Showing Posts For anonim.5932:
As the support ticket has not gotten any answer (Anfrage #6531983)
Does anyone have any idea what this could be caused by?
Hello everyone,
I have a problem with ingame sound. Symptoms are:
- Voices from NPC are really quiet, if I look directly at them (as if they were really far away)
- By turning the camera to the left or right, their voices become normally loud
- My owns character voice is not hearable…
- but is, if I am near walls or stuff
I first thought my sound driver maybe making issues, but as their is a clear ingame camera direction involvement, I am pretty sure, this can not be caused by external programs?!
I only have this problem for about 2-3 weeks. And not on every NPC, just some of them.
I would really love to see the strider’s armor have a come back.
I only now realised, that this armor is made of pieces and has one of the best looking torso pieces!
The official introduction video:
https://www.youtube.com/watch?v=mKVL12XpLcg
As frifox said, Mesmers are harder to level than other classes, they heavily depend on their traits. Just get trought to higher levels and you’ll see =)
Pretty much play want you want. I always go D/D and P/P , with sort of 5/6/0/3/0 (not sure right now). More dodges trough acrobatics 3 is pretty cool.
(Only played fractals 35 so far, so, not viable for 40-50).
I think the better approach would be for you to tell us, where (in which fractal) your problemes are.
Yeah, pretty much your oppinion, Blood Red Arachnid.
One BIG step would be to reduce these horrible fire animations on bosses. Those huge flames just make it impossible to see what he is doing. Even worse when the guardian’s blue flames are on him at the same time. It would absolutely be sufficient to let his feet burn for example ^^
Suggestion highly appreciated! (would be a bit like in league of legends btw.)
In fact I think you’re wrong. Since the 15th april every sigil should work with every other (except for 2 of the very same kind, like 2x sigil of water). They gave an example: Sigil of Fire and Sigil of Aif now work together on the same weaponset (or same 2 handed weapon)
Wait until you hit lvl80 and know what to buy yourself =)
I’ll say character slots, if you want some more, perhaps a bank slot.
Never ending harvesting tools are nice to have but nothing really important (IMO). I would just never ever buy gold with it! Rather armor skin or something ^^
In PvP I’ve been using portal. I try to keep track of when it’s about to expire and shortly before it goes on recharge I’ll create a portal exit, but the completed portal isn’t usable. Is this the way it’s supposed to behave?
I’m assuming it’s always done this, but it’s frustrating to have an active portal clearly there that you want to go through but it won’t let you no matter how furiously you press F. It seems to happen sometimes when I don’t use it to its full duration as well, I’l lbe in combat and unable to escape using this unusable two way portal.
Same problem here. And I am nearly sure to not have exceeded range…
Would be nice to have an icon with the amount of time left to activate the exit + having the out of range symbol (red line under the skill) if range is exceeded.
How about kitten mursaat-ish phantasms would be nice =)
(so their models would be ingame and could be used as enemies, too ^^)
Why would they get rid of the repair cost but still raising fees for traveling? I can avoid the repair costs by improving my fighting skills. However the traveling fees can’t be avoided. So… why it’s this way and not the other way round?
Think there is a big problem in your theory: You are comparing player vs. player fights. But they already said: They won’t introduce furiosity in PvP, which means they already think it’s balanced there.
You should look at PvE fights, where enemies have 1000k Life and much more dmg output. It’s easier to reduce the fighting time by applying more dmg, than having more defense, that in fact can’t compensate, because it dosen’t change the fact, that you can only dodge two times and you still can’t really tank the dmg and get two-shot.
[…]It is a frustration issue.
Fighting against someone whose blinds destroy any of the slower weaponsets, is constantly disappearing, deals damage quickly, teleports around, and can just disappear if the fight goes bad is downright annoying.[…]
Hm… that’s a valid point… but… What about Prismatic Understanding Mesmers?
Our Horizontal Progression Proposal
[…]
Chris
I would sign this one, if the focus would be on more skills/sub-classes/weapons. Everything that gives me more choices how to change my skillbar!
(Signet of Capture was a really cool way to get new skills and would be great for some new ones! )
I don’t feel like housing should be on the top 3 priority list at all…
(edited by anonim.5932)
Create it, play it, level it and at level 80, if you are still wanting to play the class, then You can look up on tips, tactics, builds and armor. Till then, just enjoy the game =)
There is no need for best armor or build in the leveling phase, just experience the class and it’s mechanics and learn how to play it while you play it.
Some might say, that there are some leveling phases that are a bit… frustrating is a too strong word, just lacking the right one… but nevertheless, if you like the mechanics, just keep it going and you’ll be happy with it ^^
I’m playing a thief and while there aren’t 1000 builds to play, there are several good build to play at level 80 content in PvE. I never had a problem finding a dungeon group, so don’t worry, thief is still playable and nice for the endgame content.
Sry to hijack your thread, but:
What did the 10dec patch to kill s/d? I’m a thief since the very beginning, but never liked the sword on thief. I really want to know why you guys think it’s dead (well, most of you)
@Woaden: Don’t want to say your build is not working but: What I think to see in the video are neither (really) good players (and I mean, really really, no offense guys), nor big numbers. I think your dmg output is relatively low for a thief, and I think that’s the reason you won so often. Nobody is expecting your defensive abilities as a thief. 99% run glass cannon only and drop instantly if attacked (and hit!).
I think it’s a viable build in overall wvw, but I don’t know, if it’s viable against really good players. Some of them are just annoyingly good. I played against some of them (in wvw) several times with different approaches and they always nailed me to the ground (I’m not saying I’m really good, but they were, and I think they would “easily” win against your build, for you not making enough dmg).
Hm… didn’t want this to be that pessimistic… hope you’ll get what I wanted to say ^^
Anyway: Nice tips in the video! Keep it up!
Hi All,
I got back into the office this week and have been SUPER busy. So i sincerely apologies for not contributing over the past few days. I need to catch up from page 44 )-:
I intend to put a proposal together on behalf of us all this weekend. Feel free to carry on chatting and brainstorming in the interim. I am looking forward to getting back into thread and seeing it come to its conclusion.
Chris
Hi Chris,
think it’s indeed the right time for your proposal. It’s hard for new people to join this thread, because they won’t read everything and don’t know what has been discussed so far. Yep, there are some players making big efforts (thanks for that!) to summarize everything, but still…
A proposal could create a “new” start of a concentrated discussion, where everyone new could start to participate.
Perhaps even a new thread would help to integrate new players?
And thanks for the CDI and your “heroic” engagement for this one =)
Hi everyone,
don’t know, if you know, but I just found out, that
http://argos-soft.net/GW2/ArmorGallery/
is back online =)
Big thanks to him! Best armor/weapon gallery I’ve seen so far!
Just wanted to let you know ^^
Anyone familiar with the goa’uld tactic to conquer a target (goa’uld → Stargate)? Activate any gate to prevent it to be used as an escape way and than attack from the sky…
You won’t find what you are looking for. It’s much too dangerous for Anet to write these things generally. Here and there some developers post on the forum, but only if the content is widely accepted by the community. Think about it: A developer creates content that the community doesn’t like at all. What would happen? Well, probably not so much. But worst case scenario: Private Facebook/Twitter/Forum Accounts would be flooded by some crappy comments. Even if the comment-writers don’t think about it, receiving tons of negative comments can destroy one’s joy and engagement for such a game…
That’s my current build+armor, mostly played in fractals (currently 27):
http://gw2buildcraft.com/calculator/thief/?7.0|8.1g.a5.8.1g.a5.0.0.0|a.1g.a1.a.1g.a1.0.0.0|1n.a1.1n.a1.1n.a1.1n.a1.1n.a1.1n.a1.0.0.0.0.0.0|2s.d14.2s.d14.3s.0.2s.0.2t.d14.2s.0|k3a.u56b.0.k19.0|0.0|57.5b.5a.5c.5w|e
I’ve tried to play the 10/30/0/0/30 version to have more support trough steal with multiple boons, but missing acrobatics makes me die more often. The armor is a bit defensive.
Would be grateful for any advice to make the build more effective in groups =)
Mine would clearly be:
— Role Diversification: New skills/traits, new weapons, access to inaccessible existing weapons, infusions and hybrid professions.
But mostly for new skills and new weapons. As a thief I feel like lacking options to play in dungeons. I know, there are a few builds out there, but the weapons limited to 4 is a bit… well… limiting ^^
(oh, what I want to mention: Don’t work on the underwater system. It is nice to have as it makes player feel entering another area of the game, but I feel like it’s less important than improving/expanding the land system).
(edited by anonim.5932)
Gear:
This:
[…] I like the idea of having ascended gear the way it is at the moment. It’s not too powerful compared to exotics, but I find it quite difficult to get into the crafting process. I regularly get a lot of mats for the weapons/armor but I have no real clue what to combine in which way. I would wish that there would be a kind of tech-tree UI. A place where I could see all the needed mats for the weapon; where I can directly put in the mats I’ve already gathered and get an idea what’s still missing.
And: Make the stats of ascended gear switchable like the legendary ones. It’s far too expensive to craft several weapons and armors to be able to play different builds. Most people concentrate on one build with few differences. They cannot change their traits and armor easily and that blocks the variety of builds. No one will try builds they know aren’t as effective as their current ones (although they could be more fun to play).
To fight this trend:
- Make ascended gear’s stats switchable (armor and weapons!)
- Remove the fee for changing traits
- Make the traits completely changeable once out of fight (for like 2mins) or in a city
This will still make the selected build important, because it’s not changeable in dungeons or (wvw wise) before the enemy breaks through the gates, but gives the players more choices and possibilities. And technically it should be “easy” to implement, as all the needed techniques are already ingame.
Skills:
What let GW1 (and other MMOs) made to improve the game experience was adding new skills. For GW2 I suggest another approach – Let us skill the weapons we use. Give us a choice for each weaponskill. There would be two approaches: You could give every weaponskill-place two skills to choose from or add weapon-skill-traits which could change the first 5 skills. Like two traits per skill (for example: hammerskill 1 – trait1: every attack in the attackchain will deal AOE damage, trait2: increase the attackspeed of the first hammerskill for 25%).
Drops:
One thing for progression are the drops. I feel like the loottable is just horrible in this game. Most “good” weapons you would use are just being crafted or have a 0,00001% drop chance. I play since the beta-weekends and there was nearly no item that dropped and was good enough to be used by my own characters. Normally they are not rare enough (stat-wise) or they have the wrong stats. It’s just not enjoyable to buy everything from the TP.
Another thing is: Why are the god kitten ed race and order armors not exotic? What the hell?
(edited by anonim.5932)
Plz change the agony resist system to be more like the one for luck. Account bound!
I would really like these skins to be in the achivement-box, so that they could be created whenever you want them. Would just be awesome!
Just wanted to report: His Belch damages me, even if I’m taking a normal drink (#1). Can’t beat him that way.
Would be pretty cool!
I think the boss mechanic is just fine. Needs movement, a bit team coordination when reviving players and getting Mai into the AoEs. But it’s just too long. Reducing Mai’s healt by… don’t know, perhaps 33%? would make the fight less longbreathed. I really like the whole dungeon, the boss mechanics are cool (preliminary the laser walls!) and fun! Just Mai’s fight is too long.
Sure, you can have your 1200’ range weapon as soon as they take away that ridiculous 1500’ steal teleport trait.
I think their idea was getting the thief to teleport and surprisingly attack enemies. What they didn’t think about is: What should we do to defend a tower or attack one?
I think they shouldn’t introduce a new bonus every week. What they should do, is introducing squad functions for commanders. Letting him put flags on different targets, saying: Team 1 point A, Team 2 & 3 Point B. This would change the battle from zerg vs zerg to more different group fights and would allow more strategy EVEN with PUGs/non-gild members.
There is/was a nice squad function in Battlefield 2142. One Commander leading the squads with flags and commands, while the squad has a leader to define the exact strategy to fulfill the commander’s order. Some fast-activation-shouts for squad leaders for commands such as “back up”, “attack” and “hide”. Same system could be implemented in GW2 and would allow more tactics.
Squads could easily implemented, as there are groups. They should be able to set flags for others, because there already are these personal waypoints which can be seen by other groupmembers.
Just make a menu when you enter the commanders group, letting you enter one of the existing squads (or making a new one). Then you’ll see the squads’ flag and “hear” the squad intern commands (with a clear indication, not just chat-window but like a red font in the middle of the screen (to let people notice the “flee” command even when in the middle of a combat)).
Everything else, such as squad-kicking function and more things like that, could easily be implemented later. Just make a beta commander→squad function =)
(And don’t bother making an ingame voice system, teamspeak is clearly more powerfull and there is no real reason for introducing an own system)
(edited by anonim.5932)
You just teamed up with the wrong group-members. You need to find team members who are not rushing and speed-running dungeons. They are (mostly) harsh and unfriendly whenever a new player doesn’t know the fastest way to do the dungeon, because they just want to be as fast as possible.
A friendly guild could be a solution for this problem. Although PUGs can also be really nice, if you’re lucky enough to find a nice group. If you want to play CoF (Citadel of Flame), you will find nice guys by explicitly searching for a “non-rush” (or call it whatever you like) group. Most people there are just farming this dungeon (easy and fast one).
Perhaps try out “http://gw2lfg.com/”. We always find people pretty easily with this site. Writing “no rushing” into the comment line appears to work =)
For your play style: Try to dodge, but only for really big attacks. Don’t dodge whenever anything happens, but when indeed needed to avoid critical damage. Fighting a boss several times can help to learn identifying the really nasty attacks.
(edited by anonim.5932)
A “Always-wear-town-clothes-in-towns”-Checkbox and a “Always-activate-minipet-when-entering-new-area”-Checkbox would be nice =)
But hey, here it is: The ingame-LFG-Tool. Waiting for this one sine… ever. Most dungeons are really hard to find groups for, hope this will change then =)
1) Do nothing
2) Laugh at how low hi dps is
3) Knockdown, immobilize, freeze… him. If you really are 10 players, you really should be able to burst him down in 3-4 secs. He can counter 1 condition, perhaps 2 or even 3. But not enough to be able to kite 10 players spamming their stuns.
Which leads to 4) I really don’t like to write this, because I think it’s just unhelpful and negative, but: Learn to play. Don’t overreact when you see a thief. Don’t just dodge 3 times staying with zero chance to dodge when it’s really needed. And use stuns.
Most players loosing against my thief (not running permastealth, but either way) loose, because they are totally overreacting. If they would stay calm and think about what they could do, I pretty much wouldn’t have any chance (because I think I’m a terrible player, yet. Just training more…)
Best example: Video in the “Two warriors vs thief” thread (just one thread below this one). Two warriors totally overreacting and then clueless which skill would be appropriate.
I think the system itself is well organized. But the Traits are just a bit too unbalanced. There are often situations, when 90% of the Traits are just not good enough to be taken, so that only one Trait actually is played.
Depends which one hits with the first attack. If Thief gets stealth before the assassin can land his first attack, then tief. Otherwise assassin just bursts him down to the ground (and further) =)
I would like a class that is using his own life-force (aka hp) to activate skills and do damage. The skills then need to heal the class itself under certain circumstances. For example: Skill inflicts damage by hitting someone with a hammer. Activating the skill will cost hp, but the activation will cause something to drop of from the enemy (for example a blood splash) which can than be collected to heal again. So, you can decide to run after the enemy hitting him pretty hard, but you’ll loose hp each time you hit, or you can stay and rest at full hp. Perhaps designing the whole class around controlling blood? (not too close to vampires thought).
Don’t know if something would be possible in the actual combat system, but would be nice =)
A dark knight sort of class would be nice, too. Perhaps with powers to enchant his weapons with dark magic? ^^
(edited by anonim.5932)
Would love them as a terrestrial weapon. Thiefs piercing through enemies’ armors, Rangers throwing it in enemies’ faces, Warriors whirling around… Would be nice!
Just write down your top 5 boss encounters, where to find them and what is the “special” thing that makes them your top 5 (and perhaps a short explanation how the encounter works for players who didn’t fight them yet).
Perhaphs this could help the design team to identify the really cool encounters and what is making them this cool =)
>> Just regarding the boss encounter itself, not the whole dungeon or whatsoever <<
My top 5 (probably forgetting someone):
1) Boss: Molten Berserker + Molten Firestorm
Where: Molten Weapons Facility-Dungeon from Flame&Frost
What: Fighting two bosses on a small platform, while one is attacking in close combat while the other one shoots AoE-attacks. Be careful to not fall from the platform =)
Specialty: Player need to pay attention to two bosses, boss attacks match pretty well, while not totally overloaded with boss-effects
2) Boss: Rampaging Ice Elemental
Where: Underground Facility Fractal
What: The boss needs to be lured under buckets of molten ore while a player activates them by using control panels on platforms near the buckets.
Specialty: While the task of luring itself is pretty easy, accomplishing a victory needs good team qualities. Interesting and still easy to understand.
3) Boss: Giganticus Lupicus
Where: The Ruined City of Arah (explorable)
What: Boss attacks with different stages, shadowsteps,…
Specialty: The different stages of the fight keeps it challenging, always need to adapt the new attack-style.
4) Boss: Legendary Imbued Shaman
Where: Volcanic Fractal
What: Boss attacks with fireballs. Sometimes is invulnerable and heals by feeding from npcs, enough dmg can stop him. Player will burn when standing still.
Specialty: Some pretty awesome rescuing moments (because of burning when standing still to revive).
5) Boss: Ginva The Butcher
Where: Honor of the Waves (explorable)
What: Boss hits pretty hard, can pull people into him, throws frost AoE on the ground, and spins around (reflecting projectiles)
Specialty: Players really need to watch which skill is being activated, constantly kiting him (with stairs to help to kite).
(edited by anonim.5932)
Just need Pistol #2 to be worth activating. #4 is a really powerfull skill. Try to interrupt enemies while they want to finish someone… multiple times =)
Personally I really like the new pathening and the larcenous strike. Works pretty well and has a decent effect. Even useful in PvE for bosses =)
I think so. But Mesmers keep challenging our first place =)
I read the title and thought “oh god, another one showing how awesome he is….”. Then I saw the video…. Nice! Nice battle, really entertaining. Also love the way you describe the enemy =)
The low level areas are a bit empty, but you’ll see more people in high level areas. Hang in there, it’s a great game worth it!
If you want to see big crowds, you could play a bit of WvW from time to time =)
Make Divinity’s Reach the new hot spot! It’s a beautiful city full of life, but no player ever goes there, because everything is happening at lion’s arch…
Been playing since Beta. I just had 1 exotic since then. Sold it for about 3 Gold…