Showing Posts For Trey Enma.7851:
So many people complaining about if it was intentional or unintentional and I feel that this needs to be pointed out to them. Because something is not intentional at the start does not mean that it’s broken and or bad design. Combos in Street Fighter 2 were originally not intended to exist and it was only after players played around were they discovered at all. Sometimes players know better than the creators of the game, and one should take a glance at some of the intended things in GW2 and realize just how badly designed they are (Power Block Mesmer vs Thief for a quick example).
i lik win enemy is down, n a mez creates portal, blinks away, drops the other end, ports back to u, starts finisher, ports away, an den ports back on u to finish u. thats fun
I might be wrong, but I’m pretty sure there’s a delay on using portal repeatedly that prevents this from working anymore.
They can do it with blink, but I still don’t really think its that big of a deal. Its more utility intensive, harder to pull off and less safe than Mist Form/Elixir stomping (ugh).
Yeah, but what he was describing was placing a portal, blinking away, placing the end, starting a stomp, porting, and porting back to finish the stomp. It used to work, but it doesn’t anymore and probably hasn’t for quite a while at this point.
i lik win enemy is down, n a mez creates portal, blinks away, drops the other end, ports back to u, starts finisher, ports away, an den ports back on u to finish u. thats fun
I might be wrong, but I’m pretty sure there’s a delay on using portal repeatedly that prevents this from working anymore.
I don’t care if they take a while to release a camera update, what I would appreciate is seeing the fruits of these changes in advance instead of reading about options that have no value because I can’t specifically imagine how it will effect my gameplay experience.
Show me some pictures of horribad camera moments in the current build that can be avoided via changes with the new patch…
Thanks for that. I’ll check it out.
Edit: Saw a bit, though didn’t get to see what it looks like when the camera interacts with walls. Not bad for what they showed, though I’m still looking forward to testing things myself.
(edited by Trey Enma.7851)
I don’t care if they take a while to release a camera update, what I would appreciate is seeing the fruits of these changes in advance instead of reading about options that have no value because I can’t specifically imagine how it will effect my gameplay experience.
Show me some pictures of horribad camera moments in the current build that can be avoided via changes with the new patch. For instance, in Battle of Kyhlo at mid, if you move the camera to a position that’s too overhead, you will become blocked by the ceiling and you cannot see what either you or your teammates are doing until you move it back.
In the same map, if you get stuck in the hall under that exact point and pushed too much against a wall, your body blocks your view and it becomes borderline impossible to see what’s coming from any side.
In Forest of Nifhel, your view can be blocked by plants near where Chieftain spawns if you get into a skirmish there, making it very difficult to quickly and accurately use ground targetting skills or target enemies.
In PvE, tight confined jumping puzzles make me regret ever playing as a Norn or a Charr, so seeing some adjustments made to let me see what’s going on regarding these puzzles would be very much appreciated. Words are nice sometimes, but seeing visual examples would be much better.
Certainly would be nice to have some actual capes instead of the goofy wings and other stupid back pieces that we keep getting via gemstore. Clipping can’t possibly be a reason against it, considering a good deal of weapons and armor already clip and they’ve done nothing about it. Most of the time, my two handed weapons clip through hoods and mantles. With my Asura Elementalist, my daggers always clip through my leg armor.
While they’re at it, maybe some more pants that aren’t butt-capes would be appropriate. So tired of having 2 choices if I don’t want to wear essentially robes, maybe some hats that don’t cut your hair off could be done too. I don’t see why it couldn’t, in any case.
I’m not surprised, I mean, you don’t unlock downed skills until somewhere in the 10’s. It’s pretty obvious that they complicated things more than they originally were with their idiotic leveling unlock system.
The game at launch was not so complicated that we couldn’t figure it out, it didn’t treat us like idiots. The current system basically treats us like children who couldn’t handle having options. Do they think the average GW2 player is mentally deficient or something? Are they? I didn’t think they were.
What do you think would be so difficult with splitting it up into options?
I think it’s something we can both hope for and expect them to do in the future if they want people to care about sPvP on a more broad scale.
Could you be more specific here? What options are you considering?
Most definitely. Although I have lost a little hope for this to happen based on the direction the game has been going for some time now, but I think there are plenty of people waiting for this to happen. The pace, combat style, and mechanics are one and all top notch and it seems a waste to pigeonhole such a great game into one pvp game mode.
I’m thinking specifically of them splitting deathmatch and conquest into separate modes that you select before you queue. The only difficultly (which doesn’t seem that difficult to me) would be adding deathmatch maps. They seem really slow when it comes to releasing permanent content, so we’d likely be waiting a year or so for the maps to build up.
Another thing I would enjoy seeing would be a 1×1 deathmatch mode. Where each team supplies one member at a time and those players who were not selected get to watch their teammates fight until it’s their turn in rotation. Not a lot of thought has gone into this idea from me so far, but I think it would be an interesting addition for those who enjoy dueling, and it would lack the chance that you get 2×1′d or 3×1′d.
Go back to WvW if you are not equipped to ignore chat, or find four other people to team with. I’m not trying to be mean to you. I see and read worse things in pvp almost on a daily basis. But I either turn off chat or don’t bother contemplating mapchat much.
I enjoy pvp and will continue to do it, no matter what. I just dont know why this behavior has become not only tolerated, but considered acceptable.
The only reason that I could imagine that they tolerate what they once did not, would be that the game needs as many users that will spend money in the gem store as they can get. I base that purely on my own opinion though, so it’s massively subjective.
In my mind it would be so simple to implement a working deathmatch system. The actuality of resources consumed versus potential gain isnt.
It’s definitely not going to be as simple as the majority of us assume it could be, but what do you think would be so difficult with splitting it up into options? It kind of seems like a no-brainer to me, much in the same way that viewing locked dyes was a no-brainer that I was waiting for for over 2 years. I get that things can’t just be immediately adjusted, and that doing so without testing or planning would lead to likely more problems with a game that already has a lot of little problems with it, but I think it’s something we can both hope for and expect them to do in the future if they want people to care about sPvP on a more broad scale.
and that’s the point… there are some classes/builds which are just better in conquest than others… why should they shine all the time? point of multiple map modes is to diversify builds and compositions instead of only conquest specific ones… also there is a map vote, the fact that you don’t want to play something doesn’t mean others have the same opinion, deathmatch wouldn’t win the map choice if people wouldn’t like to play it
First, when did I ever say that any class or build should shine all the time? Oh that’s right, I didn’t. I also didn’t say that I only ever want to play conquest, so don’t make assumptions that have nothing to do with what I said.
People build characters to fulfill specific roles in PvP, the majority of that being conquest, since there are more maps designed around that than there are for team deathmatch. Some of these same builds are neutered when it comes to being forced into large scale skirmishes like team deathmatch offers and bring very little to the table. What works in one game mode does not work in all game modes and the majority of the time, you have control over what mode you play. One wouldn’t use the same build they do in PvE in PvP and expect it to work just as well after all, well the same goes with Conquest vs Deathmatch.
If we were given the choice to pick which PvP mode we wanted to play before we queued up, these annoyances could be avoided. Could also be avoided by simply allowing us to save more than one build at a time for different modes.
Deathmatch wouldn’t be so bad if you weren’t potentially randomly tossed into it. If someone creates a build that works for Conquest, that doesn’t mean that it’s designed to work for Deathmatch. The single map for it (Courtyard) is pretty dull as well.
I think they should do one of a few things to remedy these annoyances.
1) Implement a separation of Deathmatch and Conquest. (Probably best solution)
2) Remove Deathmatch entirely until they are willing to add more maps/support to it.
3) Allow the players to save builds, giving us the ability to create one build for Deathmatch and one build for Conquest. As it is right now, we get about a minute to change things based on the opposing team and if one hasn’t adequately prepared for the possibility of Deathmatch, then it’s definitely not a sufficient amount of time to adjust your build.
For a game so seemingly balanced and designed around PvP, it feels like there’s a lack of variety in it. The amount of maps for it are still countable on one hand (not including the Deathmatch map), a little variety + choice would be a welcome change.
I don’t really see a problem per say with low level armors not looking outstanding. The big issue that I have with armor and weapon skins at this point is that there seems to be no level of moderation. It’s like they’re given an arbitrary theme and forced to run with it, regardless of whether there’s actual inspiration given by said theme. This feels especially true of the Black Lion Chest ticket armor/weapon skins.
A simple design goes a long way, which is why I’m still so disappointed that they haven’t managed to surpass the design of Infinite Light in terms of swords. The sword, by the way, that is about as expensive as some Legendaries or a few Precursors. It’s such a charming looking weapon, with it’s own little effect that sets it apart from others and yet it doesn’t look ridiculous or require very specific characters to wield it in order for it to look attractive.
I think a lot could be done if Light, Medium, and Heavy armor skins could be used regardless which class you used. Asides from limiting the creativity of the player mixing and matching armor together, I can’t see much of a purpose for restricting things in this manner.
there will probably be a lot of clipping issues
There already are a lot of clipping issues. When my human character rubs his forehead, his hand passes through his skull. In an episode of POI, one of the dev players clipped right through massive vines and no one seemed to care, which makes me think that clipping is not a problem that the devs of GW2 are concerned with.
I’m willing to suffer a little graphical inconsistency through clipping for a while if it means that the game designed around custom clothing actually gives some freedom with it’s costume designs.
I think a lot could be done if Light, Medium, and Heavy armor skins could be used regardless which class you used. Asides from limiting the creativity of the player mixing and matching armor together, I can’t see much of a purpose for restricting things in this manner.
For a good while, it seemed like if it didn’t have spikes or fire on it, Anet wouldn’t add it to the game. Granted, it’s been a while since that was the standard, but they still seem to have this mentality that things need to look truly epic in order to be worth adding. Some players aren’t looking for massively complex designs, and would simply like to dress up in some somewhat standard fantasy clothes.
I’d personally like to dress my Mesmer up like a Bard, complete with a wide brimmed hat with a feather in it, while still letting my hair show. Unfortunately, I’m limited to light armor, which has no hats and only uses hoods and silly looking masks that look nothing like what I want to. When a simple, yet attractive rapier was finally added to the game, I’d thought that maybe they were finally done trying to make everything look complex and silly. Unfortunately, it doesn’t seem like they’re anywhere near done with it and every additional gemstore armor/weapon set seems like it needs to try and outdue the previous one in terms of complexity.
A little simplicity in some newer designs would go a long way.
Is there any word on this bug yet?
Here we are. As you can see, I’m alone in the room and both Jagged Horrors belonged to me. I have no idea how I managed to summon them, but there they are.
I’m still waiting for it to occur again, I like to think that I’m a special character who will bridge the gap between Mesmer and Necromancer and create a hybrid class….Mesmomancer. But that’s just an amusing daydream for this semi annoying glitch thing.
The only way I see Jagged Horrors as being summonable by non-necromancer classes (if it is not a bug) is if you are using the Superior Rune of the Lich runeset.
(1): +25 Vitality
(2): +4% Condition Duration
(3): +50 Vitality
(4): +6% Condition Duration
(5): +90 Vitality
(6): 5% chance to summon a minion on hit. (Cooldown: 60s)You mentioned that you went to condition based, are you sure you have armor on with the Perplexity set and not an armor set that has the Lich runes on it?
The armor set that I’d purchased “Khilbron’s Attire” originally did come with Lich Runes, however, I purchased the Runes of Perplexity almost immediately after buying it and set it inside the armor. I’ve had the entire perplexity rune set since before I started fighting with this condition build, so it’s definitely not that. It definitely came to mind before, but I’ve since checked my armor and weapons repeatedly and it still shows 6/6 Perplexity.
Edit: Just for clarification’s sake, here’s proof that I am in fact using 6/6 Perplexity.
(edited by Trey Enma.7851)
From the first day of the most recent patch, I changed from a power based Mesmer build into a condition based build using a Scepter/Torch and a Staff. I’ve 6 Rune of Perplexity on my armor, 1 Superior Sigil of Corruption on my Torch, and a Superior Sigil of Battle on my staff.
Since the day of this patch, I’ve been randomly summoning Necromancer pets alongside my illusions and I have no idea what’s causing this. At first I thought it was the Rune of Perplexity being bugged, but when I ask around map chat about this oddity, I don’t get anyone who has these same experiences. If/When it occurs again, I’ll take a picture and post it, til then, can anyone shed some light on this?
Tried to slowly jump my way down a cliff near a Vista in Timberline Falls last night and this glitch hit me in full effect. Damage, warp, damage, warp, damage, warp. It’s the most obnoxious bug that I’ve ever encountered in this game, yet it’s never been addressed and after multiple fixing updates, Anet hasn’t done anything about it.
If this game weren’t free to play after the initial purchase, I’d have held off paying more til it were fixed.
It’s the most obnoxious glitch that I’ve experienced in this game. With as much as Anet has tried to fix since the April 30th update, why haven’t they addressed or corrected this huge flaw?
I’ve been killed in Sharkmaw right near the end chest. Dropped into the water perfectly safe, and then I shot back up and landed on a ledge, fell off that and died instantly.
In WvW, this happens all the time. People will fall from Sunnyhill to hit the camp, take damage, shoot back up, take more damage, shoot up again and die. It’s ridiculous that this CAN even happen.
I like it. It looks like I’m being hit by a basketball every time that I hit someone with Retal.
1) Because they have the lowest health pool AND the lowest armour. Because warriors have endure pain, guardians block when they heal, and thieves heal when they stealth. The question you should ask is “why the kitten not?”
2) Unless you haven’t noticed, it has a built-in cooldown in that it is activated only when you give regeneration to yourself and/or an ally. I don’t see why people fail to grasp that to maintain enough healing to survive you can’t just stand there and swap attunements every few seconds. It takes skill and constant mobility to be a squishy class in melee. If this isn’t the place the devs want elementalists to be then they should just get rid of daggers entirely. And all that isn’t even STARTING on how kittened over other elementalists builds (like staff, which I also use) are going to get with just the general kick to the testicles that comes with destroying our other healing abilities.
3) Why should thieves be able to stealth 80-90% of the time, AND use heartseeker to still out-distance elementalists in any practical circumstance? Why should warriors have sword skill #2, warhorn skill #4, and greatsword skill #5, on top of maybe dropping a banner of tactics to spam #3? Why should rangers be able to mathematically match elementalist distance with skills that, then, recharge faster? Unfair? Bro, do you even lift?For Christ sake, I made this thread to voice my concerns that the game developers don’t give a kitten about us players and this time it was finally personal for me and I’m ready to quit if they go forward with this — and all I get are people posting stupid arguments trying to say that elementalists should never be able to compete with any class ever. You’re as bad as the dev’s… insisting that elementalists be “jack of all trades, master of none” is essentially saying “be mediocre at everything and leave important party roles to other classes”. kitten off, I demand to be valued in a party, and if I build a character to have equivalent strength as another class I am not going to just keep shrugging it off when the devs say “no, you have to suck”.
1) Block is not invincibility. Stealth offers no defense from damage, it’s just hard to tell if you’re landing hits. This is another matter altogether. Elementalist has multiple forms of healing outside of just their Heal Skill. You play primarily a Staff Ele, that has low survivability, which is something that needs to be adjusted, but giving every build invincible healing is not the way to give you it. D/D Ele has multiple forms of healing and multiple forms of condition removal, all the while giving themselves boons and out manuevering many players on the battlefield.
2) Many skills/runes/sigils have built in Cooldown to prevent rapid abuse of it. Ele has more than enough ways to remove conditions, so it’s not a game wrecking nerf as it is allowing people to have a chance before the Ele removes everything.
3) You’re making a strawman argument here and nothing more than that. Instead of focusing on the actual details, you’re asking pointless questions in an attempt to rationalize your point, when you’re giving no answer. It doesn’t matter what you want to happen, the reality is that RtL is bugged. 1500 range instead of 1200 is what it currently is. It was intended to be a gap closer for chasing and initiating battle and the player-base used it for something completely different. It’s too good at escape for a class that has all the mobility of Thief and none of the resource management requirements.
You’re not doing anything more than throwing a tantrum. The thread calls for a boycott and explains how you’re quitting the game because you feel like your play style is getting singled out and nerfed into the ground. Classes change as the game goes on, sometimes you’ll feel it’s great for you, and other times you get toned down. It happens in just about every competitive game now.
Since you love strawman arguments so much, here’s mine.
Should Metaknight be toned down in Brawl to be fair? Are Fox and Falco too powerful and easy-mode to use in Melee? Should infinites be removed from Marvel vs? Should I can’t believe it’s not butter just call itself Margarine?
I could go on, but really don’t feel the need to.
This thread remind me of all the QQ that happened during the great Elementalist Holocaust of November 11th 2005 , when the mobs started running out of aoe nukes.
I was still playing Guild Wars 1 at that time. I thought that was an excellent change to the game because followed the golden rule: don’t nerf what you can counter.
Elementalists are already one of the weakest classes. This is why people run bunker builds in the first place… they can’t survive any other way. The class needs to be strengthened, and bunker play needs to be discouraged by counters like boon hate.
Instead, ArenaNet has decided to just destroy every ability the elementalists have to sustain themselves.
Seriously? One of the weakest classes? People run bunker builds because it takes the work out of survival when you can just reduce and heal the damage you take.
You seem so adamant against Elementalist receiving any nerfs at all, yet you aren’t really explaining any reasoning asides from “They nerfed my class, I hate them, I don’t want to play this game anymore.”
1) Why does an Ele need to have invincible healing with no cost or drawback?
2) For a class that can consistently give itself regeneration, why is giving it’s condition removing trait a CD really that unreasonable?
3) Why should Ele be able to get away for free every 20 seconds, and how is raising it to 40 when you’re using it to run unfair?
Every class in the game is subject to changes. We might not like everything they do, but at least they’re actively working on the game and trying to balance things out when problems arise. They’re not perfect all the time, but kitten if the devs aren’t trying their best.
I don’t see the problem with altering what they’ve done. RtL’s range was too far due to bug and they intended it to be used to close in on target, not to be used as a “Get out of Battle” free card. This is apparent in their CD change on it, giving you the same CD when you hit a target whether it’s invulnerable or blocking or evading, and a higher CD when you’re just using it as an escape method. They still have incredibly mobility options, they just can’t get away free after this.
Mist Form healing is silly. It was a free invincible state that allowed you to heal, in a class full of healing options. They still will have the ability to stomp while in mist, escape into towers/keeps, and attunement swap while in mist. You’re already invincible during it, you don’t need to be able to heal actively too.
Perhaps this will allow other builds to gain some value and allow Ele to use a different build than what has become essentially cookie-cuttered. The class still has amazing potential in it’s versatility. If you really care about the class, just learn how to work around the changes. If they’re that polarizing, Anet will make more to try and fix what they break. Give it a chance before you jump to conclusions.
I don’t think Stealth would feel as obnoxious as it does if players had some more reliable way of dealing with it instead of just getting lucky and guessing where the stealth target is. They introduced Boon Hate to punish bunker builds, why not revamp certain things to help with stealth. Help, not obliterate it’s value.
Imagine someone you cannot see in front of you, and you’re armed with a stick. If you swing said stick and connect with the invisible target, you would feel that you landed a hit.
Currently in GW2, there is no way to tell you successfully landed a hit on a stealth target until they’re no longer under stealth. If they added some sort of sound effect or something when a successful hit connects with them, I think it would add to more active play, while not completely giving away their location. Seeing damage numbers might work, but there’s a chance that it’s too much of a giveaway in location, especially if you AoE or range them.
Another option would be to allow boon removers to treat it as a boon and remove it. Just a thought.
I hope my point isn’t too strawman like. It’s not intended to be a complaint about stealth, but I do feel that sometimes it feels a bit silly. The invisibility doesn’t really feel very classic Thief like. If anything, the way that they implemented it, you would think that Mesmer would be the king of invisibility since it’s basically an illusion using light. Just my two cents.
It’s nice to see that my original dreads for Guild Missions locking me out of content were true. Even if you get to join up with another guild doing them, you don’t get rewarded for helping. Dynamic Event rewards aren’t worth doing events for, especially once EXP loses it’s value.
ANET has effectively shafted anyone that doesn’t want to be in a mega-guild, or a guild that hasn’t been in game since it’s inception. Want to help out a guild for some fun? Sorry, you don’t deserve anything because you didn’t jump through the hurdles that are impossible for a tiny guild to achieve realistically. Thanks for nothing ANET.
I cant sell anything.. Blank page.. can anyone fix it please ?!?!?!
This. I get it all the time. Perhaps 3 times a day.
(Gems in the gemstore is blurred out and the gems at the bottom says ‘…’ instead of the correct number of gems. You can’t buy nor sell anything.)
Nothing works for me except rebooting the client, which I hate because my loading times sometimes take up to 2 minutes.
-.-"
Would be nice to see it get fixed some time.
This is exactly what has been happening to me since I started playing the game. Today it’s happened 5 times. I’ve been trying to log out and log back in to attempt to get a working Trading Post, but no dice.
This will be the 6th time that I’ve had to do it in a row. I’m getting really fed up with the lack of changes that the Trading Post gets, it’s always broken or it’s always down for someone. Come on already.
I mostly use portal to give the middle finger to jumping puzzles that force me to start from the beginning after a missed jump. Works just the same for me then, Woo. Take that, puzzle. Mesmer jumping power.
I could be wrong, but doesn’t this just mean that you can’t use the portal if something is overlapping it? How does that in any way make Portal bad?
I like that they did that, it gives you a reason to craft with other characters instead of having one character that does everything and only using the others for combat.
Been getting disconnected for a while myself. Got my log attached as per previous request.
Attachments:
I’m having this problem as well. I reported it as a bug and am going to restart to see if it fixes it. I have no firewall, so the problem is completely on GW2. This is the first time it’s ever happened though, and if restarting fixes it, like people in threads have said it does, it doesn’t really bother me.
I’m part of a small guild that is currently in the process of trying to transfer over to Tarnished Coast. One of my friends already made it in, but the rest of us have to compete with the constant FULL status of Toast.
It sounds awesome, the giant mumble, the community….my friend says that there are actually people in Divinity’s Reach, which is his favorite city. We have around a week to get in for free, so I’m really hoping we can do it.