The different flavors have different infusion types (offensive, defensive, utility). It’s perfectly reasonable to assume this is the only reason for the different flavors, even though this is not the case.
Endless Petrification Tonic
Seriously. Where in the hell is the statement or warning or whatever that says you can’t equip two identical items that are ascended? Was I seriously suppose to infer from the keyword "Unique" that I could only equip one? How was I suppose to know that keyword was fundamentally different from other keyword rarities. It’s not like rares or exotics have a limit on the number that can be equipped (aside from the number of available equipment slots).
Or was I expected to check the wiki before ever equipping any items to make sure I wasn’t making a blunder?
Because of the oh-so-brilliant soulbinding system I now have an ascended ring with a mighty infusion that is souldbound to a character that already has the ring and the second one is absolutely useless save the 4 silver and 95 copper for which I can vend it.
That is ridiculous.
Because there was no in-game warning whatsoever I just wasted forty days of my life and I have nothing at all to show for it. That is completely insane!
If you want to have a soulbound system, then fine. I don’t like it but whatever. That’s one thing.
But how can you justify having absolutely NO IN-GAME WARNING for stuff like this?
I am not sure how many of you have noticed the reason given for the closure of most of the threads has been because they have devolved into the forum version of a sibling fight without offering any real insight or constructive feedback. I urge users of these forums to please try and respond responsibly and with details and supporting evidence, not just conjecture and assumption. The “nuh uh you’re wrong and I am right” mentality simply does little to convey anything useful or help. Just my two cents, do with them what you will but please do so like a adult heh.
We wanted to address some of the concerns around ‘botting’, and let everyone know what we’ve been doing about it, as well as our plans for continuing to tackle this issue.
Our monitoring of ‘bot’ activity has already resulted in over 1600 account terminations world-wide in the last week alone, and we are actively tracking the most common ‘bots’ in use, so that we can continue to eliminate them from the game. As we continue to gather information on these ‘bots’, we will be increasing the rate of account termination to remove them. Please continue to report players that you suspect of ‘botting’ – your support is much appreciated.
We are actively improving our means of detecting ‘bot’ activity in the game automatically. This includes tools for our customer support team to help them verify ‘botting’ reports and efficiently issue account terminations. Recently we have also hired a team of data specialists who will be helping us create more effective tools for analyzing reports of ‘botting.’
As a side effect, these efforts directly impact the operations of third-party gold sellers (and spammers). In conjunction with ‘bot’ removal we also take Real Money Trading very seriously and actively remove hundreds of gold spammers and sellers each day.
In short, we are fully committed to keeping this community free of bots and illicit gold sellers, and we very much appreciate your assistance in identifying and eliminating them.
Thank you for your understanding and patience as we continue to improve our ability to deal with this issue.
Hi, great to have some forums up
Want to report a possible bug with necromancer melee pets. They will quite often just stand there when I’m attacking a target without attacking. Or even when I’m taking fire, they will not always attack. They just stand there while I get beat on :S
This affects the flesh golem, and the ghost-like minion (forgot the name). I may need to get too close to a target before they start attacking.
I also play a ranger, and I have not seen that issue with melee ranger pets. Even when not giving any commands, they seem to work as they should. Could we have the same AI applied to Necro minions?
Greetings here,
So, here is my statement : Norn female are far too pretty. They look like models. And I’m not only talking about their real hot body (Did you take a look at those boobies ? Gosh, with the Tier 1 cultural chestpiece, when I see a norn female running, it’s like time has stopped… seeing those poor constricted melons yelling “free me ! It’s so tight in here !” always bring a tear to my eyes), but mostly about their faces. Those are only cute dolls faces.
I really like the fact that as a Male Norn, you can create a character with an ugly broken face. Afterall, you may want to have such a background for your avatar. And well, war doesn’t leave its soldiers unscathed.
But for the Norn Females… well, only pretty faces on top of a smoking hot body, without a scar, without a flaw.
I mean, come on, all Norn are warriors – even females – and fighting, and brawling, is part of their culture. It’s just too bad that all those girl have such perfect faces.
On a side-note, and because I don’t want to create a similar thread in the human section, it’s the same for male human. All of them just look like little cherubin, and even when you put a beard on them, they still look like they are 16 years old (with a fake beard, that’s the worst). I know it’s important to have good looking characters, so players are satisfied with their look in-game. But I’m disappointed with the lack of true warrior like faces.
I hope some new models will get implemented along with the future cosmetics items. Please Anet, when you’re done with the most urgent work, try to have a thought about that.
(edited by Johnson.3874)
I wouldn’t use “hot” for defining Asura, but “cute” is perfectly acceptable for me.
I’m almost positive this post has been made before, but i think its about time we show Anet what we want, Dye-able weapons, everyone should be able to match their weapons color to their armor colors, and if you’re anything like me, it will drive you crazy until you find something that fits with your armor set.
With this, we could all be unique (not that we already aren’t) but now we could finally have our dream set, and be able to be happy with our dyed weapons. I dont see anything wrong with this and i think everyone would find some enjoyment out of it.
(legendaries will not be able to be re-dyed)
EDIT (added from comments)
4 sections:
• Base Color – All portion of the weapon not touched on by the other 3 areas. – fully dye-able (dye replaces color completely)
• Hilt/Handle/Stock – fully dye-able (dye replaces color completely)
• Blade/Barrel – tintable (dye changes the hue slightly)
• Accents/Effects – Accents such as filigree decorative elements, or the visual effect that weapons produce – Tintable (Effects) or fully dye-able (Accent work.)
(edited by RageExpert.2453)
How does one plan taking items out of a guild bank?
“Okay, here is the plan. I will smack that Moa over there with my sword and cause a distraction. When you see the big Char leave the vault door, run inside. I left the vault key under the door mat for you. Once you take everything out, my fee for developing this plan is 60% of the take. If you screw me on this, the Moa won’t be the only thing getting smacked by my sword.”
Suggest finding new friends as well.
Players are extremely creative when it comes to finding ways to not play the game while playing the game.=P
My problem is that they keep making it (any new content) turn into a task/necessity to farm it since it’s only around for so long. SAB was only around for a month, which was fine, until the dev made the comment that the current skins might not be coming back, which then made it a job of getting as many BB as possible. MA Test Facility was already a job since we only have 12 days to do, and it had three (four if you consider the recipes/insignias) exclusive items that are tied to RNG. Two (jetpack/mini) of which have horribly low drop chances, while the other (azurite gems) is gated by randomness and once per day nodes (Oris I get, but not mithril ones), which if you want any of the three, you have to farm the hell out of it, just in the hopes of getting what you want.
If they keep adding adding these temp content with exclusive rewards, then yes, they are going to keep making us farm the new content, instead of just playing them for fun. I had fun the first time running the test facility, but then once I saw how low the mini/jetpack drop rate was, it turned my fun into work and stress.
Please give us a keyring…
This is my first post on the forums, as I’ve been away from GW2 for a while now, and returned when I found out this whole ‘living story’ was going on. For starters, I think it’s pretty cool, and I look forward to future living stories. However, there’s a little problem I have with the way the dungeon has begun to play out. I don’t really have a problem with ArenaNet’s design, but more so with the way players treat dungeons in this game.
When I started playing again last month, I got myself to 80 and started running dungeons. Lo and behold, a lot of the boss fights and in between sections are essentially farmed. Take CoF p1; people skip things left and right, essentially trying to complete it as fast as possible. I understand, as permanent dungeons become a little stagnant, and people just want to get their tokens and move on. Fine, I’m not going to oppose that. But it’s this ‘farming mentality,’ when applied to Molten Facility, that really bothers me.
When the dungeon was first released last Tuesday, it was a blast. I even did it twice in the same day simply because I found it that fun. The first boss, especially, is like a Mario Party mini-game in its design. Even the last boss, although a bit more challenging, is quite fun if everyone coordinates it properly. But I did a run of MF this morning and, since its release, people seemed to have attached themselves to some farming tactics that really took the fun right out of the dungeon.
Take the first boss. The first few days I did this dungeon, everyone did it the way it was sort of meant to be played. Running around, avoiding all the traps, jumping over the shockwaves, etc. Incredibly entertaining. This morning, people just stood in a corner, self-healing, and waited for the core to be opened. It destroyed all fun involved. I was incredibly disappointed.
Thinking the last boss didn’t really have any design mechanics that could be ‘farmed’ as easily, I was proved wrong. My group said to kill the Jetpack mob first, so that you could stand under the berserker and only have to auto attack and self-heal to win. Again, this took both the challenge and the fun out of the fight.
Does anyone else have a problem with this trend? I find that players only seem to play through the game/dungeon to farm things, instead of enjoying the original mechanics of the design. Not only that, if you’re in a group where 4 out of the 5 players utilize these farming tactics, you’re kind of forced to go along with them. Perhaps there’s a way that ArenaNet can prevent these methods, or patch over them once they’re discovered. I’m not really sure what can be done about this issue in the future, but I was simply wondering if anyone else is on the same page as me. I’d rather not be alone in this mentality.
For the record, I haven’t tried Fractals of the Mists yet, but I almost don’t want to. I have a feeling that there’s probably a way to manipulate the game’s design in each of the Fractals to make it both disappointingly easy and not fun.
$10.00 gets me a Frappucino and a cookie at starbucks that will last me for 10 minutes or so or it gets me an amazing pick that shoot lava and shet that will last forever and not take up any space in my inventory.
This is not bugged, it’s by design. It’s a different type of liquid karma item that will give you an amount of karma appropriate to your level when used, which is why it doesn’t stack with the others.
They need to stack, or they need a new icon and name..
I doubt this unstackable jug was intentional, would be nice if ANET would say one way or the other though. It’d be a quick-fix that’s currently kitten a bunch of people off.
The Jugs of Liquid Karma that are obtained from turning in the pages/letters found in the Molten Facility are bugged and do not stack with the daily acquired ones. They are not soulbound, as I can transfer them between characters, but they won’t stack either.
http://youtube.com/user/Royblazer
GW1 was completely soloable. GW2 should be as well.
I say a hearty “Nay!” to grouped content. This isn’t 2004. It’s time MMOs moved on.
go play a single player game if you don’t like playing with others
You think in such small terms.
There are people who enjoy seeing other players in the game world but do not enjoy grouping with them. I am one such gamer and there are a great many others like me.
‘MMO’ and ‘Online’ do not automatically mean you are expected to group with others. Go see the first ‘Guild Wars’ for more information.
And again in another thread XD. GW1 was CORPG and yeah – it didn’t force You to group. MMO actually do mean you are expected to finish at least some content with necessity of other player help… and guess what. GW2 is a MMO.
Don’t get me wrong – I love GW1, still play it from time to time, but I don’t expect GW2 to be GW1 with better graphics. It was stated long ago that it will be MMO and I treat it as such. And hey – around 95% (if not 98%) content is purely soloable in GW2. Except dungeons I hardly find anything needing grouping. Not WvW, not even tPvP.
But hey I agree – making last mission depending on 5peeps team dungeon was a stupid idea (and one of worst dungeons in gaming history on top of that).
Repeat after me: ‘Playing with others does not exclusively mean forced-grouping.’
There are lots and lots of ways people together and assist each other in GW2, in the forms of open world events (you know, some of those event alerts are labeled ‘Group’ for a reason). ‘WoW does it’ should never be an excuse for making forced-grouping be the only way to complete a storyline, unless that storyline has been told entirely through forced-grouping instances to begin with (Like the Destiny’s Edge side-story).
Edit: BTW, ‘CORPG’..I’m not familiar with that term. And last I checked, GW1 was a MMORPG as well—Massive world, Multiple players, with the rest being pretty self-evident.
And you’re right, 95%-98% is soloable…which isn’t a problem unless you do something incredibly stupid like making the non-soloable content a complete roadblock to completing the soloable, rather than keeping it properly encapsulated from it.
(edited by Vulpis.8063)
GW1 was completely soloable. GW2 should be as well.
I say a hearty “Nay!” to grouped content. This isn’t 2004. It’s time MMOs moved on.
go play a single player game if you don’t like playing with others
[KICK] You’re out of the Guild
#beastgate
Wow, I can’t imagine. The audacity of ArenaNet to make a multiplayer living story event in a MMO. How dare they! Do they know what they’re doing?
Whitney Lionheart (Guardian)
Yeah I fail to see how people who play a MMO expect single player content to be a main stage of content…
Well i fail to see how peoples who play MMO to expect it to be Always and party Only
99% of the story is solo, 1% is not.
A HUGE amount of world content is soloable.
ALL hearts are solo (I think)
And this is an MMO. And yet somehow people find the silliest things to complain about.
Nvidia GTX 650 Win 7 64bit FFXI 4+yrs/Aion 4+ years Complete Noob~ Veteran OIF/OEF
http://everyonesgrudge.enjin.com/home MY GW2 Music http://tinyurl.com/cm4o6tu
Please explain how I’m being selfish by helping friends and complete strangers in dungeons, that’s just so confusing.
Why should MMOs play like an offline single player game? GW2 is a very social game.
heya.
i really like the idea of living story, and what i have seen during the lost shores, it is a really good way to expand tyria and show off the changes in the world (the lost shores island rise from the deep sea because zhaitan is defeated, for example…), and during my explorations i often reached locations where clearly is a blocked path to another area (crystal desert, northern shiverpeaks, dominion of winds and some areas in the maguuma areas…).
This Flame and Frost living story was a disappointment. Not only there is almost no link to Tyrias overall Story (Dragons), but a mysterious alliance between dredge and flame legion (why?) and a not-so-exciting plot (uh oh there are new enemies, they are all over the place, they kidnap innocent npcs to test weapons? And again Rox and Braham are getting all the attention while players are more or less nameless supporters).
Things i wanted to see / know: what does the molten alliance want? What are the greater goals? Do they want to create a new army to help one of the dragons devour the world? Why do they need villagers to test their weapons? (they could have used animals, or mechanical dummies?) We know the dredge hold a greater area in the shiverpeaks, do they have a leader there commanding such things? Why didnt we kill him, but those two transformers instead?
Does this end now or will that story arch continue in furhter living story arcs? Some of the refugees are going to southsun cove, does this mean they may build structures there, and add content to that island (hearts, skillpoints? Events?). Are they now just gone as we raid the molten facility?
see, i think you can do this better. A lot better. I remember the “living story” back in GW1, where you had to help the queen, that “viral marketing campain” for GW2 was awesome, including new challenges, bosses and missions that changed some areas forever, at least filled the areas with new, stronger enemies.
ideas for further living stories:
- make areas accessible, give us a new zone: let us together with the vigil, order and priory conquer a zone, hold front lines and build up structures. bring up new npcs who will stay there, give us tasks, events and skillpoints, jumping puzzles and things to explore.
- interesting plots full of traitors, dragons corruption, death and glory. Make players risk something, loose something and end as heroes again, if you wish.
- no temporary content please. the molten facility for example could have a temporary story mode, but then an explorable mode with new enemies that stays.
- add also armor and not only weapons if you add new content (and please not only ugly gloves…)
i really see the potentials of the living story idea. now just do it better.
I personally would love to see the story start somewhere in a place we already have, but develop into a new untouched area.
A thousand times this. Using the Living Story as a vehicle to not only throw a distracting shiny bauble of temp content at customers, it should really be used as a vehicle to launch new zones/dungeons.
In 2000 in EQ1 they had an event where hordes of undead, on Halloween night(!) invaded a mid level zone – level 15 or 20 I think. These mobs were hard, high level and mean. The event was zone wide and they only appeared during the “night” hours of that evening (and forever after) making a level 20 zone get filled with level 45 undead creatures of evil every 1.5 hours I think it was (in game day was 45 minutes, in game night was 45 minutes).
Anyway, you have this MASSIVE event where every high level on the server goes and teams up to vanquish this encroaching army. Characters that were level appropriate that day, had to flee for their lives as shining heroes in incredible gear flooded in to battle the never ending hordes.
Then to culminate the night – which included devs spawning as PC’s and role playing along with the event on their characters, they opens, The Portal to the Plane of Hate! A new raid zone.
Now I know that GW2 has no raiding, but this could work just as well for a dungeon, and support the little lore we have in place already.
Make it so.
80 Engineer / 80 Guardian
80 Necro / 80 Thief
I would have agreed if said item actually was useful.
In this case however the items is completely useless and only cosmetic and therefore should really be a rare sight.
Keep in mind that it is tradeable so you can buy it from the TP.
Krall Peterson – Warrior
Piken Square
Agreed that tokens would be a better system for things like this.
However disagreed that every item ever released should be available to every player, always. Why do so many people have the need for EVERYTHING. Settle with the things you have a chance to get when you ARE playing, which is a LOT of things. Some people will never be satisfied. So what you miss a jetpack…there will be oodles of new items released constantly! You couldn’t possibly have a need for all those items!
NSP – northernshiverpeaks.org
Or did they disown me? The priory is on the scene, researching this strange alliance and the bizarre ongoings and yet… they didn’t call me. They had no task for a Magister of their order. They didn’t even have the decency to write to tell me personally about their findings. Even if they don’t need me, I’m still part of the priory. I love learning, research, and adventure as much as the rest of them but I have to seek out some silly priory robot thing to learn what in the world’s going on.
Likewise… The order of whispers clearly has covert operations going on but they didn’t call me up and ask me for help. I’m a Lightbringer—someone directly responsible for the downfall of Zhaitan but they don’t need my help. Instead, they enlist the help of random nobodies that happen to be wandering through the Black Citadel. What? They don’t even have the decency to tell me that I could be useful. Instead, I hear about it from the Heralds. How is it that they know more about what my order’s doing than I do? Especially when I’m one of the highest ranking members…
Drama aside, I really do feel like there was a huge missed opportunity here. You put the orders on the scene—orders that we joined but haven’t heard from since the defeat of Zhaitan. A new threat shows its face and they still carry on as if we’ve nothing to do with them. The Living Story is meant to bring the world alive. Overall, it’s been extremely underwhelming. The Personal Story took place in the world too and I distinctly recall a dev commenting on the fact that the living story gets complicated because of the events of the personal story. Despite that, there’s no point at which the two touch. They have no common storyline or characters. They are completely separate happenings. Here, we see our orders (the ones we are supposedly all-important members of) working hard to figure out what is going on and then fix it but they don’t call on us. They don’t even stop to tell us what’s happening. Instead, we’re told by our old mentors to seek out these silly gossip-mongers standing on boxes in cities for our information. Don’t we rate a little more than that?
You could have prolonged the fun of the living story and made it more relatable by pulling our orders into it. The questlines for the living story, once there actually were questlines, were easily finished in one evening. Then there was only the evidence left in the world. The events, the peri-sonic scope thingys, the dead and dying refugees, the foreverly broken sign posts, and the ice and dust storms. It just doesn’t feel life-threatening or important. There’s nothing relatable in it and I don’t feel needed. All these people send us mail at the beginning of the month, begging for help, claiming they’re swamped and don’t know how to handle anymore. Yet, when you go to them, there’s nothing to do. There’s too much drama for the tiny amount of activity. There could have been tons of mini-quests from our orders, or really from anyone, keeping the living story alive. But there wasn’t. When I compare the living story to the personal story, it falls extremely short. It seems like no one really needs us, they’re just sending us out with busywork to keep us out of their hair. My point is: the living story has fallen extremely short of expectations (at least for me) and the orders could have been an excellent tool for really bringing it to life but ultimately, they became a wasted opportunity.
Sea of Sorrows
There are a couple of things that are very good at dealing with Mesmers…
1) Awareness. Always know which is the real Mesmer.
2) Conditions. Most Mesmer builds don’t run a ton of condition removal, and Shatter builds often have none whatsoever.
3) Count CDs. Mesmers have two powerful active defenses in Blurred Frenzy and Distortion. Don’t blow your 100B when they have them up or you will probably end up quite unhappy.
4) Run away. When all else fails, remember that Mesmer builds often have low mobility over long periods of time. Blink, tons of dodges, and Phase Retreat often make it look like we’re highly mobile, but we’re actually pretty bad at covering wide swaths of terrain quickly.
To be fair, 2 and 4 aren’t true of all builds, but they are of most. If you wander around the forums you’ll find lots of suggestions for 1, and 3 is dead simple if you just take a little time.
Also, remember not to do something stupid like start channeling a bunch of projectiles into Feedback. It’s really all just learning how things work and not tossing all your skills at them right away, kind of like dealing with perma-stealth Thieves.
From GW2 Wiki
“Raven is one of the more prominent deities of the norn. Raven represents cunning, trickery, and knowledge and is the animal spirit of the norn that is associated with the Underworld and the spirits of the dead.”
Fits my Necromancer perfectly