@LordOtto:
You/your group should try to not imediately get into the circle.
Usually you can wait out the blue field. Or if you’re very precise you can even dodge them while staying inside the circle.
As for your Reaper suggestion, I’d go with Dagger/Warhorn and GS
Dagger is the best DPS and provides quite some healing with it’s #2 Skill
Warhorn has a good Stun and a little bit extra DPS.
Focus is only worth it if your team can’t reach 25 Vulnerability (which should never happen with 10 people xD) or you need boon-strip (which shouldn’t be needed either)
Really depends on what class you’re tanking in I think (though I don’t know all tank classes)
But as a Reaper for example, you can easily go Full Zerker, DPS Build + Toughness Bufffood so you get aggro.
I can easily stay in one spot for as long as mechanics allow me to do so, I have incredible self-sustain, in fact so much that our healer only needs to heal the rest of the raid.
And the best part is, I still put out great DPS
Well, mediocre when Boss >50%, but awesome if he’s below 50% (25k+ Gravedigger-Spam
)
I haven’t killed Sabetha yet, but I doubt she’ll be putting out that much more damage
I’d wait for research, they already said it would be better a few times, it got worse each time…
as long as it isn’t better as the pre 18 march patch, it’s not fixed for me
Almost a month and still nothing, not even a “We know this and are working on it”
I really hope the patch today will change something
push for visibility
Today we did another 2 runs, 30 and 38, got some uninfused rings (for 2 people) at 38 and nothing else…
@Safi: definitively. I can’t believe how they take this long to even acknowledge this.
Thousends of reports, tickets and a few hundred threads in the forum.
Sadly, they will only fix drop-bugs fast, if it would benefit the player <.<
In the whole last week, I ran 38 daily and most times even 28 and 49 too
What did I get?
2 uninfused rings. pretty sure they dropped at 38 and/or 49
it’s really sad, when the content which takes the longest to complete (even Arah is shorter in organized groups) gives the worst rewards for the time spent
As someone who runs multiple fractals daily, I can confirm that the droprate is messed up.
I can’t imagine how many bug-reports and tickets Anet already has, yet still not even admits that it’s bugged.
Especially since Loot-tables are nothing you’d need months to fix (as the “too many dyes drop”-bug has shown, that was fixed in hours!!)
Do we get our Dyes refunded automatically or do we need to contact the support?
I know I have bought many of the special dyes and many of them as duplicates for different chars. Don’t really want to go over every char and take screens for every dye, just to know how many of every dye I got ._.
Wow, really 125+ features, didn’t expect that
Personally, there are many I’d like to see, but I I don’t want to many options.
In my opinion most of the options are things you really have to decide if they’re important enough to get some space in the settings.
Too many options are never good, especially with niche options (<0.001% of players using them)
I really hope this Threads gets enough attention and that we’ll see at least some of the options.
Maybe even an CDI with Top 25 lists?
1) Fractal-Droprates are bugged. It just seems Anet want’s to ignore it, even though there are thousends of bug reports about it
2) It is no grind since you can craft it by yourself
the worst thing about the chests from fractals/wvw is, that you almost never get the stats you want. I already got 9 or 10 chests and not a single berserker chest.
They all sit in my bank, hoping I can exchange them one day, for some usefull stat.
(edited by Odd Magnet.3970)
Personally I’d like to see Ferocity, Power, Precision
@Ayrilana, that definitively is bugged. Nowhere in the description it says that you’re not allowed to die. As long as I don’t get hit by the laser or attack with the wrong attunement, I should get them…
still, it’s bugged
I did it 10 times today, twice I even did nothing at all to make sure I don’t hit something wrong.
My Battlelog showed that nothing has even hit me, nor did I hit anything.
Still, no Achievment
Hey Josh, I don’t know if this is the right thread, but I hope you see this anyways and might make a comment about it:
Wurm loot is way too bad. Have you seen the other thread? Here’s a link:
https://forum-en.gw2archive.eu/forum/livingworld/madness/WURM-vs-TEQUATL-Loot-Comparison/first#post3568889
Compared to something like Tequatl (which does require less coordination imo) it’s just really, really bad. It’s worse than the loot from the Marionette-Event (imo)
I’d love to hear a statement if this is known and if there’ll be change
Wow, that’s really disappointing.
Anyways, I’m going to kill the worm at least 3 times to get all the “head killed” achievments.
After that I guess I’ll stay with Tequatl. The “Keg-Achievment” is stupid anyways
Looks nice.
Though I’d reduce the banner/header height, imo it shouldn’t take more than 1/5 of the site
[…] “boss aura” […]
Borrowing this name from you Guanglai :p
(but with a different idea of mine)Boss Aura
Bosses only take X% damage, goes up by Y% every Z seconds
(doesn’t have to be liniar)Example:
Only takes 1% of damage you deal, goes up by 1% every 5 secondsWhy
It would make it harder for pure-zerkers to just burst it down with almost no risk.
Now you need to either coordinate your dodges/aegis very good or put in a bit more survivability.
Bosses would take a bit longer, but everything would still be doable for full zerkers.It could even go into 100+% damage. That would be nice for more defensive groups, since it gets faster the longer they need for the boss (or in other words: stay alive)
It would make bosses take a bit longer for speedrun-groups, making it harder to do in pure-zerker, but wouldn’t nerf zerker-groups, especially not good coordinated groups.
At the same time it would make some defensive stats better for average good players (without a good coordinated group) and even let them be a bit faster than before (if the “Boss Aura” goes to 100+% damage)Your thoughts?
I think that’s a completely awful, awful idea.
How is there no risk for zerkers? People, just because zerkers do more damage doesn’t mean that the boss doesn’t have time to one shot you. It does.
Zerk gear is the most skillful way to play the game, because if you make a mistake you die.
huh?
Where did you get the “no risk for zerkers” out of that?
Sure there is. Same risk as before, just a bit (tiny, if even) higher since you need to stay concentrated longer.
I really like the thought of finally having exploit-free-speedclears.
Not only does it involve more skill, it also (most likely) will get the competition up.
This is just amazing; you are saying using complex tactics and splits are easier than 5 people autoattacking a boss for maximum kill speed. You speak like the bosses in this game are hard.
While peoples desires to have an ‘exploit free’ record table is understandable, the dungeons are so linear every team could get within seconds of each other just by producing their best dps and running between bosses fast. With the ‘exploit free’ rules being put in place, most ‘record runs’ are looking to be slower than the casual dungeon runs I do with my guild every week.
I see speed clears as a challenge to achieve the fastest possible completion time within the set rules – as long as you are achieving the ultimate goal of the dungeon completion, reward) there is no problem what happens in the middle.
Even if neither table existed, my guild would still continuously improve our tactics for casual and record runs simply because we enjoy it – we break our own times and other peoples times because it’s the best way to have fun. The idea of limiting yourself to basic tactics and just focusing on biggest DPS is incredible boring.
Incredibly, for one of the first times in 6 years I’m agreeing with an [LOD] member! Good job breaking the streak Errant
Not quite sure how to take this comment.
I’m not saying that tactics and splits are easier then the bosses, just that most of them consist of using exploits (which in my mind shouldn’t be part of a speedclear, but hey, that’s just me).
Killing a boss is pretty much like stealing candy from a baby. It doesn’t take longer than a few seconds. Even Lupicus hardly stays alive for more than 40 seconds (and even that only if it phase-switch-rapid-fire-thingy doesn’t trigger – don’t know the name for that xD)
After reading your post (and thinking a bit more about it):
It’s true what you say about times with the new rules. It’ll end up to be all about who’s running the fastest (because it doesn’t matter if you can do a boss 1 second faster, if you’re loosing 10 seconds while running around).
While on the other table, there will be more room for improvement and more time differences, but also more exploits.
But wouldn’t that get to the point, where everyone uses the same exploits too?
It would be the same: skip as much as you can and kill as fast as you can as with no exploits.
Simply because at some point everyone would use the same exploits that give you the biggest advantage in time.
What GW2 really is missing (as you already mentioned), is giving us players less linear dungeons with different options which allow for more tactics on clearing them as fast as possible.
It would be cool to see a Speedrun that uses options 1a, 2a and 3c be beaten by another group with a totally different setup and different options.
(option = way to solve a part of a dungeon path)
Sadly, there is no such thing as different ways to solve a dungeon. It’s alway the same, dps the boss, run to the next one, ignoring everything that doesn’t need to die.
[…] “boss aura” […]
Borrowing this name from you Guanglai :p
(but with a different idea of mine)
Boss Aura
Bosses only take X% damage, goes up by Y% every Z seconds
(doesn’t have to be liniar)
Example:
Only takes 1% of damage you deal, goes up by 1% every 5 seconds
Why
It would make it harder for pure-zerkers to just burst it down with almost no risk.
Now you need to either coordinate your dodges/aegis very good or put in a bit more survivability.
Bosses would take a bit longer, but everything would still be doable for full zerkers.
It could even go into 100+% damage. That would be nice for more defensive groups, since it gets faster the longer they need for the boss (or in other words: stay alive)
It would make bosses take a bit longer for speedrun-groups, making it harder to do in pure-zerker, but wouldn’t nerf zerker-groups, especially not good coordinated groups.
At the same time it would make some defensive stats better for average good players (without a good coordinated group) and even let them be a bit faster than before (if the “Boss Aura” goes to 100+% damage)
Your thoughts?
If it’s not the intend, to make the rules as clear as possible for all dungeons in the game, why even make new ones?
If the rules are so loose that people can’t clearly say this or that is allowed or not, there’s no reason to have them.
Also, for those who think exploits are part of speedruns, they can still submit under the old rules
Whats so funny about that?
Another thing that should be considered for the rules is the discussion of individual paths.
Not to make rules for special occasions, but to make them so they’re clear for every path.
Example: Arah P3, skipping the gate with stealth. Imo this shouldn’t be legit, since it’s clearly not intended. Same goes for CoE (the gate that opens after choosing a path)
On the other side, things as going backwards into the “boss-bubble” in Arah P2 is fine for me, since you can’t deal damage before it disappears, you only save milliseconds, if even.
I really like the thought of finally having exploit-free-speedclears.
Not only does it involve more skill, it also (most likely) will get the competition up.
It’s gonna be a good time to shine for any not so well-know sc-guild 
(edited by Odd Magnet.3970)
While I think that it’s certainly a cool Idea, it should apply to all races.
Norn could have turrets that look like beer kegs
got != god
I don’t think that someone would naturally see that as a misspelling.
more as in “he got kitten ed”
afaik there were no rules to agree on in the betas, or at least not as visible as they’re when you register an account today.
at the very least I want to be able to change it to a name I choose.
For all other things related to GW2 I chose the same name, even for my youtubechannel, since it’s convient to find someone ingame with the same name as a youtube-channel etc.
I had it since early betas….
Also, I should have got an email, at the very least…
Have offensive racial, ethnic, national, or cultural connotations
can’t see that in there
Include hate speech or bigoted slurs
that neither.
Reference sexual acts or real life violence
nope
Are pornographic
not even slightly
Make inappropriate references to human anatomy or bodily functions
nope
Reference illegal drugs or activities
nope
Reference religious or historical figures
nope
Reference real-life people
nope
Reference names of copyrighted or trademarked characters, materials, or products
nope
Use misspellings or alternative spellings of names that violate any of the above rules
nope
could someone please explain, what exactly was wrong with my old name?
At most you could see a swear-word in it, and only if you saw my name on the forums or added me ingame.
Sure, when I got quoted it showed “gotkitten ed”, but that wasn’t really that bad, more funny.
Hello,
as the title says, tasmanager shows the gw2.exe process, but the launcher doesn’t show up.
Everything was fine before yesterdays mini-update, nothing changed on my PC except the update itself.
I already tried:
- restart windows
- restart windows without programs in autostart
- updating all drivers and other things (as .net framework)
- use the -repair option
- disabling my av-software
- disabling UAC (again)
- running as administrator
- using compability modes
- setting the access settings to “full access” (sorry if this is not the correct english name, hope it’s clear what I mean)
- use a freshly downloaded installer
- use a different folder
Really out of ideas
edit:
it seems deleting the "C:\Users\USERNAME\AppData\Roaming\Guild Wars 2
" folder helps, but I have no idea why (if someone could explain, that would be nice
)
(edited by Odd Magnet.3970)
Hey, my name suddenly was changes to “Odd Magnet”
before my Accountname was “gotdam#ned.5318”
(without the " # " in it)
I’m NOT OKAY with that change!!!
I haven’t gotten a mail or anything else from Arenanet, I want my old name back! :’(
(edited by Odd Magnet.3970)
There are already some very cool ideas, my favorites are:
sub-class system, I’d love to specialize my characters even more. The only problem I see here is, without changing some core mechanics, the meta will stay at max-dps.
In my opinion Defiant is a really, really bad system and makes crowd control basically useless. Unless they won’t change some core mechanics to make control and support needed in dungeons, I don’t want to see sub-classes ingame, after that, I’d love to.
Account-wide bag, this should be something that starts small and can grow when you complete certain challenges. This would be really cool for those who like to do many dungeons with their alts, but don’t want to refill buff-food or dungeon potions on every character. It would also make tools like the Copper-Based Salvage Machine better since you don’t need to go to the bank every time you need it. Another thing would be tonics, especially the endless ones and well, basically everything that’s account- or unbound (also minis
).
Skin wardrobe, we really need something like this. Maybe not for every skin, but at least for those from the living story. It really sucks to have one really cool locking skin, but 3,4,5… alts that would look great with it.
Account-bound dyes, this has always been a great discussion, but since the introduction of new limited and very rare dyes, it got alot worse for us alt-o-holics. No matter how great the dye looks, 200+ gold is very expensive and most of us can’t afford that for more than one character. One possible solution would be to make special dyes account-wide and the normal ones (which you can get ingame) not.
A slot for Minipets, this has been suggested so often, there’s no way you haven’t heard of it
This is really a must-have to make minis worth more than something to collect. They should reappear after changing zones and even after dying.
Personally I think this slot should be account-wide, mostly because I want to show off my Liadri at all my Characters
An approach could be, that it’s a dropdown to select a mini out of your collection, so you don’t even need to have it in your inventory. That would also allow to use the same mini on multiple character.
now onto some personal ideas:
dungeon difficulty
Even though many players would say dungeons are hard enough and some even too hard,
there are also some players like me, that think even Arah and FotM LV 49 is easy.
my Idea
- New paths after dungeon master
- DON’T just increase HP and Attack
- new mechanics which require more coordination
- Bosses have different stages where you need different mechanics
- different ways to solve a path, e.g. one with more Jumping, one with a Labyrinth, one with some positions that must be defended at the same time etc.
- Instead of just a better reward at the end, let there be a better chance for exotics or maybe even ascended weapons/armor
I know many people will claim that this sucks because then bad players can’t get as much rewards as everyone else, but in all seriousness, this is already the case. How often do you see a casual doing Arah Path 4? Not very often. Some dungeons are very easy, some are very hard. And in my opinion the good players need harder content.
Not hard as in “as soon as the mobs see you, you’re dead. And oh, they now have 1 billion HP”, but hard as in requires better teamwork and has difficult mechanics.
PvE Arena with titles
It would be really cool to have some kind of arena (maybe an instance) where you can fight against really hard enemies. You could include the ones from Queens Jubilee and add some in between for the start. After that you could add one new boss every month.
Maybe even make it some bosses class-based, e.g. a Boss which requires you to block a certain skill to break his defense and damage him, or a different one where he blocks more and more attacks the longer you fight him (and maybe damages you when he blocks) and you need to stealth to make him more inattentive so he doesn’t block that much anymore.
Regarding Ascended Gear we would like to see more ways to earn it and in terms of drop rates, a higher percentage chance of acquiring them through this method.
While this is generally a good thing I believe that the main problem is the stats you’ll get. I got quite a few weapon-chests, but none of them had ‘useful’ stats (for me)
A review of current RNG metrics.
I’m not exactly sure what this means. If it’s about the chances for Item X to drop then I think it’s ok how it is right now, besides always getting ascended gear with stats I don’t need
The ability to change gear stats (Note there is still a lot of discussion about whether people want this or not)
I think this one should stay exclusive to legendaries and people should be able to get the stats they want easier through drops (e.g. let them choose stats AND weapon, because as mentioned above, wrong stats == useless to the player)
The ability to build up to Ascended Gear through drops rather than just relying on RNG.
What I think would be nice would be if Dungeon-Vendors would offer it too, just with a way higher price. Currently it costs you 1380 tokens for a full set. In my opinion 3000-4000 tokens would be a good price for a full ascended set.
Ascended Gear mats dropping more equally across the game, for example WvW.
Besides dropping more equally across the game I’d like to have a way to convert one material to another. I have TONS of Bloodstone Dust/Bricks, but not so much of the other two. A Recipe could be:
- 250 from the unwanted
- 10 from the wanted
- 5 Obsidian Shards
- X Philosopher’s Stones / Crystals
No more new Gear tiers that make the existing tiers obsolete.
There will still be player whining when you release Legendary Armor/Accesoires
I think a promise for 2years or so would be better at first. When you get horizontal progression right you can still say “no more tiers forever!”
Additional ways to earn Ascended Gear at accelerated for Alts.
This would be awesome.
please let it be the next patch and not a patch somewhere in the next year xD
(an upcoming patch doesn’t really sound like the next one
)
Since I don’t know all bugs (yet), please post those that you found
I mostly made this thread because of the zoom-out, but I thought maybe there are more and thus decided not to give it a more specific name
Snowblind
- No checkpoint after the first one anymore
Grawl
- No zoom-out at boss anymore (not confirmed by myself)
Ascalon
- NPC’s now attack without being attacked first, making it harder to hold them outside the big red circle that you need to “capture”, thus more wipes.
Jade Maw
- No zoom-out anymore
Instabilities
- Outflanked works for AoE (like for the Molten Boss), making it always hit extremely hard (don’t know if any class could tank 1 hit with outflanked). Also it seems that it also works when hit from the front.
Why not just divide the stream:
1 Narrator
A group of GOOD players
Because seriously, almost every player would agree that the group is really, really bad.
And I don’t mean bad like “bad setup”, no, bad like they can’t play their class/the game in general
Sure they want to show the new content is somewhat hard at 39, but if I wouldn’t know the game as good as I do, I’d think 39 is impossible for pug-groups
(even 70+ was far away from impossible or as hard as it looked in the stream -for one who doesn’t know better)
*one temple, 1 world boss and 3 dragons
(Golem + Shatterer, Jormag and Tequatl)
Also, the Daily chest at Tequatl does give a good amount of Dragonite Ore and he really isn’t that hard with a little bit of organization ^^
Back to Topic
I guess anyone can agree Bloodstone is fine the way it is, but we need more ways to get Dragonite Ore from Non-Zerg-Content and Empyrial Stars from Non-Dungeon/Group-Content
Devs, please do something about that, there are 2 crowds that have problems with at least one type of ascended material
Some ranger discussion.
Main-hand sword
I just want to clarify for good that main hand sword is currently working as intended. All movement skills cannot be interrupted by dodging and this is currently intentional.The problem isn’t that dodge can’t interrupt a movement skill. I have no problem with that.
The problem is you’re unable to dodge after certain movement skills (in particular, a leap). Immediately after a leap, you can move, you can fire another skill, but you can’t dodge. In fact if you do a leap-move-dodge, it works. But a leap-dodge won’t work.
I’ve posted a detailed bug report on this:
https://forum-en.gw2archive.eu/forum/support/bugs/Cannot-dodge-after-a-leap-skill/first#post3140248
this.
I guess almost any ranger is fine with non-interruptible movements skills, but please don’t let our dodge be ignored by the AA
Some ranger discussion.
-snip-Main-hand sword
I just want to clarify for good that main hand sword is currently working as intended. All movement skills cannot be interrupted by dodging and this is currently intentional. It has a very specific play style, and I would like it to remain. I understand that rangers want a one handed melee option that is more mobile, but that will have to wait, as I know there are a mix of players who also like how this weapon plays and I do not want to take away one of the more unique playstyles that we have and replace it with something that is fairly common.Thanks,
Jon
Hey Jon,
at first, thank you for answering on that poblem, we (the ranger community) waited for a statement for over a year.
But the problem still remains.
I’m (and most others) sure are fine with movement skills that are not interruptible, but our AA has 2 Movement-Skills.
Try to log in, go to the Heart of the Mists and just try to evade without disabling it. If you’re not very, very good at timing your dodge, you can’t evade while AA’ing.
Ranger is the only class, that has a Weapon, where you can’t evade properly while your AA is activated.
I’m not saying you need to make Movement-Skills interruptible, but please make it possible that the dodge comes after them and won’t get ignored.
Just let the current movement finish and then the dodges comes and the AA starts again from skill 1.
That way we could use dodge too (without limiting our weapon choice):
- if we dodge trough the target → good, we’re behind them, even if our AA starts again, they won’t hit us
- if we dodge away from them → the next movement skill shouldn’t get us right back in front of them
and you wouldn’t have to change movement skills.
But please, please make the AA not ignore dodging anymore (a important game mechanic!), because currently it just gets ignored
TL;DR: No need for interruptible movement skills, just let the dodge come after the current movement so the AA doesn’t ignore what the player wants
just one thing, the Sword Auto-Attack
I’d really love to hear wether this is intentional or not.
For Damage Sword is the best option, but it also has the only AA ingame that makes it harder to evade.
Sure, we have 2 evade on the Sword, but timing them is a lot harder than just dodging (because of casttimes and aftercast).
The other changes look pretty good so far
Ranger
just one thing, the Sword Auto-Attack
I’d really love to hear wether this is intentional or not.
For Damage Sword is the best option, but it also has the only AA ingame that makes it harder to evade.
Sure, we have 2 evade on the Sword, but timing them is a lot harder than just dodging (because of casttimes and aftercast).
The other changes look pretty good so far
I completely agree on the particle-effect-overload.
I’d really love to hear an answer to that and not something about a different topic…
The price of gems isn’t controlled by Arenanet, it’s controlled by the players.
The more players buy gems with gold, the higher the price will rise.
did you ever take a look on how much luck you need after 100% MF?
Even if you assume that the average player gets 1,000 Luck per Day and plays every Day, he still needs 4173 Days or 11 and a half year to get from 100→300
for 5000 Luck per Day it would be about 2 and a third of a year
What would change with 1% for monthly?
I’m not good enough at math to solve that problem in an elegant way, but I can assure you, you’d still need at least 2 years for 1k/day and not much less for 5k/day
Why would you want to avoid luck?
As the title says.
After a certain amount of -Magic find even monthly feels like a single water drop on a hot plate.
In my Opinion 1 would be a good number, it isn’t much, but still feels rewarding after 150%+.
[-cut-]
Normal people don’t really have that problem, because there are only a few elitists that do that. Most people simply open the LFG Tool, and play a few seconds later.
As we’ve seen from the previous topic that got deleted, elitists can barely fill a few 5-man parties at any given moment. They are pretty much the only ones having problems with the way the tool has been working.
Should the tool be re-designed to cater to these people, even though that will inconvenience everyone else in many ways? Hell no.
It’s not about changing the tool for the elitists.
Those who want to do speedruns will do them with their guilds and not with pugs.
The reason there need to be changes is that people join, no matter what.
Some reasons that are important for EVERY group:
- Not the minimum level
- don’t want to do the path the group wants to do
And for fractals:
- don’t know fractals at all
- don’t have enough AR
These are NOT changes that some elitists want, these are changes that every player would be happy about.
It’s frustrating to get players that don’t even meet the bare minimum requirements (such as minimum level for a dungeon or AR for fractals)
And to cater to ALL players, when they do such changes, they could also make the LFG-Tool more specific, so you can look for certain classes.
Sure you can do the Grawl-Fractal with 5 rangers at 48, but you’ll spend ages there
push, today we killed him still only one reward, not even a dragon chest…
Yesterday I did Tequatl on Vabbi with the TKS, 3 times. (just logged off before the last time where it worked >.<)
We get him down to <50% twice and <75% the first time, but I only got a Dragon Chest once.
I did Turrets, direct attacks and also defended the laser (and got gold for that event).
I lived most of the time (thanks to PTV) and did the best damage I could (Ranger with Piercing Shots and lots of AoE)
I really hope that is a bug, because spending 15 minutes on Tequatl doing the best I can and not getting any kind of reward sucks.
It already sucks if you don’t kill him, but thats ok, he’s harder now.
But I thought we’d get at least a reward for ever 25% we get him down.
And 1 Dragon Chest (which contained a green….) as a reward is ridiculous…
…
TL;DR from Orpheals posts:
make Thief totally OP and change just about everything to make it even stronger, because you know, thief is the worst class ingame