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The little blue quaggan hatchling tonic that is a quest reward from Straits of Devesation have also been nerfed to 5 minutes. It’s awful.
Quaggan Wolfie loves Quaggan. This quaggan also misses hatchlings. On this mother’s day, mama quaggans deserve hatchlings for longer than 5 minutes.
Quaggan does not even want to think about it being Mother’s Day, since Mama Quaggan has no hatchlings these days.
It’s enough to drive a Quaggan to drink a ton of Endless Norn Tonics. Ooooh the Quagmanity!
FooOoo!
(As for the little blue hatchling tonics, since they are a quest reward, and cost in game currency as well, they should at least last the 15 minutes that the Endless Quaggan Tonics do, but instead? Nope. Five minutes and done. It’s dumb that I can buy an endless one from the TP that lasts longer than a quest chain reward tonic. A real Roleplay killer.)
(edited by Peacock.6412)
Dear ArenaNet,
Once upon a time, Quaggan was a Mama Quaggan, and had many Hatchlings. There was Quaggan’s Quagmander, Tiny Blue; the first born of Quaggan’s hatchlings, who is the Quagmander of our daily alliance Tequatl map. Also, too, there were many others; Naughty Blue who loved nothing more than to stir up trouble, and Sharky Blue as well as Wolfie Blue, Piano Blue and so many other adorable hatchlings.
Then one terrible, dire day, someone at ArenaNet decided (insert evil voice), “Muahahaha, let’s leave the Mama Quaggans of Tyria without their hatchlings!” And lo, and behold, Quaggan hatchlings everywhere could no longer remain Hatchlings! What sort of horrific world is this?
Now… Quagmander Tiny Blue is no longer tiny, and is forced to wear a turtle shell helmet on Quaggan’s not-so-tiny head. Not-So-Tiny Blue now has a drinking problem thanks to the loss of tiny hatchling status!
Most of Quaggan’s other hatchligns are lost to the wind, leaving a Mama Quaggan with only one hatchling, Shooshadoo. Well, Shooshadoo and Crazy Uncle Eyeore the Quorca, but Quaggans don’t talk about Uncle very muchm (Family secret after doing a wild flipperdance at,.. oh nevermind…)
Surely Quaggan cannot be the only Mama Quaggan bereft of hatchlings! So, please, (not so?) kind developers at ArenaNet, fix the hatchling potions so that they last for more than five minutes? Depressed Mama Quaggans everywhere want and need their hatchlings back!
Signed,
The Mama Quaggan
(On behalf of the Fluffy Panic Alliance)
Hi there,
While the endless Quaggan tonics time limit is fine as far as I can see, the quest reward blue hatchling potions seem to be very broken. They are wearing off in about 5 minutes’ time, when they used to work until you left the map.
Just thought I would bring this to the attention of the powers that be for the benefit of Quaggans everywhere!
2017 Wintersday Scribe Decs community wants
in Guild Wars 2: Heart of Thorns
Posted by: Peacock.6412
A version of the big plushie Quaggan that’s in DR right now would be pretty awesome.
I’m co-leader, and the scribe of a small guild, and at this point I’m treating scribing as a hobby. Something to do when I have some extra mats. The costs to actually make banners is absolutely horrific. So much easier and cost effect to swap my commendations and 10 silver for three heroes banners.
I think what really ‘broke’ scribing for me was finding out that a Gift of Exploration, which is an endeavor of many, many hours to earn is required to make a rather unimpressive, ordinary globe. If I was going to spend one of my world completions? I would expect that item to be large, impressive, flashy. Something that truly REWARDS the tens of hours that went into earning that Gift!
Forgot one very important one: Bugged and unplayable Guild Missions (challenges) being doled out to guilds sometimes up to three weeks in row, hamstringing those guilds who are unlucky enough to keep receiving them from gaining favor at an equitable rate.
No mention of Guild Challenges in the patch notes?
Great… we are stuck with the SAME undoable challenges this week as we were last week.
IMHO fixing these missions should have been a priority for Anet…
Way to drop the ball…
This mission was still bugged yesterday when we tried it, AND we just got it again this week.
The new Squad UI has been a godsend in this regard, much easier to get all guildies onto the same map, without having to waste time on taxis.
Salt in the wound….
My guild has been given the exact same BROKEN challenge as last week for our medium mission.
Please fix the challenges ANet!
I think one of the biggest problems with scribing, IMHO is the escalating costs. A good example with this is the ink: 10 brown pigment to make a tier 1 ink. The tier 2 ink requires 10 of the next pigment, PLUS one tier 1 ink already containing the 10 brown pigment. This continues on up the line so that the highest tier of ink, which requires an ungodly amount of pigments from all across the board.
I get that it’s supposed to be a guild backing a scribe, but to me, this just seems to be beyond the bounds of all reason…
There have been quite a few posts on reddit about the matter, along with pictures and what has gone into some of these decorations.
I need to produce two hundred sheets of the lowest tier of paper for Hall upgrades this week. Feel free to wave as I run through the 1-15 areas over and again to accrue the needed 3,000 green wood logs to make them
My opinion as someone who has started scribing and thrown up their hands? Wait until either it is fixed, or the prices come down. The investment right now for a character bound craft just does not seem worth it. The mats sink is insane. Even at the lowest levels, you are talking about extreme amounts of wood and sand. 5 wood planks makes one piece of paper. That’s 15-20 pieces of wood, per paper. 10 sand for one sandpaper…
At level 50 you stall out with the only way to advance being decorations, which are wildly (1200g for a bar… A Gift of Exploration for a simple globe…) overpriced.
Banners? Something like a heroes banner costs a ridiculous amount of pigment, resonating slivers and cloth plus other items to make ONE banner, when you can pick up three at the Guild Initiative office for 10 silver and 3 commendations from Missions.
IIRC, I have read from those who have reached the highest levels of the craft that it costs thousands… thousands of gold to master…
I have yet to see where the rewards for such a mats and gold sink are at all worth it, outside of dabbling here and there on a ‘hobby’ level.
Of course, others’ mileage may vary.
Another week, and another bugged medium mission. Not all guilds can muster the numbers to do the hard missions, hamstringing any guilds dependent on medium ones.
It’s been over a month now? ANet please fix these issues, they are leaving small guilds in the dust. Upgrade materials have never been a problem for us, but the lack of favor available thanks to bugged challenges and whatnot? That’s hammering us (and our morale) pretty hard.
Don’t underestimate the worth of running around core Tyria gathering lower tier mats. Before my daily farming runs, I check TP for what is fetching a good price, and wow can it add up. Woods especially have been a good bet because you need 5 planks (either 15-20 wood, depending) to make one sheet of paper. That paper is not only needed for scribing but also for certain Guild Hall upgrades.
Pre-HoT something like soft wood wasn’t all that expensive. Lately it’s running anywhere between 4.50 silver and even 6 silver per piece depending on time of day.
Between the ton of gathering boosts that were just taking up space in my vault, and the guild hall gathering buff, one can make a nice little nest egg. (or as in our case, the mats can be sold to purchase other mats needed for GH upgrades)
With a staff, you’re always going to have CAF at the ready when you need it. If you need CAF, staff will be the way to go and I suppose this change is to encourage that?
Have you used staff exclusively since this nerf? In a non-zerg setting, forget about it. I was shocked at just how difficult it was to charge AF yesterday in a duo. At one point it took me about 18 seconds… And I’m a healing secondary, its got to be more painful with Cleric’s/Minstrels.
If this is how it’s meant to be now? Why even have a cool down.
I’m not one to complain about much, I’ve been pretty happy with ranger and now with druid, apart from the initial AF dissipating like adrenaline that first weekend. I’ve ridden out the ups and downs and stayed chill about it all. So not ALL of us up in arms about this last patch are people constantly asking for changes and buffs.
That said? The patch today really wrecked Druid. Using staff exclusively, on a build that’s a mixture of cele and zealot’s it took me more than a good 15-20 seconds to charge up AF earlier… if that is the new desired norm? Why does there even need to be a 10 second cd on CAF? Charging AF in a non-zerg setting at the moment seems entirely painful, and this is with HP secondary… I don’t even want to think about what people in Cleric’s or Minstrel’s are experiencing.
15 seconds of combat/healing WITH only staff, and still could not get AF to charge fully. Is this really what’s intended? Why have healers when you tune them so that they can’t actually use their healing mode? With staff, AF generation was okay before. but now? I have to call this broken.
In Gilded Hollow, at the very least, there should be a minstrel nearby the tavern that allows you to switch up the music.
I’ve stopped working on scribing for now because of several points of frustration. Aside from the points brought up about material costs and missing mats? My biggest issue is the fact that decorations require an account bound HoT map reward to buy.
As guild leader of a smaller guild? Where am I even supposed to FIND the time to run the DS meta over and over again? I spend 80% of my time farming enough core tyria mats to sell to keep up with the demand for flax seeds. One of my officers spends all their time farming SW for the sand requirement that never ends. Now, somewhere in there as our scribe, I have to stop focusing 100% on upgrading the hall in reasonable time frame to aquire this account bound item that can’t be donated just to buy a basic chair? That’s where my real issue is…. Heck I haven’t even made it past AB… nor do I really want our hall put on ‘hold’ for all our players in the name of a lousy basket…
Personally, I think ANet needs to look at the drop rate for pigments for gathering nodes. It seems far too rare. Especially lately. Last week I could find on average 1 pigment per half hour of gathering. Last night I actually had on the guild critical harvesting buff and farmed mats two hours and found absolutely zero pigments.
With the amount required, the pigments need to drop a bit more from the plant nodes.
Sure. I’ll bite.
Druid Staff Healing:
1: 2: 3: 4: 5:
75 655 1815 0 167Lolwut indeed. This isn’t enough healing to constitute a band-aid.
I have to ask here, what gear you are using that produces those numbers? Wearing celestial with zealot top and staff I know my staff #1 heals for about 145, and my Staff 3 (which is my first go-to heal) is well over 3,000. CAF staff 3 heals even considerably larger amounts than that, but I find that in many cases, if you are staying on top of group members health with #3, and correct positioning for #1, that CAF is an ‘emergency only’ use.
I have run across several druids who wear zerker gear… no offense to anyone, but if you’re wearing gear without healing power? Then yes, Druid’s heals SHOULD be little more than a band-aid… and btw. I have no problem (at least on first two maps) soloing any mobs with that set-up…
Bear in mind now too, that there is another added sink for these materials; guild hall upgrades. Basic market utilizes some Elonian leather squares, so I won’t be surprised if deldrimore steel/spiritwood/damask turns up at some point as well.
Guild hall costs are insane for small guilds
in Guild Wars 2: Heart of Thorns
Posted by: Peacock.6412
Coarse sand is much more trouble than Flax. Flax gathers up almost automatically while playing in thenew areas , but for coarse sand you actually have to spend hours after hours in Dry Top or Silverwaste farming it and it is needed in crazy amounts too. Thousands and thousands of sands.
There’s a work-around for this if you’re sitting on a lot of bandit crests. Grab sandy bags of gear from the merchant. They cost 15 crests and 80 copper, and they give you a piece of gear and a random amount of sand. I picked up 60 bags last night and gained over 400 piles of silky sand in a matter of minutes. Ended up salvaging all the gear for mithril/silk/leather/elder wood as well.
ETA: Well someone beat me to it
I’ve crashed out of Tequatl the past two days running, when I have never, ever had a problem previously. It’s very frustrating because A) I run a turret and that messes up the map when one just dissapears, and
I get punted to failing overflow and miss out on loot. I’ve done Teq daily for months now on this gaming desktop, and this is definitely alarming. The news maps I can understand the OOM thing, but in Old Tyria? This seems a little out of the norm.
The decay is the part about this I really don’t understand. Druids are supposed to be healers, right? I know GW2 wants to be different… but really? I can’t think of any other game I’ve ever played where a healer does not have access to their worthwhile heals maybe only 10% of the time!
Solo jungle exploration? Not once was I able to build enough AF to enter CAF. The only way I was able to utilize it was locate the nearest zerg and follow it around and spam staff 1/2 while strafing back and forth to hit as many of those zergers with the beam as possible. Then? Then when the mobs were just about dead or already dead? I had enough AF for CAF… which, of course, is when it dissipates faster than ice melts in Hell.
As someone who has played a dedicated healer in every game, I was so excited for druid… but now… you’ve given us a healer that can’t actually HEAL anything, since you can’t build enough AF fast enough (even on staff), and you can’t save your charge for when you really need it.
Get RID of the adrenaline like effect. It’s ruining the spec.
If you’re running around VB on your own? Forget about building up enough AF to be able to pop CA, healing my pet just doesn’t get it done. The only time I’ve been able to build it up at anything approaching decent rates is in the middle of a zerg during a meta-event.
Druid feels very clunky to play, we should be able to store up that celestial force charge and KEEP it, otherwise, how do we heal in a pinch outside of following a zerg around?
The adrenaline type decay is awful.
Okay, thanks. I had pretty much assumed this was a scam, I’ve just never had any reason/occasion to look in the accounts forum. Going to take care of reporting this mail right away.
Additionally, I removed the link as requested.
Having just logged in I received an in game mail informing me that in 72 hours (around about HoT’s released) my account will be ‘limited’ due to questionable currency transactions, or abnormal login. (what even IS that? I’m the only one with this account, and I don’t send/sell gold to others etc.) In order to remove these restrictions I have to go to the following url: [redacted by request]The mail is signed GM En Kiwi Kans.
At the bottom of the mail is the usual disclaimer that this mail is from a player and not from a member of the GW2 staff.
I’ve never received any sort of notification in game from GW2 staff, so I have no idea what form it would take.
I have not opened the link, lest this IS a scam, and need to know if this mail and the player who sent it is running a scam and needs to be reported to ANet.
Any advice would be appreciated!
(edited by Peacock.6412)
Right now I’m looking at using zealots staff and top (best bang for the very expensive buck) and celestial everything else, along with Monk’s runes.
I do have to point out that rangers actually do get something: the five new pets are super nifty in my book. I really love the bristleback and the smoke scale with all those evades plus a smoke field to blast could add some interesting strategies.
The impression I have gotten from reading various forums is that there will likely be plenty rangers still running around. Some seem less than interested in playing Druid.
First things first: Bristleback for life! I love this pet in so many ways. He just looks so cute and cuddly, til he starts flinging those shards around.
Have only played Druid in Verdant Brink and Silverwastes so far:
-Like the synergy with the three new pets that lay down fields. Direct the smokescale to do his F2 then Staff3 right into the field, and voila, area stealth, or might with fire wyv/swiftness with lightning wyv. I’ve generally found the lightning reflexes utility super useful both for traited condi-clear, but also immediately evading back out melee after dropping Staff 3.
Found the best use for Staff 1 to be standing back with bristlepet at range, and letting it roll while strafing or circling the target, depending on where the melee folk are positioned. Often just strafing back and forth brings out the green numbers like no one’s business, because you’re constantly crossing paths with the melee players. Staff 2 works nicely for this as well.
I have not tried any of the glyphs, none of them appeal to me, and frankly I like my survival skills.
Lunar Impact is amazing, for me, that’s the go-to heal when I see party members start to get low on HP. I am in agreement that Cosmic Ray has some issues. One small move by the target, and the heal is completely missed. The tiny target circle is far too fiddly for my tastes.
The manueverability and speed from Natural Stride, I feel really augments the playstyle of needing to strafe with Staff 1.
As someone who has always mained a healer in other games, I’ve got to say, Druid is the most fun I’ve had in a long time! The next three weeks are going to crawl on by, while I go back to condi… Really can’t wait for HoT now!
ETA (because it’s late and I forgot): +1 with everyone who says that Druids need SOME form of Stability. That’s one of the biggest problems with the spec at the moment for me.
(edited by Peacock.6412)
Was it really necessary to remove the Quaggan ‘rave dance’ animation? Because that just took a huge element of fun out of the game… and I don’t see WHERE that would have a thing to do with balance.
Please restore our popular Quaggan dance style!
TYVM,
An upset Quaggan
Looking forward to seeing how my snow leopard performs now with the 1k condition damage to back up all the bleeds it applies. Very happy about this change!
I’d like to add my voice to this request since I main a Norn ranger who is soon to become a Druid, and looking at my unlocked skins? Ungh… on the whole he can look like a shady character or a pirate… there is very little druid appropriate for him to wear!
Finally going to add my thoughts:
I think for me, all of this reveal came as good news because I already play a lockdown condi/support/bunker ranger. And to the poster who said no one uses muddy terrain? I do, both for the cripple lockdown AND for the condi cleanse from the survival skill trait.
I play with Axe/torch and Axe/WH, mainly Sinister gear, with a little bit of Dire mixed in for added survivability. Between entangle (with poison/torment from Krait runes), AoE chill traited axe 3, and muddy terrain I do pretty well at keeping a group of mobs (mordrem for example) locked down tight in my fire field from bonfire and they ultimately melt away. I realize this is a vastly different play style than what most rangers utilize. I’m already highly depending on positioning both to get the most out of splitblade (line ‘em up, please), and grabbing aggro to steer the mobs into a blob to lock down/melt them. My only regret is being unable to do something more for my party’s health than keep permi-regen on them!
Because of the way I already utilize my ranger, I can honestly see how the addition of staff is going to fit right in. Maybe I won’t need to spend so much of my time picking up downed Zerkers, since 90% of the time I’m usually the last Norn standing
. I’m already lining up foes to give splitblade the bang for the buck, which will work great with staff 1. If my party doesn’t need healing? I’ll be in the axe/torch rotation. The aspect I don’t see myself using as much are the glyphs, rather than the staff, simply because it would mean removing some of my lockdown methods.
I’ve kind of never understood the argument that rangers can’t buff a party. With a combo of Torch 5/WH 5, I can lay down 19 1/2 seconds of 3 stacks of might/fury/swiftness and now the additional regen from Windborn Notes, plus more regen/swiftness from shout traited Guard. As long as there is a blast finisher somewhere on the staff… And I DO feel that staff absolutely NEEDS a blast finisher… I’ll be able to maintain this style of buffing even taking the druid spec, while also being able to continue to DPS via conditions AND heal, which I’ve wanted to be able to do for quite some time, so for my money, Druid is looking like a great addition!
For those worried about event credit… The staff auto also does damage as well as heal, and as others have pointed out, there is still the other weapon swap as well! I realize I use LB maybe 1% of the time, but it does leave me wondering if a significant amount of the hue and cry is related to the fact that perhaps rethinking how you play the ‘ranger’ side of the weapon swap (IE: LB), from a zerker stat mindset, is what is leaving folks so unsettled about this shift in direction? Make no mistake, there’s no way the way I am playing ranger at this point in time is DPS focused and yet in all this time I have yet to have problems getting gold level event wins in just about any event I get myself involved with.
I main a male Norn and I have to say I feel like my choices are extremely limited, because I do not want to either: expose the fact that my dude’s chest looks like a danged Sasquatch in the predatory, (what’s with those SHORTS anyway?). Or he ends up looking like fatty mcfatbutt in everything else other than the Sneakthief coat. I chose the most slender body type for him, and that’s the only one that provides a trim waist. I’d love to change up his look, but every. single. coat. and just about every outfit I own gives him thunder thighs and leaves me singing the Big Butts song…
If I go Druid? God only knows what I would put him in…
#StyleConcious
I’m always going to want Quaggan as fully playable race
It’s so cute when the quaggan does a dodge roll.
Roly-poly dodgeroll Quaggan is one of my favorite things in game these days! Especially when done in conjunction with the backflip. Quagnastics for the win!
Though, the rave!dancing Quaggan is pretty danged awesome as well!
The Quaggan mail is the best, and the finisher is pretty adorable too.
The only thing I don’t have is the hat, though I do have the pink backpack to go along with my pink tonic…
As for stories… one of my guildies almost got kicked out of a dungeon group for wearing the pink quaggan hat, which was a transmuted ascended zerker helm. He had to really get them to LOOK at the stats, and then got asked ‘why would you do that to an ascended helm?’
Probably because my entire guild loves running around as quaggans whenever we can!
My elementalist is a lot stronger with the new system.
Rangers lost a lot though, from what I’m reading, and from my own personal experience, although I don’t run traps or spirits (which both lost some vital mobility)
What’s most impactful on my particular build is the loss of the radius increase in offhand training really hurts someone who runs a two weapon condi build, IMHO. Now I have to take ambidexterity for my torch and windborn notes for my WH, but even with those two traits, the radius I used to get on bonfire thanks to the offhand training trait has been laregly nerfed. The fire field laid down by bonfire now is tiny by comparison. I’ve lost a lot of cleanse ability thanks to how the trait lines shake out as well. Not fond of the trap version of HS either.
That said, my condi ranger is still a beast and my first love. 
We got Teq down at reset with about 7:30 remaining. Semi organized since it has regulars and pugs.
Was definitely the best run we’ve had at reset since the patch. Usual suspects populating North defenses (REQT, Fear and Salt and BURN), and some really great zerg command by BEER.
You forgot Fear!!
Fear is right there, Goober!
:P
We got Teq down at reset with about 7:30 remaining. Semi organized since it has regulars and pugs.
Was definitely the best run we’ve had at reset since the patch. Usual suspects populating North defenses (REQT, Fear and Salt and BURN), CoE on South hills, and some really great zerg command by BEER. 
I’ve been at one success and one failure. Both maps had organized defenses. My opinion of the failure? Selfish people deciding first battery doesn’t happen soon enough WPing out are a BIG problem, leaving the rest of the map to suffer failure.
I respectfully ask if you’re NOT going to commit to staying to the bitter end, either win or loose, have a little respect for those who DO stay until the end, and pass on the event.
Quaggans can now jump and dodge roll, Rashagar. Try it with a tonic to see. Also someone did the JP in about 15 minutes as a pink quaggan.
Thank you, just tried it – that’s amazing! (Wouldn’t have noticed otherwise)
I swear the roly-poly Quaggan dodgeroll is the most adorable thing I’ve seen in a long, long time!
I would add in addition, an adjustment to the critical spot so it makes better sense.
(also I would add in a few Quaggans!!)
I’m honestly unclear where the crit spot is, but then again with Mama Quag being a condi ranger, coupled with extra spawns of mobs for Quagganboat to tackle during the burn phase, I didn’t actually have a chance to get up to the zerg all that much, just during final burn, really.
And, Sango… everything is better with Quaggans!
<3
I believe I said this in another thread, but it can’t hurt to reiterate it here. The map I was on succeeded but the impression that I got was that the ‘burn’ phases just lasted too long, (in one case at least two minutes, plus) which was not a fault of the players who were doing plenty of DPS, but I think that’s where the ‘buffed’ HP really starts to change the fight into something entirely different than it was. Usually the burns between battery phases (pre-new damage) took between 30 seconds to a minute or so (if DPS was really low).
The first part of the fight, getting Teq down to 75% health to trigger the battery phase felt pretty ‘right’ on our map, maybe one defensive round longer than pre-patch? Pretty sure we hit Battery #1 just after the 8:00 mob/finger spawn.
It feels like one of three things needs to happen: Teq needs to have about 25% HP shaved off, a few more minutes need to be added to the timer, or the double ‘burn’ damage reward needs to be amped up to triple or more just for the length of the ‘burn’ itself.
Sango… (Assuming this is Sango that I know)… why didn’t ya’ll come to reset? Quaggans missed you! :P
Yes, it’s the same me. I must of not been in the same instance because I was there at reset.
Well fooo!
Hopefully we’ll all get it right tomorrow. Not quite the same without all of our usual peeps there <3!