Showing Posts For Suth.8567:
Similar issues started to show up in EU one to two hours ago.
Summoning Mayatl currently does not trigger his group event. He can be killed, but does not award the mastery point and not his daily chest.
Same issues tonight.
- On Langmar only 1 out of 8 members got personal reward.
- Quaggan Race: The guild got no reward along on first try, on second try with 3 other guilds only 11 out of 15 quaggans were counted (out of appr. 30), so that nobody completed the rush.
Bump for justice.
So, the situation seems to have not improved at all in the last 3 months, has everybody in EU given up?
I myself am using Battleping for the time being, but am less than happy about needing to pay for third person software in order to get a decent ping.
Really Anet, not even pingplotter reports to support made any difference, are you not in investigation with the usual suspects AKA internet service providers in Europe?
Hi, nice to see the brackets, but is there any chance we’ll get to see some of the Pool games? I’m particularly interested in the ‘calm down and drink some’ games.
Cheers!
I also think that this change will be helpful in making solo queue more fun again. Mid air turrets should be fixed, though, too, as it is being exploited broadly. We’ve seen them even in ESL games…
Build: 0/6/6/2/0 “Osicat’s Hidden Cat"
Link to Post: WvWvW/Pve Shatter Cat 2014-04-23 see post ‘3.2 Hidden Cat 5.0’
Notes: As the linked build uses a mix of pve armor parts, i’ve just taken the celestial amulet, which works pretty well with all the might stacking of the build.
Results: The build has enough damage to make a decent defender and channels mist essence easily given the nature of both mantras. Killing defense NPCs and assisting the final lord push is also no issue. The build has some issues with taking down tanky players.
(edited by Suth.8567)
Just had this again, this time 4 of 5 enemy players remained invisible for the whole match.
As a note, all 4 were invisible from the start, so death and respawn were not part of the bug.
So the serious lag issues that started on the 24th of January and are still ongoing for my whole guild are still not resolved.
I don’t think it is a coincidence that it started with the sales event and many new / returning players because of the HOT announcement.
Ofc, I’m no specialist, but I’d like to remind any Anet-Representative that we had very similar issues in the end of 2012 (October?) and 2013 (December?), IIRC. As far as I remember, the issues have been identified as a serious bandwidth issue on level 3 routing to the authentification server back in the day, and did not resolve until Anet was working together with level 3 to resolve it.
At the moment, frustration is occuring regularly because of heavy rubberbanding and up to multiple minute lags during primetime, rendering some guild members or me to be unable to play at all.
Event the european WTS qualifying finals between TCG and oRNG were plagued with lag, see for yourself. Of course, the shout casters labeled the lags as “animation issues”, but for me it is quite obviously lag, including heavy rubber banding of Helseth leading TCG to forfeit one game, and 2 disconnects.
I really think Anet needs to fix these issues if they want a halfway reasonable HOT start…
(edited by Suth.8567)
I am experiencing terrible lags in prime time since saturday, in both PvE and PvP.
In PvE, various open world maps I tried and CoE had all the same issue. Usually, the issues start at around 7pm and last until 10pm (UTC+1)
- Your location (today): Germany / Unranked sPvP
- Time and date of incident (plus time zone): Started at around 7pm UTC+1, still ongoing.
- Game World: Drakkar Lake
- Brief description of what you’re seeing: Players warping regularly for some game-meters frequently, players not updating their position for up to 30 seconds sometimes, inlcuding my inability to activate skills for the same amount of time.
(edited by Suth.8567)
1) Guild Halls
2) Guild Calendar
3) Account Names to Character Name
The ‘Gatling Fists’ skill of Mark II Golems seems to be doing a lot more damage than before the feature pack patch.
For example, on my half soldier/half zerker level 80 guard, a full channel of a veteran Mark II Golem hits for around 20k damage, downing me easily if i don’t dodge fast enough.
1. Engineer
2. Ranger
3. Necromancer
Same thing happening on Drakkar Lake at the moment.
Note: This does not only happen to Elementalists. I observed that a few or perhaps every teleport skills can trigger the inability to move afterwards. I experienced it on Mesmer, too, and heard it from thieves as well.
In the last weeks, I and all that I asked experienced that the game chooses apparently random between combat and ambient tracks that are played. Investigation in this matter would be much appreciated.
My guess is that the number of objectives that need to be solved depend on the fractal level. With fractal level 10 (and below?), it is not needed to complete the heat chamber.
There is one cooling rod on the left side of the laser cannon room and one after killing Subject 16. My party collected both, only to notice that you need a third one in order to deactivate the heat room. Anyone got a clue where the third might be?
After yesterday’s patch, Veteran Risen Subjugators do nothing else apart from channeling something like life siphon non stop (the whole battle, which took longer than 30 secs), with approximately 1.5 to 2k damage per second.
As a duo of exotix to ascended equip, we wiped nearly when trying to get to the chest guarded by one of these mobs in Malchor’s Leap. Additionally, the skillpoint behind Lyssa that is guarded by one should be quite hard to obtain for a character under 80 with blues/greens/yellow, I assume.
Yes, I don’t see the point, and I would have chosen another armor type if I would have predicted this change.
Very sad about this decision (and could have been hinted in the patch notes clearly).
I’m disappointed by this too. Is there any good reason why it didn’t return? As far as I remember, it was quite frequented last year. At least more than Lunatic Inquisition, as far as I can tell.
Nice to read all this great news!
Further down the Road
- We’re also looking to make conditions scale better in PvE/WvW leveling so that they’re more viable at different junctures in the level scale.
What about the announcement from Dec / Jan that there are plans to make condition damage competitive with direct damage, especially in regards to the ability to take down structures? Is this still planned?
I still have the feeling that either collision is not working 100% in tribulation mode, or that it has never been working quite correct, but is made apparent by TM. Two examples:
- In world 1, zone 3, after checkpoint 2, the first jump with the mushroom kills me 50% of the time in midair. My guess is that the game thinks I did not jump onto the shroom, but into the acid instead, and kills me.
- Same zone, entry to shop 1: I need at least 10 tries to not get killed when trying to jump through the acid waterfall, because some check kills me just before I’m entering the shop.
These are two of the most obvious examples, but there are many others less obvious, like getting killed while jumping over some spikes.
Can anyone confirm that collision, sometimes physics in general and lag are worse in tribulation mode? Sometimes, I’m rubberbanding to my death, which didn’t happen yet in normal mode at all.
Binding 'dodge-jump' on programmable mice
in Super Adventure Box: Back to School
Posted by: Suth.8567
I would rather have the possibility of binding it on a single key as an ingame command option than having to rely on an outside macros that may not even be permitted by the policies.
Yes, that would be the ideal solution. However, I doubt that, even if Arenanet agrees in general, it would be implemented in time with the current SAB availability.
Binding 'dodge-jump' on programmable mice
in Super Adventure Box: Back to School
Posted by: Suth.8567
As far as the old discussion goes, there is a Arenanet policy called “one action per one keystroke”. Please have a look at the linked thread for more information.
Concerning me, dodge jump is actually one action that is triggered by two input commands, but I’d like to have a confirmation to avoid doing a theoretically bannable offense.So his thumb is breaking the rules of policy and terms of agreement?
I don’t get your point, could you please elaborate?
Binding 'dodge-jump' on programmable mice
in Super Adventure Box: Back to School
Posted by: Suth.8567
Well you gave your own answer there didn’t you.
Well Josh said back then that he would check with who ever can decide before giving an answer. Here is hoping that there is an answer by now.
Binding 'dodge-jump' on programmable mice
in Super Adventure Box: Back to School
Posted by: Suth.8567
As far as the old discussion goes, there is a Arenanet policy called “one action per one keystroke”. Please have a look at the linked thread for more information.
Concerning me, dodge jump is actually one action that is triggered by two input commands, but I’d like to have a confirmation in order to avoid doing a theoretically bannable offense.
(edited by Suth.8567)
Binding 'dodge-jump' on programmable mice
in Super Adventure Box: Back to School
Posted by: Suth.8567
Hi there,
This discussion was already started back when the original SAB release was live, but as far as I know, there is no definite answer to it yet.
Please have a look at this thread.
In order to do some dodge jumps in tribulation mode 100%, it would be nice if we are allowed to bind dodge jump on our programmable mice.
Any feedback on this matter would be appreciated.
Thanks!
World 2: Difficulty change clouds not working
in Super Adventure Box: Back to School
Posted by: Suth.8567
Yeah, I did normal mode with this character, but I’m not sure I completed infantile mode with it. Thanks for the answers, I will try that out.
Stuck at pain cliffs pagoda with rolling gong
in Super Adventure Box: Back to School
Posted by: Suth.8567
Ah I see, thanks a lot.
World 2: Difficulty change clouds not working
in Super Adventure Box: Back to School
Posted by: Suth.8567
As the topic says, I’m not able to interact with the clouds that should allow changing the difficulty of world 2. Is this a bug?
Stuck at pain cliffs pagoda with rolling gong
in Super Adventure Box: Back to School
Posted by: Suth.8567
Hi, I’m currently in normal mode pain cliffs and don’t know how to proceed.
The issue I have is that the gong at the top of the pagoda rolls down, but I’m not sure anyhting happens with it.
Any help would be appreciated.
Thanks so much for the information!
As most of us know, With the January update, ascended amulets have been introduced, with a variety of inscription prefixes.
There are three amulets available for each inscription type, one with an offensive, a defensive, and the newly implemented utility
infusion slot. This accounts to a huge amount of available amulets, as it is. People are at the moment able to buy these via the new
currency ‘laurels’, which is obtained at a rate that allows a regularly playing user to achieve to complete one amulet of his chosing each month, approximately.
Popular inscriptions such as berserker and soldier are included, so that these players have a rewarding, but time consuming, way of improving their toon.
Other inscriptions, that are maybe not so popular, but used by a variety of players, are not introduced, though, like, but not limited to Carrion, Knight’s, Cleric’s , Rampager’s. This limitation can also be seen in all other ascended items, so far. These players might ask themselves why they are not able to itemize their characters as they are used and prefer to. Some will just not care and turn to other itemization options, but others might just not feel the urge to obtain other ascended gear, and will feel as if they are left behind the other players in item quality.
What advantages do seperate types of infusion slots offer?
There is a possibility to fill an infusion with offensive stats into a defensive slot, it’s just more expensive to do this instead of putting a ‘fitting’ offensive infusion into it. The same applies to filling defensive stats into offensive slots. In addition to that, Utility slots can also be filled with attributes that are not used in combat calculations, and as such do not provide benefits to a player that wants to update his toon in a competitive direction, but allows him to get things like a bit more coin per kill or a bit higher chance to get a desirable drop.
My bottom question, having all of the above in mind, is that why is it more important to enable some players to choose between three items that have stats exactly to their liking, and other players are completely left out?
In addition, why add a third infusion type when you could also instead broaden the stat variety and add a new infusion slot type in a month or two, when hard core players will have completed their first amulet?
It is unclear to me in which way the Guild Wars 2 design is improved by having these three infusion slot options instead of just a one size fits all implementation.
Just ascended amulets? what about the rest of the gear?
Good question!
Ascended rings will also be available for laurels as well. Back slot items will be made more widely available in the future and will likely tie into a different reward system.
(Please note, the ascended gear purchased for laurels will not have agony resistance built in, since that mechanic is currently unique to progression in the fractal dungeons. They are however statistically the same as any other ascended gear.)
We will also introduce an additional reward system (or systems) in the future to make these items more accessible to WvW players on top of the laurel system.
The remaining ascended item types will be introduced in future releases, and may or may not tie into the laurel system, TBD.
(Edited to add note about agony)
Will we also be able to purchase rings with nomenclature currently not existant at the fractals merchant including: Cleric’s (Healing/Toughness/Power), Giver’s (Toughness/Healing/Boon Duration), Carrion (Cond Damage/Power/Vitality), Apothecary’s (Healing/Toughness/Cond Damage), and Magi’s (Healing/Precision/Vitality)?
I’d like to know this as well. Are there any plans to integrate the itemization options we have been getting used to from gearing up before the arrival of ascended gear? As a condition ranger, I typically itemize using Carrion gear, as I don’t get much return from precision. As it is, there aren’t many valid choices for condition builds from ascended gear.