Fojja – Vyxxi – Nymmra – Mymmra – Champion of Dwayna .. and more
Highly Over Powered Explorers [HOPE] – Desolation EU
Not going to bother with this one. Wasting $10/20gold on a soulbound item when I can just get (accountbound) ori picks for karma/4silver.
I’m all for convenience items, but not when they expect me to pay $80/160gold just to supply my characters with a mining pick when I still need to visit a vendor for the axes and sickles anyway. I can just as well buy a new mining pick because I’m already at the vendor right?
Now if it was a full set (pick+axe+sickle) it might have been worth the $10/20gold.
TBH, I’d rather have 25% speed signet, more than main hand pistol :/
Is it too much to ask for both?
If you have a free character slot, you can still get additional items.
Simply make another guardian and choose the item you want. Then find/buy a white or blue quality Heavy armor piece and have your second guardian transmute the goggles onto that headpiece with a basic transmutation stone.
The item should now change from Soulbound to Account Bound, so you can store them in your bank and have your other guardian pick them up!
Great grats you are the 1millionth person to make this thread.
Guess that means a lot of Mesmers would really like to have a pistol as a mainhand option; as seemed to be the original intention by ArenaNet.
Why else do we have 2 identical illusionary pistols with different names (Lyss and Ilya) that just happen to be none other than the dual-faced goddess of beauty, water, and illusion Lyssa (patron goddess of Mesmers)?
Let them fix all our weapons we have now and make the game not buggy before making new content.
But that will never happen. How long has GW1 been out now? Have they ever fixed all the bugs there?
Besides, fixing bugs and adding content are two separate aspects which are done independently from one another by different teams.
So a big YES PLEASE for a Mainhand Pistol option for Mesmers. Please let me use Ilya and Lyss simultaneously on my Mesmer as it was meant to be…
What you say makes perfect sense. As the thief is designed, however, a stealth build IS needed in order to survive. With the changes you suggest, I would hope the thief would then have a Hit Point Base higher than a necro (which it is currently tied with), a damage base on par at least with Ranger (who with pet can deal considerable more dmg than a thief who isn’t full glass cannon)… and I can say that because every single patch has reduced the thief damage output by 33% or greater on at least 1 ability.
Well, ofcourse. After my proposed rework they would have to review the class from a balance perspective. That might mean more base-health, some more front-load damage on certain abilities etc. etc.
I mean, the Thief (I prefer the term Assassin though) should be a competitive class that can stand on its own given a scenario without being dragged down by stealth as if it’s their ball-and-chain.
So I offer a potential base where ANet can work from in order to turn the Thief class from something that behaves like a crippled old man relying on his cane into something truly enjoyable and dynamic for everyone.
Personally, I believe they should rework the thief so their class mechanic to include stealth. Never understood why their class mechanic revolved solely around ‘steals a skill’ (which doesn’t make any sense).
As such I would suggest removing all stealth aspects from weapon/utility.
Then give the Thief a new F1-F3. Keep ‘Steal’ on F1 but add an F2-F3 that would change depending on the slotted weapons. For instance C&D being on F3 if an offhand dagger is equipped.
Natually new skills and utilities would need to be introduced to fill the gaps. But I don’t see a problem there.
At present time there are just too many variations on stealth with too great a focus on it through traits while having less variation on the rest. Even the traits seem to reflect ANet’s lack of creativity when they created the class ‘when in doubt, add (stuff to) stealth’. Imagine all those useless trait lines where you wished you had a trait for a certain build but you don’t because it’s all revolving around adding more and more pitifully small benefits to stealth. As far as I know there are like 12 traits that all revolve around stealth. I don’t recall any other class having such a heavy (forced) investment in something that apparently isn’t even considered their actual class-mechanic.
As such I think it would be more beneficial to rework stealth into an actual class-mechanic for the F-keys which might lend itself better to creative counterplay scenarios.
But then we have the ‘we need stealth to survive’ mentality; when in reality you don’t. Those people just got lured into a false sense of security (just as those that think stealth = invulnerable). With increased mobility (and proposed changes by ANet to improve on that even more); you’re looking at a true assassin who can get in under cover of stealth for a period of time and get out before people realize he was there (in theory). Applying stealth every time a Thief sneezes is just a crutch that people lean on because old habit has come to accept that disability in my humble opinion.
If you have a commander tag, put it on and try to get as many people in your zerg. Then run off a cliff at full speed and see how many blindly follow you like a bunch of lemmings.
Those people lying there dead on the ground are usually the ones complaining about certain aspects of the game and whining they should be nerfed.
This is my mesmer: Shalene Amuriel
There were some recent additions of waypoints and PoI’s because of the Guild Missions and 2 new waypoints in Orr. Not sure if they count, but looking at my alt (who only needs a few things in WvW) the score seem to include these new ones.
You can send an email at exploits@arena.net and include all the pictures and videos you want.
The only downside is that this (and ingame reports) will not allow you to report the individual using hacks; only that it shows some random nameless individual because they removed the ability to see account ID’s.
I always found it odd that the different orders give you titles like Warmaster, Magister and Lightbringer; but you don’t actually get the title… Even when Trahearne makes you commander, you don’t get the title and that guy at the end of your personal storyline granting you ‘hero of Orr’ (or something, can’t remember) doesn’t grant the title…
I mean is it too hard to make character-bound titles?
(edited by Aveneo.2068)
If I were Lead Designer, I would devote my team to fixing existing bugs first and foremost before moving onto adding new content. This was made easier because every class-forum has a pinned list with known issues (which apparently some devs don’t even know existed).
I would give Mesmers a mainhand pistol, as they were meant to have one at launch.
I would also focus on Ranger pet mechanics, rework the current Shouts into them (creating new utilities to fill their place) and adress the imbalance the 40%/60% has created because of fail-AI and give more front-load dps back to the Ranger.
In general I would focus on placing traits into their proper traitlines because some just don’t make any sense (traps in skirmishing???).
Lastly I would also add more versatility and less RNG to Engineers by reworking kits, restore Kit Refinement to something the Engineer can depend on (similar to Elemental Attunement), update their base-dps and include traits that would allow things like an all-gadget build or feasible turret build.
You fire a gun at the shooting range, wondering why the muzzle flash isn’t purple and why the bullet didn’t hit 3 targets.
SHAZAM! We’re still here and my duelists and I agree that I should also be allowed to use a pistol in my main hand.
I already have Lyss, but she feels very lonely without Ilya to accompany her.
So up we go; in hopes that ANet will agree that us Mesmers really need another ranged onehanded weapon for our mainhand. Especially one that’s not condition-based (scepter bleh), but a 900 range (1200 when traited) damage (power) based pistol.
^_^
Dear Santa, please give my mesmer a Mainhand Pistol (900-1200traited ranged power based) and I’ll never complain on these forums again…
(edited by Aveneo.2068)
Ah yes, I see now that the cooldown is reduced to around 12 seconds instead of 16. That’s good to know then at least.
(I’d still like a mainhand pistol though).
Shalene Amuriel is the name of my Mesmer.
Well, I’ll have to try it again and see if there is a difference (apart from the 20%-100% which is most likely a bug).
It’s just that both with and without the trait, the range will not change on the tooltip. Yet in both cases the iDuelist can be summoned at 1200 even though the red bar indicator would say it’s not in range. However, the iDuelist would still run up to the target and only attack when at 900 range when I tested it.
So the 20%→100% is nice but it will probably be viewed as a bug and changed accordingly; leaving us with a trait that would be pretty worthless as it would not affect iDuelist at all and only boost the range/cooldown of 1 single skill (Magic Bullet). To me that’s not worth spending a Master Trait on (or even an Adept Trait).
Come to think of it, I’m really hoping that someday soon Mesmers will get the pistol as a mainhand option. At least then the Master Trait would make more sense to me.
Well, I don’t know about you guys but I had a great deal of fun in EB tonight. Has been quite some time since last I played on my Mesmer but I really enjoyed myself.
Ofcourse there were the odd and awkward moments of the mysterious teleporting Guardian and a Thief running faster than … the server; but HEY! Who cares when there’s at least some nice tug-o-war going round with enough corpses to fill a zombie movie.
Cheers,
Shalene Amuriel
I tried it with and without the trait.
Without the trait I can summon my iDuelist from 1200 range (even though it’s listed at 900 and indicator makes you believe it’s out of range). iDuelist is summoned, runs to within 900 range and starts shooting.
With the trait I can summon my iDuelist from 1200 range (even though it’s still listed at 900 and indicator makes you believe it’s out of range). iDuelist is summoned, runs to within 900 range and starts shooting.
So uhm… What’s the point of this (Master) trait again when it only seems to affect the cooldown and range of a single ability (Magic Bullet) and doesn’t appear to do anything for iDuelist?
Neither of these issues are important enough to warrant your level of dissatisfaction.
An exploit is an exploit, plain and simple. My ‘dissatisfaction’ becomes warranted when devs pretend the issue has just recently come to their attention when it has been reported to them -in detail- quite some time ago.
We’ll look into this today and likely get a bug in on it, as that seems like something we’d prefer not to have be the case.
Good to hear you guys are finally going to look into this; considering that not only did I send a very detailed report including video to exploits@arena.net on the 15th of febuary, but also sent it directly to Habib and sent you the same one 12 days ago because nothing was being done about it!
Hey there Devon, thanks for your great presence in the WvW forums. I’d like to take this opportunity and let you know of an exploit. I sent the same message to Habib a while back, so you may know of it already (hopefully even working on a fix).
Now I had already sent a report to exploits@arena.net, but I figured it best to also let you know in hopes of suggesting a quick and effective way to stop it.
You see, at present time siege build sites can be thrown to a location up to 1200 range away. This has caused an alarming increase of abuse from certain players/guild in WvW who throw their siege back up into their invulnerability zone (that has a siege deployment restriction). This behaviour can no longer be attributed to being done by ‘randoms’ as certain images clearly show commanders calling the shots and manning the siege now.
As such I believe that this form of exploiting should be fixed as soon as possible. Not only is the siege placed in spots where it is (almost) impossible for the other servers to reach, but its defenders are invulnerable to harm. Imagine a trebuchet being flanked by arrowcarts and ballistae, with people manning them that are not affected by damage or cc!
As such I firmly believe that the easiest and most effective way to fix this is to reduce the throw distance. That way the build sites can’t be exploited by throwing them back up into invulnerability zones.
Currently siege build sites can be thrown up to 1200 range, which doesn’t make any sense. Setting the range to 200 seems more than enough and will effectively and immediately stop players from throwing them back up into spots where they are not supposed/allowed to deploy them.
Here’s a proof-of-concept video me and my guild did in order to find out why our opponent was able to constantly set up siege in areas where siege deployment was prohibited:
<removed the link because it was only meant for ANet to see>The video shows a spot on the western side of the Citadel. However, I have seen screenshots of players being able to throw them straight up on the east side (that steep cliff) as well.
Changing the deployment range of all siege build sites from 1200 to 200 would (in my humble opinion) be the easiest and most effective solution.
Greetz,
Aveneo
And while you’re at it, please also look into that exploit where people can abuse those warrior banners and the like to instantly revive dead Keep Lords over and over again (for which I also sent an email to exploits@arena.net on the 16th of febuary).
This is more of a general notification that you should change the mechanics currently being applied to ‘Revive Downed Allies’ abilities (like the Battle Standard). Now it’s being structurally exploitied because it also instantly revives a Keep Lord in WvW!!
Certain guilds are now doing this constantly by keeping their Warriors outside behind an unbroken door so they can’t be reached. Then once the Keep Lord goes down, one of them quickly rushes in to pop their Battle Standard to instantly revive their Keep Lord and run out. By exploiting this they can keep an area contested indefinitely.
As such I would STRONGLY recommend an immediate change of all ‘Revive Downed Allies’ abilities so they will no longer work on Defeated NPC’s (because they shouldn’t; as Defeated is not Downed). Only then can this extreme exploiting be stopped.
Thank you,
Aveneo
(edited by Aveneo.2068)
This is the one I’m using. It’s mainly for grinding in Orr but it feels sturdy yet pretty potent and I’m having lots of fun with it.
Ultimately Kit Refinement was too powerful as a tier 1 trait, and so far we’ve been avoiding swapping the tier a trait is in. Other considerations were improving the weak kit refinement skills on Bomb Kit and Med Kit, reworking the really strong skills of Grenade Kit and Elixir Gun, and also any kit refinement proc that gives a skill that’s already on that kit, like the Caltrops on Tool Kit.
And giving rangers quickness EVERYTIME they pet swap as a FIVE point trait isn’t “too powerful”? I honestly try to understand where you devs come from but some decisions you guys make don’t really make any sense what so ever.
Kit Refinement wasn’t too powerful at all, if anything 2 of procs were useless (looking at you medkit and bomb kit) 100 nades was a crap shot one trick pony build that basically is rendered useless after you do your burst. If you want to nerf something, nerf that kitten HGH nade spec. But I guess I don’t have to tell you guys that because you are probably already planning on nerfing our very last tournament viable build to the ground as well.
Please rephrase your statement to “We thought grenade barrage burst was too powerful so instead of taking the time to redo the damage numbers we just completely erased a fun trait engineers loved because it rewarded constant kit swapping because we are too lazy”
Sorry gotta be blunt with this one.
A better comparison would have been ‘Elemental Attunement’ in my humble opinion.
Two of our US guildmates playing on Desolation-EU also started having severe lag issues and eventually couldn’t access the game at all anymore. First they reported that Lion’s Arch seemed perfectly fine, but going to any other zone resulted in them getting stuck in a perpetual loading screen. Finally they also couldn’t enter Lion’s Arch anymore.
It really sucked as we were just on the 3/4 Fractal.
The only thing that annoys me in Orr are those events that spawn Champion mobs because of the number of participants who lob an anchor at you for over 8k damage and then hit you again for over 8k or his roomies roll over you in less than a second while you’re immobilized for what feels like an eternity. Same with a Champion Spider reeling you in for 8k damage and then doing a bite for another 8k.
And this for a character with 2800+ armor and 20k health.
Alright, let’s give Warriors and Thieves ‘Boon Hate’. Then give Engineers and Rangers ‘Stealth Hate’ (the ability to see stealthed opponents).
There, now there’s a hard counter for everything.
So with the Thief, we feel like their straight burst with some sets is too good as it is (Mug/C &D/BS/heartseeker), but a lot of other things are weak in comparison, which is bad.
The goal is to allow them to punish boons (something we also want to try with the Warrior) while also improving their mobility with all weapon sets (since Shortbow is already strong at that, but it overpowers other options).
As Allie said, we want to be careful to balance their WvW/PvE potential against their PvP potential, and then inside of PvP, we have to be careful to watch how they perform at high ranks vs. low ranks.
With all due respect I really hope you know what you’re doing; because it sounds like you have no clue.
Warriors getting ‘Boon Hate’ in the form of …say… a trait offering 1% more damage for each boon on the target I can get into.
Thieves getting ‘Boon Hate’ as a potential freebie on top of even more increased mobility when they are already nigh-uncatchable with certain builds being extremely overpowered in WvW (mainly because there is no hard counter against Stealth), can safely stay in berserker gear because of stealth and oneshot ~75% of the participants while easily escaping anyone else except maybe a D/D Elementalist does not sound like you guys know what you’re doing with this game.
So I really hope you guys keep a very close eye on preserving game balance across all modes of play. Unless you’re planning to rename this game “God Wars 2 – Thieves and Elementalists”.
That’s just the hologrid. Yeah, that’s it!
Can I have your … oh … nevermind…
^_^
I just got all the achievements myself. Man, some of those baubles were a pain to get!
or NES-themed rifles…
How about SNES?
I still have that one too!
Guild Wars 2 is a fantasy MMORPG. But that may or may not coincide with your definition of a fantasy MMORPG; nor does it need to conform to your definition of what you believe a fantasy MMORPG should or should not be.
If anything, I kinda like these little science-fantasy ‘tongue-in-cheek’ additions.
It seems that when getting hit by a blue monkey (when opening chests around the world), your movement controls can lock up.
This has happened to me a few times now where I was stunned a few times in a row by mobs (most notably those notorious blue monkeys) from the chests and afterwards couldn’t move/dodge/jump. My entire keyboard control for movement was gone.
Relogging fixed the issue, but it is extremely annoying.
Would have been awesome to have ‘octoroks’ jumping up from the water and shooting at you.
Lawsuit against what? Call me ignorant, but I don’t recall any famous brand or person by that name.
What an amazing update – love it! Big thanks to all who worked on this. Was running around this with my friends last night and large nostalgic grins all round.
I had an interesting conversation with my sons (four of them play the game) who also loved the box, but could not quite believe that in the old days all video games were like this…
I agree with making this a permanent feature. All the racial cities were supposed to have mini games, so why not just make this one the games for Rata Sum, especially as polymock is not ready yet?
I’d have to agree. It’s things like this that would breathe life into the other cities so we won’t have everyone and their grandmothers standing in Lion’s Arch all the time. The cities would greatly benefit from additions like Super Adventure Box being made permanent so people will spread out more.
If you’re with a group, ask them to CTRL-T the boss. That way you can press T to assist and you should be able to target the boss without any problems.
Didn’t want to sound ungrateful or anything as I really appreciate these fun extras that ANet gives us, but I just find it unfortunate that none of the extra events (to my knowledge) had a full set of weapon skins. So every time there’s temporary content someone’s character is going to feel left out; something which would have been no issue if a full set of skins would have been available.
That’s all
Yep, didn’t know that the entire Black Citadel actually floats on water until now
I was opening chests around the Black Citadel when one of them pushed me under the gameworld upon opening it.
I would guess it has something to do with the knockback/down as I was very close to the chest when I opened it. So maybe it couldn’t find a spot to push me, and decided to push me down.
At first I thought “I found a hidden level!!!” but unfortunately this was not the case.
My Engineer uses double pistol with a rifle in her backpack. This means I can’t get anything for her.
I really wanted some retro 8-bit guns.
Then you could come up with a 5th ability that doesnt suck.
Perhaps a gap closer of some kind, maybe a charge that does a combo finisher leap? leaves a fire trail behind you like elementalist flamesword? “shrug”I actually quite like that idea. I mean, I still like FT as it is for the most part, but having a gap-closer/fast-movement skill like that would be pretty nice. Maybe something like Burning Speed (Ele fire dagger mainhand 3).
“Point your Flamethrower backwards and use it as a jet engine, leaving behind a line of fire that burns foes.”
Actually, I briefly had a discussion with a guild mate earlier on FT1. Most people think it’s broken. I don’t believe it’s necessarily broken as a skill, rather that the fact that it attempts to automatically follow a target is its flaw. An Elementalist’s Drake’s Breath and Cone of Cold don’t miss 80% of the time. However, those skills don’t follow targets, they simply exit in a cone shape out of the player’s front. I honestly believe that if FT1 were changed to function in the same way that it would be perfectly fixed. It needs to not de-target, but at the same time not attempt to automatically follow a selected target just as those Elementalist cone skills do.
With regards to FT2 being a blast finisher—I don’t know about you, but when I use kits, I use cool-down reduction traits. Having an on-command Blast Finisher every 4 seconds with a 600 range seems a little overpowered to me.
Clusterbomb is almost identical in terms of functionality yet it has double the range (1200 range) and can be used almost indefinitely without the need of reduction traits (because it doesn’t have a cooldown).
http://wiki.guildwars2.com/wiki/Cluster_Bomb
http://wiki.guildwars2.com/wiki/Flame_Blast
Please compare and you will see that adding a blast finisher to Flame Blast wouldn’t be as overpowered as you might believe. Even with the addition of a blast finisher to Flame Blast, Clusterbomb would still be more powerful from my perspective
As to FT#1 being broken; I have to agree that it’s pretty ridiculous how often it will miss. On that note I’d gladly trade it for the FT attack being used by the Flame Legion in CoF.
My suggestions all revolve around the FT, as that’s the only weapon I’m really using with my engineer
http://wiki.guildwars2.com/wiki/Backdraft
Incendiary Ammo could also do with a little reduction on its currently ridiculous cooldown; perhaps reducing it to 45s? 45s still seems rather long for such a toolbelt skill, but the current 60s is just way too long in my opinion.
Also, I wouldn’t mind Juggernaut going back to giving Stability at the cost of reduced movement speed (the old Juggernaut). That way FT would fill the role of short-range point/bottleneck defender
http://wiki.guildwars2.com/index.php?title=Juggernaut&oldid=209198
At present time I don’t view the FT as viable for anything besides grinding in Orr (getting lots of loot there though).
So for me the FT would need some modifications/improvements in order to become viable in other gameplay modes.
I’ll offer my suggestions regarding the Flamethrower:
http://wiki.guildwars2.com/wiki/Backdraft
Incendiary Ammo could also do with a little reduction on its currently ridiculous cooldown; perhaps reducing it to 45s? 45s still seems rather long for such a toolbelt skill, but the current 60s is just way too long in my opinion.
Also, I wouldn’t mind Juggernaut going back to giving Stability at the cost of reduced movement speed (the old Juggernaut). That way FT would fill the role of short-range point/bottleneck defender
http://wiki.guildwars2.com/index.php?title=Juggernaut&oldid=209198
I know that implementing all my suggestions might make the FT overpowered (on paper), but with ANet’s apparent philosophy of ‘buff something by 5-10% = nerf something else by 50-100%’ I think they may want to try it the other way around some time.
And you know what I would like to have? A FT#1 ability similar to the one used by the Flame Legion in CoF!
^_^
Awesome! Thanks
To me the best example for comparison would the the Elementalist’s Elemental Attunement. That one clearly shows an (in my opinion) much more desirable scope of reliable and useful effects whenever an attunement is switched.
Personally I think ANet should have taken a similar approach with Kit Refinement, giving Engineers more reliable and useful effects instead of this slapped on hodge-podge of mostly useless, unreliable and short-lived gimmicks on an invisible 20 second global cooldown.
Personally I don’t find the Predator all that befitting and Engineer, but that’s just me. And I would never even consider the ‘clown gun’ either.
I really like the Asura Cultural T3 for my Engineer though as well as the Glyphic Pistol model
(Didn’t buy the headpiece or the gloves though as I liked mine better)
I had hoped for a discussion about cultural skins for kits or turrets and such when I came to this thread though.
(edited by Aveneo.2068)
Are these going to be available at some point, because I really want to complete my ’Destiny’s Edge’ Mini collection.
I mean, the Mini Zojja has been found embedded in the game files apparently, but no Mini Caithe.
http://wiki.guildwars2.com/wiki/Mini_Zojja
Or will these be used as added bonuses for Digital Deluxe expansion packs or something maybe (just like Mini Rytlock was part of the DD edition)?
Also reported the issue here a day or so ago:
https://forum-en.gw2archive.eu/forum/support/bugs/Jungle-Worm-boss-dies-before-event-starts/first
Basically the giant Jungle Wurm burst up from the ground and did that roar-animation and then simply vanished. And apparently only 1 person got loot and the 30 or so others who were there didn’t get anything. There wasn’t even a corpse of the worm as it basically died before the final event even started.
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