(edited by iAmPesukone.2931)
Showing Posts For iAmPesukone.2931:
There’s a million threads about the spam filter already and not a single reply from the devs, as far as I can see. The feature is beyond annoying and unnecessary. Even trying to vary your messages doesn’t always help if you get silenced for 10 minutes straight after posting three different messages within 5 minutes in an event area.
Posted by: iAmPesukone.2931
Shamelessly bumping this post, since apparently there is no in-game reason for the AC waypoint to ever be contested (nor have I ever seen it contested while in the same map myself), yet it’s contested all the time when I’m in another map.
When I choose one of the Elementalist signets (of Air, Fire, Earth or Water) to replace another skill on my utilities bar, the signet more often than not goes on a cooldown that’s one and a half times as long as it should be, i.e. Signet of Fire goes on a 30-second cooldown and Signet of Air goes on a 45-second one. There’s no indication in the game or the Wiki that this is intended behavior.
Seconded, this issue needs immediate ArenaNet attention. The game is nearly unplayable if one does not block the whisper channel completely, which I do not want to do because I have friends outside my guild and home world that I regularly play with. Gold sellers spam me from seemingly stolen accounts every five or six seconds.
Green has been winning constantly for as long as I can remember playing EotM, and being a Vabbi player I’m playing Red pretty much all the time. The single time Vabbi won its matchup in regular WvW I got to play Green and it didn’t change a thing. Green still beat everyone, every time.
I don’t know how true this is, but it seems to me the Green Castle Lord, that grawl shaman guy, is a lot harder to defeat than the other two Castle Lords. The Red one deals a lot of damage but is pretty much your usual farming champ and the Blue one isn’t much of a deal either. The Green champ, however, takes at least double the time to kill thanks to the invincibility gimmick, if Red or Blue even get that far in the first place. The other two champs can be dps’d down by an unorganized zerg that does not pay attention to anything, whereas the Green one actually requires some coordination to kill.
AFAIK there’s no way of knowing which dungeon paths you’ve done and which ones you haven’t, and I wouldn’t really like playing Russian roulette with them just to spend ages doing a dungeon path that doesn’t increase the achievement progression.
So my simple, humble and short suggestion for a little QOL enhancement is: Add a way to see which dungeon paths are done and which are not to the Achievements panel.
The whole mission and the PS in general is pretty bad in terms of encounters.
Just to whine a little:
- First you have to watch fifteen minutes of dialogue. No problem, at least the story is progressing.
- Second you have to fight your way through a horde of undead to find some friendlies. Well, whatever. At least you can skip past them with skills like Blink and Decoy.
- Third you have to defend the friendlies’ whereabouts from a horde of undead that come in like five at a time over a course of ten minutes or so. This is getting annoying.
- Fourth you have to fight your way through another horde of undead. This time you can’t skip and run because the useless friendlies are going to die and the mission won’t progress without them.
- Fifth: More fighting through hordes of enemies. This time, instead of escaping through the already cleared route, the player has to go to a cul-de-sac, where one more horde spawns and blocks the way to the previously cleared route.
- Sixth: After brawling through all the possible trash the friendlies can aggro, there’s the bossfight with a team of knocklocking juggernauts and the storm guy who stuns the player all the time.
Why give the enemies the ability to knock-lock? Why give them stun? Why give them an immense healthpool? The bossfight took me forever because I kept getting pinballed around the area by the lieutenants and stunned by the boss. Plus the friendly NPCs are totally worthless with their nonexistent DPS and low health.
Being overleveled when entering this mission I was very frustrated to have to use multiple minutes to bring down each of the grunts that zerged me all the time. For the casual gamer wanting to just see the story and enjoy the quick mission every now and then there should be an “easymode” or a slightly less aggressive level scaling system. It’s impossible to enjoy the game at my own pace when the game artificially slows me down in the trivial and stale content. Had I been like 4 or 5 levels higher than the grunts I would never have had anything to complain about.
Plus I got stuck inside a rock. Took me ten minutes to successfully Blink my way out of it.
Just my two cents.
(edited by iAmPesukone.2931)
There are certain places and events where the screen is so filled with attack effects and bubbles and flashes and fire and splashes et cetera et cetera…
What I would love is a button or an option to turn all effects to a bare minimum. Currently places like the Queen’s Jubilee make my eyes hurt because of all the clutter on the screen.