Had the same issue last night. It was a long run with a group of ~GROAN~ and then that!
We found that the boss can be reset by leaving the area and re-entering, but it remains 2/3 no matter how often you kill the bunch. Leaving the instance did not work. Heard later, as some folks went again, that it again did not push past 2/3.
And as said, not server specific by the looks of this, since this happened on yet another. Piken Square, here.
So I ran into this thread again. And then after reading all what was said since last I put my two cents in, the very last sentence is what sums up the lack of feel in most the writing of Guild Wars 2, as it is now.
Faze6948Heroes don’t have to be nearly invincible in combat with sword or spell, they just need to have a heart and sprit like Samwise.
They gave Trahearne a gorgeous voice and brilliant accent, but no emotion lies behind it.
They gave him intelligence, but no gratitude for being able to obtain it.
They handed him a sword and the power to wield it, but not a moment of doubt or a thought went through his thick gray skull as he first barged into the fray.
He lacks heart. Anything he does goes without say. That also, makes it very hard to make him credible. One of the bottomline rules for writing any sort of adventure story, is that there has to be a conflict or a problem, that our heroes must overcome.
Sure, the Elder Dragon(s) count for a problem… but closer to home, Trahearne is near perfect and has absolutely nothing to strive for. Dedication: zero.
Destiny’s Edge, whilst given plenty of problems to solve, also lack heart. It was mentioned time and again by people all over the forum that they most resemble a group of snarky teenagers, and I can do nothing but agree.
Mourning a lost member is one thing. But passing the blame on for that long is a tad unrealistic. If nothing else, it shocked me that aside from female-Trahearne Caithe and emo Eir, nobody was even remotely interested in doing what was right…
It felt too forced. “Look at Caithe trying to be good! Look at Logan crying and Rytlock worsening things! Look how Zojja is grumpy! Look how Eir is mother Theresa in Tyrian terms!”
They’re stereotyped and lack redeeming features until ages later… it feels forced.
(edited by Auruan.2837)
A couple of days ago, I had some discussion with several people, and eventually one guy snapped as he constantly disagreed with some of us. We told him to calm down and to not worry so much… and he misunderstood and just went ballistic. Welcome to the internet, eh! It happens, we all know how that goes… text doesn’t always convert feelings properly, less so if the person at hand has apparently had a bad day or two.
It resulted in this person blocking me and several others as we tried to calm him, but never once did he pause his slur of insults from behind the safety of his “this player is currently not online.” wall. To all of us. He event sent mails: mails we could not reply to due to the, “This player has blocked you.” message.
This feels unfair. This feels unnecessary. If a person wishes to block anyone – be it permanent or until he/she feels they can handle the other again – then so be it. But it shouldn’t automatically force the opposing party having to block them in return, just “in case” this sort of dreadful things occur.
I say that if you block a person, you have zero reason to still contact them. If you did, you’d not have blocked them. Therefore, I suggest to tweak the current standard of the /ignore function, and ensure that chat traffic halts both ways once a person has chosen to block another.
I second the initial notions. Waypoints – not just in this dungeon – are sometimes scattered in strange places or are missing entirely, save for the one by the start.
And the health. Some bosses are fun as they are, but a fair few are just dragging on too long to maintain that sense of entertainment. A bit less health, bit lower defence, or otherwise some tweaks to make fights more interesting… very much welcome indeed!
Indeed. The Symbol would’ve been a nice split; I got my fingers crossed for it still to happen, one way or another, some time in the near future.
Also, since it won’t let me edit my previous post for some reason, I wish to point out I agreed only with that rude fellow’s initial stance – not at all his way of handling the rest of this conversation. I wrote at so sluggish a rate, he got another condescending and most abusive rant in before I could even post my comment.
I’m almost afraid to say it, but I will anyway. Other than his interesting way of bringing it, I agree somewhat with Zeph’s view on this. I don’t intend to bash your view though, no worries, since I see where you come from as well…
Anyway! The one thing people should just keep in mind, is that structured PvP and general PvE are vastly different. As for WvW… for now, zergfest: I can’t imagine how that’ll ever change.
As a former Guild Wars 1 player, I can honestly say I was glad that some PvE changes never made it to PvP, and vice versa. Back in the earlier days, ArenaNet placed a lot of focus on GW’s PvP – some people loved it, others did not – but the issue was that with every update they applied to a skill solely aimed at changing its PvP functionality, entire builds and layouts and even full styles of playing were forever erased from PvE.
There are builds – even if they weren’t the most effective, they were fun to play – that were simply never returned to how they were, which is sad. And already, the same has begun to show its face here: the Guardian Greatsword nerf isn’t so grand that it broke the entire game, nor did it break the profession at all, but it has discouraged a lot of players as it wasn’t properly motivated.
By ArenaNet’s word, the nerf was aimed at the retaliation upkeep being too easy to maintain, especially for its PvP purposes. But their change sadly affected PvE as much, if not more, than it did PvP.
Does it mean they should always split everything? Well, it depends. Some changes just cannot go hand in hand, when it comes to PvE and PvP. In case it indeed doesn’t at all work out, without entirely overhauling a skill’s functionality, I feel I’d rather have them try to set a split. Even if not permanently, then temporarily to see how it works in either PvE or PvP live, before deciding to push out the split editions and finalize the revised skill concept.
So for this one… maybe, eventually, they will even out a PvX version of Save Yourselves again, once they have found a way to. For now, I am glad they decided to do it the “careful” way.
Not at all sure I agree with them noticing or reading into anything properly at this point. This tiny buff to the symbol damage all but fixes what is truly wrong with the Greatsword.
For one, it doesn’t fix the layout, which is what bugs most players.
Those interested in the damage, the math, all can tell anyone at any given time that this +10% damage doesn’t get anywhere near fixing or altering what the initial nerf broke. It also does not adjust the retaliation thing they claimed was the aim of the fix. NOTHING was fixed by the Greatsword adjustments, as of yet.
I’m still waiting for that enlightening explanation. Sixteen days now, is it… mrmh.
I haven’t seen anything about Tahlkora, Xandra, Razah, Zhed, Master, Koss, Mellonni, etc, etc…
Tahlkora and Koss, at least, have armour pieces named after them.
I assume the Master of Whispers simply found himself some good folks to walk in his footsteps and then “vanished” to enjoy his last years elsewhere.
For some reason, I cannot shrug off the image of the old man lying in a hammock in an Elonian Hawaii-like settlement, in a flowery shirt, on a beach, sipping from a glass with a tiny umbrella in it.
This is what I got from fellow players, and apparently the official wiki page.
The token can be handed in to the NPC described in the token’s own text. The thing is, this NPC stands at the end of the Story Dungeon. INSIDE of it. In theory, we’d have to re-do the entire dreadful thing… to obtain a thing we were already meant to have.
Rumour has it, that this is due for a fix, and that they wish to move the NPC to Fort Trinity, outside the story… but for now, it’s inside.
Ruien.9506Thats why I posted earlier about laughing at the people who cant do these dungeons. It isnt that I am being a butthead. Its that bad players are actually finding out for the first time that.. they are bad players. I find that to be funny.
Got to admit, this holds some truth, but it’s not always the case. Sure, not dying and wasting hours in the same place makes these experiences more bearable.
But does steamrolling most dungeons like such equals having fun? Not always.
Not if the process itself was still bland and dull. The dungeons themselves, whenever I get a pug, are doable. More often than not, my groups don’t ever wipe entirely, save for a select few members of the group dropping, but that’s about it.
Does it mean I always had fun during these runs, even if I was the star player of the day? Nope.
So far, I’ve not met any dungeon I found so much fun I wanted to do it and its exact same path again right away, even if nobody died, we played perfect, yadda yadda.
That pretty much proves that the dungeons could really be improved, and that it’s not just the player base needing a kick under the bum and a “grow up and learn to play” speech. But yeah, as you said some people do need a push in the right direction, and should look into their professions’ traits, skills and potential use a bit more than “OMG DAMAGE EET ALL!”
AdliBot.4718Have the group focus on one champion first (while dodging the boss’s aoe), then the other, then the boss. I tried this one time with a PUG, and we didnt even wipe. Dodging is very important and takes a bit of practice. To me thats a lot more fun as compared to stressing out on whether we can pull the champions without attracting the boss. Just make sure most of the people in ur group has ranged weapon equipped.
That is exactly what we do, and it works. But it’s dull and frankly, these two champion mobs don’t add much to the fight. If they had some interesting mechanics, then I’d forgive their presence. But all they do now, is waddle about, hit stuff, ditch out more damage – while the boss himself does plenty alone – and provide another bezillion health together that makes the fight far longer than anyone would want it to be.
It takes the fun out of the fight, without even attempting to add a proper challenge to the fight as a whole. The fight would be no less difficult if they were gone. It’d just become a tad shorter, which is rather desirable, considering the boss’ health and his capacity to kill an entire team in one AoE if they’re mucking around and failed to dodge.
“So don’t muck about”, said the professional players. Indeed. Thank you, Sherlocks of the world. We try not to!
Still, I stand by my opinion: these champions are optional and needn’t be there, whatsoever, as they are now.
Same for the final fight.
What do I expect? How about a boss that provides an active challenge, rather than a rinse-and-repeat experience of swimming in gorgeous little circles, tucking spears or trident spells at him, whilst hoping he doesn’t glitch into anything.
Even just the pillars being removed, or the space to swim around in would help at least a bit, as it’d at least ensure he doesn’t glitch, gets stuck or spazzes out.
I’m no designer. I don’t pretend to know what can and cannot be programmed or invented for fights such as these, less so since by my experience, the underwater combat has yet to be perfected… but I still feel that this, even if by tiny changes, could easily be fixed into little less dreadful an experience.
Yesterday evening: 60 FPS, dropping to a rough 30 in extremely crowded areas or dungeons with plentiful spell effects.
This morning, post patch: 30 FPS, dropping to 5 on every single movement, regardless of the amount of things going on on-screen.
Explain.
It may not be as fun, or ravaging in terms of damage, but mace/shield or a staff and the Altruistic Healing trait, in addition to some shouts make for nice tanking. At least, in terms of survability. The lack of interesting GS mechanics don’t exactly make me eager to equip it solely for its fifth skill any longer…
Two weeks. Not a word from the devs. It’s strange, mh.
Alias.6302Just a FYI: You can pull the quaggans separately for the second boss fight. Just stick to the right wall, hit one of them with ranged, and fall back. The boss may come after you, but he will de-aggro if you fall back to the water’s edge.
I’m not sure if this is an exploit, but it’s a much more reasonable way to survive this fight.
Exploit or not, this is something worth looking into. Thanks for the tip.
zencow.3651I don’t get why path 2 takes longer than path 3?
As for this. Just a personal observation, really. I guess it varies for all of us as we do this stuff, but…
The underwater part of path 3 isn’t as “intense” as the bit in path 2.
Granted that they are veteran jellyfish in path 3, they can easily be manipulated and killed. The Quaggans can even be lured onto land, and the lone fish don’t do snot for damage. The Sons in path 2… hit like trucks and glitched into walls repeatedly. Nasty!
The bosses, same story. Path 3’s boss is a dud, but granted you spread out and damage on and on, you’ll seldom die on the way, or will be rallied by one of the many jellyfishes detonating around the screen.
Path 2 lacks such a mechanic, and makes it a long kiting process. Then path 2’s boss’ capacity to outright one-hit whatever got in his path with his torpedo-style assault… way overpowered.
You wipe on that, you’re in for a long walk and a nasty swim, where Sons have bugged into walls and the boss only cuddles pillars as he goes to turn invulnerable or accidentally glitches himself into a reset. Kiting is possible, but it may lead to unwanted results.
Far worse in my book, as a whole, even if equally boring in the end.
can someone explain why we skip the burrow north of Hodgins until last? i’m not questioning that it works, i know it does. but can someone tell me why?
The moment you destroy either of the two burrows that spawn at the start, the next burrow pops up. If you were to kill both that northern burrow and the other one at once, you’d get Gravelings marching all over the place.
So people choose to destroy only one at first, then destroy the others it spawns, and then destroy the second burrow and its follow ups.
The simplicity in leaving the “north” one of the two options given, is that it’s easy for one defender to keep tabs on Hodgins when he/she has to cover only so short an area. That, and the other burrow requires more running, which is easier to do early on due to the Gravelings not having spawned in giant numbers yet.
Arah itself is long regardless of path, and provides some challenges that are interesting rather than an endless drag. Not all bosses, but a fair few from what I heard and have seen myself.
The thing is, this second path of HotW is just undesirable to play right now, when compared to the other two. Even in terms of rewards: it’s more useful to have a “well oiled” group do path 1 three times in a row to obtain as many tokens as a single path 2 run, and far more loot worth a similar amount of time. And even that’d be, I personally say at least, less a drag than having to kite the same boss around for 5-10 minutes flat.
Glad I’m not the only one then. Couldn’t find any particular mention of just this path… hence my massive wall of text here.
And I agree Dead.7385, the loot for this path is underwhelming too. Considering the amount of fights and difficulty.
They nerfed the weapon, not retaliation, but apparently didn’t feel they could be honest with us about it. I expect more.
Bravo! This. So true. So odd.
Been almost two weeks? More? I still am waiting, twiddling thumbs.
Any dev that goes so much as even “Oopsies!” or “Weeeell, we don’t know…” or even “We don’t really care, just carry on! Shhhh!” at this thread now will get a big bear hug from me.
It’s just weird getting no confirmation for our thoughts, or answers to our questions.
Long read incoming! But it had to be done!
Now that I have seen the entirety of the Honor of the Waves dungeon – all paths, story and explorable done – I can honestly say I feel that the second path choice in this dungeon is due for a change. A fix, perhaps, or just an update of sorts, as it is currently somewhat dreadful compared to the other options.
Let me say first that I’ve come to accept that boss fights in this game take long. It’s just how it is, and often mechanics make the fights fun or just bearable.
First remark: there’s only one Waypoint in this path. It’s a big dungeon, quite a walk back if you die at the end. Another Waypoint halfway or near the final boss might be of interest to look into.
The general mobs are fun and fine; same as always.
The first boss fights – the twin colossi – are doable. Lengthy, but with some patience and proper timing, they were quite the breeze.
So far so good, right?
A short walk more and we meet a big boss and his two champion lackeys.
What struck me as most frustrating here was the fact that none of them could be held or tanked long. The damage they cause combined is insane and their health pools… again, wow.
For this fight I just do not comprehend why the duo of corrupted Quaggan champions was even added. The boss alone is enough a pickle to deal with, with his excellent AoE and the cone of frost you must try and endure at all times!
Removing them, or rebalancing their health pools or damage output would be of possible interest.
After this, we venture underwater. The tunnel is a tad crammed, the camera flails about, but these are all things we know of the underwater combat as it is right now. We cope, and little more.
But then finally it comes! The final boss! Waiting in the furthest corner of the last room in the sunken ship. And he’s… a dreadful truck of a troll.
This path’s final boss is a dud. He hits like a truck, regardless of what you are playing as, and required a rough fifteen minutes of kiting and praying he didn’t kill anyone anymore. There was… simply nothing fun about this boss.
It’s a long fight, he can one-hit almost anything, his patterns were near impossible to see due to the required amount of kiting, and his defence stats are rather high.
(My friends confirmed that they dealt only about a fourth – if not less – of their usual damage against this apparently heavily armoured fellow.)
He then went on bugging into a pillar, and we all stared in awe as he turned invulnerable a moment. He LUCKILY did not reset and flopped out, but… whew!
Those pillars are a pain!
He died. Eventually… blub-blub-blub. Dead.
A chest. The end of dungeon loot. And a dull throbbing head with the urge to yawn.
Having some people scream in all caps, “NEVER AGAIN PATH 2 PLEASE!” after finishing doesn’t seem to be the way to go, whatsoever.
The other paths were fun, this one just doesn’t compare.
I hope this can be eventually looked into. And of course, any suggestions to make this dungeon more interesting and fun are naturally welcome, and any amazing tips of “lol you missed a mechanic”… please, give them all!
Bwahaha! That was written so “in character”, I could almost hear his voice actor dully read it aloud. Behold, Trahearne and the semi-automatic Caladborg as they venture to take over the world! Once he’s out the slammer, that is… unless his Sue powers naturally sped the car at unnaturally fast rates! Vrooooom!
Can do nothing but agree. The few objects that are of a proper size to sit on still have massive issues with clipping and… there’s some interesting floating issue, as well.
Just check the attachment.
Prior to the image was taken as I performed a /sit whilst standing atop a Norn chair. Took a while of fiddling, but eventually my character sat down.
Shortly afterwards, I began to float when I unequipped a piece of armour. It seems the whole collision programming is a tad off… even if we get no objects to actually interact with, like several other MMO’s have, these funny clipping errors alone should be enough to at least have someone look into this stuff.
Day eight.
Watched my greatsword gather some more dust on the wall. My friends visited and commented I should sell it, or see if breaking it yields me globs of ectoplasm. But it’s such a gorgeous sword! One from the mystic forge, no less! Bought three days prior to the massive outbreak of the greatsword “Auto-attack” disease. What a loss. What a shame.
Polishing my mace and shield instead, just finished double-checking the torch’s functions. They still work. Oh, and my scepter does too! That good old tennis racket of “far too slow to work in 90% of all cases”. The greatsword does not work well anymore. More dust sits on it now, the spark of electricity permanently off.
Sipping some tea, not heard any word from maintenance regarding the greatsword problem since. Guess those tokens from hard dungeoneering work are going to be spend on tooth pick weapons that hold no grace, that clip into my beloved Draconic robes, but alas! It is how it is!
Ah, the harsh life of an MMO player. Time for more tea… mhm.
The elite’s invulnerability doesn’t cover any condition damage done to you whilst it’s casting. That’s to say, if you have poison, bleeds or burn on you, it’s still going to count that damage. And that hurts. A lot.
The only way to “properly” use this skill is to time it right, and be prepared to cancel the cast if it seems to go awry. It’s mainly useful to reset your virtues with, Courage in particular.
Mattius. You kind of missed the point.
It’s not just a matter of the keybinds being swapped. It’s the whole fact ArenaNet wished to fix “A”, and to do so, they broke “B” and never even properly fixed “A”. As you yourself state, you can still upkeep retaliation 100% of the time – this was what they intended to fix, which evidently failed.
That means that their “nerf” is unnecessary and can be undone, so as to re-try to fix the retaliation issue in a matter that doesn’t dummy down the Greatsword to a 10 seconds of auto-attack styled weapon. Of course, we’ve all found ways around this nerf by now. I personally ditched my Greatsword entirely to find a substitute that’s fun to play, but that doesn’t mean I don’t miss having it as it was.
If nothing else, I stand by my point. ArenaNet should explain to us why they thought this better, and show some real numbers in explaining how they came to conclude such. It’d be nice to have at least that sort of back-up, so we can stop questioning them.
Agreed, legendde. It’s been days.
Any sort of reaction would’ve been massively appreciated, regardless of the content.
Changing things on so big a scale is a massive risk. And they were willing to take it, as they have so often in the past with Guild Wars. Both for the good, and the bad. Now this one is received with massive negativity. So many people commenting with complaints but also with keen suggestions, I hope they’ll soon make use of it.
It’s not as if setting up these forums and the expenses of maintaining said forums were done in vain… right?
In what way is a weapon where your cd lowest an any ‘real’ ability has an 8 sec cd fun to play?
It is just awful to play now.
Not to mention the overall damage nerf is somewhere in the vicinity of 20%. I fire off my ability then sit there and autoattack for 8 sec… its an eternity.
Its boring as puss.
And 2 of our other weapons, scepter and staff are garbage.
The damage nerf alone would’ve been fine in terms of balancing the Guardian, as I totally and entirely agree they are really rather powerful compared to some other professions. And yes, retaliation was a part of that.
The thing is, you have an immensely solid point, Relentliss.
It’s become BORING. Greatsword is the only non-clunky weapon with decent damage output for Guardians, which was great for a main weapon. Even if I can get the job done with sword/x or mace/x, it is slower, it’s endless, it isn’t as much fun.
Wish they’d just adjusted retaliation, or removed it from the symbol for all I care. Let the greatsword be the pure damage weapon (glass cannon sword, all aboard!), and chuck the retaliation onto scepter or staff to give those more use as well.
Ah well. Still got my fingers crossed for some very solid in-depth explanation as to why exactly everything – cooldowns, keybinds and uses – was juggled around like this.
I stand by my previous comment, even if it were removed for the fact I was indeed remarkably frustrated, for which I apologise to whomever it may have offended at the time.
So yes, this update still is rather nonsensical. If you wish to fix one thing, do not break another thing to try and achieve it. Retaliation needed a review, and a tweak. So, I get that. But I don’t see why exactly that affected the entire mechanic of the Guardian greatsword?
More importantly, why the keybind swap? Of course, readjusting takes a few minutes, maybe an hour or two at most, but it is still rather vague as to why this was done in the first place.
If nothing else, it’d be nice to be able to just drop and drag the skills for each weapon as we see fit. I’d have used the actual keybind menu to do it myself, but that means I also juggle all other skills on other weapons across my entire account.
That only worsens the matters… so some sort of extra “fix” would be nice, eventually.
Also, for those seeking alternatives to this clunky new greatsword layout:
Mace/shield and sword/torch are rather fluent, the latter in particular can ditch out some fair damage, especially if you can trait into lesser cooldowns and more damage.
Just a shame the Zeal traits are losing their usefulness like this.
My main issue with Trahearne is that he is very much a Mary Sue in terms of how he was introduced and “developed”. Particularly the (lack of) development gets to me when it comes to him. Not even going to take his flat and boring voice in consideration, just looking at the character from a writer’s perspective here.
They introduce him as a very calm scholar, whose knowledge will be of great importance to the grand finale, who just so happens to have the necromancer sort of power to be able to hold his ground in times of need.
That was fine. Credible. He read a lot, learned a lot, tried things out and can summon some minions to protect himself. A decent and believable character so far.
Until… they began to break that down and added and added and added, without ever letting him suffer a consequence for it. They gave him a legendary mighty sword, a new position, a burden, a title, everything, but never once did he question it. Hell, he didn’t even do so much as gasp or blink!
A scholar gone warlord is far-fetched, but not impossible if written well. That’s to say, he’d not understand why he of all things was chosen for this. He’d need some help, a push in the right direction. And that is what the player character could have been for. To aid him as a friend and dear companion, rather than a nameless pawn for him to push around… a pawn whose glory he keeps on stealing by pretending he was the one doing all the hard work.
For example, Trahearne and the player seeking out Destiny’s Edge to get their stories and advice would’ve made for quite an interesting plot point.
Did they ever consider tis? No.
Why didn’t they? Because they eliminated the need, by tossing everything at Trahearne automatically. I filled in part of his personality in a rather lengthy and decent Mary Sue test on the web. He scored 38/50 possible points, solely because he gets everything by default.
I hope that eventually they can fix him… one way or another. He needs a kick and a new spot to claim, one that doesn’t tower over every other character for no apparent reason.
In my view, mounts may have some interest for World PvE but in a lesser degree than for WvWvW.
This is a point that I can agree with. In general PvE, traveling methods and traveling times aren’t so bad that they’d require players to get a mount to make it more bearable. It’d just be… pretty, I suppose.
In WvW, having a mount to hop onto every now and then, would be quite nifty. The traveling times aren’t too bad as they are now, but arriving just a few seconds late, only so you get completely obliterated by the army up ahead… and then have to re-run the entire zone… well. Ouch.
If they ever introduce mounts for PvE situations though, I hope they won’t make it some humongous collection as other MMO’s (thinking of WoW, Aika Online, Perfect World etc.) but simply provide players with an option to get a fitting mount in the beginning of each zone for a small fee, to suit their needs whilst they spend time in there. A mount you give up on as you leave the area, but are perhaps free to reclaim once you return.
That’s to say, in the northern regions, you’d probably run around on a Dolyak. A rented one, one you got from a Norn innkeeper or some sort, to fit the actual lore of Tyria. If you headed to Kryta, you might end up with a horse of sorts, or a Golem vehicle for the Asura places. And again, not one you’d drag into cities to clot areas with whilst AFK’ing.
Naturally, that’d add a reason to travel to each region, to obtain the various mount “rights”… and for that, an achievement, a title, a nice goodie or two… well, who knows.
Anything to prevent me from having to roll around a hundred different drakes, mammoths and bear bottoms to try and click an NPC in a city.
Mounts would not make the waypoint system any more or less interesting. It’d only add a permanent speed buff, if even that. Adorable, but unnecessary.
Visuals might be cool. I can do nothing but agree; a dolyak to tour around or some sort, that’d be lovely.
BUT. As you may have noticed, almost every profession has access to decent enough speed boosts to have extra movement speed going up almost all the time.
Not to mention the fact the game is buggy as is. Then the sizing issues. Ever picked up a rabbit or a chicken with a Charr or Norn? They scale. Textures get stretched. I cannot imagine they can shortly sort out ways to avoid that with mounts. It’ll look like poop.
Race specific mounts could solve this, but are likely a no. Why? Well. Knowing most MMO communities where mounts are bound to characters or races… the entire community is bound to start complaining!
“why don’t I get a horse?”
Or “why me no has dolyak T_T ima asura im sad puppy now”
You know how it goes, don’t you, folks!
And the clipping errors! Think of the massive clipping errors!
Right now they have not even implemented mere cloaks due to those. Think of all the swords, daggers and rifles vanishing into our lovely long coats, or hair textures overwriting helm textures from time to time.
I do not even want to know what my Draconic plate leggings are going to do when I am stuffed atop some saddle on some mount. See what I mean?
Mounts. Gosh. Maybe in due time, when the game is stable. A nice visual touch. Maybe a small speed boost. But it’s hardly something vital and truly necessary.
I’d rather see the current content fixed to perfection first…
(And yes, would they ever implement mounts, a dolyak mount is indeed my dream animal to tour Tyria with. It’s so fluffy, I’m gonna die!)
I reckon more people may have opted for this, but it won’t hurt to toss in a reminder, I suppose.
The original Guild Wars had a lovely green/orange/red dot to mouse over, to check one’s connection to the server with. Why not try and implement a similar tracker in this game, too?
It sure beats having to guess if it’s my modem or just an area on the server being laggy!
If I am not mistaken, LOD only adjusts how detailed the things in the distance are rendered. It doesn’t at all seem to affect view distance as we know it. I think toning it down might actually help more than having it set to max, as it means it will render less details and instead just displays the “generic” stuff first.
I might be wrong, but it may be worth a shot, eh.
“but his voice actor does best to deliver these lines.”
I stopped reading there. This voice actor, whilst having a gorgeous sound and accent, does NOTHING to deliver the lines. He reads them aloud. Flat.
Stoic doesn’t mean reading aloud. The man tried, no doubt, but if that’s his best, he may need brain surgery to re-implement some form of personality or social comprehension. I say he was given poor direction, or was truly bored of the character as we all are, even back when voicing him. I see no other option.
When an entire beach of soldiers is wiped out, and you are the puny scholar left in charge against the impending doom of undead ships, you’d not stand there sounding bored, as if discussing the weather as you murmur, “To arms!” at a total deadpan tone.
You’d probably scream that in panic, or in a way to try and convince your fellows not all hope is yet lost. Flat isn’t the way. Less so for a scholar gone warlord – he’d be confused, possibly scared, perhaps immensely impressed or very courageous about having been given this task.
SueHearne as we know him at this point is none. He isn’t even properly stoic, he’s flat and lacks a distinct personality. The teacup on my desk would make as good a protagonist at this point; equal personality values.
As my Guild Wars 2 folder appears to be a rough 2GB larger than my friends’ folders, I figured I’d reinstall and see if that remedies any crashing issues I am currently suffering from. Also, I played since the beta, so we simply suspect that the excess files consist of old things no longer necessary to run the game.
After all, these people play without crashing issues, on PC’s often worse than my own, and their client doesn’t seemingly require these 2GB of excess files
And so I went to peek, stared at the folder, went to my configuration screen and found…
Guild Wars 2 isn’t present on my PC.
Or rather, it does not detect it is installed.
It doesn’t pop up in the Program list, thus leaving me unable to uninstall, as the Guild Wars 2 folder itself also has no Uninstall application of any form or kind.
What am I to do now? Just do the oldskool delete with the trashbin, which is likely not at all going to remove it properly? Reinstall right atop the existing folder, and pray it overwrites or first removes the old stuff? Or is there something obvious that I missed?
Anyone got a clue?
one think i really cant believe is that arena is about releasing mac version of gw2 while pc version is still barely playable and not optimized
Buy to play format, buddy. They gain nothing from people who already have the game, at this point. Mac compatibility means more copies to sell. More copies sold means more money. Perhaps more money means they’ll be able to afford better ways of fixing what’s still broken!
Or so I’d like to think. Still crashing; been suggested to me after a few hours of waiting for my ticket to upgrade to 64-bit, but I can’t see this working for just everyone. Keeping an eye on this thread and the updates. Fingers crossed they sort this out soon.
I’ve been suffering from the same issue for several days now (presumably, one of the recent patches have increased the application’s workload), and also sent ArenaNet a ticket. After running the Game Advisor thing they pointed at, they got back to me after several more hours with a suggestion to upgrade my PC to 64-bit as it can handle it. Or alternatively, wait for them to sort out this issue for 32-bit users, by means of an update, for which they give no estimated time of arrival.
What I can personally suggest, however, is to notch your graphics down a bit. Make sure you have the “use best textures” disabled, and then manually select Low or Medium to ensure the texture option isn’t blanked.
It turns out the best texture thing wasn’t made for 32-bit users, and only worsens the memory usage.
Hope that’s of some use to you.
Am afraid that’s the extent of my knowledge; I’m also still waiting for ArenaNet’s further suggestions on how to fix this without/before obtaining a 64-bit OS.
Edit: Fixed the issue by another relog. Cannot find how to remove this thread, apologies!
While I agree only partially on Trahearne (often misspelled as Trehearne in quest text for some reason) being a Mary Sue, I have found that playing the game with dialogue muted makes it a lot more bearable. It’s his voice that makes me cringe the worst. And then, not the voice itself, since whoever voiced him has a glorious accent and a nice depth to it too, but he cannot act to save his character’s wooden bum.
Even if Trahearne is a scholar, a calm man, apparently somewhat stoic, I think “TO ARMS!” would sound at least a little meant. Any sort of emotion is missing, and not in a cool sort of, “I don’t care” way, which may have sounded interesting.
It’s just being read aloud. And poorly so.
To me, half the problem would be fixed if they could re-do some of the voiced lines, maybe fix the typos… the idea of a scholar becoming a warlord through a series of heavy events, isn’t all that bad, even if the player character turns so secondary it aches at points… but darn, that man’s voice work. Blergh!
I’ve been playing both professions in PvE and PvP (because, let’s face it, plate all the waaaaay!), and I honestly have to say that in terms of strategic butchering, the Warrior has the edge. When it comes to survivability and defensive play though, Guardians are the victors.
What you need to really settle on, particularly in structured PvP (but in WvW it’s likely about as important) is whether or not you’re the one to chase opponents for miles, or if you just are completely dandy with defending a point once it’s captured.
For chasing, Warriors are simply terrific. With greatswords (as you mentioned this weapon in particular), they get a charge, a crippling attack, a free dodge in form of Whirlwind and last but not least, a nice damage spike. Add to that the capacity to use their Burst to improve their crit rating by 20% for a few seconds, and bam. You got yourself some smooth kills.
Guardian on greatsword is more static. An AoE field, a swirling move with limited reach, a blinding charge, and an AoE “death grip” sort of thing to reel opponents back to you.
Even though you say you don’t want to test both and see, it doesn’t hurt to try regardless. It can be done really rather fast!
If you head to the Mists for structured PvP, you can set up even a level 1 character for full PvP due to the fact that all of them are set to 80 with the same Armours, Weapons, Trait points and Skills at their disposal. It may take but an hour to test both in a few tiny matches (account wide Glory, so… what the hey, it’s no loss to try) and then go from there.
But yes, personally I find Guardian to be more flexible for survivability, especially when teamed up, but Warriors are firm and absolute murder machines in the right hands. (Also, hammers. Warriors love them blunt bonk sticks.)
Hope that’s of some help! Saw a lot of others also tossed in their few cents, figured I might too. Whatever you choose, hope you enjoy it! I sure enjoy both my plateys.
The world event “Defeat Bria to rescue the captured cubs.” in the Iron Marches (Level 50-60) is currently stuck.
Simply put, the doors of the building Bria fled into cannot open.
Bria is inside, marked as a hostile, yet she is invulnerable and immovable.
Scholar Abel is also inside, and can still be spoken to despite the doors being locked shut.
This one may need a reset or some other fix. It confuses quite a lot of people visiting the area the first time, by the looks of things.
I actually was using the chat quite a bit, as were the others involved. I’d never seen the message before like it. A friend of mine has though, which he saw as he -relogged- from having been AFK too long. That at least seems a decent enough reason to me, but… yes. I was actively using the game.
Just now, I received a rather unsettling message which informed me I was to be kicked from the game in 20 seconds, if I weren’t going to resume “active” play.
As it were, I was roleplaying with some friends, meaning I stood still a while and used nothing but the chat. This is a thing that happens quite often during some types of roleplay, and to be kicked off for -actively- using my account, solely because the game doesn’t recognize I am playing… a little steep, don’t you think? I suspect it’s an anti-bot measure, of sorts… but for roleplaying people this can be quite unsettling. Whatever it is: odd!
Is there a way to avoid such unsettling messages and acts in the future? Other than me obviously running out to kill a random mob “out of character” to get back and get on with the fun…
Would be great to know!