Fatal disk-error (6: The handle is invalid.)
in Account & Technical Support
Posted by: jiverooster.7134
in Account & Technical Support
Posted by: jiverooster.7134
not corruption, and i know its not, but i even humored your suggestion and deleted and reinstalled, nope cant do it, stops at unpacking step cant even make it to installing because of stupid coherentUI
at this point im pretty sure its a visual basic c++ or net framework problem but im not even gonna bother working it out, especially when i have over a hundred games on steam that work with NO PROBLEMS, im done with this garbage software coherent and gw2
in Account & Technical Support
Posted by: jiverooster.7134
i tried repair, same problem
and why wouldnt an update creating problems not be indicative of garbage software? look at the front page of tech support – over 600 combined replies with issues about launching and directly or indirectly related to coherent ui, about the same as up to the last 10 pages of tech support.
in Account & Technical Support
Posted by: jiverooster.7134
garbage software zzz, absolutely NOTHING changed since last month when it was working
—> Crash <—
Fatal Error: Fatal disk-error (6: The handle is invalid.) on write,
App: Gw2.exe
Pid: 1800
Cmdline:
BaseAddr: 00400000
ProgramId: 101
Build: 38990
When: 2014-09-16T13:55:12Z 2014-09-16T09:55:12-04:00
Uptime: 0 days 0:00:01
Flags: 0
—> System <—
Name:
IpAddr: 192.168.1.9
Processors: 4 [GenuineIntel:6:7:10]
OSVersion: Windows 5.2 (64 bit)
—> System Memory <—
Physical: 3834MB/ 6142MB 62%
Paged: 4175MB/ 5755MB 72%
Virtual: 3927MB/ 4095MB 95%
Load: 37%
CommitTotal: 1579MB
CommitLimit: 5755MB
CommitPeak: 2960MB
SystemCache: 3602MB
HandleCount: 10965
ProcessCount: 34
ThreadCount: 604
—> Process Memory <—
Private: 53MB
WorkingSet: 49MB
PeakWorkingSet: 118MB
PageFaults: 90728
[DbgHelp.dll is C:\WINDOWS\system32\dbghelp.dll]
[DbgHelp.dll version 5.2.3790.1830 (64/32-bit compatible)]
—> ThreadPoolFile01 Thread 0×7e4 <—
Mammoth,
before more skills get pve/pvp splits, go now into the mists, or an spvp or tpvp match and ask “i play pve and my skills have the same stats as yours. do you respect me and my pve accomplishments?”
if you screenshot at least 5 people saying yes, i will man up and recognize the magnificence of pve and the prestige of pve skills being exactly the same as pvp skills
But I don’t play pve, so perhaps you could give it a shot.
doesnt matter, you can lie for surveys sake
i cant personally do this because i cannot tell a lie
Mammoth,
before more skills get pve/pvp splits, go now into the mists, or an spvp or tpvp match and ask “i play pve and my skills have the same stats as yours. do you respect me and my pve accomplishments?”
if you screenshot at least 5 people saying yes, i will man up and recognize the magnificence of pve and the prestige of pve skills being exactly the same as pvp skills
pve/pvp split will save this game
pvp balancing was what ruined 95% of the skills in this game, 45 seconds bulls charge in pve, whoop de doo, 5s save yourselves in pve, might as well fall asleep as soon as you load the game
split saved gw1, im sure mesmers in gw1 appreciated domination and shutdown skills being aoe in pve. serious pvp mesmers lol’d when going into pve. pve mesmers, well… no one played pve mesmers which is probably why it got split
this new system of individualism really falls apart in a team fight situation, in smaller fights it works out cuz its reasonably even, however in a team fight ex. the full weight of the enemy team on one is unbearable and really the only thing you can do there is backup out of range (these are generally the same range control and movement tactics like MOBAs), hence the team dynamic is much weaker, people just dont feel like team tactics matter that much
its like in GW1, the standard ranger archetype like cripshot ranger is an incredibly strong solo character – cripples, interrupts, healing, evasion and elemental armor make a hardy and versatile character for ganking or something. however if you had 8 of those vs a balanced team you would lose cuz 1 would get focused and the other 7 cant do a kittenhing to save it, compare that to a balanced 8 team with specialized units and monks that can pretty much protect the ENTIRE team instead of themselves, you have perfect working machine that works off each other
that machine just doesnt feel that well oiled here
i figured out your point #1 advice weeks ago and just stopped playing, its been working out great
the old “LFD finder ruins communities” blurb
im pretty sure ghost town dungeons no one wants to run ruins communities more
also btw TP and no direct trade ruins communities
id think 2k toughness is common for toughness focus
some bonuses are more worth it than others 5% to power, like you said probably wont make a different cuz you already have a lot and power comes from many sources. some things like rune of undead give 5% toughness to condition damage, which is still kinda small but cond dmg is harder to come by and so its good if u rly wanted to stack. 5 % bonus to vitality is a big deal, 100 is 1k hp which is a few autoattacks, but can save you if needed
It’s a burst damage class and if you dodge his first strike and avoid him for several seconds he’ll have wasted his two best utilities and cannot dodge and will be an easy target as long as you keep dodging pistol whip.
This build has the downside that it’s a one trick pony and if you dodge that trick, the player is cannon fodder and will likely run away.
you still need to deck yourself with defense and appropriate runes. I think it’s incredible entitled, to think that you can make a completely offensive build that gives you a lot of damage, and still think you deserve the survivability.
you can still make an offensive character, but you still need to be realistic and put some points in, for defense and to survive. thats just a given. no matter what style of player you are, you can’t decide that you want the 100% max dmg in every situation, when you put all your eggs in one basket.
scale back, do 80% offensive, and give your 20% remaining points in traits/runes, some defense and to survive.
one word —dodge--
that is all
If you were yourself a glass canon, you deserve to get 3-shot. If not… then there may be something to say, unless your mobility or dodging was poor.
im not sure if people posting here actually play the game
playing starcraft gets you absolutely nothing (unless youre pro) and people still play it cuz its a good game
likewise playing counterstrike also gets you nothing but personal mad skillz
this games dungeons arent on the level of either of these games
What if you didn’t care for Diablo III or never played it? Is this a dig on D3?
this is a dig on anything you could think of in (a) that would lose to (b), try it you might be surprised
(a) gw2 dungeons
(b) diablo 3
??????
ok so to determine if something is fun, perform the following thought experiment
(a) imagine doing that THING for 30 minutes
(b) imagine playing diablo 3 for 30 minutes
now imagine a mental scale of whether youd rather to (a) instead of (b) or vice versa, ie your willingness to do either, and mark your spot. like so:
would rather do (a) —-———————| —-——————— would rather do (b)
…………………………………………………….^
if it comes up past the halfway mark into (b) territory, more often than not its not fun
id like to meet these people who truly believe these dungeons are fun and would regularly do them for NO other rewards, and play with them through these dungeons. no trolling (ok maybe halfway), but id like to see how the other side operates and what im “missing”
you maybe form supergroups and plan strats and consumables to run these snorefests ONCE for “fun” and thats about it
Thank you for making the easy paths in the dungeons harder. Please don’t listen to all the people who complain about money/gear/xp and things being too hard, This content wasn’t made for them but for us who like a challenge.
The dungeons are meant to be hard and a real achievement to complete. They aren’t there for people to make money, gear or XP. The tokens are also optional. The real fun lies on completing the content with skilled friends by figuring out the tactics. I love how each fight has a unique flavour to it so you never quite know what to expect.
My only complaint is that some fights need some re-balancing and bugs fixed. Such as the searing effigy fight in CoF being too unpredictable making it more about luck not to mention that certain group combinations/professions and builds give the fight a real disadvantage (Made a post about this already) and it’s no longer about skill or tactics but a gamble which a fight shouldn’t be.
Also the end fight on the third CoF path not rewarding an achievement is something that needs looking at (Unless this was fixed and not mentioned as I haven’t had time to redo it).
have fun in your ghost town dungeons now that theres only “achievement” and no reward
it is not our intention to make them feel like a grind.
then why did you make gear cost a trillion of 1 token for 1 dungeon
yes the majority of your skills is very limited, it works ok for pvp, but for pve its complete garbage
you do the same thing at 80 that you do at lvl 7, weapon swap in general pve does almost nothing for you but give you another set of cooldowns to rotate, your heal skill and elite skill are pretty much limited so you have 3(!) actual skills to sorta change how you play. you can kitten around with your weapon sets, but the fact is every one of them play the same throughout the game. traits offer nice boosts but also dont change how you fundamentally play
and you know, its not completely the combat and skill system’s fault, as in spvp the skill and trait setups really work to define a character and playstyle, just pve in general doesnt offer consistent challenge or require you to use your skills to the fullest (dungeon mobs are another story – overtuned for your skills). ex. ranger shortbow #3 has a back jump which also acts as an evade, 98% of the time in pve theres no reason at all to save this for any sort of timing maneuver, however in pvp it can be used to many things such as retreating or as a free evade
in short, the limited skill system fails for long term pve because it was designed for balanced match-type “builds” between similar opponents, dragged out to 100+ hours it gets really stale, and pve enemies in general dont test the skill system to its limits
lol u mad?
It makes perfect sense. They want to fight other people, and that place is almost always guaranteed to have people. They stay, because you keep trying and failing for six hours.
I’m not sure what video you’re talking about, though.
If I wanted to fight someone, theirs the mists, if I wanted to play WvW, I would defend a keep, scout an area, or attack a keep to fight people.
So because a few people go to the puzzle area, they are going to sit there for 6+ hours, not doing anything productive but to grief?
Isn’t that a bit a counter to what WvW was meant for? On top of that, sitting their waiting for players is the same thing as AFKing and taking spots in WvW when other players that are waiting in the 30 minute to 1 hour long queues to actually play.
I remain unconvinced why this makes perfect sense.
its certainly got u ruffled so all their effort hasnt been a waste
i noticed on the lynx pet F2 attack that the description is 2 stacks of 20 second bleed, however, when this attack is activated, its more like 4 stacks of 5 seconds or so of bleed, which is identical to one of the lynxs automatic attacks, ive tried this various times, even after the lynx uses the actual 4 stack auto attack, i press F2 and it gives a short 4 stack bleed
so either the skill is bugged and using the data from the automatic attack, or the skill description is a typo and actually supposed to be the auto attack (doesnt seem likely – to have the same auto and activated F2 attack)
i noticed on ranger shortbows (and maybe longbows) have issues activating onhit effects, especially with skill 1. this is readily apparent on the opening strikes trait which 80% of the time doesnt work when hit with a shortbow, but can be reliably applied with another weapon such as axe. similarly, in pvp, the sigil of leeching which gives next hit leech works flawlessly on axe – the symbol comes up every time on swap and leeches everytime. however, the symbol comes up on shortbow every swap, but the leech activation is inconsistent, maybe 50% of the time especially in the middle of combat with quick action. and its not a graphical glitch either, the effect symbol just disappears without doing damage or giving the player life like a normal leech effect
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