Showing Posts For OrangeSquash.7541:
My party was in Fractals and I’d advertised a 5th spot. My party was then filled, however my advertisement was still showing up on LFG. This prompted players to whisper members of my party, so as you can imagine. Lots of players were whispering them and they had to go offline to stop any interruption to the fractal run.
Thought you should be aware of this issue.
Thanks
My name is Gary and I’m an Officer in One and I have a special announcement:
’ Summer lovin, One is a blast…
Summer lovin, Invite is so fast!
I met a girl crazy for me…
I met a boy cute as can be…
Summer days driftin away, so join One on those summer nights!
(Uh Well-a well-a well-a huh!)
Tell me more! Tell me more! Did you get very far?
Tell me more! Tell me more! Like did they have a charr?
(Uh-huh uh-huh uh-huh uh-huh) ’
Anyways, so the point is summer is here and play time is increased, so why not join our guild for tons for fun with a fantastic social foundation which guarentees you a lot of fun!
If you’d like to join then feel free to whisper me, or our Leaders Evanny and Oxherd.
Have a fantastic day
p.s yes the song was theme on Grease
(edited by OrangeSquash.7541)
I was running Minion Master in ToL with my team that reached round 3. I’m sure many other teams that were never streamed used a necro too more than likely.
It is not whether the class is OP or not, I think with big teams and good teams like you saw in the final. It boils down to strategy as well as competance with the class. The guys you saw don’t usually roll a necro and they’re very competant at the class they use which makes them so good at cohesion and adding their little tweaks to the class.
I still think Necro is a really good class which can output so much damage in the team fight, but I think it has to fit in with the team combination for it to be effective.
Hi All,
I’m an officer that runs guild missions for a guild with 400+ people (usually about 80 come to missions) on a Sunday evening, there has been something that I must vent since the megaserver update. So here’s my experience.
Guild Bounty
The most problematic mission ever since the mega server update. The mission starts with an X amount of time whereby we’re given a choice of targets. I usually direct my guys to a certain target.
One problem is getting all guys to the same mega server, another problem is finding the bounty at the same time. Together with this organisation, it creates a lot of time to prepare and takes it off the time we need to find and kill the bounty.
Another problem with this is a guildie (I don’t know who as all don’t use Voip) completed the bounty under my radar forcing us to find another target to kill, meaning we ran out of time.
Another problem is also other guilds who are present, meaning while we prepare, we run out of time because the target dies due to another guild completing, meaning we also run out of time.
I think you know where I’m getting at and it is becoming very fustrating for many guilds apart from mine.
Guild Puzzle, Guild Rush, Guild Challenge
These are not so much an issue as they’re not timed until activation, however same principals still apply. It is very difficult to find a megaserver where one of these ain’t been activated by another guild, and again sometimes there’s one person where someone accepts credit meaning it has to be run all over again.
I think this sums up to some changes because the mega server has been very problematic for guilds to run guild missions. Some may argue we should move our timing of the missions because of the weekend, however I must look at the interests of my guild because they have to work/study during the week and I think it’d be very unfair to force them to do it on a weekday due to changes to server structure.
Influence
Even though we had to restart some missions, the influence was wasted on building these unnecessary missions again. Even though influence isn’t a issue in our guild, I say this on behalf of smaller guilds because they may not have the luxury of having the same opportunity and repeating missions.
Possible solutions?
I know even though I’ve vented quite a lot, I’m also willing to help the community but putting a word in to try and help and move forward because I do like the mega server. However it does need some changes to facilitate guild missions.
1. Rework the guild bounty timings/activation structure – This may sound complicated but as you can see from my experience, it has taken a lot of time for a guild like mine to get into the map and find the target, well thats if it hasn’t been killed yet. For small guild it may not be a problem but bigger guilds will certainly be at a disadvantage with the time limit. Therefore I think more time should be given to facilitate the preparation of the bounty, or mitigate the ability for other guildies to kill the bounty on another server without certain permissions.
2. Allow only leaders and officers to activate the missions from the marker! – Such a big difference it makes if only those with permissions can activate these missions at the locations. It allows them to properly organise without having someone activate it without seeing. (or perhaps record who activates it?)
3. Only allow leaders and officers to claim credit for missions – As well as permissions, it makes a difference for the guild if only these ranks can claim credit for guild missions done under another guild’s behalf. This ensures the guild will be able to do it again if guildies haven’t completed the mission yet.
Problem?
Ok I understand that these changes might be complicated but I think since missions were released, there are some much needed updates to it. Time and redevelopment maybe needed, but as long there is some response then I think that’s a step forward in the right direction.
Finally some may criticise that my organisation or guild isn’t organised enough . I can ensure that only looking after this many by myself is a challenge I face and I try to deliver each weekend. It was fine before the update, however problems were arising and I hope my views will be considered.
Thanks!
Hi all, I roll a Minion Master build in PvP. There are issues I wish to discuss:
Dilemma 1:
On some maps such as Khylo for an example, if I was to go on the edge of the clocktower, the minions would have to walk all the way round the outside the building and into the middle which causes a huge delay in combat. Meanwhile I know its not really a bug, but its perhaps a matter which may need to look into.
Solution – Using the system that ranger’s have in place, could it be possible for minions to teleport to the location of the enemy, or provide them quickness to reach the enemy in a sensible time.
Problem? – Some other classes may argue this will provide too much advantage to Minion Masters as the minions will be in the battle non-stop. However, spirit’s with rangers seem to follow very consistently, so why not minions with a necro?
Dilemma 2:
Another issue I’ve experienced is the shadow fiend’s haunt attack and the bone fiend’s rigor mortis has a 3 second delay before it’s casted on the target. Compared to Flesh Golem and Bone Minion, this is very slow. I’m unsure if this was intentional or not but there may need to be additional indicators to let the player know that the minions need a certain time to cast that skill on their enemy.
Solution – If this isn’t intentional then the casting time should be changed. However if it is intentional then a casting timer icon would be very helpful for all Necromancers to see how long the minion will take to cast their attack.
Problem? – If the attacks are meant to be quicker, then some may argue that it is too powerful due to the utilities of instant blindness or immobility. However, there should be no problems if cast times were shown on the skills, which would provide better information and clear assumptions on minions.
Thanks
(edited by OrangeSquash.7541)
I roll a Minion Master build in PvP. While its a great build, there is a bug I’ve encountered sometimes are minions were standing idle while I’m clearly in combat with an enemy. I’m not sure why or how this is caused but it may be something internal to look into. (If there’s any video evidence needed for this, I’m happy to try and provide some to you)
I’m having the same error as described above on 2011 iMac. 3 times in the last 20 minutes now.
It just seems to me, that theres not really a foundation for future dungeons if the cap stays the way it is.
If they don’t want to raise the 200 cap, at least what they could do is to make it higher per 5 points, e.g. 10 paths/15 paths per 5 points.
(edited by OrangeSquash.7541)
Aha, 200. Thanks for the correction!
And that’s a shame if it has been confirmed……!
I know the dungeon system and rewards are currently being reviewed. However, I was wondering whether there will be a chance the cap for hobby dungeon explorer can either go higher, or more achievement points rewarded, as I feel it’s currently quite low being capped at 250 points. Which is fairly achieveable, even for a casual player. I do hope this will be changed, as it certainly does bring more incentive to play more dungeons (which I do already!)
(edited by OrangeSquash.7541)
I don’t think this was an issue of whether we should’ve got third or not. However, like I did mention at another post. The matchups were just not logical, and from looking at the EU matchups, it certainly favoured other servers, for an example the fact that Piken had to face Vizunah three times and SFR only had to face them first and last. Does that make any sense?
Hey all,
I know this is a really late post, but I’ve been realising specific servers don’t play every server the same amount of times as other servers if that makes sense?
I was wondering if anybody knew how the matchups were selected because some seem to favour more than others.
I’m trying out this build at the moment and so far its working really well. Do you know if this build will be affected by the upcoming class balance in dec? Thanks
Is the guild representative who fills out the survey, the person who will be carrying out the testing?