Plz somebody tell me Im removing bugs from this list tonight. I don’t see any listed at all on the patch notes. QQ
I don’t see this on the OP – Purging Flames does not have its duration increased by Master of Consecrations.
Remember you should not trust tooltips as they are mostly bugged, did you verify the actual duration or just based on tooltip?
IF you equip your AR gear while dead you wont get any agony resist at all, happened to me once, you have to swap your gear out and then re equip it while being out of combat and alive.
Is everyone experiencing this using the dodge roll keybind, as opposed to double-tapping a movement key? We’re aware of a bug related to using the keybind, but if you’re not using that to dodge, it could be a separate bug.
I have the bug using keybind, i never used double tap as i see it detrimental for fine movement hehe.
Yeah, the formula is 15+((Level^2) x 0.05)+(Healing x 0.18)
So for example a Level 80 guardian with 1000 points in healing would heal for:
15+320+180=515
I thought anet was in some kind of Ice law game against posting on the guardian forums :o
Have you guys noticed that Trident 4 ( that retal underwater bubble) suffers the same super long aftercast just like renewed focus had before fix?
http://wiki.guildwars2.com/wiki/Refraction
If i swap weapons after finishing casting the bubble i can move fast again.
Yes, same limit as all other boon/heal skills
the 2nd function of rune of Air, Pack and Speed (20% duration of swiftness) not working on my guardian. I’ve tested this on pvp rune and pve.
15% duration of boon from rune of Monk and Water working properly thought.
Anyone else has same bug as mine?
Did you time the actual duration or only the tooltips?, It is a known issue that runes and traits that increase the duration of a specific boon will not be reflected on the skill tooltips.
Random elements are a tried and true element of competitive contests, players should never feel like the winners have been predetermined. There is no sport where the most skilled player wins EVERY time; and if this requires a certain amount of RNG to be added to the game, then sure as hell it belongs there.
Comparing a video game to the Olympics is not a fair comparison; you are forgetting that games are as much a test of strategy and tactics as much as skill. But even so, there is still randomness in those sports as well; any player could have an ‘off’ day, the weather might not suit their training, their equipment could fail; if we wanted to find the absolute best, we wouldn’t try to determine it by a single result (world records are often better than Olympic records).
Poker, one of the most purely strategic and successful games around, has an inherently huge amount of randomness; it is basically pure luck on any given day. The most successful e-sports are only made more exciting because there is a chance of “build order win”, an essentially random situation that players must accept if they adopt high risk high reward strategies.
A more practical argument: Like hell I want this game to be about skill with its single server location and unresponsive targeting.
edit: I realize people may try to pick this apart on an argument by argument basis and claim that it is therefore completely false. I simply ask that you let players worse than you have their victories to keep them, and you, interested in the game. There is always a chance you might lose no matter how good you are, and that is appropriate.
Using poker as an example I its quite over the top since we know the nature of that game.
However this is a video game that happens in a controlled setting. And I actually do believe comparing a game to an olympic sport is a good comparison. Take Fencing for example, 2 individuals fight eachother, and the best doesn’t always win, the game is decided by what player can adapt, learn and outplay his opponent over the course of a match. The underdog might lose the first couple rounds, but he can make a great comeback and get the grand price, was it with rng, doubtful.
Personally I like random chances. It takes people out of their comfort zone. Removing them imo would make things feel stale and predetermined.
This is like saying X will always beat Y because it has 1 more stick, and Y will never learn and adapt to beat X using a new strategy or play style.
I say nay (Edit: to clarify, I say nay to saying nay to rng). I say react to the situation and adapt or simply build around it. PvP would get stale if it weren’t for RNG. Necro traited to do massive 1252314 second fears, Guardian has no chance. Fight ends the same every time. Bring in RNG of the condi removal – Guardian has a chance. Take out RNG from the condi removal – Guardian nullifys Necros fear every time and again we are lopsided.
Ok that was a stupid example, definitely not something that we see in game or anything. But right now we don’t even get enough info after death to see who did what damage, what effects were in play and how things turned out. We don’t even notice the RNG things and don’t appreciate them, but when we get decent data you will see.
RNG stops from there being ridiculously total 100% complete counters.
And the Engineer RNG, it’s not like it matters if you get Tornado or Juggernaut, you’re dead either way.
I don’t believe encounters would be 100 percent complete at all depending only on builds. Players play differently everytime, adapting to the situation and creating new strategies on top of what they learn constantly. If the necro is traited to deal that massive fear, then the guardian will adapt and save the condi removal exactly for that moment, then the necro will adapt and save that fear for when the guardian used condi removal on something else.
You can never predict how a player will move/play/use cooldowns and combos, but you can learn and adapt utilizing the information you obtain as you fight others.
I’d love to remove RNG but it’d never happen.
Bloodline champions one of my favorite games was great for it’s PvP for a time, part of that was the fact the game was all skillshots and no RNG.
We might not be able to remove it, but flat out endorsing it with traits like Transmute is something we can definitely avoid.
As much as I understand the sentiment but thing is, where do you draw a line? RNG has been in MMO combat forever but it’s always the newer concepts that seem to come under fire.
A string of lucky crits that bursts someone down to the same string of moves not critting at all is the same polarizing scenario you’ve described in your examples.
I do like and agree with some of your proposed changes though, just some food for thought is all.
Even though Crits are a form of Rng themselves, players can interact with crits via stats and builds, so its not entirely out of their hands, as opposed to say Elixirs.
3. Guardian Glacial Heart
Critical hits with a hammer have a 50% chance to chill your target for 4 seconds. This effect can only occur once every 45 seconds.
The RNG is fairly obvious in this, a trait that will activate on pure luck, first you have to roll the dice and get a crit, then do you toss a coin to see if you will chill that person. The chilled condition is a very powerful one, and being unable to control it puts a great handicap in this trait.
- The guardian has no visual indication to let him know the chill is available. When it pops it will be entirely random.
- The chill is based on both a crit and the base chance of the trait, the guardian can’t control when to use it.
Id say that a fight being decided on a lucky random chill would be extremely infuriating to the player getting chilled, but also somewhat frustrating for the guardian.
- Case 1. Guardian attacks a necromancer, O look, he got chilled, ok what was I doing? Since i didn’t expect it my options to capitalize on it are reduced considerably.
- Case 2. Mesmer is about to die, 4 seconds cooldown on the heal skill, which will allow him to turn the fight around and defend a point sucessfully. Guardian gets a random chill/crit on him. Wait what? now the mesmer has to wait 6.5 seconds on the heal. Mesmer dies.
How to fix this?
I propose to give a visual indicator, icon for example, to let the guardian know that the chill is available, second, make it proc of an ability 100 percent of the time. Something like “Your next Mighty Blow chills your target for 3 seconds. This effect can only occur once every 45 seconds”.
There you go, now the guardian can use this trait to his advantage to apply chill properly, and his enemies also know that they gotta dodge that powerful mighty blow or eat a chill.
4. Engineer Elixirs
There is no better example of how RNG can win or lose a fight for you.
- Elixir H Gives you either Protection, Regeneration or Swiftness randomly.
- Elixir S Gives your allies either Stability or Stealth randomly.
- Elixir C Gives you random boons.
- Elixir U Gives you quickness and a random skill from other profession.
Seriously why is there so much RNG in this class mechanic? I believe the problems this brings are fairly obvious but ill list some examples anyway.
- Case 1: An enemy is capping a point, you have 8 seconds to get there or lose the match. You pop elixir H, you either get lucky and get swiftness allowing you to contest the point, or you get something else and you lose because the game decided it that way.
- Case 2: You down a dangerous guardian and attempt to stomp him, you toss elixir S, You get Stability? good the guardian and his friend have no way from stopping you and you get the stomp. You get Stealth? not good, the guardian does the aoe knock back and gets successfully healed by his friend.
How to fix this?
One idea would be to use the guardian tome elite skill mechanic, in which you press the skill hotkey and you get another skill bar to pick the effect you desire, The bar would be really responsive to allow you to get the effect really fast.
I understand this would make the elixirs extremely good because its basically giving the engi so many different skills in 1, so I’d say they would have to be nerfed individually to not make them op, (reduce options, benefit durations), but I think being able to win a fight because you took the right choices would be more rewarding than knowing you won because you got lucky and got X boon instead of Y or Z.
Another great idea suggested by Teldo from Team Paradigm a while ago was to make the elixirs give you specific boons according to different factors like combat/hp/spec. I’ll leave the video here.
5. Engineer Go for the eyes, Infused precision, Transmute
More RNG for or engineer friends, these skills act much like Glacial heart, which I already talked about
My only suggestion is to make them 100 percent proc chances somehow instead of luck.
Transmute is the epitome of RNG, total flat out random chance to convert a condition into a boon without a cooldown. A suggestion is to give you a buff every 30 seconds or so that will convert the next condition into a boon, That way both the engi and his enemies know what they are up against.
To finish this post I would like to say that these are just a few of the many examples of RNG that other classes have that I haven’t found yet, If you have other examples and possible solutions please let us know in this thread.
Thanks for reading.
(edited by Apraxas.3685)
Hello everyone
In this post I would like to talk about RNG mechanics and how they should not have anything to do in any kind of real Competitive E-sports game and also list some skills that utilize said mechanics in this game.
RNG ( Random number generator) is the current definition of events that are decided entirely under the game engine in which the player is not capable of predicting/controlling the outcome of certain event. Some of these events are widely known in this game, such as:
- Mystic Forge yields. (Will I get that precursor this time)?
- Salvaging. ( kitten 10 rares and no ectos )
- Rewards you get from daily chests, ie Fractals rewards every tier. (Will I get that infused ring today?)
These mechanics exist in PvE and they affect all of us, possibly rewarding some individuals that put no effort but hit the jackpot, or punishing those invest a lot of time every day and still don’t get those elusive rewards due simple Luck.
RnG mechanics usually have a negative impact in the player experience, but some of them are necessary to keep the economy safe to act as money sinks. This is why I think some degree of RnG in a PvE setting is acceptable but we have other important aspect in Guildwars 2, Competitive PvP.
Since day 1, GW2 has been advertised as a game that will provide a competitive/balanced/fun pvp experience for those who like this kind of content and dream of someday participating in big tournaments, ensuring to rewards player skill/tactics/knowledge instead of luck, but then, I have noticed a few mechanics in Spvp that go against this philosophy.
Here are a few examples:
1. Respawn timers in tournaments. ( Kudos to Anet for changing this)
Used to use respawn waves instead of fixed timers, sometimes you kill somebody and he gets gets to respawn instantly, or he would need the full timer to appear, being this an extreme factor deciding the outcome of a game.
Some Games like League of Legends addressed this by giving fixed ever increasing timers to respawn.
2. Guardian Purity & Signet of Resolve passive effects.
These skills will remove a condition every 10 seconds, but they also use a cleanse timer such as what was being used for respawns in pvp. This brings a few issues.
- Case 1: The guardian uses an important skill to remove a condition that might have been removed with a passive effect 1 second later if he hadn’t used the skill. Bad Luck there guardian buddy.
- Case 2: A necromancer casts an important fear on a guardian to get some breathing room. The fear is removed instantly without any guardian input, neither player expected it. Bad Luck there necro buddy.
In these 2 examples I show how luck can change the outcome of an entire fight. Why luck I say? Because neither the guardian or the necromancer know the timer for those passive skills, its like tossing a coin every few seconds without you knowing if you hit heads or tails.
An elegant solution I propose to remove this Luck mechanic from SPvP is to make the passive buff timer visible on your boon sections. Something like the boon line that runs around the icon indicating the exact moment it will remove a condition refreshing itself every 10 seconds. A less elegant one would be to just add the flashing effect on the icon 3 seconds before it activates.
What do I accomplish with this?
Both the Guardian and the Necromancer and utilize this information to their advantage, adding a new layer of skill to the game play. The skills didn’t change at all, but now the guardian can manage that precious condition removal and use it as he sees fit, balancing the wait vs the benefits of cleansing via other means. The necromancer can also be rewarded by putting extra attention in those guardian buffs, knowing exactly when to use those deadly conditions. This solution rewards both players and allows them to control the outcome of the fight.
did you just compare a minor master traits healing (that requires no skill/weapon changes) to a major grandmaster one that only works with shouts?
…
thats a totally fair comparison…
Im comparing a trait that is able to heal up to 7000 burst instantly regardless of being stunned-feared-sinked, that is aoe and easy to heal others, and that is viable regardless of your gear stats and other trait picks to one that forces you to trade endurance, traits, and stats to +healing to be remotely viable, which you cannot use whenever you want.
As I said, id just love them to increase the base healing and keep the scaling to 50% in pvp so it heals a good number if i actually invest in +healing stats, while making it a good trait even if you don’t use healing.
Anyways, time for me to add more to this list.
Mace skills
Auto attack-
- I feel the chain itself its nice, its just a tad too slow on the last strike and tends to miss a lot because of it.
- If the whole thing could be made like 10-15% faster it would be awesome.
Symbol of Faith
- Nice effect with the regen and good if combined with healing symbols, my issue is that again the cast time is slow and the fact that it puts the symbol right under you makes it a lot harder for me to use it effectively on allies. The thing is that almost everthing in pvp is aoe damage, and in order for my symbol to be used proactively to heal others I literally need to be on top of their model, making me eat the damage he is taking as well.
- Make the cast time a little bit faster and make the symbol pop in front of the guardian instead. The guardian would still be able to get his own symbol healing but it would also let him to use it in an offensive-defensive way more effectively without putting him in much danger.
Protector’s Strike
- This skill has a lot of potential and could be an amazing skill with a few changes. The thing that I don´t like is that is really really hard to get the protection buff if that is what i want because the block animation IMHO last waaaaay too long, Its really funny how I have to start casting this ultra far from the points to enter as it expires. I feel that if I want to block something I need to be better reacting to my enemy instead of running doing nothing for like 5 seconds hoping to block something.
- Personally I would love the block duration to only last 3 seconds and then give the prot buff regardless if I blocked or not, this change would make the mace an incredible weapon.
(edited by Apraxas.3685)
can these bugs please be added to the list:
https://forum-en.gw2archive.eu/forum/professions/guardian/Virtue-of-Resolve-buggy/first
https://forum-en.gw2archive.eu/forum/support/bugs/Guardian-trait-bug/first
Virtue of resolve already on the list.
Added the master of consecration bug, it is just a tooltip error the consecrations actually last longer ingame.The error I described is that the increased effect (in combination with Absolute Resolution) is not transferred to party members, they still get the weak healing^^.
This is an interesting observation, IMHO if I spec into absolute resolution it should also boost my battle presence:
http://wiki.guildwars2.com/wiki/Battle_Presence
according to the wiki it says it doesn´t, which we already know it doesn´t, but it is by design or a bug?, ill put this on the unsure section. thx:)
can these bugs please be added to the list:
https://forum-en.gw2archive.eu/forum/professions/guardian/Virtue-of-Resolve-buggy/first
https://forum-en.gw2archive.eu/forum/support/bugs/Guardian-trait-bug/first
Virtue of resolve already on the list.
Added the master of consecration bug, it is just a tooltip error the consecrations actually last longer ingame.
(edited by Apraxas.3685)
Since we already have a pretty complete bug thread that doesn’t get updated much anymore due lack of bug fixes or new bugs, I decided to create this thread hoping to get the devs notice what we don’t like about our class or game mechanic that you would like to be changed.
The format I hope we can keep to let this post remain organized and interesting to read would be to:
1- List the issue.
2-Detail why it annoys you.
3-Short description of what you would like to be changed so its fixed.Please remain polite and express yourself in a way that is easy for others and the devs to understand your concerns
.
You have a lot of valid points. Yet you manage to waeken your opinion with a lot of generalism in terms of this is bad this is lackluster and this is not powerful enough, which seems to be the common way of compiling lists. Maybe it is okay since you try to put stuff down that “annoys” you but i find some of the things you described not annoying – they are down right broken. Other stuff is only annoying to you because you want more power which bassically will not get changed if you do not give valid reason or alternative/suggestion. Saying that all mace skills are useless is not really helpful – (I also strongly disagree – DO NOT TOUCH MY MACE!)
Essentially you have to choose what this list will be – bug list or wish list
since we have the bug list I think it should be the second…
I never intended this to be like a bug list, and yes, this is about posting stuff that annoys YOU as a player of the class, Im not trying to list things that are generally hated by most guardians out there
because, as some of you guys already mentioned, some things that I listed are not annoying to them.
I had a lot of ideas on the opening thread but I had to leave mid way, so ill edit the list slowly to make them more detailed.
Here is one part
Spear Wall—http://wiki.guildwars2.com/wiki/Spear_Wall
- The skill pushes you back and creates a wall of light that damages mobs that pass through it, I dont like it because it seems to have a very very small aoe radius, I could cast it next to 10 mobs going after me ( for example the mini medusas in the fractals ) only to see 1 get hit.
- I feel It needs a tad higher damage and also a secondary effect, most likely something like cripple, this would make it great for underwater combat and pvp since enemies would have to be mindful of it and could be used a a passive field control.
Signet of Mercy—http://wiki.guildwars2.com/wiki/Signet_of_Mercy
- The extremely long cast time and cooldown makes this skill incredibly hard to use in any situation, in pvp its very easy to have the downed person killed before you finish casting it, or you get down right interrupted easly because the obv animation.
- The skill would be great if it had a much shorter cast time with a smaller cooldown.
Merciful Intervention—http://wiki.guildwars2.com/wiki/Merciful_Intervention
- It was really hard to use before, Anet keeps changing it over and over but it never feels right, the last iteration cut healing down a LOT, and it still keeps teleporting me to npcs or pets, I got teleported to a turret once I dont get it.
- If the healing will stay this low the skill needs to be something I can trust, and have a a constant behaviour, and also smaller cooldown.
(edited by Apraxas.3685)
Since we already have a pretty complete bug thread that doesn’t get updated much anymore due lack of bug fixes or new bugs, I decided to create this thread hoping to get the devs notice what we don’t like about our class or game mechanic that you would like to be changed.
The format I hope we can keep to let this post remain organized and interesting to read would be to:
1- List the issue.
2-Detail why it annoys you.
3-Short description of what you would like to be changed so its fixed.
Please remain polite and express yourself in a way that is easy for others and the devs to understand your concerns
.
Bugged master Traits
- Its been close to 3 months that we reported several bugs with traits, namely pure of voice and battle presence. These 2 things can make or break builds and its incredible that they are still bugged.
- Can’t do much here other than hope they get fixed soon.
People jumping/rolling through our line of warding or ring of warding
- Its really saddening when you time your longest hammer/staff cooldown & cast time spell to get an amazing trap on somebody just to see your efforts going down the drain when they just jump it or dodge without stability.
- Nobody should be able to cross it without using stability or a teleport skill.
Lack of consistency with Leap of faith
- Why am I allowed to jump full distance on some pits but then ill crash on an invisible wall on others?
- The skill should have the same behavior regardless of the terrain.
The butchering of some of our skills in sPvP without testing
- Shield of judgement, Save Yourselves, Selfless Daring, to name a few, why instead of toning them down a little and give them appropriate test they get just chopped in half?
- I don’t understand the SoJ nerf, SY was op I agree, but instead of halving the power should have reworked it a little, like more duration for boons the more conditions you sucked in.
Selfless Daring—http://wiki.guildwars2.com/wiki/Selfless_Daring
- Selfless daring, healing cut in half, which i think its crazy considering it has a very very low base.
- Why not increase the base healing to 500/600 so its a viable pick on all builds even the ones without healing stat and cut the scaling a bit? I should be rewarded for sacrificing hp and damage in order to heal more.
129 + 1 * Healing Power is op for selfless daring for guardian.
1192 + (0.8*healing power) is fine for warriors I guess?
Lack of support oriented ascended items
- Why is it all dps? where are the healing ascended items?
- All kinds of gear should be available.
Things that ill cover later
Clunky or lackluster Traits and skills
- Traits that work only while downed (lol), Healer’s Retribution, Searing Flames, Strength in Numbers, Mace of Justice, Glacial Heart, Unscathed Contender, Retaliatory Subconscious, Scepter auto attack, Torch, Hallowed Ground, Sanctuary, Bow of truth among others seem extremely weak taking into account the effect and the cool downs they have.
(edited by Apraxas.3685)
Not sure if this was posted:
“Stand your ground” supposed to work on allies according to tooltip, but only works on self.
never had issues with this shout before.
Farmers views will never change, they will always be right and they will always state they have skill, which in reality translates to hours played.
But there is the rub isnt it? The hours played. A farmer/boxer deserves a legendary because they have “skill and dedication” but the “average” Gamers does not deserve a legendary.
That is some target audience Anet.
Here is an easy fix for legendaries. Anet sells no ingame gold, they need to stop now. Anything for the legendaries needs a rework, example loadstones, simply pitiful. A grind isnt bad, mindless farming is. Everthing associate with any type of legendary anything needs to be bind to account, no TP, no trading to other players.
Legendaries need to be storylined, period. It doesnt take a rocket scientist to figure out a much better way to impliment this.
Having to make tens or even hundreds of dungeon runs is simply stupid for anything let alone the legendaries. I run dungeons ONE time, why the hell would you want to go through them again except to farm? Farmer game mechanics, a bad thing.
What happened to the innovation Anet promised, this game is worse than some korean MMOs in the farming dept.
We gamers complain, yes, because you farmers feel you are entitled. You farmers feel because you play alot, which by the way require zero skill, that your “dedication” leads to great things. The only thing i feel is sad for the Gamers getting fooled by Anet. I feel sad for the developers that did not speak up during meetings when others looked on in disbelief that some things were decided with the farmer in mind.
Legendaries…That is some line of thinking you have Anet.
I could not stop laughing at this.
People cry and moan about precursors, now cry and moan about lodestones, then cry and moan about expensive t6 mats, is this just a never ending cycle?, just stop qqing, go farm and get your kitten weapons.
So I just finished my Juggernaut.
Is the silver tint determined by time of day or where you are?
I’ve noticed various results. My default dyes are goldish type colors on norn cultural, with some red in there. I’ve had some really varied results when the hammer is out though. Even was blue and pink once in WvW.
Maybe its just the lighting in the area, but it seemed odd to have blue/pink results…
Also pics showing off the hammer:
http://i.imgur.com/0vOQP.jpg
http://i.imgur.com/wjsHs.jpg
I posted a while ago on reddit how it works, depends on location/time of day/ color of the dye.
Ive used this sigil for a long long time and it always worked fine. Are you using 2 on swap sigils at the same time? mh and oh.
We need to talk about binding blades, Greatsword’s 5.
- Binding Blades severely lacks any form of Z axis
- The pull will stop when something as insignificant as a tiny rock is in the way.
- The pull may not pull the entire distance, even when performed on a flat level.
- The pull is incapable of pulling anyone off ledges unlike the necromancer’s spectral grasp.
Hmm.. I´ve been able to pull people off ledges in the wvw jumping puzzles several times. , about the other things I agree.
Staff:
Orb of light seems to be pretty random when you aim at big targets or a target that is really close. On larger targets it just flies up in a random direction, missing the target, also ,when aiming at mobs on a different elevation it might go underground and gets lost, missing most of the targets aswell. It also happens that if you don’t detonate the orb, and it went underground due to this randomness, it might takes a longer period that it should to recover it’s original form and stays in your skill bar ready to detonate when you can’t even see the orb.I already explained why the orb displays that random behaviour in a previous post, which is because it predicts the mob movement ( if the mob stops moving the orb will seem to just fly to a weird location)
About the orb sometimes never expiring and just perma prompting you to detonate it ive seen it very rarely.
Sorry, must have missed your post then.
So, just because the orb predicts the movement of your target, the attack should miss when it changes direction? sounds silly to me. Sometimes I’ve seen the damage on the target even if the orb visual effect is like miles away though. Also the detonating issue happens to me often, mostly when the orb goes underground or flies up.
Well, the outcome of the spell is pretty random.. if the orb didnt have a track component it would never ever hit a mob moving unless it was directly at you or at point blank, but then if the mob changes direction it just flies off to somewhere else it should not. I think the orb should just follow the target around, or be much faster.
Staff:
Orb of light seems to be pretty random when you aim at big targets or a target that is really close. On larger targets it just flies up in a random direction, missing the target, also ,when aiming at mobs on a different elevation it might go underground and gets lost, missing most of the targets aswell. It also happens that if you don’t detonate the orb, and it went underground due to this randomness, it might takes a longer period that it should to recover it’s original form and stays in your skill bar ready to detonate when you can’t even see the orb.
I already explained why the orb displays that random behaviour in a previous post, which is because it predicts the mob movement ( if the mob stops moving the orb will seem to just fly to a weird location)
About the orb sometimes never expiring and just perma prompting you to detonate it ive seen it very rarely.
Ether Clone
Shoot out a third bolt of energy that confuses your target. Summon a clone that casts Ether Bolt.
Now, if the bolt hits it will summon the clone and confuse the enemy, if it gets reflected the projectile will count as is the guardian launched it against you, thus giving him the clones.
TBH i don´t think this is a bug., but id say the clones should attack and do everything they are supposed to.
(edited by Apraxas.3685)
people, stop qq and play more, im finishing my second legendary (sunrise) in around 10 days, and i already have a juggernaut. really its not that hard, just learn how to make karma-gold properly.
Eternity crafted on Crystal Desert , possibly world second crafted?
in Crafting
Posted by: Apraxas.3685
mysterica grant crafted this sword on stormbluff isle almost 1 week ago.
My approach for clover was to do 10X recipe in sets of 3s. If I do not land on clover once every 3, I would immediately stop and go do all 1S recipe to minimize loss. What ended up happening for me was:
First set of 3: 1
Second set of 3: 1
Third set of 3: 1
Fourth set of 3: 1
Fifth set of 3: 3From that point, I did 14-15 1X, and got the remaining 7.
Generally, 30% seems to be the norm. As you can see, mine was about 46-47%, so I obviously got fairly lucky. There are others even luckier though. I know of one person that hit 8 out of 12 on 10X (66%).
With the reduced price on ecto and mystic coin (due to everyone being able to complete monthly) recently, this should not hurt your wallet as much.
I wonder who is that lucky kitten. LOL im scared since ill try to get my second set of 77 clovers really soon.
Trait: Inner Fire doesn’t give the Fury boon as stated and/or there is no critical change to the characters stats. Plus there is no noticeable increase in criticals.
https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Guardian-Trait-Inner-Fire/first#post554029
Thank you for your fine work
I jumped on the halloween cauldron in the mists with the trait equipped, i instantly got the burning condition on me and gained the fury boon.
Trait: Power of the Vituous
The Guardian Trait: Power of the Virtuous is suppose to give a 1% damage increase per boon that you have activated. On multiple tests I cannot see any increase in damage, since guardians can stack might and all the other boons the damage increase should be 8-20%. This seems not to be the case.
i did some testing on power of the virtuous, used a steady pvp hammer on the light armor pvp golem. All tests were mighty blows.
Aegis – 170
Aegis, Prot and regen – 173
Aegis, Stability, Ret and Prot – 172
Aegis, Stab, Ret, Prot and Regen 175
1 stack of all buffs gave -186
3 stack might+aegis+ret -185
So even if its kind of funky how it works since 3 boons may give you more damage than 4, it seems to be working to some extend.
(edited by Apraxas.3685)
rofl and I just removed this bug from the compilation post for guardians.
How is your experience with the new leap of faith guys? is it good enough to warrant removing it from the list?
removed the underwater renewed focus bug since it works fine now.
Good luck to us guardians, I reported this bug since Closed Beta 3, posted on the guardian bug compilation almost 1 month ago… and the bug is still there along with several others.
Well, the thing is that it works when you teleport, but not when you use it on yourself. Either way it’s inconsistent.
i see, i did some testing and yep, when you use it and teleport you get healed for a lot more than if you just used it without teleport.
According to the wiki monk’s focus Doesn’t improve Merciful Intervention; only works with Judge’s Intervention, Contemplation of Purity and Smite Condition. I wonder if its a bug or its intended to be that way.
I believe i already have this on the list, thanks ;d
Guardians seem to be enjoying an exploit involving protector’s strike with a mace and swapping weapons before the duration is up. They end up with a block similar to the warrior 5. Much more survivability for an already beefy profession.
So thats exactly what i was looking for, thanks a bunch
you and me both buddy, please give us our purplez shinies back.
should have rolled charr my friend, best animation ever.
wanna talk about binding blade? that too often dont pull anything-?
I only see it fail to pull stuff when they get stuck somewhere on the terrain, or when they have stability, or when they out range the skill.
Other thing i notice is that it seems the swords that fly to bind the target can be intercepted by other mobs in the way (not 100% sure), but other than that i haven’t see in just fail, what happened in your case?
The skill Sanctuary should knok back any melee and protect you from any projektiles but instant melee can still hit you if they know how to position themself and Balista shoots get right through it instant of beeing absorbed like kata and treb rocks.
There are some more skill that just go right through it but this 2 are the major problem.
Sanctuary does push if they get close, if they know how to position themselves thats just an oversight, not really a bug,
Already posted asking of those kind of bubble spells are supposed to absorb those skills.
Resolute Healer works for me, so dunno what the OP is talking about. Playing a female norn if that makes a difference.
Summoned Shield Weapon however does not work… at all. The graphic pops but it doesn’t push anyone nor block anything. Completely non-functional.
Sigil of Earth most certainly does not stack at all. I’ve tested by itself as well as with 2 piece bonus of Earth and Monk. Duration does not change either in tooltip or buff icon. This should be EASILY noticible with the ability “Save yourself!” where with Water and Monk the duration clearly increases to 14 seconds and with Earth equipped it should increase to no less than 15 1/2 seconds… which it is not. Either in tooltip or buff icon.
OP needs to be updated. A lot of bugs I’m seeing listed there aren’t appearing in game at all.
- Ok so you are telling me that your resolute healer pushes back enemies
- You want a sigil to increase duration on your protection when you are supposed to use runes.
- Rune of earth is working fine, please do appropriate research and testing before posting.
yes but mace 3 only blocks once and then it does an aoe to damage, if it doesnt block anything then it gives prot.
Edit: I contacted Azshene from team paradigm since he has been in the pvp scene for quite some time and he believes it is a bug with mace 3 as well, he has seen it happen first hand but doesn´t know how to reproduce it.
(edited by Apraxas.3685)