Showing Posts For ryderov.1479:

Jumping puzzle problem.. seriously?

in Wintersday

Posted by: ryderov.1479

ryderov.1479

stare at the giant snowman he blows the wind, its slightly visable kinda have to wait to see it then run when its not blowing, i was like wtf too the first time it happened

Yeah, I’ve seen the wind in both places now that I’m looking for it.

Jumping puzzle problem.. seriously?

in Wintersday

Posted by: ryderov.1479

ryderov.1479

Oh the whining. It was predictable

The JP is easy. You’re just not good.

I agree, it is easy. You obviously either didn’t read the OP and thread or you’re trolling.

I completed the clock tower close to 200 times and my longest streak without falling was 17 times in a row. I think I know a thing or two about jumping in this game.

Go have mommy make your breakfast.

(edited by ryderov.1479)

Jumping puzzle problem.. seriously?

in Wintersday

Posted by: ryderov.1479

ryderov.1479

That is the wind that knocks you off. Just dodge roll (example given in this video @ 1:35).

[video]snip[/video]

Ah, thanks. I’ll give it a go.

Jumping puzzle problem.. seriously?

in Wintersday

Posted by: ryderov.1479

ryderov.1479

Why make a skill-based jumping puzzle like this and then add some random force that completely knocks you off the peppermints near the end? The slowing snowflakes.. I can understand. Those can be dealt with. This knocking off thing is an automatic reset though. You can do everything perfectly and still get randomly knocked off.

Sorry, but that is unacceptable. 4 out of my last 5 runs had this happen. I make it to the end very close to 100% of the time if not for this.

And for the record, I’m not referring to the snowballs.

(edited by ryderov.1479)

Post here if you COMPLETED the Clocktower!

in Halloween Event

Posted by: ryderov.1479

ryderov.1479

I stopped counting at 94. It has to be getting close to 150. I do it as a fast way to get corns, which I then turn in for personalized bags.

My highest streak is 17 in a row – fell through the rubble after the first platform that you wait at on the 18th -_-. I’ve done 12 in a row before and lesser streaks many times.

Here’s a perfect run where I loot all 4 chests in one run – 3 on the way up and the one at the top. I haven’t seen another video of this.

Flesh Golem - Stability

in Necromancer

Posted by: ryderov.1479

ryderov.1479

So when we use the flesh golem charge ability, the golem gets stability

Necros dont have access to much stability unless
— you spec 30pts Soul Reaping
— Lich Form
-Plague Form

can’t think of any others off the top of my head.

- if flesh golem’s charge gave both of us stability that would easily become “near” BiS for elite skill (situation depending).

As of right now the only reason I would use a golem is if i wanted to knock people down and miss a lot with charge also <_<

-80 necro 500+hrs played

13 and a half hours a day for 37 days straight, assuming early access and 500 hours.. I just can’t believe people even want to play a single game this much, much less have the time for it.

Anyway, ya, we are lacking a major way to stabilize outside of our forms, but I doubt they’ll link us to the golem in that way. I think stability is one of the incentives they give us to actually shapeshift more often. Who knows what they’ll do though. It’s still a fledgling MMO.

(edited by ryderov.1479)

Death Shroud Lacking in Fun Factor?

in Necromancer

Posted by: ryderov.1479

ryderov.1479

Furious Demise giving fury for 5 seconds after popping shroud and then popping Life Transfer does a metric ton of damage to groups. It’s even viable on a solo mob, though I tend to only use it on 2 or more. With the way the damage exponentially increases and crits like crazy, there’s just crazy burst damage here to groups.

You also get an “oh man” (you know the word I want to use) emergency reserve health bar if you need it.

I like shroud. Could it be better? I suppose.. but I don’t really have any issues with it. I’ll take a minion AI overhaul (and perhaps some regen?) well before I hope they start messing with Death Shroud.

Necro Minions need to self heal out of combat

in Necromancer

Posted by: ryderov.1479

ryderov.1479

I’m a little old to be exaggerating mate, an Ikittensure dont lie. I state simple facts or els I don’t talk. Now I am sure you will come out with some passive aggressive insult for this, but it wont change facts.
I hate to use the old chesnuts, but “learn to play your class, an learn how the skills work”. You then will have no problems. I have not once died because my pets were doing bad dps. SUre once in a blue moon they get hung up, but pfft, bad pathing is nothing to cry about.

“once in a blue moon”? Surely you can’t be serious.. It happens constantly. You need to stop trying to defend your blatantly false statements out of pride and just admit you’re talking out of your rear. The minion AI is horrendous. There’s no way I could count how many times my minions just stand there like wet sponges while I fight multiple mobs. And then on the flipside to that, once those are dead, the Flesh Golem will then want to run after a mob 30 feet away that hasn’t even aggroed yet.

No Way Out of City Instances After Completing Personal Story

in Bugs: Game, Forum, Website

Posted by: ryderov.1479

ryderov.1479

It seems that once you’ve completed your personal story, you no longer get that green star thing to get out of city instances. I just got done fully exploring the Char Citadel, and I had to use waypoints to get out of 4 different areas where there were POIs.

I went to explore the human city and ran into the same problem with some of the POIs being in instanced areas that I could then not get out of without paying for a waypoint.

This problem may also exist outside of cities, but this is the only place I’ve encountered it thus far.

Overzealous Flesh Golem / No passive mode for minions

in Bugs: Game, Forum, Website

Posted by: ryderov.1479

ryderov.1479

Rangers aren’t the only profession to have minions, so they shouldn’t be the only ones able to somewhat control them. There are obvious reasons why some basic control is needed in instances, which I go into a little in the OP, otherwise you simply are forced to not use at least certain minions, if not any of them, out of necessity.

At the VERY LEAST the aggressiveness shouldn’t be close to what it currently is, if present at all. I just find it funny that they have gone through such great lengths to allow as much convenience as possible in every other facet of the game, but then we have to put up with this headache.

I guess I can understand an argument for not allowing direct control over temporary minions, as they’re out for a relatively short period of time, and they’re probably summoned either right before or during battle anyway.

All but one of the Necromancer’s minions are not temporary (jagged horror), however. And at least one of them actually regenerates when not in combat. That counts as a full-blown minion. We are minion users and should have the necessary control over them.

I would like all of the other minions to also regenerate when not in combat, but that’s another topic all together. If you’re about to go into a tough encounter when you really want all of your non-regenerating minions to start at full health, it’s a bit of a pain to have to toggle your secondary abilities so they despawn, then change back. Again.. just another unnecessary chore and headache in a game that otherwise has taken every length to allow convenience.

Perhaps give us a “Despawn all minions” button so we can get our non-regenerating minions back out at full health after their cooldowns without the weird ability toggling. Though this would unfortunately also despawn the minion that regenerates and also has the longest cooldown by far.

I guess make them all regenerate, or give us two despawning buttons. One for all minions, and one for only non-regenerating ones.

My trying to list all possible alternatives perhaps makes my posts seem a bit convoluted, but I’m positive improvements can be made one way or another.

(edited by ryderov.1479)

Seeing map/armors/stuck/weapons or other art issues?

in Bugs: Game, Forum, Website

Posted by: ryderov.1479

ryderov.1479

Pretty much all of the light armor hoods on my Necro have used the same model, and it generally clips with all the shoulders I’ve used so far, being 80. I’m currently using the “Corrupted Orrian Masque”, if that helps at all.

The cow launcher and vista in diessa plateu

in Bugs: Game, Forum, Website

Posted by: ryderov.1479

ryderov.1479

Interact with the “Cattlepult” itself, rather than the NPC Char.

Overzealous Flesh Golem / No passive mode for minions

in Bugs: Game, Forum, Website

Posted by: ryderov.1479

ryderov.1479

I would hope that this behavior isn’t intended, so I’ll just leave this here in the bugs section.

Can we make it so that the Flesh Golem follows the same combat rules as the rest of the minions? The thing feeling the need to initiate a fight with everything within 20 yards is flat out annoying. Then, once he gets going on the first one, it’s very likely he’ll just keep ping-ponging from mob to mob, since they’re usually spaced just close enough for his radius. I know I could just run away and have him follow, but most of the time this takes an absurdly long distance to achieve.

Also, I don’t understand how you guys thought it was alright to not give us the ability to put our minions into a passive mode. It seems like you guys have thought every other facet of the game through so thoroughly, yet this has been left out completely. This, in combination with the gun-ho Flesh Golem is just a nightmare in an instance. You literally just have to not use him for fear of him aggroing everything.

Give us at least two modes. Three would actually be ideal.

#1: Minions will act as they do now, save for the Flesh Golem being given the appropriately lower aggro radius. Minions will attack on their own if within a specific range of a mob, even if combat has not been initiated by you or the mob.

#2: Minions will not attack anything unless combat is initiated by either you or the mob. They have no “free will” to pick a fight, if you like.

#3: Total passivity. Your minions will not attack anything, regardless of what is going on with you or any mobs you are attacking.

If you must only go with two modes, e.g. normal and passive modes, then just get rid of #1. Give us a mode where the minions will attack if the fight has already been started by you or the mob but not otherwise, and give us a completely passive mode.

Aside from those two topics, it seems like the minions often go to the other end of the spectrum and often times don’t want to attack AT ALL. You can be attacking something, that thing can be attacking you, and they all just stand there like wet sponges..

None of these things are game-breaking, but they are all EXTREMELY annoying, and seriously take away from an otherwise polished game (save high-level SPs and escorts). Please, please do something about this.

(edited by ryderov.1479)

[Video] Transparent Textures due to Reflections/Sampling Settings

in Bugs: Game, Forum, Website

Posted by: ryderov.1479

ryderov.1479

I had thought about trying a rollback, but I had just heard so many horrible things about frame rate issues, even with good hardware, that I really didn’t feel it was an option.

I just rolled back, and, while my frame rate does seem a tad lower, I’ll gladly take the hit as a trade off for not seeing through the world on a regular basis.

[Video] Transparent Textures due to Reflections/Sampling Settings

in Bugs: Game, Forum, Website

Posted by: ryderov.1479

ryderov.1479

It seems like I’m able to toggle the sample rate to Sub or Super then back to Native, and the problem will stay resolved until I reload the game or load another zone, but that didn’t seem to work in the spot in the video and one other location in the same zone for some reason.

I’ve seen other threads about texture and object popping, but this seems like a completely different issue.

I would imagine you are, but could I get an official response from you guys at Anet as to whether or not you know about this specific issue, if there is some sort of ETA on a fix (read “big issue that takes a long time to fix” or “we’re working on it and should have a fix in the near future”), and whether or not this is a problem with the engine or a driver issue?

Thanks.