Yeah, I’ve got one, but that’s still over 700 keystrokes. I wonder if a keyboard macro would violate the terms of agreement?
Ah I stand corrected – so the scrolls would have been used to give you account based Spirit Shards (the new Mystic Forge currency for buying from Miyani), so your level 20 wouldn’t have eaten the scrolls
Yeah it’s quite a bit to take in at first, but I find it a nicer, less grindy system than the previous.
I should have ready your post before replying to Seera.
You could be right. That would mean all the HPs she got were from leveling to 20 (by the pink scroll). Could be.
Any skill points that came from skill point scrolls got converted to Spirit Shards.
NONE got converted to Hero Points.
Hero Points ONLY come from leveling up from 1 to 80 and from Hero Challenges. Only.
That might be the way it’s supposed to be, but that’s not the way it is.
Yeah, I probably should have burned them all before the changes came. Didn’t think about it.
Yeah, they were. What I meant was that I had spent some scrolls on him, stockpiling skill points so I could buy stones and whatever whenever I needed them. He was more like a skill point bank.
I made it. I basically aimed for a close protrusion that I could see. Then I hopped protrusions until I got to the bottom. Also, I didn’t have the falling damage trait turned on, so that helped, too.
Still seems like I came up way short on shards. But, hacking a hundred off each character as hero points explains some of it. I wish they had included a way to see the actual calculations. My memory isn’t what it used to be, so I could be off.
Really screwed one of my mules, though. I use one level 20 character exclusively for storage and Mystic Forge stuff (like, buying philosopher stones). So, he had all the scrolls and a stockpile of skill points earned (from previously used scrolls; he never leaves LA). But, now most of them have been converted to hero points, so I can’t buy the Miyani stuff as I planned.
(edited by Daddicus.6128)
It’s 60 total for all of them (easy way to check buy one and the next one will be the same price not more). Don’t worry you should have them all unlocked and any excess will be used by new skills and traits with elite specializations. Your skill points turned into Spirit Shards and you are not losing them.
Also it’s not like you can do anything else with hero points but unlock skills and traits. You also get more by doing skill challenges but won’t need to do them to get everything unlocked.
OK, thanks (and to Seera and Ranatoa). Makes more sense now.
Its still possible. just hug the left a bit more.
Thanks. I’ll keep trying.
I took my usual route down, which takes me to some protruding rock about halfway. It killed me.
Yeah, that’s what happened to me, too. I tried a couple of variants, but haven’t found a way through yet. Biggest problem is you can’t see the protrusions until it’s too late. So I guess it’s trial and error until I find a slot.
So, my question is (to ANet), why? This darned thing is underground. What reason could there be for construction to have affected it?
Everyone in Lion’s Arch was moved. My characters in Lion’s Arch were parked near Fort Mariner not on a jumping puzzle.
Due to the extensive changes the entire Lion’s Arch got, it was a lot easier to move everyone in Lion’s Arch to the same location than it was to try to input code that would only move affected characters.
That makes sense. Thanks!
One of the jumping puzzles was changed, so if that’s the one, they were moved because the game landscape was altered (would’ve sucked if they wound up being stuck underground or in the wall of a building)
I could see that, but I was at the troll one with some characters and the sharkmaw one with others.
You should have enough hero points to get everything to 100% at level 80.
Nope. Not even close. Off by several hundred, as you can see from the numbers I posted. (386 total available, 308 to get ONE trait re-trained. doesn’t leave many.)
Unless I’m misunderstanding how it works (1st item 2 pts, 2nd item 5 points, etc. through the last, 60 points: adds up to 308). However, if when you choose say the 3rd item around the circle, does it give you all 3 up to that point? If so, then it would be a lot less.
I don’t want to click to find out, because there doesn’t seem to be a way to undo it.
Besides, if we could get all at level 80, why didn’t they just give us all of them?
Skill points became spirit shards. Tomes of knowledge and skill point books and writs of experience and logging into every other character, will add to this pool. They’re spent at the mystic forge.
I know that. My question is why I got so few of them. I should have close to 10,000, but after logging in as all my characters, I only have ~2500.
There doesn’t seem to be any way to start into the SE jumping puzzle in LA. They’ve added stalactites and other stuff that not only stops you, but kills you (although, I saw two other people there who were stranded halfway down, but alive).
Has anybody figured out what to do? Or, is this a bug?
I’m very confused by the changes. I read the announcements, but it only makes partial sense.
Some things I noted (all on level 80 characters) that I hope are misunderstandings on my part. Please help me understand what really happened:
It seems like we now get to use 3 of the trait-line equivalents now, all fully-charged. That’s a plus, because we couldn’t make three trait lines full to trait points before.
But on the downside, in order to use either of the others, do we now have to spend hero points? It appears to fully-train one of the two missing trait lines (necro), I have to spend 308 total points. But, I’ve only got 386 total, so is there no way to train all of the remaining traits?
And, are the same hero points used to buy the utility (etc.) skills I used to have? That makes it even worse.
Can we un-train (at level 80), to recover points and use a different way?
The first character I looked at had thousands of skill points. But, the total he added to the shard pool was only 942.
All my characters in Lion’s Arch were idle at the end of one of the jumping puzzles (to save time tomorrow). But, now they’re all in some central place. Was this expected?
Are there only one set of crafting tables now?
I am researching collections I might want, and I came across the basic one dealing with Hylek weapons. To get them all, you have to buy 1425 sun beads, one at a time.
Is there any other way to get the beads or the weapons? I’ll wear out my mouse with that many clicks.
I think it’s within the last 6 months, from the time of HoT’s unveiling and not before. Sorta sucks a little bit cause anyone who bought the game between now and Jan 23rd most likely bought it at the sale price of $10 or $15 dollars and that’s what they’ll most likely be refunding but… at least they are offering the refunds. It’s better than nothing, right?
No, they are only doing the refund if you bought it in-game or through their site. So, they know exactly what you paid for it.
I’m honestly not sure why people feel compelled to thank anet for doing something that should have been done in the first place and shouldn’t have required a massive protest from it’s community.
Especially when it would have cost them literally nothing to do it in the first place.
Because they made a mistake, and they owned up to it very rapidly after they realized the problem they caused. Frankly, they react amazingly fast, to this and other issues. And, almost always in the “right” direction.
I was a huge naysayer regarding HoT when it was first announced. But, they have clarified and, I think, changed some things. Frankly, I know of no other game company that reacts to their customers so rightly AND so quickly. I don’t know how they do it, but they’ve got my business.
I agree; it definitely shows class on ANet’s part.
But, I also agree that you should add this to the other set of forums.
I think you want to read it a bit more carefully. If you both buy the expansion as preorder, AND you bought the core game in the last 6 months, they’ll refund the price of the game (because it’s included in the expansion).
Apparently there was some confusion with the way the FAQ was written, and people thought they had to buy the main game in order to buy the expansion. They’ve adjusted the FAQ now, and this offer catches those who got caught between the announcement of HoT and the changes last week.
Thanks! I’ll look into that.
I’m trying to figure out what kind of gear to outfit my guardian with. I play PvE exclusively, and usually solo. But, I wouldn’t mind having a build that is more supportive on the front lines.
I’ve read a few articles pointing to berserker gear, but I think I would like to have a build with a bit more survivability, since I’m usually alone. G’s have good armor, but their HP are too low for my blood.
I’m currently playing with giver’s armor, and I like it, but as I push into ascended gear, that’s not an option any more.
Ideas?
22) Have gold that is currently going into the trading post go directly into our wallet. Not items, though; for those we should still have to go pick them up.
You might want to put a daily limit on the amount directly transferred to bank. That would prevent some as-yet-unseen exploits from occurring.
nope, not at all.
if i do 95% of the event alone, including champ kills, and die just at the end of the event tagging isn’t gonna help.
you’ll be way to far away from the event to even tag one single enemy, it’s exactly my point.i do the event mostly alone, die just at the end and get nothing, random joe comes along just at the end and get’s 100% of the reward.
tell me if that’s fair or not…..
To be fair to the others, though, that’s not the common result. Yes, many times I’ve fought for a time, died, and received no reward. But, it’s always been Teq or Inq. Golem II and specific events like that. I don’t think such results are consistent for most of the other bosses. Rather, certain bosses seem to not play by the same rules as the others. (Which may be yet another bug.)
so in conclusion, because ppl don’t want to help dead players because they are afrait the event fails, there is no need to rez at all.
then ask your self this, why does the mechanism exist at all?
i mean, if no one is gonna rez anyway it’s a waste of dev time to even have it in the game in the first place.i am not as selfish, i rez.
i don’t care if the event fails, as long as others can enjoy playing the game it’s worth it.
seriously, ppl care way to much about reward but don’t care one single bit about other players.
and don’t come and say you do, you would never ignore a dead player if you do.
it’s not a matter of “how much time does it take to walk back”, it’s a matter of helping a fellow player.better yet, i had times when ignoring rez became a failed event, ones i started ressing players it was a cake walk.
quit being selfish, start helping players.
fun>win
YAAAAAY! A voice of reason!!!
Unlike open world content, dungeons do not scale. People were abusing waypoints to death rush bosses.
That’s my whole point (in that post): it’s an abuse of the game if it works the way you say it does. It’s an exploit that needs to be fixed. You should not be able to go in, fight a little, leave (whether by dying or not), and still gain full profit. This whole argument is based upon the belief by some that they can game the system by telling people to WP out.
Yeah, I said “from fully dead to alive, alone and while in combat”. Not out of combat. The issue at hand in this thread is whether or not to rez the dead during big events like this, where everyone who is alive will likely be in combat.
Correct. That’s why I brought it up.
21s – solo – in combat
19s – solo – in combat with 10% faster res trait
7s(almost 8 ) – solo – out of combat, faster res trait doesn’t seem to do anything out of combat
It seems longer when in the thick of things, but even I was surprised at how little time it actually takes.
However, I don’t recommend taking a rez trait except in boss battles that always include a lot of death, and also have a long trip back from a waypoint. The other trait you have to give up is probably worth far more to the overall combat process.
We should also time how much the time compresses to have more than one rezzer. I suspect it’s a wash, but that requires proof. Hopefully having 3 rezzers takes exactly 1/3 the time. But, it might not, and it’s not easy to test.
I’ve been thinking, and I’ll go one step further:
If waypointing really does cause the boss fight to go more easily, then that’s an exploit bug that needs to be fixed. The devs clearly consider waypointing out to be cheating, (they removed the ability to do so in dungeons for that very reason).
The game rewards players for reviving and rezzing other players. Why would they allow a cheesy exploit if they clearly want to point people to the opposite action?
If it operated this way, they should do the same thing they did in dungeons: no waypointing when combat is still occurring.
By the way, that video needs to be done again, this time leaving the dead player in the combat area (i.e. not waypointing). Only if the boss’s HP stay higher (longer than in the current video) would it be valid as an argument against my position. And, even then, it just drops back to the time-to-run vs. time-to-rez equation, which has already been shown to favor rezzing your comrades.
They SAY that, but nobody has given any valid evidence. I timed rezzing (8 seconds, alone) and running back (~60-90 seconds, but depends greatly one the map). Those are actual numbers, and they say the opposite of what you said.
8 seconds for fully rezzing someone from fully dead to alive, alone and while in combat? Sorry, but I have my doubts as far as that number is concerned.
Then time it yourself. I repeated it again today, and it was between 6 and 7 seconds both times.
However, these all occurred when I was “not in combat” and so doing the rez at triple speed. So, the real time is probably 21-24 seconds.
No. to all of this. It is a nice sentiment you have here but the game mechanics and math strongly disagree.
…
I wish I had a nickel for every time someone has said this without facts to back it up.
I do this as a courtesy to the others around me.
It’s no courtesy to me; I want you fighting, not jogging back from a waypoint (with noted exceptions like MKII).
Almost every one in this thread has explained that waypointing is almost always better instead of rezzing someone fully dead.
You can stay stubborn and try to find excuses for being lazy and waiting for someone to ressurect you, or you can do every other player around you a favor and take the social approach and walk if fully dead.
The amount of events where ressurecting really would be beneficial can be counted on one hand, and most of those are not reworked old meta events with no or insanely long timers. Most newer events (and going by what we can see in the beta) do NOT and will NOT benefit ressurecting fully dead people.
They SAY that, but nobody has given any valid evidence. I timed rezzing (8 seconds, alone) and running back (~60-90 seconds, but depends greatly one the map). Those are actual numbers, and they say the opposite of what you said.
I’m not asking people to rez me; I don’t die very often. But, I AM asking them to rez those who are dead. I want them fighting, not running back from some out-of-the-way waypoint somewhere.
This is especially true in VW. If people WP out of VW, they’re completely out of combat; there is no running back, because you can’t get back in. And yet every day there’s someone spouting the same bad logic you are. This thread exists so I can point people to it and they can have their bad logic overturned by facts. But, it seems people don’t want to change their mind, even when proven wrong.
Ah, no I didn’t do that. I’ll check that next beta cycle.
Thanks!
When I try to bounce, it tells me I have to get that mastery done. But, it’s done.
The MP SW of Shipwreck Peak WP is nearly inaccessible. While I’ve seen people succeed in getting up the rocks, it’s a matter of pure luck to hit whatever tiny hotspot is present. 5 minutes of button-mashing spacebars and W shouldn’t be required.
Perhaps, but I’m reporting every anomaly.
The BLTP won’t come up. I suspect this is because you don’t want us selling the items we’ve picked up. But, I recommend putting out a dialog box that says that (for beta).
OK, thanks. That’s what I was hoping someone would say.
I’m going to try a Ranger then, since I already know them pretty well. Thanks!
That’s kind of what I was thinking: they expect them to cancel out, more or less. That’s OK with me, I just would like confirmation.
Seems like almost everybody brought a revenant to the first beta. Does ANet want us testing other professions, too?
When the new camp commander (I don’t remember his name, but it starts with L) starts talking, in his second paragraph:
The voice speaks the words “they were”, but the text on the screen says “they’re”.
Every time I WP, it costs me money that is apparently coming out of my main characters’ funds. I thought the beta stuff would stay within the beta. I understand wanting to test out everything that’s working so far, but I think you should drop the WP costs to 0 in the beta zone.
On the flip side, it doesn’t seem right that we CAN save some gathered crafting materials, again to our normal account. Maybe ANet thinks it will cancel out?
I understand that this is beta, but I’m finding the revenant almost impossible to keep alive.
I do this as a courtesy to the others around me.
It’s no courtesy to me; I want you fighting, not jogging back from a waypoint (with noted exceptions like MKII).
My observation is down scaling occurred immediately.
But the boss might have base HP. So if too many people died, it become inefficient at some point.
I think it’s more like 3-5 seconds before downscaling occurs.
But, there also seems to be a problem. If 5 people start a boss, they can usually frequently defeat it. But, if 25 people start on a boss, and 20 of them die and WP out, the remaining 5 will be obliterated in short order. So, I don’t think the downscaling follows the same scale and/or timing that upscaling the same boss instance did.
Player is now back in action and does his 10k dps. He would have to do full 30 seconds of 10k dps to even break even on the investment of time on people ressurecting him. Now let’s multiply this example up by 3-4 people dead. Am I getting some where?
Yeah, you’re proving my point. It only takes 30 seconds to recover all of the lost hit points, which is exactly what I was saying. Except I didn’t include specific numbers. Also, I was arguing only for 1 player to rez, which takes 5 times as long. But, by limiting it to 1 rezzer, it becomes an easy comparison to make: if it takes longer to walk back than to be rezzed, it’s better to be rezzed.
However, I think it takes longer than 5 seconds to rez someone with 5 players (which works in your favor). I’ll try timing it a few times to see what the real number is. Every second it takes favors your argument.
This statement of yours also added another facet to your argument that I hadn’t thought of before: loss of armor. When a player dies and is rezzed, his armor is less effective. Therefore, he can put out fewer DPS, and is more likely to die again that he was earlier. I’m not sure how to quantify this, but I think it serves as a kind of tie-breaker. (It has to be significantly longer to run back than to be rezzed, not a simple equation.)
This indicates that the downscaling occurs instantly. I doubt that’s true, but I’ll concede that it’s very quickly changed for his data to show what it did.
One problem, though, is that it’s not infinite. Beyond a certain number of players (10, if his data is still accurate), the scaling up is less than the player adds to the battle. So, it’s bad to lose players, since the downscaling brings the numbers down to a new number that slightly favors the boss.
In VW, when a player leaves, it’s permanent because that player cannot return. Therefore, beyond 10 players, it is more favorable to the players to stay and get rezzed. By extension, players who do not rez defeated players are hurting themselves. But, not to the degree I originally postulated.
This same effect would be true in other boss battles, but it applies only to the time the player is gone from the battle, and is less extreme that I thought.
Thank you very much!
What’s that point? You think the risen high priest of grenth becomes easy??? hahahahaha
You said that it was better to waypoint out, because the boss would scale down. I was merely bringing your statement into force for larger numbers. It’s a logical method of defeating an argument by reducing the argument to a conclusion that is obviously false. It’s called reductio ad absurdum.
Example: 20 characters are fighting a boss. One dies. It was claimed that it would assist the remaining 19 if he WPed out.
What I did was extend the argument to the 19th player. And the 18th player. And so on down to 1 player remaining. By the argument, this one player can beat the boss.
This conclusion is absurd; therefore the original premise is false by reductio ad absurdum.
dead players scale the event up and
Proof? Unless you can prove this statement, the whole argument is invalid. And, much evidence (not proof) has been cited that says the opposite.
and bring 0 damage. ressurecting dead players takes a lot of time and now multiple ressurecting players are providing 0 damage (and subjecting themselves to get killed by boss aoe).
Again, it also takes a lot of time to walk back. If it takes 20 seconds for 1 person to rez and 30 seconds to walk back, then it’s a net gain to rez the person.