Showing Posts For Sejick.1264:

Tequatl: Tactics (New Video of Success in OP)

in Tequatl Rising

Posted by: Sejick.1264

Sejick.1264

Some things I’ve learned:
1) If you are instinctively turning your graphics to the lowest possible, make an exception for reflections, which should be set to “Terrain and Sky” rather than “None”. This greatly reduces the shininess of the water, which can make it easier to see and avoid Teq’s AoEs.
2) Turn off “Show All Player Names”. Otherwise, you’ll just see a sea of names and titles.
3) Turn down the music, effects, and environmental volumes so that it will be easier to hear the NPC’s giving warnings about Teq’s next attacks.
4) Similarly, make sure you have enabled NPC messages in your chat window.
5) Personally, I turn off map chat because it generally consists of people shouting irrelevant things and will quickly fill up the chat box, but if you have organized commanders, they may be worth listening to.

Method to decide the Leagues

in WvW

Posted by: Sejick.1264

Sejick.1264

There is are several ways to “safely” break up the zerg and increase the importance of skill. The zerg works because it can move just as fast and efficiently as smaller groups.

1) Remove all waypoints from keeps.

2) Completely redesign the maps. We need a map ( as a pure example) such as Fireheart Rise, or Lornar’s Pass to fight in. Lots of chokes, difficult to respond across the map to defend multiple objectives because of long winding paths ( especially with no waypoints). Multiple vertical levels of terrain so that a smaller force can get behind the lines, and it would be inefficient to respond to them as a blob as it will be very time consuming.

I doubt that would be as effective as it sounds. What that would do is make it so a blob has a 100% chance of taking anything because responders can’t make it in time, and it also means everyone gets a fun 5 minute walk before they even get to any fights.

Although more chokepoints without long time-consuming paths sounds fun.

But back on topic, I suspect the matchups within the leagues will be based on a similar randomised matchup system as now, except with 12 in the pool instead of 24. That way 12 should never have to face 1, but might face anywhere from 6 to 11, etc.

Don't gate content behind dungeons

in Clockwork Chaos

Posted by: Sejick.1264

Sejick.1264

Protip: Read the guide that comes out with each release.
https://www.guildwars2.com/en/news/clockwork-chaos-guide/

Enter the portal to begin the final instance of the Clockwork Chaos story. You can complete this instance by yourself, or with a full group. Only one person in the party needs to have completed the portal device in order to enter.

Upon finishing the instance, all players that participated will be able to enter the Crown Pavilion normally (even if they never finished the portal device themselves). You’re also free to complete the device or re-do the final instance at any time until the end of the release.

So, as OP has learned by now, it is intended to be soloable. Also, anyone who is not keen on the 5+ hour buildup to making a portal device can just latch onto someone who has for easy access back into the pavilion.

Rigging crab toss for Acheivement

in Last Stand at Southsun

Posted by: Sejick.1264

Sejick.1264

I agree that coordinating to get the Crab Toss achievements is silly if someone wants to play normally, but you’re certainly going too far by suggesting those people are exploiting.

I think things like red resign day are considered exploits, so this might be as well. Although, i dont think its serious enough to warrant any action.

I am finding the Crabtacular! achievement to be nearly impossible. Something this difficult should not be part of the game. As someone who is willing to put in a significant amount of time to get all the achievements, I should not be forced to rely on other players creating the ideal conditions to get this achievement. With prior content we had difficult achievements, but they did NOT rely on others (ie JPs in Halloween and Wintersday). This achievement is ludicrous. I do not want to “coordinate” with other players and would like to play the game as intended, but this is nearly impossible. I am extremely upset that this was put in the game and hope that a game developer reads this and responds as to why this happened.

The crabtacular achievement is meant to be a bit of good natured fun. It gives meaningless achievement points and doesnt even give a title. So what if it involves a bit (okay, a lot) of luck? You dont lose anything from not getting the achievement. If you need the sense of satisfaction in completing it, then go ahead and grind away. Just know that if you instead play for fun you’ll get the achievement sooner or later and you may enjoy yourself more.

As a side note, isnt any pvp activity reliant on other players creating favorable conditions, such as making a mistake or using poor strategy?

Who is the siamoth fan?

in Guild Wars 2 Discussion

Posted by: Sejick.1264

Sejick.1264

Interactive map with a 3x greater sample size:
http://www.popvssoda.com/

Although I am still in disbelief that I could have lived in Washington my whole life and yet cant ever recall someone calling it pop instead of soda or even soda pop. Too many California transplants in my city I guess.

WvW abilities image

in WvW

Posted by: Sejick.1264

Sejick.1264

Is anyone really going to pick anything but ++supply, or increased/reduced siege damage? I just don’t see the other options being viable strategic choices.

Those options seem to also be the most expensive. For the first rank of supply capacity it takes 20 points. Since it looks as if you get one point per rank, it may be more effective to get some of the more basic skills before saving for the large ones.

Just played the Battle of Fort Trinity… Wow

in Personal Story

Posted by: Sejick.1264

Sejick.1264

Huh, I just finished Battle of Fort Trinity and thought it was pretty bad. I’ve enjoyed most of the story missions so far with Battle of Claw Island and Retribution being my favorites because they were epic and intense (if a bit predictable in regards to Retribution) compared to most of the others. However, the Fort Trinity mission just felt cheap. There was no buildup to the major battle like there was for Claw Island/Retribution. It just kind of came out of the blue. And once it began, all the falling back felt too rushed, as if you weren’t actually making an effort to hold out against the enemy, but just following a meaningless scripted retreat. Taking back the fort was even worse because you had just been beaten back by a swarm of Risen (including those terrifying giants, which would have made a truly epic final encounter), but now you’re fighting and succeeding effortlessly against those very same hordes (minus the giants and scary undead boat and dragon that was flying in the distance). Consequently, the artsy cutscene depicting an epic victory felt decidedly undeserved.

But enough of my rant on Fort Trinity. As for the story being generic, I can kind of understand that. The overarching theme seems to be ‘stand as one’ which is about as cliche as they come. If I remember correctly, Warcraft 3 had a similar plot about the different races teaming up on the big bad guy and it seems that Starcraft 2 is heading that way too, which does make it seem somewhat generic.

Elementalist signets double passive bonus

in Bugs: Game, Forum, Website

Posted by: Sejick.1264

Sejick.1264

Its not a major or exploitable bug, but when the earth traits Written in Stone (maintain signet passives when recharging) and Signet Mastery (20% faster signet recharge) are both used, the temporary passive signet effect that is added when the signet is used stays active after the signet has recharged. It stays active until the normal recharge time, by which point the signet is already giving its normal bonus, which doubles the intended effect for that last 20% of what the normal recharge time is. So, for example, Signet of Earth will give about 6 seconds of double its toughness bonus.