Showing Posts For Campalishous.9076:
Tickets for Review (3 days and older) [merged]
in Account & Technical Support
Posted by: Campalishous.9076
Ticket Number: 120826-002453
I opened the ticket on 8/25 but it was closed following the Mass Commerce Email, despite me responding to that, without an explanation for why it was closed as it certainly wasn’t resolved.
The issue is I was charged for a Server Transfer so I would like those gems restored.
Basically what happened was I played an extended stretch of time finishing my map completion for Queensdale (was probably in the zone for 2-3 hours). I was just going along completing Hearts & events when I just stopped getting loot from mobs. For a 30 minute period of time no single mob dropped an item, junk or otherwise. Then I just started to get loot again. Nothing really changed about what I was doing, I was in the same general killing mobs at about the same rate.
I was in the Southeast quadrant of Queensdale during this period if that matters.
Only thing I can think of is maybe there is some anti-botting code running amiss? It is actually a decent idea if that’s what it is but it shouldn’t be on a per zone basis but instead an area one, imo.
For starting out I think the big dragon fights are decent, but yes definitely too predictable & easy to defeat.
What I would like to see changed are:
1) Better scaling vs # of players
2) Either a timer or a viable lose condition (as far as I can tell players can’t lose these fights)
3) I think the build events should be more significant than they currently are (well for Shatterer at least)
4) Add a random set of abilities to the boss each time the event triggers
An example of that might be when Shatterer lifts off to do his crystal attack instead he could have spawned with a large area wing or breath attack. So instead of just new events being added to the world making things different over time, adding new elements to significant events like Shatterer could do the same as well.
As I said for just starting out I think these fights are fine but going forward these big boss events should be added to just like adding new events in order to spice things up and to add to the replayability.
I’m pretty sure they overcame that problem during beta when they made the change to the confusion condition since in BWE1 it was insanely OP in sPvP :P
But worst case if it remained a knockback in WvW that would be fine too.
That would work, as long as “PvE” does not apply to [players in] WvW.
Agreed. Mobs and mobs only.
This would require that the 1 ability be reduced in damage. 1spam is already weak for most weapons (except Staff). This seems silly. GS already has significant AOE/multi-target capability. I see negatives with few, if any, positives.
I definitely don’t think GS for Mesmer is broken but compared to other weapons & classes it is lacking a tiny bit. (noting this is only from a PvE perspective, 0 complaints on the PvP side)
What I’d like on the #1 is a damage spread like: 1 Target = 100%, 2 Targets = 80/20, 3 Targets = 70/15/15, Spec’d for Illusionary Elasticity 4 Targets = 70/10/10/10
It was multi target at one point in Beta and frankly I thought it played a lot better that way.
Pretty sure everyong agrees that the animation of GS3 is the pits. But, this doesn’t break GS. Edit: On this one, I think the AOE size is fine — the ability does decent damage and it strips a boon, so a large AOE would be OP. The most glaring issue here is the length of the kitten animationQQQQQQQ.
Yeah I have a Charr Mesmer so if their animation is worse than most, fixing that would be the best solution :P
Disagree mostly for PvP reasons. Mesmers already have a spread of stuns and dazes, but a knockback is priceless.
In PvE the knockback is very consistent, but NPCs are not allowed to be knocked off of terrain (e.g. off a cliff), unlike players. So, it is slightly less useful. Never had any “random”/unexpected terrain issues with GS5.
Again here I’m only talking from a PvE perspective but it certainly isn’t limited to just cliffs. Pretty much any time there is an elevation difference between me and a mob the chances of the knockback actually working is less than 50/50. Maybe because I’ve been running around a lot in caves lately I’ve noticed it more but it certainly doesn’t provide the sense of reliability I would like to see. A knockdown, in PvE only, would IMO.
Making Illusionary Wave a knockdown would be broken. I can already lock people down for 6+s w/o moa and you want to give us a kd. I wouldn’t complain if it happened, but it wouldn’t be balanced.
Could be a candidate for works one way in PvE and another in PvP. I agree knockdown would be totally OP in PvP.
But in PvE I think a knockdown would give more predictable results and would also stop the occasional accidental mob pull :P
While I love the idea and the feel of the Greatsword on a Mesmer, I have to agree the experience is lackluster at the moment.
The 3 changes I would like are:
1) Allow the “auto-attack” to damage multiple targets
2) Either decrease the lockout time on the post-cast of Mind Stab or increase it’s damage radius
3) Up the damage of Illusionary Wave & change it to a knockdown instead of a knockback*
One general Mesmer change I would like is allowing Illusions to do more damage. Not anywhere near Phantasm damage mind you, but something more compelling. Just oh so annoying at low levels seeing your illusion rocking the Greatsword dealing 0 damage :P
Overall damage might need to be tweaked if the above were implemented but I think overall it would improve the situation.
*Note – the knockback when it works it great but in my experience in PvE its reliability is sketchy at best. My guess is this is due to terrain and since that is a more prominent issue in PvE changing it to a knockdown would make the skill more effective for PvE, IMO.