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Giganticus Lupicus too easy? Definitely, for serious hardcore groups.
But I’d see every single boss in this game buffed to at least his level before he gets buffed…which may take a while.
Also, Arah would be even closer to being dead or people would just exploit skip him.
What is does is start to reduce the amount of particles and details on effects once you have a certain # of them on screen.
There’s the problem. As we know, effects scale with the target’s size.
Certain effects can cause incredible clutter in a single instance (on enlarged models especially) – check guardian’s activated F1 or the Flame Blast from Sigil of Fire.
Even a single one of each effect is already well beyond enough to cause you a seizure. Multiple instances of the same effect cause little increase in the clutter (2 same effects on the same target look almost like a single one )
If a player-used projectile is destroyed by a field or reflected, any chain skills that the projectile skill transformed into will remain, replacing it, until they’re used.
Simplest examples:
main one: Guardian – Orb of Wrath: If the projectile is reflected/destroyed as described above, the skill will be stuck at the Detonate Orb of Wrath chain. Until that’s used (or the player switches maps/relogs), which is going to put the skill on a lot longer CD, the player is not going to be able to use Orb of Wrath again.
Thief – Cluster Bomb: Just as a above, the skill’s going to stay at the Detonate Cluster Bomb state until that’s used.
- Idea #1 (the easy one): Get rid of the actual passive effect.
This is the way to go. Signets that have the very same type of effects for both active and passive are biased towards either always or never being activated (whichever effect is the superior). It’s too good of a heal anyway (the best consistent HPS afaik.), considering that you don’t need to waste any time casting it (huge benefit for bunkers and melee) or risking it being interrupted/poisoned.
Make it give a lot bigger active heal and something like some of these as passive (just off the top of my head):
- reduced condition duration on self
- increased boon duration
- increased healing power (makes the most sense, would synergize well with shout-heal builds and regen builds with adrenal health and the like)
A much more annoying issue is it missing when aiming it at lower ground 70% of the time.
I’m not going to stop playing my thief but I dont know, something lately just doesn’t feel “right”. I can’t explain it or pin point it so yea, I have that feeling that others seem to have.
“every other class can just simply do this better”.
I use it for:
- Open world content, mostly rushing to daily bosses with teleport-spam. It’s good at that.
- High level fractals for the various ridiculous workarounds like blindspam, permastealth and others.
- Showing off fractal weapons.
After running most dungeons a couple times with warrior/guardian, I just feel stupid if I try to play thief again in dungeons. Less health, less damage, (generally less stats), less boons, less support… what is thief for?
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Why do you run S/D in fractals? Pistol offhand is the defining weapon for everything but the boss fights (blindspam on higher levels is ridiculous).
I really don’t get these “my thief sucks” -threads. I still find thief as one of the most powerful roaming / trolling classes for wvw, and s/d is very strong in spvp. Sure, you aren’t as effective in the blobwars as a warroior or a guard is, but is that really what you wanted to do when you rolled a rogue class?
Don’t forget PvE. I hate the fact that all I can play is warrior/guardian in dungeons or I feel a lot less useful. I loved my thief but it’s only efficient in fractals – and only because of the stealth and blindspam.
Think these would be some solid changes… Would greatly open up thief builds (for instance, re-rolling to warrior build, or re-rolling to guardian build).
Shhh I’m already running those builds.
Healing signet needs NO NERF , don’t listen to the whiner . Warrior has no sustain outside of high regen . Those hammer dmg nodes nerf are perfect . But im dissapointed about thief changes honestly , S\D is the only viable build anet
The change to initiative regain baseline is a huge buff to ALL thief builds, so don’t jump so early to those conclusions!
It doesn’t help Sword in dungeons at all as it still doesn’t have any skills worth “spamming” – the auto-attack does the most damage (and cripple/weakness).
But now Sword is going to be even more clunky, as if the annoyingly long after cast on the auto-attack wasn’t enough: now we can no longer quickly remove conditions by double-tapping #2, and no longer do reactionary skillplays to avoid AoE/melee attacks. If you don’t want us to outplay CC by using it, just make it unusable during CC as others suggested – but without adding a clunky cast time that makes it awful.
I’m probably a minority in this regard, but I liked the old system for the most part. It could have been revised simply by making sure point defenders would get appropriate scores too, standardizing the rewards for everyone was not a good change.
I didn’t play hotjoins to play the normal t(eam)PvP; it was more like a deathmatch with the normal capture-system being a secondary objective, adding some more depth. I liked running all over the map with slightly selfish builds, not taking things too seriously, skirmishing and trying to get top player rank. Now, your individual skill is barely going to matter, and as such, builds that are out of the current tPvP meta are probably going to be trash for earning rank points. This makes me even more uninterested in playing PvP again, even hotjoins, the only type where I had anything close to fun.
TL;DR:
Hotjoins != tPvP, stop trying to make them the same. If you do, you may as well remove hotjoins.
Is it unlocked? There is a visual glitch where the weapon skills aren’t actually unlocked even though their skill icon looks “complete”.
Just had this bug happen – “You’ve joined too many parties recently[…]”, even though I haven’t joined a single one in the 5-10 minutes previous to it, was just browsing the tool.
edit: major bug: I can now apparently join some parties but not each one. This just got a lot weirder.
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Teleporting (with shadowsteps/steal/etc.) while picking up a bundle (mostly conjured weapons/banners) will cause your character to glitch out; you won’t be able to use any skills or interact with anything until you:
- relog
- get dazed/stunned/feared/etc.
This issue, although it rarely occurs, is gamebreaking in the middle of combat – especially in PvE dungeons where you can’t always get yourself CC’d; then your only option is to relog.
You’re not counting the value of the Dark Globs you’re getting.
Those can be turned into gold too – check the highest profit inscription here , the profit is basically from the Dark Globs, about 1-1.5g for each.
I know right? It’s so hard to have to pay attention and strip boons. Why can’t we all just spam skills without thought? /sarcasm
Yeah because engineers have so many methods to remove boons… oh wait they only have a single dumpster trait that no-one would ever use (with CDs of 20-50s).
It’s that Retaliation is broken with certain skills (flamethrower, grenades, pistol whip, cluster bomb, dagger storm, etc.) for no true reason; that is mostly ignored in PvP because most of those skills are just not used at all, but they are used in PvE.
If you don’t close the crashed client, the server counts you as if you still were ingame.
So if you crash, just leave the client open until the boss is dead.
I had a similar problem, couldn’t get the “Join in” to show up for the main Vabbi even though I guested to Vabbi multiple times.
Here’s a novel idea, how ’bout players like you actually run people through the dungeon and teach them, instead of scaring them off with kitten like this. Then when you want to run you will actually have people to run it with.
Most players I know still haven’t even run all the dungeons after a year of solid play, largely because of players like you.
You’re like the industries that demand nothing but experienced professionals for years and years then can’t figure out why there are no more experienced professionals once that generation retires. People need experience, to become, experienced.
Ever heard about this thing called internet?
I heard you can look up guides and video tutorials on it, without wasting others’ time ingame. Whoah, I know.
Ofc, there always is a “first run”, but you can do a lot to improve that experience for both you, and the rest of the party. For me, it was enough motivation not wanting to be a big burden for my party, but I guess some people just don’t care and expect others to carry them through a dungeon they don’t know.
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Elementalist:
Elemental Attunement
Blasting Staff (if staff)
Evasive Arcana
Cleansing Wave
Bolt to the Heart
Fresh Air
Air Training
Persisting Flames
Soothing Distruption
Cleansing WatersAnd this is (one of the reasons) why there isn’t any variety in Ele builds.
Please, specify which trait is general utility and which one is underused.
If you format also the list as I’ve done, I will be extremely grateful.
All of those are G
Actually this is not true and is something we are actively looking at. We have a number of solutions that we are talking about and when we are able to figure out which one will have the least impact on balance, performance, and testing we will put that solution in place as soon as possible.
Jon
That was 6 months ago. Man, they work fast
Watching the BG video, most of their DPS people DID’NT dodge the waves and stayed in the poison and went down multiple times. It was actually kinda sad that basically all it took to defeat him was 100+ people standing as close together as possible, and 6 competent people on the turrets that knew to hit Teq with 2 every time it was up and to cleanse/buff the zergball as much as possible. Oh and a few people to kill the risen around the turrets..
Then you haven’t paid enough attention to what was going on in the video. So let me explain:
Skills that have the mechanic “hit large-areas-multiple-times-randomly” are broken on objects and world bosses because those have huge hitboxes, so they’re going to get hit for the (almost) full potential damage of those attacks:
- Ice Bow’s Ice Storm creates about ~20 icicles that fall on random spots for 700-1500 damage each – that’s 14.000-30.000 damage in a single skill in about 4 seconds.
- Meteor Shower creates 24 meteors, each of which hits for 1000-2000 damage, and usually 12 hit the boss – that’s 10.000 damage in a single skill.
- Lightning Hammer’s Lightning Storm hits for 350-750 about 10 times – that’s 3500-7500 free damage in 1,25s.
- Fiery Greatsword’s Fiery Rush has a fire trail which deals similarly insane damage to the above.
In comparison, a full Hundred Blades with 20+ might stacks does 5000-ish damage in 3,5s.
So if we assume there are 15 elementalists (there were more than that), that means 30 ice bows every 1min. Let’s assume every Ice Bow uses Ice Storm 1.5 times (some people use it twice, some don’t): that’s 630.000-1.350.000 extra damage provided by only 15 elementalists (not counting Meteor Showers and Fiery Greatsword attacks).
And even with that broken damage scaling, they only had ~2,5 minutes left. That HP is just too much, especially without those skills that clearly don’t behave they way they were intended to.
I find your lack of UI and backpiece hiding disturbing.
You clearly havent seen my con build lol
Ascended weapon for a condition build…
- On guardian, which only has burning; which scales badly with cond. damage
- With torment runes when guardian has zero other sources for it and a 30s CD heal
Attachments:
And my request is that if you make a post on Gw2LFG, please do include if you don’t intend to skip stuff.
Otherwise people assume that the party is going to do the dungeon the fastest way possible (which is by using all the commonly known skips), which may create annoying and awkward scenes if that is not the case.
“The problem is that the difficulty spike of the boss is unreasonable – especially in a in a level 55 dungeon.”
The spider queen in AC is more difficult than this boss and AC is the lowest level dungeon. The differences are that the spider queen adds do not respawn (neither fight resets to the start) and there are common knowledge AC tactics.
Spider Queen can be incredibly easily trivialized into a dodge-a-single-telegraphed-attack boss though. Maybe I could even solo or duo it on my guardian.
Is there going to be a difference for enemy and ally culling? It’d be helpful to cull allies, but keep all enemies. Failing an event because there’s too many people and the enemies are culled blows.
This is exactly my concern. I never really cared too much for culling allies (and I pretty much have to do it to have acceptable FPS), but culling potentially dangerous or lootable corpses of enemy monsters is a huge design flaw and makes the game completely unfun in some places (Temple of Grenth, Gates of Arah, I’m looking at you).
I hope they just disable culling completely in regards to enemies, or make a different option for them than the player limits. The PvE monsters should not be as bandwidth-heavy as enemy players are, anyway (they use less skills, they have mostly pre-defined models, they move in simple patterns, or not at all if they’re corpses).
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Animations: Low
Effect LOD: On
General Graphics: near minimum settings
And this is what most things look like with many people around (I’m actually in melee range of that boss):
One hint for his shaking attack (that spawns spiders): if you’re not in melee you can easily time your dodge by looking up, he fires green globs at you from above, you just have to dodge when they’re about to reach you. Most people never notice that because of the camera angles.
So since I haven’t found a topic for it, I made one myself. Post your feedback/opinion on it!
My feedback:
It’s a step in the right direction but it’s far from what I expected.
Biggest issue unresolved: enemies’ bodies (especially smaller ones) are still usually impossible to see , thus I can’t see which way they’re facing, or any of their animation cues.
Biggest offenders are:
- guardian Virtue of Justice activated effect (blue flame), torch skills <no.1 causes of clutter
- elementalist staff fire attack effects
- explosions (grenades/bombs/cluster bomb/shatters) – again, if a player is in melee, these block out most if his/her screen
- general on-target effects created by attacks (sword/greatsword/dagger autoattacks are the most annoying, though )
- fire/air sigil proc effects
Then the other one is that (so far it seems) AOE fields basically just become invisible (you can only see their circles) with Effect LOD, which makes the whole combo system useless, players don’t know which field to combo with. Their visual effects should only be reduced in size and made semi-transparent – a good example of how is the Meteor Shower when viewed from afar.
Biggest offenders are:
- Feedback’s bubble. makes things incredibly difficult to see, especially when in melee
- Time Warp when zoomed out far. the screen distortion it causes, paired up with other effects is just way too much
- Chaos Storm
- Static Field
Sad day in Tyria today.
Since the new update went live couple days ago, none of the servers could open Temple of Balthazar, due to multiple Veteran Risen Plaguebearers wiping the Pact in seconds with its newly held AoE attacks, just minutes after the Pact left the Rally Point. This is just the first wave of the Risen.
Servers that attempted the escort has failed, and none could even reach the Risen Priestess of Balthazar.
Another shining proof of how bad Arenanet’s Q&A testing is. How could they let through such an obviously broken mechanic?
The plaguebearer drops wells that damage my tanky guard for 1900 per second per hit, and it spawns 5~15 of them, covering a whole camp’s area with them. Oh I forgot to mention how they last for more than 10s. And even if players somehow manage not to wipe to the AOE, NPC’s sit in it until they drop dead (which is within a couple seconds, and the wells stay even if you magically kill the plaguebearers). And then there are the other veterans/champs that combo their skills flawlessly with the wells:
- AOE pulls into double or triple well (and occasionally wraiths’ well of darkness too)
- fears into wells
- wraith’s life siphon (you can barely touch the wraith in the meantime because it’s completely covered with wells)
- projectile reflect bubbles making it impossible to touch mobs ( they have wells around them so you can’t melee either)
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I thought they fixed the Noble well? If you scout in advance and get their aggro you can avoid them getting on the NPC’s
That is, if you see them from culling. Which I don’t.
I could tag along sometimes, I’m usually free at that time. I have a thief/warr/guard/necro. PM me ingame when you are doing some fun paths!
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. People are fixated on farming their glory? Fine, let it be so. Not for me to judge what goals they have in game. But the solution is simple. Make it so that winning a match in solo queue (or team queue as well) will be the best glory/hour activity or at least equally best with some other ways.
That would be hard to do, and people wouldn’t care too much. Why? Because winning a solo queue match is very much about luck (i.e. what teammates you get, and their professions), so you can’t just base it around your personal skill level; same reason people farming glory don’t care about winning in hotjoins either. The proper solution would be ANET fixing their unpolished glory reward system (skirmisher should be changed to on-neutral-point, not everywhere on the map; holding a point should be rewarded; etc…).
I like the idea though, matches should give more glory and rank points if you win them. Atm., especially in team queue the glory/time ratio is awful because of the longer queue times.
If Steal is used on a target out of its range, it cancels any other skills being cast (most importantly Dagger Storm).
When a player attempts to use skill A right at the moment it is switched with skill B (i.e. usually weapon swapping, but the same applies for getting downed), skill B will be cast instantly instead. Also, if skill B would have ground targeting (with fast-cast off), it is cast instantly regardless, following these rules:
- If the player has a hostile target, the skill will be aimed at that.
- Else the skill is casted at the player’s position exactly.
Easy reproductions:
Thief: use D/D and shortbow. Press #5 (while having D/D equipped) and 0 (=weapon switch key) with the right timing; you’ll cast Infiltrator’s Arrow on your location (or the enemy’s) instead of C&D.
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In a recent patch, downed state was changed so players are unable to use downed skills until the UI animation finishes. But it has happened to me multiple times that when I pressed a (instant) skill right as I got downed, I used that skill, despite the lockout.
Example: Thief, had been pressing 2 for Cluster Bomb the moment I got downed; I had teleported on top of my target, and when the downed UI appeared, I had cooldown on my downed #2.
Dredge are the classic enemies for SoM. You can’t use blind to reduce incoming damage so a boatload of passive healing from a dredge army marching over your caltrops is very welcome. It does work and it doesn’t need any boost in PvE.
And at the same time, the fact that blinds on dredge don’t trigger it makes it worse (no heal from Black Power or Smoke Screen) :l
Is Anet planning a refund to the customer who received this kind of damage created by their systems and lack of server’s power to sustain a stupid dragon event?
( i mean lol, karka’s event was more than enough for this kind of performance on this game, wasn’t it)
What are you expecting with such an arrogant attitude? Not like the “damage” was big enough for them to care in the first place. Annoying? Sure. Significant? Nop.
Also people, don’t mix up client crashes with disconnects and server latency, they are worlds apart.
It is probably not a bug (it doesn’t happen with any other skills, aiming is never wrong/“bugged”, it always fires at the predicted center of the hitbox). It’s animation flavor, they probably intended to make the skill stronger the closer you are (in line with Blowtorch’s mechanics).
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^
portal doesn’t work anymore there.How this happens:
Multiple players go into the boss’ room. The wall appears. Players within the area of the wall will be trapped.There are two player-solution to this problem:
- Only one person goes in, the rest uses the flag teleport
- If a player is trapped, you need to wait until icewalls appear in the room. Destroy the one closest to the wall you’re stuck in and you’re freed. Either inside or outside, but you’re freed. If the whole party is trapped (bad players), use melee to destroy the walls (do they spawn then?).
I think you misunderstood where the OP is on his screenshot. She’s not inside an ice wall (that spawns when the boss is triggered), she is in an actual wall to the side of the room. This has happened to me when the ice walls spawned on top of me and I just got teleported away, into exactly that nearby wall.
This is not a specific to this area problem. This is a general “failure to check where the player is while redrawing ANYTHING” problem. This can happen anywhere the map terrain or an object on the map is redrawn while a player is near the terrain/object being redrawn. It is a bug that has been around for months.
In the case of this fractal, you have to wait for another redraw to be extracted from the ice – or bring a mesmer with you that can portal you out.
There are frequent times that I am trapped in the ice at the beginning of the boss fight, if the party does not enter all at once – out of reach of the “let me into the boss area” flag/banner.
As I stated above, in this instance, you don’t get stuck in the ice walls (you get ported out when they spawn), but you get ported into the stone wall on the left side of the cliff (where the shaman goes up to).
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Are you serious? One (max 2) guardian shoul be able to keep you safe from spiders if he knows what he’s doing and ofc if other party members know what they’re doing.
Just stand behind wall of deflection, inside sanctuary and inside spirit shield. If executed right this means like at least 80% less damage to your team.
Always kill boss at range in this path and don’t use AOEs so you don’t lure more spiders.
Simple as that…
That’s why it flawed. No dungeons should require so specific professions and builds, let alone requiring projectile reflect from guardian(s). And as some people said, there are a lot of spiders that don’t use projectiles and also do insane damage if your party stacks up in a reflect field.
And iirc, they changed the spiders’ AI and they now aggro you regardless of range if you attack the tree.
I assume you’re stacking stealth with it. In that case, you can’t expect any changes, you’re using the skill in an unintended way (instead of as a gap-closer damaging skill), you can’t expect it to perfectly suit that role. And I’m pretty sure all other builds that don’t stack stealth are happy with it as is.
You had a thief. Smoke Screen + Black Powder wins that part if your thief isn’t redundant.
Stay on one side, keep luring the mobs with 4 players behind the pillar and blindspam them to death. One runs to the other seal and stealths back with Shadow Refuge to drop mobs. Did it while accidentally killing the 2 chanters at L38. If you can keep the mobs on only one side from repairing the seal (by luring them as they spawn), that seal will go down eventually and the rest is easy.
These have always been a concern for me:
- Why can’t we see if the player we are spectating is in combat (their UI always looks out-of-combat)?
- Why do we only see our player’s target after he switches to another one (start spectating=>can’t see his target=>he switches/de-targets=>can see)?
- Why is there no distinction between red and blue team’s AOE circles? Makes things even harder to see. Possible solution: when you’re spectating a player, make his enemies’ circles appear hostile.
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I think that knocking someone off the edge should teleport them back to their spawn. I think that this would help to refocus this map as a PvP map and not a PvG (gravity) map.
This. They should make it work like fractals: place an invisible killzone barrier below the platforms/glass, so that people who fall die in 1s instead of having to wait that 5-6s bonus to the 14s respawn timer.
Right now it’s really heavily punishing to die to falling, just for the basically ~40% increased time it takes to respawn.
Worst ingame? I dont know. Worst interupt out of all downed states? Yes, without a doubt.
Pretty sure the warrior one is a lot worse. Lower effective range, a lot slower projectile; pull is usually better than a knockdown.
Yesterday after the patch I saw so many AoE circles from cluster bomb that I stopped counting them.
This is why thieves get nerfed due to QQ posts flooding in from people who have no idea what their talking about
Been searching for this comment, glad I found it.
I feel like you didn’t emphasize enough on the >>> AoE circles <<<< part enough, tough.
Just because you’re ignorant[…]
You defeated whatever semblance of respect you thought you deserved with that one remark.
Don’t go off-topic please. If you have something like that to say, PM me.
Sigh, I feel like these aren’t read by staff members, it’ll probably end up like my suggestion about Retaliation, ignored and implemented many months later.
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