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If looking at sun at west get a massive JJAbrams style star trek effect.
Its cool for like a minute. but then trying to navigate west is a pain.
No I’m not trying to blind my character.
Match making rating.
Either way, eventually people just going for participation will remain at the lower tiered groupings.
Its wierd that people are upset, once you move out of the zero point group you will likely stop getting people who are playing for participation. The higher pip groups will likely never see a participation farmer. Heck, I don’t think anyone outside of low amber will see a participation farmer.
My point is, the chances of an epic losing streak isnt that bad.
But rest of us point is that theres too much people on epic losing/winning streaks
Thats the issue this new matchmaking system will face. The amount of people who are reporting having an epic streak is probably not more than 1% of the player base. There are hundreds of thousands of players out there who have smaller streaks.
The odds of a 5 loss or win streak with a 50% mmr is around 1 in 33 people. The other 32 people have a higher or lower streak, with most of those 32 having a lower streak. Dont get me wrong, 5 losses in a row is fustrating. But last I checked I dont think that 3% of all players have given thier feedback that they are in a 5 or higher win / loss situation.
So people can’t exploit to get their dailies, good riddance.
I’ve always done the PvP dailies in the daily room. I find real PvP to get that one daily where I only need to show up isn’t that bad. I just run around the PvP area attacking people at random until the match is over and voilĂ ! a daily is done. Since I don’t care if I win or lose, it’s a win win for me. A daily plus the fact that doing “real” PvP gives way more points on the reward track.
Aren’t you glad all of us daily people are in your arena now with you and not exploiting?
Psst, it matches your mmr for just your team, so the team you were on which lost probably still would have lost. This is assuming though that you have a low mmr.
Would be interesting that eventually all those who want to farm get put on the zero pip group, so it stops bothing people elsewhere.
It not really random. Right now you are paired up with players around your mmr level.
The other team you face has the same restriction for just thier team.
The stickking point is that they could have double your team’s mmr on average and you would still have a chance of facing them.
Matchmaking is by grouping now. Group 1 stat with zero pips, ALL players start with zero pips.
As for you ending up in a bad team, its relative skill and build disparity with the opposing team. If your team was at the very average mark, you could face a team you could beat only 50% of the time. The issue atm is if you ar in the lower rungs of mmr, say the 40th percent, you’d likely lose 60% of your fights. Note this isnt a gaurentee, fight 10 games win 4. You could be at 40% and lose 20 in a row, which is a 1 in 27k occurance, but you are one person in thousands of people at that 40%.
For example, using fractals as anothe in game reference – when fractals first came out you had a 20% chance to get an ascended ring from a fractal 10. It took me 23 tries to actually get a ring, chances of another person having the same result was one in 170.
My point is, the chances of an epic losing streak isnt that bad.
I do agree that in its current form this daily does encourage people to throw a match in an unranked or ranked game.
I don’t agree that Anet should change it to require a win to get credit.
We already have 1 win dailies – the class dailies.
Dailies shouldn’t be hard. They are daily achievements, things you would normally get in the course of doing what you normally do.
There are days I play 10 rounds of unranked and not get a single win, varying levels of points, some close, others way off.
The way the reward was structured – with daily class win – it was expected that it would require twice the effort to complete as say a daily reward or daily rank. Sure the old dailies – capture and defender – were way too easy to get. But we needed to replace it with an equally accessible to daily reward / daily rank daily achievable in 1 game.
Anet can change it to a few things – like:
Personal score – though I’ve won games where I did my job as a bunker and had less than 50 points.
Team score minimum – a bit better but still not at the 1 game reward criteria if set too high, and set too low would cause people just to get to the minimum and throw the game.
Time minimum – a bit better, but there are situations where your team is just outclassed, both teams shouldn’t not get this daily done because one team is that much better.
Minimum alternative stats – a bit better, like a pick list of do any 1 of the following x, but again, too low and you have the same situation as the team score minimum.
Minimum activity meter – a bit better, like a hidden meter measuring your movement and skill use, but issues if you are playing a slower moving class and your team is dominating / you are playing a bunker depending on how it measures it.
Given the above alternatives, its rather hard to really get a good balance of something easier than 1 win, but harder than just existing for 1 round.
So you used a condition build with a power weapon and everyone melted and you had good survival? I’m sorry but I feel very skeptical about this. Maybe my MMR is too high for these kind of builds to work(? idk).
Maybe he was talking about mercs. Merc staff is ok, but really heavily outclassed by most condi and power builds. Im still grappling with how to play staff good enough to make it to the middle mmr levels.
“The number of players who can rally off a single kill has been reduced from five to one. Players will also no longer be able to revive defeated players while in combat. You still will be able to revive downed players while in combat. Both of these changes are designed to help fights resolve and to give smaller, more skilled groups a better chance against larger groups.”
To me, this reads “everyone will run full Berserker builds and it will be a DPS race on every fight.” This sounds like it would discourage traditional roles and relegate everyone to the pirate ship meta without the frontline.
While I agree with the effect on build diversity and maintaining a two group composition, I think that this 1 rally per kill will actually cause both backline and front line to form into one omni blob without the need for tanks or back line damage.
Both melee and ranged will probably be relegated to using cele or other partial sustain builds in order to not make that many downs.
Sometimes what people want isn’t always beneficial to be goals behind this.
Hello, The Karka AI seems to be really odd as of late, where as they were originally stationary / had a set patrol. It makes it really advantageous to go to mist form as soon as possible to make games shorter than intended.
There is currently one type of guild mission that can be soloed, this is the guild trek so even a solo guild will have the chance to get some favour.
This is a nice thing, but it all depends on how many different missions you have to do and what amount of favor you get for each.
It will be accepted as the new normal. It’s just that utilities, elites, and heal skills you had access to will be wiped out, and you will have to buy them again with mastery points which are only derived from your level and doing at least 69 skill challenges.
I thought that the new player experience was quite nice though. and no doubt that this new new player experience will be equally as nice.
65 skill challenges, not 69.
thanks, don’t know where the 69 came from.
That’s not the issue OP is talking about though. This thread was about having viable ways to earn favor as a 3 person WvW guild.
Furthermore, this would be very important, because Guild Halls grant you upgrades and tools FOR WvW.
If you want to have huge scale 100-person Guild Missions, I think you would be better served making a separate suggestion thread for it. Massive guild missions is kind of a hijack discussions and having a separate thread would make it easier to concentrate on possible suggestions for large-scale guild content.
That said, I have no problem with massive guild missions, but I want to see stuff for small guilds too. The title of the post was “Missions for All” and I would like to see them stick to that as a promise.
Yes, I completely agree with you, I have a 2 man guild, and I’d like to see viable options to allow for favor building. but I think we should gain favor by doing things other than guild missions – which, as they are designed – don’t fit well with less than 7 people / can be much harder.
I’d welcome a rework of the guild missions to allow for smaller groups having a higher success rate, but the likelihood of such a change is not high. Thus suggesting a different way to earn favor would be nice – like getting 5 wins in tournament while your guild is named as the active team, or taking a keep / castle.
I’m at the stage where I’m not playing my lowbies much at all (have 26 80s) so when I get back around to seriously running them around I may be scratching my head a little. I suspect that may not happen until we start heading toward another main dragon to fight, though, so I can wait. I imagine it will all be the new normal by then
It will be accepted as the new normal. It’s just that utilities, elites, and heal skills you had access to will be wiped out, and you will have to buy them again with mastery points which are only derived from your level and doing at least 69 skill challenges.
I thought that the new player experience was quite nice though. and no doubt that this new new player experience will be equally as nice.
why can’t you? will your guild dissappear if you keep playing like you have up till now?
It won’t disappear, but they just won’t be able to build upgrades / get claim benefits. that’s the major problem with the new guild system – it doesn’t reward small guilds of 5 or less people.
Its a fundamental change, guilds stop functioning just because they don’t have enough people to maintain them. Where right now you can as a solo / small guild do almost anything a big guild can do, if you have the capital.
Nope. I’m sort of surprised that I’m feeling a little excited that a change is coming. I never get excited by that stuff.
I am excited by the changes, and many have said GW2 will feel like a new game entirely (which is a good thing).
But.
The feeling I get for my low level characters is one of a rug pulled out from under my feet.
That said, it would be cool if there were something like “guild dailies” for earning favor. Where winning PvP matches on a guild team, running dungeons with a guild team, conquering ground in WvW, etc earned some favor.
Or maybe some of those things can be in the “guild mission” rotation alongside the things that are currently guild missions.
That would be nice, but the issue is the scale, guild mish need to scale up to the size of the guild / map, which would be around 100 players. PvP is just that, PvP, not guild mission worthy.
Its kind of a bang up job on it, but we don’t have GvG so its not something that we can do as a guild mission.
It would be nice if there were PVP or WVW options to earn favor. But Anet has said multiple times favor comes from 2 things, your leftover influence (at a low exchange / time gated rate) and guild missions.
I really like the idea about getting an overhaul, and I’m excited to get the specializations.
But.
I’m kind of bummed that all my work to get skill scrolls and buy skills for my low level characters will go to the trash bin.
In the new mastery system, only two things give you back your skills (which are wiped away with the update), level and skill challenges.
I know people say “this just gives you incentive to go level them up”, but this game shouldn’t be just about getting to level 80, or at least shouldn’t force you to do so to enjoy it how you have enjoyed it up until a certain point.
People are going to point out to me, that when we got the new player experience, this put a burden on other people who decided to have an under-level character. My take on that was that it wasn’t too bad, and if you got your level 30 elite equipped you could hold onto it without having to get to level 31. Yes the skill points at that time hurt, but we accepted them, used more skill scrolls / did more work to get our low level characters the right skills.
Now, there is NO way for you to get your low level character the right skills unless you go out and get more skill-points, which may inadvertently level your low level character. All your hard work is wiped clean, and there is nothing you can do about it.
Yes, many of my low level characters did do skill challenges – but I don’t think it will be enough, I’ll have to re-skill up my 30+ low level characters (held at a very specific level) to once again have the right skills to do what I enjoy.
I know I’ll have to do a bit of hard work to get all the skills I want, and I’m ok with that.
But.
There is a part of me who wishes that we didn’t get all of our skills reset for this reason. And another part of me who now thinks that low level characters really get hit hard by this skill – mastery change.
I think the issue that these folks have is one that others have in small guilds too – upgrades such as banners / permanent wvw upgrades will REQUIRE you to do guild missions as they are the only way to get the new currency.
You can no longer buy them with gold (as you can do with influence). it simply means that a smaller guild who CAN’T easily do missions like guild challange, guild puzzle, or guild rush will be a a huge disadvantage when it comes to getting resources to build.
I agree that making a guild wide requirement is important to keeping a larger pve centric guild intact, but the new guild changes really hurts the smaller guilds who are more PVP or WVW centric.
You will have to spend hero points to unlock your utility and elite skills.
You will not be given any refund on skill points used.
Hey prov the issue with the new system is that its a timegated building. If you dont want to have to wait to build that 3rd bank slot, then go for it now.
What i see as an issue is if there are upgrades that you want, in the future we have no idea how the upgrade tiers will operate for the upgrades that we want.
Remember, if you are able to build something such as a guild banner, the article presumably says that you will have it automatically unlocked.
So anyways, the past 2 or so guild missions for bounty I have seen that a single guild doing the same bounty are split into two groups, is the reserved slots working properly? Does it only proc when the bounty is being engaged or as soon as the first guild member steps onto the map?
I also run personal bank guild missions, and I DC a fair few times a day, when I DC I don’t get put into the same ip I’m hunting the bounty in, is this intended?
same again.
Error code 58:11:5:535
I’m having the same issues.
Error Code 51:49:7004:1163
Listing of error codes:
58:11:5:535
Also – its not a login server issue per se- we can still login to gw1.
Sorry I assumed you were lvl 80 and had access to the living story season 2.
Its a standard drop in certain chests now. It nice for those who have alts waiting at the end of a jp, or those who do jps every day. Extra 1s or 10s.
A work around is to switch to the living story season 2 then abandon the living story.
That will force the current personal story step to reset and if the mail would normally show up, it will show up.
Good luck.
There currently is no safety dialog for the buff, and the consequence is that you lose 2 gold for just saying yes once.
On top of that if players are around without the buff they can easily kill you since you are now hostile.
Until this is sorted out do not get the buff unless you absolutely know what you are doing.
One way to force the mail to occur again is to start the living story replay, then abandoning. It forces any story steps to be repeated in a single story objective.
As of this patch the living story replay does not allow for completion of the personal story completer as previously enabled.
This makes it impossible for people who have their personal story done on all their characters and who don’t have an extra character slot to get this daily done.
TL;DR – I found Thief to be the hardest to pick up and go, where as Ranger was the easiest. My mesmer is a portal mesmer due to me not using her anymore. You’ll need to test and tweak each of your builds to your licking as well.
I only have experience with some of the builds, or seen some of the builds in action. I don’t like playing a tanking build, and I don’t have any useful advice relating to tanking builds.
Mesmer – High Burst / Condi potential but low Sustained damage. You sometimes take a Mesmer into fractals or dungeons to take advantage of their utilities, but they currently have some of the lowest sustained DPS. That said, if you are going to only do sPvP Mesmer is a nice class to play, but be careful if you are going the burst route as you will be glassy. If possible run PU on a condi tanker set instead of burst, then gradually shift to burst when you are ready.
Ranger – Low Burst / Good Condi / Good Sustained Damage. One of the better classes to play for sheer damage using the three above damage methods. You have a health pool which isn’t too bad – and your pet utilities can make a huge difference. That said, rangers fit into a few fractal or dungeon parties due to spotter and frost spirit, and I wouldn’t mind a ranger coming on any run so long as they don’t PB shot mobs at the wrong time. Playing a Ranger in sPvP isn’t hard at all, but I feel their burst (discounting 15-20k AoOs) is lacking, playing a straight up LB sustain build isn’t bad, and neither is SB condi tanker. People will say the LB changes made it more burst, but id argue it made rapid shot avoidable with one dodge, thus the damage is almost completely avoidable (or at least 80% of it). I haven’t played condi ranger yet as I really liked my sustain build.
Thief – Medium Burst / Medium Condi / Medium Sustain Damage. A great class for damage and mechanics / utilities. Your health pool is pretty much non-existent. Thiefs in fractals or dungeon groups are very welcome as they have some of the highest situational sustain damage in the game and have plenty of utility. Playing a thief in sPvP is hit or miss – you need to use blind, evades, stealth, or teleports for survivability or you may end up having a really bad time. I also found pacing on theifs are erratic based on thier weapon sets. You’ll want to test different weapon sets out for what you feel comfortable. You’ll also want to learn do to all the 4 above things in order to survive.
Based on my initial experiences with this, it feels like they added a cooldown to giving experience/loot on death. Something like players needing to be alive for five or ten minutes before granting experience and loot on death. Killing players near their spawns rarely seems to reward anything for me anymore, and I’ve frequently killed someone two or three times in a short span and only received rewards on the initial kill. It probably needs more testing, though.
The cool down was actually always there. It is 1 minute. In that minute you will not get drops, get exp, or get a kill count. Conversely if you try to res an NPC or player within a minute of resing them prior, you will not get exp nor the res count.
Anet might have changed the cool down, or even made it so that if people rally, all tags on them will have expired or something like that.
I noticed that if you somehow learned a higher tier of recipe that requires a lower component which you do not yet know how to craft that this happens.
Take for example Chef. You can accidentally buy the mid tier pizzas from the TP and make the highest tier pizza. Then, with this recent patch, you could try to make the highest tier pizza again only to realize you don’t have the lowest tier pizzas unlocked.
Also affects ascended armor and weapons. You could have the ascended weapon unlocked, but not have the inscription unlocked.
Same with other items, so long as you buy one of the craft-able non-automaticly discovered components off the TP to make the end product, you can try to make the end product without having the ability to make the components.
The pieces are like the aetherblade spinal back blueprints.
You need 1/4, 2/4, 3/4, and 4/4 to complete.
Anet introduced other map pieces by “Top Left” designation but probably thought people might get confused.
I suspect its a server instance issue. Logging out, rezoning, and changing characters probably fixes the issue.
Hey Everyone,
It seems some servers has The escort krewe leader dobbs event stalled. In an effort to tell if you are on a bugged mega server, lets document which servers are stalled.
If you are on a stalled server, simply type in /ip to see its ip address. A stalled dobbs event is one that doesn’t start within 30 minutes of waiting (assuming the timer is a 30 minute one).
Mega server ip address 64.25.33.56 is not functioning.
Some people reported that they had to put it into storage and re-log before it became usable.
Guesting to a high population world might allow you to bypass the bug on the local server instance.
This had happened to me as well. We tried to suicide to re-spawn at the chest but it wouldn’t let us – it just put us back at the bottom.
Thanks for the quick answer!
That makes things much more fair for those who pick certain paths (stealthy avoid fights) .
I’ve noticed that at my current personal story step I am no longer getting any drops for mob drops. Anyone else experience this issue?
A mate of mine just tried to level via crafting on one of his alts to see the rewards of leveling on a low level character.
With a booster he went from level 21 to level 26.5, using cooking 0-400.
Without a booster he went from level 26.5 to level 29, using jeweler 0-400.
I thought the leveling from 0-400 was supposed to be 7 levels?
Sell listings are the amount of sell orders, not the total amount of supply.
Supply is the number of total units.
So if the sell orders are decreasing, and the supply is increasing it means that each sell order has many more units per order than previously (people dumping / clumping). The 33% supply dump concerns me more than the number of sell orders. I am concerned that the linen market is greatly controlled by a few hundred who may inadvertently crash or adversely affect the linen market.
Ok, at least one merchant scaled with level at least 6 months ago, but now doesn’t.
That was Finna in Halrunting Plains. I was checking if it was worth it to salvage whites for ori then discovered that the whites sold were not salvageable.
Its not possible to salvage any armor directly from a karma or money vendor.
Thanks for the labels, it helps to separate them so that we all know which npcs we are actually talking about.
I’m not interested in how the armorsmith vendors always have been, I’m interested in whether or not it is intended, and which ones are broken. For all we know the “Town Armorsmith” is how it should be and the “Personal Armorsmith” is completely bugged.
So this must be a bug, and must be addressed, or else rangers will have no place in dungeon parties, since they will not be able to bring sufficient unique utility.
Rangers still have spotter and good damage from Sword / Warhorn + GS and will get a small boost from GS cleave on maul. But the loss of FS’s almost constant 7% buff will be greatly missed.
Having 20 slots to choose from a time would be great (it just so happens I have 20 characters).
Which would be cool is if I could lock positions of certain characters into the roles they are in (I play one exclusively in pvp, another for pve and wvw, another set for havesting, one for dungeons and fractals, and a few for special ops). What would be even better is if we can label the groups of characters to remind ourselves of their roles like “Ascended Crafting” “PvP Characters” “Still need to explore” which can be customized on the fly.
Seems like its not as widespread as I thought. Only around 33% of all open world armorsmith merchants are affected by this issue.
Also it looks like its possible to obtain EVERY 5 level from 5 to 70. Only level 75 is missing out and requires a visit to a scaling merchant.
I’ve been following the linen market (as well as other cloth) for some time as I am trying to craft a set of ascended armor.
I’m worried about the 33% increase in supply which yet doesn’t cause the buy orders to drop in price. Are people even selling to buy orders? I’m also concerned about the number of sell listings decreasing while buy listings remain about the same.
Any one else share these concerns?
The issue isn’t the fact that the key farming is a reliable way of getting keys, its that tickets are driving the key farming, and that full tickets are hard to get via keys.
A chance at a full ticket is around 40-50 keys, where as scraps to get a ticket are around 1 per 4 or 5 keys. The reason why key farmers are farming is because of the huge potential to pay off with small runs, that 1 ticket reward means a 50-75 gold payout.
I suggest a counter-intuitive approach, decrease the scrap to ticket conversion cost and remove the ticket proc all together. By decreasing the required scrap to ticket cost down to 5 and removing full tickets from chests, key farmers will need to commit to farming in order to benefit from their steady flow of keys. People who get that very rare key drop from mobs will get the same chances at a ticket as they did before, but may have to spend more keys than before for a full ticket. People who pay with gems for keys will have more average tickets per batch of keys that they buy. Key farmers will not benefit from being extremely lucky – but will be required to get 5 scraps before their efforts pay off.
In the short term it stiffs the players who don’t do key farming, but it helps in the long run to limit outliers caused by RNG.
Reducing gem to key cost is a good way to get more people to buy keys, but it will also reduce the value of tickets accordingly.
Prior to a recent patch whenever you would go to an armorsmith to purchase white quality armor it would scale to your current level and the next 5 levels above your level. Now it seems multiple armorsmiths in exploreable regions (Non city or WvW) have thier armor levels set at their local level region.
Is this change intended? How about characters who want to buy armor anywhere in the game?
So does Anet plan to increase the range of siege so that it can be ‘spread out’ – does it plan to create more places where siege can be positioned?
If this item can be repelled by reflections then how do you plan to deploy it against golem and catapult shields?
Instead of coming up with something that is going to harm defenders more than it is going to harm attackers… why not just scrap the golem trait idea which every single defender in the game is against?
Do you know how difficult it is to defend places as it is? We don’t need more attack options, we need legitimate defense options. It is already an uphill battle trying to get people to build siege, upgrade places, and REFRESH siege.
If your mission is to turn wvw into eotm with megaservers then you are going the right way. If you actually want to improve the game play of the people who play wvw then come and talk to us before introducing any more silly ideas… we have a load of ideas for you if you will listen to us. OR at the very least come and play wvw on a number of different servers 5-8 hours per day, every day of the week… at a variety of different times during the day and then you might have some insight into the game you have created and what needs to change to make it better.
Taking suggestions from these forums is not going to help… too many inexperienced players wanting to make the game easier for them instead of spending time and effort in learning to play… you need to come and talk to the hard core wvw players… and that means coming to the top server websites and teamspeak to talk to us – not just NA servers either… but EU servers too.
I think your interpretations on what will happen with this trick is a bit off base. Sure I see that its hard to get people to actually refresh siege, man it, and que upgrades.
But have you tried to cap a well fortified / sieged T3 garrison lately vs 20-40 defenders even with 50-60 attackers? Some people would say that attacking such a target is a waste of time. Last time we did it, we needed at least 5 pushes over a 1 hour period. And thats without the new tricks.
The reason why fully sieged t3 keeps are hard to cap is not because there is a lack of attack options. Its siege placement in areas which can’t be AoE’d / OG’ed. The new trick won’t change that, you won’t have the ability to shut down well placed ACs. Granted there are certain places which are very hard to reach without an exposed AC, but those are few and far between (and are susceptible to the trick anyways).
Back to why the trick will be more beneficial to defenders – where as the attackers can’t disable all of the defender’s siege (such as door trebs), the defenders CAN disable all of the attacker’s siege (provided that they are stacking siege). Sure, oil is now worthless and wall ACs are pretty bad, and you can potentially be out ranged by sup-trebs now, but then again it doesn’t change that much, especially considering that these tactics without the trick are already being done (AoE on cannons / oil and wall ACs, building sup trebs on higher ground, so that the supply treb cant hit).
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