Showing Posts For bzcharkl.6438:
Once upon a time Sea of Sorrows was the unofficial OCX server. I have no idea if this is still the case though. I expect most of the high pop servers have a decent OCX presence, it’s just a question of finding the guilds.
My opinion, repair hammers on static siege sounds fine (ie. cannons, mortars, oil). Repair hammers on other siege may be problematic, especially on golems (regardless of whether the “unmanned to repair” requirement is implemented or not), but I don’t see the harm in testing the idea.
I think there are too many fundamental flaws with the Desert BL map for it to be a universally welcome addition to mainstream WvW as a whole, and the amount of work required to fix it would probably be close to the amount required to build a new map from scratch.
That being said, I think it would be salvageable as an Edge of the Mists style map with relatively few changes. It seems a shame to throw out all the work that was done on the map when it could be put to good use somewhere else.
I’m getting the same thing, I don’t think it was happening yesterday (can’t recall, wasn’t really paying attention) but today suddenly I can’t jump out of water, specifically in Alpine Borderlands WvW (Sea of Sorrows), the world seems to disappear and re-render itself and I end up back in the same spot. I can only exit water via inclines where I can move without jumping.
I’ve been fighting a lot of smokescales (though no champs) in an attempt to get the drop for Dark Harvest and I have to agree. It’s not that I’m having trouble fighting them, but the way they poop out smoke every 10 seconds and force me to kite them around is really tedious and not at all fun or challenging.
Saurians tend to be both really stupidly designed (“Arrowheads” = roll around like a puppy to attack, ANet logic?) and significantly more threatening than anything else in their vicinity. There are only two other mobs in HoT I’ve really had issues with, the Mordrem Snipers and frog Bladedancers, both of which were mitigated somewhat by attaining stealth detection. Saurians continue to vex me though.
I was playing in WvW on my Ranger, using the Beastly Warden trait which causes pet F2 skills to taunt nearby enemies. Some NPCs (eg checkpoint sentries) use a self-heal with an obvious animation of sticking one hand up in the air while channeling it. If I hit them with the F2 taunt when I see that animation I get the “interrupt” message, but their heal still goes off.
I’m not sure what the intended functionality of Taunt is, whether the interrupt message shouldn’t be displayed, or whether their heal should be interrupted, but either way there’s something going wrong.
Yes, they “fixed” both of the “bugs” so now we can all thank them and go back to experiencing their “vision” as intended. It’s really nice that they prioritized these bugs, you can’t say WvW is neglected anymore.
/sarcasm
Guild Halls are not intended to be gotten by guilds of fewer than 5. This is something ANet was upfront about.
Basically, if you can’t fill a party of just guild members, you’re not really a guild.
This is precisely my problem with the way they revamped the guild system in the expansion. Basically telling people who used to be a guild, and were comfortable with the size and nature of their guild, that they aren’t really a guild at all.
I just have a guild of a couple of RL friends (also everyone but me hasn’t logged on in months, but whatever) and ANet basically said I’m not allowed to play with the new toys. Even that would have been fine, I guess…disappointing but I wouldn’t complain too loudly, except then they also took away some of the old toys and locked them behind the same gate.
It makes me worry for the direction of the game as a whole, if these designs are indicative of the ideas that are being thrown around.
The lack of reward bug is apparently more complicated than “had 100% prior to HoT = no reward”. I have a Mesmer who had somewhere in the region of 85% completion at HoT launch, and I have been playing him quite a bit since. I can’t remember precisely what I did and in what order, but I’m fairly sure it was something like this (all post launch):
1. Completed Blazeridge Steppes, got reward.
2. Completed Verdant Brink, got reward.
3. Started completing Bloodtide Coast.
3a. Partway through, zoned into Chantry of Secrets, got 2x Gifts of Exploration (aka 100% world completion reward)
4. Finished Bloodtide Coast, no reward.
5. Completed Timberline Falls, no reward.
So yeah, I don’t know precisely what’s up, but I hope they figure it out and the fix doesn’t screw anyone out of rewards.
To be honest, I think the Corruption trait line is absolutely dreadful (at least for PvE), since most of it didn’t get updated when self-inflicted conditions from Mallyx got removed. I ended up dropping it entirely and using Devastation instead (Ferocious Strikes/Assassin’s Presence/either Swift Termination or Assassin’s Annihilation). I really don’t feel like I’m missing much, and my non-condition damage is in a significantly better place.
I haven’t done any maths to back it up though, so maybe it’s a terrible idea.
Recipe for Trailblazer Inscription/Insignia?
in Guild Wars 2: Heart of Thorns
Posted by: bzcharkl.6438
I am after these too…the only lead I have is this:
https://m.reddit.com/r/Guildwars2/comments/3qj35e/crusader_stats/
One of the comments mentioned Tangled Depths, although I don’t know if that was the recipe itself, or one of the recipes for the weapon/armor, or even an actual piece of gear with Trailblazer stats.
Regardless of balance issues with legends and traits, I do feel that Revenant’s lack of flexibility is a real nuisance. For instance in WvW, if I want stability I either need to play Jalis, and all that Jalis comes with (and his stability skill is honestly pretty crap), or never stray far from the zerg and hope that someone else can provide it for me. And considering that the only choices Revenant really has are weapons, legends and traits, that’s a pretty high opportunity cost.
It seems to me that Revenants were designed from the ground up around limitations, presumably to make things easier for the devs to balance (although Revenant at least is nowhere near there IMO, aside from Shiro/Glint sword guy build). I don’t necessarily mind the lack of skill choice, but the lack of choice combined with lack of flexibility is probably going to be a deal breaker for me in the long run. It would be like if Elementalist could only choose two out of four elements to equip.
The official answer is that the chests are bugged and are also supposed to be soulbound. Check the “Notarized Scroll Frustration” thread in this forum for what players think about this (spoilers, nobody thinks it’s a good idea).
I hope they reconsider their design in the future, but my hopes are not high.
I had a couple of the Proof tokens left over in my inventory, and I left them in the bank, because before seeing this thread, it never even occurred to me that they might possibly be soulbound, because that would be silly.
The old warhorn sounds weren’t great, but for the life of me I can’t understand how anyone at ANet could possibly listen to the new sounds and think “yes, this is better than what we had”.