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Why is the Greatsword so great?

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Posted by: Aseyhe.2948

Aseyhe.2948

The vulnerability on the greatsword autoattack pushes it above axe if you have 2 or more allies (doing comparable damage to you).

Skills 3 and 5 are too clunky to count as “movement oriented”.

Whirlwind Attack “clunky”? I never noticed that. I find it incredibly reliable as both a movement skill and a dodge.

(edited by Aseyhe.2948)

Warrior bug compilation. [Closed, used the sticky]

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Posted by: Aseyhe.2948

Aseyhe.2948

Battle Standard goes on full cooldown (instead of 4-second interruption cooldown) if it is canceled or interrupted more than halfway through its cast time.

Sword auto attack cancels dodge.

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Posted by: Aseyhe.2948

Aseyhe.2948

There’s been some past discussion on this topic in these threads if you’re interested:
1H Sword and Responsiveness
I feel 1 hand sword could do with looking at.

Why is the Greatsword so great?

in Warrior

Posted by: Aseyhe.2948

Aseyhe.2948

Why is the Greatsword so great?

For PvE at least, it’s really Whirlwind Attack. Extra dodge on a 10-second cooldown that also happens to do a lot of damage and move much farther. This skill is the main reason I keep greatsword as one of my weapons in PvE. It’s just an amazing survivability tool.

Jewels are as good/better/cheaper then runes for your armor

in Guild Wars 2 Discussion

Posted by: Aseyhe.2948

Aseyhe.2948

Orbs (and their lower level versions: crystal, shard, lump, nugget, pebble) can go in any upgrade slot, but jewels can only occupy trinket upgrade slots.

quick question: does power increase bleeding damage?

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Posted by: Aseyhe.2948

Aseyhe.2948

Quick answer: no

Bleed damage per second per stack is simply 42.5+.05*(condition damage) at level 80 (at least by my measurement). It cannot crit and is not affected by power, weapon damage, or target armor.

(edited by Aseyhe.2948)

Nothing comes close to Greatsword for PvE...

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Posted by: Aseyhe.2948

Aseyhe.2948

I spent quite some time testing and timing the dps on different weapons and came to the conclusion that axes deal the greatest amount of damage with normal autoattacks. The greatsword is just too slow, in the time it takes for it to do 10,000 damage, the axes will do double.

Has anyone else looked into this?

Here is my data. Some of it could be outdated.

  • Axe #1 hits 6 times, each for .75 multiplier (so 4.5 total), in 3.6 (±.03) seconds.
  • Hammer #1 hits for .9+.9+1.2=3.0 multiplier in 2.83 (±.03) seconds.
  • Greatsword #1 hits for .7+.7+.9=2.3 multiplier in 2.40 (±.03) seconds.
  • Greatsword #2 hits 8 times for .54 multiplier and once for 1.08 multiplier for a total of 5.4 multiplier in 3.60 (±.03) seconds.

The multiplier (or coefficient) just scales the damage done, i.e. damage is proportional to the multiplier. Damage dealt is also proportional to weapon damage, and greatsword and hammer have 10% larger weapon damage than axe, so this must also be taken into account.

Thus, axe #1 outdamages greatsword #1 by 18.6%, hammer #1 outdamages greatsword #1 by 10.6%, and greatsword #2 outdamages greatsword #1 by 56.5% (per execution time). This is ignoring the vulnerability stacking effect of greatsword #1; it maintains an average of 6.7 stacks of vulnerability, adding 6.7% (direct) damage to the target.

(edited by Aseyhe.2948)

Nothing comes close to Greatsword for PvE...

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Posted by: Aseyhe.2948

Aseyhe.2948

Greatswords are designed for pure DPS so that’s about it. Hammers are somewhat better when it comes to damage mitigation and control.

Whirlwind Attack is an amazing defensive skill to the extent that I favor greatsword over hammer for personal survivability. Hammer, however, is better at also helping your allies survive. Also, unless you’re using Hundred Blades on cooldown, greatsword doesn’t do that much damage, at least in solo play. The greatsword #1 chain does less damage than most other melee weapons, though the vulnerability stacking can make up the difference in groups.

"Tactics" trait line bug?

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Posted by: Aseyhe.2948

Aseyhe.2948

Think you mean “discipline” trait line. And yes, the “3% burst damage” effect does seem out of place when 30% is the norm for such effects, though I wouldn’t say that trait line needs to be any better than it is.

Is it possible to stop a skill from being cast after the button has been hit?

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Posted by: Aseyhe.2948

Aseyhe.2948

The “stow / draw weapons” keybind or Esc key are the best options since they cancel the spell at no cost (unlike e.g. dodging).

Weapon swapping is capable of canceling a few casts that the aforementioned method cannot (like charges and leaps), but comes at a high cost.

Math please

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Posted by: Aseyhe.2948

Aseyhe.2948

I use the heavy armor dummies in the Mists. They seem to have 2600 armor. Also, the third tab of the PvP weapon vendor contains “steady” weapons which have a fixed damage range, making testing easier. It’s pretty easy to verify that doubling your power doubles your damage.

Testing armor is a bit more difficult since you need to let something hit you, and that thing presumably doesn’t have a steady weapon. I let some creature hit me about 10 times each at two different armor values, and the results — 1035±10 average damage at 1985 armor and 1236±12 average damage at 1642 armor — were consistent to within 1 standard deviation with the hypotheses that damage is inversely proportional to armor.

(edited by Aseyhe.2948)

Help: How do you use the keyboard & mouse?

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Posted by: Aseyhe.2948

Aseyhe.2948

I never use the number keys as primary keybinds in any game. Typically I use EDSF to move (with S and F as strafe, not turn) and QAWRTYGHCVBN (or some subset of that) to use abilities. In GW2 I also bound skill 1 to mouse button 4 (a thumb button), so it’s easy to keep mashing it in any situation.

(edited by Aseyhe.2948)

1H Sword and Responsiveness

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Posted by: Aseyhe.2948

Aseyhe.2948

Having Pounce as the first attack means you can repeat it indefinitely without a target — or with a target, if you miss — thereby traversing a map extremely quickly. Certainly it’s not an insoluble problem, but one should at least consider what a solution would entail. Do we forbid the player from initiating their attack without an in-range target?

My personal opinion: Leveling Is Disappointing Past Level 50

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Posted by: Aseyhe.2948

Aseyhe.2948

The undead drop bags which can contain other trophies, but it is true that you will probably find more bones than anything else.

My personal opinion: Leveling Is Disappointing Past Level 50

in Guild Wars 2 Discussion

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Aseyhe.2948

I feel like the leveling zones get a lot worse too. I like the zones until like level 60, the zones for levels 60-80 were pretty lackluster. Frostgorge Sound was decent (not great though), but the other ones were just not fun, and they suffered from the same thing as the story quests — RISEN risen, risen, risen

Fireheart Rise (60-70) has no Risen. Actually the entire Fields of Ruin / Blazeridge Steppes / Iron Marches / Fireheart Rise sequence (level 30-70) is free of Zhaitan’s presence — and for my own part, I consider those my favorite zones.

(edited by Aseyhe.2948)

Mystic salvage kit - less than 25% rare salvage?

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Aseyhe.2948

Well unfortunately, since it’s 25%, you could technically salvage 1,000 times and not get a rare, since it’s 25/100 chance every time. It doesn’t add up the more you salvage, or make it more likely to get a rare.

To sum it up, it does indeed seem like you’re having an unlucky streak, but don’t be gambler! Don’t think “My luck HAS to change now!” and keep going at it if you think you shouldn’t! :P

Even though it’s all chance, there are things you can say for certain. For example, if the chance of yielding rare materials is 25%, then the probability of not getting a rare in 22 salvages, as the original poster did, is 1/561 — pretty unlikely.

Edit: and CTzar’s outcome — 1 or fewer rares in 65 salvages — would have probability one-in-six-million.

(edited by Aseyhe.2948)

Power/Toughness/Vitality gear

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Posted by: Aseyhe.2948

Aseyhe.2948

Power/toughness/vitality is but one of a number of combinations that can be attained but not crafted. You can reference a fairly complete list here.

(edited by Aseyhe.2948)

Math please

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Posted by: Aseyhe.2948

Aseyhe.2948

I fear that there may be misinformation in this thread. The formula

skill damage = (power)(weapon damage)(skill multiplier)/(defense+toughness)

has been arrived at independently by many different people (myself included) and contradicts the claim that power and toughness merely add to and subtract from the damage. Direct damage is proportional to the source’s power stat and inversely proportional to the target’s armor stat.

Condition damage vs direct damage

in Guild Wars 2 Discussion

Posted by: Aseyhe.2948

Aseyhe.2948

This complaint doesn’t make sense because the condition damage stat increases condition damage by roughly the same amount that power increases direct damage. If you do damage with conditions and only stack condition damage, your damage increases by roughly the same fraction as that of a direct damage dealer who only stacks power (and not precision or crit damage).

(Specifically, in terms of fractional increase, condition damage beats power by 8% for bleeds and 9% for poison and loses to power by 30% for burning.)

(edited by Aseyhe.2948)

Best Racial Skills

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Posted by: Aseyhe.2948

Aseyhe.2948

Even though Warrior’s get a condition remover called “Shake it Off”, I would suggest going Human for an extra condition remover. “Prayer to Kormir” can remove up to 3 conditions from you, which can be useful for WvW and SPVP. You can always check the racials skills via the Guild Wars 2 Wiki website if need more help.

Just a quick note — you cannot use racial skills in structured PvP. You can only use them in WvW and PvE.

Battle Standard goes on full cooldown when canceled

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Aseyhe.2948

If Battle Standard is canceled or interrupted more than halfway through the cast, it goes on full cooldown. Report.

Dodge roll "randomly" fails [video included]

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Posted by: Aseyhe.2948

Aseyhe.2948

Hmh, never experienced this but haven’t played a lot on melee classes yet, just wondering, do you all have melee attack assist on or off?

Off

Greatsword vs. Axe/Axe

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Posted by: Aseyhe.2948

Aseyhe.2948

We might be talking about different things. I’m talking about Whirlwind Attack, a greatsword skill. Not Whirling Axe, an axe skill.

Edit: beat me to it.

Greatsword vs. Axe/Axe

in Warrior

Posted by: Aseyhe.2948

Aseyhe.2948

No — it evades every incoming attack over its duration, just like a dodge roll.

Greatsword vs. Axe/Axe

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Posted by: Aseyhe.2948

Aseyhe.2948

The greatsword skillset immobilises you. As in:

If you use hundred blades, you will be rooted.
Íf you use charge, you WILL charge to X location no matter what, you can’t cancel it. you are out of character control there.
If you use whirlind, you will whirlind to X location no matter what, you can’t control your character movement during this time.
Sword toss gives a small delay, a bump if you will in your movement.

Axe/Axe on the other hand is super fluent and mobile. None of the skills cause bumps/hiccups, you can keep moving/dodging all you want, while using all the skills you could have ever wished for. You are much more in control of your character and can keep up with others, without loss of control, hiccups and bumps.

Whirlwind attack is fully controllable, lasts between 0.9 and 1 seconds, and evades. It’s also more reliable than even the regular dodge roll (due to a bug). The claim that this skill limits mobility falls entirely flat to me. It’s incredibly fluid.

Not sure if it’s a fault of your settings or what, but Bladetrail (sword toss) has never had any effect on my movement. There has never been any “small delay” or “bump” in my movement when I use it.

Aside from those, I can grant you that Rush and Hundred Blades limit mobility. But Whirlwind Attack is so freeing that I would consider greatsword to have far more fluid movement control than axe.

1H Sword and Responsiveness

in Ranger

Posted by: Aseyhe.2948

Aseyhe.2948

Turn off Promote skill target, and turn off auto attack Control + Right mouse. You are now free to melee properly. Pounce isn’t really a position control as much as catching a fleeing foe.

Naturally I have had autoattacking and all auto-targeting disabled since the beginning. If I stop attacking, I am free to move. But as long as I attack I am immobilized, unless I juggle targets to take advantage of Pounce. That is the issue.

Warrior trait "fast hands" bugged?!

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Posted by: Aseyhe.2948

Aseyhe.2948

My testing has indicated that

  • After loading a map, the first in-combat weapon swap produces a 10-second cooldown (should be 5).
  • After performing an in-combat weapon swap, the next out-of-combat weapon swap produces a 5-second cooldown (should be 0.5).
  • After performing an out-of-combat weapon swap, the next in-combat weapon swap produces a 10-second cooldown (should be 5).

Relevant bug report

My thoughts after 200 hours

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Posted by: Aseyhe.2948

Aseyhe.2948

I’ve really had no survivability issues with warrior in PvE, whether soloing difficult events or doing dungeons. I use greatsword and hammer with the 5-second weapon swap trait. Whirlwind Attack is amazing — one of the most reliable evasion skills in the game, also doing a lot of damage. Against normal enemies, I can alternate Whirlwind Attack with Earthshaker every 5 seconds to easily avoid most damage. Both weapons also have a ranged AoE cripple to assist kiting — indeed I haven’t found a profession that kites more reliably than warrior in PvE. In most zones (not so much Orr due to the prevalence of ranged attacks, but it all depends on what sort of cover is available), I can take on 8+ enemies at once without much difficulty.

The build is not quite as strong against defiant enemies (bosses) as this removes the utility of Earthshaker. Still, between Whirlwind Attack, weakness from the hammer, and the cripples I don’t really have trouble surviving dungeon bosses.

I feel 1 hand sword could do with looking at.

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Aseyhe.2948

Is there any way to report this? There is no message just the title.

Why do you think they could use a looking at?
What is wrong with them?
What would you improve?

The original poster made this thread and then deleted it when he found another thread on the topic had been created in the meantime. Unfortunately, this forum doesn’t delete threads properly.

1H Sword and Responsiveness is that other thread.

(edited by Aseyhe.2948)

Rangers! Tell us how you play

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Posted by: Aseyhe.2948

Aseyhe.2948

My ranger is not yet level 80 but for outdoor play I favor sword/torch with two cats and a greatsword on weapon swap. I’m gearing full DPS stats (vacillating between Rampager and Berserker; need to run the numbers at some point). The sword/torch in combination with a cat kills solo enemies and small groups insanely quickly, and if I’m facing a larger group I can swap to greatsword for better survivability. The cat itself can solo any normal and some veteran enemies (especially with the “pets heal on crit” trait), and running two (near-)identical pets means I am free to use pet swap for the quickness and full pet heal without worrying about switching to the wrong pet.

Targeting

in Bugs: Game, Forum, Website

Posted by: Aseyhe.2948

Aseyhe.2948

4) add a cancel-action key. please.

Esc or the “stow / draw weapons” keybind

1H Sword and Responsiveness

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Posted by: Aseyhe.2948

Aseyhe.2948

On second thought, despite saying I doubt it’s going to happen, I’ll advocate it anyway. Make Pounce ground-targeted!

My main complaints about the sword are-

  1. Despite its animation displaying great agility, the actual effect of the sword attack chain is basically a self-immobilize (unless you juggle targets). This does not sit well with me from a believability standpoint.
  2. Making full use of Pounce requires quick juggling of targets — playing the UI in an ugly way.
  3. In places where position is highly sensitive (e.g. jumping puzzles), a mistarget while attacking can cause Pounce to send you flying off a cliff or the like.

Changing Pounce to ground-targeting would solve all of these.

Long bow / short bow

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Posted by: Aseyhe.2948

Aseyhe.2948

Longbow at maximum range using rapid fire and barrage on cooldown can barely outdamage shortbow autoattacking from the front (so no bleed), but in other scenarios the shortbow easily wins.

1H Sword and Responsiveness

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Posted by: Aseyhe.2948

Aseyhe.2948

My general thoughts on 1h sword are thus:

I would first note that I love the animation for the #1 chain. That alone is reason enough for me to hope it never gets changed into an ordinary autoattack. But that’s not to say I think the weapon’s gameplay is perfect as it is. So let’s move on to the gameplay.

As Khunvyel noted, ranger damage tends to be low compared to other professions to compensate for the pet’s contribution. Thus, greatsword, longbow, and axe all do fairly low damage. Sword and shortbow are exceptions, however — they are competitive with other professions’ melee weapons (warrior’s and guardian’s are the numbers I’m looking at). I’m not sure what the deal is with shortbow — it does require flanking to compete in this way, but its fire rate is so high that I sort of suspect it’s unintentional. But shortbow aside, this leaves sword as an outlier damage-wise. Therefore, one might argue that the inability to interrupt the attack sequence is a reasonable tradeoff for the sword’s high damage.

I leveled my ranger from 2 to (currently) 74 using sword as my primary weapon the whole way. I used torch off-hand — would have loved to use dagger, but its lack of AoE is prohibitive. The sword/torch/cat (pet) combination kills lone opponents insanely quickly and has no trouble against small groups. For larger groups I kept the greatsword on weapon swap. I had no trouble leveling this way — indeed I don’t recall any instance where the sword’s unresponsiveness got me killed (though it came close a few times). So I certainly do not consider the sword an unviable weapon by any means.

Now, the ranger is far from my first character. For most creatures, I am well familiar with what they cast and roughly when they cast it. As a result, I was generally able to predict when a dangerous attack was coming and stop attacking in time to evade it. This leads to Khunvyel’s “weapon of advanced skill” argument — and my response is that it depends on what sort of skill is in question. Sword #1 locks out movement and dodging for up to ~1 second while it is in use. This means that for most opponent moves, you have to predict them in advance before the cast even starts. There is certainly skill in predicting what the opponent will do next.

But what of other forms of skill? During most of the attack sequence, you cannot move, cannot dodge, and cannot use any other skills. This rules out reaction (at least in many cases). It rules out the use of careful positioning and movement to outrange, sidestep, or LoS an attack. You can only stand there and attack. On my warrior, I can use greatsword/hammer combination to take on 10+ enemies at once through judicious cycling of my evades, cripples, stuns, and knockbacks along with appropriate kiting and positioning. I can solo difficult ranged champions by utilizing a combination of evasion and cover. I cannot perform similar feats of skill with the ranger — or if I can, it’s primarily due to pet tanking, which is not particularly skillful. With the sword, either I’m attacking and standing still in front of the enemies, or I’m not attacking at all.

Thus far I have left out mention of the ability to take advantage of Pounce’s range to leap around the battlefield. Indeed, the fast targeting requirements introduce a pretty high skill ceiling for the use of this ability. You could probably use this capability to perform some pretty impressive feats. Unfortunately, this is also a pretty clear case of “playing the UI, not the game” that Arenanet expressly tries to avoid. It would be fun if Pounce were ground-targeted, but having to juggle targets in this way is not a skill I particularly want to master. (Actually if Pounce were ground-targeted I’d probably love the weapon, but I doubt it’ll happen given that it even further breaks the autoattack function.)

(edited by Aseyhe.2948)

1H Sword and Responsiveness

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Posted by: Aseyhe.2948

Aseyhe.2948

I don’t get where your numbers come from, since autoattack damage of Greatsword is always slightly higher than onehanded sword.

I tested it. Feel free to test it yourself if you doubt me. Sword hits for .6+.6+.7=1.9 multiplier in 1.80 (±.03) seconds. Greatsword hits for 0.55+0.55+0.65=1.7 multiplier in 2.60 (±.03) seconds.

Edit: On AoE strength, it is notable that kick (the second attack, .6 multiplier) only hits one target. Slash (the first attack) is a frontal cone like most melee attacks, while Pounce (the third attack) seems to be a general AoE (not only frontal).

Edit: Sorry, forgot to account for greatswords having 10% larger weapon damage than swords. So greatsword #1 actually does 70% as much damage as sword #1.

I have no idea why people complain about 2. It lacks responsiveness? Well maybe because it hits the enemy first before you evade back… however… in the hitting sequence I’ve observed that you already evade attacks BEFORE you start rolling back. The only alternative I could think about is removing the damage from Hornet sting for an instant roll back, only to make Monarch Leap hit harder than it already does.

Just tested this and you can still get hit during the strike (before the roll). So it does lack responsiveness, and that’s the whole complaint against it.

(edited by Aseyhe.2948)

1H Sword and Responsiveness

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Posted by: Aseyhe.2948

Aseyhe.2948

Disagree. Greatsword for the ranger is the most useful greatsword in the game. Sure it doesn’t have as much flat damage as some of the other classes have with it, yet it has huge control and passive survivability. Not to mention the coolest gap closer in the game.

Greatsword does very low damage — its autoattack, for example, does about 64% [edit: correction, 70% — forgot to account for difference in weapon damage] as much damage as the sword autoattack, and using all appropriate damage skills (i.e. those that do more DPS than the autoattack), it does just over half as much damage as guardian or warrior greatsword (ignoring profession mechanics). It does have a strong toolkit; the damage is just severely lacking.

(edited by Aseyhe.2948)

Charr run animation

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Posted by: Aseyhe.2948

Aseyhe.2948

Four-legging running is great, but it’s kind of odd that Charr NPCs never run that way.

Banner duration question

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Posted by: Aseyhe.2948

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It’s 90 seconds (or so); the tooltip is long outdated.

Do Mesmers get any better?

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Posted by: Aseyhe.2948

Aseyhe.2948

The clones are neat, but they take forever to run into range for a shatter so I end up missing that frequently. I don’t appear to have any way to handle multiple mobs whatsoever. I’m probably screwing that up somehow, but I don’t really know what I am supposed to do for multiple-target fights other than run in circles while trying to down them one by one. I had the hardest time I have ever had in low-level story quests with this profession because I don’t understand how to handle multiple mobs with it.

Between greatsword 2/3/4 and sword 2 I don’t have any real issue taking out groups of opponents. I would say mesmer is pretty rough before you get weapon swapping, though, as the #1 abilities are generally quite weak.

dodge bug?

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Posted by: Aseyhe.2948

Aseyhe.2948

Fairly certain that’s the same issue. In my reproduction attempts, depending on how I go about it, sometimes the roll animation will play fully.

Weapon swap cancels interact while still giving renown credit

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Aseyhe.2948

This concerns renown tasks that involve “interacting” with objects — in particular, those tasks where that interaction has a cast time that roots you in place. The bug is that you can swap weapons during the cast to immediately cancel it while still getting renown credit.

About melee in dungeons...

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Aseyhe.2948

Also, this may be specific to CM but the first boss, the giant golem, will periodically shoot missiles at a party member which will instantly down you if you get hit, and if he targets a melee character the missiles need to travel all of like 2 feet giving you no time to dodge. Although, this may just be a consequence of the problem listed above.

The missile barrage always follows the vulnerability beam (even if it’s targeting someone else).

Do Mesmers get any better?

in Mesmer

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Aseyhe.2948

PvE-wise, I find that once you get the “illusions bleed on crit” trait you can really do a lot of damage without even shattering — especially with the “clone on dodge” trait allowing you to keep 2-3 illusions active at all times.

Story Skipped or Changed? [merged]

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Aseyhe.2948

Character: Vehelon Galefury
Story step before being put on a different story branch: Level 70 — fail at something and lose the respect of my comrades (Marshaling the Truth)

(edited by Aseyhe.2948)

Warrior Banner Durations

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Posted by: Aseyhe.2948

Aseyhe.2948

Tooltip is wrong. Banner duration was doubled at one point and the tooltip never updated.

dodge bug?

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Posted by: Aseyhe.2948

Aseyhe.2948

You’re probably encountering this issue.

Is there a way to see the amount of time played on each character?

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Aseyhe.2948

/age

(have to add more characters before it lets me post)

Why GW2 hate the crafters, should I abandon crafting ?

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Aseyhe.2948

Typically I find that advancing 15 character levels gets me just enough trophies to advance one tradeskill by 75 points. My first character was able to advance one tradeskill (armorsmithing) to 400 while leveling without any grinding or outside help (trading post was down) — but in virtually every crafting tier, I had just barely enough trophies to do it.

Going from a level 30 Story Quest to a level 48 ( skipping the story line!! )

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Aseyhe.2948

I am following up on this issue now, and will keep everyone updated of any changes. I understand this is frustrating and will ensure that the the importance of the matter is emphasized. Until we are able to implement a fix, please be patient and keep us informed of any additional information or details should they arise.

Thank you!

Thanks for that. I have 88 hours invested in a character that was affected by a different story bug. If I have to remake it to fix the issue, then I’ll do so begrudgingly, but it would be great if it could be fixed another way. I think that ultimately, you are going to need some functionality for fixing broken personal story — if not now, then when/if you extend the personal story in expansions. Telling people today that their week-old character’s story is broken is one thing, but saying the same in a year of a character with hundreds or thousands of hours invested — that will be a different story.

Going from a level 30 Story Quest to a level 48 ( skipping the story line!! )

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Posted by: Aseyhe.2948

Aseyhe.2948

This issue should be fixed as of the latest build of the game, and while we will unfortunately not be able to reset characters which have already skipped the level 30-48 story steps, any new characters should not run in to this issue.

Can I take this as confirmation that we have to remake characters to fix such story issues?