Showing Posts For Shaman.2034:
I think that the sound effects are an integral part of those legendaries, and they should not be changed. This isn’t a sure upgrade, like Kudzu’s bowstring, or Minstrel’s draw effect; this is a change, and while it will be an upgrade for some, it will be a downgrade for others, and this should be avoided with such expensive skins. Some players made the weapons specifically for the sounds.
I own neither of these weapons myself, and it’s rare I find someone who does. But it would be like reducing the size or duration of my Eternity’s footfalls or trail. Some players might want that, but I certainly do not.
Can Sigil of Compounding stack?
From the last thread, it stacks to 5%. Same with Punishment.
We’ve gone back and forth on this, so I have the percentages unlisted at the moment. The conditional damage is harder to reach than the other conditional sigils, so it could be balanced if there is a higher limit than 5% or no limit on the damage increase.
This makes a lot of sense, and would help further diversify the sigil choices for power builds. I think it would be difficult under almost every circumstance to push either sigil to just 5% for any meaningful length of time, so maybe it should be rewarding in the rare situations it can reach beyond that.
Though, with that in mind, perhaps they could be slightly tweaked to offer 1.5% damage per boon/condition, capped at 6%. This balances the sigil’s power curve better, so that it’s not poor when the stacks are low, but also not too powerful when the stacks are high. And the slight extension to 6% above the other sigils gives them some incentive to be taken when the player knows that they will be able to utilize it to its full potential sometimes.
Sigil of Paralyzation
+30% Stun duration
Deal 3% more damage versus disabled foes.30% more stun?! This seems rather powerful to me.
Will there be any nerf to stunlock in the patch, or can we just expect nerf to damage?I ask because if there is no new mechanic to put a cap on stun, I suspect that even though damage is nerfed, people will still be dead before they can do anything. Which isn’t fun.
If you think it’s OP, then you should go use it because it’s on live right now, but without the damage increase
The thing is there are more competitive sigils on live right now, and that 3% damage increase will be important after Air/Fire/Force etc. get removed. This sigil is setting up to be one of the more problematic ones in this new sigil iteration because it will be more viable due to better options being removed: 30% stun duration and 3% damage, or just 5% damage.
Can Sigil of Compounding stack?
From the last thread, it stacks to 5%. Same with Punishment.
1/4 sec reveal will mean stealth gyro will re-stealth you.
If it is only 1/4 pretty much any stealth with restealth you. Since AFAIK the lowest duration stealth is 3s.
Seems to be two very different ideas on how it works which is why I think we would all like clarity from Evan.
You forgot the part where Revealed removes all stealth from the affected player.
no lol. it’s just stealth gyro that will re-stealth you. it gives 4s stealth every 3s, so a 1/4 sec reveal is not long enough to prevent the gyro from putting you back in stealth.
cool sigil imo.
Exactly what I’m saying. It removes all stacks that are currently on the player, and prevents incoming stacks for its duration, but the player may gain new stacks after the duration ends. 0.25 seconds is not very long.
1/4 sec reveal will mean stealth gyro will re-stealth you.
If it is only 1/4 pretty much any stealth with restealth you. Since AFAIK the lowest duration stealth is 3s.
Seems to be two very different ideas on how it works which is why I think we would all like clarity from Evan.
You forgot the part where Revealed removes all stealth from the affected player.
Could we get some clarity on Revelation? It says the duration is 1/4 second long which is obviously way less than most stealth durations will last. It is a true reveal or just temporary?
Will it apply the same revealed debuff that breaking stealth with an attack does?
I’ve never seen a reveal put someone back in stealth once it ends
Well then it would have no point to have a duration on it would it?
A weapon swap should not be able to completely negate say an Engis Gyro Copter, or a full cooldown like thief’s Blinding Powder.
I imagine if it has a 1/4 duration that it acts like spies in tf2 where if they bump into your they are temp revealed.
I just want clarification if it also applies the Revealed debuff. Especially when it has no counter play.
It’s very straightforward. It applies Revealed for 0.25 seconds. When Revealed is applied, it removes all stacks of stealth and prevents gaining new stacks for its duration. After 0.25 seconds, stealth may be gained again.
Well that is why I want clarity. Revealed is by default 4 seconds. So is it the same type of revealed or not? It would make more sense to make it a debuff called detected.
Revealed already has different durations across the game and on different abilities. It doesn’t make sense to create an entirely new debuff when they can just use this one and adjust the duration, like they have for every other Revealed application.
Revealed from attacking while in stealth has a duration of 3 seconds in PvE, 4 seconds in PvP. Revealed on abilities and traits has anywhere from 4 to 8 seconds duration. There is no reason why an effect can’t proc Revealed for 0.25 seconds.
Could we get some clarity on Revelation? It says the duration is 1/4 second long which is obviously way less than most stealth durations will last. It is a true reveal or just temporary?
Will it apply the same revealed debuff that breaking stealth with an attack does?
I’ve never seen a reveal put someone back in stealth once it ends
Well then it would have no point to have a duration on it would it?
A weapon swap should not be able to completely negate say an Engis Gyro Copter, or a full cooldown like thief’s Blinding Powder.
I imagine if it has a 1/4 duration that it acts like spies in tf2 where if they bump into your they are temp revealed.
I just want clarification if it also applies the Revealed debuff. Especially when it has no counter play.
It’s very straightforward. It applies Revealed for 0.25 seconds. When Revealed is applied, it removes all stacks of stealth and prevents gaining new stacks for its duration. After 0.25 seconds, stealth may be gained again.
These are so much better than the previous, especially for power builds. There’s a diverse set of modifiers to choose from, now. I especially like Sigil of Exploitation and Sigil of Separation, they really match well with my preferred playstyle, but they also have plenty of counterplay.
It’s slightly concerning to see one sigil that both increases stun duration by 30% and gives 3% damage to stunned targets, but I don’t think it would be too out of line.
This just means all direct damage builds now have to take Sigils of Compounding and Punishment. Woohoo, 10% bonus max, realistically probably 3-5%. Feels like power builds are certainly being given a compounding punishment.
The changes seem to support condition builds and engineers, with all the on-swap effects… On-swap sigils are only ideal for builds that want to swap on cooldown, but that’s not the case for the vast majority of builds. You swap weapons when you need a specific skill, not because it’s now available. Most of the classes aren’t built around swapping on cooldown in PvP.
All of these sigils look lackluster, none of which will be satisfying to take. You can’t realistically maximize the benefits of an on-swap sigil, the on-hit sigil effects are terribly weak, and the two passive sigils are the only good options for direct damage builds, and they’re also terribly weak. Where’s all the on-crit sigils? Why is it bad to have sigils which require investing in crit chance?
(…)
The following skills and traits do not spawn clones while under the effects of Endless Miniature Tonic:
- Mirror Blade (Greatsword 2)
(…)- Illusionary Riposte (Sword 4 – after a successful block)
(…)Actually, those are great. It allows to use those skills without worrying about overriding a phantasm. Thanks for the tip !
Hah. That’s what I was thinking, too. But it removes a substantial amount of burst from Greatsword, which is one of the things that it’s uniquely good at.
Worth noting that the CS bug only occurs when you let CS time out naturally. Ending the skill manually will produce the correct cd.
Thanks, verified and edited it into the main post.
The second greatsword skill, Mirror Blade, doesn’t create a clone while under the effects of the Endless Miniature Tonic. It also doesn’t destroy any illusions when the mesmer has three.
I can also confirm that when using the miniature tonic Deceptive Evasion does not generate clones. I really hope they fix this tonic because I need it. I NEED IT.
I edited my main post, because I decided to investigate more skills that spawn clones, and it turns out a lot of them are broken! But not all of them.
The Illusions minor grandmaster trait, Master of Misdirection, no longer reduces Continuum Split’s cooldown when Continuum Shift is not activated. The tooltip displays the correct cooldown of 76.5 seconds, but when the skill is allowed to time out on its own, it begins cooling down at 90 seconds.
Reproduce: Equip the Illusions and Chronomancer specializations. Use Continuum Split. Allow it to time out on its own without casting Continuum Shift.
The following skills and traits do not spawn clones while under the effects of Endless Miniature Tonic:
- Mirror Blade (Greatsword 2)
- Ether Clone (Scepter 1 – third attack)
- Illusionary Riposte (Sword 4 – after a successful block)
- Deception (Downed 2)
- Decoy (Utility)
- Mirror Images (Utility)
- Desperate Decoy (Dueling Major Adept)
- Deceptive Evasion (Dueling Major Grandmaster)
- Illusionary Reversion (Chronomancer Major Master)
Other skills and traits which spawn clones seem to be functional.
Reproduce: Use the Endless Miniature Tonic to shrink your character. Cast or trigger any of the abilities or traits in this list.
(edited by Shaman.2034)
Reasonable points, you guys. And yes, of course that story is “done” and all, but I was asking because I was trying to decide how best to move forward with a detail about a character I’m roleplaying, and this happened to be important for it.
Matchmaking is the root cause of the poor quality of matches.
Roughly, it selects players for your team based on having similar MMR as you. And then it selects an enemy team based only on division, tier, and pip rank – regardless of skill, they choose based on how close they are to your current rank in the league system. This right here is the problem, because it does not take into account the skill of the enemy team. That’s why some matches it might feel like you have “good” teammates and “bad” teammates, when really you’re just getting matched against “bad” enemies and “good” enemies, respectively.
This game does not have enough PvP players to support a separate solo queue and team queue for ranked PvP. But dynamic team size was not a problem in the past; the algorithm used to balance premades by treating them as though their MMR were higher based on the number of players in the premade, which would place them against more skilled solo players, giving the solo players an advantage.
The problem of every issue with match quality has to do with selecting enemy teams without considering MMR at all.
We know with metagame knowledge that Flame Legion followed the Titans, and the Titans were instructed by Abaddon, and that Flame Legion wasn’t aware at the time that Abaddon, a human god, was involved – they just followed the Titans as if they were gods.
In the present day, do the races know that as general knowledge? The Searing is referenced all over Tyria of course, because it was one of the biggest cataclysmic events before the Elder Dragons. But it doesn’t seem like the races know that Abaddon ultimately caused it.
As game director I have to make tough trade-offs. One thing I believe is that we have to focus on the core game first before taking on additional responsibilities. I wrote in the Guild Wars 2 Design Manifesto in 2010 that our vision was to create a living, dynamic world, where there’s always something to do.
Don’t legendaries fall within this category? Legendaries are massive projects players can pursue at their leisure, and take many, many hours to complete. They’re one of the major pillars of the core game, they’re one of the biggest pieces of content GW2 has. We were told plans for more of these projects, this content, in HoT, and our decisions for purchasing the expansion were considered with this in mind, among the other features, some of which are also unsatisfying in their current state.
I’m with the people who say we only got half an expansion. We never should’ve gotten an expansion in the first place.
Isn’t this what Left Ctrl currently does, with the difference that you have to hold the key pressed?
Yes, which is terribly inconvenient, and why they’re introducing this always-on or always-off option. How about something more flexible?
So instead of a check box in the options menu, I think it should be a keybind that allows us to toggle it on and off. There are periods where I would like the names of all objects to show, but I don’t want it up all the time, and going back and forth to and from settings is a pain.
Anet pls?
Hi, so I know there was a recent patch that said it fixed most of the big bugs with this fight, but I just experienced a fight where I interacted with the retry mote and one part of the floor never came back, so Braham opened up a rift in the middle of the air, of course preventing me from continuing.
I also would reeeeally love to be able to leave the instance and return later directly at Mordremoth and skip the rest, but I guess that’s not a bug. Just would be nice to have this instance split up because it’s really, really long.
Quite annoying indeed. I went to the toilet which is across the whole house, peed, washed my hands and walked casually back – to find that Im no longer in participation of the event. Great
While you were on your way to the toilet you were already marked as inactive…
But yeah. I understand why this system is here. I am trying my best to support it. But I can’t at the moment…
Yes I’m used to tagging multiple events at the same time to get more rewards (that’s how I did SW for organ farm when it came out and it saved me a lot of time). But even that’s not the issue. I’ll work more to complete each individual thing if that’s required (work is not the real word, more like grind, take for example Tarir gate events, you have to do all 4, so now you can’t tag each per event and get progress, you actually have to do it 4 times). The issue is that fear of going afk to the bathroom, to open the door or something similar know I won’t be titled to the reward of the event when I get back.
This is why I’m suggesting to always give some amount of rewards (i.e. Bronze) regardless. There should never be a state of failure in open world GW2, that’s just not the kind of people this game caters to. We don’t need the additional stress of facing a timer, games should be fun to play and good rewards are separated from the great rewards by more effort.
Hello, I’m not sure which thread I should post this feedback under, so I hope I get merged into the correct one, sorry…
I believe that I understand the intentions of the inactivity timer for dynamic events. It’s to punish people who are AFK and/or leave the area after only a very small amount of participation. While I agree that these are problems we face in GW2 open world, I don’t think that this was the right solution.
This inactivity system punishes some players who are legitimately attempting to play the game. Sometimes a player dies, and can’t make it back to the event in time before it finishes and they’re left with nothing, even if they were there for a significant portion of the event. Sometimes a player is following an event and participating, but sees something off to the side that they wish to go get on the way. Sometimes, a player might get a phone call in the middle of a long event, or some other brief real-life interruption, and lose participation credit because of it.
This creates negative feelings about events. I wouldn’t go so far as to call it stressful; but it really feels like using intimidation tactics to force players to stick to an event to its completion, always fearful of dying and other players not resurrecting them (I can attest to this, in addition to being openly harassed for dying!) With the inactivity timer looming over, it makes events feel like competing against an invisible clock that counts down a player’s usefulness, and they have to keep pushing to reset the clock.
Guild Wars 2 shouldn’t have things that make people feel rushed, or stressed, or intimidated, or undervalued. Instead, it should promote healthy player behaviours while deincentivizing (but not punishing) unhealthy ones. So I propose a different solution.
Instead of an inactivity timer, make the Silver and Gold tiers of participation rewards much harder to obtain. This will reward players for sticking with events for a significant part of their duration, while not punishing players who tried and failed to do so, because they still get Bronze as a consolation prize for minimum participation, i.e. killing or assisting a kill on at least one monster.
The immediate counter-argument to this is “Wouldn’t that just reward/require high DPS builds?” Well, not quite. At the moment, Gold is so easy to get you could do it in your underwear with a level 0 weapon and no traits. I’m sure that, even with a very heavy buff, players could do it in any gear or no gear at all, just base stats, which is why we have base Power in the first place. Yes, this may inadvertently still reward some “leechers” who tag and run to the next one, but it would make their playstyle much more difficult, and it doesn’t punish those who are actively attempting the event and are perhaps less skilled or otherwise. And besides, even the current inactivity timer still allows some players to tag and run.
The goal I want to push here is that positive reinforcement should be the name of the game, not punishment.
Bowstrings don’t appear in the character window or in weapon previews. Kudzu has always had a bowstring, though it sometimes bugs out and doesn’t render.
So which is the bug? The ugly string that doesn’t fit the weapon (and the same string that was part of the icebow bowstring glitch) or when the string doesn’t render at all, which looks much better?
Hello, let me supply a screenshot album for reference: http://imgur.com/a/DT9T8
Sometimes, my Kudzu does not have a bowstring in game, except during ability animations. But most of the time it looks like it gets stuck with the bowstring – perhaps related to that icebow bug where you had a bowstring in your hand after dropping it? Anyway, I want to get rid of the bowstring in game, like force-refresh my character model, but I don’t know how. My methods of getting rid of the icebowstring glitch don’t work on Kudzu for some reason. This is bothering me very much, because the string looks out of place, and the bow looks beautiful without it!
Here’s what I’ve tried so far:
- Changing zones with various combinations of: bow equipped and active; bow equipped and inactive; bow unequipped; bow in bank, then zone, then take out of bank
- Relogging (both character select and full exit)
- Switching between different longbows and other weapons
- Equipping and using/dropping a bundle or toy
- Using a transformation tonic
- Going into stealth
- Downed and/or defeated
(edited by Shaman.2034)
The animations for staff are getting looked at.
Please, don’t change them on male charr! I love male charr druid staff animations and how they differ from the other caster staff postures. A charr druid holds the staff and uses it in a way I would prefer was extended to the other caster classes! This is one of the biggest things I like about it and it would be a shame if it got changed just because people say the human animations look weird…
Thank you Gaile, for your constant responses to this issue, and your efforts in getting answers to the most pressing questions about it. I hope that feedback from this thread will help in the future to create events more like what they used to be, and not how this one was.
I would like to offer my own feedback that I think is crucial to how GW2 has been structured in the past, and the types of players it seeks to cater to.
Events need to last two weeks or more. In the past, the Living Story has been available in periods of two weeks, allowing the majority of players to experience it some time within those two weeks. This is important because players have different schedules. The easiest way to please them all is to make the event available for a longer duration, so everyone can participate when they are able.
Daily rewards from events should be emphasized. Across the whole game, we see this already in place and working. Most rewards have daily limits that give a large portion of the reward up front, and the rewards drop off once the daily has been completed. There needs to be a balance between the player who can only play a couple hours or less every day, and the player with all day every day to play events. Between the two of those, the daily player should feel like their participation and effort is rewarded, and the all-day player should feel like they have somewhat greater rewards than the daily player – but, if a player can participate in the event for most dailies (75%-ish sounds reasonable) then they should be able to purchase a single one of the highest rewards offered, or a small number of lesser rewards. The all-day player might reach purchasing two of the largest, or several lesser.
Meta-achievements are a great alternative to currency rewards. If, for example, players instead had achievements to do during the Mordrem Invasion, and the meta-achievement rewarded a choice between a Selfless or Thoughtless potion, and a separate meta-achievement choice between either pair of shoulder+glove skins, then that would’ve solved the issues of newer players not having enough gold to buy the rewards even if they have enough blooms, as well as keep our inventories neater. Then, beyond this meta achievement, the rewards would still be purchaseable from the vendor, but the currency would be about as scarce as it was – if a player wants both potions, they need to do the achievements as well as participate heavily in the event for currency. Both systems can be used in tandem to encourage players with short-term (achievement-based) rewards, and long-term (currency-based) rewards. This might seem to contradict my last point, in that the daily player should be able to buy high-end rewards – but if the meta-achievement system is used, then of course the currency system should be rebalanced to make it more difficult for an average player to acquire both.
Events advertised toward new/low level players should reward experience, karma, and coin. Requiring waypoints is less of an issue; those are easy enough to get ahead of time with notice. But waypoints cost coin for all players, and participating in an event that utilizes waypointing should at least compensate players the difference. Experience and karma rewards can scale proportionately greater, the lower level the player is, but still be granted to all players, so that it’s not punishing to participate on a level 80. And the events themselves should scale appropriately to the number and level of players participating, with dynamic participation credit that requires more from high level players, and less from low level players.
I hope that, given the feedback this thread is producing, we see another similar event to this that utilizes the feedback granted in meaningful ways… and mostly I just want an opportunity for everyone to get at least one thing they wanted with the schedules they have.
ArenaNet, please allow us the chance to obtain rewards from this event. Anything at all:
Extend the event to a full two weeks like other releases.
Increase the amount of blooms the event rewards.
Reduce the prices of the rewards at the vendor.
Remove the hour-long break between invasions.
Not everyone has the chance to spend 8-12 hours a day every day for the whole weekend grinding these events just to get a single item. That’s not respecting the audience you’re catering to. You guys didn’t make GW2 with the all-day player in mind, you made it for the daily player with only a couple hours or less per day. That’s why you put everything behind daily cooldowns, remember? This event is only rewarding to the very small percentage of players who have the entire weekend with no obligations and 16 hours to spend every day, and that feels disrespectful to everyone else.
If you’re going to dangle a very desired reward in front of your players, make sure that most of them at least have a chance to obtain it.
I’m not saying 10g isn’t enough, I’m saying people should be happy the item is back with the same amount of grind as before. Instead of all this hate and rage lmao.
It’s not the same amount of grind. We only have 4 days to do it this time, but last time it was available for a month, so you could spread it out over 28 days.
Idk I got it within 2-3 days grinding. If people really wanted them they’d grind for it. I’m probably gonna try get a few halo’s so I don’t have to keep transferring my potions.
The only way you can get it this time is if you have all day every day for the whole event to farm up the tokens required. You can’t even get “a few,” there’s hardly enough time to get a single potion’s worth of blooms.
It ends 9am PDT on Monday, Sept 14
I’m not saying 10g isn’t enough, I’m saying people should be happy the item is back with the same amount of grind as before. Instead of all this hate and rage lmao.
It’s not the same amount of grind. We only have 4 days to do it this time, but last time it was available for a month, so you could spread it out over 28 days.
The event should still reward you enough at the very least to offset the cost of waypoints.
On top of that, the blooms rate is abysmally low and makes the potions unobtainable for all but those players with 16 hours spare time all weekend.
You lose money waypointing around, and then on top of that the unobtainable rewards have gold as part of their cost. That’s not right.
I grinned AND paid 10g for the thoughtless and selfless potions when they were released, the fact that they re-released them should have bumped the price to 25g.
It doesn’t matter how much they cost because no rational person will ever get 450 blooms. They could cost 3,000,000 gold and be just as unobtainable as they are at 10g.
It doesn’t matter if they give you 10g because it’s impossible for the average player to get 450 blooms in the first place…
I don’t see it as even possible to get the one item I was interested in.
at 450 blooms PLUS 10 frigging gold (seriously for the grind involved I should GET 10g)
I don’t see it as possible for anyone with any semblance of a life.
Not at the pittance of reward.
I’m done with this trash.
Yeah. This is extremely disappointing. Y’know ArenaNet, some of us have jobs or families or other obligations on weekends… If you put up something as desirable as a Selfless/Thoughtless potion, don’t you think that we should be able to get at least ONE of those for playing maybe 3 hours a day each day? Instead of the current 20+ hours per day it would require to actually obtain one of those?
I can’t even get a single potion from the vendor without playing every day of the invasion for 16+ hours each day… ArenaNet, please rebalance either the rewards or the duration of the event, both if possible. Make it a full 2 weeks and increase the daily reward.
Seeing reports of how few blooms the event rewards… ArenaNet, please extend this event. At least through all of next week, but having it as a full 2-week release would be even better.
You put Selfless and Thoughtless potions up in everyone’s faces, but the only ones who will be able to get those are players who can spend 16 hours a day each day this weekend farming the invasion events, and even then they might fall short.
Some of us have jobs and families and other obligations. We won’t ever be able to obtain 450 blooms at the rate they currently drop. I consider myself fortunate enough to be able to participate in 2 invasion cycles each day, but even then I still won’t get 450 blooms. That’s not right. The reward shouldn’t cost that much if it’s not obtainable by a reasonable amount of people.
I was going to devote all of my free time toward this event this weekend, but now that I know I won’t be able to get the reward I want… a SINGLE ITEM from the vendor… I don’t really feel like playing GW2 at all until it’s over. It makes me sick. I feel like I’m being taunted here.
Please, extend the event, or drastically increase the rewards, so people who play 3 hours a day can still get 500+ blooms from the event.
Yes, please let us hide the shoulderpieces! This is especially important to me for the datamined Wedding Attire outfit on male charr. They have this rolled-up cloth over their left shoulder that clips with everything and just looks unbalanced and out of place anyway, and it sticks out in ways that seem to defy realistic expectations of physics. Please, let us hide it! It would be my favorite outfit without that shoulderpiece…
I really hope the male charr version of this outfit will let us hide the rolled-up towel on their left shoulder… or remove it entirely. But I’d prefer the option to hide it so that players who like it can continue to wear it. That towel thing clips with any back-stowed weapon you equip… Please let us hide the shoulders!
I agree. Prestige is meaningless. This game should be about character customization, not arbitrary exclusivity.
I can’t help but imagine it must be a difficult thing to code at this point. Minis have been around forever and I’m sure this has been asked many times since. Guess there’s some massive bug or something in the way. Though I dunno why it doesn’t behave like player summons, which do use your movement speed.
Revenant really needed the weapon swap. Elementalists are just fine without it. A revenant weapon is 5 abilities – an elementalist weapon is 20. Giving revenant 5 more abilities is not the same as giving elementalist 20 more abilities…
Just something that’s been nagging at me for a while. It’s the only reason why I don’t use a minipet, because it lags behind me terribly far. I’d have one out all the time if it stayed by my side! I feel bad for leaving the poor lil guy in the dust, but I like my movement speed signets and buffs. Whatcha think?
Well, I managed to get connected to the game again, and it’s running with 50-80 ping like normal. Been stable for about ten minutes.
Guess I should add that here in Nashville I didn’t start having issues until about 7:15PM CDT – game was running great from 4PM until then. And just the one connectivity issue with GW2 specifically, everything else is fine.
Sorry for those who’ve been waiting hours with multiple issues.
And, of course… immediately after posting that, I tried again, and it’s working just fine. eyeroll I’m in, anyway. We’ll see if it boots me out of the pvp queue again.
I’m able to connect sporadically, but every time something different is wrong and it kicks me moments afterward. I’d be careful that you aren’t kicked while the game puts you in a match you can’t join.
My speedtest appears normal to me. And I have no other issues to report involving my internet connection; just specifically with GW2, the game client. Not even the official website is slow.