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Feedback: Guild Wars 2 Mac 64-Bit Client

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Posted by: alia.8349

alia.8349

I have a strange issue and was wondering if it’s not just me.

Essentially, I get extreme stuttering and FPS drops randomly. It doesn’t appear to be a hardware or throttling issue, since thermal temperatures are fine and there are long periods of playtime where performance is great, but then the game will suddenly decide to run at 6FPS for a while without any change to what I’m doing onscreen.

Curiously, when this happens Activity Monitor shows kernel_task rather than GW2 as eating extreme CPU (pic attached). I don’t have this issue with any other programs. Resetting SMC, NVRAM, etc. did nothing and restarting the OS sometimes fixes it. It also seems to come and go with GW2 client builds – it was fine for a while and now is terrible with the recent update.

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Feedback: Guild Wars 2 Mac 64-Bit Client

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Posted by: alia.8349

alia.8349

Here’s an experiment for those of you hitting the keyboard bug: turn off autocorrect.

For newer versions of macOS this is in the Text tab of Keyboard Preferences.
For older versions of macOS this is in the Text tab of Language & Text Preferences.

I’ve had this off by default and regularly get the keyboard bug.

Feedback: Guild Wars 2 Mac 64-Bit Client

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Posted by: alia.8349

alia.8349

This is a minor request, but could we get some sort of alert when the pvp queue pops but the client is tabbed out, the way the windows client does?

All Mirage Skills and Traits

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Posted by: alia.8349

alia.8349

Last utility, from the same thread on reddit.

This is of course going to be mandatory on certain raid bosses, but the 30s cooldown means it’s not viable in fractals or general pve. It’s a solution we’ve needed for a long time, but unfortunately it’s quite badly designed.

1. The effect is stapled to a shadowstep/evade, which are powerful in pvp and mean that they can’t give it a shorter cooldown in pve. It’s a pretty textbook case of a need for splitting between game modes.

2. It occupies a utility slot and, worse, is locked behind an elite spec when some version of it should really be baked into the main class. It’s looking like Mirage will only be taken by condi specs unless the sword ambush skill is a 15-20% dps gain (extremely unlikely), so power mesmers will never get it. Condi specs by contrast will have a really hard time slotting it because two slots are already required for signet passives (one of which should really be rebalanced to a dd bonus), and it also makes axe 3 redundant since that one only moves clones.

(edited by alia.8349)

Feedback: Guild Wars 2 Mac 64-Bit Client

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Posted by: alia.8349

alia.8349

Most of the time the game runs fine-ish on medium/low settings, but occasionally and for no reason it will suddenly begin to stutter at 5fps. This isn’t tied to graphical load onscreen and appears random. When it happens, it’s OS-wide – tabbing out and doing other tasks is impossible as the whole system bogs down.

Activity monitor does show a slight uptick in GW2 CPU load during this, but it’s not extreme. The only way to fix this is to restart, but it happens far too often and never resolves automatically. It’s not a throttling issue; temps never rise above 65 – 70, and a SMC reset didn’t resolve.

(edited by alia.8349)

8/8/2017 Mesmer Balance

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Posted by: alia.8349

alia.8349

ArenaNet,

I hate having to choose between Phantasmal Force and Malicious Sorcery. Please move something so we can have both!

<3
~Wand users

Funny. I actually came here to complain that all 3 GM traits in Illusion (a largely condition trait line) are going to be useless for Mirages (a condition spec).

MS is scepter-only, MoF doesn’t really add anything to shatter that condi specs want, and the new phantasmal force trait only boosts direct damage of phantasms rather than the conditions granted by torch/pistol phantasms (and, honestly, is pretty bad even for power specs outside of raids). If you use any scepter build I have no idea why you’d care.

With ineptitude moved/nerfed, it would be nice to see MS get the same treatment as a few other traits and grant, say, half its current attack speed boost regardless of weapon equipped.

(edited by alia.8349)

Feedback: Guild Wars 2 Mac 64-Bit Client

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Posted by: alia.8349

alia.8349

I haven’t played in a while, trying to get back to the game for the new expansion. I am currently running macOS 10.13 beta, using the 2016 MacBook Pro (Radeon Pro 460). The performance using the native client is absolutely terrible (around 10 fps on medium settings, 1680×1050 resolution). This surprises me somehow, because I was getting around 40-50 fps on my old MBP with the M370X (thats about half as fast as the new GPU). Is there a known issue with the Polaris cards or High Sierra beta?

I’d be curious about this as well, since I also had a decrease in FPS going from a 2013 to a 2017 MBP (Geforce 750M vs. Radeon Pro 560).

Feedback: Guild Wars 2 Mac 64-Bit Client

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Posted by: alia.8349

alia.8349

Preliminary status report: I gained about 5 – 10fps and have yet to crash with the update.

Feedback: Guild Wars 2 Mac 64-Bit Client

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Posted by: alia.8349

alia.8349

Question for the devs:

I’m interested in pre-ordering the new expansion, but at the current state of the Mac client I don’t think I would be willing to invest any more into the game.

I’m kind of here as well, although in my case I’m sure they’ll get around to fixing bugs as blatant as universal crashes (eventually). I’m less sanguine about the prospects of a client that’s actually well optimized.

Right now performance for me is slightly worse than the 32-bit client and far, far behind bootcamp. I could pretty easily imagine a scenario where they fix most bugs but otherwise leave the client alone, similar to what they did for the earlier client when it was being maintained.

Running a maxed-out 2017 MBP, the game still stutters horribly on low everything. Meanwhile bootcamp gets a solid 40fps with most settings on high.

Feedback: Guild Wars 2 Mac 64-Bit Client

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alia.8349

Running a base 2017 15" MBP with a Radeon 560. Two things stand out:

1. Performance is quite bad. Moving the camera causes stutter, as others have mentioned, but in general I’m getting ~25fps on low/med settings.

2. I think this bug might be unique to the touchbar model: Typically when playing the game and mashing keys, the touchbar has the 12 function keys. However, if you afk for around 5 minutes or so, the function keys disappear as the touchbar goes into standby mode.

Although performance is fine for as long as you afk, the moment you hit any key to wake up the touchbar, the entire screen freezes for a few seconds as the client locks up. It returns to normal eventually, but it’s a good 2-3 seconds of 0fps.

Legendary Armor Backpiece Attach Point

in Fractals, Dungeons & Raids

Posted by: alia.8349

alia.8349

As an alternative suggestion, I propose just removing the hideous skull from the back of legendary light armor and having the same backpiece hover distance as any other armor.

I’m not sure why this is even a thing, considering how much dev time went into legendary armor.

Black Screen with 64 Bit Client

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alia.8349

Oh good, there is a thread for this.

As people have mentioned, ~50% of the time when loading the 64bit client I get a black screen and have to restart the computer. I can ctrl+alt+del out, but the cursor doesn’t work and the only way out is a hard reboot.

All drivers are updated, and I’m not running any gpu controls like the guy above. It is driving me crazy.

Please Remove RNG Swiftness from Skills

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Posted by: alia.8349

alia.8349

Chaos armor gives rng swiftness. Chaos storm gives rng swiftness. Prismatic understanding gives rng swiftness.

Random procs are generally bad design because it prioritizes luck over skill, but it’s thematic with mesmers and in the scheme of things it’s fine as long as the effects are comparable. Problems:

1. We don’t care about swiftness. We have a 25% runspeed passive which every single HoT build has, and that final 8% is not going to do anything. Having swiftness in the pool is not too far off from “X% of the time, this skill has no effect.”

2. Even if we did care about swiftness, it is (basically) an out-of-combat boon that our skills proc in-combat and which shares rng with in-combat boons. It isn’t analogous in function, which exacerbates #1.

3. It is lazy design. In the case of PU, swiftness and might were added specifically to dilute the defensive buffs that you can stack. The nerf was warranted but there is a difference between nerfing something to be less effective and nerfing something to be randomly less effective.

[constructive feedback] Is chrono OP?

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Posted by: alia.8349

alia.8349

I’ll refrain from commenting on the original question, but something I haven’t seen mentioned so far: Try out a damage rotation with persistence of memory + chronophantasma. There’s nothing quite like it.

It’s bugged to not work with shield 4, though.

That was one of the setups I had planned to test for this weekend.
It works out decently, but frankly you don’t actually get all that many shatters out of it.
I mean, you get more than you used to, but I didn’t find that I wkittentering enough to feel like it was a huge dps boost.
And on my condi spec, none of the phantasms apply enough condis to feel it worth forgoing the extra dps from more than 1 shatter at a time.

The point isn’t more shatters, it’s that there is now no opportunity cost to the shatters that you have.

The phantasm dps you lose from the shatter runtime+daze is more or less made up for by the resummon (it resets attack cooldowns), and the 12s reduction in phantasm skills paired with illusionist’s celerity means you can basically cast phantasms without cooldown.

Chronophantasma + persistence of memory lets us have phantasm dps and shatter dps at the same time, which is not something we’ve ever had before.

(edited by alia.8349)

[constructive feedback] Is chrono OP?

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Posted by: alia.8349

alia.8349

I’ll refrain from commenting on the original question, but something I haven’t seen mentioned so far: Try out a damage rotation with persistence of memory + chronophantasma. There’s nothing quite like it.

It’s bugged to not work with shield 4, though.

Chronomancer Feedback Thread

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Posted by: alia.8349

alia.8349

As an aside, with the introduction of chronophantasma adding more depth to illusion management, can we please get upgrades to the three circular indicators on the GUI? Purple for phantasms, pink for clones, black border for phantasms with chronophantasma?

It would make it much easier to know when to shatter instead of squinting across the battlefield looking for pink sparkles.

Chronomancer Feedback Thread

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Posted by: alia.8349

alia.8349

right now there’s very little opportunity cost to X*2

Precisely why I hope they will consider dropping gravity well and making the shatter an elite before they consider neutering it.

Would still be too good, even as an elite. You simply can’t balance an entire profession’s skills around the possibility of an instant reset.

Anyway, building on my earlier post, some specific suggestions:

-Shield 4 becomes Deja Vu if it blocks, but if not it becomes a third skill after ~1s which lets you cancel the channel to instantly summon the phantasm.
-If the F5 rift is killed, we don’t get the rewind.
-Avenger phantasm changed to allow rebound on bounce. Pve buff, no real pvp effect.
-Alacrity buff/rework. Even if this thing were impactful (which currently it is not at all), I doubt that would be enough to make it interesting. It’s basically might. An invisible passive that you try to get more of but play the same regardless of whether you do.
-Aoe resistance for phantasms in pve, for the love of God.

(edited by alia.8349)

Chronomancer Feedback Thread

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Posted by: alia.8349

alia.8349

I suppose I’ll do an effortpost of impressions, as Robert is soliciting feedback and I spent most of the day on the chronomancer.

Shield is basically a bust in pve, I think. The phantasm deals only nominal damage (~30% of a swordsman, slower attack speed), which means you’re sacrificing warden reflects or duelist dps for alacrity alone. I’ll reserve judgment on that until I see the ~~challenging group content~~, but as it stands alacrity is a tough sell in a game where most classes deal most of their damage through autoattack. The greater issue is that the phantasm is only summoned when the block ends, which means that unless you have aggro or environmental damage on tap every time you need it, you’re going to channel the thing for a full 2.25 seconds. That’s over double the cast time of any other phantasm on a class with already unweildy ramp-up required for every new mob or every aoe pulse, and I suspect makes the weapon stillborn.

Shield in pvp is more promising. Phantasm builds will pass on it due to the dps loss, but it will likely have a home in a shatter build which uses the weapon for its two blocks, aoe stun, slow and projectile deflect. It’s actually a pretty great utility offhand, especially as the phantasm debuffs slow for a ridiculous 3s (versus buffing alacrity for 1s).

Incidentally, the avenger phantasm uses the bad version of bounce where it will bounce up to 3 times but will never hit a target more than once. Lack of targets causes the projectile to fizzle. Also, it needs a new graphic to distinguish it from the defender phantasm.

The wells are alright. We traditionally lack aoe damage and this helps, but in pve I imagine time warp, feedback, and a slot for portal/mimic/nullfield will still be mandatory and I don’t see any well except maybe calamity muscling its way in.

Pvp they’ll have a role, especially as area denial and aoe stability are always in demand. Gravity well will be the default elite, I imagine, although it has lost the pulsing cc seen in the POI.

The traitline features a 25% runspeed passive as the GM minor, meaning everyone will be a chronomancer forever until the servers die and if the next mesmer elite spec is literally the messiah come again, nobody will give a kitten . Aside from that, some decent filler. Chronophantasma is welcome but should really be baseline, as it’s compensating for a flawed profession mechanic. Interestingly, as long as you have a target, Illusionary Reversion currently allows you to pregenerate clones even ooc (up to 1 clone outside 1,200 yards, 3 within 1,200 but they engage).

Continuum split is a delectable joy of the first order in pvp and in terms of curbstomping unwashed pubbies is wickedly good. You can pull off some truly unprecedented bullkitten with it, even by mesmer standards, which is a high bar. Note however that they nerfed the duration to 1.5s per illusion.

Its performance in pve will depend largely on what kind of encounters they end up designing, but I imagine it will generally just be a more powerful mimic.

I will be amazed if F5 is not nerfed to be unrecognizable before release or shortly thereafter. It’s a neat mechanic in that it doesn’t actually do much for you if you’re not already good at mesmer-ing, but you can’t design skills to be balanced both if they do X and if they do X*2, and right now there’s very little opportunity cost to X*2.

Overall some new tools and tricks, but it’s pretty incremental compared to the other elite specs. Reaper plays like a completely new class, and tempest isn’t far off.

P.S. – In terms of changes between the POI and now, it looks like the well trait was buffed to remove 2 conditions instead of 1, and Lost Time now procs every 5th crit instead of every 3rd. Both justified.

Also, I would like to take this moment to again complain about the stupidity of giving us a 5th offhand when we only have 2 mainhands (which are essentially mutually-exclusive). No other profession has a ratio this bad.

(edited by alia.8349)

Why is lightning flash still 900 yards?

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Posted by: alia.8349

alia.8349

Kind of curious, as it’s starting to grate a little.

Thief shadowstep has always been 1,200 yards and lets you shadowstep back besides. Mesmer blink was buffed to 1,200 baseline with the trait changes and has a 30s cd.

Meanwhile our version is still capped at 900 yards, has a 40s cd, and doesn’t break stun like the above two do. Seemingly to compensate for all this, it deals some piddly aoe damage that nobody cares about.

Could we have this looked at?

June 23 Patch - Healing by the Numbers

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Posted by: alia.8349

alia.8349

Yeah, that sounds about right. A few comments:

1. Pretty much all pve mesmers are going to be in dueling (conditions are amazing in pvp right now; crap in pve due to confusion scaling and some other things) and since deceptive evasion doesn’t do much in dungeons/fractals, harmonious mantras will likely be pretty popular. This means mantra of recovery now actively contributes to dps, which is necessary for any viable alternative to signet of the ether. +12% mesmer damage is pretty reasonable, especially taking into account the signet cast time and potential dps boost of other mantras.

2. Throughput of traited mirror and mantra of recovery got huge gains with the patch, but scaling with healing power is still absolutely wretched for all the Inspiration traits. Restorative mantras, restorative illusions, and healing prism are all great traits with 0 HP and pretty bad ones to actually get HP for. Basically, invest in traits and not gear if you want to try your hand at support.

3. The direct heal of healing prism only affects allies exclusively (eg, not yourself), which I suspect is a bug. There’s a handful of traits that only affect outgoing healing, but they only change the healing modifier and additionally explicitly state this. Offhand I don’t believe there are any other direct heal skills or traits that exclude the caster and, indeed, the wording of healing prism is identical to traits (such as selfless daring) that heal everybody.

Regardless, with the recent nerf of healing prism to have a 10s ICD there’s no reason for it to be ally-only.

4. Inspiration is actually in a good place right now and is a solid line for both pve and pvp. I’m not sure if there will still be room for it once HoT hits and the chrono line essentially becomes mandatory, but for the moment it’s perfectly viable in plenty of builds.

(edited by alia.8349)

Confusing Combatants... Why?...

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Posted by: alia.8349

alia.8349

To add to the above, I’ll just throw in something that hasn’t been mentioned:

Mesmers really need more freedom to have a hybrid dd/condi role.

1. We now only have one trait that makes crit interact with conditions (many classes have multiples), and it is also a very mediocre trait that is only worthwhile with one phantasm (duelist).

2. DD is influenced by three attributes from gear; condi by one. This change means I basically have no reason to use something like sinister unless I really want to spend half my stat allotment on some marginal direct damage that synergizes with nothing.

3. Mesmers already had the most extreme ratio of mainhands to offhands (2:4) and to make it worse, HoT is giving us a fifth offhand because ~reasons~. On top of that, the two mainhands we do have favor mutually exclusive playstyles, meaning unless you want to go sword/X + sword/X, you really only get one offhand to play with. Confusion from crit would help a fair bit with making sword+scepter a viable weapon set.

(edited by alia.8349)

Mesmer preview: Condi Mes Nerfed!?

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alia.8349

I don’t suppose there’s any hope for them giving the new torch phantasm something other than fury as a boon.

Utterly bizarre change. It’s on a condition weapon and there’s no use for it, unless your build also has dueling, in which case all your phantasms have perma fury and there’s still no use for it.

Ascended Gear - Anet please fix this.

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alia.8349

I assume the answer is no, but will there be refunds possible for those of us who very recently (in the past week or so) crafted ascended armor?

why would you want a refund for BiS semi-mutable gear?

Because those of us who do fractals have 739 boxes of cleric’s gear that are now mutable, meaning we now have little reason to craft specific sets. In my case, I just finished crafting a rabid set for an alt spec, which cost ~700g and would have cost me far less after the patch.

It’s not so different from prior refunds they’ve done when a patch changed high-cost items to lose value, but I can understand why they wouldn’t do it in this case.

(edited by alia.8349)

Ascended Gear - Anet please fix this.

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Posted by: alia.8349

alia.8349

I assume the answer is no, but will there be refunds possible for those of us who very recently (in the past week or so) crafted ascended armor?

New Wallet; also Combat Changes (Esp. Conds)

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Posted by: alia.8349

alia.8349

Givers weapons exist.

And “cc durations like fear?” Try only Fear.

Giver’s ascended doesn’t, and for a reason. One of the devs commented that Giver’s was a mistake.

And, you know what I meant. Conditions as a whole have a lot of utility that direct damage doesn’t. Chill, immobilize, etc. all scale directly with duration. You can’t balance condi duration as a dps stat the way you can, say, power.

New Wallet; also Combat Changes (Esp. Conds)

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Posted by: alia.8349

alia.8349

Edit:
To above poster there are 3 stats that effect condition dps. Damage, Duration and Precision. Prior to now the second two were worthless due to the cap. With it removed they will directly effect total dps now. We still need a gear set with those stats though.

Precision only affects condi damage through a very small number of procs from traits that trigger on crit, which not all classes have. It is also in no way actually worthwhile, and is only gotten because there’s literally nothing else unless you want a defence stat.

Duration does not exist on gear and never will, since balancing it will be a nightmare given that it affects cc durations like fear.

New Wallet; also Combat Changes (Esp. Conds)

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Posted by: alia.8349

alia.8349

Trying to make conditions on par with direct damage is a futile exercise as long as GW2 is a game with 3 stats that affect dd and 1 for condi.

Either the two playstyles are equal dps, and one has vastly superior survivability, or they aren’t, and zerker stays meta forever.

Chronomancer Traits

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Posted by: alia.8349

alia.8349

With the phantasm shatter trait making micromanaging different types of illusions even more involved, can we please finally get different indicators for the three circles that represent our active illusions?

Having clones be one color and phantasms another would be very welcome.

Using Command as a Modifier Key

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Posted by: alia.8349

alia.8349

So, as we all know, on mac keyboards the key in the most natural thumb position for wasd or esdf is command. Unfortunately, for reasons passing understanding, the GW2 client does not allow you to use command as a modifier key (or indeed as any hotkey).

This is really annoying, as the traditional control/alt keys are much more inconvenient than on windows keyboards.

Typically the developer reply to this is “that key is reserved by the OS”, which would be more plausible if any number of games hadn’t had bindable command for years now.

The obvious solution would be to rebind command itself to, say, alt, and in fact OSX lets you do this. However this is a global change, and you screw over the rest of the OS hotkeys for the sake of GW2.

Out of curiosity, has anyone found a program that rebinds command to alt only while GW2 is in the foreground, or any other solution?

(edited by alia.8349)

Opening Chests after March 18th

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Posted by: alia.8349

alia.8349

Will there be an alternate way to obtain crafting materials that you are short on once glory is removed? I’m thinking specifically about consumable tokens, which everyone had to buy with glory.

Ascended Armour

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Posted by: alia.8349

alia.8349

So, celestial is pretty objectively inferior due to exponential returns from specialisation and Anet’s apparent fetish for keeping power at a higher level of parity compared to prec/cond/crit.

That said, is anyone thinking of crafting their ascended set with allstat just because we can’t predict the meta? I’m increasingly thinking that I’d rather be eternally suboptimal than build locked.

Mac client no longer works.

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alia.8349

I have all of the issues the OP does, plus several more on a new Haswell rMBP. The TP fails to load 90% of the time and when it does the text is unreadable, there’s unplayable lag since the patch, etc.

It is really bad, and I’ve basically just stopped playing due to the accumulation of so many issues.

Haswell rMBP Performance

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alia.8349

It’s about time for this thread to go up I suppose, given that people are receiving theirs.

This time around we have the 13" with Iris 5100 and dual core i5 or i7 variants, and the 15" in quad-core i7 and either the Iris Pro 5200 or Nvidia’s GT 750M. Graphics cards are likely to be the main differentiator here, although GW2 is pretty heavily CPU-bound so we’ll see.

This thread is to post thoughts on performance, graphics quality, and overall impressions. My own 13" looks to be arriving tomorrow, so I’ll contribute when it does.

How low has your server gotten Tequatl?

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Posted by: alia.8349

alia.8349

Would love to know the success rate during the broad time slot of Oceanic prime time. Of course this thread isn’t accurate for such things, but if I were to use it as a loose guide it’d be close to 0%. Sadly, I’m guessing the real success rate during this time isn’t much higher at all.

To my knowledge, there has yet to be a recorded Oceanic TZ kill and probably never will be since most people are abandoning the fight after downing him once (rewards not worth the time investment) and the few that repeat it for kill only do so during NA TZ.

It’s bad, will only get worse, and it’s dumb that this is how the fight was designed.

Tequatl Terror Squad (JOIN NOW BEAT TEQUATL)

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Posted by: alia.8349

alia.8349

I’d like an invite, please.

Magic Find [merged]

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alia.8349

Anyone CLAIMING that Anet didn’t take the MF item points on Celestial Gear into account when creating the armor – could you please provide a link from a dev backing up your nonsense statement? Thanks a ton.

Exotic Celestial chest armour =270 stat points (45 × 6 stats), plus 6% crit damage, plus 3% magic find

Exotic Tri-stat chest armour (e.g. Carrion) = 245 stat points (101 + 72 + 72)

Exotic Tri-stat chest armour including crit damage (e.g. Berserker) = 173 stat points (101 + 72), plus 5% crit damage

Celestial gear is over budget even without magic find. FACT.

It’s perfectly obvious, given that the intended removal of magic find was announced before Celestial gear was added, that it was budgeted to be desirable even without magic find.

Of course it’s over budget, with or without magic find. What of it?

1. About the current state of celestial, it’s entirely possible to have one item with a higher stat point total than another, and still have the first item be numerically worse than than other, even in a hybrid role. This is a combination of exponential returns from the synergy of focusing in only some stats (e.g. crit chance is more valuable the more crit dmg you have) and of not all stats being made equal (e.g. power is simply better, point for point, than crit chance all else equal even with only direct damage, healing power scales like kitten but still uses up the budget, etc.).

Saying something is over budget means nothing, because point budgets mean nothing.

2. About the upcoming state of celestial, regardless of anything else, players using celestial for the magic find were not exploiting. They were making use of a game mechanic. Changing the mechanic is fine, but punishing the players for having used it is vaguely rude. At the very least there should be a reforge option for celestial as well.

Magic Find [merged]

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Posted by: alia.8349

alia.8349

  • Upgrade components that currently give MF bonus will be updated with new functionality.

“New functionality” is different from the wording used for weapons/armor. Can you clarify whether MF runes and sigils will just be completely changed to new items, or whether we’ll be able to swap them for something?

Oceanic Player Issues

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Posted by: alia.8349

alia.8349

Playing from Korea, I have all the above issues despite what is some of the best internet in the world. As mentioned though, it doesn’t seem to be a nakedly latency issue. I can pvp or do most other events fine; it’s just here that I have desync issues.

I managed to get 40 crystals with judicious delay compensation and ignoring of automatic lightning targeting, but it wasn’t at all fun.

Sanctum Sprinter, however, is completely 100% unplayable even semi-competitively.

Native Mac version

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Posted by: alia.8349

alia.8349

Yeah. Even if you attempt to do concurrent DirectX and OpenGL development from the start, it’s almost always a goodwill/PR thing that you subsidize with money from other revenue streams.

Native clients don’t make money from mac gamers – they make money from mac gamers who wouldn’t otherwise play the game in bootcamp. That’s a tiny subset of an already tiny group.

New MBAir 2013 performance - Mac Client

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Posted by: alia.8349

alia.8349

Was thinking of ordering same i7 model.

How is the heat/noise? Also, I assume that is the osx wrap?

New MBAir 2013 performance - Mac Client

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Posted by: alia.8349

alia.8349

Anyone able to provide bootcamp impressions yet?