb-aoe around him, stay out.
One of my favorite fights.
Ascalon
Explorable mode, charr option. The “defend her while she repairs the cannons”-event does not start. You are stuck.
The boss before that, where the group has to handle the traps and defend the npc, you can loose and die, as long as the champion spawns you can run back again and complete it. The event leaves the impression it should be like that in the hodgin path, defend the npc or try again. Makes the whole encounter just awkward and artificial, ruins the immersion completely.
Totally agree, it is my biggest concern with dungeons and the game right now.
Sadly most peoply want it easier, not harder, and it would be considerably harder that way. Either the dungeons were adapted a bit, or people would complain the hell out of here, because most wouldnt be able to do anything in dungeons, especially random groups. If you ask me, i would rather have the dungeons as they are minus the zerg-die-run thing, even if the dungeons would be though as nails. But most people wouldnt agree with that i suppose.
And for the reason why it is that way:
Because balancing and tuning bosses so they are challenging, requiring the utilisation of combat mechanics to good effekt and teamwork, without making it for some groupcomposition impossible/boring would be difficult and a lot of efford, if not outright impossible.
But for me, that zerg-die-run is possible even in exploreable-mode is absolutly awful.
Tell me about it :P After doing AC 3 times I was put off by it. I tried doing the second dungeon, which turned out to be easy, at level 6x only! At 68-69 I tried the third which beat me to the ground once again….
I have no intention of doing explorer’s mode at all as everything ends up taking so much time that I could do story mode more than twice, get better rewards, AND have time left over for trading!
Every boss has one or two things to master and you are usually able to survive very long if not the entire encounter.(if you can keep beeing concentrated that long^^)
Ac Explorable mode leutnant kohler as an example puts his sword behind his right shoulder and it starts to glow. after 1-2 seconds he swings it forward and 5 ropes try to hit you and pull you to him where he will simply kill everyone with wirlwhind.
Dodge it, and even if 1 didnt manage it, the others bring him up, so there is no need to hit it right every time. At first it seems unfair and without warning, but there are clues.
Because people are able to zerg bosses down they dont need to learn that and feel the dungeons are awful unfair and to hard.
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Admittedly I have only been inside the first two dungeons as my friends are too low for anything else, but from what I have seen I’m inclined to agree with you. Dungeons feel like a chaotic zergfest designed to include running back into battle from a waypoint, and I am very disappointed thus far.
Same here, even after seeing a bit more. Without the zergfest running game and a little finetuning it could be a blast, the potential is there, the combat system shines sometimes.
After learning an encounter you can really have fun (and survive), but the ability and sometimes necessity to play the running game ruins most of it.
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HAHAHAH… Coordinating more then 5 people in raids. I’m assuiming you played wow and there was no coordination in raids. It was “right stand there press this button” “You stand there and press this button” “Everyone else DPS!”… yeah that’s really coodinating. Atleast in these 5man dungeons they are a challange. EVERYONE has to move everyone has to coordinate with eachother as you can just boost one person through it unlike wow where i knew guilds that sold heroic raid runs to people who can’t do them for mounts/gear.
Thats true for the first few raid-dungeons wow had, but after they got better, some encounter were really challenging, thrilling and a kittenload of fun. But i really like the gw2 system more. And wow had the problem the few hours of exciting new encounter and mastering them where accompanied by many more hours of clearing content already on farmstatus aka boring as hell.
Both games have there pros and cons. But after years wow has as a whole just become boring for me. No need to be unfair either way though.
5man dungeons can be at least as fun if not more if they are challenging. I even prefer that over raids(done wow-raids for years), because every player counts, everyone has to do well.(when the difficulty is high enough.
Dungeons with more than 5 would be rather difficult to play in gw2, 20 people casting, you wouldnt see anything. A exciting bossfight where you have to watch for clues what will happen next would be pretty hard to implement, i imagine it would be very confusing, overwhelming and no improvement about 5 man dungeons.
But at the moment even 5 man dungeons are not as fun as they could be for me, through bugs in events/bosses and the ability to zerg thru content.
Fights like Lieutenant Kholer have been amazing, a bit of time spent learning the fight and then needing to keep on your toes to dodge/pop some stability to avoid death, great fun and very interesting!
Absolutly! More fights like that and a way to prevent players to run back to encounters after dying (at least in explorable mode)and i would be a happy panda.
I think the idea is that you lose a lot of money just zerging, it’s a tradeoff. do it right without dying, or spend lots of money zerging.
Yeah, and that the costs are so high and the money so hard to obtain is a good thing in my opinion.
But dying 50 times and paying about 50s for repair is not nearly as annoying as dying 1 or 2 times shortly before an encounter is done.
There was one fight in ac explorable where we had to protect hodgins and simultaneous kill mobs and 6 burrows. We tried for 1 1/2 hour and we had ,especially in the crucial minute before we won, more thrill and fun then in every other dungeon or encounter before or after (at least until now).
One reason was that dying was not (really) an option, because we had many chars way under 80 and we would have not been able complete this.
Additionally bringing player up from downed state would be much more crucial and exciting.
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I found it pretty curious that the highest gear the vendors for the first two dungeons offer is for 60-70. Who was thinking that a person would really buy those things while leveling? They are just useless, which makes the dungeons pretty useless.
The skins, especially for medium armor, are not that great to justify 50+ runs, especially
when there are 50+ runs more to do to get an amor that has the stats for transmutation.
Actually i find the dungeons sometimes pretty entertaining, some bosses are, after the group knows how to react, fun.
But the ability(almost neccesity because bosses are many times overtuned)
to run back to the fight after death is ruining everything for me.
There is almost no feeling of accomplishment, it is completly possible to zerg a boss down without really mastering the encounter.
Also i ran in some bugs, events not starting, or fights that, after failing to defend an npc, can still finished anyway.
It ruins the immersion, but of course eliminates the need to tune an encounter well.
Bugs in an dungeon are not that bad, but the fact that there is no door to prevent players running back to the boss keeping the encounter going is just awful.