(edited by Ayrilana.1396)
Ascended armor costs went up by about 100G on average for an entire set. Ascended weapons went up by about 20G each on average.
Fortunately, all the things that you grind for are optional as they are not needed to access all content available in the game. You could make the exception for high level fractals since you need the AR. However, other than inflated stats and annoying instabilities, are you really experiencing something different from what you had doing levels 1-25?
Ascended trinkets can be obtained within a month. Rings cost 10 pristine fractal relics each and will take you 20 days at most. You’ll most likely complete it much sooner. Accessories can be obtained by doing guild missions. They’re 12 commendations each and you can earn at least 12 in a week depending on how many missions your guild has available. Other guilds often advertise guild missions in LFG. Amulets can be bought for 20 laurels in WvW. So it’s theoretically possible to get one set of ascended trinkets within three weeks. Some of the newer stats (from LS2) can be obtained quicker as there’s no timegate.
Ascended backpacks are cheap. You can spend around 100G for some. Livibg story ones tend to be cheaper. I believe that mawdrey may be the cheapest to craft now that foxfire clusters cost very little on the TP. There are HoT collections that also award ascended backpacks.
There are various sources for ascended weapons so you do not need to grind one specific area to obtain them. Specialization collections also award some of the ascended weapon types. You can change the stats at a fairly low cost.
Ascended armor is the costliest to obtain but it only provides a 2% damage boost. A little more if you use infusions. Nothing at this point is gated by requiring ascended armor other than high level fractals which is arguably not that bunch different content-wise from low level fractals. There are also many ways to obtain ascended armor if you do not want to craft is.
Legendary armor is strictly for appearances as they have the same stats as ascended. Yes you can swap stats but how many people truly utilize that on a regular basis out of the entire player population that has legendary weapons? We also now have the option to work towards the crafting the precursors although the wood-based ones are currently more expensive to craft than what you can buy directly on the TP.
TD becomes easy to navigate once you take some time and participate in the events. Doing the events for all four meta chains allow you to traverse the majority of the map.
Navigating is as simple as opening your map. In the bottom right is the option to go between layers. On the map are symbols such as cave entrances and ramps. Clicking on these will shift you to the layer that they lead to. You can easily trace a route by doing this which I have before.
Vistas, POI’s, HP’s, and so on show you how far you are from them. They also show whether they’re above or below you. If you open the map, you can figure out what layer they are on and then how to get there. The majority of them are obvious enough that you can determine the exact layer.
If you need a guide for map completion, you can google one as there is a video showing a route without using wallows. It also purposely takes the longer route in some places to show you how to navigate to different locations (e.g. From whispers camp to DS).
The map is not difficult to learn once you put in the time and effort. That time and effort is far from being an extraordinary amount. I did each meta chain as well as map completion. After that I spent an hour teaching myself to navigate based on what I already knew. You’d be surprised how interconnected the various sections of the map are.
You likely will not see any hints of an expansion until next year.
I actually agree with you completely. I think the biggest issue is that despite the maps depth, for 60 bucks, most people (myself included) expected a few more maps at launch. I think even just one more map with the breadth of the Tangled Depths would have been great.
My hope is that when they do these in the future, assuming they eventually tag Elona, Catha, and the Far shiverpeaks, they don’t simply relegate these to one simple super map. That would be a bad idea imo.
The number of maps that would be in HoT was listed on the website. I believe the website went live at the same time that they announced the expansion was for sale or maybe it was late August. If people were disappointed because they were expecting more maps then that’s entirely on them for not doing some research before making a purchasing decision.
I doubt it will be ascended. There’s no reason to get an ascended backpack for 10G and simply logging in each month. If you want relatively cheap backpacks, while doing work to earn them, then do the HoT collections.
That’s not true. There’s a hero point in Tangled Depths that seems only reachable by ley line gliding, and another in Auric Basin that requires Ley Line or Advanced gliding. Leaning gliding makes it easier to reach various points in the quest for Herta and also makes DS a lot easier. PACT commander’s last tiers give auto-looting and faster speed in cities, which are both very useful. Fractal’s last tier gives you access to singularities that help in fractals. It’s arguably tedious to get the last tiers but they’re far from worthless.
None of the hero points in the game require ley line gliding. There are ways around it such as leaps in DS for the spider one and gliding across from a height point in AB for the golem one.
I don’t know anything about the DS spider hp. My reference to DS was in terms of gliding between the islands in the final battle being easier (should have explained that better).
I’ve read about the jump tactic on the AB golem hp but so far haven’t been able to get it to work and gliding from the tree isn’t seemingly possible without at least advanced gliding. But I’ll take your word for it on this one and keep trying.
However – what about the Tangled Depths hp? It’s up high with no apparent way to jump onto it and there’s a strand of ley line energy going directly to it.
You do need advanced gliding for the AB one. I don’t know the exact location that they jump from but I have seen people glide across.
I can’t think of any HP’s in TD that require ley-line. Now there is a MP that requires it though. Can you be more specific to the one that you’re referring to?
That’s not true. There’s a hero point in Tangled Depths that seems only reachable by ley line gliding, and another in Auric Basin that requires Ley Line or Advanced gliding. Leaning gliding makes it easier to reach various points in the quest for Herta and also makes DS a lot easier. PACT commander’s last tiers give auto-looting and faster speed in cities, which are both very useful. Fractal’s last tier gives you access to singularities that help in fractals. It’s arguably tedious to get the last tiers but they’re far from worthless.
None of the hero points in the game require ley line gliding. There are ways around it such as leaps in DS for the spider one and gliding across from a height point in AB for the golem one.
Gaining every HoT mastery is about having higher number next to your name, so very few players care about it. Last level masteries itself are completely useless.
It’s more than that. Some people are completionists while there are others that want the new legendary weapons. It’s not just about having some number next to their name.
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When doing the Aetherblade Fractal, Kiel sometimes bugs and will not initiate the conversation to let you proceed to the final boss. She’ll just continue to follow you around. Her dying beforehand, and not getting resurrected, may be the cause as we did have to backtrack to get her.
I recommend removing the requirement to need her in the first place and making it so that interacting with that console next to the force field will let us into Frizz’s lab.
Don’t worry about the HoT mastery points for now. Based on guild chat last Friday, they may be planning to nerf some adventures. Since we know they nerf with a sledgehammer rather than a chisel, expect them to become brain dead easy.
(edited by Ayrilana.1396)
You get an audio cue regarding the pools and also see it announced in the chat log.
I don’t think a segment of the playerbase has the maturity to use that feature appropriately. It doesn’t matter if there would be a filter or not.
The oversized ape fight in HoT is overtuned on difficulty in the other direction, and not in a good way – up to the point where challenge turns into plain annoyance. The fight takes place in a very small area, and, to make things worse, the boss itself is really lame. It’s basically a reskin of a Mouth of Zhaitan. For the whole fight i was hoping that this was some kind of a joke, and the real boss will show up anytime now. God mightily disappointed, of course.
How is it overtuned on difficulty? Other than bugs, I see no issues with it.
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Or just hang onto the regular ones and upgrade them when you have spare mist essences.
What comes out of salvaging infused rings that does not come out of regular ascended rings?
More matrices.
I don’t know why are people running all over the place in this thread, I specifically meant the Skritt Thieves camp achievement event in Dry Top lol. I never meant it as there aren’t enough people as thing; it’s different from Evolved Jungle Worm if you looked at it in a holistic way.
When we go for T6 in DT, we normally have 2-3 people doing that event. It gets more difficult when there’s more people as the skritt scale up and take longer to kill.
Yes well, but more people sometimes means more cc’s and other stuff they bring to the table. It’s like how mobs in Chak Gerent will overrun a team of 5 but a team of 10 can handle the mobs, from my observations in the past anyway
You don’t need more people than that though. It can comfortably be done with 2-3 players. Having CC isn’t even required. Besides, having more people doesn’t necessarily mean more CC’s. Just look at Vinetooth Prime.
Perhaps you can do it in only 2 hours, but I bet you already knew where everything was. I haven’t a clue where anything is. I haven’t done much, yet, but I still have no idea where any of the HP’s are. At least the first time, it will take a considerable amount of time to get them. How to get from point A to point B is very confusing, assuming you even know where point B is.
Would a video showing the route to get the hero points that can be done solo help?
Thanks for the replies. I’m probably 25 hours into this one drop, guess RNG is cruel this week. Well…back to the grind.
Where are you farming because it should not be taking you 25 hours.
https://wiki.guildwars2.com/wiki/Nature_Spirit
Try the locations listed from the link?
(edited by Ayrilana.1396)
I don’t know why are people running all over the place in this thread, I specifically meant the Skritt Thieves camp achievement event in Dry Top lol. I never meant it as there aren’t enough people as thing; it’s different from Evolved Jungle Worm if you looked at it in a holistic way.
When we go for T6 in DT, we normally have 2-3 people doing that event. It gets more difficult when there’s more people as the skritt scale up and take longer to kill.
3 words, Evolved Jungle Wurm! This event is long past needing a change. There’s 3 mastery points associated with this event alone, yet pretty much since it’s introduction people have shied away from the event and now, you scramble to even get enough people to run 1 head, that may not be the one you need. Unless you’re on a scheduled guild run, which many people don’t even know about and those that do still don’t even bother because let’s face it, it’s not really a success unless all heads die and even a scheduled run doesn’t guarantee full sucess.
I’m against this being nerfed. It’s the only map-wide event left that requires a little effort and coordination to complete.
Just curious: do you run this every day?
The only reason I ask, and I’m not being snarky here, is that perhaps you are arguing against nerfing content that you don’t even do, and now is a LOT more difficult for the vast majority of players.
I’m not SAYING it should or shouldn’t be nerfed. I’m specifically asking you to express why what you’re saying has any weight – specifically if you don’t do the content daily.
Just did it last night. No, I do not run it every day.
Cool – thanks for taking my question the right way.
Also curious – did your map complete the entire meta?
That follow up is specifically intended as to understand whether or not the OP’s point has any merit (at least, from my perspective).
Yes, it was successful.
3 words, Evolved Jungle Wurm! This event is long past needing a change. There’s 3 mastery points associated with this event alone, yet pretty much since it’s introduction people have shied away from the event and now, you scramble to even get enough people to run 1 head, that may not be the one you need. Unless you’re on a scheduled guild run, which many people don’t even know about and those that do still don’t even bother because let’s face it, it’s not really a success unless all heads die and even a scheduled run doesn’t guarantee full sucess.
I’m against this being nerfed. It’s the only map-wide event left that requires a little effort and coordination to complete.
Just curious: do you run this every day?
The only reason I ask, and I’m not being snarky here, is that perhaps you are arguing against nerfing content that you don’t even do, and now is a LOT more difficult for the vast majority of players.
I’m not SAYING it should or shouldn’t be nerfed. I’m specifically asking you to express why what you’re saying has any weight – specifically if you don’t do the content daily.
Just did it last night. No, I do not run it every day.
I farmed the ones in Gendarran since everyone was flocking to Queensdale to farm it.
https://wiki.guildwars2.com/wiki/Wyvern_Scale
Should be any wyvern. Keep in mind that these items for collections do tend to be rare drops.
Barrel roll skill when gliding,does nothing but a barrel roll.
In case there was confusion, I wasn’t referring to movement skills like leap. It’s just some special actions you can do in the air for amusement.
Different skins based on guild, order, pact, etc.
Attack skills. Movement type abilities like we have when diving with diving goggles.
The ability to dive. Currently we have to take off the glider to descend at a rapid pace. If we could dive then we would not need to do this.
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Revenue from pre-sales generally aren’t recorded as revenue until it is realized. It’s usually booked under an account such as deferred revenue since it’s technically a liability.
I know there are sets of possible combinations. I am only trying to say that it is pointless for anet to include those combinations which are impossible to run for gold.
I agree for those combinations which are impossible. I know that there are at least five that are possible but I can’t really vouch for the rest. If the others are not then perhaps some of the spawns within them could be changed so that there’s a shorter distance to reduce the time running between points.
When getting gold for it a month ago, I noticed that many of the possible spawn combinations were feasible to get gold. Make note that the individual spawns are not themselves random but the sets of spawns are. It’s all about being able to quickly determine where the next mask is based on the mini map, how to get there efficiently, and to maintain the speed boost from the mushrooms.
3 words, Evolved Jungle Wurm! This event is long past needing a change. There’s 3 mastery points associated with this event alone, yet pretty much since it’s introduction people have shied away from the event and now, you scramble to even get enough people to run 1 head, that may not be the one you need. Unless you’re on a scheduled guild run, which many people don’t even know about and those that do still don’t even bother because let’s face it, it’s not really a success unless all heads die and even a scheduled run doesn’t guarantee full sucess.
I’m against this being nerfed. It’s the only map-wide event left that requires a little effort and coordination to complete.
is a legit business becoz is a trial account but this trial account is given free for life play time
but they greatly overestimated the worth of the game in the eyes of the players who come through via f2p. f2p has many other titles gw2 has to compare to.
Or they gave too much away for free and many F2P players were not interesting in spending any money in the first place. That is just one of many reasons why F2P players may not have purchased the expansion.
I can’t think of any events in DT that require a lot of people. Yes, there are some that require you to reach T4 but that’s relatively easy nowadays and I often end up on that tier when I hop onto the map for whatever reasons.
Most HoT meta event chains can be done solo or at the very least with a small group. There will be a point where you probably can’t solo the rest of a chain such as when there’s a champ.
Rather than them nerfing events to be easier to be done solo, I’s prefer they provide more incentive for players to do them. Precursor crafting requiring geodes and badges is one such example.
Or in other words, the OP should read the following:
https://wiki.guildwars2.com/wiki/Effect_stacking
And more specfically the section about intensity stacking.
In the second line, it reads:
“GW2 sales surged, driven by the launch of the expansion pack”And the tables are named sales breakdown, so i was thinking about copies sold.
So what are the numbers in the first link actually showing?
Sales in Korean Won per million.
Just to get this straight for my own understanding:
In 3Q15, GW2 sold around 21K copies of Core GW2 for a vastly reduced price.
In 4Q15, GW2 sold around 37K copies of HoT GW2 for the full price.
Regarding copies sold, it is the 3rd best game behind Lineage and B&S of NCSoft in the last 5 Qs.
B&S was released in 1Q16 in the western hemisphere, so you can expect a spike in sales for that quarter.I honestly would have expected it to skyrocket much more compared to 3Q15.
That’s not showing copies sold. They sold maybe 517K copies not counting regular gem sales. So a little bit lower depending on what the baseline is for quarterly gem sales.
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I just read the earnings report and nothing in there stated that it performed poorly. I know that some people are disappointed with the expansion but there’s no need to twist the earnings report towards a direction that itself doesn’t even support.
This was posted in another thread but posting it here to preserve the post. Players performing a search for condition damage vs condition duration (sinister vs vipers) will likely come upon this thread first and this should help them understand a little more clearer. I know that this was the first thread that I saw when I was looking a couple months ago.
Blood Red Arachnid.2493:I guess I’m going to have to start from basics. For this demonstration, I will give you a few things:
#1: There is a player
#2: Who is attacking once per second
#3: That applies a bleed once per attack
#4: That lasts for 5 seconds, base duration.So an auto attacking like scenario. Stripped bare and with its most basic premises.. There are few things to look at. First, consider this: if we were to do one attack, that attack would take 1 second, and would inflict bleeding for 5 seconds. Thus, the overall damage that the attack would do is equal to 5 ticks of bleed, and since it takes one second to execute that attack, that is roughly equal to 5 ticks of bleed per second. This may seem a bit odd, but consider this: while that bleed is ticking away, you are capable of performing other actions at the same time, which may add more bleeds or do more damage. This can be considered the “DPS per skill use”, and it is one way of comparing damage.
But there are other ways. Taking into consideration the fact that we can perform multiple actions while a bleed is ticking away, we can use this time to apply more bleeds, using the same “5 ticks of bleed per second”. Over the period of 10 seconds, we would see this happen:
1st second: 1 bleed
2nd second: 2 bleeds
3rd second: 3 bleeds
4th second: 4 bleeds
5th second: 5 bleeds
6th second: 5 bleeds
7th second: 5 bleeds
8th second: 5 bleeds
9th second: 5 bleeds
10th second: 5 bleedsThe crucial part being that, once we reach 5 seconds, the first bleed that we applied has expired, and thus the new bleeds replace the old one. While the overall damage inflicted doesn’t go away, the DPS of this setup is going to be equivalent to the damage that 5 bleeds will do. So, if your bleed ticks for 120, you will be doing 600 DPS, or 120 × 5. This is called many things, such as the stacking limit or the stacking threshold, and it is the average amount of conditions you sustain going through a rotation. You may notice that the DPS we got from the stacking limit is equal to the DPS we got from considering the “DPS per skill” method above. That is not coincidence. The time it takes to reach this peak is the “ramp up time” for conditions.
Now, lets add in a comparison. Lets say that, instead of lasting for 5 seconds, the bleed lasts for 8 seconds. Looking at a 10 second period, we’d get the following:
1st second: 1 bleed
2nd second: 2 bleeds
3rd second: 3 bleeds
4th second: 4 bleeds
5th second: 5 bleeds
6th second: 6 bleeds
7th second: 7 bleeds
8th second: 8 bleeds
9th second: 8 bleeds
10th second: 8 bleedsSee what happened here? The bleed lasts longer, so you get more concurrent stacks of bleeding at the same time. Assuming the bleeds do 100 damage instead of 120, this means that from 8 seconds onward, you will be doing 800 damage per second, which is more than the 600 damage per second that the previous setup capped at.
You can also consider this a DPS per skill use: one attack inflicts 8 ticks of bleeding per second, and even given the weaker bleed, this means that in the long run, you will do more damage and have higher sustained DPS than the 5 second long but stronger bleeds.
Lets take the bleeds in isolation. One 5-second long bleed, and one 8-second long bleed. Lets put their total cumulative damage side by side.
1st second: 100 | 120
2nd second: 200 | 240
3rd second: 300 | 360
4th second: 400 | 480
5th second: 500 | 600
6th second: 600 | 600
7th second: 700 | 600
8th second: 800 | 600
9th second: 800 | 600The 5 second long bleed stops doing damage at 5 seconds, and the 8 second long bleed stops doing damage at 8 seconds. What happened here is that, at 6 seconds, their cumulative damage became equal, and at 7 seconds, the longer bleed did more cumulative damage. So, even though the 8 second long bleed does more damage in the long run, it has a longer ramp up time, which means that in the short run it does less damage.
It’s temporarily removed until they fix it.
It may have something to do with people getting the ascended mats chest from the daily login rather than laurels.
Wait are people so blind as to not know there’s a simple path on the backside of the tower to jump onto, you know within sight line ?
Doesn’t matter when it comes to what the game considers a valid path when using skills.
Do you have any idea how utterly arbitrary that system is ?
Because it’s really bad at detecting actual pathing.
Some things do tend to get in the way of it but it is more or less reliable. One can assume that jumping onto the rocks and then onto the tower would not provide a valid path. Similarly the same with the Mossman in regards to the posts/roof/etc.
You know what they say about assuming right ?
Incase you want to argue this, it goes to show that “No Valid Path” isn’t what you claim to be. The way it detects valid pathing is horrible.
Jumping onto a platform, which cannot be reached by enemies, there would be no valid path. This is also common when trying to lose aggro such as in AC. Just because someone says that they assume, doesn’t preclude what they state from being true. It’s fairly easy to test this as well.
I have no idea what you’re trying to show with that video as it is marked private. Horrible is an exaggeration. You would think that if it were horrible we would see many more posts complaining about it.
That platform can be reached by MKII….so again what point are you trying to make here ?
Video is now properly unlisted. That’s on me.
As for there being more complaints, clearly you missed the huge firestorm that was the forums when the tried to “fix” this around 5 months ago…. https://forum-en.gw2archive.eu/forum/game/gw2/On-Shadowsteps-and-No-Valid-Path
Standing on a rock/ledge/platform while the boss attempts to hit you from below (yes there are some bosses that still have abilities that hit you), is a problem with pathing and the boss not resetting when it can’t reach the target. This is exploiting a bug.
So you’re going to cherry pick quotes now ?
Also lets point out that this boss doesn’t move. So again that whole quote while a cute attempt is utterly invalid.
Not cherry picking. Whether it moves or not doesn’t matter. Your position is dependent on that if the player can still take some damage then it isn’t an exploit. The quote shows that you are wrong. It also shows a situation almost exactly like Golem Mark II and calling it an exploit.
It shows a case that’s nothing of the sort like it.
The MKII can and will still attack players that are on that platform. Furthermore it never attempts to path at all. These two facts alone discredit that scenario of them remotely being the same.
That entire quote is about you being above a boss, and it moving to attack and being unable to fight back. Notice that in that quote it is directly referencing mob pathing, not player pathing. Making your claim earlier and this quote a joke.
You’re expecting an example to be 100% exact which will never happen. There will be no quote that will 100% match that of Golem unless it is one specifically addressing it. What you can use is a little critical thinking and see in the example that a bug was being abused which is why it was considered an exploit.
For golem, the bug is that the players on the tower should be dealing zero damage like, for example, they would in AC when standing on the wall while attacking the spider hatchlings before the spider queen.
About that critical thinking,
Lets analyze why it’s taking damage….
If you look at the MK, guess where its hitboxes lie…..
If you guessed on the same plane as the tower you win.
Critical thinking done. The players aren’t above the mob, therefore not exploiting.
Sorry, it’s not on the same level as the tower. Unless you can provide an in-game image with the hit box clearly detailed.
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Wait are people so blind as to not know there’s a simple path on the backside of the tower to jump onto, you know within sight line ?
Doesn’t matter when it comes to what the game considers a valid path when using skills.
Do you have any idea how utterly arbitrary that system is ?
Because it’s really bad at detecting actual pathing.
Some things do tend to get in the way of it but it is more or less reliable. One can assume that jumping onto the rocks and then onto the tower would not provide a valid path. Similarly the same with the Mossman in regards to the posts/roof/etc.
You know what they say about assuming right ?
Incase you want to argue this, it goes to show that “No Valid Path” isn’t what you claim to be. The way it detects valid pathing is horrible.
Jumping onto a platform, which cannot be reached by enemies, there would be no valid path. This is also common when trying to lose aggro such as in AC. Just because someone says that they assume, doesn’t preclude what they state from being true. It’s fairly easy to test this as well.
I have no idea what you’re trying to show with that video as it is marked private. Horrible is an exaggeration. You would think that if it were horrible we would see many more posts complaining about it.
That platform can be reached by MKII….so again what point are you trying to make here ?
Video is now properly unlisted. That’s on me.
As for there being more complaints, clearly you missed the huge firestorm that was the forums when the tried to “fix” this around 5 months ago…. https://forum-en.gw2archive.eu/forum/game/gw2/On-Shadowsteps-and-No-Valid-Path
Standing on a rock/ledge/platform while the boss attempts to hit you from below (yes there are some bosses that still have abilities that hit you), is a problem with pathing and the boss not resetting when it can’t reach the target. This is exploiting a bug.
So you’re going to cherry pick quotes now ?
Also lets point out that this boss doesn’t move. So again that whole quote while a cute attempt is utterly invalid.
Not cherry picking. Whether it moves or not doesn’t matter. Your position is dependent on that if the player can still take some damage then it isn’t an exploit. The quote shows that you are wrong. It also shows a situation almost exactly like Golem Mark II and calling it an exploit.
It shows a case that’s nothing of the sort like it.
The MKII can and will still attack players that are on that platform. Furthermore it never attempts to path at all. These two facts alone discredit that scenario of them remotely being the same.
That entire quote is about you being above a boss, and it moving to attack and being unable to fight back. Notice that in that quote it is directly referencing mob pathing, not player pathing. Making your claim earlier and this quote a joke.
You’re expecting an example to be 100% exact which will never happen. There will be no quote that will 100% match that of Golem unless it is one specifically addressing it. What you can use is a little critical thinking and see in the example that a bug was being abused which is why it was considered an exploit.
For golem, the bug is that the players on the tower should be dealing zero damage like, for example, they would in AC when standing on the wall while attacking the spider hatchlings before the spider queen.
Wait are people so blind as to not know there’s a simple path on the backside of the tower to jump onto, you know within sight line ?
Doesn’t matter when it comes to what the game considers a valid path when using skills.
Do you have any idea how utterly arbitrary that system is ?
Because it’s really bad at detecting actual pathing.
Some things do tend to get in the way of it but it is more or less reliable. One can assume that jumping onto the rocks and then onto the tower would not provide a valid path. Similarly the same with the Mossman in regards to the posts/roof/etc.
You know what they say about assuming right ?
Incase you want to argue this, it goes to show that “No Valid Path” isn’t what you claim to be. The way it detects valid pathing is horrible.
Jumping onto a platform, which cannot be reached by enemies, there would be no valid path. This is also common when trying to lose aggro such as in AC. Just because someone says that they assume, doesn’t preclude what they state from being true. It’s fairly easy to test this as well.
I have no idea what you’re trying to show with that video as it is marked private. Horrible is an exaggeration. You would think that if it were horrible we would see many more posts complaining about it.
That platform can be reached by MKII….so again what point are you trying to make here ?
Video is now properly unlisted. That’s on me.
As for there being more complaints, clearly you missed the huge firestorm that was the forums when the tried to “fix” this around 5 months ago…. https://forum-en.gw2archive.eu/forum/game/gw2/On-Shadowsteps-and-No-Valid-Path
Standing on a rock/ledge/platform while the boss attempts to hit you from below (yes there are some bosses that still have abilities that hit you), is a problem with pathing and the boss not resetting when it can’t reach the target. This is exploiting a bug.
So you’re going to cherry pick quotes now ?
Also lets point out that this boss doesn’t move. So again that whole quote while a cute attempt is utterly invalid.
Not cherry picking. Whether it moves or not doesn’t matter. Your position is dependent on that if the player can still take some damage then it isn’t an exploit. The quote shows that you are wrong. It also shows a situation almost exactly like Golem Mark II and calling it an exploit.
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Here’s an explanation about it:
https://forum-en.gw2archive.eu/forum/game/gw2/Sinister-vs-Viper/first#post5695741
Depends on the length of the encounter.
Wait are people so blind as to not know there’s a simple path on the backside of the tower to jump onto, you know within sight line ?
Doesn’t matter when it comes to what the game considers a valid path when using skills.
Do you have any idea how utterly arbitrary that system is ?
Because it’s really bad at detecting actual pathing.
Some things do tend to get in the way of it but it is more or less reliable. One can assume that jumping onto the rocks and then onto the tower would not provide a valid path. Similarly the same with the Mossman in regards to the posts/roof/etc.
You know what they say about assuming right ?
Incase you want to argue this, it goes to show that “No Valid Path” isn’t what you claim to be. The way it detects valid pathing is horrible.
Jumping onto a platform, which cannot be reached by enemies, there would be no valid path. This is also common when trying to lose aggro such as in AC. Just because someone says that they assume, doesn’t preclude what they state from being true. It’s fairly easy to test this as well.
I have no idea what you’re trying to show with that video as it is marked private. Horrible is an exaggeration. You would think that if it were horrible we would see many more posts complaining about it.
That platform can be reached by MKII….so again what point are you trying to make here ?
Video is now properly unlisted. That’s on me.
As for there being more complaints, clearly you missed the huge firestorm that was the forums when the tried to “fix” this around 5 months ago…. https://forum-en.gw2archive.eu/forum/game/gw2/On-Shadowsteps-and-No-Valid-Path
Standing on a rock/ledge/platform while the boss attempts to hit you from below (yes there are some bosses that still have abilities that hit you), is a problem with pathing and the boss not resetting when it can’t reach the target. This is exploiting a bug.
~snip~
Have you ever studied economics?
Wait are people so blind as to not know there’s a simple path on the backside of the tower to jump onto, you know within sight line ?
Doesn’t matter when it comes to what the game considers a valid path when using skills.
Do you have any idea how utterly arbitrary that system is ?
Because it’s really bad at detecting actual pathing.
Some things do tend to get in the way of it but it is more or less reliable. One can assume that jumping onto the rocks and then onto the tower would not provide a valid path. Similarly the same with the Mossman in regards to the posts/roof/etc.
You know what they say about assuming right ?
Incase you want to argue this, it goes to show that “No Valid Path” isn’t what you claim to be. The way it detects valid pathing is horrible.
Jumping onto a platform, which cannot be reached by enemies, there would be no valid path. This is also common when trying to lose aggro such as in AC. Just because someone says that they assume, doesn’t preclude what they state from being true. It’s fairly easy to test this as well.
I have no idea what you’re trying to show with that video as it is marked private. Horrible is an exaggeration. You would think that if it were horrible we would see many more posts complaining about it.
(edited by Ayrilana.1396)
Wait are people so blind as to not know there’s a simple path on the backside of the tower to jump onto, you know within sight line ?
Doesn’t matter when it comes to what the game considers a valid path when using skills.
Do you have any idea how utterly arbitrary that system is ?
Because it’s really bad at detecting actual pathing.
Some things do tend to get in the way of it but it is more or less reliable. One can assume that jumping onto the rocks and then onto the tower would not provide a valid path. Similarly the same with the Mossman in regards to the posts/roof/etc.
Wait are people so blind as to not know there’s a simple path on the backside of the tower to jump onto, you know within sight line ?
Doesn’t matter when it comes to what the game considers a valid path when using skills.
You can now (that the boxes are gone) stand on the roof of the platform-master, a place where the electro-field does not reach you, only the ground-smash may kick you back, so a place very similar to the former boxes.
Yep. Which would be an exploit because they’re abusing a bug which doesn’t prompt the error message (obstructed?). This would be the error when there is no valid path between the player and the target. Under normal circumstances you would get the error promoted on the screen and you would be doing no damage.
You see people constantly finding ways to do that for Mossman after the existing way gets patched.
WvW is no longer included in world completion
This is what the OP was referring to:
https://www.guildwars2.com/en/news/earning-hero-points-in-world-vs-world/