Showing Posts Upvoted By shadow.6174:

Search feature not working

in Forum and Website Bugs

Posted by: Xiohunter.2561

Xiohunter.2561

Over a year later and no working search function on these forums. Sasuga Arena Net.

Personal Story skipped Source of Orr

in Bugs: Game, Forum, Website

Posted by: wetwillyhip.7254

wetwillyhip.7254

Guys explain to me if this has happened to you but this occurred to me last night:

I finally finished Source of Orr (end of Chapter 7). Killed the eye, Trahearne finished the purification ritual.

Next thing you know, I’ve now been pointed to go to Arah to complete the storyline dungeon. I looked in the story journal and it’s called “Victory of Death”.
I completed Arah story dungeon and that’s it. Personal story is done.

Looking at the wiki, I’ve completely missed all the missions for Chapter 8. I was never pointed to complete any of them.

What is going on here?!? Anyone else have this issue?

Personal Story skipped Source of Orr

in Bugs: Game, Forum, Website

Posted by: Zaxares.5419

Zaxares.5419

We’d really appreciate a straightforward answer about this, Jeffrey. There’s a HUGE ongoing thread on the General Forum about the restructured Personal Story (link at the end of this post).

Does ANet know about our concerns and are there any plans in the works to re-include or revert the Personal Story changes? There are a lot of players, myself included, who are afraid to continue with our PS for fear of permanently missing out on experiencing game content.

If the new system is intended to stay and there are no plans to change it, could you at least let us know so that we aren’t just waiting in vain for an answer?

https://forum-en.gw2archive.eu/forum/game/gw2/My-Greatest-Fear-Plotline/page/8#post4550992

Personal Story skipped Source of Orr

in Bugs: Game, Forum, Website

Posted by: acekc.5290

acekc.5290

I’ve been working on unlocking traits for one of my alts and I noticed that the trait associated with completing “The Source of Orr” personal story mission hadn’t unlocked. When I went to look at the alt’s personal story I discovered that I was well past where Source of Orr should have been (on Ossuary of the Unquiet Dead) but I had never played Source of Orr on this alt.

Generally this alt’s story missions line up exactly with the wiki, but the level 70 missions are very different. According to the wiki, the Part 7 story missions are:

Forging the Pact
The Battle of Fort Trinity
Against the Corruption
Cathedral of Silence / Romke’s Final Voyage
The Source of Orr

However, my alt’s missions for Part 7 are:

Forging the Pact
Shell Shock
Fixing the Blame
Marshaling the Truth
Battle of Fort Trinity
Delivering Justice

As mentioned previously I’m already well into Part 8, so I should definitely have played this mission by now. Normally I wouldn’t care but I don’t think I should be required to spend skill points and gold on a trait unlock since I never had the opportunity to complete the required personal story mission.

I suspect that this was some corner case side effect of ANet’s re-jiggering of personal story missions. Does ANet intervene in situations like this? I have eight level 80’s and have never seen anything like this before.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: lorephoenix.9185

lorephoenix.9185

I just made it to this part with my latest character, this would be my 5th time through the ps. I hadn’t played it since the patch, and if they’re trying to fix plot holes, they’re not. I have no idea what’s going, or I wouldn’t if I hadn’t played through it before. Something felt off, but I didn’t remember hearing about anything in that patch notes. But then Traherne just told me about Tonn and how Ceera was likely to never forgive. As far as my character is concerned, those names mean nothing, and the new airdrop into Orr is kinda cool, but makes no sense. It seems like they redid this so they could focus on Traherne, which is annoying. There are more people in the world that just him.

So, it has not been fixed yet. Hey Anet! Give us back out story!

I really enjoyed those mission because they were based around how my character interact and had to deal with things that were on a more personal level, rather than just campaign stuff.

Out of darkness, light.

Necro/Reaper, Rev

Anti spam bug makes Dry Top impossible

in Bugs: Game, Forum, Website

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I wouldnt say impossible. I was on a T6 map a few hours ago. Organizing works well with TS.

Since TS doesn’t come with the game, I don’t think that counts as a fair work-around.

The game should make it easier on people coordinating events that require map-wide cooperation. At the very least, people with commander tags active should not get suppressed as quickly. Ideally, players without commander tags should also be able to call out events.

On occasion, I’ve been suppressed in Harathi Hinterlands announcing the progress of the chain where the Seraph push the centaurs out of the northern camps. And I typically just announce current event/WP and upcoming event/WP, so only a handful of messages total.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Female human only has 1 animation now

in Bugs: Game, Forum, Website

Posted by: Phedre.3597

Phedre.3597

I don’t believe this was ever a bug either. The more time that elapses cements my belief that this was done intentionally.

A friend of mine offered up a theory that this was in some way connected to GamerGate. At the time, I thought that seemed a bit conspiratorial. Now I’m not so sure; there could be something to that. But if the anims were removed in response to some push by parties involved with GamerGate (or fear of such an action) then I’d like an answer to these simple questions: What on earth was so offensive about the animations? Why was it determined that the anims needed to go? And WHY LIE ABOUT IT AFTERWARD?

Despite those questions, I’m not interested in a Dev’s response to any of them because I already know what sort of nonsense such a response would probably contain. Much more interested in hearing the thoughts of the player base.

Welcome to the grind, folks!
You load 16 tons, whaddya get? Another day older and deeper in debt.
St. Peter don’t ya call me cuz I can’t go, I OWE MY SOUL TO THE COMPANY STORE!

Female human only has 1 animation now

in Bugs: Game, Forum, Website

Posted by: AllNightPlayer.1286

AllNightPlayer.1286

The bug is still not fixed! But at least we are getting more useless s... in the gemstore. Nice.

TP 2.0 - Interactive Dead Zone In Listings

in Bugs: Game, Forum, Website

Posted by: StinVec.3621

StinVec.3621

It has been about a month. Just in case it was missed by the appropriate devs and was not seen and added to get fixed, I’ll add this one note to say that this is still an issue.

I look forward to seeing this very quick and easy fix being made in the future. Thank you.

| [“I’d really like this…” — Resource for Gifting Strangers] |
| [Free Ports For All “Not So Secret” JP Needs (and 1st Try Dive Tips)] |
| [Classic Thread: “all is vain”] |

So why was the voice change bug patched?

in Bugs: Game, Forum, Website

Posted by: CureForLiving.5360

CureForLiving.5360

Why does important stuff go years without patches and things like this get ruined?

I’d guess (and hope) that ANet has a bug list somewhere, and hopefully that bug lists contains at least two pieces of metadata: importance and difficulty (and description, and recreation and a bunch of other stuff not immediately important to this post). I’m guessing that it’s not too uncommon that the team might want to fix a couple of small simple bugs every now and then, before going back to bashing their heads against the proverbial wall that is a major bug. At the very least doing so does return a bit of self confidence (i.e. succeeding at something small after a long time of struggling with something big might make them feel better, and thus work harder on the big stuff).

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: quaniesan.8497

quaniesan.8497

It’s almost 3 months, that’s a quarter of a year. So where is this change to NPE you have spoken of? or at least any word of it? no?

If ya no longer see me after this post,
it means THEY got me for " neg criticism in clever disguise".
Know that it has been fun and I love ya all.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Malkavian.4516

Malkavian.4516

It’s really not a fast fix. I know why they wouldn’t want to revert it. It was changed for a reason.

It was a bad change because the way it was changed left you with all sorts of things out of context. It was a good change because of the situation in Orr.

Spoilers below:

The story of Orr is really two stories. It’s the story of Trahearne’s Wild Hunt to heal Orr and the story of your battle with Zhaitan.

In the old telling you did a bunch of stuff against Zhaitan and then there was a whole hiatus from your story while you ran off to do Trahearne’s story before getting back to your story.

This new way gets Trahearne’s story out of the way first. So your weakening of Zhaitan by cutting off his food supply, partially blinding him, crippling his ability to make undead directly precedes you’re encounter with him. It removes some of the bitter sting of Trahearne’s prevalence in your story while at the same time showing that the last fight with Zhaitan isn’t just a boss fight. You’ve been in fact fighting him for the last five or six missions and finally get to finish him off.

The Zhaitan fight is going to be anticlimatic no matter how you slice it. This way it’s less anticlimactic.

The problem with that is from the way it’s currently arranged, it’s very poorly and cheaply done. It’s like switching 2 chapters in a book where after you read Chapter 6, Chapter 7 is replaced by Chapter 8. It would take serious editing on Anet’s part to make the connection more seamless. Plus let’s not forget the missing instances related to the Greatest Fear.

FOR SKYRIM!!!!!

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

It’s really not a fast fix. I know why they wouldn’t want to revert it. It was changed for a reason.

It was a bad change because the way it was changed left you with all sorts of things out of context. It was a good change because of the situation in Orr.

Spoilers below:

The story of Orr is really two stories. It’s the story of Trahearne’s Wild Hunt to heal Orr and the story of your battle with Zhaitan.

In the old telling you did a bunch of stuff against Zhaitan and then there was a whole hiatus from your story while you ran off to do Trahearne’s story before getting back to your story.

This new way gets Trahearne’s story out of the way first. So your weakening of Zhaitan by cutting off his food supply, partially blinding him, crippling his ability to make undead directly precedes you’re encounter with him. It removes some of the bitter sting of Trahearne’s prevalence in your story while at the same time showing that the last fight with Zhaitan isn’t just a boss fight. You’ve been in fact fighting him for the last five or six missions and finally get to finish him off.

The Zhaitan fight is going to be anticlimatic no matter how you slice it. This way it’s less anticlimactic.

continuity errors tend to be more jarring than a story which moves around. Regardless the solution presented was pretty bad.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: Malkavian.4516

Malkavian.4516

Still waiting on the fix for the Personal Story. It’s been months now and I think it’s time for a follow-through.

FOR SKYRIM!!!!!

Ogre Wars in new game update!

in Bugs: Game, Forum, Website

Posted by: Akuni.8604

Akuni.8604

Eh that new patch bugged a lot of stuff in the Silverwastes. For example while we were defending Blue Oasis yesterday there spawned 8 (eight!) Veterans with that orange Mark associated to the “Kill the Mordrem” Event. It was carnage having like 3 Trolls and Terrathingies… I was so busy surviving I couldn’t get a screen… Even better: They stayed when the “Defend Blue Oasis” Event occured but lost their orange mark. Needless to say we couldn’t hold that keep ._.

…I think you should take a look on your new scaling and stuff…

Edit: Readon I mention scaling is because we were like 6-8 people. The amount of mobs spawning there on tier 2 was excessive.

Enemies hit way too hard

in Living World

Posted by: CureForLiving.5360

CureForLiving.5360

I like them having more hp and hitting harder. What I hate is when you get like 7 menders standing together (and thus healing themselves up before I can kill them) and that the Terragriff lunge/charge aoe area is far larger than the mobs itself meaning I regularly dodge but still get hit. Otherwise I like the new mechanics.

Enemies hit way too hard

in Living World

Posted by: Xiahou Mao.9701

Xiahou Mao.9701

One thing I have not tested yet is if whether the Teragriffs only use their charge attack if you are not in melee with them.

Teragriffs will charge even if you’re in melee with them. And one annoying thing that perhaps should be patched: As I mentioned, inflicting Cripple will interrupt a Teragriff charge attack and stun them for several seconds. However, if you land the Cripple during the windup of the charge, the Teragriff will immediately fall over once it starts to actually execute the attack, but it will still land a hit on anyone in front of it first and launch them before it falls on its face. Perhaps it would simply be too strong if you could keep them locked down with Cripple, though they do seem to cleanse it reasonably often, but it still looks weird.

And just to note, for those times that Champion Teragriffs appear in defense events, the Cripple interrupt on their charge works around Defiant. Keep them locked down with Cripple whenever you can and they’ll be harmless. It even works on the Legendary, though it won’t work on Gold and Silver as they’re immune to Cripple entirely.

Are you sure about that, because I’ve already dealt with groups of 3 – 4 lvl 83-84 Menders and had no problem with them, maybe had to heal myself…once, maybe, perhaps it’s the fact I’m using dual maces right now and I interrupt them quite often…and I’m surprised they even do damage, since their primary function is to heal all the other Mordrem, especially the Trolls(that is what they do most of the time, and that might be the other factor…engage then when they’re healing other Mordrem and they don’t have time to heal themselves).

Well, I’ve never been killed by Menders, but I saw some 2000-3000 damage popups from critical hits while I was engaging them with my admittedly squishy character. That’s enough to make me a bit wary of the situation.

Dual maces means you’re a warrior, and thus you’re a bit more capable of shrugging off a few thousand damage here and there.

Enemies hit way too hard

in Living World

Posted by: Electro.4173

Electro.4173

Yeah, my only complaint about the Teragriff’s is that their charge hitbox is abnormally wide. I get sent flying even though I’m clearly standing off to the side.

Aside from that, each of the Mordrem have distinct strategies to deal with them, as Xiahou mentioned in his excellent post. One thing I have not tested yet is if whether the Teragriffs only use their charge attack if you are not in melee with them.

Not just the hit boxes, the almost utter nonsense that is stacking a charged attacks damage in 1 spot. If it wasn’t okay for FGS, Flesh Golem etc… it should not be okay for PvE mobs to do the same.

Yeah, the range on that charge is absolutely ridiculous. You have to be miles away to not get hit. Very annoying and misleading. I’d like to see that get adjusted to be more in-line with the hitbox, or at the very least visually expand the hitbox to show the range accurately.

And yah, the multi-hit aspect is quite a pain too. I mean, you could argue that its up to the players to not position themselves in a spot where they can be multi-hit in the first place and from that perspective its a tactical thing (which is good), but when the buggers get caught on a tiny rock or something then its less a question of tactics and more a question of “well, sucks for you”. And its always annoying when mobs don’t play by the same rules as the players have to, though not really uncommon.

Enemies hit way too hard

in Living World

Posted by: TexZero.7910

TexZero.7910

Yeah, my only complaint about the Teragriff’s is that their charge hitbox is abnormally wide. I get sent flying even though I’m clearly standing off to the side.

Aside from that, each of the Mordrem have distinct strategies to deal with them, as Xiahou mentioned in his excellent post. One thing I have not tested yet is if whether the Teragriffs only use their charge attack if you are not in melee with them.

Not just the hit boxes, the almost utter nonsense that is stacking a charged attacks damage in 1 spot. If it wasn’t okay for FGS, Flesh Golem etc… it should not be okay for PvE mobs to do the same.

Enemies hit way too hard

in Living World

Posted by: Zaxares.5419

Zaxares.5419

Yeah, my only complaint about the Teragriff’s is that their charge hitbox is abnormally wide. I get sent flying even though I’m clearly standing off to the side.

Aside from that, each of the Mordrem have distinct strategies to deal with them, as Xiahou mentioned in his excellent post. One thing I have not tested yet is if whether the Teragriffs only use their charge attack if you are not in melee with them.

Enemies hit way too hard

in Living World

Posted by: aspirine.6852

aspirine.6852

Only a few things annoy me with these new fights, the width of these enemies seem to be wider than they seem to be on screen. Even when I am clearly not in their way they still hit me. And those torment spamming mofos are much much easier with a ranged char like always. In big fights you can cary as much condition removal as you can carry it makes no difference, the second you remove them they are reaplied :/

Enemies hit way too hard

in Living World

Posted by: phoenix.3465

phoenix.3465

I find this whole topic bullock when you have a dodge button. I have a 100% zerker, so nothing but the default armor/health and I rarely die because I have a dodge button. Practice using it, stay mobile and equip mobility enhancing skills.

That’s nice, but I was more talking about the new enemies being unforgiving if you make a mistake. I unfortunately do not have the reflexes of a teenage boy, sorry. Also no reason to be rude.
Thanks for the detailed explanation of the enemies. It helps a bit. I swithced to the “Strenght in Numbers” trait and it seems I survive a lot longer, as do those around me. The biggest problem for me are however not the normal, “white” enemies. Veterans+ are what always kills me. And I still think these do too much damage. It really seems mistakes are not allowed to be made.

Enemies hit way too hard

in Living World

Posted by: Huck.1405

Huck.1405

If you have a somewhat balanced build they do not one-shot you.

Then they only 2 shot you. On top of that, when getting swarmed by Mordrem Wolves, (I always seem to end up with 3 on me) who do massive damage, you cant get away from them due to the lame kitten arthritic slowdown that we’re saddled with when in combat and with their speed and leaps, you have NO CHANCE of survival with them.

Plus, the mobs chase you a helluva long ways. I had 4 mobs chase me all the way from Red Rock to Camp Resolve where the gun turret finally blew them away. That’s kittenin’ ridiculous.

There’s a “challenge”, and there’s bullkitten. This is bullkitten.

“You can teach ’em, but you cant learn ’em.”

Enemies hit way too hard

in Living World

Posted by: Rashy.4165

Rashy.4165

Besides, no enemy in PvP can do that much damage plus conditons, plus cripple, plus leaps on 2 second cooldowns, plus damageing trails.

Allow me to introduce you to my Thief! Well, not mine in particular, but Condi-Thief can be very painful.

The new zone is unforgiving, but that just adds to the challenge and satisfaction of taking them down. Over time, you pick up on the strategies needed to fight them:

Menders – burst damage. You’ll need to spike them down quick, or be ready with interrupts. Prioritize.
Trolls – spike damage works here too, they don’t heal unless a Mender is nearby.
Terragriff – cripple or immobilize as they start the charge, keep them down and they won’t be able to hurt you. If you’re facing more at the same time though, it’s pretty tough.
Husks – condition damage, but direct damage also works in taking them down. They’re not that painful to deal with. They do immobilize, but I’ve safely ignored them as a Thief, unless something else was nearby, in which case, I’m screwed unless I dodge out of the immobilize.
Thrashers – leeching ones, I normally range due to the life steal. ones that leave a torment trail, I either range or try to get behind them for a quick jab. With a bit of effort and a 3-4 hits, they go down.

I’m running an offensive build too, so it’s even less forgiving than playing a defensive guardian.

Enemies hit way too hard

in Living World

Posted by: phoenix.3465

phoenix.3465

Just to clear this up, I am not actually running full berserker gear. I am currently with my Guardian in this new area, using mixed gear/stats, having the signet that makes me take less damage and eating mango pies.
I still find it very unforgiving. It’s not that I die every few minutes, but every mistake takes me almost down, and down state has no meaning because it’s almost impossible to rally. I also see a lot of people dieing out there and if I try to res them, it is certain death for both of us. Speaking of PvP tactics, blinding has barely an effect on these enemies, it is either over before they attack or they have multi-hit attacks. I often try to use my virtue of courage for ressing others, but that blocks only one attack and the protection reduces damage, but that barely matters when enemies hit for a few thousand damage plus conditions.
And going in with my PvP cleric support build would be terrible. Events count participation on how much damage you do to enemies, and I wouldn’t be able to do any.
Besides, no enemy in PvP can do that much damage plus conditons, plus cripple, plus leaps on 2 second cooldowns, plus damageing trails.
I actually think the trails are the worst of them all, because it is entirely possible to dodge INTO a trail or have no room to maneuver in a big battle. Not to mention that we have to protect NPCs/Dolyaks that don’t walk out of the trails at all…

Enemies hit way too hard

in Living World

Posted by: phoenix.3465

phoenix.3465

Why would you think I am not using dodges and defensive skills? What I meant was that these enemies are way to punishing if you make a mistake, no matter your toughness/vitality. Getting caught for 2 seconds in a Trasher’s trail is certain death no matter what, and then you can’t rally because you just die so fast.

Enemies hit way too hard

in Living World

Posted by: phoenix.3465

phoenix.3465

I understand the need to make endgame content harder, but these Mordrem are not fun to fight at all. There is no margin for error at all, massive damage, trails that instantly kill you if you get downed in them, constant poison makes it impossible to heal, torment makes it impossible to run. And to top it all off, everything that’s not a white mob has tons of health.
Harder should mean smarter enemies that use player abilities like a player would, not overpowered monster abilities that one-shot and have no cooldown at all.
Fighting the Mordrem, no matter if open world or in the story instances is no fun for me at all. Even the Risen with their constant poison and one-shot suicide bombers weren’t as frustrating to deal with. And I mean “frustrating”, not difficult.
This seems to still be the general direction of PvE content in general: Make enemies hit harder and have more health, so one missed dodge is certain doom. And as I said, it just makes content more frustrating.
What do you guys think about this?

Mesmer Bugs: 33+ [Updated October 22nd]

in Bugs: Game, Forum, Website

Posted by: Saucermote.9140

Saucermote.9140

The Harmonious Mantras dropping constantly from 3 to 2 is really starting to drive me crazy.

With all these LS story patches, I keep hoping they’ll manage to drop in some “minor” fixes. I really thought I was hitting the key automatically after playing my engineer too long and using kits. It is good to know that I just might not be completely insane, yet.

Maybe I’m imagining things, but did they recently change how fast null field will pulse and clear constantly reapplying conditions in PvE? I swear used to be able to just stand in a poison field and pop it and get my daily condition remover in one go, but as of a month or so ago, that changed?

You don’t win friends with Salad.

Please explain your bug fixing Policy

in Bugs: Game, Forum, Website

Posted by: Zui.9245

Zui.9245

Does bug effect esports and/or gem store sales:

if yes -> fix

if no-> throw away bug report

There you go.

You have it wrong. It’s possible to spawn “stuck” inside the spawn points on some maps in sPvP. It happened to me once right after the game was released, and again a few months ago. I’m sure I reported it both times.

Fumble dodges are still in the game. Bugs with fundamental class functions are still in the game (most notably, see Mesmer. Also see any and all teleport skills in the entire game.).

Obviously, they might have tried (or be trying) to fix these bugs, but are having issues for whatever reason. We don’t know. There is no communication on this front. All we do know is (many) bugs relating to crashes get fixed, bugs related to the gem store get fixed, and bugs related to the living story get fixed. All other bugs seem to be very rarely fixed, and mostly just completely ignored as if ANET doesn’t care. Given the lack of communication, and the lack of bug fixes that relate to fundamental issues with actual game play along with rapid bug fixes to things that might affect their revenue from the gem store, it’s certainly a plausible explanation that ANET simply does not care.