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[Suggestion] Outnumbered Pip Rework

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Posted by: Slyther.1297

Slyther.1297

Please put this in the Universal PIP thread. Thx

I already did.

[Suggestion] Outnumbered Pip Rework

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Posted by: Slyther.1297

Slyther.1297

So, done are the days of players magically hoping 10 sec before a tick to reep the Outmanned buff. They would have to stay on the map for an entire new tick to get something.

Map hopping would still be a thing, all this would do is change it from instant reward to “Oh, guess it’s not too bad waiting around for 5 minutes for more pips.”

[Suggestion] Outnumbered Pip Rework

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Posted by: Slyther.1297

Slyther.1297

With your idea we would have people on four maps who’ll lose the outnumbered buff:
A commander tags up.
“WTF, tag down you kitten commander, we don’t want to lose the buff.”

Two counterpoints
-A tag only serves to attract most players to a single point that are already playing. The act of tagging up does not magically make more players log in to WvW. Sure, players logging in and seeing a tag may stick around, but for the most part a tag simply pulls people around.
-Because my proposed buff is tier based, there’s no ‘on’ or ‘off’. For example, if your server is currently at +3 outnumbered tier, and a commander tagging up attracts enough players to drop it to +2, it’s only a loss of 1 pip. However, the outnumbered buff is meant to give rewards to disadvantaged teams, so the very act of having more players translates into a better fighting chance, and the potential to gain pips else where such as being able to compete score wise. More players generally means you get compensated with other rewards too, such as bags from fights and wxp from being able to take more valuable objectives. The intent is to change the outnumbered pips to a bonus, rather than something that has to be actively sought out and counter-intuitive to team play.

[Suggestion] Outnumbered Pip Rework

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Posted by: Slyther.1297

Slyther.1297

My top concern about this buff is that it’s too random (and certainly a whole map is too large to consider, it’s not always accurate), and it’s too easy to manipulate. This is the issue from the beginning, it’s just that we don’t care because the buff doesn’t really have any effect.

There’d be less randomness to a team outnumbered buff as it’d take into account all 4 maps, and it’d be tiered as well based on how badly you’re outnumbered. It’s a bit difficult to manipulate something like that without getting more people into WvW or making the other teams log off.

[Suggestion] Outnumbered Pip Rework

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Posted by: Slyther.1297

Slyther.1297

Outmanned pips are fine.

If you’re going to change anything just make it so you need to have been on the map for the previous tick to get Outmanned benefits.

Doesn’t solve the issue of map hopping and silent call-outs. We need to solve the problem of people feeling like they have to seek and search for the buff, considering it necessary for efficiency when it should just be a bonus.

Feedback: Pip Acquisition [merged]

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Posted by: Slyther.1297

Slyther.1297

Please note that I have not read this thread in it’s entirety, I simply have a suggestion I’d like to add to address one of the issues of the pip system, specifically in regards to the Outnumbered buff.

Dedicated thread to the suggestion here: https://forum-en.gw2archive.eu/forum/game/wuv/Suggestion-Outnumbered-Pip-Rework/first#post6637017

In summary, remove the pips from the Outnumbered buff which will return it to it’s previous state, and remains as a map by map entity. Instead, move these pips into a new Team Outnumbered buff that takes all four maps into account, and divide it into tiers ranging from minor, which would award +1, to significantly outnumbered, which would award +5.

This eliminates map hopping to find an outnumbered map as well as the issue of people not doing call outs because they don’t want to lose the buff. You can play on what ever map you want, and because the buff is team wide, if you’re outnumbered it feels more like a bonus when you have it, rather than feeling like you’re not being as efficient as you could be if you were actively seeking out the buff.

[Suggestion] Outnumbered Pip Rework

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Posted by: Slyther.1297

Slyther.1297

What you don’t seem to understand is that the entire system is composed of multiple parts. I don’t care if the reward is a thousand tickets, or a single ticket, this thread is talking about the cog in the system that addresses how you GET those tickets, and the tickets themselves are IRRELEVANT to this thread. You are still making assumptions that I don’t understand the system, when it seems that YOU are the one that fails to understand that even a perfect ticket reward system still relies on the pips to EARN the rewards. Two separate cogs.

The pip system has it’s flaws, I’m trying to make a suggestion to fix one of the flaws. The Outnumbered buff makes the difference between spending 20-24 hours in WvW per week without the buff, to 12 hours WITH the buff, at least when using my personal pip incomes for reference. I have other aspects of the game I want to play, and to more efficiently use my WvW time to make it so it doesn’t feel like a job I end up taking advantage of the outnumbered system as much as I can. What the Team buff I propose will do is distribute outnumbered pips to everyone on the team, no more map hopping, no more map silence, just playing what map you want without feeling like you’re being punished. The outnumbered pips should feel like a BONUS, not a REQUIREMENT for efficient ticket farming.

I’ll cross-post this to the mega thread, but I’d appreciate you stop hijacking the thread for your own purposes.

[Suggestion] Outnumbered Pip Rework

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Posted by: Slyther.1297

Slyther.1297

Again, this thread is not about tickets, take your ticket crusade somewhere else.

The pip system is the tool used to earn the tickets, and so how people earn the pips is relevant to how the rewards are eventually earned. This thread is about the pip aspect, NOT tickets.

The Outnumbered system is widely acknowledged to be overpowered, and it’s counter-intuitive to how WvW should be played. If you’re not earning those +5 pips, it ruins the efficiency of which you earn tickets (Which again, the tickets is a separate issue.), so it leaves a bit of bitterness in players when they’re not getting that +5. You have people map hopping solely to get Outnumbered, you have people NOT making call-outs on outnumbered maps because they want to keep the buff. And, given how huge +5 pips are in that it can literally double to triple most players pip incomes, I don’t exactly blame them.

And I didn’t put this suggestion in the feedback thread because it’s not exactly ‘feedback’, it was a full suggestion to fix the issue that would have potentially been buried and ignored in a mega thread.

You’re accusing me of not understanding an issue that is not even the focus of this thread, and your hostility in your posts is not going to do any good in getting your point across.

[Suggestion] Outnumbered Pip Rework

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Posted by: Slyther.1297

Slyther.1297

And this post is not directed at the ticket issue, AT ALL, so don’t come into this thread and belittle me in such a manner. Outnumbered pips ARE an issue, and that was the entire purpose of this particular thread. Go to other threads to talk about tickets.

[Suggestion] Outnumbered Pip Rework

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Posted by: Slyther.1297

Slyther.1297

So, I just had this idea on how to rework outnumbered pips occur to me out of the blue.

Step 1: Remove pips from the Outnumbered buff and return Outnumbered to it’s previous state. It will function exactly as it has been on a map by map basis.

Step 2: Introduce a new Team Outnumbered buff that takes all four maps into account. This buff would also be tiered based on how badly outnumbered you are as a team, ranging from minor to overwhelming. The entire purpose of this new buff is for pips, rewarding anywhere from +1 to +5 based on the current tier of the buff.

The benefits:
-Removes Outnumbered toxicity by taking away the need to seek out outnumbered maps. People will no longer be upset when the buff disappears.
-Encourages people to play on any map they want, without having to worry about how pip income is affected.
-The ENTIRE team gets the benefit of outnumbered pips. This means you can play full maps and still get outnumbered pips if the other maps have less population. Response teams and players who switch maps often can also do so without worrying about pips.

Loot quality, Magic find, Please explain..

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Posted by: Slyther.1297

Slyther.1297

As I recall how the loot system in this game works as explained previously, it’s based on loot tables. When you kill a mob, the game rolls on which loot table you get, then there’s another roll to determine what you get from that loot table. What MF does is increase the chance of which you will roll into a higher loot table, which may include rarer crafting mats and trophies instead of gear. For example, 0% mf player might get a green item, where another player with 300% mf making the identical roll may roll into the next loot tier and get rewarded a lodestone.

On another note, it takes a lot of mf to make any difference. 100% in theory doubles your chance of a roll, so instead of rolling x item being 0.1% drop rate, it’d be 0.2% drop rate.

Is there any way to get Canadian gem codes?

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Slyther.1297

I’d love to buy some gems, but when I’m paying 27 CAD for 20 USD worth of gems, it’s just… ugh.

I absolutely know that feeling. Seeing $20 USD in the store and knowing “how much more” it’s actually going to cost has made me hesitate more than a few times. On the other hand, if the prices were given to us at $20 CAD, then people could argue quite rightly that we’re getting things at a “discount” with today’s exchange.

Plus, having done some accounting for a business in my life (therefore I must be an expert?), I know how much of a pain it is to have multiple types of currencies. It may not be worthwhile for Anet (or their billing partner) to hold Canadian funds in their US account, let alone have an account based in Canada to charge us from.

I suppose that logic makes sense, but it’s unfortunate as it puts gem purchases out of reach of a lot of Canadian players. I’ve wanted to buy gems on multiple occasions now, but every time I shut my wallet because of the exchange premium. We’re paying almost 50% more than the face value of the gems.

Is there any way to get Canadian gem codes?

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Posted by: Slyther.1297

Slyther.1297

There are always some retail stores that sell gem cards. In the US, Target still carries them, but if you go to an individual store, they might be out and you might get told they don’t carry them. But, they do. It’s a common misunderstanding by the people on the retail floor when reading the warehouse supply details. (Short version: the retail doesn’t sell many, so buys very few. Those get bought out suddenly, when fans find out the cards are available at specific store(s) and no new ones are on order, so the first tier retailer concludes they are discontinued.)

I’d try Target, Best Buy, and Amazon. Or get a friend in the US to buy them for you.

Target has exited Canada entirely
Amazon is the only place I’ve found cards, but they’re highly inflated legacy stock over over 50 CAD for 25 CAD cards. No official sellers on Amazon.ca
Buying US is the very issue I’m trying to get around, might as well buy directly off the in-game store with credit if I buy US gems.
No retailers at all carry GW2 gem cards in Canada, period.

Is there any way to get Canadian gem codes?

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Posted by: Slyther.1297

Slyther.1297

Yes I have a credit card, yes I’m aware I can just buy gems in-game through the gem store, but the exchange rate is not very favourable for Canadians right now so I’m trying to find a way to get Canadian gem codes.

It seems ANet and NCSoft discontinued distributing to Canadian retailers a fair while ago, and even my boyfriend whom works at EBGames has told me they’d not be able to special order any in for me.

I’d love to buy some gems, but when I’m paying 27 CAD for 20 USD worth of gems, it’s just… ugh.

Guild Missions: Multiple Issues

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Slyther.1297

Ran guild missions tonight and we had to circumvent quite a few annoyances.

Trek: Only the people who get to the location first, or people directly nearby get credit. We had to run the easy trek a second time to get a bunch of people credit, specifically telling people to wait to interact with the location until all guildies on the map were there. Medium trek, having learned how rewards work from easy, took twice as long as it should have with us making sure people got credit for at least one location, involving making people wait around.

Puzzle: Not only did the lack of a proper map throw a lot of people off, but the reward itself is bugged and half my guild did not get rewards for the puzzle. Also, why was the cheese chest removed from the Lab puzzle? It was one of the highlights people looked forward too (Can just have the cheese chest there as an uninteractable object, why remove it entirely?)

Guild Portal: We managed to get our Guild Portal finished a few hours before our scheduled missions and I was quite disappointed to find how little use it actually is, feeling quite clunky. For trek I understand a portal is of no help, and trek is meant to be a hunt of sorts anyway. But, Bounty could at least take you to the zone your target is in.

Being as the entire guild was out in the field anyway, there was no real point to tell people to go through an additional load screen to the Guild Hall, when most already know how to get to the puzzle anyway. The portal just takes you to the zone… doesn’t even put you in the instanced puzzle as was the original impression I’d gotten when portal functionality was announced.

In conclusion, missions currently feel very clunky and bug ridden.

Guild Boosts.

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Slyther.1297

The percentage bonus increases the more boosts you unlock, being as you researched two, it’s already gone from 3 to 4%

You can have one active of your choice at any time too, no more temporary boost and then having to que it again. Change boosts depending what you’re currently doing.

Play for Free Confirmed [merged]

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Posted by: Slyther.1297

Slyther.1297

Yeah he just told me he’s going to just make a new account.

Play for Free Confirmed [merged]

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Posted by: Slyther.1297

Slyther.1297

Transfers are greyed out, the delete all characters trick (He hadn’t even made one yet) won’t work.
The server I’m on is also not full.
Either way, I got him to send in a ticket.

Play for Free Confirmed [merged]

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Slyther.1297

Spying will be an issue no matter what.
F2P accounts have to get to level 60 before they can even enter, so spamming shouldn’t be an issue.
Should my friend want to try out WvW in the future, I want to be able to play with him.
I told him to send in a ticket, so we’ll see if ANet will change his server for him.

Play for Free Confirmed [merged]

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Posted by: Slyther.1297

Slyther.1297

A friend of mine just downloaded the game because it’s now F2P, and he tells me the button to switch world is greyed out and so he cannot pick mine. He says he got put onto Borlis Pass.

The tooltip on the button implies he’ll get a free world change if he buys the game, but why restrict their choice to begin with?

I had told him which server to join before his download even finished, and it seems he was never presented the option to pick the server he wanted.

WvW Quick Guide Basics

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Posted by: Slyther.1297

Slyther.1297

Hello! I wrote up a guide for my guild and figured I’d copy and paste the WvW section here on the forums as well.

I hadn’t realized there was already a much more in-depth guide pinned here, but I figure I’ll post the guide I wrote up anyway as it’s a much more compact “Quick Guide” of sorts and feel it will help out our new players.

If you have the time, go read the much more in-depth sticky here! https://forum-en.gw2archive.eu/forum/game/wuv/The-Basics-of-WvW-guide-and-more/


World versus World
Note to F2P accounts, you will need to reach level 60 before you can enter WvW. Paid accounts can enter immediately, though if you are on a paid account that has not yet ‘unlocked’ WvW through the leveling tips, you can enter anyway by walking through the LA portals.

Remember the world you picked when you started the game? That’s your home world and the world you represent on the battlefield. If you don’t know what your world is, you can press b and the world with the house icon is your home.

WvW is a three-way battle consisting of teams green, blue, and red. When you press b you will notice the window is divided into halves, the “Mist War” on the left, and “Edge of the Mists” on the right. The Mist War is three specific servers facing off against each other, server a vs server b vs server c, while EotM combines all servers together for effectively an 8v8v8 based on server colours, team green vs team blue vs team red. EotM is considered an overflow map of sorts, and as it is not directly tied into the Mist War people tend to use it as a Ktrain map with occasional fights. Most of my explanations of WvW will be about the Mist War itself while EotM can be summarized as “Find the tag, follow the tag, listen to instructions”.

Battle Length: Each Mist War battle is an entire week long, with resets occurring on Fridays roughly an hour after the daily resets, or roughly 6PM Pacific. EotM is an exception, with resets every 4 hours.

The UI: At the top of the screen you will see a special UI with some information. The red/blue/green bar at the top is a visual representation of the current control of the maps, and you can see the pie chart version of this when you press b. The number on the left represents your points per tick, or ppt, and tells you how much the objectives your team currently holds are worth. The middle number is a timer, counting down from 15 minutes, adding each teams current ppt to their war scores once it reaches 0. The number on your right is supply, explained below.

Supply: Supply is your lifeblood, and it’s required to perform tasks such as building siege blueprints and repairing objectives. You can pick up supply at supply depots located in camps, towers, and keeps that you control. Your cap starts at 10 which can be increased up to 15 through World Ability Points, with a further +5 possible when a guild applies the buff to objectives that they claim for a possible capacity of 20. Generally if you’re running with a Commander, only spend your supply on blueprints that they drop or other instructions they may give.

World Ability Points: WvW has it’s own progression system, and the WXP you earn gives you points you can spend. You will have an Ability Points tab in your WvW menu. My personal recommendation is to put 4 ticks into Supply Master first (Not Supply Capacity). Once you have four ticks in Supply Master it’s really personal preference where you put future points.

Siege Masteries: Respect the Masteries of others around you, especially for catapults and rams! Don’t use rams unless you have a minimum of 3 ticks in ram mastery, and I’d say have a minimum of T4 catapult mastery. Of course the exception is if the siege is sitting empty and unused, remember that no mastery is better than empty siege.

Camps: Camps are worth 5 ppt and have no physical defense structures. You capture camps by killing the Veteran Supervisor that will be protected by a few guards. You may not be able to solo camps right away, but many players eventually become capable of solo capping camps. The function of camps is to spawn dolyaks that deliver supplies to nearby objectives that the team owns. Camps also have the unique trait of being the only objectives the regenerate their own supplies, and thus it is highly recommended that you refill your supply at camps whenever possible.

Towers: Towers are worth 10 ppt and lightly fortified, consisting of a single layer of walls and gates. Once a team gains entry into a tower by either destroying a wall or the gate you then must kill the Champion Tower Lord to claim the tower. Being as towers do not regenerate their own supply and rely on dolyak deliveries, it is recommended to not take supply from a tower, allowing for a stockpile that can be used to defend and repair the tower during attacks.

Keeps: Keeps are worth 25 ppt and are heavily fortified, consisting of two layers of walls and multiple gates. Once broken through the outer keep, a team must also break through a second inner layer before they can get to the Champion Keep Lord and claim the keep. As above, keeps do not regenerate their own supply and rely on dolyak deliveries. Keeps have a significantly higher supply capacity, allowing for massive stockpiles of supply that can be used during defence.

Stonemist Castle: There is only one castle and it is located in Eternal Battleground, being worth 35 ppt. The castle is heavily fortified, similar to a keep in that it has two layers, but the inner castle lacks destructible walls and therefore you must break one of the three inner gates for entry. Due to it’s location the castle can be difficult to hold, but if a team is able to hold it long enough and upgrade it can provide a massive advantage to that team, especially if the waypoint gets built. Once inside you must kill the Legendary Castle Lord to claim the castle. As above the castle also does not generate supply and relies on dolyaks, however every single supply camp on Eternal Battlegrounds will supply Stonemist if you can manage to hold them. Stonemist also boasts the largest supply capacity possible.

Upgrades: With the release of Hot closing in, the current upgrade system is being replaced and therefore I will explain how the new upgrade system will work. With the information that we’ve been provided about changes to WvW upgrades, players will no longer have to spend their own gold to activate upgrades. Under the new system upgrades will be automatic based on how long you’ve held an objective, with successful dolyak deliveries reducing the time of the upgrades by several minutes. Upgrades will also no longer use the supply delivered to their depots by dolyaks, and thus the supply will be freely usable by players. However I imagine it will still be a good idea to leave stockpiles of supplies in objectives and to continue resupplying at camps when possible.

Glicko: Match-ups are determined by a rating system. Each server has a rating based on past performance, and are matched up against similarly rated opponents. There is a small RNG factor as well, as each server is given a random value between +75 and -75 to fudge ratings with the intent to provide some match-up variety. Once ratings are determined the 24 NA servers are divided into tiers of three servers for a total of 8 tiers. Colours are determined by your position in the tier, green being the top seed, blue being middle, and red the low seed. To give an example, if your server is placed into rank 7 for the week that means that you will be the top server of tier 3, placing you on the green team.

(edited by Slyther.1297)

A Guild Leader`s Please, Notifications!

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Posted by: Slyther.1297

Slyther.1297

So my co-lead and I are currently sending out letters to everyone in our 210 member guild and finding ourselves being suppressed by the notoriously strict messaging system. We`re doing so because there is no other reliable way to make sure everyone receives this notice.

Hardly anyone reads the GMotD, because there is no notice when it is updated.

An alternative would be to give Guild Leads a button that sends out a letter or notification to all members of their guild with a single click.

As it is right now, the suppression system does not allow for any exceptions at all as it fails to detect that I am sending letters to my own guild members and not random people, thus I`m only able to send about 3 letter every two minutes. This is making delivering an important update to my guild a very long and infuriating affair.

WvW camp defense events

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Posted by: Slyther.1297

Slyther.1297

Yes, they trigger defense events, but they don’t give defense credit. I imagine ANet actually did this to prevent abuse, as there are a number of camps that NPC’s raid often, namely the north and northwest camps in Borderlands, and the mercenaries too.

But then they made it so just guards attached to an objective gets you credit when it gets capped later… as long as you stay on the map if someone else flips an objective you killed a few guards at, you still get credit. It’s a bit inconsistent how they do things.

WvW camp defense events

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Slyther.1297

I do know for sure that killing mercenaries does NOT count for defense credit. Killing enemy players should have though.

full server Dragonbrand not so full ??

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Slyther.1297

1) Dragonbrand has recently suffered a collapse of sorts. They lost the 4-way competition to stay in T2, and Maguuma was a rising force that overtook Dragonbrand in T3.

Also, just because a server is full does NOT mean the server has high WvW participation. It’s entirely possible that combined with the morale loss I stated above, that most of the server is likely PvE focused.

2) Server choice does not particularly matter for EotM, as ALL servers are pooled together, meaning it’s an 8v8v8. EotM does favour green in two ways, the first being that the green servers are usually the top rated servers of their brackets, which usually also means higher populations. The second factor is that Overgrowth has a bit of an advantage in general as they have the most powerful buff provided by their keep that works anywhere in the map.

Red and Blue can still do very well with competent Commanders. Green is not always the winner.

WvW camp defense events

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Slyther.1297

I’m double checking my facts, the wiki is vague ( http://wiki.guildwars2.com/wiki/Repel_the_enemy_attackers ) so I’m running this through SoS chat.

It’s my understanding that only killing players or repairing walls/gates counts for defense events, being as camps have no structures you essentially have to kill a player. In the very rare cases I’ve just picked up a Supervisor I don’t remember getting defense credit.

wvw bug is getting annoying... (recorded)

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Slyther.1297

I’m failing to understand how this is not a known issue? At least on my server (SoS) people acknowledge this bug as a thing that happens occasionally and just deal with it.

I myself have been victim of this bug, mostly in regards to capturing Stonemist. I’m also fairly certain (Not 100%, but confident) that it does NOT count for capture achievements, as I think achievement credit is attached to the event completion.

This bug seems to be attached to specific objectives, Stonemist being one, and I recall the only other objective I’ve not gotten credit when I should is the green keep in EBG. To my knowledge all towers, and all remaining keeps count as they should without fail.

Based on my personal experience this bug seems random, I have not been able to notice any consistencies as to why it occurs (Other than it seems to only happen to Stonemist and green EBG keep).

WvW camp defense events

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Slyther.1297

Rezzing does not give credit for any defense events in WvW.

As long as you get kill credit for a player while you are within range of the defense event (While contested), it should count. I’ve never had issues with defense events not counting.

Balthazar Outfit dye bugged

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Slyther.1297

Upper Left: Plated armour sections
Upper Right: Horns
Lower Left: Cape
Lower Right: ?

No one seems to know the purpose of the 4th channel.

Balth :P

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Slyther.1297

This outfit looks spectacular on Charr, and it seems they don’t have the helmetless issues other races have. I’ll actually be using this with no helmet.

Attachments:

Weapon Master Achievements

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Posted by: Slyther.1297

Slyther.1297

Both focus and warhorn were incredibly easy. Necro warhorn has a pulsing AoE and Ele in fire attunement was pretty good for focus with the pulsing fire field it has.

To make things easier a friend and I made an arrangement to each have a character at ‘Stealing Light’, trading back and forth to avoid having to get multiple characters up to get weapon master done. This also has the added benefit of the instance owner being able to keep the NPC’s out of combat (Although they’re not a big hindrance if they do get in combat)

Why you shouldn't go afk in matches.

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Slyther.1297

I don’t know the answer to that one.

Just checked the wiki, and it’s trivia section confirms what I stated but also doesn’t elaborate what happens in a true tie.

(edited by Slyther.1297)

Why you shouldn't go afk in matches.

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Slyther.1297

As for why you (Blue team) got the ‘win’, in the event of a tie the team with higher personal scores gets the win.

Weapon Master Achievements

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Slyther.1297

The story instance ‘Stealing Light’ is by far the best place for weapon master that I’m aware of. It has ~30 instant respawn spiders and can be really close to the spawn point, meaning you are only limited by how fast your weapons can kill things. Sadly shield is still abysmally slow, it’s the only one I’ve got left and I’ll be waiting to see what’s on the Mesmer and Revenant shield skills to see if they’re better.

‘Forewarned is Forearmed’ is the best place for the underwater weapons. Just park yourself just under pools surface by the rat spawn point and direct your attacks down the tunnel to maximize your kill zone.

Fractional Condition Damage, Thanks!

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Slyther.1297

This does indeed suggest that perhaps ANet is looking at condi reworks in the near future. For now at least condi ticks will be normalized, no more 50/50 if you get the extra tick on a .5 second leftover or not, now you get a half tick every time.

[Patch/bugfix] MAJOR CONDI BUFF

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Slyther.1297

As far as I understand it, this will simply normalize damage. Yes sometimes you got that extra tick on a 1.5 sec condi because it coincided with the tick checks, but others you’d miss the tick.

So rather than a theoretical 50/50 chance if you got that extra tick, it will now normalize to half a condi tick every time.

Fractional Condition Damage, Thanks!

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Slyther.1297

Was not expecting an adjustment like this to make it into a bug fix patch, but thanks!

For those who haven’t read the notes:
Updated condition damage. Previously, a condition that had a fractional remainder of time after it dealt damage would not inflict the rest of its damage. For example, a 1.5-second burn would deal 1 second of burning damage, then fail to inflict the remaining 0.5 seconds of burning. Conditions will now deal this fractional damage either at the beginning or end of their duration, depending on when the next damage pulse would occur and their remaining duration.

'Split Stack' Option instead of ALT + Drag

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Posted by: Slyther.1297

Slyther.1297

Use alt to de-stack items.

The vast majority of consumables and materials in this game ARE stack-able. Salvage kits are an exception because they’re meant to be a single use item with charges. To avoid the problem of having two kits with 10 charges, just use one kit at a time until depleted.

Is there any way I can get refunded 75% money

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Posted by: Slyther.1297

Slyther.1297

Your friends gave you really bad advice, there’s constantly sales going on every couple of months. Usually they’re just 50%, but 75%’s are becoming more popular with ANet promoting the expansion.

Open up a ticket to see if Customer Service will refund some of your purchase.

Another plea to rework WvW achievements!

in WvW

Posted by: Slyther.1297

Slyther.1297

So I was just in HotM lobby with map chat discussing the WvW achievements and how many of them are effectively impossible. It then occured to me that there is a precedent in place on achievements having been re-balanced!

Awhile back with one of the feature updates that streamlined SPvP and eased the grind, the rank point requirement for ranks 40+ was reduced to a reasonable 20k per rank. This also required rework of all the rank achievements, and there is the added layer that these achievements are chained together.

The WvW achievements could use a similar fix, and as a bonus they are NOT chained together like the SPvP rank achievements.

Just to reiterate how effectively impossible some of these achievements are, here’s an example with Stonemist Stands Firm:

Pure in-game time requirement, assuming you own Stonemist 24/7, and it’s attacked 24/7, with each defense event lasting 3 minutes and assuming you get credit for every single defense event.
500 000 (Defenses required) x 3 minutes (Defense event length) = 1 500 000 minutes
1 500 000 /1440 (minutes in a day) = ~1042 days

That’s nearly 3 years of game time solely dedicated to Stonemist defense and nothing else!

To provide a more realistic timeframe… let’s assume you play in Eternal Battlegrounds for 8 hours a day, 5 days a week. Of course, you’re not going to own Stonemist the entire time. Let’s be generous and say that on average, your server owns Stonemist for half that time, so 4 hours a day. But we also have to consider that Stonemist is NOT attacked 24/7, so let’s assume that it’s only contested for half the time you own it.

Being contested for 2 hours gives 40 possible defense events, but let’s say you only get credit for 75% of them, bringing that down to 30 events you get credit for.
30 events x 5 days = 150 per week
500 000/150 = ~3 333 weeks
Or roughly 64 years…
64 YEARS

And this is just one of the many WvW achievements considered to be effectively impossible.

Bank space is worse than F2P games

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Posted by: Slyther.1297

Slyther.1297

Mid-tier gear, generally stuff that salvages into tier 2-4 materials tend to be worth more because of less supply compared to tiers 5-6 which have an oversupply. Ascended crafting also uses lower tier materials and as such keeps tiers 2-4 rather inflated.

The only benefits to opening boxes on level 80 characters is that you will get tier 7 materials (The pink stuff) which you will quickly find you will have tons of anyway. You’ll also get more rares and exotics that in my opinion will help counter the less valuable green gear.

“Leveling” gear is also not really worth hoarding, as basic level appropriate blue/green gear is cheap to buy for alts, and that gear can then be resold or salvaged when you replace it.

Bank space is worse than F2P games

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Posted by: Slyther.1297

Slyther.1297

I will repeat this once more as Shifted seems to be glossing over the fact that there are cheap alternatives to buying bank space

1) Use free character slots, or rarely played alts as mules
2) Create your own one man guild that uses up just one of your available five guild slots. If you don’t want to spend the time repping it to earn influence, you can spend a very small amount of gold to buy the guild bank upgrades.

How does scaleing work in WvW?

in WvW

Posted by: Slyther.1297

Slyther.1297

The #1 rule I tell people who are doing WvW as an uplevel is to make sure your gear is up to date! This is because of how the scaling works. Generally, if you are wearing green gear of your level it will be scaled up to as if you were wearing level 80 green gear. If your gear is significantly below you, you will suffer huge disadvantages as a result as that gear won’t behave like level 80 equivalents.

Of course you will never truly be as powerful as an actual level 80, because you’re missing so many traits and very likely have limited choice of utility skills as well.

Bank space is worse than F2P games

in Guild Wars 2 Discussion

Posted by: Slyther.1297

Slyther.1297

Your materials tab actually provides you with a lot of convenient space, and you can deposit the materials that fit in it at anytime via the gear icon in your inventory. That one tab should be more than enough for a new player. A lot of people will also create mule characters or personal guilds to store extra items on if they need that extra space.

Dragon Ball win/loss

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Posted by: Slyther.1297

Slyther.1297

PvP Activities don’t keep track of this. (If it does it’s not visible to the players)

Not like win/loss mattered for Dragon Ball anyway with all the one sided matches, people leaving, forced auto balance, etc.

Spring Rolls stack up to 5.5mins of swiftness

in Guild Wars 2 Discussion

Posted by: Slyther.1297

Slyther.1297

Boons don’t have a maximum duration, rather a maximum amount of ‘stacks’ they can have. If I remember correctly most duration stacking boons have an internal stack counter of 5 or so.

When you combine this with boon duration increases it can bump it up pretty high, so assuming 100% boon duration each ‘stack’ of swiftness is giving 60 seconds, granting upwards of the five minutes you’re seeing.

WVW Map completion

in Guild Wars 2 Discussion

Posted by: Slyther.1297

Slyther.1297

I went and searched through the more recent news posts as I remembered a short statement about WvW map completion being buried in one of them, seems I can’t find it though so I redacted my previous post for potential misinformation.

WVW Map completion

in Guild Wars 2 Discussion

Posted by: Slyther.1297

Slyther.1297

Redacted for misinformation (Can’t find the blog I was referencing)

(edited by Slyther.1297)

I'm not getting Dragon Ball Champion Tokens?

in Bugs: Game, Forum, Website

Posted by: Slyther.1297

Slyther.1297

You need to win TEN games to get a token

Silverwastes: pack bull refuses to move

in Bugs: Game, Forum, Website

Posted by: Slyther.1297

Slyther.1297

It’s possible the event designers had an oversight in how the vines affect the escort bulls. The indigo bull from Red Bastion will also perform a long elaborate circle around one of the vines, then teleport to its first location that enemies spawn at. The Amber bull is not affected as much.