(edited by Boogiepop Void.6473)
You only get rewards the first time you do a story mission on a particular character. Otherwise we could mine tomes by repeatedly doing the last mission in the level 10 story.
Sentient Aberration and Sentient Oddity have the exact same icon, making them completely indistinguishable without mouseover.
The appearance of the Jade Fragment home instance node is the same as that for Petrified Wood, and the map icon is a standard ore node.
Not only VG himself, but also the electrified floors start spazzing out, turning on and off with incorrect timing, going backward, and once even having all 3 on at once.
Interesting. In your picture I can tell the difference. This is what I see in my inventory. The anomalies are lined up in order of acquisition. As far as I can tell there is NO difference between the icons for the 2nd and 3rd.
How about some new guild missions? It’s really boring doing the exact same missions over and over and over and over….
By all that is holy, please give us new guild missions. This is getting ludicrously boring.
Vale Guardian is broken following the Head of the Snake patch. It’s not following the tank consistently. In the final phase, it will just start ignoring everything and running in circles, making it impossible to move him with the floor pattern. This in turn causes the green circles to spawn in the active floor areas randomly.
(edited by Boogiepop Void.6473)
Stop with the kitten Portal Scrolls. I did the story on my main story character. Let my alts into the maps. It was at least minorly thematic with bloodstone fen, but now it’s just turning into a waste of unbound magic (which you need boatloads of) and inventory slots. If you want to pull this, at least give us a portal scroll wallet, but it would still be better to just stop it completely. We have access to the content, so stop creating artificial barriers.
The new map is mostly good. The leather farm can only be done with a group, but that is in line with the original description, though I would watch how it works once the population dies down a bit. I wish it had a bit more quick travel, but at least the waypoints are reasonably near everything of interest this time. The cohesiveness of the map is much better than bitterfrost; it feels like one map concept instead of 6. The enemy density and insane aggro has also been addressed. Some of the hearts do a horrible job of explaining what you need to do, though, as no obvious link is created between, for example, fishing traps and the adjacent town, leading you to think they are part of some other event. The hearts also fill at too slow a rate, getting boring long before they are done.
The Siege defense events are a major issue. They are too long with nothing happening. After the boss and the initial wave, you are only about halfway finished, but the amount the enemies deplete the bar and the low spawn rate mean you spend 5x as long as the first part standing there waiting for enough enemies to spawn in 1 by 1 to finish. It’s not fun or interesting at that point. I can easily see these events being abandoned soon, as they are just not worth the time once you have the achieves.
(edited by Boogiepop Void.6473)
Generally in the siege events you get the first half of the bar really quickly, but then the initial enemies are all dead and you spend 4-5 times that standing around waiting for enemies to SLOWLY spawn in so you can SLOWLY deplete the bar the rest of the way. Either the spawn rate needs to be higher, or the bar needs to deplete faster so the first part of the event is the whole event. As it is, the events are far too slow and have far too much dead time.
I don’t like WvW because I spend most of the time going from place to place and because almost everything is decided by who has the bigger zerg. Too much dead time and not much actual skill.
As far as the travel time, the maps are too big with too few travel options (you can’t even glide to take shortcuts). There is just too much dead space everywhere, and the few waypoints there are (and there aren’t enough for the size given the lack of things to do) are too often contested.
For the second, this is just the nature of this type of PVP. More players will almost always win a fight since they have more skills to burn. But combined with the slow travel, this mean you can spend 5 min going somewhere, get swarmed, and gain nothing.
I hope the new map is better than Bitterfrost Frontier-of-oppressive-enemy-amounts.
City of Hope: Leave It To Me, Predator Prey
in Guild Wars 2: Heart of Thorns
Posted by: Boogiepop Void.6473
Completing collections gives various exclusive items and mastery points. For example, completing the fist part of heart of thorns gives an exclusive ascended amulet, which is itself part of another over-collection for a backpiece, and a mastery point. These items can ONLY be acquired by completing the relevant collection.
City of Hope: Leave It To Me, Predator Prey
in Guild Wars 2: Heart of Thorns
Posted by: Boogiepop Void.6473
It’s not about if you can or can’t cheese it. It’s about how bad the entire design is. It needs to be removed.
City of Hope: Leave It To Me, Predator Prey
in Guild Wars 2: Heart of Thorns
Posted by: Boogiepop Void.6473
You are assuming you can find a party. Even with 5 guilds I couldn’t find people who were willing to do it. Those who had wouldn’t do it again and those who hadn’t didn’t want to. So welcome to doing it solo over a very long period.
City of Hope: Leave It To Me, Predator Prey
in Guild Wars 2: Heart of Thorns
Posted by: Boogiepop Void.6473
The consumables run out too fast and have too long a cooldown to be really useful. Unless you want to literally sit in the room for an hour waiting for them CDs to run out.
City of Hope: Leave It To Me, Predator Prey
in Guild Wars 2: Heart of Thorns
Posted by: Boogiepop Void.6473
So you consider an hour of repeatedly pushing 1, dying, and respawning to be good game design? To be fun game design?
City of Hope: Leave It To Me, Predator Prey
in Guild Wars 2: Heart of Thorns
Posted by: Boogiepop Void.6473
And actually I’ve been told the party trick was fixed so now the only choice is to bring tons of Fire Ele Power and Ogre whistles. Or in other words, regardless of method, the only way to finish i a reasonable time IS TO CHEAT.
City of Hope: Leave It To Me, Predator Prey
in Guild Wars 2: Heart of Thorns
Posted by: Boogiepop Void.6473
There is hard and there is TEDIOUS. One can be fun, the other is not. This is tedious. It’s just poorly thought out busy work to throw an extra achieve into the instance.
(edited by Boogiepop Void.6473)
City of Hope: Leave It To Me, Predator Prey
in Guild Wars 2: Heart of Thorns
Posted by: Boogiepop Void.6473
I’m sorry, but these achievements are ridiculous. In order to do them, you basically have to cheat by bringing a party and having the leader not step past the door. Playing this fair takes OVER AN HOUR of repeatedly respawning on average. These need to be either removed or redone to make them less ludicrous.
This here is not an existing problem. In fact it’s a huge foundation for the game and a big selling point for so many of us. The ability to have fun, run around old maps at will and still get relevant rewards is of enormous importance for this game. If anything it improves the experience for lower levels since I have rarely seen events ignored by downscaled passerbys. Most ppl see an active event en route – they join in.
I have no problem with the ABILITY to go to maps and have fun IF YOU WANT TO. But a lot of the people on these maps are not there for fun, they are merely running from node to node, ignoring all other players and enemies, degrading rather than contributing to the fun of people who actually want to be there by triggering improper scaling in events, causing population capping issues, and dragging trains around the map.
We want the population of maps to want to be there and to be participating. The level scaling allows this to happen and is a great system. The node issue has the opposite effect.
You may have missed the recent addition of Unstable Rag, Unstable Metal Chunk and Unstable Hide. All available in the newer L80 maps.
Good luck.
A minor workaround that barely admits there is an issue is not a solution.
How do you get mastery for Rally to Maguuma?
in Guild Wars 2: Heart of Thorns
Posted by: Boogiepop Void.6473
The instance won’t let you replay, and I can find no data on what the achieves needed are either. How are you supposed to get mastery and the Abbadon’s Mask?
The current resource system was designed to work well for the initial leveling experience, and it does. But it does not work well once you are max level, which is where you will spend the vast majority of your time. Leveling is the first few months at best, max level is everything else for the remainder of the game. As such, the resource system has 2 large issues:
- Drop rates from bags are influenced by character level. Items stop being dropped from bags, or at least have their drop rates significantly reduced, in exchange for others, as you increase in level. Essentially, this PUNISHES people for actually playing characters by lowering the drop rates of needed items if you dare to actually max out your character. Instead, people have multiple characters they ACTIVELY DON’T PLAY just so they can use them to open bags.
- Material nodes are based entirely on map level. So a level 80 map will only have T5 and T6 nodes. But since ALL FUTURE MAPS WILL BE LEVEL 80, we will NEVER get new sources of lower level materials. This forces people onto maps they have no interest in playing, which they have already completed, and on which they do not actually participate, but merely run around ignoring all events and enemies while they farm. This degrades the experience of all players on these lower level maps and causes issues with event completion and aggro swarming.
Drop rates and nodes distribution need to be changed to a progressive, rather than exclusive, model. You need to gain new drops from bags WITHOUT LOSING THE OLD ONES as you level, and new nodes types need to be added to maps WITHOUT REMOVING THE OLD ONES as map level increases. Being max level should let you obtain anything that can drop from bags and a max level map should have nodes of all tiers on it. The game should not punish you for leveling.
(Additionally, already the sources of T5 and T6 mats outnumber the sources of any other tiers by more than 2-1, and eventually, if the system is not changed, they will outnumber all other tiers combined.)
I used to be able to stream (OBS) and run discord at the least with the game without issue. Now if I even run discord the game starts hitching so badly that I can’t do jumping puzzles due to frame dropping. Again, only since the lunar patches.
I am getting thrown out to the character select menu constantly. It is getting tho the point of it occasionally happening 3 times inside 5 minutes, and frequently 5 times in 30 min. This was not the case before the Lunar Festival patch. In addition to the general annoyance, this is making it almost impossible for me to do events, as every time I get dumped out I end up in a different instance than before and lose my rewards. This needs to stop.
Official Feedback Thread: Episode 3 -- A Crack in the Ice
in Living World
Posted by: Boogiepop Void.6473
I’ve come to hate bitterfrost frontier. I can’t stand spending more than 20 min on the map at a time.
- The enemy concentrations and spawn timings are ridiculous. You can literally not clear the mobs around a resource node before the next set spawns in on top of you, and the mobs amounts are stupidly high. You can easily end up swarmed by 20 mobs at a time without even pulling anything.
- Moving around the map is a chore due to badly thought out travel mechanics and the huge enemy swarms. The waypoint positioning is lacking (can actually both be contested at once making respawning impossible), the single leyline is a barely accessible afterthought that interferes in traversal more than it helps, and the thermal tubes are barely acceptable (and in some cases not even aligned right).
- I’ve stopped bothering with the thaw elixir because why should I when there is nothing AT ALL in the Bitter Cold outside of story and the berries are worth more than the daily?
- Koda’s Flame mastery is basically useless, and limited nature makes it hard to even use the torches on chests since you constantly have to use up charges due to aforementioned enemy swarms.
- Brazier “meta” suffers from a complete lack of creativity and the same enemy spawn and concentration issues, and the rewards aren’t worth it.
- Multiple areas lacking even true dynamic events, just constant kill enemy events that swarm you. 2 whole areas have literally nothing going on outside of story instances, 2 other whole areas are nothing but mobs of enemies camping on fetch quests, another areas has such a ludicrously fast event cycle that you can barely even do anything without doing the event, which again is just an enemy swarm, multiple times, and the underwater layer is literally pointless.
- Map clogs your inventory with tons of stupid items due to poor planning and an insistence on forcing in an added daily instead of making it permanent or a mastery like it should have been (and also see above about the pointlessness of doing said daily).
- Map rewards for events aren’t worth it, I just get a few magic from underwater right next to the Kodan ship and leave. There is NOTHING worth spending time on the map outside of a few things you might want to buy with winterberries. And it’s almost a better use of time to just wait and use the daily node in your home instance just to avoid coming to this map.
- Map is completely lacking in cohesion. It feels like 5 smaller ideas were bolted together in a rush to get a map out without actual testing, planning, or thought.
(edited by Boogiepop Void.6473)
What classes have you attempted with?
Like Ori’s post stated, having all the fractal potions activated would make it easier.
If we’re talking solely about the first boss (Mama), I don’t recall it to have much ‘1-shot kill’ mechanics. Only ones that come to mind are:
- Bubble mechanic
- Sub 33% when Mama starts moving and jumping and you can’t dodge the jump when Mama jumps directly on top of you – I normally just dodge into Mama to instantly avoid all 3 of those shockwaves then dodge back to avoid the swipe.
Bubble Mechanic – do you happen to be too far away to run to it when it spawns? Instant death.
Watch nights – Does MAMA happen to be right on top of it when it spawns the full arena except close skill? Go into the circle MAMA instant kills you, stay out the watchnight does.
Just a couple examples.
I need some advice here. I have been trying to do it since release. Even after probably days of in game time trying to do it (with pugs, unfortunately, since no one in my guilds is interested), I can’t even get past the first boss. Keep in mind that I can 2 man the normal 100 fractal. The problem I’m finding is simply that there are too many instant death moves. So many of the moves cover huge swaths of the space that I can’t get out of them. Almost everything kills me in a single hit, and I simply don’t have enough doges to avoid it all. I understand the mechanics of the boss, but inside the game framework I cannot come up with a way to actually beat him because there isn’t a way to execute them. When the third instant death move in a row comes up and I have no dodges left, there is nothing I can do.
Several of the fights are too dependent on randomness. It’s not about mastering the mechanics, it’s about repeating the fight until the randomness decides not to, for example, throw a field of teleports into the lighting circle in phase 5 of the vale guardian. You can spend hours perfectly executing everything that can be executed perfectly, only to still not clear a boss because RNG has been giving you impossible situations over and over. You don’t want the whole thing to be pattern matching, but you also should win or lose based on your skill, not on impossible situations created by the RNG.
When players come away from multiple 3 hour or longer raid sessions still not having cleared a boss, not because they are too slow, not because they have been executing the mechanics wrong, but simply because, over and over, they were given situations that CANNOT be executed regardless of skill, that just discourages them from bothering with raids. The fact that raids are almost entirely rewardless if you don’t clear (you get a few mag shards, but nothing else) and can cost, in food alone, 4-5g per 3 hours, adds up to a situation where people stop coming.
These teams are the worst I have ever seen. In one match I was SINGLE HANDLEDLY holding a point against 4v1s but instead of bunkering 2 points and easily holding them all match, my team CONTINUALLY SUICIDES into them in the middle of the map 1 at a time trying to cap the enemy home because that is “how you are supposed to play” while allowing them to repeatedly cap our home and not bothering to recap it and screaming at me in chat about how I am the sole cause of our loss. Just the concept of holding back from engaging while everyone rezzed so it would be even or recapping our own home were too much for these people. Other matches have ridiculous builds (bunker mesmer, glass cannon guardian), people who stop trying if everyone doesn’t treat them as god and do what they say, people who are playing classes they don’t even know and have randomly built, and team comps that are almost certain loss from the matchmaking (1 team is the perfect hard counter for the other, teams with stacks of 4 of one class).
This is the worst PVP experience I have ever had in any game I have ever played, and I was hardcore into League of Legends for a while. At this point I am playing the bare minimum in a day to advance my achievements, and then getting the kitten out before I punch in my monitor.
2-8 placements. Nice. Considering I had 3 4v5s, 1 game where a person rage quite because we wouldn’t do exactly as he said, and 2 losses by team comp (4 warriors and a guardian, 3 thieves). Super fair ANet. Way to base over half my rating on games where my actions had no impact on the outcome.
I lost 3 (3!) of my placement matches due to 4v5s. If a person NEVER join the match, either it shouldn’t count or it should outright be aborted. 4v5s are almost guaranteed losses, and have no place being part of a ranked record or counting against you in any way.
The matchmaker sucks. Many matches are loses before they begin due to the ridiculous comps it generates. 4 Warriors and a Guardian vs a varied comp? Lose. 3 Thieves? Lose. 5 Elementalists? LOSE. Over half my placement matches were over before the match started (ignoring the 3 4v5s I was on the losing side of).
If the matchmaker cannot make good team compositions, then the matches it makes will not be competitive. The simplest solution is to just, finally, after years of people begging you to, TURN OFF MULTIPLE PICKING. Only allow 1 of each class. It won’t solve everything, since there will still be bad combos, but at least it will solve stacking.
Because just like Halloween, it’s really old code from before the event instancing system was introduced in HoT, so they faked it by using PVP.
After the 12-13 afternoon patch, loading into Lions arch took 10 minutes, resulted in the terrain situation shown in the screenshot (I’m at the huntsman station, for reference), left me unable to move in game, and when I finally had to use task manger to end task the program, I discovered it consuming over 6GB of RAM.
Still no fix in wintersday patch
Still broken. Cannot get Suet or Firestones.
Given they released a patch whose sole purpose was to fix this, it would seem they don’t want to admit they failed by further acknowledging this thread.
Any word on this? Still broken.
I can agree at least for Charged Crystals. The time gate there dates to a period in game when quartz crystals were far more plentiful. Currently, they come from one not-so-popular map, on which there are not very many nodes, and a home instance node, and that is it. If anything, the material is naturally gating already due to scarcity of nodes, and putting in the time gate is just punishment for not remembering to charge every day. It serves no practical purpose, as the charged crystals aren’t even that valuable.
As for some of the other materials, you can make an argument either way. My personal feeling is that if you have some many materials gathered that you can make them faster, I don’t see why not (you already put in a lot of time to either gather or afford the base mats). The time gating just seems like a desperate attempt to force you to login more, which I suppose may be the point. That said, removing it on these mats, that actually have value, might kitten with the economy too hard.
The raids should really be completely independent in terms of masteries, since the ones from raiding are not in any way related to anything outside the raids. Linking it to HOT make only the most tangential sense in the first place, and given that a large percentage of the player base does not raid, causes more problems than anything else.
Seems to me that its more like a small bit of a “refund” for making an elixir, which you have good reason to do if you’re going to be spending time in Bitterfrost Frontier anyway, than something you should do for a reward.
Not really. There is no reason to ever go there once you get the story step and the 5 account bound achievements in the area done, all of which you can get on your first elixir charge during the story if you are industrious. Even if you miss them, that’s maybe one added time you need to make the elixir, ever. Making it a daily is essentially a noob trap.
The Bitter Cold is a general disappointment. Once you are done with the story and a few single-run account bound achievements, there is no reason to go back there, ever. That the mechanics behind the zone are so broken that they cause this much trouble in spite of this is all the more ludicrous.
The original game maps were arguably oversaturated with waypoints, but ANet has been overcompensating on this score for a while (See Tangled Depths, Silverwastes, and now Bitterfrost). The issue isn’t about density as much as about Traversability. The 3 maps I mention all have the issue that getting from one area to the next is not simple due to enemy density, navigation issues, or time pressure, so they all need more waypoints or other measures to compensate. Heck, the positioning of the Waypoints on Bitterfrost is so bad, they can both contest at the same time, which results in players being unable to rez on the map and can cause a game crash if you are trying to waypoint into the map.
Bloodstone Fen and Ember bay both had excellent traversabilty; you could get where you want to go reasonably via the combination of waypoints and other means. Bitterfrost’s single leyline seems like an afterthought, there are thermal vents in several places that would make more sense for Mushrooms, the updrafts are mostly pointless, and the thermal vent loop around the center isn’t even lined up right (there are several spots where you miss the continuing vent by an inch). The entire thing smacks of a rush job to integrate the new thermal vents and an order from on high to have leyline gliding in the map somewhere.
I think there is a particular urgency. People are not playing due to it.
I refuse to buy these until this is changed. I’m annoyed enough that I can’t ditch characters I don’t like if I have high crafting level on them.
The raid lock isn’t accomplishing any goal but kittening people off and making the raiding community toxic.
It would be nice and consistent, if we are going to have a node for one of the currencies, that we should have nodes for all of them.