Showing Posts For Splarv.6180:

Level of harvesting sickles

in Bugs: Game, Forum, Website

Posted by: Splarv.6180

Splarv.6180

Often happens that harvesting sickles are needed 1 level more then other tools. For instance when I need a steel pick and an axe a sickle must be darksteel, etc. This begins from some level and to the end of game. I don’t konow is this a bug or a feature.

Superior Rune of Nightmare

in Bugs: Game, Forum, Website

Posted by: Splarv.6180

Splarv.6180

I checked this, it was true. It can be easyly checked in the heart of the mist. Without rune of niggmare I has 10 ticket of poison, with – 12, thus it gives 20% condition duration.

So you think wrong.

Superior Rune of Nightmare

in Bugs: Game, Forum, Website

Posted by: Splarv.6180

Splarv.6180

According to this
http://wiki.guildwars2.com/wiki/Rune_of_the_Nightmare
pvp rune of nightmare give 20% condition duration instead of 10% as in tooltip. And I checked this, it’s true. What about PvE runes? Where is bug: in rune itself or in tooltip? What is correct value 10% or 20%? I don’t want spend a lot of time to farm all 5 runes of Nightmare and later this will be fixed to 10%.

Seeing map/armors/stuck/weapons or other art issues?

in Bugs: Game, Forum, Website

Posted by: Splarv.6180

Splarv.6180

Shields are in wrong place (too close to back and sometimes inside) in preview for Asura character. In real life all fine.

Attachments:

Please change asura run with pistols animation

in Suggestions

Posted by: Splarv.6180

Splarv.6180

Now an asura with armed pistols run like as a skier with ski sticks or a cripple with crutches. Especialy with default view of character from the back. Please change it to more natural animation.

lack leather in Dredgehaunt Cliffs

in Suggestions

Posted by: Splarv.6180

Splarv.6180

There are dredge with metal drop and svanir with clothes drop In Dredgehaunt Cliffs. But leather is abscent and poor engenier of Durmand Priory has to move to another map with the same level to accomplish leatherman crafting.

Engineer bugs compilation

in Engineer

Posted by: Splarv.6180

Splarv.6180

Utility Skills

  • Auto-attack settings are not kept when switching kits.

Already fixed

Strange logic for legendary firearms

in Crafting

Posted by: Splarv.6180

Splarv.6180

Two profs can use a rifle: a warrior and an engineer. Say more, a warrior use sniper scheme: aimed shot animation and aimed skill naming. A engineer use hip shot animation and “shortgun” scheme rifle skill naming. And three profs can use a pistol: an engineer, a thief and a mesher.

What about legendary firearms.

The Predator is a rifle looking like a sniper rifle. As a sniper rifle it will be best looking on a warrior (I explain “why?” former). But created by huntsmen and leatherworker, thus most probably it will be created by engineer. But for engineer will be more suitable a shortgun or pistols.

The Quip is a pistol looking like a clown pistol. As a clown pistol it will be best looking on a mesher. But created by huntsmen and armorsmith, thus most probably it will be created by warrior specialized on ranged attacks. But warrior can’t use pistols at all.

One more idea how to implement weapon kits.

in Engineer

Posted by: Splarv.6180

Splarv.6180

The second weapon slot of engineer was removed to enforce use weapon kits. Weapon kits now is a skill. But will be better make weapon kits and device kits as virtual equip items showed only on equip panel and give engineer second weapon slot. Thus will be much more convinient and fun. Engineer will can mix, for instance, pistolets and a rifle at low levels, the mixture gun and flamethrower at high level, improve them with sigil, use sigil “of swap weapons” and even mix for instance one handed weapons pistolet and grenade. Grenade obviosly must be one handed weapon with separated skill for right and left hand. Even med kit may be one handed virtual “weapon” with bandage skill for right hand and mixture for left.

But may be main reason of this is I want to switch between the elixir gun and the flamethrottle by the ` key without using convention weapon at all.

Weapons kits for engineers

in Suggestions

Posted by: Splarv.6180

Splarv.6180

You removed the second weapon slot of engineer to enforce use weapon kits. Weapon kits now is a skill. But will be better make weapon kits and device kits as virtual equip items showed only on equip panel and give engineer second weapon slot. Thus will be much more convinient and fun. Engineer will can mix, for instance, pistolets and a rifle at low levels, the mixture gun and flamethrower at high level, improve them with sigil, use sigil “of swap weapons” and even mix for instance one handed weapons pistolet and grenade. Grenade obviosly must be one handed weapon with separated skill for right and left hand. Even med kit may be one handed virtual “weapon” with bandage skill for right hand and mixture for left.

Preview weapons

in Bugs: Game, Forum, Website

Posted by: Splarv.6180

Splarv.6180

Please, change “preview” to show weapons wielded. Now, for instance, I can’t see pistolets under my coat.