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Guild Bounty NPC's bugged

in Bugs: Game, Forum, Website

Posted by: ShadeWyrm.4152

ShadeWyrm.4152

Can confirm. Bounties, and WvWvW supply line escort Guild Mission do not work.

QoL: PLEASE add TP to Guild Hall!

in Guild Wars 2: Heart of Thorns

Posted by: ShadeWyrm.4152

ShadeWyrm.4152

My guild mates would contribute exorbitant amounts of materials to have a TP and a Mystic Forge in our guild hall.

A Message from the PvP Team

in PvP

Posted by: ShadeWyrm.4152

ShadeWyrm.4152

Pip/Point behavior is difficult to understand

You gain a variable number of pips depending on the difficulty your match-up (from -3 to +3). The majority of games (even matches) are +1/-1 for winning/losing. The odds of winning a match is based off of division standing between the two teams involved and roster sizes. If you’re heavily disfavored in a match-up (the system predicts that you should lose), you could potentially gain up to 3 points for winning. You also gain partial points as you cross point thresholds, so there’s always a reason to keep trying even if you don’t win. The system also works the other way around. If you’re favored to win, but lose, you’ll lose more pips than you would in an even match.

Now to the crux of the issue – it’s not entirely clear why you’re winning or losing X amount of pips after a match, as the odds are not displayed to the player. We’re looking at making changes to the in-game UI to communicate this more clearly, but this won’t be in for season one.

Gaile, it was mentioned to us in the blog posts that it was possible to still gain a pip for doing well in a match the MMR system believes you could not possibly win. Is this still true?

Is this only if your entire team does well? EG: You have 495 points, and enemy has 500. Or is your personal scoring taken into account?

It feels like if your team has given up – there’s little to no incentive for you to push hard individually.

Twilight III, Help me understand

in Guild Wars 2: Heart of Thorns

Posted by: ShadeWyrm.4152

ShadeWyrm.4152

I’ll give you the Temple event is just plain awful – it took me a few days to be able to port into a map that was low population for the event to fail.

It’s been mentioned – repeatedly – but its likely going to be a while before they make a change. Surprising, considering they should of learnt the lesson depending on failed events is bad design from the old trait system.

For Teq – sorry – you are just complaining due to a lack of understanding of the fight / bad luck. I had a friend going for the Whirlpools for a week, and he was just raging like you – took him to Teq and said follow me – voila – he got sucked in.

Most maps will spawn 2~3 Whirlpools even if a perfect burn in P1, and you can virtually gaurentee you get into a map that will fail burns by joining 2~3 mins after the event starts.

For whatever reason – some people just can’t see the whirlpools, which I’ll agree they could make the effect far more noticeable.

BWE 3 Reaper Specialization Feedback Thread

in Necromancer

Posted by: ShadeWyrm.4152

ShadeWyrm.4152

Greatsword feels nearly perfect except The auto chain is still pretty darn terrible and I don’t see it ever really landing outside of chaotic team battles in PvP.

Shouts feel great, but the heal shout could perhaps scale (A lot) better with healing power.

Traits are in a pretty good spot, but the two first middle traits are pretty awful. Chilling Nova is insanely hard to apply, and by nature will be pretty much random (as opposed to when you want it.) it really needs the ICD brought down much much lower or if spreading chill via it is too strong – simply remove that component and drop the ICD. I dunno, something – otherwise I see no reason to pick it over the other two great traits.

Chilling Might is just plain awful, when compared to any other method of generating might is just utterly awful. Please consider increasing the Might duration (dramatically) or considering increasing the stacks. As is on a chill focused build it can maintain maybe 4 stacks in optimal conditions.

The Greatsword Reduction trait needs the heal to scale better with healing power by a fair margin – I think base it’s fine – but it should reward other stat combos.

Otherwise, I’m happy and glad to have a new main come HoT as a Reaper.

Politely Calling Robert Gee Out:

in Necromancer

Posted by: ShadeWyrm.4152

ShadeWyrm.4152

The greatsword does not do enough damage to justify it’s existance dude. No matter what build you run, any weapon (save for Axe/Focus) will do you better then the Greatsword.

It is quite literally that bad.

Reaper Greatsword is BAD :/

in Necromancer

Posted by: ShadeWyrm.4152

ShadeWyrm.4152

Just chiming in – ran the same build as I have on live on my Beta Reaper – but with a Greatsword instead of Dagger/Warhorn.

My survivability in PVE stayed about the same – but my time to kill drastically increased.

The Greatsword hits for about the same as the Dagger – but with a MASSIVE period of time between each swing. I don’t know how this ever was considered acceptable in the first place. It’s 100% risk, no reward.

The chill is pathetic – it can never land in PVP enemies can just walk out of it – and in PvE it does bunk all.

If the chill is the reason this weapon has to have bad DPS/bad damage – remove the chill and triple the damage – then we’ll have something scary.

(edited by ShadeWyrm.4152)