Showing Posts For Reiiama.6198:

Mad King Clock Tower Bug

in Bugs: Game, Forum, Website

Posted by: Reiiama.6198

Reiiama.6198

Yeah, I’ve been having trouble just today as well, including the stutter and the messed up timing on the last jump.

Heart of Thorns suggestion: Outpost defenses

in Guild Wars 2: Heart of Thorns

Posted by: Reiiama.6198

Reiiama.6198

Playing in earnest through the HoT content, I sometimes find myself alone defending an objective, sometimes bringing supplies in (whether by hand or through caravans) and upgrading the defenses of an area. Seeing a lot of defensive emplacements up makes me feel that perhaps, during the inevitable attack in the next 5 minutes, the outpost will be able to hold off an attack.

But in fact, this never happens. Every time I leave to go do something else, at whatever upgrade level or tier of defense the outpost is, it’s gone when I come back if a player hasn’t been holding it, either through the map rotating into a new day/night cycle (Maguuma) or through constant attacks (Silverwastes).

I thereby suggest to create some permanence to these defensive structures: make a fully upgraded camp able to hold off an attack on its own. Perhaps the upgraded camp will spawn additional defenders during such an event, which take advantage of the increased resources (pots of boiling oil, Arrow Carts, walls, etc) to hold off the attack, but in the course of the attack, these defenses are destroyed (Mordrem Lobbers, etc) so a follow up attack will most certainly destroy the camp.

This is intended as a perk for people who contribute heavily toward such camps but obviously won’t sit in that camp all day long. Maybe the upgrade level will ‘degrade’ after holding off an attack in general (necessitating additional supplies or a new supply caravan to deliver new supplies, which will of course have to be assisted by players).

What do you think?

Combat is TOO DIFFICULT

in Guild Wars 2 Discussion

Posted by: Reiiama.6198

Reiiama.6198

Sarcastic constructive criticism is still constructive criticism, Korben.

Epidemic going on cooldown after failing

in Bugs: Game, Forum, Website

Posted by: Reiiama.6198

Reiiama.6198

The Necromancer skill, Epidemic, spreads the conditions on a target out to surrounding enemies in a large radius.

However, if you begin the (rather long) cast time, and during that period the target dies, the spell still completes, does absolutely nothing (but put 3 stacks of vulnerability on you), and goes on its full 15 second cooldown. It should at worst be put on the 3 second ‘disruption’ cooldown, or not go into cooldown upon losing a target at all.

Bugs from 16th Patch [Compiled]

in Bugs: Game, Forum, Website

Posted by: Reiiama.6198

Reiiama.6198

I’m still getting weird audio problems on my human Necro. When an enemy deals damage to him, he goes ‘Well, that had to hurt!’ or ’There’s something to remember me by!’ and when he afflicts conditions on enemies (or kills them, not sure), he makes sounds as if he’s in pain.

(edited by Reiiama.6198)