Showing Posts For renegade.4851:
I have the same problem as you have. I’ve also got windows 8.1. I made a post about this aswell and have tried several things myself. Here’s the post I made:
BEGIN OF POST
Ok so here’s the problem I am facing:
When I boot up gw2 the launcher pops up, I log in and click on start. After that it just poofs away and nothing happens.
However when I select to use my “integrated video card” I am able to boot it up but in a waaaaay worse performance.
Btw I use a windows 8 operating system
How can I fix this so I can boot the game correctly?
Things I’ve tried:
- delete .dat file and repair client
- reinstall game
- updating video card drivers
- running in administrator mode
- setting compatibility on windows 8 and windows 7
END OF POST
I am able to boot up the game with my integrated videocard (my laptop has a gt755m and intel videocard or something). So when I right click the launcher to “run with graphics processor: integrated graphics” then it will work but with a fps that is not playable. So with my good videocard it poofs like you described.
@OP could you test running the game with your integrated videocard to check if we have the exact same situation?
I’ve tried disabling the integrated card. That way it will actually launch the game but give me an error with “the game has stopped working” before I can even login.
As for performance settings I’ve already tried different power settings but that does not change anything unfortunately.
bump, still looking for answer
Ok so here’s the problem I am facing:
When I boot up gw2 the launcher pops up, I log in and click on start. After that it just poofs away and nothing happens.
However when I select to use my “integrated video card” I am able to boot it up but in a waaaaay worse performance.
Btw I use a windows 8 operating system
How can I fix this so I can boot the game correctly?
- Things I’ve tried:
- delete .dat file and repair client
- reinstall game
- updating video card drivers
- running in administrator mode
- setting compatibility on windows 8 and windows 7
OP: ok to light up some of what build I used and what build the thief used and the situation we were in.
Here’s the build I used:
http://intothemists.com/calc/?build=-NFFZ;1VPk31y6cVF71;9;4JJT;021-19-47A;4Uol6S;1H7W3H7W35w
as you can see I used heavy might stacking so it was very possible I had 25 might stacks. Furthermore 25 vulnerability stacks is also possible. Even a load of conditions is possible with staff clones attack and chaos storm. So that might be the reason we saw this huge damage, however I’ve never seen this amount of damage before from an illusion. The highest I’ve ever had before the patch has been around 7-8k (but I never really achieved easy 25 mights stacks and the strength runes).
now on to the thief build, the thief was using the standard 10/30/0/0/30 build with berserker amulet
situation:
it was in a 1v1 server where I was fighting the thief, moa never got used in the duel.
It is very unlikely for Anet to remove the map from Soloq. That would mean the only map difference between sPvP and tPvP maps would be Spirit Watch, and then we’d have our daily “Remove Spirit Watch” threads.
Much more realistic is to plea to Anet to modify the map to remove the glass panels, make the hammer dodge/blockable, etc, so that it is much more balanced.
And, if I had my way, I’d just like the option to be able to “thumbs down” 1 map of my choice when queuing up so that I could not get that map, but I’d have to understand my queue time may be longer. If Anet did this they could also get accurate data on map popularity.
sorry but the traumatic wounds I have from playing skyhammer are too deep to ever heal. Changing the map might lessen the hate while playing it, but in my heart I know I’ll never enjoy it, ever.
AI got buffed across the board, even svanir/chief hit harder ranger pets rock dog etc.
ok, well I’d like to hear from anet if this is intended or not
regular 10/30/0/0/30 d/p thief build with berserker amulet
I’ve had the same swordsman numbers against guardians for exampleSo Pyro is right.
Seriously… what do people expect when they go full out glass cannon?
“I heard thieves are OP so that means when I play my thief I shouldn’t get touched at all and if I do then it means that the class that beat me is OP because and needs nerfed….”
That’s kind of what I feel like he is thinking. Seriously all this recent QQ about iWarlock is funny because the damage hasn’t changed. I think it’s just the projectile speed that finally got adjusted.
actually the damage got significantly changed
prior it would hit around 7k max on those exact circumstances, but now it’s 12.8kI am main mesmer, but this is just wrong xD
How many conditions did you have on you when this happened?!
this was not on me, I did this hit and had the thief send me the screenshot
but I haven’t seen the exact amount of conditions on the thief
regular 10/30/0/0/30 d/p thief build with berserker amulet
I’ve had the same swordsman numbers against guardians for exampleSo Pyro is right.
Seriously… what do people expect when they go full out glass cannon?
“I heard thieves are OP so that means when I play my thief I shouldn’t get touched at all and if I do then it means that the class that beat me is OP because and needs nerfed….”
That’s kind of what I feel like he is thinking. Seriously all this recent QQ about iWarlock is funny because the damage hasn’t changed. I think it’s just the projectile speed that finally got adjusted.
actually the damage got significantly changed
prior it would hit around 7k max on those exact circumstances, but now it’s 12.8k
I am main mesmer, but this is just wrong xD
regular 10/30/0/0/30 d/p thief build with berserker amulet
I’ve had the same swordsman numbers against guardians for example
there’s been a lot of commotion about new players now entering tournaments making more experienced players irritated by how little knowledge they have.
In my opinion it would be a good idea to have a mandatory introduction where you get “while actively participating in it!!!” teached the basics of the conquest mode. Like why capping with 3 people is bad, how you can win a game.
Also a quick explanation of the different maps and the mechanics that come with it (like the buffs on temple of the silent storm).
Let me know what you guys think
My account has been hacked yesterday, so I went to change my password immediatly. I saw the password was already changed so I used my mail to recover my account and change the password. Nothing was missing on my account so far.
I changed my email password aswell and deleted all the existing legitemate ip-adresses.
Now 1 day later I come online only to see I have to verify my account account (which I did now using my serial code from the game I purchased, it’s a digital copy but I have the code in real life).
Everything has been emptied on my account and I am left with junk
Roughly 160g, another 500g in items have been stolen from me.
What can I do now?
I mean, if you are gonna make a crappy version of super-smash bros, at least drop insta-kill hammers that allow me to smash-away for a few seconds.
Bonus points if you can add this music too: http://www.youtube.com/watch?v=mcrLkwIfXLU
instant enjoyable skyhammer
…..Spirit ranger, spam auto and put a massive load of conditions on your enemy without much knowledge of the game. This is bad design and should be changed
…seems like u know less then the spirit ranger.
at least he knows how to flank you during a 1vs1.. very hard to archive. good qq really, shows your true skill
@teutos
funny how the spirit ranger can basicly “spam” all skills with cooldown.
you missed the point entirely, it was just an example of how auto attacks combined with “hit and apply X effect” from something worked together making a bad player still fairly decent.
Before you comment and look at the rest I want you to read the intro
intro:
This game has an amazing combat system, that’s why many players kept holding on for so long. However the balance and spam in this game is making this game not live up to it’s full potentional, at all.
now these changes that I suggest will require a complete overhaul (which probably can’t be done anymore) however I still want to get the word out there.
The game needs nerfs, and I mean lots and lots of nerfs on everything. However every time there is a nerf people single out that one skill without looking at the whole as for the game. For example (just an example) let’s say incendiary powder would be deleted, this skill nerfed or deleted may harm the engineer in a very bad way, but other classes might be getting nerfs at the same time and making the odds even. LOOK AT THE WHOLE PICTURE PLEASE. Now for the players this is quite hard so this should really be arenanets job to filter out the actual good and experienced feedback from the “omg X got nerfed, now X profession is unviable”.
end of the intro
On to my actual point
1)Skills in this game should be more situational, skills should have less different effects. For example a skill like illusionary leap. I’m just bringing this up for the sake of an example but this applies to every single skill in the game
It send out a clone to the enemy and cripples and vulnerability, after this you can swap with that. This skill is fair design I guess, fairly telegraphed and has a good moment to dodge. The cripple on this skill is good because the enemy should be cripled in order to make the swap work, however the vulnerability has no place here and is stupid. It will only be another random effect that adds on to all the others (other skills in this game with additional random effects). This is just another condition guard really because it’s another spot on the condition bar.
nerfing every skill in the game where it should only really apply the effect the skill should apply would be mandatory here.
2) For god’s sake nerf the auto attacks already, auto attacks are way too strong in this game and should never be better damage than actual skills itself. If an individual would never really use his other skills (the situational ones) the player must be bad and not perform well at all. Now let’s take a look at how this is in the actual game (you all know what example is coming now). Spirit ranger, spam auto and put a massive load of conditions on your enemy without much knowledge of the game. This is bad design and should be changed
3) Nerf “proc X condition on X moment” traits and utilities.
A few examples to name here are “dazzling, incendiary powder, dhuumfire, symbolic exposure, halting strike” just to name a few but there are many many many more in this game. Make them actual skill based situational things, let me out of the list bring halting strike forward here just to set an example.
Make halting strike do his damage equal to the importance of the actual skill. You can do this in the form of looking at heals, elite skills or even just the cooldown of that particular skill. So when you random interrupt an elementalist auto from air you don’t do 2.5k damage just because you used an interrupt, it should matter WHAT you interrupt.
4) Proper animations
This one is quite hard I guess, but it is a must to increase the skill required to play this game and make it less spammy and random luck.
Example is the necromancer staff, it has no indication at all of whether the necromancer is using his fear mark, his chill mark or just his blood mark. It is essentional to make this clear to the enemy to delete having to random dodge in order to not get chilled or feared for example. But again on this, this applies to everything in the game and staff on necromancer is just an example
5) Lessen the amount of skills that apply ticking conditions, with this I meant the conditions that do actual damage (now before you go nuts on this look at point 6).
With less skills that apply conditions you actually have to plan when you will use your skills and the enemy would actually be in trouble if he blew that condition remove at the wrong time
6) Lessen the amount of skills that remove conditions (now this might seem really odd but in order to make conditions still be a thing in this game without it being spammy and kittened we need to both lessen the condition remove and lessen the amount of skills that apply the conditions). Make it so you actually have to choose the condition remove for certain moment and not just remove a condition on using a weapon skill for example. A good example of this would be infiltrator’s return, it makes no sense with this just removing a condition, but again this is just an example. And many other skills should be changed this way too.
everyone hates it
terrible design
no skill involved
when will it be deleted?
So you faced a thief with Sbow, S/P and D/X at once ? Nice ..
Really dont know what your problem as a mesmer is, your can set up your burst just fine.
Go invis => position => burst.If the thief spams Sb#3 while you are not visible GG then, he wasted all of his initiative.
It’s quite hard in the beginning to understand when you can hit a thief and when it looks like he can dodge everything, i would advise you play a little bit on a thief yourself, then you will get a much better feeling for when you have the chance to get him.
this is not a matter of l2p WvW for coulter, he’s talking about structured pvp where thieves do in fact hard-counter mesmers
gg, the top 3 professions in this meta have heals that are not interruptable
healing signet
withdraw
healing spring (interrupt a 1/2 cast time please, just no)
The thing that strikes me most is not understanding how the developers work
Since 6 or more months we have been having a heavy Warrior/Ranger – (bunker engi) meta with classes like elementalist, mesmer, any other engi spec apart from bunker as well as necromancer being unviable or close to being unviable or even worse just in a completely wrong spot
Let’s face it…since last summer nothing has changed about that fact – nothing
It’s not fun to play against the current meta builds and not fun to play them either so a huge change would be required
PvP changes in general happen pretty much every 3 months which kind of are like “please dont leave the game yet” – changes that are trying to hold players in (sometimes successfully – I am still here)
You guys got a lot of feedback from the whole community
I remember working on a document with guys like Frealina, Polyphi, Azron, Empa, Ventari from well known teams taking hours of our freetime making such a thing but neither of us got a response or feedback nor did we see any ideas implemented in the game at all (even tho grouch asked us for the document before the balance discussion meeting)
Especially things like diamond skin coming into the game or skyhammer still being in the solo q rotation make me wonder how much the developers care about our feedback –
When it comes to diamond skin…you guys even asked us for our opinion on the upcoming december patch but apparently it didn’t matter
Can I please get an official response and/or answers of other players to see if they are seeing things the same way i see them
Cheers
Sensotix
I’ll try to make these on a daily basis untill skyhammer finally gets removed from the rotation.
It is a horrible horrible design and everyone except a few trolls HATE IT.
~best regards,
some1 who’s kittened
Supcutie – I’m directing this question right at you (and Helseth and Sensotix and other players at the high end):
Let’s pretend a balance team developer actually read this thread (ha-ha). What changes would you suggest (buffs and/or nerfs) to make Mesmers viable in the meta? To narrow the scope, let’s limit the discussion to, say, 2 Mesmer builds:
Standard shatter 20/20/0/0/30
PU 20/20/30
I know it wasn’t directed at me but,
if you buff mesmer up to the point where they would ‘outshine’ the way thieves outshine mesmers now it might be in an even worse situation than now. Mesmer isn’t viable but the problem lies in other profession and not in the mesmer. Like I’ve heard phantaram say earlier, nerf the (condi)bunkers and then scale down thief. Because at the moment thieves just outshine mesmer and ele in every way, but nerfing thief now will make them useless for this meta too and you would just have 5 bunkers in every team.
Why is this map still in the rotation?
With all the cheesy stuff and poor balance going on you’d think that deleting a map everyone hate would be the least they could do, but no.
/rage
Thanks for the feedback guys, there were some good points brought up here. This is why we wanted to discuss these future changes so that we had time to adjust to your feedback.
We’ll be discussing this change more internally. Most likely we will make some adjustments or look at other options such as replacing clones not triggering Debilitating Dissipation so it does not impact mesmer play as much which wasn’t our intent.
thank you for the response roy, the thing is at the moment pretty much every player in the top is against this change. It will put mesmer in a state where cheese is even more powerful compared to shatter than it is now. As you said it is unintended to affect the other builds besides “effect on clone-death” builds I suggest you look at those traits themselves. People here have already made some nice suggestions about lowering the effectiveness of that build.
make the clone on death traits:
- blockable
- have internal cooldowns
- make it dodgeable
- make it proc less conditions
- change the way DE works to where it only gimps clone on death builds (but I’m against this since I’m quite afraid there might be some coding mistake nerfing us unintentionally still)
thank you teutos for constructing them, I’ll include them in the main post
Hi,
I would like to post out my opinion about the ready up show’s change to deceptive evasion. The problem for this is that it will hurt shatter builds quite bad in a way that arenanet might have overlooked. Don’t get me wrong though I like it being changed for the clone on death builds.
But right now when for example a warrior uses earthshaker on me, I dodge the earthshaker and spawn a clone, right after he’ll try to use his hammer 5 to stun me but I have that clone nearby to daze that stun.
However after the change this is no longer possible and it will (in my opinion) really be quite a nerf to shatter builds.
Please reconsider this change or make it work in another way to still nerf clone on death but don’t kitten the shatter playstyle
Currently against some professions you are going to dodge backwards to create a clone between you and your opponent, so that the clone can soak the damage. Not that you can do the whole dodging back, against certain profession you have to use this, otherwise you’ll just die. Now that will no longer be possible.
Another example is the terrain unevenness. F.e. I get attacked outside of the clocktower, dodge, then go into the clocktower, and now can not use one of my clones, because he is outside (or stuck on a different position). Now even if I dodge multiple times inside the clocktower, my first shatter will only contain a very very low number of useful clones. It could be possible, that the whole shatter is wastes, because the clones are stuck somewhere.
Imagine your three clones are standing at a certain range, but you want to create a clone next to you, to get a good daze off. This will also no longer be possible.
Another thing I recently found out about:
When you shatter your illusions but they still have to run up to your target, they will count towards the cap for deceptive evasion (just not weapon skills). So if you use a shatter skill while having 3 illusions out and then dodge nothing will happen. Thus making shatter unplayable as a build
(edited by renegade.4851)
It’s not like it’s the only skill not used in pvp, there are many more examples.
I like the idea but, it would require the whole game to be changed. And I can tell you right that that isn’t going to happen. I do like the idea of the change to torment though.
If you play shatter mesmer, then losing to a s/d thief is normal. The matchup is impossible to win if the thief does not totally mess up.
there are however some tips I can give you
Avoiding their opening is the most important thing vs a thief, their traits will make you poisened for 10 second+the damage their opening burst did. Healing right after won’t heal you for a lot because of the poisen so it will be very hard to get back into the fight. Try predicting when they’ll open and act defensively by either chaos storm, distortion or a well timed evade.
Furthermore try using a knock or pull to get them out of shadow refuge
Standing in chaos storm is your best friend as the random aegis procks and random daze will help a lot versus a thief.
Try to be defensive when you see him popping his steal he got from you (consume plasma, gain all boons) or when they have all boons up from lyssa runes as you can’t really do much vs stability and protection.
Try standing close to your phantasms when they are in stealth as they’ll immediatly attack the thief once he reveals himself.
I hope these tips helped, but if the thief is good then god have mercy on you
(edited by renegade.4851)
The funniest thing about this thread is that within about a month, people will be making them about those OP mesmers.
I have not seen any changes that would make mesmer OP, nor the nerfs to make mesmer OP compared to the rest. Condition mesmer is lame and strong, but I don’t consider it meta and the new fotm build yet
you also have to take in mind that mesmer is more fragile and has more use out of burst heals than passive heals. Don’t get me wrong I think the upcoming mesmer is a bad idea and it will all come down to numbers. Also the last thing I’d want is to see PU mesmer or phantasm mesmer to become viable, like we need another passive kitten build in the meta.
This doesn’t change my point however, that it is not healing signet 2.0 as mesmer relies on a completely different mechanic and damage mitigation
The news just got out and I am at rage. Let me quote a few sentences for you guys.
“Once this new system is in place, glory will be retired as a currency, and gold will be the standard currency across the game. All existing glory vendors will be removed at this time. We will give advance warning when this is coming so you can spend all of your existing glory before that happens.”
What the kitten arenanet?
this means that playing pvp since beta, gets me worse off in terms of rewards for PVP than playing pve. WHAT THE HELL?!
Could we please get some clarification on this
~pvper since beta
for tournament pvp there is only 1 viable build, all those 1v1 or WvW builds don’t work there
I do want to get rid of this 2/3 war, spirit ranger+w/e meta though
I thought I’d start it off
channeled 1.5second block, after a projectile hit the mesmer the tile will flip and gives you the option to shoot back that projectile.
this is quite similar to the mimic used to be, but I find that the block duration should start right away instead of after a projectile has been taken in order to make it more reliable.
effects itself
35 second cooldown
channeled 1.5second cast time
Ok a dev mentioned in a thread that they are thinking of how to change mimic and he could use some ideas for a change to the mimic skill (if you don’t know mimic, a link is in the end of the post)
I will try to update this thread on a daily basis to keep the possible ideas in the first thread for a good overview.
So try to be creative, think of something that fits the mesmer, don’t say stupid things like instant heal up to your full hp and kill your opponent. We want reasonable ideas.
Some things we need for ideas is:
effect
how many targets and if aoe give a range indicator
cooldown
cast time
Link to the mimic skill
http://wiki.guildwars2.com/wiki/Mimic
Ideas so far:
one the side note, I am really curious if there are changes to sigils and runes. Because at this moment there are a few that dominate everything (lyssa say hi to the folks back home).
I have faith in the balancing of gw2 again. There were some changes that might seen not like such a big deal but they come out HUGE in top tier meta.
Good preview, I am really looking forward to the patch.
maybe you misunderstood my point. I want experienced players to get the opportunity to talk personal to the devs (more than just sotg) so we get good constructive talk about how we can improve this game. That never meant that we should ignore the posts on the forum by other players, they might just have that golden ticket.
@hooma, I’m not saying people shouldn’t post constructive feedback. But good balance changes will come from “top players” more than from newer players, nobody can deny that
There is no single part of our player base that we should or do listen to more than the other. Every player has equal opportunity to say how they feel, and the “4%-10%” is not excluded in that. What we “listen” to is reason and objective feedback.
Do note though, what we listen to != what we implement (at least not right away). We read your suggestions all the time, but sometimes those suggestions are not in line with the pillars of our game. Sometimes those suggestions are ill-informed. Sometimes those suggestions are selfish (buff x class “cuz it’s my fave and I want to roll over everyone”). Sometimes those suggestions are so great that it inspires us to add a new project to the backlog. Sometimes those suggestions are already a part of the project we are working on.
Most of the time, we can’t immediately implement good suggestions. These things take time and discussion. These things have to be weighed against other things and prioritized.
All of this doesn’t matter though, if the 4%-10% spends little to no time giving us feedback for one reason or another (inactive, don’t care, think we don’t listen even if that’s wrong, etc.).
Ideally, you would all feel comfortable and willing to share your objective feedback, but that is not always the case, and that is not something we can control.
Allie I don’t want to be disrespectfull but at the moment the balance is terrible in this game. What we need now is constructive changes about the game from experienced players who have a deep understanding of the meta and previous meta’s and how everything in it has evolved.
quote from lord helseth “we were really close to near perfect balance in the past, back in the burst meta what we needed to do is nerfing mesmer and elementalist”.
Ideas like these should be brought to the devs before anything else! This game needs more things like state of the game where experienced players bring out their suggestions and the devs actually listen carefully to those ideas (because let’s be fair, not many suggestions from the sotg have made clear ways to the actual game)
~american capitalist
Does somebody have a link to the replays of the MLG tournament that DOESN’T REQUIRE A SUBSCRIBTION TO WATCH?. I checked twitch.tv/mlg but you need to pay 10$/month to watch past broadcasts.
So again does somebody have a link to the replays without payment?
Looking for a good team using any kind of communication program (english)
Am rank 44, playing since beta weekend 1. I used to play in a few teams but they got disbanded after a while. Pm me for a try out or more info
S:
warrior
A:
thief
necro
guardian
B:
ranger
engineer
C:
mesmer
ele
Sid I would like to make a remark on your comment about blurred frenzy. The skill is not an immunity at all anymore and any retal taken will damage you severely (when 2+ enemies you take more dmg than you deal, considering they all have retal). Also on-hit triggers will activate because it is no longer an invulnerability but an evade. So stun aura for example will make the attack stop.
Now on to the whole meta. I think the risk:reward is in the wrong spot at the moment. S/d thieves get to evade almost every attack while they do their damage (low risk, high reward), you can compare this to blurred frenzy, but it will root you in place and is only a fraction of the time. Necromancer can use their marks from a great distance and all aoe (low risk, high reward). Now for elementalists for example, when they engage in a fight and launch their combo they become very fragile. Once they get focussed and no longer have a disengage they’ll be downed almost 100% of the time (high risk, high reward). Same thing counts for mesmers, if they have to engage in the fight and get either a big burst or conditions on them, there is no way they can cleanse them off and are very fragile (high risk, high reward).
Also when the necromancer do get focussed they have an elite and death shroud to stay alive and survive the burst.
I think anet should take a look at this
you have to take in mind that all those cleanses are “active”, so when you get feared and have your whole bar full of conditions, you won’t be able to get rid of them quick enoegh
Removing 2 conditions on 2 uses doesn’t cut it at all when you’re fighting a necromancer for example (you can say you have 3 uses but who takes the trait really?). As of right now condi cleanse on mesmer has to change, or the nobrain builds in the meta have to change (I prefer the 2nd option) for the mesmer to be viable again
Some people might remember the way mantra of resolve used to work (very early in the game). It would remove all conditions when used, so with mesmer being replaced on a team (or rerolling) and condi spam is happening everywhere. Maybe changing the mantra back to it’s original use would be a good idea. I think the channeling time and cd before 2nd use would need some tweaking, but what do you guys think?
Discuss~
I for one can say that the matchmaking has improved. However it ended up giving us the same matchups over and over again who are at the same leaderboard rank as us