I got downed underwater fighting an underwater champ. I start swimming up and to the shore to try and avoid him. I reached the surface, but when I did I could NOT move and I could NOT use any downed skills – neither the underwater nor the land ones. The only thing I could do is sit there and wait to die.
My guess is that it has something to do with me surfacing too close to land perhaps? See the attachment.
Looking for a guild of people who enjoy exploration – from all the pointless jumping around to high places, to the large number of hidden events (like Vexa’s lab) jumping puzzles and other achievements that are less fighting centered and more exploration and puzzle centered. It’s always more fun to do stuff like that, and good to have someone have your back and res you if you fail.
Edit: guess it didn’t occur to me to mention, I’m on the EU servers – Far Shiverpeaks
Or if anyone is interested in starting one, that works too.
(edited by ZenonSeth.5739)
I have heard the same sound. It’s quite like a gunshot, but that’s the closest to it.
I’ve heard this three times this year, and it’s not a major issue, but it can be startling nonetheless.
Especially since it doesn’t seem to be affected by the master volume – two of the three times my master volume was down to about 10% so I could talk with friends, but the ‘gunshot’ sound comes up at full volume.
Twice now I’ve teleported to a world event only to be stuck at the waypoint for a few seconds not being able to see my character. Then when trying to move i get some very sporadic responses – the camera jumps all over the place, while I’m still unable to see my character.
It lasts pretty much for as long as the world event lasts, and then I usually end up dying mysteriously. And this is when I teleported into the event boss being at ~90% hp, not at the last minute.
This is probably due to lag and the huge crowd, but it’s annoying to waste money only to then get nothing in return.
Didn’t ANet state somewhere that as soon as they release Ascended Weapons they will bump up the damage of Legendaries as well? I always assumed they meant they’ll bump it up to equal the damage of these future ascended weapons, but maybe they’ll make Legendaries even more powerful.
My only guess though is that in order to balance that out, they’ll also have to have full Ascended armor available to restore the armor/weapon dmg balance.
I have zero issues with earning gold.
Spending it however is a whoooole ’nother story
I just play whatever I feel like playing that day and I get drops from everywhere. I hate farming with a bloody passion (think that is the most boring way to play MMOs) and I really enjoy that there are so many ways to make gold in this game.
When you say “zero issues with earning gold” – do you mean that you earn so much that you don’t know what to do with it?
And please, feel free to share your preferred methods of earning gold
I’m not particularly aiming at a legendary, but the stuff I’ve done so far hasn’t yielded that much towards one anyway.
I wasn’t talking about MF gear in dungeons – and I’m not an kitten.
I meant MF gear for places where it doesn’t make a difference – like the zerg-ish mobs farming events in the Cursed Shores or the Karka Train. Since those are usually completely overpowering the enemies, your gear there makes much less of a difference.
It’s somewhat disheartening that a lot people have suggested Dungeons as a good way of making money. Part of this post was, indeed, to ask how people make gold, but I am aware that gold dungeon runs are common, and I despise both the fact that that grinding is so well rewarded, and the whole stigma surrounding dungeon speed runs (not normal runs or playthroughs)
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Yeah, I guess I should resign myself from having more than 100g ever, unless I spend all my time grinding (and I can’t).
That’s kind of what irks me – things like Legendary weapons are so prohibitively expensive that unless you grind like a mad man you won’t ever obtain one.
It’s NOT the fact that they’re designed to be hard to get that bugs me, it’s the fact that there’s so much grind in a game who’s manifesto focused on “less grinding” —-——-
I used to -never- have gold, but after they added the guaranteed rares from world bosses, I’ve steadily been earning enough through selling ectos and now have over 50g on my main, with about 10g on a few alts. All I can suggest is to do a few world bosses and cathedrals every day, salvage any rares you get with the BL Salvage Kit or Master Salvage Kit, and between them do some event running in Orr.
You don’t even have to do that much every day, I only farm events once a week if that, just doing some world bosses will net you a gold or two a day if you’re lucky.
I do occasional world bosses, though I also have armorsmith/weaponsmith to 400 so I’ve been saving up ectos.
I suppose I could do all world bosses once per day… and start selling the ecto…maybe.
How long did it take you to work up to 50g?
Edit: Also, not to diminish your acomplishments, but 50g is peanuts compared to what some things cost, and how much money people earn. Some guy in mapchat was bragging about having 600+ gold from MF gear and getting rares/exotics all the time. All he told me is that he spend 50g to outfit himself – but that’s gambling a whole lot on the RNG which often seems to hate me.
I know he’s talking about crafting. Last I checked, crafting materials of 350+ level get quite expensive, and would cost a lot. Not to mention that the cost for all crafting materials for beforehand would cost quite a bit.
I’ve heard someone getting Jewler up to 400 in under 10g (i believe someone told me around 6g) – but I don’t think Armorsmith and Weaponsmith (the two i have to 400) are so cheap.
And then, you would need to level all your crafting to 400.
Basically, I think the average price is closer to 15-20g per craft, so, for all it would probably require closer to 100g.
This is not unsubstantial, and this is 100g to get one single character to 80. Eight professions, but let’s assume you already have, say, two, leveled to 80 – would mean 600 gold.
See how big the difference between what I estimate and Turkashi estimates that it would be an easy achievement for 10g ?
that’s a quit easy titel imo, 10g and you got it!
Please elaborate how I can level all eight professions from 0 to 80 with 10g.
I sure could use it – so far I only have two 80s, and one 65.
I tend to do mostly events in PvE, I’ve been running around some higher level areas lately, but the drops I get are pathetic. Yes, magic find gear is supposed to help, but a full set can cost you upwards of 50g. I just spend about 10g equipping and crafting myself some new exotic armor, and now I’m down to about 20g total between all my toons.
So, what do you people do to earn gold?
Wait, let me guess: Run dungeons (I’m looking at you, CoF P1)?
Is that the only way to earn gold with your time? By farming and repeating the same freakin areas over and over again?
At the rate at which I earn money in pve via events and selling the mats and very very rare Rare item I get, i earn … maybe… 1 gold per 4 hours. Barely enough for two gambles at the Cattlepult.
Come on ANet! I know the economy is meant to be balanced and you put in all these gold sinks, but the current system rewards constant grinding! There’s no inscentive NOT to grind (other than I hate grinding) – since it’s just about the most profitable venture you can do!
It’s not even that challenging, it’s just time consuming. There’s no skill in grinding – its repeating the same content over and over again. No rewards are given for varying your non-grind activities at all!
Take a look to what the links reads (the actual link, not the typed text):
> http%3A%2F%2kitten.ign.com etc etc
I think the forum kitten filter kittened up.
The signets. THEY BURN.
Nice soundbite, you should be a sensationalist reporter – all drama, no substance. At least make a comment on the kitten stats.
Edit: A post with substance would have pointed out that I could easily replace 2 of my signets (say Healing with Mending, and Might with FGJ) for a Sigil of Accuracy. Which I think I might do, for the condition removal + might/fury
(edited by ZenonSeth.5739)
Had this posted in another thread for different reasons, but seems appropriate here. There’s a hidden +9% crit chance when my adrenaline is full.
In PVE, FGJ+Signet of Might+Battle Roar (If you are Charr)+SOR = 15 stack of Might
Longbow F1 + Baner of Discipline(blast) + arcing arrow(blast) + pick up and plant banner(blast)+FGJ+Warbanner(for good measure) = 18 Stacks of AoE might.
In PVE, FGJ+Signet of Might+Battle Roar (If you are Charr)+SOR = 15 stack of Might
I always find it interesting how people tend to leave out the durations of such things. 15/18 stacks of might is great, but it’s also not obtainable incredibly often. I’m not sure if it ends up averaging more or less damage over time to be honest, but it’s pointless to ignore that its not a constant thing.
True, my build doesn’t get as much sheer power during those 15/18 stacks – but it has sustained damage.
And back to somewhat my other point – if I use GS instead of axe, and just change 2 traits around, i can get a stack of might on every hit with greatsword (the 100% crit rate is useful here). That might not amount to as much since those stacks last.. I think around 5 seconds, but its quite sustainable and against large groups, likely to stack up high.
Edit: After some consideration, and some math, I realized that I could substitute 2 of the signets with other skills, and instead equip a superior sigil of accuracy on my offhand. This would equate to 1% higher crit chance over all (2 signets = 40 precision ~= 4% crit chance, while sigil is +5%).
Since I feel from playing this over the last day that conditions are my bane, I think Healing signet for Mending, and Signet of Might for FGJ.
Still not sure how to compensate for the other approximately 6% accuracy given by unused signets yet – perhaps gear upgrades (for which I need to get the gold first) might offset it enough.
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To get 100% crit chance, you would need food to achieve. Alternatively, Berserkers eq with Superior Rune of Eagle or Ranger will do the job with 30 in Arms.
Are you building for PVE? If so, this build will serve you well. If it’s for wvw or pvp then it’s good luck as you have locked down your utility slots for signets. No CC or break stuns will get you downed frequently.
Yes, PVE. I don’t do pvp with my warrior, have other toons for that. I’m also pretty sure I don’t need any sort of food with my current setup. Like I said – if my accessories are upgraded, I will most likely get 100% (currently the 85% showing has +9% at full adrenaline = 94%)
The first thing, you should learn is that these 5% damage are not 5% of your damage output.
All the damage increments are added up and then multiplied with your base, thus, these 5% damaeg increase will end up raising your overall damage by about 2% at best.
These 2% damage can already be dished out by having an extra block and staying on your target longer with the added survivability.
For example drop the 5% trait entirely and skill, like 20/30/10/0/10, skilling reflect on block and you suddenly got a way of eating ranged opponents alive.And the Signet build is bad, because it kills your utility. Slotting FGJ Is more useful than slotting the might signet. In drawn out fights in a single area, drop another signet for a banner of discipline and you suddenly get+170 precision and +15% crit damage from a single slot.
Another problem with Signets is the lack of Stunbreakers. On paper, Dolyak Signet looks like Balanced Stance, until you factor in, that BS is a stunbreaker.
Granted, Warriors don’t have much good utility, but the ones they do have do not only have the potential of giving yourself more bang for your buck than signets, they also help any players around you(FGJ, Banners) a great deal.Of course, if you want to farm Trashmobs, Banners are probably the wrong choice.
It’s unfortunate if you’re right, that things like +% damage traits don’t add as much as one might think. Edit: IF you are right. I couldn’t find exact information how all those +% damage traits affect damage. I will have to test in pvp with steady weapons.
It’s also sad that FGJ might indeed be a better choice. Sad in that, more or less all warriors run it, and I can’t seem to escape making a build without it. (also I could never quite get my autocast on it to work correctly at all times)
Banner of discipline’s +170 precision would more than make up for loss of 80 precision by replacing two signets. The downside is that its duration is what – 1min? With Recharge of 120, that means an average gain of 85 precision, assuming full time usage. The +15% critical damage would be nice to have, though its only for half the time again. Still, for longer battles that might work out better….
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~~Also, 5 signet builds are the devil! Begone, impure abomination!
Why? Because it’s lazy? The +200 precision I get from those five signets, and the added bonuses they provide – power, prevision, defense, regen-like effect, and faster adrenaline, seem worth it.
Though the downside is that there’s a severe lack of condition removal, which can easily be my downfall. On the other hand, condition removal once every 20 seconds ends up not doing much for me anyway, except waste a few seconds to cast.
I could also substitute Signet of Stamina over one of the others for condition removal once per 45 sec, plus the extra endurance for dodging… which does wonders for survivability.
Your build idea seems interesting, though I think building something around a single skill usage isn’t that productive (at least pve, in pvp it has different balance).
Axe/mace… maybe. More vulnerabilty, in addition to Cyclone Axe, and a knockdown could be useful. Axe/Shield is really useful for interrupts, but again, axe/shield would drop 5% damage.
I did run Axe/Shield for a while, but as I said, to get the 5% damage bonus for dual wielding I need two weapons in hand. To get the 10% crit damage bonus from Axe mastery I need that first weapon to be Axe. Mace… might work.
I already have very near 100% crit chance. The remaining few percent would likely be filled in if I upgraded my current 4 accessories (with the exception of amulet) to Exotic. I don’t think I need to add anything more directly on any weapon to gain crit chance to achieve 100%.
I didn’t make my build just to get higher damage on Eviscerate. Full time crits seemed like a good idea – and I have decent power and crit damage addition. (200% for axe)
My alternative to Sigil of Air, since it does have 10 sec cooldown, is the Sigil of Earth.
60% chance to cause bleed, and 2 second cooldown. The bleed itself isn’t that significant, but the fact that the Arms traitline gives me +5% against bleeding enemies seems like another good way to add damage. This could also give me good reason to pick the Deep Cuts to extend the bleedtime and thus my extra +5%
Though, again, it seems that I’m out of axe-related traits to pick from.
There are only 3 Axe-related traits, 2 of which I have, and the third only grants extra adrenaline on crit – which is not entirely useless, but not significantly useful either.
The only downside of GS I can think of is that I need 25 stacks of perception, which then becomes useless. So I need 2 GS to switch out when done stacking that.
With Axe/Sword I can have sigil of perception on offhand, and some on-crit sigil (currently Air) on my axe, and not worry too much about switching out.
The dual wielding and the crit bonus from axe mastery does also give me +15% damage, while GS would give me +10% only… but GS would also give might on every hit, and may or may not have slightly higher dps to begin with – I’m really not sure.
Anyway, here’s my trait distribution. My last trait on the Arms line is Rifle related simply because my alt weapon is a Rifle, and I couldn’t find anything axe related to put there…. which brings me back to my question in the post above.
I’ve been messing with an Axe build lately.
My goal was to have near 100% crit chance.
A pic of my stats shows what I got, but mind you there’s a +9% critical chance added when my adrenaline is full (my traits in next comment) (note: My crit rate is sustained, until I am downed, due to sigil of perception. There’s also an invisible +10% crit dmg addition from my traits for Axe Mastery)
My gear is sadly not optimized, since I don’t have the gold for all of it. Armor is full exotic, 4 berzerker, 2 rampager’s pieces, and my goal is to have 5 superior runes of the ranger, 1 superior rune of the eagle, but currently I am running 2 superior runes of the ranger + 4 major runes of the ranger. Ascended amulet is the rampager’s equivalent (max stat being precision). The rest of my accessories are non-exotic mix of precision and power, as best as I saw – this is the part that could really use improvement, and which I feel would bring the build to 100% crit rate)
My problem is this: There’s surprisingly few axe related traits. I have to run A/S or A/A in order to get the +5% dmg bonus from dual wielding, If I don’t run that… well… then I could easily substitute my weapon for a GS, and switch to the GS traits, like get might on every crit… which is pretty much on every hit due to near 100% crit chance.
Are there any better ways to setup axe? Am I missing some obvious axe-related traits? I feel like the axe is kind of an afterthought in the traits.
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Ctrl + Right Click is the default way to enable auto-casting on a skill/spell.
You can ctrl+right click again to disable it.
Mind you that you can only have one skill/spell on auto-cast – by default this is the #1 skill on all weapons. So if you want to return to default, just ctrl+right click your #1 skill.
You can see which skill is set to auto cast, because the skill is outlined with a thicker outline and arrows on your skillbar.
What’s funny is that I can’t always get my auto-casts to cast all the time, they seem to stop sometimes for reasons I can’t explain.
Just found a nice mini-dungeon yesterday in Dredgehaunt Cliffs.
The final room is completely dark, filled with traps and mobs. The mobs have a “hidden in darkness” (or something like that) buff, that makes them evade all attacks, unless lit by a nearby fire. (you could pick up a torch environmental weapon to throw/light bonfire at your feet)
Now, I’m not saying that this should be the standard nighttime in GW2, but it was helluva fun and an actual challenge to fight these monsters in the darkness. Also quite scary as all you could see is their red nameplate and the eerie glow of some enemies.
I don’t know, a veteran fight isn’t that long to be honest.
It takes maybe 1-2minutes with a character on par level, and can be down to 30 seconds or so with a slightly higher character.
That is, IF you know the veteran and their moves. Otherwise it’s a pain.
Hardcore servers?
How about 1 life. You make a character. You play. If you die, your character is automatically deleted. Anything you managed to put in bank is safe, but anything on your character is gone.
As is your character. Gone. Forever. Just like in real life.
I had a similar thought. If you ever fought a Veteran in one of the starting zones, you realize that he’s about as powerful as you. Some of the vets teach you how to dodge (the Vet Oaks) while others how to interrupt (the summoning of wolves by the Alpha Wolf).
I was wondering what would happen if you reduced the sheer number of mobs, and instead made all enemies veterans, so that a 1v1 encounter would last longer, and have more meaning than just slam-head-on-keyboard button mashing.
“I swung a sword, I swung a sword again Hey! I swung it again, that’s great”
I don’t know what you’re talking about. My Warrior clearly wields an Axe/Axe or Axe/Shield, and my Thief wields a Dagger/Pistol. Not to mention my Engineer’s Flamethrower.
There’s no “I swung a sword” at all in my gameplay. ANet didn’t lie one bit.
I don’t know what people are talking about – the lower level zones are pretty well populated. I think the mid-level zones are the least pop one.
And Claudia, if you think that players are playing around each other, instead of with one another, then make an effort to help people, talk to them etc. I get in the habit of grouping up people who I see around for an event or two. Some don’t take – meaning they refuse to really respond, but a few will team up gladly.
I think it works pretty well, imo. But maybe that’s just my experience.
I never understood the purpose of “soulbound”.
It shouldn’t exist in my opinion – all items should become account bound on usage.
Even when account bound, an item can still only be used by one of your characters at a time, and if you want to equip more of them, you still have to pay for new items.
Remove souldbound!
I play at 1920×1080, and this is still an issue.
For melee and direct targeting classes this is not really an issue.
The issue is if you play any sort of AoE damage type, like say, Engineer Grenades build. In order to place your aoe target areas right, you have to have a look from sort of a top-down perspective. This is when the nameplates get in the way.
GW1 had fully customizable interface, where you could move and resize any component you wanted. Seeing as how GW2’s engine stems from GW1, perhaps they could re-enable that feature, for at least a few UI elements.
Are you sure you haven’t completed the daily/monthly pve?
The laurel rewards are only given once – even if you complete both daily and daily pvp, or monthly and monthly pvp – only the first one you complete yields laurels.
Your using a Fing shortbow, use S/P and pistolwhip and you’ll do the same thing.
Since when do ranged weapons do more then 1/3 of what you can do with a melee weapon?
Since the shortbow’s Cluster Bomb can be detonated in mid air to produce 3 explosions and hit far more enemies than a melee weapon can, if timed correctly.
My problem isn’t taking on enemies – I’ve managed a group of 15 grawl that were 5 levels below me.
But like I keep saying, compared to some other classes, the thief takes lot of effort for not much reward.
I also have a friend who’s an ele, and when we roll together, he manages to get more single target damage with his d/d ele then I could with d/x. Though he is 80, and I’m still only 64 with my Thief – I’m really hoping that makes the difference.
Anyway, good show.
Are you saying I have a PvP armor set reserved for me someplace, even though I have never been there? And that maybe it has Superior Runes of the Ranger in it? How do I get to PvP to check it out?
Did you read anything of what I posted, or did you simply see the word “pvp” and decided that the rest of my posts are not worth reading? That’s exactly what I said with my 2 posts above.
There’s a pvp icon at the top of the screen, and then you can click Go to Heart of the Mists. You don’t have to enter any pvp matches – as soon as you’re in the heart of the mists, which is a city-like area, you can see your pvp armor.
As I said above, you can and should, just unequip and destroy your starter pvp armor, since starter pvp armor is free to obtain, as are runes in pvp.
Actually I already enjoy playing a Thief.
Perhaps thieves are designed to be mostly pvp rock-stars, where you can annoy enemies and a single mug/backstab can make a huge difference in a match.
I always felt that Thieves should be able to exceed single-target damage in PvE as well, but its that’s not quite true – there’s nothing that I found a Thief to excel at.
At best, my Thief is decent in PvE – but that being decent comes from careful situational skill usage and learning how to play. It’s fun in that it requires more thinking and effort, but even with all that effort it’s annoying to watch some kitten mashing 1-2-1-2-1-2. run by and be just as, if not more, effective at killing enemies.
Edit: Oh, come on, kitten is censored? What are we? 12? No… don’t answer that. I can imagine some 12 year old rolling his face on the keyboard with his warrior anihilating pve….
Faceroll keyboard with my Warrior.
Angrily smash keyboard with my Thief.
Laugh at burning enemies alive with my Engineer.
Reach for a tissue when I find diving goggles.
What exactly is the tradeoff thieves get?
I was doing fairly well with my thief. Or so I thought.
I got into a fight where groups of ice elmentals and svanir spawned pretty much constantly. With caltrops, and my SB, and a lot of dodging – because a few attacks and I’d likely be downed, I managed to defeat one spawn wave. I did this three times, sometimes having to retreat between waves to heal up.
Each wave took me about 1-2mins to clear.
Then along comes random warrior. He walks up to the group, axe/shield combo. Doesn’t dodge. Doesn’t care. His health never went below 70%. Just stood there and facetanked the enemy. Sure, I was helping – but together we cleared a wave in 15 seconds.
So, please someone tell me, what the kitten is the tradeoff thieves get for being so easy to kill, having to dodge all over the place all the time, and (partly due to dodging) having sub-par damage. WHAT THE !#$%^ IS THE TRADEOFF!?!?!
It doesn’t matter if you’ve ever PvPed or not. Your character automatically had default armor given in PvP – armor which already has runes in it.
It’s not just a thought – it’s a documented fact that PvP rune count is displayed incorrectly in PvE, and vice-versa (PvE runes affect PvP rune count). Now, this doesn’t necessarily make it your issue, but it sounds incredibly likely, so at least you can check (it takes 2 minutes tops)
Thief – Trick Shot (Shortbow Skill 1) – It says .25 activation time but its .95
Please address this as shortbow is the only viable thief ranged weapon set..
You’re right – currently it is. It wouldn’t be the only viable weapon if the pistols were fixed.
Again, I tried P/P today on a sonic periscope. Continuously using “Unload” (aka dumping all my initiative into it, thus leaving me unable to use any other skills), the p/p combo seemed to perform worse than solely using the Dagger main attack!
ANet needs to fix the above mentioned bugs in activation times! Please! And add some more love to Pistol Thief.
I’m pretty sure this is because the runes are incorrectly accounted from both PvE gear and PvP gear.
Go into PvP, and unequip your armor (just trash it since starter pvp gear is free to get as are the runes), should fix your problem.
That is, if you don’t play PvP that much. If you do, this is still an annoying issue.
This has been reported a lot on the SAB forums. It’s a known bug, and the only surprising thing is why they haven’t fixed it yet.
There’s no memory of the colors you chose at startup, as far as I know.
But all the colors you had available at creation are available to you when dyeing your armor in-game. So, with a bit of good memory, you are fully capable of re-coloring your armor the way you colored it at startup.
It shouldn’t be that difficult, there’s no more than a dozen or so slots on starting armor. Just experiment, and you’ll find the combination
Notice the bear is not actually hostile nor attacking the woman.
My backstory for this:
There once was a very peaceful bear. Living mostly on fruits, trying not to hurt anyone it ran through the fields of Queensdale, hiding from the hunters who would surely kill it. Having not found any food for over a week, the bear was starving and had almost given up hope of survival, when it smelled the delicious odor from the picnic set by a woman on the isolated hill.
It cautiously approached the picnic, in the hopes that the woman to give him something to eat (seeing as how the bear doesn’t have hands, and it didn’t want to ruin the picnic table)
The woman got scared by the bear, and ran off, leaving the poor bear without food. Still unwilling to mess up the lovely picnic table, the bear silently sat there in a quiet hope that the woman would see he’s not hostile and come back to feed his starving belly.
(now describing your video from its point of view)
Suddenly a noise came from behind the bear. Tired from hunger and the long wait, the bear didn’t register that an adventurer had snuck up behind him, and was trying to get his attention. Before he could turn around, an arrow hit him in the back, and a splitting pain ran through his spine.
Cornered, and afraid that the arrows might destroy the picnic, or worse, hit the woman who had set the lovely picnic, the bear had little choice but to try and fight back. Deep down he knew that his days of starving were soon coming to an end.. but the bear didn’t seem to mind.
The fight was cruel, the bear was crippled, and in its last breath it ran next to the picnic table so that it may smell the lovely food – so close, yet so far. The last arrow hit, piercing the bear’s heart. It swayed, let out a quiet last roar, and fell, welcoming the end of his days of starvation with open arms and a barely visible smile on his face.
Different scenarios, but all made by the same team.
Sure it’s unlikely, but you can’t actually prove that it’s not a hint, which you’re desperately trying to do. Yes, I also can’t prove that it IS a hint either, I just hope it is.
Thanks for trying to crush the fun out of my game man.
Why only lower armor? With your proposal, a light armor user won’t be able to wear medium or heavy, and I feel that’s wrong.
An idea has been tossed around before to allow transmutation stones to transmute looks between armor types (not stats, mind you, just looks).
But I don’t think it will happen. The main reason is that all armor is designed to fit with each other. I’m not talking looks, I’m talking leaving out gaps on your character and clipping. So all heavy armor pieces are designed to ‘fit’ properly with all other heavy armor pieces, such that they don’t leave gaps.
My guess is that all armor types (heavy, medium, light) have their own internal fitting that won’t necessarily work with other types. So if a user equips, say, a Heavy Chest armor and Light Pants, there might be gaps between the two, making your character look like he’s been chopped in half.
Considering recent stuff like the Moto conversations with other NPCs about spreading the super adventure box to other cities, i wouldn’t be so quick to dismiss conversations like that
The living story may not have been thought of exactly until later, but I’m fairly certain they meant to add more content from the start.
Just like the areas in The Grove that are inaccessible right now, I’m sure they mean to (possibly) use those in the future, so I don’t think it’s entirely unreasonable that it was meant as a sort of a hint
I ran into this NPC on the path from the lowest level of The Grove. There’s this path that goes up a level, that also appears to have a connection to Privet Gardens on the map – though the way seems currently blocked off.
Here’s what he said:
The Nightmare Court could be hiding right within these walls, and we would never know.
(also see screenshot)
Could this be a hint for future living story, where something happens in the Grove and Privet Gardens involving the Nightmare court?
Just two posts above you is this:
https://forum-en.gw2archive.eu/forum/support/bugs/Skillpoint-Bear-Shaman-Marga-Broken/page/4#post1817534
At least look at the front page of the forum you’re posting in, before you re-post again.
Yes the trick shot says .25 activation time but indeed it is .95.
I started a bug thread for that and other broken Thief Activation times here:
https://forum-en.gw2archive.eu/forum/support/bugs/Thief-Vital-Shot-and-Trick-Shot-Cast-Time/first#post1858427
Let’s keep it alive to get ANet to notice it