Showing Posts For Syviren.7086:
I figured there is plenty of salt on here about DH, but something I haven’t seen much of, which I believe is a pretty big issue is trap cast time. I can cast during channeled skills, including stomps, and it seems to be all insta cast. This may be a bug, but it needs changed regardless
Personally, during times like these where there is some silly broken meta, I stop playing my main because it gets annoying, but I have to say, playing as a dragon hunter is currently hilariously OP. I could complain about how broken it is, but I’m having fun crushing multiple people at once without having to even try. Fix it please, but I’m not gonna let it ruin my fun right now. Yes, i’m a jerk. Its ok :p
In game there appears to be a warning on rings that when you remove the infusion using the tool available in the fractals lobby that it will become soul-bound. This appears to be fixed now. It said account bound in game when I removed the infusion, and was successfully able to equip it on another toon.
I don’t know if this is a universal fix, or I’m just special, but it worked correctly. The warning is still there, and it is also still noted on the wiki.
What mission awards it? The wiki is missing information on a few of the pages for the mission rewards.
I posted on this earlier, and I fully agree some rework would be excellent! Thank you for a well written post.
One addition, don’t let anyone in a Spvp match join a lfg advertised group. (I have accidentally done it, and couldn’t leave the party. Ya, I’m terrible). Probably a bug lol
Not gonna whine about it, but we could use some more options. The open world LFG is getting pretty clogged with:
teq taxi
VB tier 4
HP train in AB
Cof Mast Far
Bring shovels
Choo choo!
VW
SW 4/4 30%
Evos TT taxi
Late kitten
Breach
LF chest farm
Selling FotM 50, 20g
ect ect.
Just could use some more sections. HoT section, maybe for the maps would be lovely. World boss, raids, Silverwastes. Those would be nice. Thanks!
So there is a few things we all want to hear NPC’s say. I have 2.
Random Mordrem statement:
“More violence, I say! Less violets.”
The Nuhoch at the recently changed hero challenge in verdant brink:
“I still don’t think you are worthy”
Screen Flickering and Game Freezes -Fix Guide
in Account & Technical Support
Posted by: Syviren.7086
Thank you for posting this! Made it super easy to fix! MANY MANY thanks!!
Sky hammer! Yay! Lets fight at this point! Oh ya, messing this guy up!
Let me just toggle through targets real quick… And i just leapt off a cliff AT A WORM.
Or: They cloaked, and I AUTO TARGETED A WORM, and am flailing around like an epileptic. Aaaaand i’m dead.
Please. Make the worms untargetable at the bottom of sky hammer. PLEASE. The flavor is cool, but please. Spare us all….
Tyrianosaurus Treks (fun times with HoT beta)
in Guild Wars 2: Heart of Thorns
Posted by: Syviren.7086
Man I’m laughing so hard at this
Its not too bad, but atleast those boxes die
As said above. A necro can gain life force from attacking a gate in stronghold. Or other skills that need a target to gain life force.
Just FWI
This is an initial impression, and I don’t want to read 5+ pages of notes.
LOVE it so far! – Some suggestions:
Reconstructive Field is great, but it doesn’t last long enough to do much with. Maybe +2 seconds? But the feeling is good when jumping around on hammer.
Shredder Gyro: I love it, but the cast delay is a problem. Some fields are gone by the time I’m done casting it, and with the water field, I actually have to cast it first, then drop it on my field in order to get any healing from it.
Flame Kit, Mass momentum, and juggernaut combo, Possible Bug/gameplay issue:
It’s fun! But the stacking might works outside of combat, so i feel like i have to sit with it to let it build up might before I enter combat. I feel like it slows down effective gameplay because in order to get the full benefit, I need to wait and let it build before joining in, which slows down engagements. Also, since it is pretty great for stacking might, I basically end up using it as a might buff while in combat. I dont know if thats how its supposed to be, but its what I’m doing.
These aren’t bad, I’m just being nit-picky! LOVE it otherwise!
Yep, they’re warming up now. Soooo excited!
I talked to Maclaine, and he said they’d be doing a similar set to yesterday, so if you missed it, or want to hear it again, I highly recommend you tune into Twitch.
And we have some a really good conversation going on with Colin, Mike, Rubi, and Anthony.
About making this available elsewhere?
When is the next live music?
So, if I understood this right, these are simplified versions of an orchestral version. I want THAT version! The simplicity makes the individual instruments makes the important notes standout so much better. It sounded amazing, and the simplistic style was fantastic!
If you guys release that version, and the game gets the orchestral version, there is a very good chance I’m gonna mute the game, and just listen to that version :p
Please, for the love of all 6 gods, POST THAT SOMEWHERE!!! I want to listen to that, like 4 million more times. PLEASE post it on youtube or something! Would be an amazing advertising!!! PLEASE!!!
Amazing! 10/10!
That would totally make sense. Man thats annoying. There is so much stability that, if that stops it, then that really sucks. They NEED to fix that. Makes it almost useless unless you get the drop on someone.
This may sound like a silly question, but I was wondering if someone had a list of buffs/boons/skills that makes basi venom not proc. Seems to me like a portion of the time it doesn’t work at all, so I wanted a small list to look for.
The wiki says “The venom is still used if an attack is blocked, evaded, obstructed, negated by Blind, or if the target has Invulnerability or Defiance.”, which I am well aware of.
But, from what I have seen Endure Pain seems to make it not work. I think this is because the strikes are not actually doing damage, but it uses the charges because I am landing a hit. Possibly a bug.
Anything else I should know about?
Ah, yes forgot about the rank farmers. That explains some of the AWFUL people I’ve ran into with titles like mist walker. And yes, playing different builds for different classes makes a big difference with player skill.
I main thief, and I see so many people who I KNOW have to be new to thief and just don’t know how to rock a thief yet, and are upset about it. High skill ceiling, but so easy to be terribad with. When I started pvp’ing, I laughed at thieves because the saturation of terrible thieves in low ranks. Now they can be hard to deal with. And you can see the difference on the forums with ones who are good, and ones who stink.
(Side note: I don’t care if thief is a ‘good’ class in sPvP. It’s SO MUCH FUN)
This is just something I think we should all do. Casually browsing I see a lot of QQing, and disagreements about whats OP and what isn’t. The “l2p” reaction DOES have merit, but because at higher skill levels you learn what works and what doesn’t.
Normally rank is a good indicator of what skill level we are talking about (hopefully). I have found that over time as I suck less, what I thought was annoyingly OP, and what I QQed over has changed dramatically.
For example, pew pew rangers used to kitten me off A LOT. Now i destroy them easily, and they are one of the easiest builds to face-roll. (I actually get this cruel pleasure from it now, like some sweet revenge for all my previous salt)
I see tons of people arguing about whats OP and whatnot, and you can tell who just straight up sucks. Just an idea.
I’m rank 71 atm.
I want my death blossom animation!!! I LOVED that! I would use it even if i didn’t want the extra attacks!
I seriously thought my computer was overheating! I was about to run heat stress tests. PLEASE let us know when you are about to START these ‘experiments’. For those of us who are easily panicked, sudden framerate dropping on what is normally a over 60fps rig, with no network problems, freaks us out.
Not cool A-Net. Not Cool.
Impact strike is easily the funnest skill in the game!!! Please don’t nerf it! It is difficult to pull off most of the time, but its amazing fulfilling to use! SO AMAZING
Dodges feel slower than a reg dodge. Seems to be pauses before or after. TONS of fun though!
Ive found that a daredevil/panic strike hybrid works for PvP, but i dont even bother with staff.
I actually agree with this. It can be annoying. But I definitely see that its easy to ignore for a few seconds and accidentally not hit it. I think it should stay on top UNTIL you OK it.
For those who are higher rank, it is difficult to try out a new class with a completely new play style based on the new specializations, while fighting other people at the same rank who are using meta. Makes it very frustrating to make a build, just to find out that it has a big flaw or needs to be tweaked badly, then spend 10 minutes getting killed by meta players.
With practice you could pop in, die really quick, then go “Oh, ill leave and try this again.”. Instead its “Oh man i messed up, and I am now going to die over and over again. For 10 more minutes. While my team dies horribly, because I tried something dumb”.
Its like being forced to bang your head against a wall for a whole match. For those who want pvp as normal, it really sucks to have someone trying something new on your team, then them just dieing a lot.
We need practice arenas for this.
Will there be a bank and/or wallet reset for BWE2? I know we are keeping ‘progress’ from BWE1, but I don’t know if that includes those two.
This has been a reccuring question for many of us who want to test some gearing not currently available through beta gearing boxes (Sinister, Zealots, Sigils, Runes, Ascended Items, Laurels, Dungeon tokens, Transmutation charges, Dungeon Tokens for runes, ect ect)
Hoping for a dev to answer soon because I have some crafting to do if it will reset.
Thanks!
I laughed so hard at that! I can’t wait to try this!
We need answers!
Any new news about this?
Its doesn’t always affect players, which i believe that if i miss it uses the charges. I thought it was just me not noticing blocks or something, but it is on and off with it working. Ill post again if i can duplicate it. Hard to test it since it’s an issue in sPvP.
I also want to know about wallet duplication as well. Is that going to be resetting?
+1 on this! Please let us know ANet!
I come from a heavy RTS background. sPvP, while focused on avatar vs avatar combat, has some much larger scale strategies. sPvP matches revolve around holding points as long as possible while accumulating points (We all know this). But it seems to me that players put too much emphasis on winning every fight, rather than focusing on winning the game. With this idea of focusing on the points, some “alternate” strategies become very viable, and pretty fun.
Most of what I’m describing works with my builds which are almost always high mobility setups.
I like to do what I think is best described as the art of wasting time. Their time. For example, I will go after a point that 2 opponent team members are on. Why? I’m going to lose the fight for sure. But, if I try to live for as long as possible, then I kept 2 players busy at one point, while on the rest of the points its going to be 3 vs 4, in my teams favor. This is really only effective if I’m good at being hard to kill, but it works for me.
I also like to fight off of points that I have taken. Engage them after I have taken the point, and far away from the point. Which keeps it from being decapped while we move around. Keeping an eye on it is essential, but it works well most of the time. This is most effective if really far away from a point, and keeping multiple opponents busy.
On foefire, I will take a point, then go wack on their gate a few times. Then leave. They get the “we are under attack!” warning, and some of them run off to the gate. Wasting their time.
One of my personal favorites is on forest, in the very beginning, killing their monster. Using thief, SB 5, and shadow step, its fairly easy to get to the other side quickly. Then when their monster is low, steal, and HS away. Works really well, and is VERY satisfying. (I love to say “YOINK!!” afterwards) Also, when its dead, you play hard to kill, and they waste their time trying to kill you, and not taking mid. I pretty much always die, but I can sometimes take atleast someone with me. (Even if this is not the best, it SO MUCH FUN to do it) If its already dead, I will take their home while they focus on mid.
I’ve seen a few other people try some other alternate strategy. I have a zerker thief friend who decaps points then leaves. His initial spike is good enough to take out someone on a point almost instantly, but he is too glassy to risk staying put, so he just ganks people and decaps. I don’t like this one personally, as I like a bit of wiggle room with my HP, but he likes it
Do you have some “alternate” strategies? Please share
I don’t know if anything has been stated about this, but I was wondering if anyone had seen something new. ANet has said that they will be keeping the progress from the last BWE, Does anyone know if they will be reseting anything at all? Character slots, bank inventory, wallet, ect? Seems to me that the only “progress” we need to save is mastery progress.
I care because I want the bank and wallet reset. There is a number of runes, sigils, and equipment I wanted to try out that aren’t included in the piles they give us. Malice sigils, nightmare runes, sinister gear of all kinds, ascended gear with AR, ect. I have been gathering them to try them out with the next BWE, but I don’t know if it will matter at all if those don’t reset.
Just wondering. Thanks!
Friend of mine is stuck there too!! HALP!!
So I LOVE the idea of a mentoring bonus! I really enjoy helping new people learn how to play the game, and I also have many friends who also want to start playing. I really like this idea of having some kind of bonus for those doing it.
On the other hand I strongly believe that this will get nerfed for people abusing the tags and speed bonus, and the reporting flood that happens will not be sufficient to stop them.
But I LOVE this idea!!! It helps promote a positive community, and a way to get people who might get bored and leave before they make friends. I think the bonus needs to be rethinked, and needs to be a better reward for us vets, and less need for reporting.
The Idea:
Bonus XP and Karma while mentoring, given only when the mentor is higher level. (Not magic find because it would be exploited for farming.) Now that XP will matter for masteries, it would be an actual reward for us. A nice reward. It would also encourage us vets to go back to old areas to help newbies.
It doesn’t have to be a big bonus. Some examples could be:
+1% XP and Karma per player 5 levels lower than your level
+2% XP and Karma per player 10 levels lower than your level
Oh good to know. I still don’t want to have to go out of the way for it though. I want to focus on the beta, and a lot less on zoning into cities. Just seems to me like just giving them to us would be nice, and easy.
I think every characters made should include a good amount of transmutation stones. We all want to make our new character look cool while we do cool things. But we are testing tons of different gearing, and can run out quick even if we haven’t saved before hand. I think we should just get a bunch with every character. It doesn’t effect the main game in anyway, and the beta characters cant buy them anyways.
Please!
[Beta Suggestion] Bring back the "Bug" button
in Guild Wars 2: Heart of Thorns
Posted by: Syviren.7086
This is actually a time saver for the devs. During the first GW2 beta test, we had a big “Report a bug” button that was located somewhere on the main UI. A little ladybug if i remember right. It was cute. And I know it’s in the menu, then support, then submit a bug, then select the type, ect ect. But, when on a beta character, can we just make it a button on the main UI again? With a default for beta content? Make it a lot easier to casually report bugs, and simply keep playing, rather than jumping on the forums.
I really love alot of the new HoT content coming out, and I want to make it easier to handle and fix. Spamming a million forum threads with issues seems like a waste of time. Time that we could be spending playing. More importantly, time the devs could be using to fix the bugs, instead of reading about them on the forums. Instead of sifting through mountains of salt.
Anyways, AWESOME job guys! Love the direction this is going, in, and i’m very hopeful for the future!
The person who gives the dialogue about season one can be heard clearly as if you were facing her as you walk away from her, even at very large distances. It also persists to the character select menu
The examples don’t matter. Its the idea. Whats hard to use, and what isn’t is a matter of opinion, and the salt will continue to pour out until the people who get killed by better players stop posting and go practice not sucking at pvp.
Title says most of it really. I think I have seen this before, but I don’t think it can be understated how helpful this would be.
Some examples: Thread:
[Poll] Revenant Weapon Swap?
Yes: 761254387 Votes
No: 1 Vote
We want passive skills too: 64 Votes
[Poll] How much salt is too much salt?
There is never too much salt!: (all forum posters) Votes
Any salt is too much: (all A-Net posters) Votes
I’m watching my salt intake: 0 Votes
[Poll] When will Anet-senpai notice me?
If I vote will Anet-senpai notice me?: 432 Votes
Anet hates you: 1657617642 Votes
OP should stop being a weeaboo: 17562 Votes
There is more serious ideas like “Is warhorn a good elite spec weapon?”, “Is this build OP?”, “Is stronghold fun?”. ect. I think A-net posting polls would be the best idea for gauging how much QQ there is for things.
So I was thinking about this, and it seems to me that there are 2 types of builds that are considered OP.
1) Easy builds that offer too much reward
Simply put, a build that is very easy to use, and can be devastating. This is primarily best against new players, and can be beaten, but in some cases, can be simply just too easy to kill other players.
An example of this I would think is pew pew ranger. Long range, sit somewhere hard to get to, rapid fire all day, ect, ect. Beatable, but annoying. And to new players fighting new players, its easy mode.
2) Getting destroyed by a really good player using a hard to use build
This is the number one thing that is annoying when called “OP”. Some builds are quite difficult to master, but when you get them down, are devastating. But that’s the thing, its hard to use them. But when used well, you destroy everyone and lawl all day every day. “Hard to use” varies from player to player, and I think too many people get mad when they get roflstomped, but refuse to just try out the build, and simply complain.
There are examples, but the thread would be about whether they are hard to use, and it would turn into a QQ fest over the builds that people don’t like.
I think the REAL problem with the meta so far is that there aren’t MORE “hard to master, but amazing” builds, and more spread evenly across all classes. Builds shouldn’t be a reflection of how well you understand a wiki page. It should be skill. And when you die, it’s normally because they are simply better than you.
That’s what I have noticed, and its an actual pattern. And feel free to disagree or QQ.
I loved it, but bigger teams would be nice. Less time sprinting across the map. Like 8v8
Strong hold was by far, SUPER amazing. Just wanted to say that. Devs don’t get enough love as it is, but that was amazing. Normally I know devs wont respond, and someone shouldn’t start a thread just so they should see it, but I hope they see this one!
Awesome job guys! An amazing addition to pvp! Bring it back soon!
(feel free to ignore this, I just wanted to say it)
Love all the ideas! The rev is alot of fun, and I think the play is enjoyable. Just a few good tweaks, and it could be great.
I’m all for weapon swap. Sometimes ranged/melee is a requirement. Plus since the legend is kinda needs a certain weapon (ventari/staff and mace+axemallyx), it can make legend swapping less effective. As it stands the rev has the fewest active skills in the game. With every class having atleast 17 active abilities, and as much as 41 (ele with 4 conjure weapons), the rev has a total of 15. Weapon swap would give 20.
Gearing is another problem. 2 legends need 2 often conflicting sets of stats. I think an easy fix for this is giving a trait that, like many other classes, gives a % of a stat to a stat. mallyx/ventari being % of condi to healing. It’s a small buff, but it could be important boost that they need, and makes it more effective to use another legend that may need different stats.
Skill variety is a problem too. I know more will be added later, but a lot more is very important. It would be amazing to have a F2 F3 or F4 based off of legend. Also some skills that are available for ALL legends would be good.
Keep it up! Loving it so far
Suggested reading: How to Give Good Feedback
This thread is a good example of how not to.
I agree. Not being condescending to your audience would be a good place to start, but then maybe that is the OP’s purpose.
No, I agree that its very important to give feedback to A-Net. Just CONSTRUCTIVE feedback
You guys have ZERO clue how hard it is to balance a MMO. Every TINY change throws things off. And making huge changes all the time like everyone insists that its broken is silly, and just brakes more parts of the game.
ArenaNet had three years to balance the game. THREE YEARS. With almost no new skill or trait. This is almost unheard of – which other big MMORPG has spent that long so stagnant, without anything to make balancing the game harder?
In other words, ArenaNet had a great oportunity to balance the game. And what did they accomplish?
NOTHING.
Remind me, how much money are you paying for this a month? I forget how much our monthly is… oh, ya. We don’t pay one. Which means other “big” MMORPG makes who do get that monthly have a much larger amount of resources, IE more people to test and figure things out before release, than Anet.
I
This is where a PTR (public test realm) comes in handy
But noooo Anet has plenty of internal testers.. sigh
There would be TONS of balancing feedback , especially in terms of PvP…
now instead we have to deal with builds that are 1-2 shotting people left and right..
miss one dodge or block/interrupt and your kitten will be curbstomped in the blink of an eye.
I COMPLETELY agree with this. This is what they should do. Period. I will say that this is a more or less easy fix to this whole deal.
As an example of constructive math based suggestion, say you want to adjust burning. I see plenty of people talking about how much its OP, but I want to see some math. Say we wanted to tone down burning by 10% but only based off lowering the condition damage stat bonus
Current equation: 7.5 + (1.55 * Level) + (0.155 * Condition Damage)
—>Base stats (1000 Condi stat) = 286.5 damage of burning per second
10% bonus decrease: 7.5 + (1.55 * Level) + (0.1395 * Condition Damage)
—>Base stats (1000 Condi stat) = 271 damage of burning per second
(If I got my math right. PLEASE correct me if I did. I want to get this stuff right too)
Now increase Level stat bonus 30%, but with condition damage bonus decreased 20%
7.5 + (2.015* Level) + (0.124* Condition Damage)
—>Base stats (1000 Condi stat) = 292.7 damage of burning per second
Now for a proper demonstration of the changes you would want to know the base stat of condition and the condition stat maxed out. This would give you an idea of the range you could have a single tick of burning, and its interesting to see how it changes each skills damage and effectiveness. Then compare which skills use burning and how many ticks it makes in full, if completely effective. Past that, each skill needs to be compared to range and channel time. Then you can wander from there to specialization modifiers, changes from runes and sigils, AoE, HP/Armor vs how close you have to get, blah blah blah.
(I would finish my example but i don’t have the max numbers for the carrion PvP amulet, I’ll post it later. Probably)
There is an example of a math based suggestion, and the numbers behind it. MUCH better than “OMG BURNING SO OP” and the retort “No its not. l2p”
Constructive. Informative. That’s what i think is more important. It would be fun to write a tool for this…..
I’ve designed some games myself just for fun, with all the equations and it gets sooooo complicated so fast. The more features and freedom of play style you add, the more complex it gets. Its a headache. Not that my stuff was good, but its a very complicated system, and without breaking games down into the math its hard to appreciate fully. I really enjoy seeing the math behind things, and its neat to see what people did right, and did wrong. But tweaks are so much harder to make without checking everything else
You guys have ZERO clue how hard it is to balance a MMO. Every TINY change throws things off. And making huge changes all the time like everyone insists that its broken is silly, and just brakes more parts of the game.
In this new patch they had to rewrite ALL stats, and how the base game is played. AND how conditions are done at a base level. You people have zero clue how difficult that is to do.
Tell you what, instead of whining, you give new equations for all the conditions, with new stat base levels for players and gear, then modify all the damage coefficients for EVERY SKILL IN THE GAME including condition stacks and duration, and work that all out with EVERY combination of traits that are possible. Then after you have all that, work out every build setup versus every build setup and play style accordingly. Then test it against all skill levels that may exist for all players, with every play style. Do this with 50 people max.
Or, instead of that, you can test out as much as you can with a number of extreme scenarios, and do you’re best to make it balanced. Then dump it on thousands of ungrateful people so they can finish testing it, and then tweak it as they figure out what works and what doesn’t.
When they do internal testing, they don’t have thousands of players running tests. Live environments with different builds and play styles are almost impossible to balance correctly with only a handful of people to test them. Yes, sPvP is WAY more hectic, and PvE is way more easy because the incredible increase in damage. But those can be the hard to test without ALOT of people to try it all out. That’s why they release these builds and let all the people test it all out, and tweak it accordingly.
PLEASE be nice to them for once. They are trying, and they have a difficult time doing this. Plus they get to listen to A LOT of whining every time they make a change. ANY change. Be patient, and be constructive.
(I know most of the QQ’rs will keep QQ’ing, but whatever :p )