Showing Posts For Boogiepop Void.6473:

What good is map completion now?

in Players Helping Players

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I have all my masteries done for central tyria. What is the point of map exploration now other than getting waypoints? XP is worthless and the items for map completion are not that great excluding the gift of exploration, which I am good on.

Please remove the Aetherblade JP from Diving

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Please remove the Aetherblade JP diving point from the mastery point achievement and put it on it’s own. It is much much harder to do than any other point in the game due to both the difficulty getting there and the inability to see.

Fractal information is inaccessible

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Outside of your AR, you cannot find any information about fractals outside of them. What is my Fractal Level? What fractals have I done? What fractals can I do (you have to go online and look up the AR levels)? What are the daily fractals (you can find this several levels deep in the H menu, but it’s nowhere near as nice as the PVE dailies). Not to mention even when they are up, the fractal daily list is less than illuminating unless you have memorized the arrangement. Can we please get some provisions for making fractal information more transparent and accessible?

(edited by Boogiepop Void.6473)

Elementalist Out of combat weapon switching

in Elementalist

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I know that the Ele lacks weapon switching in combat due to having the attunement system and how that would give them access to too many skills. It would really be nice if we could have out of combat switching for them though, since they do switch quite frequently. For example, when I run the Uncatagorized fractal, I use a staff for the jumping portions vs the harpies but dagger + Warhorn for the rest, so I can heal the team. Same thing when doing Teqatl; I run staff vs Teq, and then Dagger + Focus when guarding the batteries. It would save me a lot of time in the equipment menu if I could just swap them between fights. Even better, and give this to all classes, would be the ability to set up multiple configurations that you could switch between easily.

Connection error 7:11:3:191:101 [merged]

in Account & Technical Support

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Can’t complete HoT. The game won’t stay up long enough for me to get through Bitter Harvest.

Tangled Depths: What were they thinking?

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

As an example of the badness, I was trying to get to Ogre Camp to get the waypoint. I ended up in the waterway (not intentionally), and seeing a pool under the camp I figured I could just swim there. After swimming for 15 min, I got to a big pool under the camp. Loking for a way to the platform, I saw that it looked like I needed to jump along a series of crystals to the exit. Did that for another 5-10min. Then got the end and looked up to disver that I was in kitten with some tree branches leading up. Realizing that to even try to go up that would involve trying to walked along branches and make pixel precision jumps all the way up, something notorious for the “moves you so quickly to the side when you encounter a non-visible stop that you instantly fall off” issue, I left the map in disgust, having spent OVER HALF AN HOUR GETTING 0 LOOT TO GET TRAPPED IN A DEAD END. Not only is there a giant room that on the map screams “something is hear”, but the layout of the room continues to make you believe that something is there after you arrive for a significant period of time. That is just one example of the poor design that went into the map. A dead end should be obvious when you get there, not indicate by it’s design that if you just do X you will reach something that turns out to be another dead end.

Also, I am one of the people suffering from the random Code=7:11:3:191:101, which means my game will randomly decide to DC, then put me back at the start of the map when I reload, so the lack of WPs and navigability is a double insult to me. (https://forum-en.gw2archive.eu/forum/support/bugs/Lost-connection/)

empyreal fragments

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I have so many fragments that I could really use a Star. They should make another converter that doesn’t only show up on Wintersday.

Lost connection

in Bugs: Game, Forum, Website

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Beetle Feast Adventure Colors

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

And there is yellow dust around the yellow ones.

Connection error 7:11:3:191:101 [merged]

in Account & Technical Support

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I will be playing normally and then suddenly I will be booted out to character selection with the message: “The game client lost connection to the server …(Code=7:11:3:191:101)”. Never used to have this issue, but now it’s happening a lot. And when it does happen I get dumped back to the start of whatever map I am on, or even occasionally to the map I was on before the map I was on when the DC occurred.

Tangled Depths: What were they thinking?

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The map is a mess. Full of dead ends, anything that looks close to you will inevitably be on an upper or lower level that requires coming from a completely unrelated location because only one route leads there, or necessitate knowing about some mushroom or updraft route to access the area, this route itself usually requiring heading to a seemingly completely unrelated area to get started. The minimap is rendered basically useless as there are too many overlapping levels, with too many paths that make unannounced level changes and too many routes that look to be going somewhere only to forcibly redirect due to a wall that is basically invisible on the minimap. Even the roads are almost useless, switching up and down and winding past each other such that what looked like it was the road to one place actually leads to a completely different place. The wallows help a little, but only a little as inevitably the place you need to be is between the wallows and can’t be accessed without running around to other far away points. The waypoints are too few and too far between, and many parts of the map require extensive foot travel from the nearest waypoint or wallow to reach, through often very infested grounds that can’t be safely traversed solo, not that there is any indication of this issue before you are half an hour in and just wiped and have to start all over. The whole mess is almost unnavicable without a guide or without spending unending hours memorizing the layout, completely defeating the purpose of having a map in the first place.

Beetle Feast Adventure Colors

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I cannot tell the difference between the Green and Yellow mushrooms due to the lighting in this adventure. Can the dangerous mushrooms just be red or something obvious?

Disable special bag features

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I just wish they would uncouple this from bag type. It would be great to just arrange things how I want, instead of depending on what bags I happen to have.

Disable special bag features

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The issue is when other stuff has gotten all up in your special bag due to overflow. Sorting should get it out and put what should be there in (except for items in invisible bags; the entire point of those is complete isolation from the rest of the inventory). Instead, sorting does nothing, so the unmatched stuff stays in and the matched stuff elsewhere stays elsewhere.

Not to mention it would be nice to be able to do things like sort by rarity, type for weapons and armor, etc.

Guild crystals in the bank

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Why do Shimmering and Tenebrous Crystals not have a bank slot?

Disable special bag features

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

It’s cheaper to craft your own bags than do the candy corn trick with current prices for it. The trick became too well known, so the price of candy corn and candy corn cobs shot up to compensate.

Disable special bag features

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Sometimes you want the default arrangement properties, but not the won’t sort properties. It would also help if we had actual sorting instead of just compression.

Disable special bag features

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Can we please get the option to turn off the special bag features, on a bag by bag basis? It is super annoying at times. Some of them, you want it for, but some of them you just got the bag for the crafting experience and you don’t really want stuff to not move. Also if it could only apply to what the bag is for that would be good too.

Non-Agony resistance infusions are never used

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

It costs so much to get to 150 AR by using every available slot with +7 Versatile and +10 and +11 Agonies that there is never any room to actually use the attribute infusions, as that would take even higher Agony Infusions. I occasionally see them on non-fractal alts who happen to have random drop ascended equipment, but it seems really dumb to have a system designed for different kinds of infusions and never seem them used in the actual place the system is for. Why not let Agony Infusions be more readily used across more slots/equipment or given higher values for Versatiles instead of forcing builds that are nothing but AR?

(edited by Boogiepop Void.6473)

How to do the heat room?

in Players Helping Players

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

How do you do the heat room in the Thaumnova fractal? I die every time less than halfway to the console.

We need more sources for former LW materials

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Most players don’t have Gem store mining tools. While it may be true that you get a lot of some materials from these, it is not reasonable to constrain general supply and require people to put in Gems in order to acquire materials. Even worse because the item in question is not always available either.

We need more sources for former LW materials

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Bah, I have stacks and stacks of them. Perhaps, I should part with them more often.

Do players still create Tempered Spinal Backpieces? Maybe just for the skins, I suppose.

Apparently they do, because the Assault Knight power cores still sell. And actually should be a bigger concern than the blade shards because there is no way to get more of them and hasn’t been for over 2 years. When the ones currently in circulation are gone (or the people holding them stop playing/simply refuse to sell) there is no way for anyone to get more.

The same is true of the blueprints, but the supply of those seems to be much higher.

I didn’t even know that material existed, since I have never seen it. Certifiably anything that has 0 sources is an even more pressing concern than those that are simply on extremely restricted sources.

We need more sources for former LW materials

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Bah, I have stacks and stacks of them. Perhaps, I should part with them more often.

Do players still create Tempered Spinal Backpieces? Maybe just for the skins, I suppose.

My point exactly. These materials were meant to be extremely common, dropping by the bucket load during LWS1. But when that content went away nearly every source of them went with it. For example, Watchwork Sprockets, once occurring in such quantities that people would delete piles because they were worthless, are now basically only available in quantities of 6-12 PER DAY from the home instance node. This means the difficulty of forging anything that needs them (including Blade Shards, which have an even lower drop rate currently) is far far higher than was intended, and thus the price of those items is itself rapidly reaching insane levels as the remaining supplies in the hands of LWS1 players begin to dry up.

We need more sources for former LW materials

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The rarity of several former LWS1 event materials has been becoming more and more of an issue for a while now. The main sources of these haven’t been in game for a while (since LWS1 in fact) leaving the only way to get them being extremely unlikely RNG, a few isolated nodes in dry top for Quartz, a jumping puzzle and fractals for Blade Shards (low drop rate), or the home instance node Watchwork Sprockets. This is driving the costs of items that use them, particularly Glow Lamps which are in demand for forging Mawdrey, and Blade Shards, which are in demand for forging Spinal Blades, through the roof. Charged Quartz, already time gated hard by the 1/day limit, are even harder throttled by being only available in any quantity in the Queen Skritt event.

We need new sources to be put into the game to bring things more in line with the drop rates that these materials, and the recipes they go into, were intended for. Either that, or we need new or alternative recipes for the items they build into. Otherwise it will take months to get usable quantities, and the items that are based off of these materials will become unattainable. Unless and until LWS1 is once again available, these materials are simply too rare.

Confusion about Infusions

in Players Helping Players

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I don’t get how these work. I have the Golden Spoon, which has an infusion slot, and I have several each of +1 – +7 infusions, but I am not allowed to put them on the item. I would like to go beyond 20 scale in the fractals, but I can;t without Agony Resistance.

Thaumnova reactor fractal is horrible

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I have never seen such a horribly designed frustration fest. Every stage of the fractal results in multiple full wipes, with the Thaumnova anomaly resulting in 10s of them. And this was at difficulty scale 11. Took OVER HALF AN OUR JUST TO BEAT THE ANOMALY, and that win was mostly by attrition and luck with the disappearing platforms.

Profession recommendations

in Players Helping Players

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The thing that most concerns me about engineer is the limited weapon selection. I know they have kits too, but due to the unlocking-skills-with-level system I will be in for quite a bit before I can say if I like this or not, at which point I will be really kittened if I don’t. How does this mechanic compare to the classes I am familiar with?

Profession recommendations

in Players Helping Players

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

If you’re already ruling out Druid (I’m assuming that’s what you mean when you say “Drizzt”), you’d best go Engi. I think it’s a fun and frantic class.
Just be aware, if you want to be any good, you should expect a steep learning curve.

Drizzt Do’Urden is an extremely popular ranger from fantasy fiction (google RA Salvatore). There is an overwhelming tendency for rangers in MMOs to have names that are variations of his. It has nothing to do with Druids.

Why is everything so unfriendly to melee?

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Just going to note here that having to use the elite to survive (which is the majority, though not all, of what is being said here) is not a good thing. Some people want to have some choice in how they play and build. Not saying there can’t be optimal vs suboptimal, but optimal vs dead is not good design.

Who thought the bandit events were balanced?

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Apparently the trick with Varre is to get in close to him, which reduces all his damage and knockups to reasonable levels. Unfortunately, there is 0 in-game indication of this, so everyone was instead trying to stay away from him after seeing some people get hit with his skills due to the assumption that being near him would cause the usual “no melee zone” issues and get them hit with even more damage. The combination of a completely untelegraphed mechanic and expectations resulted in turning a boss that actually isn’t too bad into a massive pain in the multiple wipes. It wasn’t until someone random chimed in with the information, gained from outside sources, that we closed in and piled on to easily kill him.

Who thought the bandit events were balanced?

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Temvay the Arrogant dashes around so much you can barely hit him, Varre the Underhanded puts out so much nearly undodgeable damage that he can wipe a group of 50 before hitting half health, and the list goes on. And that doesn’t even bring me to the Executioner, who can 1 hit most classes regardless of armor. Who thought these were balanced to the level adjustment that we are fighting under? Even with level 80 equipment we are seeing full 50 person squads wiping on these multiple times. The damage output and low dodgeability and rapidity of the damage is insane for how much health we have to work with.

(edited by Boogiepop Void.6473)

Why is everything so unfriendly to melee?

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

My problem in HOT is the unavoidable attacks. For example when you engage onto a smokescale, it goes untargetable and teles to you, taking off half your health. Nothing you can do, be you melee or ranged, to avoid this. The Ogotl are similar in that they can go invis and hit you for large chunks of health while still invis and thus you can’t really avoid it. Your only hope against them is blocks or reflects, which makes it required to have at least one of those slotted in HOT maps even if they aren’t normally a part of your rotation.

Your difficulties are due to misunderstanding the way the mechanics work.

The smokescale teleport attack doesn’t work the way you think it does. It is not instant damage, but a series of rapid hits that occur only at very close range. The proper response to anticipate the move and block/evade most of the damage. The moment the smokescale teleports to you, dodge away. It will teleport again. Dodge away. After a few seconds the assault will end.

The smokescale’s next move is to drop a red circle on the ground. Attacks will miss while the smokescale is inside the circle (Note: Attacks will also miss when the smokescale is just outside the circle, too!). The move is to get out of the circle and force the smokescale to follow.

Smokescales have very low health. Once you’ve countered their moves you can take them down almost instantly (in fact, if you have a move that reliably hits for 10K plus you can just 1-shot them right off the bat).

For the stealth frogs, until you have the mastery unlocked you can’t see them. However, you can observe what they do when they reveal themselves.

One attack is an arrow volley, which you’ve seen unstealthed frogs and mordrem snipers use. They remain stationary and slowly rotate toward their target. Once they lock on, they fire in that direction a moment later. If you continuously move, the arrows will either miss or you may take one or two hits on the edge of the cone if you happen to be fairly close by.

The other attack is the close range stun, followed by insta-jib. They have to get into melee range to hit you with this attack, but their movement speed is slower in stealth. Stay moving and they won’t be able to catch you.

Once they reveal themselves, the frogs are much like the smokescales. They have low health and you should be able to take them down quickly.

Many enemies in the jungle work this way. You need to understand the mechanics, the timing, the animations. Once you get that down these guys are fodder.

Smokescales fall into the general issue with HOT which is that yes, you can dodge a bit, but the number of dodges needed to actually negate the incoming damage/status effects is greater than even the daredevil has available. If the attacks are dodgeable but you need 5 dodges to actually avoid the attack cycle, then the attacks are effectively undodgeable and all you are doing is a bit of mitigation. Even throwing in extra dodges from weapons and skills, it’s too much. And that’s ignoring the tendency of some of the enemies to which this applies to come in packs or to be near enough to each other that you tend to accidentally aggro the next one while dodging the attacks of the first or to take so long to deal with one that the one you already killed respawns behind you and instantly aggros (looking at you again Ogotl).

Profession recommendations

in Players Helping Players

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I never said I was only using those few weapons. I use all the weapons (except the mace. Have yet to have any success with the mace). But the most effective combination I have found is Greatsword for damage and sword+horn for quick OW traversal, and the most effective combat in general involved getting everyone to group up and then spamming Greatsword autos, 2, and F1 on multiple targets. The thing that most bugs me even aside from the repetitiveness is that GS2 locks out dodging; you have to manually break the skill, then dodge, which in practice means break the skill, get hit, then dodge a bit late.

Animations and Dodge lockout

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

This really bugs me about some skills. Dodge is such an important and core mechanic, but some skills completely lock you in animation, such that hitting the dodge button won’t break you out and you have to hit move 3 times instead of 2 to trip the dodge that way. An example is Hundred blades (warrior greatsword 2). This really screws with the way combat works and is even worse when applied to melee range attacks since it makes you more likely to get knocked down or otherwise screwed by what you failed to dodge. Dodge should really interrupt anything that is going on.

Living World S3 - East of Judgement Rock?

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The crystal desert is east of Mount Maelstrom (Albeit a bit of a ways over). No rule that they can’t have a map on the way.

Profession recommendations

in Players Helping Players

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I’m trying to decide what to do for my 4th toon. I currently have a Thief, Elementalist, and a Warrior at 80 (still working on full elites). I’m not really liking the Warrior that much comparatively though. The warrior is too stationary and too much of the gameplay is autoattacking or stand-and-deliver with locking animations (ie Greatsword 2).

Now, since I want to get the last 2 crafting disciplines I haven’t done yet leveled up on this new toon (Huntsman and cooking), I would prefer to use a profession that makes use of those. Therefore I am primarily looking between Engineer and Ranger for this character (if ranger, name will absolutely not include any variation on ‘Drizzt’). Given my existing preferences, which do you think would be a better choice? Or should I just forget it and do a different class?

Why is everything so unfriendly to melee?

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

My problem in HOT is the unavoidable attacks. For example when you engage onto a smokescale, it goes untargetable and teles to you, taking off half your health. Nothing you can do, be you melee or ranged, to avoid this. The Ogotl are similar in that they can go invis and hit you for large chunks of health while still invis and thus you can’t really avoid it. Your only hope against them is blocks or reflects, which makes it required to have at least one of those slotted in HOT maps even if they aren’t normally a part of your rotation.

Living World S3 - East of Judgement Rock?

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Now that we are getting toward LWS3, anyone else thinking that maybe we will finally get to go through the extremely-obviously-put-in-place-for-future-expansion boarded up exit heading east by the Judgement Rock Waypoint in Mount Maelstrom?

Cannot Patch

in Bugs: Game, Forum, Website

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Already did that. No effect.

Really Bright Areas [Merged]

in Bugs: Game, Forum, Website

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I can also confirm this issue. It was bad enough when it was just in the cave you do a guild rush in in Diessa Plateau. It has now also spread to the Vigil HQ instance in Gendaran Fields, along with a large number of visual glitches on the open world part of the Vigil Keep that see the character and large parts of the fortress vanish if you are facing certain directions (to the point that you can appear to be staring at a single sandbar floating in nothing).

Cannot Patch

in Bugs: Game, Forum, Website

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Patch proceeds super slow before failing with “Connection Error(s) detected”. The retrying part never happens, it just sits there until I close and reopen the patcher.

How do you play melee?

in Players Helping Players

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I have a full level Thief and Elementalist, and I figured I would try something different and do a Warrior. Full on melee. But it doesn’t seem to work.

I am constantly getting knocked down or disabled by standard minions because of how close I am and the tendency of skills to lock dodging (greatsword 2, etc.), but it is still manageable, just harder. However, I am having increasing trouble as I get into high level situations. For example, I just did claw island retribution, and against blightghast I did basically no damage. I died several times (100% broken armor by the end) and did almost nothing to him; the NPC damage slowly building up was basically the only reason that fight ended. With him moving around so much, I could barely hit hit at all, and I was taking so much damage just from being near him that it was not remotely practical.

I never had this issue with my thief due to all the inherent extra dodges (sword 2 return, etc.) and dashes (dagger 2, etc.) in all the melee weapons. I could always get out of the way to attacks in close and once I was locked if I lost the target I could just jump to the damage point. And I had good ranged weapon; the rifle and longbow and the warrior aren’t nearly as good as pistol/pistol or shortbow on the thief (and anyway defeat the point; if I wanted to do more range I wouldn’t have gone with a melee class). With the warrior, it seems like all I can is stand there and take it and hope I do enough to kill them first, with just 2 chances in a fight to mitigate incoming damage assuming I’m not locked out of dodging by the skill I am using.

If this is how melee works, then what is the point? It seems like playing in melee range is just asking to die while being useless. How are you supposed to play this so it is actually practical? I know there must be a way or no one would play primarily melee classes, but I cannot figure out how to do it.

(edited by Boogiepop Void.6473)

Oblivious NPCs

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

At the very least, non-battling NPCs should revert to the cowering position, just like what we see in many of the Personal and Living story chapters.

That wouldn’t even make much sense, though. The characters in question are supposed to be Pact soldiers. The only NPCs this makes sense for are those dumb nobles in the south west of Verdant Brink. No one on any of the other maps should be non-responsive (looking at you Exalted outside the watches).

Oblivious NPCs

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I am so sick of NPCs not reacting at all when fights are going on around them. It completely breaks me out of the setting. The most egregious offenders are in Verdant Brink at night, where you can have huge fights going on in the rally points, but still have NPCs sitting around the fire not reacting at all. It’s bad enough that often the NPCs are laughably weak for where they are located when they actually bother to fight, but at least have them do something. At least act as decoys to help us deal with the large numbers of enemies by drawing aggro for a few seconds before they die.

Why is my Rabid Spineguard Soulbound?

in Players Helping Players

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Why is my Rabid Spineguard Soulbound? It’s Exotic and should be account bound, and it’s neither salvageable nor eligible for the Mysitc Forge, so I literally cannot figure out anything to do with it but throw it away.

Shadow of the Dragon is impossible

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I have tried over 10 times to complete the last story segment of season 2. My only conclusion is that the only way to do it is if you happen to be a warrior or a guardian. The attacks come too quickly, there is no way to stop them, and there is no way to even fake them out to the other side or otherwise mitigate them.

With my thief, which is my only lvl 80, it is not possible to light all 5 flame points before earlier ones go out. On my last attempt I tried for over 2 hours and still couldn’t get the ring of fire lit the second time. At no point in any of my attempts did I ever have more than 3 points lit. The channel time is too long and you have to dodge away from the points so many times that usually by the time you light a new point the previous point has gone out since you are too busy dodging to deal with the extinguisher shadows, assuming you haven’t died for the apparent expectation by the designer that you can dodge 4-5 time in a row.

This is the worst boss fight I have ever seen in any game in my life. If this is how the bosses in HOT and LW3 are going to be designed, I may just stop playing.

(edited by Boogiepop Void.6473)

Automatic deposit mats?

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

As an avid salvager of sPvP rewards amount of clicking i did on that gear is in thousands. And inability to deposit account bound mats is an annoyance too.

Auto mat deposits would be problematic as some mats have to be in a characters inventory in order to complete tasks. Like mystic forge items for example.

If they were auto deposited once in inventory, you would never be able to keep them on a character if you needed them to be there.

So fix the mystic forge so that isn’t an issue and spare us the clicking.

Confused about "sale" on Gem Store..

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

In American English “on sale” is almost always referring to a price discount. In very specific contexts and sentence structures it is still used to indicate availability, but none of those are applicable to anything online.

Confused about "sale" on Gem Store..

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Then they should say “Available for a limited time” or something, not “on sale”. “On sale” implies a price break in normal usage, not limited availability.

Missing Captions

in Bugs: Game, Forum, Website

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Not during the pre-animated bits. It pulls out and letterboxes for big dramatic stuff, but in the process you lose all captioning.