To be honest I probably would have never cared if it wasn’t a recipe that takes a couple of days of grinding to get and 400 crafting levels. This game constantly warns whenever someone you want to salvage a rare, but in the case of these recipes you lose about 15 gold for training from 1 to 400 if you learn it on the wrong character by accident.
Nevertheless I’m aware that I’m just venting my frustrations here, but I sincerely hope that nobody else makes my mistake.
(and that Anet makes crafting account-wide someday)
I know it’s my fault that I learn a recipe on the wrong character, but it did make make me wonder about some things. For one the required crafting level is only red when you actually have the required profession, otherwise it’s white as if you’re crafting level is enough which seems kind of inconsistent. Secondly I don’t understand why it’s even possible to learn recipes that you can’t even use.
Hi all,
I have noticed that items icons that were updated with the April Patch (for example The Legend or Mjölnir) are not update with the new one in Trading Post.
Plz correct this
Even after two years since release, the Mesmer is still having bugs with its “teleport” mechanic. There is an issue with the Staff #2 Skill – Phase Retreat and Utility skill – Blink that can cause your character to root itself on the ground after using it as a CC breaker (from Knock Back, or Immobilize as an example). Even when there is no crowd control condition on your character, the character would still get stuck or rooted permanently at the spot where u just phase retreated or blinked. You can pan your camera around with mouse right click and try WASD to move your character but nothing will work. You can wait for your phase retreat or Blink to come off CD and teleport again to a new spot hoping that it will “unbug” the rooted effect on your character, but it still wouldn’t work for a period of time. After a couple repeated attempt of teleporting again and again for long duration of time spent, the character will finally be able to move again.
In SPVP or during any combat scenarios, this means an instant death sentence to your character. This is a severe issue and quite game breaking when the bug happens. This type of teleport bug should be in the top of list to address for Mesmers.
GWAMM & CotG
[HERO] – Star Leader – Black Gate
Anet have been doing that kind of cheap writing tricks since the original personal story., and it have nothing to do with the character being female or not.
*Introduce new character
*Make him / her stand out for 1-2 missions
*Kill them off for cheap emotional shock
Except this time they forgot step step 2. And to be honest, is there any characteristics to Majory to make her female, beside her voice and character model. If she was replaced by a male character, the script would not need to been changed. Otherwise if we replaced Kasmeer with a male, it would be extremely funny to have the exact same dialogue. This is why I conclude that the decision to have Majory female is so that Anet could capitalize on immature male fan service.
Pretty anti-climatic to just find her hanging on the vine – at least there could have been a cutscene to document what happened to her. I agree that her death was premature, if we had gotten to know her better maybe sympathy or empathy with Marjory would have been greater.
I was expecting her to die far later in the story once we start to confront Mordremoth with the Pact.
That may have provided a more impact since that would have allowed them to have Belinda be part of the team for a bit longer and actually get to know Belinda’s character. Sadly they needed a something to make one of the team members emotionally unstable so they picked Belinda for the Death Flag.
Random dead NPCs scattered around already. There was no need to add her to the list. I already got the hint that these things are dangerous. Her death just felt put in to make drama where none was needed.
So this kind of a thing had a name? I always called it sword art syndrome. Anyways yes, I agree. If youre going to bring in a character and make them seem important " a unique weapon skin being a key point here " you really shouldnt be killing them off before some kind of development. Especially in the first 10 minutes. Ive had more emotional connection with a hot dog. I looked at that cutscene, though oh for kittens sake, then stopped caring. The writing has improved in some areas, but in others its plummeted.
So pretty much a female character who pretty much had has no story development is killed for as a plot device in this LS. She is involved in only one mission, and then is sent to her death off screen in the next mission. Pretty much this character was created to die for the A-team to feel emotion, but for me I feel nothing because she has as much development as the thousands of npcs I kill everyday. This is unlike the mentor you get in your PS who you actually develop a relationship with, and then dies in a heroic way. Personally I do find this type of story extremely lazy and somewhat offensive.
07. Phantasms do not inherit your weapon quality
They default to Exotic weapon regardless of what you have equipped.
08. Equipped upgrades do not apply to phantasms
Damage multipliers such as Force sigil, Scholar/Ranger rune 6th bonus.
Stat bonuses such as Sigil of Accuracy.
Above all else I would love these to be fixed/added in/etc
Love the list! Hopefully this one gets attention like the last thread did.
Can confirm this it even happens when i got my audio muted ;_; it’s like a loud bang/popping noise the Youtube video link is what i’m hearing (https://www.youtube.com/watch?v=OkavVdhdPeo)
This is the exact sound I hear…still, after nearly two years. It happens in-game, anywhere, at any time, when the game is minimized, and even outside the game now, since playing GW2.
I wish the Audio team or QA would look into this, as it renders the game impossible to play with headphones because the sound is SOO loud and startling. Sigh.
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Plenty of space. A counter, counting bug fixed by Anet we didnt know of vs. bug fixed from this list would be fun.
well in that case, yes it’s kinda silly. i haven’t touched personal story since before living story was a thing, so i wouldn’t know. stuff like using the current lion’s arch is ok, but i imagine going to concordia and having those freaking vines everywhere would be a bit jarring.
HOWEVER.
i’m still heavily, heavily against phasing. i’d rather new users be like “what’s up with the vines” than not have vines at all, and i’d rather have vines messing specific personal story instances than have the userbase split into a bunch of smaller shards like elder scrolls online did (and everyone hated that). keeping the community together is the most important thing. making sure the world evolves with time is the second.
Whether the vines should stay or not, isnt the point of this thread. I agree, they should be present in the world map (until such a time that an event renders them obsolete), and they should be present in the current living story instance; but they should not exist in the personal story instance; yet they do. This is due to the way instances are mechanically built, creating a coppy of the current active map, and giving no thought to how the area looked during the time the instance took place, and thus should look while you are within. And that, is what needs to change.
ANet’s idea is that the game was able to evolve with time, and have significant changes in its environment. what you’re asking is for them to go back on one of the founding pillars of GW2, and instead stick to a static world, where the only visible changes are instanced. i really don’t see it happening.
for better or for worse, it’s kind of implied in the story journal that the game takes place in the “present” (which is as of writing 1327 AE), and the personal story takes place in the past (1325 AE). if anything, it gives players an idea of what has been, and how much has changed since.
I think he means keep the personal story the same despite the open world changes.
…it is?
the personal story instances, to the best of my knowledge, take place in the “old” versions of those maps. the pathfinding rework alone that would be required to retrofit personal story every time lion’s arch is changed (counting festivals, there have been 6 different versions of it so far, excluding minor changes) is enough to keep personal story “static” and stuck in the past.
It would make sense for the personal story instances to take place in the old versions of the maps, but they don’t. If you did the initial Destiny’s Edge meeting mission in Lion’s Arch during the invasion, you would have DE meeting an a destroyed city with children playing in the miasma. It’s completely immersion breaking and should be fixed like the OP has stated.
Instances in GW2 are created by taking a portion of the current/existing map and temporarily creating an exact copy to be used as a personalized zone available only to you and a team of up to four additional players. Initially, this was not a bad system, as the file sharing allowed them to recycle the available maps rather than create new zones all together. However, now that Living Story is revisiting past locations of Personal Story instances, and drastically altering the terrain (which in itself is not a bad thing), it has become a big problem. Every instanced place that is being reused for living story, is destroying the infrastructure, the base foundations of the game, and thereby massively crippling the immersion.
The gathering of mentors in Lions Arch, at which time should have been a lively, vibrant trade city, untouched by Scarlet’s wrath, is now a desolate wasteland. Your first meeting with Trahearn at Fort Concorida, which should have taken place just after establishing the pact, and long before anyone had heard tale of Scarlet, not to mention Mordroth’s awakening, is now crumbling at the onslaught of his vines. Its like building in Venice; each new residence, atop the previous, just causing the city to sink deeper and deeper, until nothing of the original city is left, until the sheer mass atop the unstable base, causes the entire structure to collapse.
I urge you to stop before you destroy yourself; find another means of creating instances, and don’t drag your own story into a dark abyss simply by extending it on rocky foundations. Create stand-alone instances that are permanently programmed in the game, and do not require the system to draw a copy from the current existing map. Do it before its too late, because if you continue upon this road, the continuity and stability of each instance will shatter, and the story will suffer for it.
If you just trash the tickets, you don’t really lose anything, because you probably weren’t farming for them in the first place if you weren’t going to use them. Just like with the sand, if you don’t get anything in them, you don’t really lose anything because you probably didn’t farm specifically for them (and if you did, why?).
Still, I don’t like the idea of anything being handed out that’s worthless. Everything should have at least junk value.
you spend complaining about it on the forums, you’d be
done by now.”
The gauntlet tickets were a bonus item in addition to any other practical rewards you got (unless you traded in tokens for them, in which case, why?).
It’s a lot like the sand in this LS chapter.
If you just trash the tickets, you don’t really lose anything, because you probably weren’t farming for them in the first place if you weren’t going to use them. Just like with the sand, if you don’t get anything in them, you don’t really lose anything because you probably didn’t farm specifically for them (and if you did, why?).
Besides, you can’t really expect any even half-decent rewards for just trading them in, because that’d be like spitting in the face of anyone who used them and just got a smallish pile of tokens to show for it.
Yeah, I do wish there had been a vendor we could just trade the tickets in. I appreciate that ANet wants us to try different game modes, but if someone didn’t like doing the Gauntlet, the tickets were essentially worthless. It would be like doing a dungeon and then getting a reward item that could only be redeemed if you won a tPvP match, or completed a hard jumping puzzle. If you don’t like doing those? Tough luck, you get nothing.
But when it was up, you could only spend them to run the gauntlet, which was both annoying and way too time consuming. It would have taken be hundreds of hours to get through all those tickets. They need a way to just convert them into something useful, even at an exchange rage of less than a copper per ticket.
Yes they do need to find a way to convert them, Anet needs to do alot of things like all these pointless crafting materials and the same boring kitten loot we get over and over. I swear it seems like they want to stale us to death like bread
But when it was up, you could only spend them to run the gauntlet, which was both annoying and way too time consuming. It would have taken be hundreds of hours to get through all those tickets. They need a way to just convert them into something useful, even at an exchange rage of less than a copper per ticket.
you spend complaining about it on the forums, you’d be
done by now.”
“(?)” = not verified post Sept 9 patch
01. Illusionary Warden
- Phantasmal Haste doesn’t apply to iWarden. The attack rate is equal both with and w/out the trait.
- Sometimes switches aggro and attacks the wrong target.
- Sometimes the first attack has a long delay, resulting in warden constantly chasing the moving target and never initiating the spin.
- Traited wardens will immediatelly stop their reflect whirl/animation if they reflect the projectile attack from the golem at the end of the SEp2. Untraited wardens will block the projectile and continue spinning as expected.
- Warden is hitting ~3% less than before. DPS tests imply Warden is now weilding an exotic lvl 78 sword (pre-patch it was exotic lvl 80 axe). Warden tooltip still calculates to a lvl 80 weapon so it’s either the tooltip is lying or in-game dmg is lower than intended.
02. Teleport skills render you useless (?)
- Sometimes when using a teleport skills (phase retreat, blink, etc), especially right after being knocked down or launched, will permanently root (cannot move or dodge) you until you use an emote such as /dance.
- Sometimes using these teleport skills will get you stuck inside a wall, rock mesh, or some other terrain geometry in the vicinity, also rendering you pretty much helpless.
- Reference: VIDEO
03. Blink
- The skill will not blink you to the targeted spot, even if you have direct walkable path to the said target.
- Possibly caused by uneven terrain and anti-exploit mechanics paired with lazy blocking volume placement on maps. However, this behaviour is extremely inconsistent: you may be able to blink over stairs and fences in Lion’s Arch but then fail to move forward through a presumably flat surface.
- References: VIDEO / VIDEO
04. Mind Spike without boons
- In combat the skill deals 10% less damage than what tooltip claims.
05. Temporal Curtain
- If skill is clicked right after a weapon-swap, the curtain field will be placed at the location where the character was during the weapon swap and not where your mouse was actually pointing.
- Reference: VIDEO
06. Targeted Skills may fail even though indicator says you’re in range
- If your target is out of the skill range, there is a small distance where the skill will still be usable. If you use the skill in the said “bugged” range the skill will fail and display “Out of range” message on the screen. Usually that range is about 20 inches past the skills max range specified in the tooltip.
07. Many Phantasm skills
- If an illusion summoning skill (like Leap or Berserker) is cast immediately after weapon swap, phantasm/clone is not summoned yet the skill still goes on full cooldown.
- Reference: VIDEO
- Using a summoning skill (like Warden) without a target will fail and showing you a “You must have an enemy targeted” message. However, if the skill is cast immediately after weapon swap, the skill will be put on full cooldown even if you don’t have a target selected.
- Reference: VIDEO
(edited by frifox.5283)
I’m still sad that my “grand Scarlet scheme” idea didn’t pan out. The general idea was that Scarlet was manipulating the ley lines to send out a “call” to each of the Elder Dragons, drawing them all to Lion’s Arch. There, they all get infected with a hallucinatory miasma so potent it can even affect Elder Dragons, and Scarlet goads them into fighting each other until only one is left. She then attacks the weakened Elder Dragon with the combined might of her giant Marionette, her Aetherblade airships, and the Molten/Toxic Alliance.
End result? All Elder Dragons slain, and Scarlet is now the Supreme Overlord of Tyria.
It would be interesting to see what kind of answers you got if you guys showed that loading screen to those of your friends and family who don’t play this game and asked them what it was.
How does this make sense? Those people wouldn’t even know what Dry Top is let alone what the game is all about.
And players who haven’t been to dry top yet don’t know what it looks like either. And they would never look at that picture and come to the conclusion that it was even a landscape, nevermind that it was a desert with rocky outcroppings, etc.
I want to say that I like abstract art and impressionism quite a bit. And as someone who likes that style of art, the loading screen is terrible. The colors are completely imbalanced, the visual flow is nonexistent. Plus, despite being abstract, a piece of art should evoke the subject, and this just completely misses the mark for what is, first and foremost, a ghost town in the middle of barren wasteland.
I’m sorry to whomever spent time working on it, and it’s just one man’s opinion, but I think it’s just a complete fail.
(edited by wwwes.1398)
Its possible the Lionguard and the Seraph did try chopping down the vines but the kitten things just grew right back. They seem to be spreading very rapidly so I could easily see the Lionguard cutting down one vine only to have another one sprouting 5 minutes later.
Its also likely that most people experiencing the vines have no idea its part of a larger problem. Some crazy exotic plant that is drawn towards waypoints for some reason that somehow got spread from some smuggler’s cargo during the Scarlet events. The Vines seem mostly passive to observers outside Dry Top so most groups would probably be seeing them more as a nuisance than an actual threat.
It does go to show though that in a fantasy world being overly paranoid does pay off.:P
Personally, I’m getting increasingly tired with the abstract loading screens. Why did ArenaNet switch the current loading screen for this one which was way better? No offense to Theo Prins but I’m growing tired of his works for the loading screens. Those abstract pieces are nice for concept art, but as loading screens they hurt my eyes (literally) due to the abstractness and because they’re used as the more permanent loading screens (I think it’s split 50/50 for which ones are his and which ones aren’t for new loading screens since Shadow of the Mad King).
I much prefer Naomi Baker and her artwork. Because hot kitten that’s awesome stuff. She gives Kekai a run for his money in quality of epicness.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
Let’s hope this thread catches someone’s attention and the fix can make it into the July 15th patch.
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Ranger | Necromancer | Warrior | Engineer | Thief