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[Suggestions] Quality of Life Changes

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Emergency Priority:

  • Color Blind Mode!

General:

  • Build templates – let us save armor/weapon/trait builds and restore them with a single click. Current setup discourages experimentation.
  • Clothing templates – let us save skin and dye setups and restore them at will (just charge the transmutation charges as a group), or for dyes apply at will to any armor or outfit we want.
  • Have sigils and insignias be freely swappable. Current setup GREATLY discourages experimentation (possible 50+ gold costs to try something new).
  • Let us consume multiple food/utility items at once and stack the duration, instead of having to constantly mouse over and check our skill bar (very useful for raids).
  • Give us a library in our home instance to store book items so they aren’t clogging inventory. Otherwise we just delete them and read the wiki if we want to go back.

Crafting/TP/Mystic Forge:

  • Let us queue up items to buy and sell on the TP and buy or sell them all at once.
  • Let us queue up repeated mystic forge transmutations instead of having to re-add the items over and over.
  • Let us access the bank from the mystic forge panel.
  • Remember forged items (MF recipes) so we don’t constantly have to jump in and out of the game to look things up on the wiki. The discovery aspect is only fun the first time. Also let us just find recipes for high-level stuff like legendaries that we just look up on the wiki.
  • Let us auto-craft sub-items in a recipe instead of having to dig down and do every item one by one. This also avoids overcrafting since you can’t accidentally craft 3 of something when the final item needs only 2, etc.
  • Remember selected sorting/categories in the crafting panel (so we don’t have to turn off crafting levels every time we log in).
  • Expand the left panel of crafting and mystic forge. We need more space for active items, rather than a giant, mostly empty art panel that has no function.

Inventory:

  • Put a button for deposit all right on the interface, instead of in a sub menu.
  • Have an option to put such a button for sort as well.
  • Have an option to outline or otherwise mark non-sorting and invisible slots when bag view is off.
  • Auto-stack shared inventory slots.
  • Have an option to use unlimited harvesting tools account wide or on multiple designated characters. This will be much more convenient than constantly unequipping and reequipping via shared slots.
  • Key/map item wallet.
  • Options for displaying multiple currencies (and key levels, if in wallet) at the bottom of the inventor, ie show Gold, Karma, Gears, and Crowbars when in Verdant Brink, as these are the relevant things to know in VB. Also an option to display on the UI somewhere so they can be seen without opening inventory.

Fractals:

  • Add ascended items with HoT and PoF stats to the drop pool. Right now most non-armor/weapon ascended drops are so low value due to useless stat combos that they aren’t even salvaged (not worth the very expensive ascended tools), they are just deleted. Alternately, make drops stat-selectable as armor and weapons are.
  • Allow consume all on encrypted fractal boxes (decrypt as many as you have keys).
  • Move selector console next to the portal.
  • Show fractal levels available on daily pane for daily fractals, instead of making us go into the achieve panel to figure out the numbers.
  • Show fractal identity on recommended fractals.
  • Remove titles for completing fractal challenge motes. These lead to discrimination in LFG.

(edited by Boogiepop Void.6473)

Gathering In Elona - All Tiers Please

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The preview is basically beta, so yes, small changes like changing the node table are still possible if we speak up.

PLEASE allow gathering while mounted.

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I agree that we should try this before judging. However, unless this is a much smoother experience than the description indicates, I anticipate that this will be among the top complaints we will see being posted about this coming weekend.

Gathering In Elona - All Tiers Please

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I hope the new maps don’t just have gathering nodes for T5 and 6 mats. We have growing issues because nothing but T5 and T6 gathering nodes are being put on LvL 80 maps. This creates an artificial constraint on lower tier mats, because they can only be found in a few maps, or in increasingly awkward random ways.

The methods introduced recently to get lower tier mats are all stopgaps. They don’t give you control (you can’t go out to purposely farm anything) and they give all kinds of varying amounts. I maintain that nodes should be readjusted across ALL maps, to function as a CAP rather than a band (ie less than lvl 20 has only T1, but ALL MAPS greater than lvl 20 STILL have T1 in addition to higher levels, so by 80 ALL NODE LEVELS are on the maps). The banding system breaks down more and more as every new map is added, as they will forever be lvl 80. This system barely worked well in the base game; it becomes more and more ridiculous as we continue with expansions.? We are approaching or have already hit the point where that are more lvl80 maps than all other levels combined.

Furthermore, this would mitigate how T5 and T6 mats have gone crazy in the legendaries. Mat value must be kept up, so mats required keep ballooning. It’s a vicious cycle: There are so many maps with T5 and T6 only, and they are where we spend 99% of our time, so it’s assumed we have tons, so stuff cost tons in order to keep supply down. If there were a more balanced availability, then there could be more reasonable levels of mat usage as well, including perhaps use of other materials than just T5 and T6.?

We can never return to the jungle

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I was referring to the story, yes. Nothing story related can happen in the jungle ever again.

We can never return to the jungle

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

We have officially left the jungle forever. Since PoF can be had without HoT, NOTHING going forward can ever go anywhere that is part of HoT or S3, because there will be people who lack access. That is very sad. We can never go to Rata Novus, never return and see Dragon Stand after the death of Mordremoth, never return to Tarir. It’s all gone,

Mastery Segmentation

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I have a major concern with the separation of HoT and PoF: Mastery Segmentation. We are going to have 3 sets of people – HoT, S3, and PoF. Those who don’t have all of them will have different sets of masteries. No HoT means no gliding and no mushrooms. HoT but no S3 means no Thermal tubes. Does that mean, since you can have PoF without these, that NONE of these will be used in PoF? All these mechanics simply abandoned in order to allow for separate purchasing?

This would be a tragedy. We have already seen how this can happen, with the masteries in season 3 that only appear once and then are abandoned. Wouldn’t it be great to continue building up a repertoire of abilities instead of just continually abandoning things? Segmenting the community silos everything, because everything has to be made ONLY to utilize the mechanics that are guaranteed to be present. This leads to a continuing process of inventing and then abandoning mechanics.

Bitterfrost Revisit

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

When you have 3 Icebrood hounds, a couple norns, a griffon or 2, maybe some spiders, and possibly an elemental, all of whom are aggroing you from there respective spawns because they are so close together, and all of whom are on very short spawn timers, then even with full ascended you have trouble. And this is NOT a rare occurrence or you dragging a train on this map. This kind of aggro density REGULARLY occurs almost anywhere on this map, especially around berry nodes.

Anyone else sad new items look aweful?

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

It looks horrible. The proportions are off, the sizing is wrong, there are clipping errors, and the dye channels are very uneven. The GW1 version of the outfit looks superior in almost every way.

If you thought HoT & LS3 were bad...

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I wouldn’t know since they refuse to make LS1 replayable.

Bitterfrost Revisit

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

It’s not about uniformity. It’s about not constantly attracting 6+ enemies that take so long to kill that they have all respawned before even being downed (and keep this up till you die). That’s the kind of thing that not only can happen on this map, but happens frequently if you dare go anywhere alone.

Washed out portraits in select

in Bugs: Game, Forum, Website

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I am getting very washed out portraits in select. Looks like a lighting issue. The characters themselves look ok, but the portraits look like they are under super spotlights.

Attachments:

Build Management

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

With even more specializations and weapons I expect the desire to change builds back and forth will be even higher than before. I very much hope we are getting a build manager so we will be able to do this without huge difficulty. Manually changing 19 settings every time we want to swap things up (4 per trait line 9 + 5 skills + 2 weapons) is too much to remember many setups and a lot of room for error.

Desceptive Naming in Siren's Landing

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Siren’s Landing has a major issue with deceptive labeling. It’s all over the achievements. There are tons of kingpins that don’t count for the Kingpin Achieve, there is a very hard to get to spider that isn’t the spider for the Legendary Trinket, there are many Horrid Illusions that are not the ones for the Trinket either…

This isn’t a legacy map where you bolted achieves onto existing stuff and it created a few issues. You made this from scratch. Give things unambiguous names.

Lighting Issues Game Update 4/18

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Anyone else’s characters on the select screen have super washed out portraits?

Skill Lag off the charts in Siren's Landing

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Billfreist you are saying it is because the map stay open to long does it do a graphical bottleneck on the processor(cpu bound)?

I’m not BillFreist, but any software developer has an idea what may happen here. The skill lags you see are not connected to any graphical issue on your client. The skill lags are completely produced on the server.

The map on the server is implemented as a long checklist of things to do. Whenever a player moves or initiates an action, this is added to the checklist, and on the next pass through the checklist, it is actually processed by the server program. After that, the action may be removed from the checklist, or kept, or it spawns other actions – just according to the definition of that action.

There are also permanent actions on the checklist that are processed over and over again. For example the updrafts at the Dwayna Reliquary – they are turned on or off with some trigger, and this is processed over and over again with that checklist.

The checklist is processed in a fixed interval, perhaps once every second. Every second the map state is processed and the state for the next second is generated. That next second, the map state is processed again and the next to next state is generated. And so on.

Now, if the checklist grows so big that the server CPU cannot process all items within the time frame of the interval (1 second, or whatever it may be), you get a backlog. The next run through the checklist has to do 2 seconds instead of 1. In this case, you experience a lag of 1 second, because the server was not able to generate the map state for the previous second.

Siren’s Landing seems to have a problem with the items on that checklist: there seems to be more items being put on the checklist than put off in the long run. Some event, some map specialty, whatever it is, puts items on that checklist that are not all put off later. And at the moment the CPU of the server is not able to process all items, we players begin to experience lags. If players leave, the item list shrinks and the lags go away for a short time, but if some event stars and players use skills, the item list grows again and you get lags again.

It’s probably a rough description of the issue and much guesswork about the actual server design, but you may get the idea.

You could have just said it develops a race condition and pointed to a wiki article.

Oyster Home Node Wrong Icon

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The home instance Oyster node uses the standard plant icon instead of the special oyster icon.

Bitterfrost Revisit

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The mobs wouldn’t be too difficult IF YOU WEREN’T CONSTANTLY FIGHTING 20 OF THEM. If the spawn rate were more reasonable then it would be fine. It’s just that as it stands you draw far far too much aggro due to the enemies being far too many in too small an area.

Bitterfrost Revisit

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

With Siren’s Landing Team 3 has shown that they learned a lot from the feedback from Bitterfrost. While they still have issues with making map areas flow into one another, they are at least learning about enemy density. However, they need to go back and rearrange the spawn conditions on Bitterfrost so that map will be playable.

The current state of Bitterfrost is not sustainable. Adjustments need to be made so that every square inch of the map isn’t coverage in overlapping aggro from 5-10 high-difficulty level 80 monsters. Every gathering node is covered in masses of enemies, Travel around the map is a massive slog due to constant chills and constant deaths-due-to-swarming, and there really isn’t much interesting to do on the map. Of the S3 maps, it’s the only one I dread going to and the only one I haven’t map completed multiple times, because I can’t work up the will to go back and do it again.

(edited by Boogiepop Void.6473)

Wrong icon for Orian Oyster Home Node

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The home instance node has a generic plant icon instead of the unique icon for the Oria Oyster.

Also it would be nice if Bloodstone and Petrified logs could be given unique icons, both in home instance and on the maps.

Official Episode 6 Feedback Thread: One Path Ends

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I do feel that, like the Braziers in Bitterfrost, the songs are a mechanic that will not recur and feels tacked on and needlessly complicated for the sake of doing SOMETHING. It would have been fine to have a map without a new mastery or maybe with all the previous masteries combined. The songs actually feel more like traps, as triggering them is more likely to kill you than anything else. Coordination-reliant abilities on an open world map filled with random people doesn’t seem like a good fit.

Shattered Observatory Feedback

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The ball mechanic is a nice twist on things, although at higher tiers the fight can very much devolve into /gg if even a single ball is dropped. Not sure why we couldn’t just have gliding and updrafts, jump pads, or mushrooms instead of the odd electric jump pad things that players can potentially miss and fall to their deaths but it’s not a major detriment once people stop trying to glide. Some of the achievements are going to make people curse the game, though (bouncing one especially).

In general the HoT-wide issue where low durability classes go down too easily to unavoidable damage due to difficulty through mass AOEs throughout fights also occurs here. Even at the most optimal positioning and dodging, there is still a minimal amount of damage you just have to tank due to limited numbers of dodges and attack density, and low durability classes can barely stay upright just from that damage, never mind damage from actual hits. Making it more about avoidable but deadly attacks instead of tons of unavoidable damage would be nice, as that makes it a skill floor instead of a stat floor.

One issue I have with the final boss is that some classes have trouble with the combination of the Main boss and the Diviner and Gladiator sub-bosses, as the tactical swing is too wide. In particular, an Elementalist would like to take close range weapons for Diviner and for the main boss, but are entirely unable to fight the Gladiator at close range, needing to use long range. Because Eles can’t weapon swap, this puts them in the situation where they are able to do little more than dodge attacks and hope the rest of the team can handle the Gladiator if they kit optimally for the rest of the fight, or they are playing sub-optimally the rest of the time.

I agree with the comments that Fractals are becoming increasingly raid-like, and that this is creating issues. The problem is that while raiding is generally done by organized groups, Fractals are more often done by PUGs. Making it so you need this level of coordination and teamwork among 5 strangers without voice communication leads to a lot of turnover. I have yet to get through the entire fractal without at least one person leaving due to rage after wipes or time concerns. PUGs don’t get together for 3 hour blocks to gradually learn and improve on mechanics, and every time a PUG group shuffles, it’s basically a reset. Given this, it would at least be nice if each fight gave rewards instead of all the rewards being at the end, so people who can’t finish still get something and people aren’t actively watching LFG for groups on the last boss to join to get quick rewards.

(edited by Boogiepop Void.6473)

Official Episode 6 Feedback Thread: One Path Ends

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Boogiepop Void.6473

It seems that only specific Kingpin enemies count fro the “Kingpin Slayer” achieve on Siren’s Landing. This should not happen. If you have a “kingpin slayer” achieve, ANYTHING WITH KINGPIN IN THE NAME SHOULD COUNT. Either fix the achieve or rename things so it is clear who counts.

Kingpin slayer?

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

It seems that only specific Kingpin enemies count. This should not happen. If you have a “kingpin slayer” achieve, ANYTHING WITH KINGPIN SHOULD COUNT. Either fix the achieve or rename things so it is clear who counts.

New fractal

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The ball mechanic is a nice twist on things, although at higher tiers the fight can very much devolve into /gg if even a single ball is dropped. Not sure why we couldn’t just have gliding and updrafts, jump pads, or mushrooms instead of the odd electric jump pad things that players can potentially miss and fall to their deaths but it’s not a major detriment once people stop trying to glide. Some of the achievements are going to make people curse the game, though (bouncing one especially).

In general the game-wide issue where low durability classes go down too easily to unavoidable damage throughout fights also occurs here. Even at the most optimal positioning and dodging, there is still a minimal amount of damage you just have to tank due to limited numbers of dodges and attack density, and low durability classes can barely stay upright just from that damage, never mind damage from actual hits. Making it more about avoidable but deadly attacks instead of tons of unavoidable damage would be nice, as that makes it a skill floor instead of a stat floor.

One issue I have with the final boss is that some classes have trouble with the combination of the Main boss and the Diviner and Gladiator sub-bosses, as the tactical swing is too wide. In particular, an Elementalist would like to take close range weapons for Diviner and for the main boss, but are entirely unable to fight the Gladiator at close range, needing to use long range. Because Eles can’t weapon swap, this puts them in the situation where they are able to do little more than dodge attacks and hope the rest of the team can handle the Gladiator if they kit optimally for the rest of the fight, or they are playing sub-optimally the rest of the time.

I agree with the comments that Fractals are becoming increasingly raid-like. The problem is that while raiding is generally done by organized groups, Fractals are more often done by PUGs. Making it so you need this level of coordination and teamwork among 5 strangers without voice communication leads to a lot of turnover. I have yet to get through the entire fractal without at least one person leaving due to rage after wipes or time concerns. Given this, it would at least be nice if each fight gave rewards instead of all the rewards being at the end, so people who can’t finish still get something and people aren’t actively watching LFG for groups on the last boss to join to get quick rewards.

Additions to Material Storage

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Boogiepop Void.6473

Snuck it in there :P

Official Episode 6 Feedback Thread: One Path Ends

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Boogiepop Void.6473

A) you are assuming a condi thief and b) no, because the fight actively breaks the thief’s core mechanic by suddenly giving every skill a long cooldown. Thief skills are individually less damaging than others due to how much they can spam with no CDs. Suddenly add CDs to a thief and damage, whether power or condi, goes through the floor, to say nothing of survivability.

Official Episode 6 Feedback Thread: One Path Ends

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Boogiepop Void.6473

Once again too many of the achievements are designed to need huge toughness. Characters with less, especially thieves who depend on ability chaining and single engages, are virtually unable to complete achieves like Fearless, as their core class mechanic is nerfed too hard by the design of the challenge. The punishes people who took less durable classes as their main story completion character (most people have only 1).

[Suggestion] Attaining Crystalline Ore

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The main issue is DS is a huge 2 hour investment AND you need to have spent a lot of time on the other 3 maps to get the keys because the machetes don’t drop at a reasonable rate. So it’s really closer to 8-9 hours per DS run. That is ridiculous.

Veteran Creature daily needs to go

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I agree that the keep daily is almost impossible to get consistently. However, that has no bearing on the Vet daily. There are so many things bad about the vet daily. Why these 3 specific vets? Why especially the Wurm, which is so out of the way that no one gets it? Why have the vets on such long timers? Why set it up so people are fighting each other over something with no bearing on the overall fight?

Dead waypoints - Repair or remove

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Due to events in LWS2, a number of waypoints were taken permanently offline, represented by permanent contested status. But these waypoints still show as active if you aren’t in a map, so unless you memorize the dead ones you get bounced around the map when trying to use what looks like a legit waypoint. There is no problem with these being part of map completion, but if they are going to be apparently usable, they need to be fixed. If they aren’t going to be fixed, they should be changed into POIs so they don’t create confusion with map travel.

Veteran Creature daily needs to go

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The Veteran Creature daily needs to be removed. When it is up it creates exactly the gameplay GW2 was supposed to get a way from: Camping next to spawn points, fighting people on your own side for killing it without others, and taking people away from trying to advance the team. For some reason it’s only 3 exact monsters, all on somewhat long load times (compared to camp capping timers), 1 of which (wurm) is in such a bad spot that almost no one can ever get it. A PVE daily just doesn’t belong in WVW.

If we can’t get rid of it, at least shorten the spawn timer and extend it to more creatures rather than the very odd “these exact 3 creatures out of the whole map” thing it does now.

(edited by Boogiepop Void.6473)

Arah too buggy to play

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Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Come on people. Stop assuming everyone is an idiot. When I say “Vahid spawns infinite trees” give me the benefit of realizing that I mean INFINITE TREES, as in he keeps spawning them until the entire screen is nothing but trees everywhere. Please apply Logic and Reason instead of immediately assuming everything is “wah it’s hard make it easy for me” rather than a legit bug, especially when what I have listed here IS EVEN LISTED AS KNOWN BUGS ON THE kitten WIKI.

Arah too buggy to play

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Known bugs (to me; there may be more):
All Paths: Lupicus never becomes hostile, just stands there, making further progress impossible
P1 – Enemies between Ooze and crystallines respawn endlessly (sneaking still possible, but clearing not); Enemies between Ooze and crystaline aggro to stealthed characters, never break aggro (can occur in tandem with infinite respawn, making progress impossible).
P2 – Belka Vanishes never to return; Turret at the end of the mech sequence instakills players (can be avoided but only if you known how ahead of time); Bone wall doesn’t despawn at Alphard in case of wipe (can force reset if party voluntarily wipes again); Alphard instakills party if CCed when she should tele.
P4 – Bombs fail to explode, leaving path sealed; Vahid spawns infinite trees, making movement of any kind impossible (can also fail to despawn if you somehow kill him despite this, trapping you in the room); Simi eternally hides at 50% health, making her unkillable.

Arah too buggy to play

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I understand that they don’t want to update the dungeons, but EVERY SINGLE PATH in Arah currently has at least one major bug that prevents completion if it triggers. These need to be fixed or Arah should be disabled. It is NOT fun to go through the entire Seer path, for example, and then have the Dwayna boss be unbeatable and have to start all over.

Fractal updates needed

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

You assume organized groups. That’s the difference between fractals and raids: Most Raid groups are organized and on voice chat. Most Fractal groups are PUGs. PUGs have to communicate by typing and are in general a random collection of classes rather than a carefully organized composition. You can’t apply the same standard to mainly PUG content as you can to organized content.

Fractal updates needed

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

So content you find too hard should be removed?

That’s the background behind a lot of the suggestions in this thread.

There is a difference between too hard and annoying or badly designed. “I clearly didn’t get hit by something but it killed me anyway” is bad design because the game is killing you despite you having played properly. “There is so much aoe and aggro that it is impossible to dodge because you only have 2-3” is bad design because you are dying due to sheer damage volume with no way to mitigate it other than luck. “You need to both continually fight while standing still (possibly something your class by design can’t do) while also simultaneously disabling your controls to communicate” is bad design. “You just run through 90% of the level because it is pointless” is bad design.

The only place where I think the bad design is directly a difficulty issue is Mai Trin. And that’s more about how long the difficulty is sustained than the difficulty itself. Even most Raid bosses are a shorter fight than most Mai Trin runs.

Dragon's Stand lane balancing

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Boogiepop Void.6473

Mid is actually fastest. But yes, you have a point there regarding a certain imbalance.

I’ve seen both mid and north go fastest. My experience says north is faster most of the time, but that could just be the maps I have been on. But South is always far behind.

South is also almost always the last to down their boss in the tower as well due to Axemaster being so much tougher than the others, adding insult to injury.

(I also find the entire blighted tower fight “run your zerg in a continual circle for 10-15min” to be horrible design, but that is another topic)

(edited by Boogiepop Void.6473)

Crystalline Ore scarcity

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Boogiepop Void.6473

Crystalline Ore is far too scarce for the amounts that are needed. Acquisition is around 50-75 for each 2 hour DS meta. When normalized to the amount of items it is involved in and their cost and factoring in the acquisition rate, it is the rarest mat/currency in the game. Yet it is needed in large quantities for far too many items, including but not limited to weapons, armor, collection items, minis, recipes, runes, sigils, and as a crafting material.

This would make sense if people did the DS meta with regularity, but it is simply too long to do that often, and getting machete’s to actually acquire the high amount of ore also requires spending hours running the metas for the other 3 maps so you can buy enough, since they drop in paltry quantities. Together, we have a perfect storm of insufficiency.

The entire process is unduly tied to too few maps and activities, making it unfun and far too long to acquire Crystalline Ore. Alternate methods of acquisition and/or a change in the prices of items that reflect realistic acquisition rates is desperately needed.

Dragon's Stand lane balancing

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

The time needed to do the lanes on Dragon’s Stand is VERY unbalanced. North is often already at the gates while south has barely started the second escort (mid is somewhere in between, ironically). These need to be balanced better so people aren’t left standing around waiting for other lanes for upwards of 15min.

The amount of time it takes north to finish is more than long enough already, so mid and south should be tweaked to bring them in line with north. Simple things like speeding up some of the events in mid and south or increasing the escort speeds on these lanes to compensate for the length of the path would allow these to better synchronize.

DS fail'd -> bail(ers) ->dail(y's)

in Guild Wars 2: Heart of Thorns

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

People will keep doing DS so long as they need Ore. It’s the rarest currency/mat in the game since you have to do a long winded 2 hour meta to get ~50ish pieces. Of course, most people just declare kitten it long before they get everything they wanted to that needs ore, since it’s so annoying to acquire.

6-27 patch causing DCs

in Bugs: Game, Forum, Website

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Ever since the patch both I and others have been experiencing DC issues. I can personally attest to DCing 3 times in under half an hour and seeing no less than 7 other people popping in and out of fractals and PVP matches complaining of the same. Before the patch I was completely stable. It was not my internet as I confirmed that nothing else was having net issues.

Fractal updates needed

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Adding:

8) Uncategorized – There is no reason for people to down when they fall. Just put them back at the start. The down is a needless delay. The stair trap would be fine IF the visual and the radius of the instant down matched. However, whether due to lag or just an overlarge hitbox, there is always lots of dying despite appearing to properly avoid the beams, particularly when moving to the side rather than outright dodging. The Old Tom fight could also use improvements since getting past it at high levels usually involves knowing to cheese the activation by not touching the floor rather than playing it as intended. The Mad Asura fight could also use less “did you bring a class with reflects or projectile destruction? if not, prepare to die.”

(edited by Boogiepop Void.6473)

Fractal updates needed

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Absolutely not. This fractal is based off old Living Story and would not make sense if changed. Fractals are explorable chunks of reality in Tyria, whether past or alternate.

The job of fractals is to be good repeatable content. S1 was never designed with repetition in mind. Things that work as a one time novelty don’t always work as something you are going to do over and over. Gameplay and fun come before “historical accuracy” any day.

Fractal updates needed

in Fractals, Dungeons & Raids

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Several fractals need a makeover fast.

1) Urban Battleground – that mess fighting Dulfy at the gate needs to be changed. It’s too much AOE, too many enemies, and should not be most peoples’ first experience with fractals. It literally drives people away rather than drawing them in.
2) Underground Facility – The initial mess with the switches needs to be changed. It’s unfun, takes too long, is too dependent on what classes you bring (not every class can stay alive while standing still on a switch), and too dependant on communication which gets people killed typing (while standing on switches).
3) Aquatic Ruins – The dolphin path is needlessly long, without clear gameplay. Getting through is more about luck and your team drawing aggro than anything else.
4) Aetherblade – The final boss is horrible. It was fun the first few times, but it is not to do over and over. The spinning wall room is also more annoying than fun.
5) Solid Ocean – 90% of this fractal is worthless, as you just run through it. Even Molten Boss has more going on.
6) Mai Trin – The main fight is too long without any recovery points. Nothing is more frustrating than going down toward the end and knowing you have to do 15min+ all over again.
7) Molten Boss – Would be nice if there was a bit more to this, but at least make it so we don’t have to watch the boss entry cinematic over and over.

Added:

8) Uncategorized – There is no reason for people to down when they fall. Just put them back at the start. The down is a needless delay. The stair trap would be fine IF the visual and the radius of the instant down matched. However, whether due to lag or just an overlarge hitbox, there is always lots of dying despite appearing to properly avoid the beams, particularly when moving to the side rather than outright dodging. The Old Tom fight could also use improvements since getting past it at high levels usually involves knowing to cheese the activation by not touching the floor rather than playing it as intended. The Mad Asura fight could also use less “did you bring a class with reflects or projectile destruction? if not, prepare to die.”

(edited by Boogiepop Void.6473)

Please add button consume all Badges of Honor

in WvW

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

It is coming with winter?

(I had a fumier response but the minimum character requirement killed it)

Stat Change for Backpieces

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I need to reset Mawdrey and my Fractal Capacitor. Already infused for fractal use.

Stat Change for Backpieces

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

It’s a lot of work to get most of the ascended backpieces, and it’s really annoying when you realize that you need a different stat set. Some of them also lack good stat selections to begin with. Making a whole other backpiece just to have different stats is way too much. Please give us a way to change the stats on them as we can for weapons and armor.

Additions to Material Storage

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

Is there any chance we can fix up some of the odd organizational things, like putting T6 mats underneath their respective columns instead of off to the side?

Additions to Material Storage

in Guild Wars 2 Discussion

Posted by: Boogiepop Void.6473

Boogiepop Void.6473

I’m curious as to why things can’t be removed, from a programmatic standpoint. We recently had a bunch of people getting mail for removed PVP stuff; why couldn’t an item be removed and mailed back to the person?