Showing Posts For Reia.5270:

Cant purchase expansion

in Account & Technical Support

Posted by: Reia.5270

Reia.5270

I am having the same problem “Payment authorization Failed”. Tried over 20 times for 2 days using 2 different credit cards and now I have missed my pre-order bonus. Customer support pretty much just asked to retry and it still doesn’t work.

Pre-Purchase Community Address

in Guild Wars 2: Heart of Thorns

Posted by: Reia.5270

Reia.5270

Thank you Anet, while I have no use for the extra slot at the moment, it’s nice to see that veteran players are given at least something as a token of appreciation.

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Reia.5270

Reia.5270

Veteran players feel unappreciated, players that just bought recently have to pay twice for a base game. Somehow I can’t help but to think that it’s a publicity stunt to gain attention, and they probably already have a plan to “fix or compensate” later. It’s just impossible that Anet didn’t see these bad responses coming.

(edited by Reia.5270)

Scoring Discussion

in WvW

Posted by: Reia.5270

Reia.5270

Please please please if you decide on points per kill add a debuff timer!

We dont want players logging onto their spy accounts and constantly killing their other character in order to gain points!

Pretty sure this is already being handled well. Currently you don’t get experience or loot if you just killed the same player within a specific amount of time, same can be applied for point per kill.

Also this is probably quite obvious but I just want to add that if there are any point scaling using population count, please exclude players that are in protected base (with Determined buff).

Farewell From [NV] Night Vision

in Looking for...

Posted by: Reia.5270

Reia.5270

Great guild and Trick is an awesome leader, calm and decisive. It is always enjoyable to be on their Teamspeak too, they certainly know how to have fun. Join now!

OOC weapon swap for ele

in Suggestions

Posted by: Reia.5270

Reia.5270

+1. I want this feature too, but for all professions please.
As a guardian in WvW, whenever I need to travel fast, I will use staff, but my usual combat weapon is hammer, and for roaming is sword/focus. The other weapon is always GS for me.
It is sluggish when you need to open the panel to find and swap your weapons,with all the weapon loots mixing up with your own weapons as well.

As example given by Dand, simple swap keys with preset weapon setup menu would suffice:
F5 – GS+Hammer
F6 – GS+Staff
F7 – GS+S/F

In this way, we can switch them on the fly before engaging in different situations.
Please consider, thank you.

What do Guardians mean to ANet anymore?

in Guardian

Posted by: Reia.5270

Reia.5270

….
This list could go, but I won’t bother as it won’t even be considered. Every time I load up my guardian I feel like my Warrior is laughing at me and singing: http://www.youtube.com/watch?v=R3xwDDLuLcY

True, fought few warriors 1v1 recently (WvW), I’m a slightly healway guardian. In most cases, both sides couldn’t kill off each other, but in the long run they did bring down my HP to a more dangerous level. I’m not complaining since they are damage dealers in a sense, however I would expect a Guardian can start to threaten a Warrior if the battle gets longer as we should have higher sustainability compared to warriors. Those warriors I fought rarely need to pop their healing skills, heck they rarely even need to dodge much, it just felt like they are no where near “threaten”.

No offense to Warrior players, I just felt that at current state of the game, in a 1v1 fight between Guardian and Warrior, a Guardian needs more effort to survive/win. A warrior can afford more mistakes in their moves, since they have higher HP to compensate (and generally shorter skill CD?), not to mention if all else fail they can escape and reset a fight pretty easily with their high mobility.

I will continue to L2P as a better Guardian, but I don’t know if any other guardians also share the same sentiments as me?

game lags

in Account & Technical Support

Posted by: Reia.5270

Reia.5270

I’m lagging badly as well, it wasn’t that bad few weeks or months ago.
Now I would lag for whole 1-2 minutes in WvW, skills/weapon swap won’t trigger, and when you dodge the endurance bar doesn’t reduce (my usual way to check if it’s lagging), and of course you ended up dead.
I’m connecting from a SEA country, I do expect some delays, but not to this extent.

If you completely die in WvW, you should die.

in WvW

Posted by: Reia.5270

Reia.5270

If you are in group that is faced with a significantly larger force and you are able to kill a few of them, that should count for something. The large zerg force shouldn’t be able to just revive everyone and continue on like nothing ever happened. It is just further empowering the zerg mentality in that as long as your zerg is always bigger, you will always win, and you will always get back to full strength when the battle is over. That is just a ridiculous bonus given to zergs when most people want (and ANet has said they want to encourage) smaller skirmishes in WvW.

To reiterate my point, we were fighting in a tower a few days ago, 20 vs their server. We’d push, kill 20, and move out again(because 60+ guys spamming AoE’s hurt). We wouldn’t lose anyone, not even downed. We’d then prepare to push again. But wait, those 20 we just killed are fully ressed, in around 5 seconds. It just becomes a stalemate until the larger groups acquires the balls to actually try and push our smaller group. We can’t do anything to their blob.

Nothing we do matters because whoever we kill, they get ressed in seconds.

However, you implement one of the ideas in this thread, and suddenly our group can push, kill 20, pull out, and repeat that until their whole force is fully dead. If their group isn’t organised enough to push our smaller group, why shouldn’t they be punished for it?

Exactly this. The dead should be required to respawn/waypoint. The smaller groups’ efforts to thin down the zerg’s number would then actually be rewarding, even if they lost the fight after trying.
Having waypoints will become even more important in this case too.

(deleted - old post)

in Guild Wars 2 Discussion

Posted by: Reia.5270

Reia.5270

Wow…all those hard work/time you put in…gone in 1 day.
Sorry for your loss.

I have stopped pursuing the ever increasing precursor price in TP too.
Just attempted 2 Carrion Broadswords, 1 Invader GS, 1 Orrian Longsword of Rage in MF.
Guess what I get in return? 1 Carrion Broadsword. lol

Hail Zommoros!

Forewarned is forearmed bug

in Bugs: Game, Forum, Website

Posted by: Reia.5270

Reia.5270

Just a follow up on how I got it to work on my 2nd try. When you discover that the grate is broken and you swim down the first time, there a mob that you’ll kill in the vertical tunnel. Shortly after killing him, you should get a quest update to the step “Explore the tunnels further” or something to that effect. I believe you get this update , which a lot of people are missing, from either some point in that vertical tunnel, or sometimes you may have to wait for your companion to catch up to you. I would recommend swimming around in that tunnel, because you should get the quest update right in there as I did on my 2nd try. I think sometimes the companion has a hard time dropping down through that broken grate, and the quest might not update til he’s in the tunnel with you. Hope this helps

Yes I think this is the main problem. The first time I was stuck in this quest because I seem to have missed the River Drake below the broken water gate and thus didn’t kill it. I only found/saw it once I backtracked after the final cutscene. Quest was stuck and I had to exit and re-play.

On second run, the River Drake spawned and I killed it before proceeding further to kill the Barracudas and the Jelly Fish, then finally the Undead Scout, and the quest completed successfully.

Hope this helps for the Devs and the players.

Stealth needs to drop on damage

in Thief

Posted by: Reia.5270

Reia.5270

I think direct mele damage should at LEAST make a sound and show some effect or somthing, i mean, comon, im wacking a thief with my sword or hammer and dont know it?

Except i do because my chain attack starts going off.

Of course lets be honest here: even if stealth DID break on damage its not like it would matter, thieves wouldnt render anyhow thanks to culling.

Agree with something like this. But not totally remove the stealth on damage as per OP.

How about showing the damage on hit for direct att & aoe only but the thief will still be stealthed? In this way, you kind of roughly know where they were but still need to predict their next location and movements?

Drop rate of lodestones

in Crafting

Posted by: Reia.5270

Reia.5270

I think someone bought every destroyer lodestone this morning. At one point there was only 1 listed so that’s a bit disheartening for someone who was saving up to buy some. The price of course has since skyrocketed as a result. Yay.

I’m not sure what’s going on, but it’s not really fun!

Same goes for Onyx Lodestone. 2 hours ago, someone bought almost all of them, leaving only 7 lodestones at around 4g and above each.
And at the same time, 5 × 10 new orders each were placed on Onyx Core, pushing the order price higher.

Someone is probably trying to do something here with the Lodestones’ and Cores’ prices.

(edited by Reia.5270)

Yet another Temple of Balthazar event attempt that ended in failure and rage...

in Dynamic Events

Posted by: Reia.5270

Reia.5270

The Pre-Events are really quite easy, especially when compared with the end Event.

I still think that the Pre-Events are too difficult (with only 2-3 people doing it).
There’s an event in Royal Forum Waypoint where you need to defend the submarines.
Basically this first chain of event is fine, you can complete it solo or with 2 people.

But the subsequent event is just ridiculous, you have to protect the submarines and at the same time clear the platform to capture it. Doing it with 2-3 players is just impossible, another 2 players actually joined later on but still can’t complete it, the capture bar can easily be reduced back to zero and tonnes of Risens are harassing the submarines at the same time (both land and underwater).

Anyway, we gave up.
It was actually quite sad to leave an event just because we don’t have enough people to help complete it.
Or probably we were just doing it wrong.

Consecrated Ground trait problem underwater

in Guardian

Posted by: Reia.5270

Reia.5270

Does anyone else notice that if you have Consecrated Ground trait while under water, your consecration skills such as Purging Flames and Santuary become pretty much useless because there is no “ground” to target especially if you are in the middle of the lake/sea?

I personally think that this trait should be auto-disabled underwater.