Showing Posts For Vanitas.2871:

Lake Doric - Heart Event (Extinguish fires)

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Posted by: Vanitas.2871

Vanitas.2871

While I was doing the heart event in lake doric in which players have to extinguish the fires, I faced a bug with burn stacks.

I went ahead and extinguished the fire, constantly in motion, also running through fire, sometimes even extinguishing two fire spots with one water bucket. I was about to leave the area when I noticed 5 burn stacks ticking on me, so I went ahead and cleansed them. However, the stacks were applied to me again (1 stack per second, up to 5 stacks) with no visible burning source.

Feedback Thread: Summer Update (26 July 2016)

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Posted by: Vanitas.2871

Vanitas.2871

The good
- Mass salvaging is a bliss.
- The new fractal UI is absolutely gorgeous.
- Love the HP bar percentage option.
- Finally combat during gliding! I was kinda hoping for profession specific gliding combat, but I’m also really satisfied with this version.
- The story is of impeccable quality. From moments of grief to humorous dialogues (Canach ftw), I absolutely loved playing LS3. Also props to the music department, the voice actors, the animation guys (keep these kind of high quality cutscenes coming!) and the map creators, you did an amazing job on this one!
- Open world PvE implementation of raid mechanics (especially Vale Guardian) is great!
- Finally my bloodstone dust is useful for something. Also, prices for gliding skills are acceptable.
- Unlocking the new mastery was really enjoyable since it did’t take me long at all and I had quite some fun doing events on the new map. It took me some time to find out how to use the mastery in the story to break the enemy’s invulnerability phase though.
- Great new Chaos Fractal. I had a blast playing it, aswell as the other revamped fractals.

The bad
- Elementalist changes to CD. Since ele’s don’t have access to a second weapon set, I would have understood either a slight damage nerf or a CD reduction to 25%, tops. But the current 20% just make the staff ele feel really clunky.
- Mossman is really underwhelming. The first time I did swampland, I didn’t even notice we were fighting the Mossman. At this stage, your character model artists should take away some of those Mossman muscles, because he now looks more frightening than he actually is.
- Bloomhunger has a mob spawning phase during which he/she/it is invincible, and that particular phase felt way too long. It should be 30s tops. The time reduction could be compensated with more mobs spawning, or AoE’s forcing players to move around.
- Make Bloomhunger phase every 33% of his HP, not every 25%. In lower fractals, this really doesn’t feel right.

No gliding zones in core Tyria

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Posted by: Vanitas.2871

Vanitas.2871

I don’t quite like how these zones just take away your glider in mid air, having you potentially fall to death without any chance of redeploying the glider in time, since you now need some endurance to deploy it. Why not just rotate the player 180 degrees (facing angle of character only, not camera)? I find this to be a much smoother solution.

Scruffy in Rata Novus story instance

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Posted by: Vanitas.2871

Vanitas.2871

Scruffy can be revived by a second party member (next to the one who “owns” the instance). Having done so, he just stands there and does nothing though, so it’s not really urgent to fix this.

[Feedback] Raid - Chasing Orange Spots

in Fractals, Dungeons & Raids

Posted by: Vanitas.2871

Vanitas.2871

I think the circle should be red as long as nobody stands in it. I really had trouble finding out why I took damage, even when I was in the circle. There was no indication what so ever that there need to be 5 people in it to prevent all damage caused by the lightning. It should at least fade into a white-ish color, or maybe even green or blue so you can actually learn from the visual response you are getting instead of crafting theories.

[Suggestion] Color of combo fields

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Posted by: Vanitas.2871

Vanitas.2871

Someone watched WoodenPotatoes latest “Did you know?” video!

You guessed it. :p

Anyway, of course this could also be implemented to be optional.

[Idea] Endless Figthing Arena

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Posted by: Vanitas.2871

Vanitas.2871

The same idea came to me yesterday when defending Fort Trinity from all the undead. I can imagine this being a great guild mission.

[Suggestion] Color of combo fields

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Posted by: Vanitas.2871

Vanitas.2871

Hi people,

as you might now, combo fields have this ring of puzzle pieces whereas normal AoE’s don’t. However, they both have the same ring colors which makes it difficult to recognize them in the heat of the fight, assuming you don’t already know how every combo field of every class looks like or read every single tooltip.
I think a different ring color of combo fields would help this a bit, even if the color was just slightly different. I’m aware of the fact that this is not absolutely necessary but I’d like to have a more distinct visual representation of combo fields.
What do you guys think?

[Suggestion] The dodge system

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Posted by: Vanitas.2871

Vanitas.2871

I figured that it would need quite extensive rebalancing as it would make content for casuals even harder. So, basically the shift from the current system to my suggestion would require all other content to be adapted to some extend, which is not exactly what I had in mind.^^
Thanks for the discussion anyway.

[Suggestion] The dodge system

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Posted by: Vanitas.2871

Vanitas.2871

Well, you just answered my question: you would buff healing power, wouldn’t you?
The system does not encourage you to put any investments into dodging, and I find that a little paradox in a combat system that is based all upon just that. The default number of dodges right now (2x) is completely sufficuent for all the content in PvE (again, I dunno about PvP and WvW). I’d really rather give away some DPS and invest it into dodging rather than have full DPS and be even glassier. It’s all personal preference, I realize that, but that’s the reason why I’m here discussing it with you guys.

[Suggestion] The dodge system

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Posted by: Vanitas.2871

Vanitas.2871

Isn’t the whole combat layed out for avoiding damage rather than healing through it? As a matter of fact, healing power seems to be as weak as it is right now just because of that.
I don’t know, what would you consider the opposite pole of dodging? I disagree with absolutely having to buff something else when nerfing a certain mechanic. If you had to, what would you buff?

Edit: I just realized I actually did answer my own question. :p
But again, if you knew you’d die even faster, wouldn’t that be a reason for you to compensate this lack of mobility through skills, like the staff 4 skill of the ele, or other utilities?

(edited by Vanitas.2871)

[Suggestion] The dodge system

in Guild Wars 2 Discussion

Posted by: Vanitas.2871

Vanitas.2871

Thanks for your response.

What do you mean by “not dodging properly”?
And as for your argument that people who mistakenly dodge are being punished – that is not the problem of the dodge mechanic but of the player specific hotkeys for dodging. That would also be all the more a reason to proceed with caution in fights instead of mindlessly stacking in a corner. At this point I see a little defensive investment to be a good choice. It would make dodging properly harder, but from another perspective it would also mean that it would require much more skills in terms of timing and positioning.

[Suggestion] The dodge system

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Posted by: Vanitas.2871

Vanitas.2871

Currently it’s like this: You have a bar that displays your stamina. One dodge takes like almost half of the bar away. That way, you can dodge twice in a row without any investment in stamina regeneration. Stamina regeneration right now allows you to regenerate stamina faster so you can dodge earlier. Personally, I don’t know anyone who has ever invested anything in stamina regeneration in PvE. I don’t know about PvP or WvW but I assume that’s where it is effective to some extend.

My suggestion is the following: Make a player be able to dodge only once in a row, not twice. The default cooldown would be around 3-5 seconds, so you would be able to dodge only once and you would then have to wait for the cooldown to expire. In this regard, skilling on stamina regeneration would allow you to dodge earlier as well, but only once here.

I think this system would encourage more mobility during longer fights, taking Kholer for example: When stacking, you are able to dodge twice into the wall and therefore completely avoid his twisting attack. You could also argue to make dodging into walls impossible and trigger a bumping animation, but I guess that would require much more effort than we as non-devs could imagine.

Tell me what you think!

Tequatl's hitbox after the megalaser event

in Bugs: Game, Forum, Website

Posted by: Vanitas.2871

Vanitas.2871

Hi people,

I was just wondering if Tequatl’kittenbox is really supposed to be spawned before his physical model comes back to the battleground right after the megalaser event. Everything there is needed here would be a simple timer that sets his hitbox when his actual 3D model is in the correct spot. Just wonderibg if this kind of only upsets me a little bit or anyone else too.

[Suggestion] Profession icons on nametags

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Posted by: Vanitas.2871

Vanitas.2871

I do not see it as really needed.

Me neither. I didn’t argue it was needed, I just pointed out that it’s something nice to look at. In fact, this would just be one more toggleable option that every player could choose to turn off or on, which brings me to @mcwurth’s point: it’s up to the player to toggle nametags or not. Same applies to every other option offered.

If I look around and there are a lot of pets and people with longbows I know there are a lot of rangers in the vicinity. A lot of other professions have tells too (unless they are wearing an outfit you can figure out everyone to one of 3 professions at a glance).

Not even seeing, just listening. At megadestroyer you always hear a lot of bows twanging.

However, you’d only notice what they are by seeing them in action. A pet is quite obvious, I agree. But there are, just as you mentioned, characters that don’t seem like anything they actually are. Again, I’m not saying that this is absolutely necessary! It’s just something that wouldn’t take too much effort for ANet to implement into the game and CAN (!!!) come in quite handy in groups (for me at least).

As for the “polluted screen”, I totally disagree. My screen is nowhere near of being “polluted” without having turned off anything, be it nametags or other stuff. Could you please elaborate on that, @mercury ranique?

[Suggestion] Profession icons on nametags

in Guild Wars 2 Discussion

Posted by: Vanitas.2871

Vanitas.2871

Hey folks,

this suggestion is rather a cosmetic change, I find it pretty useful and nice to look at though. I’m quite tired of comparing names in a group with the players around me just to find out who plays which profession, or click on a player in open world. A visual representation in form of a profession icon next to the nametag would be quite cool as the character’s physical appearences do not really mirror the profession they are. What do you think?