1900+ Hrs Played | http://tinyurl.com/ppq4ksz
No Precursor | http://tinyurl.com/njgsg3l
I like. Probably cause it’s a highjacking of my thread I posted 3 days ago.
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestion-Report-for-Duty/first#post4056437
But nice summary of what I was suggesting.
Personal DPS Meter so that you can see what you are doing: Yes
Group DPS Meter so that you can see what others are doing: No
Inspect Command to see what other people have equipped visually (wardrobe): Yes
Inspect Command to see what other people have equipped gear-wise (equipment): No
Orders Helping Orders
The Vigil
This Order can help the others by culling the enemy forces and finding their weaknesses. Report to the Field Marshals of the other Orders to get specific information in how to aid them.
The Durmand Priory
This Order gathers information about the subjects whether it’s collecting items and studying the creatures. Report to the Field Marshals of the other Orders to get specific information in how to aid them.
The Order of Whispers
This Order gathers secretive information of future attack plans or affiliation with other forces. Report to the Field Marshals of the other Orders to get specific information in how to aid them.
Reward System
The reward system will be a tier based system with a repeating cap. As one helps the Order, they fill up a progress bar and after it is filled they receive the reward. It fills quick at first, and the player receives a small loot chest when it is filled. The bar resets and as they continue to help, the it takes longer to fill, but they receive a larger loot chest with a higher chance at rare items. A third, large chest, takes even longer to get as the progress bar fills slower, but the rewards are again higher. The cycle ends on a fourth chest that is very large, takes longer to get, but has a guaranteed rare with an extra chest. (much like a world boss chest) This cycle restarts back at the beginning with the small chest if the player chooses to continue.
For helping other Orders, the rate at which the bar is filled is reduced, but not to a great amount. This will allow players to still play with friends that are in different Orders and still get rewards, but disencourage people to disregard what Order they help and go for the one that gives the quickest reward, as helping their own Order will give the quickest reward.
Other Options
There could be that after doing five cycles or so helping your Order that they give you orders to help the others and then return to them. This will get people to go help the others more often, and in this case, maybe there doesn’t have to be a differentiation between duties performed by people of that order and those that are helping from different orders.
Why
End game has mostly turned to Champ and World Boss trains. This would give a little more variation and have people split up a little more on different maps as they help their Orders rather than have everyone trying to go to one map after another to fight the World Bosses. This also gives a little more support to the Order that you chose. It feels like the Order that you choose only plays a part in the Personal Story, and once that’s over, all that’s left is to choose some gear if you want. This is by no means an answer to all the concerns that people have, simply a suggestion that I would like to see implemented in some form.
REPORT FOR DUTY!
Summary
The Orders of Tyria are calling their members to aid them in the field. They are doing their part to cull the enemy forces by slaying and gathering information from them. Once a week, the Orders each station a post in one of the regions. Members report to the region and can get right to work having already been sent instructions through the mail. For more information, they can report to their Field Marshal on one of the maps in that region. Orders helping each other is much appreciated, just report to the Field Marshal to receive your instructions in how to help. Something big is brewing, report now to aid the cause!
Implementation
The Vigil, The Durmand Priory, and The Order of Whispers each set up a post in a chosen map. The post doesn’t need to be anything big, just a number of NPC’s who look like they belong together and are from that Order. One is a Field Marshal that you can talk to for more information. Each individually focus on a particular enemy for that week, whether it be the Branded, Ogres, Skelk, Flame Legion, etc. The duties of each Order will be different and be focused more on what the Order is about. Here are some examples:
The Vigil
“The Flame Legion forces are rising to high levels in the Iron Marches. We need all members to report for duty to cull their forces before we become overrun! Some of these forces are even making their way into Blazeridge Steppes and we could use a hand in pushing them back there as well. If you so choose, you may hit them at their hearts in Fireheart Rise! Report to Field Marshall Turk Ironclaw stationed near Bloodfin Lake for more information.”
The Durmand Priory
“We are beginning to understand how the dredge work so efficiently. On the verge of a major breakthrough, we call any and all members willing to aid us in our research of the creatures. We need scans to be taken of the creatures to determine their mental capacity. Many of these will be needed to make an accurate assumption. Remember, the creatures must be alive to get a reading, a dead body won’t help! Report to Field Marshal Tia Holmes at The Durmand Priory in Lornar’s Pass to receive a body scanner.”
The Order of Whispers
“The Nightmare Court is almost as secretive as we are. They are venturing out to places they’re not supposed to be, and we fear they are plotting a major attack. We have information that their scouts are carrying orders for their next attacks. They are a smart group, the Court is, and not all of the orders they carry are true to their word. We must collect many of them so that we may weed out the fake ones and understand their next move. The orders can be found on their dead bodies, or in their camps. She may be hard to find, but Field Marshal Miranda Mist at Sandycove Beach in Caledon Forest has more information.”
There are plenty of them, and they’ve been bugged since the game released. Here are a couple just off the top of my head, feel free to add:
Warrior
Greatsword Skill 5 – Rush
On large targets, the skill doesn’t complete itself and hit the target. This can be seen with pretty much any world boss, along with some other large enemies.
Thief
Steal
This is something that’s not so much tied to the skill I don’t think, but more to the terrain. When using it, sometimes the character will get stuck in the terrain and cannot get out without using a WP or possibly using the skill again.
Shadow Refuge
Leaving SR while it is still applying stealth will often cause the player to unstealth the second they leave the circle, despite having built up many seconds worth of stealth.
Guardian
Greatsword Skill 3 – Leap of Faith
See above Steal.
I see you have quickly fixed glitches that benefited the players such as Warriors getting the Signet of Might buff without equipping it, but why haven’t these issues been fixed when they’ve been there for almost two years?
Returning yearly events have a nasty habit of returning yearly around the same time as the previous year.
First of all, it was 10 months ago, not a year. And 9 months ago for Queen Jennah’s Jubilee which opened up the Crown Pavilion. The Dragon Bash was 11 months ago, so if I was expecting any of them next, it should be that one right?
I honestly just had to look up in the Releases when all of this was, cause I didn’t remember. Just saying it’s quite a coincidence, but thanks for trying to be a kitten about it. =)
Just 3 days ago I pulled out my Zephyr Sanctum model and set it out outside the bank in Divinity’s Reach. I hadn’t done this since I first got the model, but for some reason felt compelled to do so. A couple of people /cried and said how much they missed it, some didn’t know what it was. We talked about how it’d be nice if ANet brought it back, cause it was fun.
A little bit of a premonition maybe? It’s funny, I wonder what those people must be thinking right about now as they read that the Zephyr Sanctum is coming back having just seen the Sanctum Model pulled out a few days ago. I wonder when was the last time they saw it, for those that have seen it before.
When’s the last time you’ve set out your Santum model and viewed it, or viewed someone else’s?
(edited by ArchieD.6972)
How does this skill work? I’m gaining the quickness and frenzy but not the utility skill from another profession.
(edited by ArchieD.6972)
Warrior or Guardian?
Likewise, which is better for support? I know it seems like Guardian should be better at support and Warrior the better zerker, but I’ve been playing mine the other way around (maybe to not buy in to the expected roles)
I say fix the pet AI and give the option to run a viable build without a pet. For balance issues, seeing as how pets bring extra utility along with the damage, use my suggestion above which will make up for the damage and survivability, but incorporate a new class specific ability when the pet is stowed to provide more utility.
Another suggestion: Staying with the whole “solo” hunter feel that a ranger with no pet would have, how about an ability that supports that notion when you don’t have a pet.
To me, this seems like it should work off of some type of camouflage (not stealth!).
(Passive) The Ranger’s armor could take on the image of it’s surroundings (think a snapshot of the ground replacing the color of the armor) when the Ranger has been out of combat for 10 seconds. This gives the Ranger +15% movement speed (since a Ranger in camo can more easily move through his/her surroundings), Retaliation, Regeneration, and the next shot will root the target for 2 seconds. Retaliation and Regeneration is lost when the Ranger enters combat, either through attacking an enemy or being attacked. Regeneration will have a 3 second duration, however, and therefor will continue to Regen for 3 seconds after entering combat.
(Active) In combat, the Ranger can choose to enter into Camouflage, gaining all the effects of Camouflage for 5 seconds. 30 sec cooldown (and while in cooldown, the Ranger cannot gain the passive benefits even if out of combat for more than 10 sec.)
Just my initial thoughts on it (it’s good to get ideas out even if they’re not the best ones, so anyone else have any suggestions?)
As I was typing in another thread, I started to think about the way traits are handed out now, and it seems like a problem to me. There should be a smoother way to show a sense of progression in the game, and here’s what I suggest:
As far as the traits go, why change it up so much? Since we’re using 1 trait instead of 5 for each “tier” and we used to get a point every level, why not get them every 5 levels starting at level 15? That gives players 5 levels to start playing around with crafting, and starts the player out using trait points when they should be entering the next zone (exiting the beginner 1-15 zone). The Apprentice traits should unlock at lvl 15 of course, the Master at lvl 35 (when the player will have reached 5 trait points) and Grandmaster at level 55 (when the player reaches 9 points).
Additionally, I think we should learn to swap weapons at level 5, by that time people have unlocked and gotten used to their weapon’s abilities, and giving the ability to swap will allow them to equip a second set to unlock skills and switch back to the first set if needed a little earlier. Then at lvl 10, unlock a utility slot, this is a direct progression move (crafting is optional and may not serve as a sense of progression for many people). Then unlock utility slots every 10 levels, with the second at lvl 20, the third at 30, and hold the elite til lvl 40 (or 50). I find that on most of my characters, I skip grabbing any of the 6 point utility skills while leveling up so I can save up for an elite skill when it becomes available. Deferring the elite til later will not only allow players more freedom to choose those 6 point skills they want and use them but it pushes a point of progression later in the game. [Personal Story Spoiler] IIRC, the Battle for Claw Island is around lvl 50 which is a big turning point in the story, making the elite available at lvl 50 may be a nice companion piece to go along with that story quest to build it up even more (think, the first time you’re able to really use it, you’re in the midst of a large battle!)
With the big surprises out of the way at lvl 55 (with all left to do is gaining trait points every 5 levels and unlocking more utility skills with skill points to empower your character) the player can focus on the personal story which really starts to focus on the main antagonist at that point. The player will really be able to play with builds at this point as they level up to 80.
I think this would be a much smoother transition than what we have now. Thoughts or suggestions?
I agree the Hero panel is clunky, definitely need to update that and I like your idea of it always opening to equipment. Maybe go back to how it used to be with the icons at the top showing an eyedropper for the dyes and the other for the armor, just add another icon up there for the wardrobe. Simple.
Megaserver system is great, I’m really liking seeing more people around, though I don’t think it was really that bad before, I’d see people at least every 10 min while in the open world. Though I do think there is a problem with it, and maybe I’m not understanding it correctly so this may not be true. But to my understanding, all zones are now using the Megaserver system. I remember before the system went live, people would recruit for WvW in cities and even use map chat to let people know when a zerg was going to attack. Can’t do that anymore without the other servers seeing, don’t really know who’s there with you. So I would suggest that the main cities remain World only maps, while the other zones are Megaserver. (Con: trying to find a group for a world event before the actual event, but you’re sure to find them on the world boss train)
I’ll be honest, I’ve played a lot since the update, but I still have no idea where my townclothes are, nor do I fully understand the outfit tab.
As far as the traits go, why change it up so much? Since we’re using 1 trait instead of 5 for each “tier” and we used to get a point every level, why not get them every 5 levels starting at level 15? That gives players 5 levels to start playing around with crafting, and starts the player out using trait points when they should be entering the next zone (exiting the beginner 1-15 zone).
As a separate thought that’s somewhat tied to that, I think we should learn to swap weapons at level 5, by that time people have unlocked and gotten used to their weapon’s abilities, and giving the ability to swap will allow them to equip a second set to unlock skills and switch back to the first set if needed a little earlier. Then at lvl 10, unlock a utility slot, this is a direct progression move (crafting is optional and may not serve as a sense of progression for many people). Then unlock utility slots every 10 levels, with the second at lvl 20, the third at 30, and hold the elite til lvl 40 (or 50). I find that on most of my characters, I skip grabbing any of the 6 point utility skills while leveling up so I can save up for an elite skill when it becomes available. Deferring the elite til later will not only allow players more freedom to choose those 6 point skills they want and use them but it pushes a point of progression later in the game. [Personal Story Spoiler] IIRC, the Battle for Claw Island is around lvl 50 which is a big turning point in the story, making the elite available at lvl 50 may be a nice companion piece to go along with that story quest to build it up even more (think, the first time you’re able to really use it, you’re in the midst of a large battle!)
Oh, and waypoints being contested. It makes people spend twice as much money waypointing into a map, then waypointing to where they want to go in the map. Why not allow players to waypoint where they want, and if it’s contested, move them to the next closest waypoint? (which that system needs to be fixed btw, half the time it wouldn’t even move me to a different one, and when it did, it’d usually be about 30 seconds after I’m already running around)
(edited by ArchieD.6972)
Why does this ability not heal in the path of the jet and instead heals on a small blast radius? If you “Spray a jet of water at foes” it’s going to hit people who are in the path. Same as if I were to take a water hose and spray it at someone. If you’re near the path I’m spraying in you’re going to get wet too.
Why isn’t this a viable build? I’ve always liked the idea surrounding a Ranger type character, but have never liked having a pet. Here’s a suggestion:
As a Ranger, we have the Spirit of the Wild in us. We are strong with it in us, but we can also choose to release it by bringing out a pet to fight for us. We lose some Vitality and Power without the Spirit which gives power to the beast. If the beast dies, the Spirit of the Wild returns to us. For those who think of the pet as more of a companion, you can think of that bond being reinforced by the Spirit of the Wild that you share.
I would just like a way to build a strong bow Ranger without a pet that tags along, but I would also not like to be hindered by not using a pet. Thoughts? Suggestions?
(edited by ArchieD.6972)
Thank you Inculpatus. =) It’s still frustrating and highly discourages us to play together now. With so much of the game geared towards player cooperation, one shouldn’t fear playing with somebody sitting right next to them in fear of their accounts getting terminated.
Neither are rangers, neither are human, neither have random letters for names, both are in a guild. I will submit a ticket though. Thanks.
Hi, just last night my girlfriend’s and my accounts were terminated. We had been playing together, leveling up two characters together. We play literally three feet away from each other in the same house, therefore from the same IP address. We submitted a request and this morning our accounts were reinstated. In the email it said that their investigation “points to the fact that your account was involved in a violation.” This was the same message for both of us and I can tell you that is simply untrue.
So my question is, what do we do so that we do not get accused of botting, which is what I assume it thinks we were doing with characters of the same level fighting together from the same IP address. Neither were using macros or any sort of abnormal behavior stated in the termination message. I have been playing this game since the beta testing, and would like to know what to do to keep our accounts from being banned permanently.
Do we not play together? Do we use characters that are different levels? This goes against their philosophy of wanting people to play together if they don’t allow two people sitting three feet away from each other to play together. Please, I would really like a statement on this so that the accounts do not get permanently banned, since this “leniency” is only extended to us on a “one-time basis.” Thanks.
Edit: My girlfriend just informed me that a group of people ran in to fight the champion mob that we had halfway killed at the point of termination. Would possibly a group of people submitting a “botting” report for both of us ban us on the spot? If that is the case, that is a very flawed system that does not require any action by an employee of ANet and is very intrusive on others’ gameplay.
(edited by ArchieD.6972)
Still a problem on Maguuma.
Okay scratch that on trying to get a screenshot. The visual effects blink and are too hard to catch.
For the past few days, the visual effects during the Priest of Dwayna fight have been going haywire! Some people in the zerg were joking about it being a rave party, or a test for epilepsy. Either way, I’m pretty sure it’s not supposed to look like that and it makes it difficult to play. If I think about it, next time I fight her I’ll screenshot it and drop it here.
I suggest looking at changing your build/strategy to kill her. She is the last contender you face, and for that reason she is very difficult. I have seen many people complaining saying that she’s too tough for a Warrior since they have weaker ranged attacks, however, that is the profession I beat her with in ~50 tries. It’s all about studying the fight, knowing your profession well, keeping your composure, and executing.
I think y’all are severely misunderstanding me.
“Don’t go hating on most of us when it’s just a small group of us!” I AM most of us, and therefore am not hating on the majority of Warriors that don’t do that. Ever heard the term “silent majority”? Those speaking out, looking for groups asking for Zerk War are the ones “ruining” Warriors for me. My warrior was my main, my first to 80.
Sovereign, I do do that. But if you go to gw2lfg, see how long it takes for your lfg gets pushed down by all the zerk messages. Not long, and even as a Warrior myself, they’ll kick me for not being zerk even though I’m in full exotics.
LFM CoF P1 farm ZERK WAR self join PING GEAR!!1!
So freakin annoying going to gw2lfg and seeing nothing but this… the run goes just fine with any other class, and you can farm it just fine with other classes.
This, coming from a guy with a Warrior as his main, and it really makes me wish he wasn’t for the bad attitudes coming from y’all who do this.
So I’ve noticed an inconsistency in mining at lvl 80. I understand that there is a chance to receive a Ruined Ore Chunk if you try mining Orichalcum Ore while being attacked, and for all instances I was using an Orichalcum Mining Pick. Up until about a month ago I had never received a Ruined Ore Chunk while mining while being attacked or not as long as I had the correct level pick. Then it started happening on my Warrior (Charr) if I tried mining in combat, and it happened every single time I tried mining in combat. I now have two other 80s, a Necro and Mesmer (both Sylvari) and not once have I gotten a Ruined Ore Chunk while mining with them, again neither while being attacked and not.
I understand it’s in the game to keep people from ignoring mobs while they hit different nodes, but why is it so inconsistent that I’ve never seen it happen on my other characters, but it always happens on my warrior? (yesterday I was actually trying to get a Ruined Ore Chunk on my Mesmer and Necro by mining while being attacked, but only got Orichalcum Ore. Then on my Warrior, got it every time I was being attacked.
Note: I was not using any abilities to blind or make the mobs miss, they were actually hitting me. This may need looking in to.
That skill has problems in general, teleporting back into the terrain sometimes. (Right next to the waypoint in Garden of Ilya if any devs see this)
I’ve been stuck house sitting for the past 6 hours while people redo my two bathrooms, they’ve piled stuff in front of the door to the room with my computer in it so I can’t play GW2, I don’t have any food in the house and can’t leave to go get some, and I really need to pee.
Balthazar open on Maguuma!
Thanks Kando! Been needing to find one open!
Same here… came to the forums to check for this very thing. Sitting at defend the docks, no enemies, all canons firing at the ship.
Ha, I had noticed this about the second week… I had forgotten about it though.
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