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Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

They do confirmed, maybe not intentionally but they do:
1) DavyMcB said that Stealth working perfectly as intended and even if anyone see an issue anet won’t care.
2) Lunacy Solacio indirect confirmation, that if there was all fine, there were nothing for “learn to play”, you may say the game entirely is “learn to play”, but now we talk only about unexpected revealing.

About understanding me, with all explanations, examples and evidences, nah… who read them anyway
I know that its balancing aspect and blah blah blah, but its working wrong!
Have you seen anywhere else to traits that can work against each other, like Invisibility have with [Mug] and [Hidden Thief], Gunk/Chaos Storm and Stealth or Auto-attack and [Last Refuge] where you fighting an enemy and this is trigger just in a middle of attack and you die cause must wait reveal to cool down.
Sure you can adapt, sure you can do spent more time ingame and improve your skills, SURE YOU CAN LEAVE THE GAME, but this does not change the fact that direct and indirect damage attributes applied to skills are messed up and stealth must stop auto-attack before its applied or ignore last hit done from stealth.

But anyway, its just my opinion, so lets just abandon this topic, because I see that you are wrong as much as you see me, that way nothing will be sorted.

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

So, you both now confirmed that this is a Issue and ANet does not care.
Good.
That’s sort a lot of things, were to invest some money and time, in HoT or BDO, so ty guys.

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

why I must restrict my self on auto-attack and etc. I’m a noob, for ex., why I cant play this class as I want?

about gunk, how damage can come from me if its throwed here on ground and then use Shadow Trap at 10 000 range or using logic, that s**t lay on the ground how can it be my fault if you stepped on it, same thing with mesmer’s chaos storm and flying projectiles after instant stealth.

Yes Indirect damage its right, that why I have opened this topic, because Indirect damage is good but its not applied correctly to all things and instant stealth must interrupt auto-attack or other skills(not heal) to prevent revealing by it, because melee and beam auto-attack it is a Direct Damage there is no doubt.

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

Then leave?

If you are throwing the engi gunk steal, then don’t stealth. It’s pretty simple. You don’t have to use it anymore to gain access to steal. It’s fully intended by Anet that ANY damage reveals. It’s also intended that condition damage will not reveal, but most skills that apply conditions, also do damage and therefore the application of them would reveal (although traps were changed to not do so for some strange reason). These are facts of the game, just as using SB 2 and then going in stealth will reveal you if the cluster bomb hits someone. Teaches you to pay attention to where that bunny is when you try to blast a smoke field.

You learn how the mechanic works, and you work within it’s confines. Any change in how this works would either break stealth or make it too powerful in other ways. As suggested, if you don’t agree with how it works, propose something better, but also address all the ways in which it can be abused.

I have proposed already another stealth mechanic, that which will only eliminate ridiculous revealing during fights.
And about engi gunk… you said, dont go stealth or dont use it it… but why? why should I restrict myself on such things like this, why Im not restricting me on anything on my necro, warrior or guardian and on thief and mesmer I have to watch always and waste my endurance just to go stealth.
I really dont understand why you so much dislike this, it will only make things work right, its just a small piece of code that interrupt autoattack and any other action (but not heal) and ignore the damage that were left on battlefield before stealth, same mechanic were already ingame long ago with Phantasms of Mesmer and Pet of Ranger, its the same, you still doing damage but its indirect damage, Im not saying that you can go stealth and beat the crap off your enemy while unrevealed (while mesmer and ranger can do that even now with pet and phantasm), this can not be exploit, this mechanic already is in ingame but discriminatory applied to things, like stealth is too OP to be working right on Thiefs. It barely will touch game aspects it will just increase surviving which after update was reduced to seconds between berserkers.

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

As I thought, no solid proofs, but only speaking. If Stealth was designed to be interrupted by any s**t that dropped on the battlefield, why then to add Throw Gunk at all to Thief stealhed ability, its mechanic working against all natural minds, why not to add then an exact description and, for god sake, why I always should waste my Endurance before enter stealth? and if I have no endurance to dodge what should I do?! you can say game mechanics, blah blah blah, go learn to play noob, etc. But game was designed for all players for noobs and crabs included, and having such a experience with stealth on all classes, is dissapointing, I think just game designers don’t care.
And that’s Sad, because BDO is stepping on heels of GW2 and then will nobody cares.

(edited by Sin.3042)

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

What you are describing is the difference between how the mechanic was designed and how some of us think it ought to work. The game is setup so that any damage triggers reveal, not just direct damage.

Thus, those playing stealth builds need to take care to avoid causing damage unintentionally, from on-dodge, on-swap, aoe, auto-target, or various other types of indirect damage.

If you think this imbalances game play, then offer a suggestion about how ANet might implement things so the game can distinguish intended from unintended sources of damage. (I am neutral on the topic: I think the current mechanic is unintuitive and I am not sure how the mechanic could work differently, without creating a lot okittenward side issues.)

edit: grammar

Can you please link where you read about Stealth mechanic or which Game Designer explained how it works?

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

if any of skills that make damage, initiated after stealth will surely reveal you, when I was talking about indirect damage I was referring only to those skills that damage comes with delay and with ticks and was casted before invisible. Its a sure thing that if any indirect damage will be ignoring reveal will be kind of a imba, imagine necro with wells and marks.
and beside of that PvP has very good objective course so you cant always stay 5v5, if you stay only with your team stacked kitten the other team will win very easy keeping other 2 points caped or doing secondary objectives like Lord or Svanir/Chieftain.
I have recently played ranger, and after Barrage never do Hunter Shot!

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

How can someone suffer from this changes? Yes the only classes that have no stealth surely will suffer

I’m using Hidden Thief with Mug and Sigil of Leeching, it may be inefficient build, but I like it and that’s why I’m saying its a bug, because I cant play normally my build, and if you say that go play meta builds, or dont take mug trait, or something like that…
then better I should go other games to play because I liked GW2 for its diversity and focused on non-meta PvP system, even if its hard to say that now after update.

Anyway, combination of elementalist and thief, even with this changes cannot be that bad as you saying and vice-versa you can save an elementalist that’s on low health, after cast meteorit and then you stealth him to save. Elementalist are very good on using Daggers and Scepter that does damage and heal quick.
OK lets imagine that situation for maximum efficiency, a berserker elementalist cast lava font, meteorit, ice spike and eruption then get stealthed, that mean he will stay stealth and will do no more damage and even more thief has to be close to him and watch him while those aoe can be easily dodged. I don’t see a way to exploit that.

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

We got already your point, I have a feeling that you have not read entire my messages and you are trolling me.
OK, anyway the fact that 4/10 instant stealth is revealed during PvP and 8/10 when using Steal with Hidden Thief trait, mean something, no?
That why I’ve created this post.
And solution proposed by me is really much better, it follows rational logic of how things must work.

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

Hmm, not only I feel like stealth is broken.

:D stealth always is thing that made you hate and love at same time.

Being targeted in stealth

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Posted by: Sin.3042

Sin.3042

If you stay in same place after first skill touched you, consecutive ones just maintain their trajectory and if they hit you also their trajectory is reset, but really channeling skill need to be fixed, they always hit you even in hell if its begin to be cast on you.

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

So, you are saying that you have adapted to a broken mechanic and you want it to stay broken
good point, any other thiefs and mesmers?

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

That is not a bug.
If you deal damage in invis you get revealed. Simple as that if you use a skill like chaos storm that dealse pulsing dmg and then go invis of course you get revealed.

To interrupt all your skills on going invis is also not a good option. First the behaviour would differ from usual skill chaining. Second what if an friend makes you invis? He would interrupt you!

Ever played engineer?
Try to throw elexier s when you have static discharge .. Doing so will trigger it and you get revealed. (Current SD is bugged and doesn’t trigger at all on many skills but earlier)
Or Dodge while you are invis with the trait that creates a bomb… Will reveal you too.

Or mesmer since last patch, who reflect on manipulation… Massinvis while a pew pew shots at you .. You go invis but since its a manipulation skill it will reflect the arrow which deals damage and you get visible.

That are some problems. But also those are no bugs.
It’s an issue in design how some skills synergize or in those cases not synergize. If I remember correctly you can map a key to stop your current action and then go invis. Else yeah wait till the action is finished. Or dodge roll to interrupt and then go invis.

If you dont time it right yeah than it’s your fault. Just requires some skill to deal with it.

As I see you don’t play Thief or Mesmer and you do hate them
How do you think, If I cast Stealth what that means? that I want to be revealed accidentaly? hell no!

lets make a parallel to reality you have heated an bonfire and then you run away and hide somewhere, then a person come and get scald by it, then he turn around and know that you are hidden over there!

That’s the logic, no? How can stealth be interrupted by indirect attack? how the ticking damage that was throw earlier can reveal me if I’m not there at all?

If that code must not interrupt actions that reveal you, then it must be done like to ignore all indirect damage made while in stealth. Like traps work now with stealth, that’s correct mechanic.
Why placed trap does not reveal my stealth, because its indirect damage, how then, throw gunk and chaos storm is not the same thing? or flying projectile that launched before invis.

Target stays on person after stealth

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Posted by: Sin.3042

Sin.3042

thats not the only thing that frustrating mesmers and thiefs, check my post about revealing bug

Stealth/Invisibility Bug

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Posted by: Sin.3042

Sin.3042

http://wiki.guildwars2.com/wiki/Hidden_Thief

Stealth still breaking all the time when used in the middle of an action that hit enemy
I have tried using it without autoattack and it worked fine, just had to wait all time to end any action before perform Stealth (yeah.. wait in PvP.
I suggest there is need just a small piece of code that stop/interrupt all actions (except healing) when instant stealth is applied.

As I checked lately all the Stealth skills are beaked in middle of action that produced flying projectile, stealth applied after action ended but before projectile hit target, so its breaking all stealth’s:
http://wiki.guildwars2.com/wiki/Blinding_Powder
http://wiki.guildwars2.com/wiki/Last_Refuge
http://wiki.guildwars2.com/wiki/Superior_Rune_of_Infiltration

Yes, Mesmers also are frustrated by this bug:
http://wiki.guildwars2.com/wiki/The_Prestige
http://wiki.guildwars2.com/wiki/Decoy

http://wiki.guildwars2.com/wiki/Throw_Gunk
This Stolen ability is even worse, pulse 5 times and during this time, don’t you dare to go invisible… its revealing all the times.

So brothers Thiefs and some Mesmers lets put an end to this bug.

Guild Emblem contest - problems uploading

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Sin.3042

I’ve deleted textures that wasn’t needed and file shrink instantly from 40MB to 13MB

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

OMG!!! Do I really read this on today’s Update?!?!

“BALANCE, BUG-FIXING, POLISH
General
Added an option to lock the ground-target marker at maximum skill range, preventing the marker from being placed out of range.”

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

And Commanders tag also will be great to be more visible and over all players name.
But Out of range message kitten me of more than all other things

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

yeah… indeed, things like fogs of war, really messing up everything, at least should be done an option like in Windows when press Ctrl its showing up where your cursor is.

P.S. I’ve already tried it in-game does not working.

[Suggestion] Improve Ground Targeting system

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Sin.3042

It would be great if any of improvement will be done, not exactly those ones, but any, to get rid of Out of range errors and messages.

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

Yeah… there can be a lot of of improvements, also an option could be to not display error message but those 2 feet that is not enough to be on range, character will autorun them.
Ex: Thief with bow run forward and place Infiltrator’s Arrow in front where he want it to blink and of course its out of range, but instead of getting skill canceled, he will run automatically forward until its on range and shot arrow.

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

Ty for supporting, I hope game designers will also appreciate this idea.

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

if I was skillful enough to never get that out of range message during WvW when terrain is not plain and all is messed up, then I don’t have to create this post

its not removing nothing, its on/off option and you really should consider not only PvP aspect of game.

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

If your skill is high enough to win, the thing like locking ground target, will just make game more interesting by excluding situation when you try to use 3-4 time in row to put your skill right on edge of range and getting annoying fails when its out of range.
And it definitely will not make combat dumb, you will just have more time to focus on action and not on range indicator.

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

Sounds like a bit of a crutch to me.

In my eyes, learning your rough “range” of particular abilities and targeting them quickly within that range is part of the player skill required during combat. Making it so that you literally couldn’t fail a cast due to misjudgement and/or having to reposition the target sounds like unnecessary dumbing down to me.

Learn your abilities.

If you want be more challenging to you, just turn it off

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

The point is to make our life easier, unless you are warrior whithout banners

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

I’ve noticed that the targeting system, when dealing with multiple enemies, is lousy. If an enemy off to my side is attacking me, suddenly I’ll target an enemy far in front of me, & of course, miss. All while my health bar gets lower. It’s very annoying.

No, you didn’t understand how target lock work. Its not locking at your maximum range, it will lock only at highest range, you can easily make ground target on you, near you and even behind you but your ground targeting mark will not go further than maximum range.

[Suggestion] Improve Ground Targeting system

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Sin.3042

Come on guys, support the Idea please, its really great and will be so much easier during WvW.

[Suggestion] Costumizable Dancing Action

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Posted by: Sin.3042

Sin.3042

Hello,

I’m no sure that here I may do that suggestion or no, so I will say sorry if I shouldn’t.

*The idea is to create an Item like Total Makeover that will provide an special room/window similar to Total Makeover Kit where you will be able to select different type of Dancing Actions and their orders, for example if you Like Rumba or Tango or Old Disco just Imagine an Necro Dancing under Black Metal even more Asura dancing Break Dance will be so awesome!

I think its not hard to do and its an option for player to spent some more real money

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

I was just thinking about this , and a more simply way for me, is just to let our mouse cursor lock with the ground targeting, until the skill is launched, so when it is in green zone only,…
Its avoid to miss your zone/spell, and have a fail skill when your are trying to aim (specially when you are moving) ,and have to click back again to the ground skill, ect

Yes, its good Idea but when your target will be out of range it will anyway show out of range screen message error.
It’s still the best idea just to lock on max range at your will.

[Suggestion] Improve Ground Targeting system

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Sin.3042

I think its right topic, because other suggestions also is here, but we need really good supporting to have it viewed by developers.

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

I would support an improvement like this very much.

Thank you, but we need more and more to have our point viewed by he most.

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

I was being sarcastic(sorry for not being clear), just saying that the bottom line for this company now is $ and that is being reflected in the current state of updates, no new content, nerfing, etc. Bugs and oversites like the cursor and targeting that people have mentioned since day one and virtually ignored( among others).

Agree, but even in that order of things GW2 is beter than most Top MMORPG Like WoW and L2 and I think we still need to fight for our option because they are overloaded.

[Suggestion] Improve Ground Targeting system

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Sin.3042

Given what’s going on (business model more important than free enhancements, fixes etc), I would suggest that a new cursor model be placed in the TP and they charge 5000 special red gems that could only be bought on the TP with a card/PP transaction.
I think the business part of the company would go for that and would have more of chance of it being implemented.

It will be frustrating for most part of people that cant pay for in-game things.
If we implement economic part in this option – then it must have drastic changes to complete expectation, but then this thing will create imbalance between gamers like in most sh*ty MMO games, in which Premium account is a great advantage.

[Suggestion] Improve Ground Targeting system

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Sin.3042

We just fight for our point of interest, with the only weapon available.
If we go down – it will be for right things!
So let the brothers and sisters to have their improved targeting system!
You hear us The Great Game Developers!!! Hear our call!

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

Well, now is 23 April and still no progress for this option.
Come on guys lets rise this theme more intensively, add link to favorite and comment more frequently.

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

Very good, one day till the 15 April!
Lets support it more and more to bring it right to the developers and then right into game!

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

Anyway if this option will have enough support from players it could be implemented.
Just how was did with the other options, like: Disable Circle or Quick Cast on Target.

[Suggestion] Improve Ground Targeting system

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Posted by: Sin.3042

Sin.3042

Some folks at Arenanet may feel having to find maximum range is part of the skill set required to play the game.

They did, after all, implement the Line-of-Sight mechanic since GW1, in which it was not at all needed. LoS does help with 180 directionals like melee cleaves and general skill use without targeting, but mostly, it seems to be an added measure needed to line-up and execute skills.

I don’t like it personally, I think it does little more than promote a figure skating dance which requires constant mouse turning. Similarly, I may not like having to find maximum range for a targeted skill in a hurry, but Arenanet may feel this is part of the challenge.

Don’t forget its a on/off option, anyone who dislike it just don’t use it. It will still be a challenge for you.

[Suggestion] Improve Ground Targeting system

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Sin.3042

Indeed its a great option, lets support it more.

[Suggestion] Improve Ground Targeting system

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Sin.3042

Not only for blink skill, Elementalist’s -Teleport, Thief’s – Shadows Step, Engineer – Jump Shot.
I think it would be a great improvement for all ground targeting skills, with the greatest option to turn it On or Off

[Suggestion] Improve Ground Targeting system

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Sin.3042

Together we are force! Let’s rise this idea up right into the game.

[Suggestion] Improve Ground Targeting system

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Sin.3042

Anyone, help please to rise topic at least once in a day till the developers answer or integrate this option ingame.

[Suggestion] Improve Ground Targeting system

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Sin.3042

Till the April 2014 feature pack will be this option available?
Lets bring it more to the surface.

[Suggestion] Improve Ground Targeting system

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Sin.3042

There is a way to know that game developers have read or at least seen this topic with one eye?
Just to know – to keep rising it on forum or stay calm and wait ingame.

[Suggestion] Improve Ground Targeting system

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Sin.3042

Another update released without this improvement.
Come on people, let’s make it.
Let’s bring it to developer’s attention.

[Suggestion] Improve Ground Targeting system

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Sin.3042

Similar control option have skills like: Whirlwind Attack and Fiery Whirl
Its so nice to execute quick without any delay and easy to implement in this idea, just to add possibility to set from closer range to max.

[Suggestion] Improve Ground Targeting system

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Sin.3042

Anyone more support this idea?
Please, we need to bring it to developers eyes.

[Suggestion] Improve Ground Targeting system

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Sin.3042

the best way to improve ground targeting is let us turn off other’s spell effects. Im really getting sick of losing my mouse cursor because theres 70 people on screen fighting at once and I cant figure out where to drop my AoEs.

There is no necessity to turn off all other spell, because you will dont know where is positive effects and negative. To dim all background, for 50-60%, except your character, loot, banner and circle of mass spell will be a much better improvement.
And also to add a check box for turning this on/off and a keybiding for turning this quicker.

[Suggestion] Improve Ground Targeting system

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Sin.3042

I cant see that it would help me with anything but it will probably help bads be a little less bad.

Definitely yes!
Second suggestion, at least, for newbies like me, will be a great help.