But I didn’t play Lagand of Zelda. Not even Legend of Zelda. Only rewarding those who have played that is discrimination against me.
Seriously those chickens were tough.
I’m imagining they nerfed the drop rate because I’ve heard people were getting 150+ bags an hour. This can only mean a good thing in keeping T6 material prices stable.
Seriously? I always miss out on this stuff! How will they equalize things for players like me after this goof?
First “off” all, the OP didn’t assume that everybody is supposed to be able to go everywhere or kill every mob solo. The first 2 sentences said “i know it isn’t meant to be this way but it isn’t working”.
Second of all, no, not every map completion item can be done without a group. For example a skill point at one of the temples yesterday was full of veterans spaced so closely that it’s impossible to fight without 3 of them on you. And even with a group of 4, by the time we got to the Commune spot, and were communing, a mob respawned and broke the progress. Absolutely impossible without a group, as designed.
And not all classes are equal for solo play. Guardians can do much more solo than elementalists.
They’re tough, but a bot playing with a ranger can take a swarm of them + many mobs. Seen it. Don’t know how the bot did it, but it looked very easy for them.
The same way it holds your weapons and armor and 500lbs of loot you carry around.
I don’t think I’ve ever carried bundles and used mist form before. I told 2 groups today about it who weren’t aware of it.
Seems like with the more cheaty methods other classes use (portals, teleport), Mist Form isn’t a big ask. But if it’s a mechanic limitation I can understand.
At the end I realized there wasn’t actually any story to it. I didn’t learn anything at all. I don’t know if there was any significance to it at all or how it related to any other aspect of the game.
It’s almost like I did explorable mode, but I know I did story mode.
So yeah I guess it’s cool to have a story-less Thaumanova than a story-less Abbadon.
Popularity isn’t high on my list of priorities. I said it was my personal belief that limits like that should be in place to prevent abuse of the economy. If it was a fair sampling of players, it might be extremely popular.
The risk vs reward idea is more relevant if people are just predicting. The risk is very little if you take control of the market with a group of people acting together.
Hitting 1 over and over again in PvE for 30 mins gets you at most 1 world boss kill. You need to do a lot more than that to make any money, it requires movement, heals, 1+ attack skills, checking an external site/app, making sure you’ll get there in time, waypointing, making one’s way to the boss. No one can get 750g in 1 hr of work in any other aspect of the game unless they get a precursor drop.
And yes, there actually is a limit in PvE activities, called Diminishing Returns.
I do agree prices will not return any time soon if at all. Since there are no precursor armor pieces, we don’t even need to use exotics in the forge for something better.
that’s only in wvw
I have run over to rez someone many many times just to have them waypoint out before I can get to them. I think they go to map screen immediately after getting killed.
Please fix this bug and temporarily increase drop rates so that we are recompensed for our unfun grinding these last 3 weeks before setting them to the exact rate they were before Lost Shores began.
Also please definitively tell us how much they were dropped by, how much they will be raised to and what the normal/old rate was so we can trust that you’re doing as you promise. “we aim to” “the goal is” “it should” won’t make us happy.
This guy’s a major pain. Takes forever to kill, knockdown spam, too cluttered with effects and UI to even see any attack animations, everyone’s dying all over the place from trying to rez.
Rewards are poop too. Personally, it’s not worth my time to do, until it’s made either less annoying or way more rewarding.
D/D Elementalists were zooming all over the place with their low-CD RTL, especially given that the class already has infinite access to Swiftness on top of having a 25% runspeed signet. Their large-scale mobility (getting from fight A to fight was superb, and even on a PvE-level that is worth of a balance-look.
Infinite swiftness requires a couple of traits, it’s not free.
Swiftness is 33% run speed. Signet is 25%. Max run speed is 33%, so it very much not optimal to use both.
Ride the Lightning was 15 second cooldown, nerfed to 20 second, then nerfed to 40 (unless you enter combat and have movement speed reduced, which defeats the purpose of a mobility skill). When autotargetting is on, it fires to the side and aggros mobs, fires you back into zergs or off cliffs to your death. If it’s off, it can miss target easily and have double cooldown. It didn’t disrupt balance in combat. It was placed in the game so that eles could zoom around the map, but was nerfed due to people escaping battles in pvp with it, causing much complaining.
Because players would chop them down gathering logs!
I wish I knew the deadline. I thought it was going to change sometime on the 6th, when the update happened.
When I logged in earlier today, I saw the news bulletin and was totally surprised. I had to check the date because I thought I must have mixed my days up.
If we can send mass mails to say “ellen won” without a patch. We should be able to send one saying “Get your votes in by Monday at ___pm”.
Would be easier to accept that things didn’t go my way if I knew my votes counted.
Why was it made so that if a party member gets disconnected in the final boss instance, they can’t get back in?
This has happened with 2 guildies now. I don’t see why this would be changed from the normal party setup, since there’s no apparent benefit, and clear downsides.
20% chance of recovering upgrades.
I’ve never gotten a sigil, rune or jewel out of an item salvaged with the Basic Salvage Kit. Does it actually have a chance at recovering upgrades or is it actually 0% like the Crude Kit?
5 minutes in we noticed this bug. QA would have found this if it was tested.
Thumbs down.
I don’t understand the mechanic… and it’s not like we have time to hover over the icons (they move throughout battle) to read the tooltip.
I don’t understand why sometimes I can knock them down, and other times I can.
Even when knockdown fails, it says “Interrupt”, which doesn’t actually interrupt anything. I have always thought it was bugged.
How did I not think to test that?
I just tried with nightmare court outside of TA. I started with no potions, no might or any strange stuff like that to affect it. The potions I tried using after were the 8% ones.
The last 4 attacks were
24
24
24
26 <— used potion before this one
24 * 1.08 = 25.92 (rounded up to 26)
Then I tried switching to an icebrood potion from the Nightmare one.
29
27 <— switched potion here
27
27
27 * 1.08 = 29.16
So they do appear to work on their appropriate type.
The problem with the gears is that you can be 95% done the channel and a mob can just walk to a gear and “harvest” it instantly. It doesn’t give you an indication that your finisher didn’t complete, the mob doesn’t have channel time, it doesn’t interrupt, and you can see the new mob/mine appear despite your finisher animating.
There are a few ways this could be improved but it won’t be. In a zerg, DPS is the only thing that matters. Finishing the gears is only helpful in the playhouse.
The same map multiple times in 1 play session is boring and unproductive. The randomness doesn’t add any benefit. You could randomize the maps every 13 invasions so they would get done more evenly.
+1 I stopped because it bothered me too much.
Answer: because wow had stealth and wow emmigrants would complain if GW2 didn’t have it, whether it’s good or bad for the game.
I just tested on Aetherblades in the JP. I used ele scepter air 1 skill. The last 4 attacks do the same damage 4 times in a row. So I switched to Outlaw potions halfway through the attack, so the last 2 hits should have been 8% more damage.
36 damage
36 damage
36 damage <—- Potion in effect starting here
36 damage
Tried again switching to dredge potion halfway through
39 damage
39 damage
39 damage <—- outlaw potion replaced
39 damage
So at least in the JP, Aetherblades don’t count as outlaws for potion purposes.
Can’t test in the dungeon though since a group would be needed.
If a job’s worth doing, it’s worth doing right.
Besides, they have done this in a recent patch with a nearly verbatim sentence, which is more of a shortcut to the actual patch notes. And that wasn’t on Christmas. And it didn’t have more details to follow the next day. A thread asking for details got ignored. No dice, Nibiru.
Let’s not decide how great or terrible it will be until we actually play it.
Still pounding my fist on my desk in anger and demand for a reward!
So many people are still carrying around these story Trophy items.
We ask if they will have a future use, we get no response.
Can you PLEASE, PLEASE, PRETTY PLEASE just type a quick response to say “yes you should throw these out” or “no you shouldn’t throw these out” so we can rid ourselves of them without worry? You can copy and paste one of those so it will take even less time.
Examples:
Positional Relay Beacon
Tassi’s Relay Golem
Krait Obelisk Shard Transcriber
In the future, how about when we complete the meta event, we talk to someone who will take these items off our hands in exchange for the reward.
I hate to be so insistant but requests like these are so easy to answer but so rarely do. It’s such an easy way to make a lot of people glad.
Clark Kent and Peter Parker always disappear at the exact moment that Superman and Spiderman appear.
REVELATION: The Wintersday Merchant IS Lionguard Lyns!!
There is way to many stealth nerfs and not enough talking to the players.
…so they can boost the gem shop sales by cutting off loot and gold farming… It’s called oppression!!!.
I feel like this has been slowly happening since the start of the game. Perhaps that was the plan all along, to make us feel like things were doable and realistic, so we’d get into it, while nerfing gradually beneath our notice until we get addicted and desperate so we pay for gems. Feels really wrong to me.
I have also noticed the forge giving me far fewer successes than before Lost Shores. This claimed 1 in 5 ratio is not in effect anymore. And I had salvaged 5 lv 70s rares with Mystic kit and gotten 1 ecto total.
I’m just not participating in many areas of the game anymore until this is fixed. But I don’t think it will be fixed, which means I am being edged out of the game.
I don’t know why you all still want Anet to officially respond to this. You know they won’t totally switch the direction they’re going. You know they stealth nerf things. If they say anything, it will be to appease you but with an underlying nerf that causes us to be no better off. ie “we’ve made it so every champion drops something”, without mentioning that chest drop rates were lowered to compensate.
With the significant size of the player base who dislike or hate jumping puzzles, making a month of jumping puzzle content was a foreseeably bad idea. Every update I am more baffled trying to figure out the thinking behind each decision. smh
I don’t think I’ve ever spoken to anyone that dislikes the jumping puzzles outside of the QQers in the forums. And even then it’s a small minority.
That means there aren’t any. Please make a blog revealing to everyone all of the universal truths you’ve learned based on your experience.
I really don’t like the Dragon’s Tooth changes.
It’s near impossible to get it into a combo field because it’s not targetted. I liked it better when I would cast it from a combo field, then I had some control over it.
It also needs fixing so it does damage when the caster has dodged/mist form/dazed/knockeddown/downed. It’s hard enough to get the opponent to stand still underneath it, and for it to do no damage when it drops is just sad. Dealing with this bug also has me putting myself in bad situations trying to stand still until it lands instead of dodging.
And RTL not firing me backwards is another change I’d love to see.
It’s NOT POETRY.
It’s a song with lyrics adapted to GW2.
I sang along as I read. Well done!
It is my impression that Guild Missions, particulary Bounty and Puzzle, and to a degree Trek, were designed to be done with the aid of a resource like Dulfy.
Can you imagine trying to find bounties without the map of their pathways, and without being told the strategy to beat them? How much time would be left to fight them?
Can you imagine trying a puzzle for the first time, with the ungenerous time given, for everyone to orient themselves, speak to the NPCs, look around trying to figure out the puzzle, and administrating who should do what to continue? Finding the traps, the keys, the consequences and learning from them takes time. Dulfy’s guide does that for us all.
Some of the Treks are anyone’s guess as to what the picture indicates. This is a pretty simple mission with dulfy.net, but without it, it would be frequently failed.
The only reasoning that makes sense to me is that ArenaNet either created missions expecting us all to watch videos and check maps before trying them for the first time. That or they want us to fail several times before being able to complete anything, although they’d have to expect dulfy.net to do what it does.
What do you think of that aspect of their design?
I’d personally like to have figured some of this out on my own, especially puzzles. I didn’t even get a chance to take in the visuals of the puzzle, let alone enjoy it. It’s like we had to choose between success or preserving the magic of new content. Some bounties I’d like to have a “dry run” of to test strategies, but there’s no time to do that, and it’s too much of an expense in time for most players to fail missions just to do learning.
No way, we need fewer power traders flipping, making it a pain for people who actually want the item. If anything, reduce the limit.
This is still an issue after the patch. Very noticeable by the hyenas and somewhat from the new robots in the Pavilion.
Do you also pass along to the designer when users say it makes them want to jump off a cliff in real life?
Feels more like a chore or a punishment than a leisure activity.
Not resenting the company, and people to play with.
Probably not, but someone would, and they’d have a point.
Yeah I think Elemental Attunement is a must. I’ll spend however many points needed to get it.
I don’t use Evasive Arcana though. I’ve tried it twice because I hear it’s so great, but I just don’t find it that useful. I generally dodge away, not toward, and too many of them get wasted on red circles, not enemies.
it basically splintered the community pretty hard too soon and forced people into running on the FotM treadmill for fear of being left behind.
You used to be able to log in and have fun at 80 running around farming in Orr. Once FotM dropped its a ghost town, so new 80s cant really get group events done there since no one is there they are all in LA waiting for fractal groups.
THIS. I feel so strongly about this. I took my time with this game. Put in lots of hours but I read the NPC dialogue, didn’t rush, walked to most places, enjoyed things as I went. I had faith that the path ahead of me would still be there when I reached the end, so I let everyone rush past me and burn out.
But I was stupid, as so many things were taken advantage of by those people and subsequently removed or nerfed. So now when I am reaching them (at a pace that Anet would be happier with), I am being punished with DR, untradeable karma items, longer timers, lower population, dungeon shortcuts removed, higher gem price, much difficulty finding a place to make a profit in trading (as others have found all ways to make money).
I barely cracked Malchor’s Leap and can’t get any further because no one at that level is doing anything other than Fractals.
For the same reason a giant flaming spike of rock shouldn’t float over a person’s head for 2 seconds pointlessly when it doesn’t help the ele by leaving it there. Also for the same reason said flaming spike of rock does no damage when it crashes on the enemy’s head if the ele dodges during that 3s.
If things worked as realistically as you asked, stealth wouldn’t be fully invisible, it would be hiding in plain sight. We’d still see footprints, sounds, the look of someone CCed in stealth who can’t control their appearance, we’d see water that is coating them when splashed with water, or dust, or smoke when burning. We’d also be able to target everything where we want it instead of where the skill feels like targetting. We’d also be able to start channeling before a thief became visible again and unleash as soon as we see it.
So you see, being able to channel and connect if the thief goes into stealth partway though, despite being unrealistic, makes up for these other ways that we are unable to damage a thief where we should be able to realistically.
•We’ve updated the game for routine maintenance only. No content changes were included.
What was meant is that the farm spot in Malchor’s has been removed.
It’s nothing to be ashamed about, it’s a positive change for the economy. So why not just write that in the patch notes?
I’m expecting “routine maintenance”, yet i’ll notice jormag is now on a 6 hour timer and one of my skills doesn’t work.
A little hard to read but I think some of the same things. I don’t see how teamwork succeeds in GW2. It’s just everyone trying to do some damage and if 2 people do a combo, it’s neato and dumb luck.
In other games, I’ve been able to do something that fills a gap in what other players do, and they realize it. I wouldn’t know if someone is trying to work together. Since AoEs are circles on the ground, it’s hard to use them with knockback skills and heals just get avoided like they’re traps.
I really don’t know what could be suggested to create a feeling of synergy. It seems like an overhaul is the only thing that would do it.
Elemental Attunement moved to Master tier.
Most eles use this trait. You said you wanted to discourage putting points into arcane, but every ele who only had 10 points will now have to jump up to 20.
I’m sick of people who use “QQing”.
Strangely I never see anyone express this kind of sentiment to another person’s face.
What about the people who say every enemy in a dungeon are affected by the dungeon’s potion?
And then there was the time at the start of CoF where I killed an Icebrood Goliath and got Ogre Slayer.
This is why we need someone who programmed the dungeon to clear this up. This is a part of the game we should be using strategically but it’s being wasted because of misinformation.
Anet please enlighten us.
Wait. The karka attacked LA today? I never saw that.
A treb was being built and a boat showed up before it completed. Everyone left then.
Same here.
At first I couldn’t believe the nerve to even bring this into the game. That disbelief is blown out of the water though, by the faulty justifications people come up with for buying it. Take out a calculator. It simply isn’t worth it in any possible playstyle.
You could even vendor every item you would have salvaged, and have more money than if you bought this, and use no inventory slots to hold salvage kits.
Come on, people. Our buying power is all that we have to shape the future of this game. Don’t cast it aside when something shiny comes along.
I tested the other potions that had this effect. Potion of Azantil and Undead Battle Potion (from the Maelstrom vendor).
Both did more damage to enemies when the potions were applied halfway through an Arc Lightning stage 3, compared to using no potion.
In terms of damage taken, I wrote down 66 non-crit and non-glancing regular attacks from a risen brute (no frenzy or berserk abilities to complicate it). 66 with no pots, 66 with azantil, 66 with undead battle.
Average damage taken:
None – 99.65 damage
Azantil – 107.11 damage
Battle – 106.59 damage
Azantil did 1.0748% more damage (description says it does 1.07% less)
Undead Battle did 1.0696% more damage (description says it does 1.07% less)
I actually did 2 trials of 33 for each of them, and both trials’ individual averages were extremely close. Not a big variation.
So yeah, these are bugged the same as the others. Please don’t forget to fix with the rest.