Showing Posts For kimtingen.6472:
I’ve noticed a problem with WvW and guilds. When players were restricted to stay on their home servers and were only allowed to visit other servers guilds consisted mainly of players from the same server. But now that players can join any guild on any server team work on WvW among guild members have become a problem as many guilds have members from several different servers.
I haven’t done any WvW yet, because I do not want to do it without friends/guild members, I’m pretty sure I will find it boring alone. I do not want to use LFG either, because I want to play with friends and I want to avoid the ‘kitten’ factor, meaning teaming up with players that go bonkers on me when I don’t do as they want.
Back to the issue at hand…
With WvW being set up as it is now and guilds having players from all servers I have run into a problem with getting to play WvW the way I like. From what I can tell there are no other players that does WvW that are from the same server as me in the guild I am a part of. And so I am still forced to use LFG if I want to team up with anyone in WvW. And so WvW wont happen for me.
I have a suggestion that can solve this issue, but it requires going away from the World vs. World concept. Instead of it being server vs server as it is now it can be changed more along the lines of PvP games like Battlefield. But instead of it being one team vs an other you keep the three team concept.
Instead of it being server restricted, open it up so that a player from any server can join any of the three teams and instead of it being called World vs World you just call it Mist Wars.
The different teams can either just be simple Red, Blue and Green team, or you can go deeper into it and have several different maps with different factions, like a fight between Blood Legion, Flame Legion and Separatists.
A change like this will likely help on queue times and it enables players from the same guild to do it together regardless of what server they belong to.
As for WvW itself… Maybe heed to the name of the game and make a game mode that replace World vs. World with Guild Wars, a game mode where XX numbers of players from one guild fight against the same amount of players from 1-2 other guilds for map domination. I think this can become quite popular among the guilds as it allows them to test out their skills against other guilds in a far more tactical battle than Mist Wars will offer.
No, there isn’t an EU forum. The forum is divided by language, English being the most general one.
Ah, thank you.
I have on occasion just stood by and just watched the events, and if you pick Triple Trouble a part, then it’s no different from the other world bosses, it’s streamlined and lack random events within the event that can make them harder. The only real difference between Triple Trouble and the rest of them is that there need to be enough people on each of the sites for it to succeed, because when it comes down to it it’s just a normal world boss that run on multiple sites, that’s the only aspect of coordination I see on the main event. But when you get down to the fighting it’s still as streamlined as the rest of them, people know where to do what and when to do it. Random events within the main event would help spice things up.
I know I said I wanted Triple Trouble to be made easier, I’m trying not contradicting myself here when I say I want it to be harder too. I mean that having random events within the main event will make it less streamlined and make it more difficult, and not just for Triple Trouble, but for all of the bosses. At the same time I would like to see scaled difficulty on all of them, meaning a large group would find it just as hard as a small group would and with random events it would give both large and small groups the same risk at it failing. It’s that “WTF!” surprise aspect that’s missing from all of them.
As for EU and NA.. It should be pretty obviously where I am, this is the EU forum, isn’kitten If I were playing on the NA servers I would likely post on the NA forum, wouldn’t I? Anyway.. I play at whatever time I am awake and my time zone is central EU time.
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Ummm, just to clarify you’re saying that you wouldn’t want to join an organised map because of teaming up with random strangers? What so you know every single random person in an unorganised map?! All world bosses are working with strangers! In fact a lot of metas are too! Seriously what’s next, you expect to solo all three lanes on Dragons Stand?
Also you say because coordination isn’t need on other world bosses, it shouldn’t be on this one, there is a thing called having variety and different challenges!
As usual.. There’s always those that misunderstand, trying reading it again and this time look at “teaming up” as “partying up” As in joining a party.
And NO! I do not expect to soloing any of the bosses! But maybe you should take your time to read my previous post instead of skimming through it and perhaps think a little before you post, hm?
I did point out that the other world bosses are too streamlined and lack randomness and I also said they could be more difficult. They could certainly use some random elements to freshen them up and make things more interesting and difficult, and IMHTGO difficulty on all world bosses SHOULD scale with amount of players taking part in it, But that being said, there have to be a bottom line of how many is required to succede.
As for variety… Randomness give you just that.
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Ah I see.. So it’s either team up with strangers, or GTFO, I guess it’s the latter then, or just hope for a lucky break. sigh
I’m of the opinion that, if tactical coordination to the degree it is on this boss event isn’t required on the other boss events, then it shouldn’t be required on this either. Maybe what the game really needs is a tactical mode, so that those that like that can get that type of game play. I’m not saying the boss events should be easy, in fact many of them could use a work over, more randomness and higher difficulty to them would be nice. Most of the bosses feel way too streamlined. All I’m asking for is that this boss event is dimmed down, just a little bit on the difficulty at each worm site.
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I’ve been trying to do the Evolved Jungle Worm Boss event to get the achievements on it, but there are hardly any people doing it and so it fail and fail over and over again. From what I have seen of the event it’s rather hard compared to all the other bosses and I’d like to suggest it be nerfed a bit. When events like this one fail over and over again, then people lose interest in doing it and then those that want to get the achievements on it suffer from it.
Please do a workover on the event and make the event a bit easier so that it doesn’t have such a high chance of failing.
An event regarding Tybold’s death activated in Bloodtied Coast for me, but it did so while I was gliding and the Risen Commander spawned in the air next to a tree. The risen didn’t fall down and was impossible to kill for me along, even with 1 other player helping the healthbar wasn’t going down, it took 3 players to kill it, but once it was dead the loot it dropped didn’t drop onto the ground.
A screenshot of it: http://i1266.photobucket.com/albums/jj525/kimhj1/Guild%20Wars%202/gw020_zps09twmroa.jpg
A fix is needed so that events like this doesn’t generate in the air when the character is gliding.
Ah.. Okay my bad, but still.. 25%… Could have been a more.
To me it seemed like it was the same, haven’t had the skill recharge count on.
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It would be nice if you could change the cooldown time of a “Picked up” turret to be less than that of a destroyed turret. As it is now the turrets have the same cooldown time whether they are picked up, detonated, or destroyed by foes. I think it would be better if detonated and destroyed turrets have the same cooldown time as they do now and turrets that are picked up have 33% or 50% less cooldown time.
Sometimes the animation is full on the attack, but you’re not doing damage, the HP bar on the target isn’t going up or down. I’ve had this happen on all weapons at melee range and moving back a few steps isn’t helping, I have to more to the sides and use a different skill to start doing damage with weapon skill 1 again. My last attempt at making an Elemental ended with me being in the water and I died because of that bug so I just deleted the character and gave up fully on that class.
The class is bugged and the game lacks an important part, or rather lack most of it, for Elementalist to really be good… Elemntal Correlation, it means that one element is strong against another, like water being strong against fire, there are some creatures that have sort of an immunity to an element, but not fully, it may come up in red text “Immune” but they still take damage from that element.
So.. Do to the skill bug and the lack of elemental correlation in the game I’m simply not going to play the class anymore, too annoying and boring for me, I’m used to playing RPG’s where elemental correlation plays a big part in spell casting.
@Roman. I know it has and I’m not stupid as you seem to think and FYI! I didn’t say it was on a certain weapon, I only said it was weapon skill 1.
@Nonoka. Yes I know.. And again.. I did not say which element.. I only said ir was weapon skill 1.
I haven’t played Ele much, but I have tried all the weapons on it and at melee range all the weapons can get that issue on weapon skin 1 and on all the elements where they do no damage, I’m hitting ground just in front of me, or rather an invisible wall, the weapon effect just disappears in the air right in front of me.
If you look at the pic you see the start of the skill effect encircled, there’s nothing after that, the effect of the weapon just stops at that and you do no damage at all to the foe with weapon skill 1, unless you move away.
http://i1266.photobucket.com/albums/jj525/kimhj1/No%20damage_zpsvh2njsag.png
Maybe you should explain yourself why this would become annoying, instead of just saying it would. Or should I just make a guess and say that you are one of those players that have no appreciation for good game functions that make sense, that make you have to think about what you’re doing, hm? You never played the really good RPG’s where things like that matter, games like Neverwinter Nights and Divinity Original Sin…
It looks like it’s fixed
Like all the other resurrect spells of other classes you can use it to revive dead NPC’s and heal downed PC’s. Other than that there’s not much use for most of the resurrect skils, those that are in the form of segils have of course a passive effect, but I never use them on any of my characters, just do not see the need for them. They are pretty much useless in my mind.
I’ve been playing this game for quite a while now, but I only recently started playing Elementalist and I must say I find the class the be crap because there’s one thing lacking in the game… True elemental weakness and immunity, let’s take a fire elemental, if you hit it with fire you get the combat message “Immune” But… It’s not taking more damage from water than any other element.
I’d like to suggest that you add this to the game, and not only for elements, but also for various effects like poison, bleeding, confusion and more. Creatures like undead should be immune to bleeding and poison, they are dead, they may have blood in their bodies, but it’s not running through their veins, nor is it sustaining them. They shouldn’t be effected by mind effecting effects either, because they are mindless, they are being controlled by something else through magic. You already have some of this in the game, like some creatures being immune to poison, or blindness, but I think you should expand this.
As for elemental’s..
Each elemental should be completely immune to it’s own element, but have weaknesses to other elements and an elemental should actually heal if you use it’s element on it.
http://vignette2.wikia.nocookie.net/bravefrontierglobal/images/c/c5/Elemental_relation.png/revision/latest?cb=20131009163441
Using this will make Elementalist a lot more interesting to play and each element will become more useful. It wont be fire that’s the primary damage dealer, it would rather be the element that opposes the element it’s being used against. I know this will make things in the game a little more complicated, because to make it right you may have to make creatures that are native to cold/warm/wet climate less/more resistant to the different elements. And you may have to mess with the combo finishers too, like using a fire blast combo finisher in a water combo field should create steam that can blind foes. But I do think it will make the game better and even more fun.
Edit:
Yeah.. this is silly… I’m doing more damage to an air elemental with dagger being attuned to air than I am with any other element. The game clearly lacks the part that would make Elementalist truly great.. Element Correlation
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Weapons skill 1 stops dealing damage now and then. It happens when you’re close to the foe (within 15ish meters) and standing still, you will not do damage to the foe unless you move.
There’s an invisible wall on the Fields of Ruin map.
http://i1266.photobucket.com/albums/jj525/kimhj1/Map_zpscxmyp8c0.png
http://i1266.photobucket.com/albums/jj525/kimhj1/barrier_zpsfjx0jnft.png
I have come across invisible walls on other maps too, will post them here as I come across them and when I remember where I did come across them.
That’s what I don’t understand… Why isn’t the other “gems” that you get on other levels soulbound then? Why go though the trouble of making a more or less useless item to be rewarded at a level when you already have perfectly workable items to reward? To me it seems more like the dev that set this up couldn’t find the right one and so he/she made a new one and by mistake made it soulbound. To be honest.. I think it’s stupid that most of the rewards given on level ups can’t be recycled, I do not mind that they can’t be sold, though. It seems more like a joke than a reward. Something made to troll and annoy players.
Well.. That’s my view on it.. I think it’s best I stop responding to this thread before I get a response from you that really tick me off.
So.. I took a character I had that was level 22 and leveled her up to level 26. The nuggets I get at that level can be applied to equipment, but they cannot be deposited into your collection, they cannot be used in crafting, they doesn’t stack with the ones you get from mining and from loot and they cannot be sold. They have the same names as the ones that you get from mining and loot. The reason for it is simply that even though they have the same names and icons, they are not the same nuggets. The level 26 nugget is Soulbound.
Gems that you get on later levels are however the same as you get from mining and loot.
And here are the screenshots I promised.
Level 26 Nugget.
http://i1266.photobucket.com/albums/jj525/kimhj1/level%2026%20nugget%20A_zps3sril8xp.png
http://i1266.photobucket.com/albums/jj525/kimhj1/level%2026%20nugget%20B_zpsfopwqiwn.png
Normal Nugget.
http://i1266.photobucket.com/albums/jj525/kimhj1/Normal%20nugget%20A_zpsja3dmrqj.png
http://i1266.photobucket.com/albums/jj525/kimhj1/Normal%20nugget%20B_zpsx6f1thue.png
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Yeah, that’s them, but the problem is that you can’t use them, because.. When you select use from the right click menu on the item and try to apply them to an item, like a coat, then the coat lights up as red, meaning it’s not compatible. And when you right click on it you only get Use and Destroy as choices on it. But.. Any of those three you find in loot, or when mining are working as they should, it’s only the ones you get at level 26 that doesn’t work right.
Referring to the wiki in this matter doesn’t help. What I think has happened here is that there are actually two of each of those nuggets in the game, the ones you find in loot and when mining and the ones you get at level 26 that can’t me used, sold and deposited. You do not even get the line in the right click menu that says “Buy more of this” I have seen this in other games.. Games like Neverwinter Nights 2, two items with the same name, but not working the same way and cannot be stacked with each other.
I have a character close to lvl 26, I’ll level her up to 26 and take some screenshots for you.
Okay, so not a bug then. I guess I made a mistake, just found it strange that I couldn’t use the orbs in crafting and when I looked at them it didn’t say “Jewelry level: 400” on them.
But.. Before I call it quits here I’d like to bring something else to attention, it isn’t directly connected to this, but it does have to do with jewelry crafting materials.
I do not remember which character level, but I know it’s one of the level between 20 and 30, I think it’s level 23. When taking the level you get a choice between 3 pebbles, no matter which you choose you get a pebble that is completely useless. If you try using it you can’t apply it to anything and you can’t deposit to storage. When hovering the mouse over it it does say what levels you can use it on in crafting and when you right click on it you only get two choices, use and destroy. This at least seem very much like a bug, because on later levels when you get gems they can be used, deposited and even sold.
So.. In other words.. When you hit L400 in jewelry you have to buy recipes for nearly everything you can make? It’s rather silly if you ask me, that you at L400 have to buy recipes for what you have so far on the crafting profession have used the discovery tab to make the jewels and the jewelry.
Go IG and hover your mouse over the different orbs, then you’ll see that the orbs I mentioned in my OP are not marked as crafting material, like the others are.
When you reach level 400 in Jewelry crafting then you can only make a few things, because many of the crystal orbs that you should be using are not set as crafting material. The Beryl, Chrystocola, Coral, Emerald and Opal orbs are not set as crafting material and cannot be used with filigrees, or settings to make jewelry. But! If you find jewelry that give you one of these orbs as a jewel (meaning the orb in a filigree) when you recycle it, then you can use this to craft jewelry.
Please look into the Jewelry crafting profession thoroughly and fix the issues that you find wrong with it and while you’re at it, perhaps adding 50 more levels to it like the other crafting professions have…
(edited by kimtingen.6472)
Aha.. Thanks
Sold some butter and that solved the issue.
I had deactivated my leatherworking profession on my character, Chiren Zil to take huntsman on her, but when I wanted to use leatherworking again I couldn’t reactivate it. The options to deactivate one of the other two professions were blacked out and I couldn’t click on them, the only option that wasn’t blacked out were the option to buy an additional crafting licence. I thought that ability for the players to deactivate and reactivate crafting professions had been removed and so I though I had to buy that additional licence so I could use the profession again. And so I did after having bought the gems I needed for it, but then I discovered that I still couldn’t reactivate leatherworker on her.
I tried re-logging her, I tried shutting the game down and waiting a while before starting it again, but it didn’t help. Then I tried to deactivate and reactivate crafting professions, including leatherworking, on one of my other characters and it worked just fine. I logged back on with Chiren and I still couldn’t reactivate leatherworking. I then went to activate cooking, then replaced cooking with jewelry, then replaced jewelry with artificing on her before going back to leatherworking to try to replace artificing with leatherworking, but.. Nope, couldn’t, the options to deactivate one of the other professions are blacked out.
This is what it looks like when I try to reactivate leatherworking on her. http://i1266.photobucket.com/albums/jj525/kimhj1/gw003_zpspelctpyd.jpg
Chiren Zil is a level 80 sylvari ranger.
Her weaponsmith level is at 391, her leatherworking level is at 388 and her huntsman level is at 173.
It seems my character Chiren Zil is bugged on this, please fix her.
Ah, I see.. Typical game developers, they always find dumb ways of screwing up things that workes perfectly. It used to be a simple click in the Hero window and we had those, now we have to buy some stupid tonic to do the same.
What tonics are you talking about?
Wish we at least could have the town clothing back like it was, they were just plain clothes and all the classes had the same clothing, they were of course different from race to race and gender, but it was an option, now there’s none, lease that I can see.
I hope this is fixed soon.. Was trying to RP, but the random outbursts made me lose focus and both me and my friend just ended up quitting.
When I started playing the game there were something called “Town clothing”. I had a longer break from the game and now that I’m back I can’t find that anywhere, and I miss that function on the game. There’s only the outfits you can buy with gems, or maybe craft in the mystic forge, but most of these are a bit too fancy, or too extreme to serve the same purpose as the town clothing.
So.. I’d like to suggest outfit crafting be added to tailor and leather-worker crafting. This doesn’t have to be fancy outfits, I’d actually prefer that they weren’t super fancy, like the outfits that are in the game, I would rather like to see more normal civilian clothing, like the town clothing that the game had.
I’m a roleplayer and I like to see a an option to use civilian clothing, because it doesn’t make much sense to me to be walking around in a heavy armor at all times when we are just hanging out RPing in the cities, or the bar/tavern, or the guild house, where one is pretty sure one wont be seeing a fight with the monsters that we normally battle when running around in the world.