If you got light foot then you are good, don’t need to do it both group and single
stay at the entrance to his lair right at the distance of his agro. Let him run at you and put your back to a wall so he can’t knock you into a mine.
Use the bomb mine that is at the entrance over and over and just heal when you need to.
If you want to get fancy you can use multiple mines but when you run into the middle of the room you risk him detonating them all when you are in a bad spot, or rearming them.
So find an empty spot. stay there and work a bomb mine that you can control reliably.
For the hell of it I got a level 5 engineer and took it over to canach. Did perfectly fine.
It is not a fight of skill or stats, but more of a fight of strategy. Stay away from dangerous stuff, dont put yourself in a position to be knocked into dangerous stuff. stand there and take it in the face till a bomb is ready for you to run canach over with.
(edited by CMF.5461)
Overall, I am glad that you guys took the time to stop and read. Also I hope that more people can express themselves the way Mia just did.
I agree, flame and frost felt really well put together on the last half and then they did a 180 and this is causing unrest in the community.
What I think it comes down to is that the developers are failing to take their big ideas and bring them down to connect with the players with the game updates and world development. This is causing unrest within the community and that is a problem.
Hawk, went through your posts and from the first day on the forum you were having problems with your computer and this game. Some of it was resolved with patches and some not.
I did notice you are continuously frustrated and you say “frickin” a lot. I kind of imagine you waving your arms around with a loud voice wondering what the hell is going on with everyone now a days and why is everyone on your grass
But going back to your point about people are losing patience. You started the game with little to no patience. Through the duration you had ups and downs, but the trend was consistent.
Although I am sure no one likes getting analysed by some random person and I have plenty of faults on my own. So sorry if I offended you, but trying to make my case about maybe we should change how we talk and interact and it will make for a better community.
Actually I do go through some people’s post history if I see them post a lot of negativity and many times they have always been negative. It is that persons perception which colors in the events that they view. Change of perception does wonders for your attitude.
Back to why we are upset in the first place though. Yes this event from a players point of view had holes in it and seemed inconsistent and choppy. I think this is an artifact of the developers not putting themselves in the players position and thinking from the top of the hill too much. Again a change of perception is needed.
After secondary analysis I see what they were doing and how it goes together, but most of us are not willing to take the time to stop to think for some of these things it seems. So back to the first rule of public speaking, know your audience.
harsh and constructive criticism could be opposing things depending on your delivery.
Could you not simply just give criticism instead of “harsh” and get your message through? Why the need to lash the whip to move the cow when the cow will come to you if you offer it hay? (I’ll admit I’m pushing hard for these analogies but it is kind of fun ;p ).
There was a post earlier that detailed all the ingame mail messages in chronological sequence which spelled out the storyline really well. So maybe the material is worth praise but the reception is somehow lost on us.
Either it is the delivery or it is the listener but there is for sure a disconnect. First rule of public speaking though is to know your audience, so if “we” don’t get it, no matter how good the story is, they need to change delivery of the story so we “can” get it.
There is both positive and negative reinforcement, knowing when to use which is critical.
Also if you ever study group dynamics or had to sit through a marriage counseling or a office team building exercise, you will see that maybe our baseline emotional outbursts are really deconstructive and immature. Part of being an adult is self control. Something my kids of very little of, but I now know how to manage enough that I can function in a group and play nice with others.
We are a team/community. With each other as players and with anet who develops our game. Communication is key to success in a team. There are some phases in group dynamics that every group goes through at different paces: Forming, Storming, Norming, Performing.
Forming was fun and new, but right now we are stuck in storming. I hope this phase doesn’t break us.
In less than a year we have degenerated into multiple contrasting complaints and a mass of people that are so on short fuse and upset at the slightest challenges and changes that come our way.
When this game started it was full of excitement, anticipation, and acceptance. Now we just have unfulfillable selfish expectations.
While I do see problems with this game. I post and share my experiences to try to better the game and further a future for it .Why? because I enjoy it, regardless of the nuances and complications I may run into.
Obviously a lot of us care about the game because we are so emotionally attached that when something bad happens we get upset. Sadly many of you are not expressing yourself in a conductive and healthy way. If anything you are destroying the game and future of the game with the attitudes you bring to the table.
If you want good things to happen, put good efforts forward. If you sow your fields with shouting and demanding that the plants grow, you will find nothing happens. If you tend to your crops and help them grow, you will be rewarded a bountiful yield.
/philosophical soap box to try to better humanity through the internet….maybe a lost cause.
To be fair, a lot of people are screaming conspiracy theories and hate while the community team try to quell the outcry in an attempt to keep the riot down to a low murmurer. Not to shut you up, but to keep panic and mayhem low so things can be looked at/talked about rationally.
If there is a bug, then blasting them about it and calling them liars is not productive to the situation. Continue to post evidence and talk about it rationally and keep emotions controlled. Better for you and the community.
If you still think it is some sort of conspiracy theory of how the man is trying to keep you down, then I can’t help you.
Interesting read and I understood the story progression better laid out this way. Thanks
I was toying with an idea of double symbol burst with greatsword and staff since they had the highest damaging symbol (hammer will net more dps in the long run, but gs/staff has more burst).
Symbolic Exposure + Blind Exposure + Fiery Wrath as a base.
Can hit 10-20 stacks of vulnerability depending on group size, and it works wonders farming.
Horrible right now as a pvp thing since targets move out of symbols. I did have one amazing moment where a guy was running to a capture point and I was running to defend it, dropped a wall of warding with staff right in front of him and he got knocked down, laid out two symbols and whirling wrathed him dead in a couple of seconds.
His response was “At first I was kitten ed off, then I was impressed, wtf was that”.
My conclusion – symbols are horrible in mobile pvp :P Maybe in wvw or as a mid-distance support fighter where no one is focusing you.
Our other reliable forms of vulnerability are from blinds using greatsword+sword/focus or immobilize using scepter and binding jeopardy+zealot’s embrace/signet of wrath.
Still muddling around, those will work better in mobile fights and we already have builds based on blinds.
The original concept of compiling the damage abilities together and racking/stacking them was more for pvp/wvw in setting up burst.
dps and burst are two different things and in pve you want more sustained dps, so a cooldown damage increase is not as effective over longer duration fights as a steady damage increase.
So depending on the scenario vulnerability stacks can provide a little bit more push when cooldowns are ready, but again, on a long fight it will be lackluster versus other traits and abilities.
So, I made my wife sit down and try the fight. First I let her go on her own and she died, then I talked her through it and this is what I learned.
She was running into the middle of the room, positioning was bad, and she kept getting knocked into mines. Also she was not looking at the chat so she didn’t see what moves he was doing such as rearming mines or preparing to detonate all mines.
Then I coached her through it and told her go to the entrance of the boss room and just use the bomb mine to the left, put her back to the wall so he can’t dash and knock her into another mine. I also read out in chat when he was going to detonate or rearm the mines.
Doing this she won.
So if my wife can do it you guys can too.
She did manage to bug out one mine though and canach wouldn’t activate it. I think this was due to using too many disarms in quick succession. This may be an issue for some people. Focus on one mine and it may help.
Other reason is to get the achievement for participating in the event, which is what I think the majority want in the first place.
Try the mines at the start of the dungeon. Do they still insta kill you when you convert them green? If so then you may be lagging or are bugged. Convert it green and give is a second then try to step on it.
Other than that, he does convert mines back to red, so be aware of what he is doing as well. The only thing left is to not get knocked back into an active mine, which is all positioning.
Do they blow up on you every single time or just sometimes?
I don’t even bother with the knock back since it’s not a frequent enough cooldown to knock him back into mines when I want and won’t interrupt every single mine detonation he does.
I have done this both with my 80 guard and my 30 mesmer and had no problems with a heavy armor and light. Mesmer I just face tanked it as well at the entrance and just healed when I had to. Guard I didn’t even have to heal.
I am really really surprised how easily turned off a lot of the players are with this fight. It is easy but no one wants to try….but I think I just figured it out.
No one likes this fight because we are not using OUR skills. We have our skills replaced by the mine detector. I think this is a huge reason why people don’t like water combat as well. They are not familiar with the controls and it hinders the normal flow of combat that we are used to.
Personally I didn’t mind the fight and found it interesting albeit too easy. Then I come here and see an outcry of frustration at it and I’m taken aback. Is this our fault that we as a player base don’t like new mechanics or is it the developers made bad designs. I think a compromise can be made somewhere.
voice warning is warranted and would give people another indicator. That point I’ll give you.
On the other hand, the text is different already. One says rearming all the mines,
while the other says detonating all the mines. Also he has an animation specific to both rearm and detonate on which he stands still and does. (I think rearm he spins in place? I forget)
Mines going invisible would be due to them detonating and having to respawn. There is a arming period where the mine is yellow, it is safe to stand next to it at that point but get away fast. If you try to disarm/switch the mine to green while it is yellow, it will go green then turn red after the scripted time frame that it was supposed to go from yellow to red, regardless of you changing it green.
So watch the chat and/or his animations, stand away from mines in the event of a full detonation, wait for mines to turn red before you convert them to green, stand there and laugh as canach melees you.
As far as his push back, put your back to a wall so he won’t push you into an armed mine. To have him hit one of your mines, just run him over it since a green mine won’t hurt you. Just be careful of him rearming the mines you turned green.
Everybody had the ability to buy karma weapons for really cheap and mystic forge them into profitable gains > mass amount of people got banned.
This is not an issue of people having full slots. I think you are in denial and trying to justify actions that you want to take. This is an issue about how “easy” it is to make said gold. It is so easy it seems “too good to be true”.
That said, make your decisions and reap your rewards if you like. I am not mocking you, but you are lashing out at everyone else here who simply are concerned that it may or may not be an exploit, yet you call everyone else “not” sane and blame us for not being able to do what you do. That is a lot of outward aggression to others for questioning an act that you want to partake in.
So your argument is, we are jealous that we can’t be like you? That’s logical and higher level of thinking and awareness of you.
For the record, I do have a spare character slot that I use to get black lion keys when I have too many chests. I could do this event for 1g every 15-20 minutes. I choose not to though because I am not selfish enough to go against what I think is wrong.
Maybe I am wrong and this was intended and allowed. But again I feel justified in sticking to my moral compass which is telling me that money isn’t everything…even if I am highly tempted
Totally ticked me off, i had him down several times and he popped back to full health, I’m done with this stupid glitched quest!
Are you fighting him up on a wall? If he can’t path to you he may reset. Try fighting somewhere else.
I really didn’t think the fight was difficult enough to warrent frustration. If anything it is “too” easy. Still i can’t ignore the people that are having problems, but I contest that they are trying too hard and should take a step back and look at what is happening. He does almost no damage, the bombs are what hurt.
It’s like playing othello. Flip his pieces to your color to hurt him. Watch chat to see if he is rearming the mines that you just flipped. Also pay attention to if he is going to cause all mines to explode.
Slow down, look, think.
Mostly thinking out loud, but:
High damage in this game is primarily achieved through modifiers such as crit/crit damage, traits, boons, and conditions. A list of things that increase our damage are:
30% crit damage (valor trait line)
10% to burning (Fiery Wrath)
10% to targets with conditions (Radiant Power)
10% when endurance not full (Elusive Power)
20% if aegis active (Unscathed Contender)
1% per unique boon with a max of 9% damage (Power of the Virtuous)
5% with greatsword (Greatsword Power)
5% with scepter (Scepter Power)
5% with mace (Mace of Justice)
5% with spear and sword (Powerful Blades)
1% per vulnerability with a max of 25% damage
I think a majority of us understand most of the above, but what we tend to forget is that vulnerability is an additional way of gaining extra damage with higher stacks. Most of our traits give us somewhere between 5-10% extra damage and 5-10 vulnerability stacks is not out of the question.
Typically when we analyze the traits we see 10% and pick it because it is a bigger number, but we need to look at a bigger picture.
So a good damaging build should try to incorporate vulnerability into it as well as a mix of 2-3 of the above bonuses.
I stood at the entrance, a bomb trap is directly to the left and respawns bomb every time for me (did it 3 or 4 times cause I kept jacking up the light foot achievement). Disarm bomb trap, walk him over go back to wall and wait for respawn. He attacks slow and doesn’t hit hard so you don’t even have to move, just use heals when low. BTW I was wearing my magic find gear so no toughness or high vit at all.
I think you guys might be trying too hard. keep it simple.
Same thing with the explorable mode. I just run in and get agro. stand near a trap and drop my mine detector so I can attack. When shield pops I pick up the mine detector and disarm a trap, run the golem over it then go back to attacking. Ignoring the sparks and other mechanics completely.
How could they release a statement before the content was released stating that there was an error that they didn’t know about before hand?
It is a bug/oversight that it is character specific and it tends to be against policy to highlight and bring to attention bugs and exploits for people to abuse.
Hopefully it wont go on the ban wagon like they have done before, but if they do, then people should expect it because it has happened before. We know what is morally right and wrong I would hope, so make your good judgement yourselves.
https://forum-en.gw2archive.eu/forum/livingworld/southsun/No-reward/first#post2106696
The dungeon was accidentally available before the patch, so the rewards that were being hooked up in the patch were not given to those who did it before the patch. Since we only intended for those rewards to be given once, that means players who did the event once cannot get the rewards again, even if they didn’t already get the rewards the first time during the gap before the patch.
We’re working on a solution to the problem though.
They did intend for it to be a 1 time only reward.
Sounds like an exploit that will/should be fixed. Still I feel this compulsion that if I do not do this I will get left behind and be even more poor than I am. I guess I am going to have to accept not having money and keep my moral high ground.
It Happens: http://youtu.be/hFCVwO_7zZE
So as a video analysis of Amins’ performance, at most I figure his build structure is somewhere approximately like this:
http://gw2skills.net/editor/?fUAQJArvEJhDCnQyZUgAgNDCCAqUEP6DA-w
A lot of +% damage done, virtues add boons and also 90% sure unscathed contender is active because he makes sure he has aegis up from activating VoC on big hits. Also at one point his halfway recharge on signet of wrath is at 12 seconds so that tells that he has 20% reduction on signets as well.
Since virtues give boons the added 4% from power of the virtuous + 10% on burning + 10% on targets with conditions + 5% on scepter + 20% with aegis = 49% extra damage
Then add on his 76% damage on crit that’s 125% extra damage when he crits.
Mixture of flat % increase damage looked lackluster to most on release, but he shows that combined with crit damage you can get decent % damage on crit as well as keep damage higher on non-crits.
Although if he took 30% crit damage from valor and 10% from burning as well as 20% from aegis as well as another 4% from boons + 76% from his gear he would have 140% extra damage on crits. But would those traits in the rest of the lines mix well together? meh?
If someone wants to figure out the gear his stats are seen at the start of that video. I figure a mixture of berserker/valkyrie, and maybe even shaman cause he has 100+ healing power with vitality increases? Take into consideration higher stats cause of wvw bonuses.
edit:
Just looked at his boon duration/virtue recharge. It is only 10% so he only has 10% into virtues for unscathed contender. So no extra damage on boons freeing up even more trait points.
:( unfortunately I am doing this on my 80 with 227 skill points he is not using, so not worried about exp.
Timing of respawns is faster because of the intent of multiple people to wander through the zones. In earlier MMOs I would sit around for upwards of an hour waiting for respawn.
As far as the system knowing things are dead and it is not realistic to have to fight things you just fought. Eventually you would kill everything and run out of things to do. It would be more realistic but put an end to your gameplay and areas to obtain loot/resources/money/experience/fun.
Going forward to the idea of trash mobs are ok to respawn but named mobs should stay dead or randomize so it isn’t the same exact guy every time. They have not given things specific names in most cases but titles, such as “Bandit Leader”. Also remember there are other players in the same game world so they would like to experience the content you just cleared as well.
So to cater to more people, they break your immersion. Lesser of two evils in the games eyes as they want more people playing.
I agree though, that events respawn too fast and are fairly static and repetitive. Better than I have seen before and more dynamic of a world yes, but it doesn’t let me impact “enough” to get me to want to keep doing the events short of just farming.
The events are supposedly on a local population adjustment. So if there are few people in the area you get less mobs and maybe less respawn. If there are a lot of people you get more mobs and more respawn. That is specific to events though, so unsure of general world mobs.
As far as the ore, not sure if it was a sarcastic remark or not. But everyone has their own resources, so you do not compete for ore like in other MMOs. This way you don’t have people sniping your orichalcum ore out from under you and you are now left with nothing.
edit:
A better game design would have a flow of the map so you would not have to exit where you came in, thus preventing the loss of immersion and having to fight your way back out. Scripted space is a big thing in design and is used in vegas a lot to control the population/traffic/and even to encourage sales & gambling. So the world could be a better scripted space instead of just an open world that we can wander around in.
Good and bad for both I guess.
(edited by CMF.5461)
Counter argument engaged:
Wouldn’t said, community identification of bad ideas, but much the same way of forum goers trying to “play developers”. If we the community are bad at identifying good ideas then could the same be said for bad ideas too?
Maybe it is a good idea and we just don’t give it enough time to develop or be explained more. Or even understand it since it is so different and new.
In the end, yes I agree there are bad ideas and I have seen them and even made probable bad idea posts myself. Still I stand that strangulation of anything new, be it bad or good, hinders our growth and development. Try out new things, even if it is so out of the box you can’t fathom it. Maybe it will work, or even better, maybe it will get you thinking about a new idea that is better than the last that failed.
I almost sound like an asuran now =p
hah, that worked too well
animation and sound are all wrong, that said I got one because of convenience of coure and not because of cost effectiveness. Harvesting tools clutter up my bank/bags. Also you can move to interrupt yourself after first strike so you don’t sit through the extra animation and save yourself time.
Odd fact, you can purposefully turn away from your target and cause the sword wave attack to strike the target at least 2 or 3 times in a row before it starts the chain attack over. I’m sure this needs to be fixed but no one else noticed it last time I posted.
Small pet peeve, diminishing return is not an accurate use here as things do not get worse with the more I do something. I think randomized placeholder is more in line with what i was asking, resulting in a chance that I cause all nodes to be something I don’t want unless I harvest every node so they have a chance to respawn and cycle through the possible placeholders. Or what ever nomenclature you want to use.
Although on a technicality I guess by reducing the amount of possible “good” harvest and filling them with “bad” harvests I am diminishing my returns? I just don’t think that is the intent of the term is all though.
Regardless, thanks for answers
What I was trying to get at is, do you think there are any anti-farm type measures put in the game.
Such as, if I only harvest the ori nodes and nothing else there is a chance that a placeholder node will spawn in place and prevent more ori from respawning? If that is the case then harvest everything is highly recommended as you will only hinder yourself in the long run.
I do know that placement is somewhat randomized and they adjust periodically.
The reason this came up is because I was going around trying to find seasoned wood logs for crafting and I was only harvesting the tukawak trees, but there were inglewood saplings in the area as well. So eventually I started to just harvest everything just in case.
History of first/third person movement for me:
Doom: Arrow keys and I think space bar
Jedi Knight: Introduction of mouse look and wasd
Every game after that: Some variation of keybinds and wasd with mouse look functions
As long as you mix mouse look and keyboard movement you will be fine for mobility. In the past people used to make fun of keyboard turners because they were slower in reaction time and mobility. Then they ridiculed the “clickers” because they couldn’t push the buttons fast enough.
Now we make fun of people who don’t keybind and use wasd?
I still wasd with a and d as turn functions because I hold the right mouse button, if I ever let go of my mouse button I can still run forward and navigate while clicking a target or opening a menu/equipping an item, or drawing/pinging the minimap.
It is kind of a dance between dominant hands on which is moving and navigating, I also left/right mouse press to run if need be and release the w key to press other keybinds if I have to.
I have a 12 button mouse but for gw2 I only need or want one extra button (dodge, because double tap is too slow or kills me on jumping puzzles)
after that I use 1,2,3,4,5 and Shif1,2,3,4,5 for ease of reach.
In WoW you were inundated with tons of buttons so I needed a lot of keybinds and macros with shift states or action cycles to keep everything in a usable reach. GW2 is sleek and fast and I enjoy the combat a lot more. It is only clunky if you do not have a smooth and fluid setup for your end of the interface.
As far as interesting combat mechanics go, they could do a lot more. So the combat system is not bad its the mechanics are not fully fleshed out I feel.
I guess the moral of my story is that more is not always better, and different is not always worse. If it works for them then fine, if they want to change then let them. Don’t down on others cause they are not you.
Oh and the dodge jump, lets you clear bigger gaps, you can do this manually but maybe a double keybind would make it easier to do.
(edited by CMF.5461)
I have seen my fair share of buffs and nerfs since I started playing mmos with EverQuest. So I understand that people are afraid of nerfs and that ultimately the developers are the ones in power. They do read and listen to what we say but they may or may not agree with our solutions.
If anything conversation and discussion help highlight areas that may need looking at. The result may not be what we want but then continued discussion would be “feedback” to the changes.
Stagnant and works but a little clunky, or lots of changes that may help or sometimes not but continued progression? Some may like one or the other option more.
I still think this trait is meant to give builds more crit than the typically have access to. It is one of the first traits you can pick in that line and it is not a constant/reliable boon. Burning is everywhere though, so it will go off in spvp for sure.
40-50% crit with another 20% on top of already high crit gains less for a player than someone with 0 crit and suddenly they get 20% crit and are able to proc on crit skills/items.
I find that around 30% it is a comfortable crit rate to keep things procing with their 1s internal cooldown or more.
Now on the aspect of just pure crit/crit damage, more crits of course is always good, but then you have to go to the charts and see what gets you more dps, crit or crit damage, and also factor in maybe even power instead of either of those if your stats are that high.
Is it better to harvest everything or just the items you need? Or will the ones you don’t harvest prevent respawn of items you do want?
I’m pretty cheap so I don’t want to harvest items I don’t need if I don’t have to and save my uses on my pick/sickle/axe and such =p but right now I just get what I see. Mostly just curious.
Whoa, slow down there killer. Kind of unsure if that is directed at me or not tbh.
I’ll admit I only toyed with the trait in the mists and spvp here and there, so it didn’t seem like it lasted very long for each tick of burning, but I’ll go back and double check. 3 sec sounds like longer than I remember it giving fury for.
I’m all for making the trait more controlled and skillful instead of random. So that is my stance. Anything we can do to put the choices in the players hands so it is about what we did or did not do which causes a win or loss I’m all for.
Maybe make it for every 10 hits torch 5 will cleanse one condition on yourself.
At most torch can hit 3 people so a maximum of 3 condition on self removed, and a potential of no conditions if people get out of the cone. A little risk and reward.
I was originally thinking every 5 damaging hits, but maybe that’s too much condition removal.
I just want to say that I like the initiative and the logic and flow behind the reasoning is pretty accurate, but I don’t think it is quite there yet. Possibly class design holds us back but I am all for breaking a paradigm so keep up the work and hopefully others try to extend past our bounds as well.
Yeah, haven’t found a hotkey to enable/disable real easy (it’s wife’s computer and sometimes I would mouse onto her screen and freak her out on accident) so the disable easy mouse function works well enough for that I guess.
It does work better than synergy. I got the two screen thing going mostly because I was playing gw1 and wife wasn’t interested, so 2 boxing some characters in that to get achievements/titles in gw2 for us. One problem synergy had was that the mouse look functions would spaz out and spin really fast on the second monitor. This one does the same but it had an easy check box fix. Synergy I had to make a lock screen button and quickly hit that on my keyboard to do anything on the other screen.
Additionally this program lets me share the clipboard, so now I can copy and paste text or files over to her without helping her navigate through the share folders. Nice little bonus!
Thanks for the tip on mouse without borders!
(edited by CMF.5461)
Thanks, I am trying it out.
If any of you actually take the trait you will see the 1 sec of burn to fury ratio is pretty small and gets a couple hits here and there as crits making it seemingly ineffective.
The fix they suggest is how the skill apparently worked way back when in beta, but was changed without having the tooltip updated to match how it works now.
By changing the skill to work how it used it, it would provide an on demand set of burst instead of random bouts of burst for more control of our own character and abilities. Maybe less fury overall, but more concentrated and when you want/need it.
Other classes have a cooldown or have to have a specific weapon equipped to have fury available on demand, possible have both effects active, 1s for enemy burns on yourself and 3-5 seconds on self activation with torch?
In the long run though, better use of more crit chance is found through gear and/or right hand strength. This trait mostly benefits builds with low crit chance and provides them more opportunities to trigger selfless daring, vigorous precision, and empowering might.
As far as cleansing a condition on yourself and the target, that would be extremely nice, but I guess the argument that we have a lot of condition removal already could be thrown in. I still would appreciate a change like that, even if I don’t use torch a lot.
while “scepter” does not suck, it still has its flaws and areas it could be improved upon. Biggest problem is speed and/or tracking of the projectile, which has been acknowledged by the devs.
Still the root of the problem was consistent, while the suggestions may be out of scope for some it is reasonable to others. Constructive feedback is always more welcome than “that’s stupid”. Ideas are meant to be expressed and discussed, not just simply shot down.
In the long run, I agree that many ideas come out as “wouldn’t it be cool if”, and not totally constructive themselves. The problem with the “what’s not broke” mentality is that people become used to working around problems and then become accustomed to how they found a work around and avoid or ignore the original problem in the first place. I get this in my work area and it frustrates me to no end sometimes.
Side tangent, so we had a discussion about things being broken at my job and the story of apes and the bananas came up. Long story short, the apes were conditioned to not try to get the bananas, any time a new ape was introduced to the mix they would try to get the bananas. Since the other apes had the learned behavior to not get the bananas or something bad would happen, they would promptly beat the new ape up to make it conform to “societal rules”.
I think this is what we have going on here honestly. Ya’ll just a bunch of apes
My game just crashed and when I went back in I wasn’t having the problem anymore. I think somehow I was active on the desktop and the game at the same time which caused an unsync with my mouse. regardless, at least its gone!
Also, I am sure it wasn’t due to “fray of battle” because I sat in one spot and tested the mouse location with a ground targetable spell, it would snap to a new location on right mouse button release.
Another thing it may have been is a program called synergy which I use to run both my machines if I ever need to, so I don’t have to jump up and down between the two. So that may have caused odd effects in game. I since disabled it just in case.
(edited by CMF.5461)
Anyone else notice strange activity with the mouse cursor and using the right mouse button to mouse look around? It snaps the cursor to odd locations as if you were not holding the mouse look button down.
This is causing problems for me and wondering if anyone else noticed it. Posted on bug forums already.
When holding my right mouse button and using the mouse to look around, the cursor used to appear back at the point on the screen where I originally pressed my right mouse button.
Now the cursor will snap to the projected screen location of where my mouse would have moved after releasing the right mouse button. This is causing me to lose my mouse cursor or when placing ground effect abilities, it causes a delay in placement which effects game play.
Please return this back to where it used to be.
I have seen many threads pop up here and there, some with good suggestions, others with not so good suggestions. The problem is the resounding response of the general guardian community which is “I don’t like it, Guardian’s are fine”.
I have one of every class and two guardians. I love the class and prefer it over anything else, but I do see problems and areas to be tweaked that could help balance us better, or fix broken or not fully fleshed out mechanics.
Still, why are we so adamant against changes and ideas more so than I have seen in other class boards.
Maybe I just see it more cause I’m here more.
Has anyone else noticed that every living story and plot device throughout this game has been, stuff is happening and we are all along for the ride. I think they did this purposefully in a sense that not everyone is “the” hero, but we are all contributors and vital in the developments that happen in the game.
Going back to the “personal” story. Someone raises to power, and we are there every step of the way, they finish their deed and that story is over, yet we are still around so we continue on to fight other dragons and evils as the game progresses.
If you haven’t seen it now, that seems to be the theme throughout the game. If you are not happy being a facilitator for greatness instead of greatness itself, then you will not like any of the story here so far. This way everyone can be a hero, but not one person is “the” hero. Keeps it more consistent for lore reasons I guess.