Showing Posts For Zepour.4965:

Dodge roll "randomly" fails [video included]

in Bugs: Game, Forum, Website

Posted by: Zepour.4965

Zepour.4965

It’s your character getting stuck on the terrain.

That was my thought also when I first encountered it. But the terrain was perfectly flat with no visible obstacles at all. Now every time it happens, I also perform a dodge roll on the very same spot out of combat to ensure that it’s not a terrain issue.

So yeah, the bug still happens, but much less frequently. Before the last udate, I got it pretty much every second fight or so. Now, maybe twice or thrice per hour. It’s certainly an improvement.

I’ll keep monitoring the issue.

Dodge roll "randomly" fails [video included]

in Bugs: Game, Forum, Website

Posted by: Zepour.4965

Zepour.4965

This bug has not gone away completely in my experience. It happens much rarely than before, but it’s still here.

How does it look? Character performs dodge roll, loses endurance and evades enemy attack, however the character does not roll away, but stays on the same spot. The character performs rolling animation, however it doesn’t look like the old “rubber-banding.” (Tested with a warrior wielding dual axes.)

This might be a completely different issue though (like a terrain issue), but it’s tough for me to reproduce it on consistent basis since I don’t play as much as before. It has happened for me around a dozen times in few hours of play.

Specific broken spawn timers

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Posted by: Zepour.4965

Zepour.4965

Yes, that’s exactly what I’m talking about—when the respawn timer hits 0, the next creature will look for an open spawn point, which might be the one that you just emptied out. This can make it seem like creatures are respawning more rapidly, but they’re really not.

While the average respawn time is the same, creatures can respawn more quickly than in 95 – 120 secs due to this mechanic and respawn time can be as low as zero. So yes, the respawn rate is too fast in my opinion. (Nobody knows that the mob which respawned two seconds after the player killed the previous one is actually not the same, but a different creature killed 100 seconds before some 300 paces away by another player.)

I think that 95 – 120 is little too low if you play in a confined area. Zero respawn time which is possible because of this mechanic or even the average respawn rate of 30 – 60 seconds stated in another thread are pretty crazy. I suggest you to limit this behaviour somewhat.

Dodge roll "randomly" fails [video included]

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Posted by: Zepour.4965

Zepour.4965

Turning off Melee Assist is one of the first things I did, still get this bug all the time, got it numerous times today in fact. So I don’t think that’s the root cause of it.

This is my opinion as well. I experience this bug all the time with three of my melee characters, with or without Melee Assist. I have actually tested every combination of setting and nothing helps.

Specific broken spawn timers

in Bugs: Game, Forum, Website

Posted by: Zepour.4965

Zepour.4965

@Kruhljak I tested the spot directly south of Bronson heart quest yesterday and mr. Vaughn is right, respawn timer on those mobs seems to be at least 90 seconds. However, several times the mob I had killed respawned in the matter of seconds. So what happened?

It was actually not the mob I had just killed that respawned so fast. It was his buddy, killed some 90 seconds before on another spot, but this very mob decided to respawn on exactly this spot, giving the illusion of very short respawn timer. It’s not a bug, it’s a feature. A pretty annoying one in my opinion.

Devs, I suggest to limit this behavior somewhat. Simply, just don’t allow a mob to spawn on any spot where previous mob has been killed in the last 60 seconds or so, or even drop this mechanic completely and come up with something new.

Enemies respawn too fast in my personal opinion

in Guild Wars 2 Discussion

Posted by: Zepour.4965

Zepour.4965

I just performed a test. I killed several dozens of normal open world mobs without any players in the vicinity and without any events going on. Place: Trionic Lattice in Frostgorge Sound, mob type: level 80 Arctodus. I measured when the mob was killed and when it respawned.

Respawn time varied from 20 seconds to 265 seconds. Around 20% of all respawns happened within 40 seconds of the kill and around 10% of all respawns within 20 seconds. Average respawn rate was 103 seconds.

The average respawn rate sits rather nicely in the middle of the default respawn rate of 95 – 120 seconds. However, the mobs sometimes reappeared within 20 seconds of the kill and sometimes it took them more than for minutes.

I think one of the problems lies with minimum respawn rate. 20 seconds is way below of 95 – 120 seconds default window, and I can imagine it only gets worse with other players around. Maybe the respawn algorithm on the servers is too aggresive?

Enemies respawn too fast in my personal opinion

in Guild Wars 2 Discussion

Posted by: Zepour.4965

Zepour.4965

The default respawn rate is 95-120 seconds …

I’m sorry to say, but: no way that respawn rate of normal mobs is 95-120 seconds at the moment. Typical respawn rate is MUCH higher. Often, they respawn as you kill them. This happens all over Tyria, from level four elementals in Norn starting area to level 80 bears in Frostgorge Sound. It doesn’t matter if you’re alone or with other players nearby. Sometimes, you can’t even type in guil chat before being jumped by a respawn. It’s just crazy.

I’ve reported many locations with extremely high respawn rates. I don’t bother anymore since nothing has been changed.

I wonder what’s intended respawn rate mobs in Orr.

Edit: I think respawn rate is set to 0-120 seconds. It’s possible that some mobs respawn in two minutes, but typically they respawn much faster.

Edit #2: thank you to communicate with us mr. Vaughn, much appreciated.

(edited by Zepour.4965)

Wintersday high level Skritt low level area

in Bugs: Game, Forum, Website

Posted by: Zepour.4965

Zepour.4965

Happened to me today a couple of times in Plains of Ashford, in two different locations. Reported both accidents via the ingame bug tool. W: Piken Square.

You owe me money for repairs. =)

Dodge roll "randomly" fails [video included]

in Bugs: Game, Forum, Website

Posted by: Zepour.4965

Zepour.4965

@Jason King Yes, for me this occurs when using dodge roll keybind (I don’t double-tap a movement key).

Loot Drop Rate Bug

in Bugs: Game, Forum, Website

Posted by: Zepour.4965

Zepour.4965

And little off topic but related to events: Karma banner’s and Boosters DO NOT boost Karma rewards…euhm…isnt that also a bug? thought that was what they where supposed to do…..

You are wrong about karma, the upper right icon does not change, but the actual karma pop in the center of the screen and the actual increase both are adjusted.

If this is true, it’s very misleading. I suggest devs to change the display so that the true amount of karma is always shown, not that notification A shows X karma gained (gains shown in the upper right corner) but notification B shows Y karma gained (text in the middle of the screen).

ele fixes in patch don't actually work

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Posted by: Zepour.4965

Zepour.4965

Evasive Arcana doesn’t activate Cleansing Wave in Water attunement when dodging for me in PvE since the last batch of “elementalist” fixes.

Edit: Flame Burst, Blinding Flash and Churning Earth activate normally.

Cleansing Wave does actually work, and heals the nearby allies. But the animation does not occur.

You’re right, Cleansing Wave via Evasive Arcana seems to work normally, but the animation doesn’t.

Dodge roll "randomly" fails [video included]

in Bugs: Game, Forum, Website

Posted by: Zepour.4965

Zepour.4965

Three months and still no fix for this issue. This is silly.

Player Poll: Gen. overview after 3 months?

in Guild Wars 2 Discussion

Posted by: Zepour.4965

Zepour.4965

1. When did you begin playing? (post bw’s)
Headstart day one.
2. How many hours total do you have? (/age)
(Can’t check right now, will edit it later whe I have the chance. I’d say around 500.)
3. What’s your most gold banked so far?
Zero. I have around 20g on all my chars.
4. Do you have a max level character (s)? (number if more than one)
Yes. four: thief, elementalist, warrior, guardian.
5. List 1-3 areas / zones / events / tp; where you spend most of your time for income.
Frostgorge Sound.
6. Do you mainly use MF or not?
Nope.
7. Have you ever got an exotic weapon from a mob? If so, how many and total?
Never.
8. Have you ever got an exotic weapon from a chest? If so, how many and total?
Never.
9. What’s the most number of rare weapons you have looted in one day or 8hrs time?
I don’t have precise data for this, I think a couple max.
10. How many rare or exotic weapons do you “expect” to loot in one hour of time?
One or two.
11. How many lodestones have you looted total so far? (all types)
Hmm, maybe around four or five.
12. Do you craft? If so, do you have a 400 crafter? if so, how many?
All crafting disciplines maxed.
13. Do you sell your looted crafting mats? (specify optional)
I do.
14. Do you feel your return, (in terms of items, completion, income, etc) for your time, has been worth it?
Nope.
15. In ONE word, what needs improved most; from your perspective?
BUG SQUASHING!

How many here are playing less? And why?

in Guild Wars 2 Discussion

Posted by: Zepour.4965

Zepour.4965

I think I’ll stop playing altogether. Diminishing return on my tolerance to bugs in this game is kicking in.

ele fixes in patch don't actually work

in Bugs: Game, Forum, Website

Posted by: Zepour.4965

Zepour.4965

Evasive Arcana doesn’t activate Cleansing Wave in Water attunement when dodging for me in PvE since the last batch of “elementalist” fixes.

Edit: Flame Burst, Blinding Flash and Churning Earth activate normally.

(edited by Zepour.4965)

Please fix underwater combat

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Posted by: Zepour.4965

Zepour.4965

Elementalist’s damage with underwater weapons is underwhelming. It needs to be buffed significantly in my opinion. Also, I absolutely agree with #2, camera can get really wonky when my character swims near the surface. Just give camera the option to go above the surface, like in a certain very popular MMO.

Dodge is highly unreliable.

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Posted by: Zepour.4965

Zepour.4965

This bug is still in game. If you devs need any more info, contact me and maybe I can clarify this issue further. It’s an extremely annoying bug.

Edit: reworded the last sentence.

Canach is still BROKEN after fix

in The Lost Shores

Posted by: Zepour.4965

Zepour.4965

Defeated him several times, talked to him before and after the fight, talked to him when he was up and down, begged him, offered him cookies. Still no mail.

This whole event is an utter failure in my opinion. What a waste of time.

Warrior changes in 15th Nov patch.

in Warrior

Posted by: Zepour.4965

Zepour.4965

It seems trait #VIII Last Stand in Defense works now in PvE. Previously, it hadn’t worked for me at all.

Why does this game seem so horribly unbalanced?

in Guild Wars 2 Discussion

Posted by: Zepour.4965

Zepour.4965

My experience with my elementalist used to be similar, it ranged from average at best to awful at worst. I just couldn’t “dig” it and gave up at level 65, demoting my ele to a banking character. A couple of weeks later, I saw few videos of skilled elementalists in action and decided to give it another go. I changed weapons and trait build*, and went with a different playstyle. Suddenly, my elementalist transformed from an unspired class with average damage to a searing juggernaut of destruction. At level 80, they are not worse then thieves, warrirors and guardians (these are professions I have experience with at level cap). When played right, they are more than capable. OP, don’t give up, maybe you only need to change your playstyle. They do require a different mindset then a mage/wizard from traditional MMOs.

*I went with dual daggers and put 30 points in Arcane.

Dodge is highly unreliable.

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Posted by: Zepour.4965

Zepour.4965

This is a well known and documented issue. You can find plenty of reports on this very forum. I’ll share my experience with it. It happens when I engage in melee combat and have weapon skill #1 set to auto fire. It always happens in the middle of a weapon skill chain (for example Double Strike→Wild Strike→Lotus Strike). It can happen using different melee weapons with different professions, I have it on my thief, guardian and warrior using dagger/pistol, dual daggers, greatsword, dual axes, axe/shield, axe/warhorn etc. I have never experienced it with my dual dagger elementalist or with my other characters using ranged weapons. (Altough thief’s Disabling Shot occasionally fails too, but that might be a completely different issue.) It’s also something which has never happened against player characters for me, only against non player mobs. It’s not dependant on damage type. Sometimes, this “failed dodge” actually prevents incoming damage, but the character still rubberbands back to original position. In any case, it always drains endurance as the dodge has actually happened. For me, it’s a game breaking issue.

It happens only to certain players, many seem to be unaffected by it. I’ve been experiencing it since the headstart. Funny, I can’t remember seeing this issue during BWEs.

Everything else (skills, mobs etc) work normally, no lag there. I dodge ranged or AE attack perfectly fine. (My lag in Rift is typically 35 ms and gw2.exe -diag trace shows 26 ms, I live in Europe.)

absurd respawn rates

in Dynamic Events

Posted by: Zepour.4965

Zepour.4965

Mob respawn rate is ridiculously high. If people think that throwing endless waves of fast spawning trash mobs at players equals challenging and engaging gameplay, I urge them to think again.

Enemies Re-spawn time

in Suggestions

Posted by: Zepour.4965

Zepour.4965

Mob respawn time in GW2 is out of whack, and I’m being mild here. This needs to be toned down significantly IMO. Some areas have 10 – 30 secs respawn timers, it’s just crazy. It punishes people who play cautiously, characters with low dps spec or try to kite mobs around. No wonder there’s so many warrirors and guardians around.

But then … bots love high respawn rate.

Edit: let’s say Orr is fine, but high respawn rate of elementals in Norn starting area when no-one is around? C’mon.

(edited by Zepour.4965)

Seeing map/armors/stuck/weapons or other art issues?

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Posted by: Zepour.4965

Zepour.4965

Art issue with heavy armour
Human female guardian
Wearing Scale Coat and Scale Leggings, both crafted (plus other Scale pieces).

It looks like my guardian’s torso is cut in half in the waist area. Upper torso is clearly not connected to lower torso, there’s a two-inch gap separating both, and you can clearly see through the gap. The issue appears in character selection screen, ingame and in the hero panel preview. Character animation works normally.

Attachments:

Rubber-banding dodging bug is getting really annoying

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Posted by: Zepour.4965

Zepour.4965

This bug has been extensively reported in the past. Aseyhe has even posted a video in Dodge roll “randomly” fails [video included], I think the issue is well documented.

Rubber-banding dodging bug is getting really annoying

in Bugs: Game, Forum, Website

Posted by: Zepour.4965

Zepour.4965

I agree with with Sentinel, I pretty much retired my thief until this bug gets fixed. I just wonder why many people don’t seem to be affected by this bug as dodge rolls work normally for them, yet I have this problem with all my melee classes. Is it tied to specific keybinds or game settings? On my thief, dodge rolls fail around 33% of the time, often twice in a row. It’s beyond annoying.

Dodge roll "randomly" fails [video included]

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Posted by: Zepour.4965

Zepour.4965

I have experienced this bug as well (human thief). Extremely annoying. It has happened to me only on backward dodge rolls. Reported the issue via ingame bug report as well.