So sad and so true. They definitely need to fix how melee works in dungeons. I almost always end up switching to my ranged weapon on boss fights as a Warrior because it is simply much more efficient. Even if I do less damage, the fact that I stay alive far longer outweighs any additional damage I would do for as long as I can stay alive while meleeing a boss.
There are definitely some specs/weapon combos that make it more viable than others, but the fact remains that compared to other options, it is far less effective to melee in boss fights. It is so obviously broken that there really is no rational argument for it. That you should have to limit yourself so much spec wise in order to be remotely effective doing this in comparison with other options, combined with the minimal advantage(if) of doing so makes no sense whatsoever as a working implementation.
If they “fixed” it, there wouldd be no point in being ranged. Melee has a massive damage advantage to go with the additional risk. Good melee, as a direct result, tend to kill things much faster while staying up. Guardian greatsword pulls a group in and spins while a warrior pulls 100 blades into hammer stun, and by the end of that stun, normally the dungeon mobs are reduced to small chunklets.
Just a small list of immediate bosses that come to mind who are outright weak to melee.
Howling king/rumbler AC end bosses. Melee can dodge forward and completely avoid his instant kill attack. Ranged can’t.
Kholer. AC boss. Melee can dodge roll backwards and get the evade on his instant kill grapple and get out of range with very little in the way of timing. Otherwise can’t even do reasonable damage.
Twilight arbor exp first boss. Boss melee attack is worthless. Boss ranged attack is death when mixed with landmines. Landmines don’t spawn in melee range of boss.
And many of the various pulls also favor it for the natural AoE letting you kill multiple targets for the price of one.
Honestly, if it’s done right, I would be all for this. They’d have to let you have only one character, no bank, start with full 20 slots, no TP, and still have characters on a primary server.
Downlevelling would still be in full effect, and actually have it’s strength increased slightly (exotics and whatnot would be downscaled to greens/yellows as appropriate), and players would be marked based on their murder tendancies.
We can’t heal well, sure, but when it comes to support options, we’re actually either the strongest class, or among the strongest.
Timewarp alone is a gamebreaker. Hasted resurrection, double damage from everyone more or less, and all kinds of other fun things.
Blink is far more useful than people think in a support role. You can instantly appear atop a downed ally and start to resurrect them.
Illusion of life isn’t as good as a few other resurrects, but it comes out fast, and is AoE.
Null field…. where do I even begin. It strips buffs. It strips debuffs. It can be used to generate chaos armor and confusion. It lingers. And it tends to proc faster than condition damage. All on a decent cooldown.
Veil is great for getting people out of enemy aggro.
Diversion peels boss CC immunity off very quickly.
We naturally divert boss aggro.
We’re unmatched in our ability to tank instant kill attacks.
Portals for jumping puzzles/position manipulation.
And I could go on and on and on. We may not heal others well, but when it comes to supporting others, we really have everyone beat.
People are too invested in the hate. It’s become a case of hate for the sake of hate really. I’ve actually not bothered grinding for Ascended gear as I know they’re going to have to add other ways to get it that aren’t insane.
I’m hoping they run a constant case of releasing a new Ascended slot item in one patch that requires hellish grinding, and then a month later, making it absolute cake to get, then after that, releasing yet another grindbait.
Personally. FTL. Family related stuff (One computer capable of running GW2, two people). And lacking Solo PvE content (This is kinda the rule for MMO’s though).
I only really stay on when I can assemble a group to do some dungeons that I can rely on.
My normal dungeon group includes such things as a Mace/shield/greatsword guardian, a Greatsword/hammer warrior, and a melee mesmer.
Melee is higher risk, and most people don’t seem to be able to turn it into reward, but for quite a few fights, melee actually has a significant advantage if the melee players know how to dodge the boss’ attacks.
A melee mesmer against Kholer with ANY form of durability can easily take him on. Twilight Arbor first boss is actually much easier with melee as the volatile blooms or whatever the flower landmines are don’t spawn next to the boss or his minions, and it baits out their pathetic melee attack instead of their ranged spam. Fractals, I’ve actually seen melee do the Volcano fractal without going down (I swear, our greatsword warrior is an absolute monster when it comes to dodging).
the damage/AoE gained from being melee, and properly clustering enemies up for the melee is far beyond anything ranged can do. It’s less safe, but many of the dungeon fights have overwhelming numbers that are best thinned out quickly.
I’m probably gonna get mesmers nerfed for telling ppl this… but al wel.
For a mesmer, I suggest running Blurred Inscriptions while having a sword + focus / staff combo. You need fast fingers but if you do it quick, you can almost get out of anything.
When your Mesmer is taking tons of damage, either:
- Phase retreat immediantly.
- Opening a signet so you gain 1 sec invincibility (have two signets on hand)
- Use Blurred Frenzy (sword skill 2) for 2 sec invincibility.Make a ton of clones to divert agro from all your teamates and yourself (Deceptive Evasion is useful; it creates a clone every time you dodge ~ clones are weak but good for one mob hit).
If you use this build along with a fully toughness/procession gear, I promise you that you’ll tank 99% of the stuffs in lvl 80 dungeons with ease (assuming you chain everything efficiently, which if it’s difficult at first – practice a few times and it will become relatively easy when it becomes just reactionary).
EDIT: Other useful skills that helps tanking as a Mesmer :
- Phase retreating through any “glowing thing” (ie. feedback, chaos storm, etc.) and most likely it’ll proc a Chaos Armor (-33% damage).
- Have CD traits for Sword & Staff so you can constantly swap between the two in fights (the basic tactic in terms of positioning is a bit nosiating… but you’re basically phase retreating & illusion leaping -> then swapping, 24-7).
I run sword/sword for melee, alongside a greatsword for buff stripping AoE (atop null field, you can generally keep most buff powered bosses completely without their power). For Kholer, you basically just sit on him, and use Illusionary riposte and Blurred frenzy’s priority over riposte to catch his grappling hook, then power through his entire spin, avoiding every hit. Then as long as you have some durability, and are using phantasms/clones/dodges remotely properly, you can easily stay alive alone forever.
Mesmer tanking is a large part of what I do honestly.
Nontheless, the more important part is that warriors/guardians can do melee very well too without being healed if you know how to do it, and when to do it.
My normal dungeon group includes such things as a Mace/shield/greatsword guardian, a Greatsword/hammer warrior, and a melee mesmer.
Melee is higher risk, and most people don’t seem to be able to turn it into reward, but for quite a few fights, melee actually has a significant advantage if the melee players know how to dodge the boss’ attacks.
A melee mesmer against Kholer with ANY form of durability can easily take him on. Twilight Arbor first boss is actually much easier with melee as the volatile blooms or whatever the flower landmines are don’t spawn next to the boss or his minions, and it baits out their pathetic melee attack instead of their ranged spam. Fractals, I’ve actually seen melee do the Volcano fractal without going down (I swear, our greatsword warrior is an absolute monster when it comes to dodging).
the damage/AoE gained from being melee, and properly clustering enemies up for the melee is far beyond anything ranged can do. It’s less safe, but many of the dungeon fights have overwhelming numbers that are best thinned out quickly.
Alright, I couldn’t come up with a title that would explain it better than comparing it to skill capturing from GW1, so… here goes…
Every day, one of a selection of NPC’s would spawn somewhere in the world, pretty much anywhere except for Fractals, including dungeons, mini-dungeons, jumping puzzle ends in some cases, etc, etc, etc. The NPC would be randomly picked from a collection of player races, and player weapons, either male or female, and would use a skill list made up of all of the non-auto attack skills for that weapon. (Hammer would still have its warrior auto attack chain, as it has so few classes that can use it). Defeating this enemy using the same weapon as it is using, start to finish, would unlock that Race/gender weapon animation set for that weapon on the character(s) who defeated them in a duel.
All of the animations that can be acquired are already in the game, and only really transferring to and from Charr characters would take any significant coding, but it would give people some horizontal progression goals to work towards, and would open up adding more animation sets to work for in the future.
I know that mobs have the same behavior pattern. But i do not have the mental capacity to memorize 1001 different mob patterns. And While armoring up helps a bit, the game strongly favors player action vs character stats on the defensive side of the equation. Meaning that if you trade DPS for armor you will only take longer to eventually die, because your reaction time is still the same and but now your damage output, the one thing that will end the fight (except running away) is considerably lower.
The thing is that armor, vitality and healing ability scales linearly, while DPS, thanks to the crit mechanic, scales exponentially. With high crit damage you can nearly triple the output of in relation to the input. And fury allows you to guarantee crits for its duration.
In essence the game favors quick reaction players with glass cannon builds when dealing with mobs.
Trust me, you’re severely underestimating durability. Severely.
For one, you can’t do damage when you’re dead. For another, armor reduction is % based, not flat, so effectively the more you have, the less each point of power/crit damage means on your opponents stats. And to top it off, getting completely stacked in toughness only drops your crit damage. Your non-crit damage is still the same, and try as you might, you do not crit every hit.
Trust me, armor and a condition removal skill or two makes Southsun easy. If, on a mesmer, I can get the durability I need to literally shrug when a young karka hits with every projectile, I fail to see why even more durable classes like warriors/guardians can’t simply stack on even a little extra durability, and get a similar effect.
A friend of mine runs a healing power/tank guardian. We take him on every dungeon clear we ever do. He runs mace/shield/greatsword usually, and while it doesn’t exactly offer the most healing ever, since we run multiple melee, and he has the AoE virtue regen as well, it leads to situations where between him and a banner regen warrior, we simply can’t die on most pulls.
It’s not the most powerful stat in the game, sure, but it’s impact is very much there, and at least amongst the group of friends I play with, we’re very thankful for it.
Honestly, discounting any concept of skill, I’m personally in Knights gear on my mesmer head to toe, not zerks, and can tank a full young karka projectile nuke while typing, then win the fight effortlessly.
The place seems custom built to encourage people to add a little durability to their builds, as glass cannons can’t survive the damage, but anyone with at least some tank stats does fine for themself. The confusion inflicted by the drakes is a bit of a pain, but a single condition removal skill seemed to keep me set against four drakes at once, as they didn’t seem to do much damage outside of that.
If anything, it kinda feels like GW1, where you needed specific skills readied to deal with specific mobs effectively.
I spam a tutorial service like mad in Queensdale and have never been hit by chat suppression. It’s REALLY easy to get around it by just varying how you word your message, and communicating with your group between sending LFG messages.
Cross server dungeon finder doesn’t mesh well with many of the nigh impossible to pug dungeon paths. Pugging TA anything but Up is hell, and up still breaks pug groups more often than not. All of CoE is impossible to pug, etc, etc.
Joining friends server needs to be up asap though.
Honestly, the Ascended gear as is is just one BIG grindbait. They’re no doubt (already said they will) releasing it to be accessed by other methods.
Ergo, they did this to make people who need grind stay, and people like me who are more “I’ll get there when I get there”, will still get there via other means.
Mesmer. Far and away Mesmer.
No other class has so many “I have a tool for that” moments. Stopping projectiles. Volcano fractal fire floor. Jumping puzzles. Stopping attacks. Killing siege before the patch. Resurrecting. CC immunity destruction. Buff purging. Debuffing.
Mesmer more than any other class feels like you’re handed a massive toolkit and told to get things done. Extra work, but you always feel you have an answer for whatever just happened.
Orr is dead right now for alot of reasons. All of them the fault of ArenaNet, but not all of them bad.
It was the only place with pure level 80 enemies before Southsun, so soloing without any level scaling demanded you go there, now it doesn’t. The mob density is insane. Alot of CC. And same as always, people don’t feel rewarded enough for the group events.
And with Plinx (thankfully) nerfed, people just don’t see the need to farm there as opposed to doing another zone.
Orr still needs fixing though, or else people won’t go back.
6: Continue showing the same apathy towards grinding anything.
I log on, do whatever I feel like at the time after a glance at a future goal, and more immediate goals, then log off. And after my ascended gear rolls in, I’ll just keep doing that.
You can get really far in GW2 with a skilled group of friends instead of farming some place.
Or, you know, instead of doomsaying, “Game is dead” stuff, we make it very clear what we want without saying “Undo everything you did”, and find a way to make it work for both parties.
It’s incoming, sure, but we should still demand that they hurry and add it atop the current ones instead of later so everyone has a chance to get that gear before the next set comes out.
A decent compormise would be to ask them to wait about a week or two, then release it for the masses. The people who want it NOW, can go grind for it and whatnot, but by the time the next wave rolls around, everyone has the stuff from the previous wave, in this case, before they release earrings, they make rings craftable, and the back item available from Karma/WvW, then release after a week or two of that.
This also keeps power creep to a minimum. MtG did this by rendering old, already mostly obsolete decks banned, but released alot of the core cards in the next deck. GW2 can do this by releasing the gear to everyone before adding the next set of grind gear. 15 power/precision/5% crit damage isn’t going to win you many fights on its own.
It’s a perk for bringing a support heavy class with you over a damage heavy class. There’s issues for WvW, but really, for Fractals, I use it to rescue people who fell, or get sent back to checkpoint by any means. I willingly dive off of cliffs to get my group back to where they were if I was the last one standing. If people die when they fall (Colossus anyone?) I run down, rez, and portal them back up.
Much of the Fractals content, such as Rata sum, demands a group at least kill their way through the jumping segments, and for the parts that don’t, it prevents people from getting frustrated. Sure, it makes it “Easy” if the mesmer can do it, but doing it alongside the mesmer makes it faster, and many parts take exponentially longer without one.
As for jumping puzzles, it’s there if the mesmer is willing and you want it, but never forced on you.
Personally. More fractals style dungeons that, unlike Fractals as is, can be picked between as we see fit, but all still feed into the same token pool for Ascended gear so that players don’t have to grind any one zone/dungeon. Hell, just push the fractal map count up constantly, and this is also fixed.
Karma/Crafted Ascended gear to remove alot of the grind.
Honestly, I’m loving the new content, but think they need to start tying it back to what they were trying to do before all of this. They said they were going to to a degree, but they need to make good on it, preferably quickly.
New skills would be nice, but that’s not so much endgame content as character buffs.
They’re not going to just delete Ascended gear as is.
Why not simply demand they make it possible to buy it with Karma/WvW tokens (already said you can in the future)/Crafting recipes (Already said you can in the future) as well as gold/time sink methods.
Right now, the problem isn’t so much it exists, as it’s actually something of an absurd grind for most people. Enabling alternate methods that still take time, but allow the player to spread that time out as they see fit, fixes most of the complaints. Not all, but most.
I need 250 Armored Scales myself, so yeah, that’s an obscene cost.
Compare that cost to all the doomsaying about needing to run 90-100 hours of fractals. I’ve already got a Triforge and Jormag’s Breath under my belt without hardcore farming (I enjoy dungeons personally, and can get some groups that can speedclear them. TA pays REALLY well with a little luck, and AC can give well over a gold an hour. Even moreso now. As a breakdown for that, the boss gives close to 60s alone with a omnom bar. The champions give over 5s and pay back the cost of the omnom bar in one kill as well. The bags of gold add another 2s or so. The drops then have to cover the last like… 18s, and that’s a 20 minute run with a good group. Three runs = just shy of 3g in an hour. Last I checked, the spider boss was updated to drop an extra 10s, so that’s another 30s right there too.)
Yeah, it’s a pretty insane cost if you were just farming Plinx, but there are harder gold generation methods that pay more than twice as much. Then again everything is harder than Plinx, so yeah….
(edited by AnemoneMeer.7182)
Guildmate already built an ascended backpack. You don’t need all those token items.
It was done by about 2 am this morning or so.
No, you don’t need some obscene fractal count. They linked it, showed it off, etc. And according to them, it was made in the mystic forge with 250 ancient bones.
So, yeah, people are already getting this stuff day one without going completely insane.
Personally, I’m hoping the Ascended gear just drops from Fractals.
As for the other dungeons. AC is a pinata filled with coins.
TA has a chance of throwing large sums of money at your feet.
CoF has reallllly popular gear it seems.
Can’t speak on the others, though I’ve heard CoE isn’t friendly to anyone.
Mesmers solve it well enough if you can get two orbs next to eachother. Other than that, the best tactic is to have banner warrior(s) haste spamming like mad.
And luck. Lots of luck.
Seriously, I can’t stress this enough. My Mesmer may be facing obliteration by nerfs and bugs. The Ascended gear has me worried. Same with infusions (Please don’t make runes worthless, so many fun builds start with runes). The risk of my triforge becoming redundant scares me.
But I LOVE Fractals of the Mists. Okay, except for swamp with a sub-amazing group. I’ve done Rata Sum. Underwater, Siege, Ice, Seal, and maybe another I can’t remember. Every one (Except swamp, which needs a timer extension so you don’t NEED a mesmer), has been a blast and totally worth the time.
So, yeah, ANet, please, please, PLEASE treat Fractals as an ever expanding dungeon.
Also, could you please enable going back to pre-beaten fractals if the player chooses, but nerf rewards? Just so I can show friends the Rata Sum ending.
Actually, only really Triforge and Foefire greatsword are in any real danger, as unless they add Ascended gear with that abnormal stat spread, Foefire users who use it for the stats are stuck with it. And Triforge is only stats and no skin (Still hoping it gets upgraded)
Everything else from the forge is a unique skin, and thus perfectly safe. I know I’m never swapping off of my Jormag’s Breath skin for anything. Even Bolt.
Personally, I love the purple/butterfly motif. Alot.
I’ve made some alts now that I’ve hit 80, and I never actually play them because A: They don’t get the fun skills like timewarp and null field, and meatshield generation skill #whatever, and B: No visual effects that compare to shatter/butterflies.
Portal is especially nice for this.
Crystalline Greatblade.
The blade itself isn’t actually much of a blade, just a golden handle. Instead, fragments of crystal, like shattered glass in appearance, whirl around the user. When swung, the fragments have a very rapid animation where they fly out from around the character, some heading to form a thin, glassy blade, but most directly striking at the target in a storm of crystals. The actual color of the crystals would be determined by class, and the anmations would differ by skill.
Spatial Surge: The crystals from into a cone around the blade while it’s drawn, and fire into the target along with the laser, firing in bursts.
Mirror blade: The blade never forms, instead, the crystals collect into a sword shaped cloud that flies at the target.
Mind stab: The crystals erupt from the ground to shred their target before flying back to the mesmer.
Illusionary wave: All of the crystals around the mesmer burst off into a forward cone blast.
Warrior slashes: Crystals form a thin blade, while the rest shred into the target.
100 blades: Crystals from a rapidly moving dust cloud ahead of the warrior, literally shredding the victim. The cloud loosely follows the warrior’s motions, which remain the same.
Bladethrow: The crystals throw outwards in a line, and then return
Whirlwind: The crystals encircle the warrior as they spin, spinning opposite the warrior while the greatsword itself forms into a thin blade, for maximum style points.
Rush: The cloud charges just ahead of the warrior.
Arcing slice: The crystals position themselves above and below the target area, shredding up and down as the warrior’s blade comes down on the target.
Guardian slashes: Same as warrior. If it will inflict burning, the shards also burn.
Spin: The crystals fire off as the projectiles, the blade is not formed, and the crystals orbit the guardian in a dust cloud, spinning opposite the guardian.
Leap: the crystals follow the guardian leap, starting below them, peaking just after them, and then coming down on the target. The blade is formed.
Sigil: The crystals form up in the air, then all crash down into the ground. Sigil is changed to a glimmering, shining, shattered version, but the shape and edges are not changed.
Pull: The crystals group up, fire off, and embed themselves in the target’s chest, passing clean through their character. When reactivated to pull targets in, the crystals pull themselves out of the target, forcing the victim to the guardian.
Long story short, Warriors weren’t nerfed because much of the warrior kit that people complain about consists of moves that are easy to react to, and require setups to use.
Kill Shot: Telegraphed and then some. Deadly as can be, but really, the only reliable way to land it is to land an immobilise that lasts 2s+, and start this up the moment it hits. Otherwise, you’re hoping the enemy doesn’t notice the fact you stopped shooting, and crouched down (at least for human/norn)
100b combo: You essentially need to land Bolas/pin down, then land bull charge, then start it up. Against people like Mesmers, you can do all of this, and still fail it because they used an 8s cooldown. Usually needs frenzy too, so the entire combo is literally wasted.
Evis: Nobody really uses axes for some reason, from what I’ve seen, and it’s Axe’s only real gap close regardless of it’s offhand. Given axe needs to be in melee to charge Evis up, the weapon is pretty balanced as is.
Bull Rush: Telegraphed, stunbreaker food, and pretty easy to beat out with a dodge. Pin down or bolas atop it makes it easy to land, but that’s popping 2/3 utilities, or being stuck with a ranged weapon most people consider inferior to rifle for killing power just to land a utility.
Everything else on warrior that people complain about is either balanced or slightly underpowered, but still good.
It all depends on how they handle Ascended gear personally. If they treat it as the highest tier, and use it’s unique upgrade slot type instead of piling on more stats, alongside a rune slot, then it’s fine, and a decent way to add new upgrades.
If they start making a tier above ascended, or make ascended gear stronger than other ascended gear of the same level, then we have a problem.
also, imminent megathread merge.
Yes, yes, this is a butthurt topic about how “My thread got merged into the megathread”
Here’s the thing though, the megathread proper is getting so many threads merged into it at this point that the thread itself is largely composed of people complaining about the gear treadmill, and any discussion proper is getting pretty buried. I had to work decently hard to even find my thread in there, and it wasn’t even on the last page. If I, the creator, who knew it was there had issues finding it immediately, dispite it being just merged, how would anyone who wanted to talk about it or had similar ideas?
It leads to repeat posts, and buries discussion under whatever the most thread mergers are, so, yeah, could you please merge only the threads saying the same things, instead of all that involve the same new addition?
Well, my thread on the Triforge Pendant and other Exotic items with unique stat spreads and insane time requirements just got merged into this thread.
Well, suggestion lost it seems.
Pretty much exactly what the title says. I was mining the Orichalcum ore south of the repair person with the pact army west of the cave with the Eye of Zhaitan in Malchors. I saw it once underwater, and once above water. it flew through the terrain, but still, I’ve literally never seen it before.
I wish I had a screenshot, but it was a white, sparking bird. Curious if it’s a mod/admin watching for botting or something.
Honor of the waves token gear is Condition/Toughness/Precision..
Dungeon gear doesn’t have accessories to match last I checked, and I’m cashing my AC tokens for sigils pretty often.
Then we’re in agreement- new ascended accessories should be made with all stat combos (currently available)?
Well, yeah. That was kinda suggestion number 2 (Except with compensation as well because some of those stat combos are hell to get in the first place)
Ah, but the Foefire Greatsword, and Triforge Pendant both do not have their stats on -any- other gear in the game. That’s a biiig part of the argument. If you don’t have those stats available to you at all, in any form, but they’re available on a lower tier piece of gear, isn’t that just kinda silly?
You can get Condition/Toughness/Precision accessories only up to green (masterwork) not rare or exotic. This ‘not being available’ isn’t something new to this game.
Then that should be fixed too, less people having access to the stats they desire, that are already in the game is a bad thing.
The 120 gold T3 cultural armor is still “rare” rather than “exotic”…
I doubt that’ll get an upgrade. Why should anything else? Like the Halloween exotics…
The only thing they’ve guaranteed will receive an upgrade is Legendaries.
I think most of this is due to all the whining about Legendaries not being more powerful.
The 120 gold T3 armor’s are Achievement, Title, AND unique gear. Really, I can see the argument for them not being updated, as they’re just walking skins. The gear that offers a non-standard stat spread and takes tons of farming should be the first priority for being upgraded, then the ones with a standard stat spread and tons of farming.
Triforge is just the one I mentioned because A: I own it and am greedyish. And B: It can’t be transmuted for the skin or likely replaced.
Still, I can see the argument for it.
Nope, a new recipe for a new ascended triforge should be added. It’s a gear treadmill after all.
They already mentioned sending out some ascended gear in the dev diary. As I said. simply hoping that for the gear (Foefire greatsword was brought to my attention by a guardian friend) with unique, non-standard stat spreads, gets it’s place among the Ascended gear.
Why?
It’s an exotic piece of gear. Ascended > exotic. Yes you spent money on it, I don’t see why that should factor into anything.Legendary is the top tier of gear so yes legendaries should be buffed.
I personally don’t see anything wrong with upgrading the triforge to ascended quality. This isn’t World of Warcraft, and something that takes perspective months to farm shouldn’t be rendered obsolete when the game is hardly 2 and a half months old.
That’s just stupid.
But everything else is ok being obsoleted 2 months in? What’s the cut off price range for something that shouldn’t be affected by gear treadmill?
Ah, but the Foefire Greatsword, and Triforge Pendant both do not have their stats on -any- other gear in the game. That’s a biiig part of the argument. If you don’t have those stats available to you at all, in any form, but they’re available on a lower tier piece of gear, isn’t that just kinda silly?
Nope, a new recipe for a new ascended triforge should be added. It’s a gear treadmill after all.
They already mentioned sending out some ascended gear in the dev diary. As I said. simply hoping that for the gear (Foefire greatsword was brought to my attention by a guardian friend) with unique, non-standard stat spreads, gets it’s place among the Ascended gear.
With the new patch adding new, stronger accessories, the current “Diamond encrusted golden carrot” of accessories, the Triforge Pendant, looks to be being left in the dust compared to the new accessories.
Given it’s rather obscene requirements, I personally think it should be upgraded to Ascended tier, so the players, like myself, who make full use of the unusual stat spread (Mesmer specced into Power and Precision trait lines, so I get constant condition damage, and it offsets my naturally low armor/HP), don’t feel like they spent 80-90 gold on an item that is now obsolete.
You mentioned handing out Ascended items in your dev diary bit as well. If not upgrading current ones to Ascended tier, can you perhaps at least hand out an Ascended version with the Divinity stat spread?
Second one has started. If you’re reading this, and are on Sorrow’s furnace, head to the party!
And agreed. Props to Charrtillery!
And to everyone who brought fireworks, boxes of fun, and everyone who simply showed up!
(edited by AnemoneMeer.7182)
Earlier today, we had a massive dance party on Sorrow’s Furnace, at the mystic forge. Fireworks and everything. I’m posting this because I want to thank everyone who showed up, and show off that Sorrow’s Furnace can be a pretty awesome server when someone brings some visual effect potions to Lion’s Arch.
1g well spent on party supplies, and others brought the fireworks too, so, well, Yay for sorrow’s furnace, and yay for impromptu dance parties in MMO’s!
1g well spent on heart causing potions.
http://i.imgur.com/hVPxe.jpg
http://i.imgur.com/JK1O4.jpg
http://i.imgur.com/lMO4P.jpg
http://i.imgur.com/f3jyA.jpg
Thanks again to everyone who showed up. I’ll try to host more! So everyone on SF, pop into Lion’s Arch from time to time, let’s make SF into PF!
IP address location accuracy seems terrible
in Account & Technical Support
Posted by: AnemoneMeer.7182
I’m not sure if it’s my ISP (Rogers), or ArenaNet’s Authentication process, but the IP address verification “location” data seems horribly random. It gets the general country right, but for city, it seems woefully inaccurate, naming places miles away from where it’s being authenticated from.
Any idea why this is, and is anyone else having the same problem?
Sighs 7 hours, not even a reply, and I was tracking it for the first hour…
I at least thought that the suggestions would be worth some debate, so I could at least refine them.
I don’t think I need to restate all of the problems people are complaining about. Nor do I think I’m the most qualified person for solving them, but well, I might as well try. I’m sure some of these ideas have come up before, but I don’t read the forums enough to know for sure.
1: Move Orb locations outside of keeps, and into the supply camps closest to each team’s spawn
Why: Look at the starting orb spawn on each borderland. If the defender has the orb, it’s constantly at risk, yet it’s in a location that literally offers no strategic benefit outside of the orb. The supply camp nearby is decently important, but three people can flip a fully upgraded supply camp at a decent speed, and the actual zerg that it takes to take the orb from the defenders is far less than it takes to take it from either of the attacking servers. Likewise, if the attacker has the orb, it’s located in either Bay, or Hills, with Bay being notorious for zerg stomping, and Hills being a total meatgrinder at times.
What it (hopefully) does: Makes orb much easier to take, and more frequently changes hands without the use of hacks
2: Make the entire EB jumping puzzle entry a no-siege zone.
Why: It pretty much just prevents arrow cart/ballista entryway camping.
3: Divide each day into three 8 hour chunks for WvWing, each ranked seperately, and only scoring points for the server while active.
How it works: Each server has three 8 hour time chunks, one reward score, and one match score. The reward score is for the Gatherer and such rewards. The match score is the comparison of how well each team is doing, same as now. Each time chunk is really 8:30 long, but stops accepting new players at the 8 hour mark, and any currently unsieged points are disabled (no crossed swords on the location and it becomes safe). Likewise, scoring is disabled at the 8 hour mark, but it is carried on so that any currently active sieges are not wasted, as you start with the territory. Each time block is matched seperately based on the server’s ranking at that time block. Each time block is valued equally towards rewards.
What it (hopefully) does: Enables 100% WvW uptime without enabling nightcapping/ billion arrow cart overnight meatgrinders. Prevents off-peak hours from feeling like a horribly onesided situation, as each timezone is matched seperately.
I don’t really have a good idea for dealing with the server transfers that doesn’t ruin the day of the occasional PvE player.