Yes, so much truth itt.
I was just about to make a thread about this issue as well.
I’ve seen numerous occasions where a mob will respawn less than 30 seconds after his/her death, even if nobody’s in your immediate proximity. This make questing and moving through a world a real pain.
I can understand wanting to keep players occupied during such a busy period of the game but this is excessive. I can’t recall any situation where I was starved for mobs but I can recall dozens where I was frustrated by the excessive respawn times.
Because the fact that combat encourages you to move a lot already causes you to draw in more and more mobs, which often leads to a chain-reaction.
So yes, please increase the mob respawn rate to about 1 minute for most situations. You can reduce it to 30 seconds if a handful of people are doing the same quest simultaneously, but not less.
That, and some areas could really do with a reduced mob density.
But that’s just my opinion.
So Power will increase the primary damage of say…Leaping Death Blossom, but won’t increase the Condition damage aspect.
I guess that makes sense.
However, has anyone tested how Power scales with Precision?
Because if it does indeed scale off of each other, then we have a glaring imbalance.
Ok I justed tested this with a +Power Singet.
As expected it did not increase the Power of my Bleeds. If this is indeed working as intended, and Critical Strikes are affected by Power, then this would imply a fundamental scaling flaw in the game’s stat mechanisms.
Ok, thus far I’ve been running a Thief build based on Condition and Power as my main damage sources (with Toughness as my defensive stat).
This was under the assumption that Power increases the damage of all my attacks, including Condition based ones (similar to Spellpower in WoW). Now however, I’m not sure that’s the case.
As far as I know, Precision scales with Power.
A Critical hit is 150% (+X) of a regular hit. Thus, increasing your Power also increases the size of your Critical Hits.
However I’m not sure this applies to Condition damage as well.
I assumed Condition damage too was based off Power, then multiplied by your Condition modificator. But this may not be the case. I have a feeling that Condition damage may merely be based on a flat damage number, regardless of your Power.
TL;DR: How does Power affect you other damage stats and how does each scale?
PS: I’ve read the wiki on damage calculation http://wiki.guildwars2.com/wiki/Damage but it wasn’t very revealing).
PSS: I just tested it by using the +Power Singet. As expected, the Power Singet did not increase the damage of my bleeds. If this is indeed the case, this would imply a fundamental flaw in the game’s scaling mechanics.
Very cool and insightful post. If this were reddit, you’d have an upvote.
Ok, thus far I’ve been running a Thief build based on Condition and Power as my main damage sources (with Toughness as my defensive stat).
This was under the assumption that Power increases the damage of all my attacks, including Condition based ones. Now however, I’m not sure that’s the case.
As far as I know, Precision scales with Power.
A Critical hit is 150% (+X) of a regular hit. Thus, increasing you Power also increases the size of your Critical Hits.
However I’m not sure this applies to Condition damage as well.
I assumed Condition damage too was based off Power, then multiplied by your Condition modificator. But this may not be the case. I have a feeling that Condition damage may merely be based on a flat damage number, regardless of your Power.
TL;DR: How does Power affect you other damage stats and how does each scale?
(I’ve read the wiki on damage calculation http://wiki.guildwars2.com/wiki/Damage but it wasn’t very revealing).
Yeah, 3 to 4 feet sounds about right imo.
They’re also fairly stout and their heads are obviously huge (and heavy) so they’ll weigh more than your average child.
I’d estimate their weight around 100-120 pounds, depending on size.
It’s called Leaping Death Blossom because you will constantly Leap to your own death -_-
While I do think it could be a little cheaper (say 4 Initiative) it’s pretty good for AoE dotting groups of mobs. It’s in fact the main damage source for condition damage thieves.
Yeah, I agree that the Initiative System is kind of flawed in that regard.
The fact that so many taints improve Initiative in some way or another just further encourages the spamming. Heartseeker ist obviously the prime offender in this regard.
I believe it’s a fundamental flaw in the way the class is designed.
I’d much rather have “Stealth” as a resource and manage cooldowns like most other classes.
Error Code - 1022:5:1:825:101 is getting really obnoxious
in Account & Technical Support
Posted by: Dee Jay.2460
Just bumping this for a quick update.
I’ve played for about 3 hours since applying this “fix” and haven’t had a disconnect so far.
It might be too soon to say, but it may just have worked.
Kudos to MadDog for the fix.
Error Code - 1022:5:1:825:101 is getting really obnoxious
in Account & Technical Support
Posted by: Dee Jay.2460
Awesome, I’ll test it right away.
I just returned to this thread after getting kicked after a 1h story mission. I was fuming, but hopefully this will fix the error.
I agree that the downed state feels totally misplaced in sPvP.
It just screws with balance and pacing in such a fundamental way that it ruins what we consider a good PvP experience. As noted, it makes 2v1s practically impossible and it pro-longs your “respawn” time unnecessarily.
The Story quests get really bad around level 50. Every single one is just about those Risen guys, and it’s just really boring, with quests that seem to drag on forever, just going on and on about the Risen
I feel like the leveling zones get a lot worse too. I like the zones until like level 60, the zones for levels 60-80 were pretty lackluster. Frostgorge Sound was decent (not great though), but the other ones were just not fun, and they suffered from the same thing as the story quests — RISEN risen, risen, risen
I’m in roughly the same area and while I too have issues with the story telling I wasn’t too concerned about the level 50 stuff.
My gripe is in what way Zhaitan is setup up as an antagonist. You don’t even hear about him until level 30 and he doesn’t seem like a real threat if it weren’t for people constantly telling you that he’s a threat.
Even close to level 60 I still have no idea what or who this mighty Zhaitan is. The whole build-up just seems lacking.
So I’ve been experiencing the oddest MMO bug/feature over the past 30 minutes or so of Guild Wars 2.
I had just left Ascalonian Catacombs and decided to collect a skill-point nearby. I’m level 57 so I didn’t expect any problems. However I was wrong. I was getting killed in seconds by level 13 mobs (the Ghosts to the North East). I must have died close to 10 times trying to get that skill-point.
It was odd because at first I couldn’t figure out what was wrong. My gear was fine, my skills worked but I was just getting so much damage so quickly I could hardly deal with it. The game did seem a little laggy though as mobs teleported all over the place.
It took me a moment to realize the game was running at at least 200% the regular speed, probably even more. This wasn’t a client issue, it was the whole zone, (people in chat confirmed it) possibly even the entire server (Abbadons Mouth EU). That meant mobs were hitting you twice as quickly which explained the intense damage.
Essentially it was Guild Wars 2 Turbo.
Now I’m not sure what caused this issue as I’ve played GW2 at similar hours before without seeing this kind of problem.
As fun as it may sound, running the game at 200%+ speed makes it virtually unplayable. I really hope this gets ironed out somehow, assuming it’s not just some random fluke.
PS: This was during 2:30 and 3:00 AM CET.
(edited by Dee Jay.2460)
Increase the Initiative Cost for Heartseeker by 1 and lower the cost of Death Blossom by 1 is what I say.
I’m against giving players too many passive effects. Singets are bad enough and I’ve seen quite a number of players who will stack all their Singets just so they can button mash their 6 remaining abilities.
I agree that the CD on Venoms is a little high and that they aren’t particularly exciting to use but I wouldn’t call them weak.
Maybe every Venom should have a Dot effect along with it’s specific utility component and have the CD lowered to 30 seconds. But I’m not sure if this is really the right time to talk about quality of life changes.
Or just remove it and make everyone happy.
Yeah, I’m kind of with you there.
As cool as it is in PvE, as annoying it is in PvP, for both sides.
Not only do some classes have quite a ridiculous tool-set while downed it also pron-longs the game and is just annoying.
If it needs to stay in the game, then at least the Execute cast should be reduced by 40%.
Characters should also lose health a lot quicker unless they’re using “4”.
Spending upwards of 10 seconds in downed state is simply not fun and as someone noted above, it’s actually beneficial for the opposing team to keep you downed.
Error Code - 1022:5:1:825:101 is getting really obnoxious
in Account & Technical Support
Posted by: Dee Jay.2460
I’m getting this error on a regular basis that throws me out of the game and dumps me back to the character selection.
Since I’m still connected to the internet I can’t fathom what might be causing this issue. I have found no logical correlation between real-life or in-game events and this error occurring.
It’s especially annoying in PvP because you are dropped from the game and it’s also annoying in Story Instances since you have to do it all over again.
I’ve tried using special traffic-shaping software but to no avail.
It seems completely random and is driving me up the wall.
I’ll add my hardware speccs for good measure:
Windows 7 – 64 bit (up to date).
Intel i5 – 3450 CPU
8 GB of Kingston RAM
Samsung 830 SSD
MSI Z77A – G41 Motherboard
connected via a 3Mbit ADSL connection over a netgear router.
No other comparable issues in other online games.
Tried using cFOS traffic shaping software to no avail.
(edited by Dee Jay.2460)
I do feel the thief is lacking a little variety when it comes to weapons.
We really only get to chose between Sword and Dagger as melee and Pistols and Shortbow as ranged. While there are quite a few combinations, it’s still very limited compared to other classes.
A dual-sword feature might not be the most archetypical but would certainly be an efficient way of giving thieves a little more choice.
Well yes and no,
I think DE difficulty is ok with a small number of players. Anything up to 4 seems to be ok.
But once you reach a critical number it turns almost every DE into a massive zerg-fest where monsters die within seconds of spawning and everyone only triggers a handful of abilities.
But we’re still in a super-busy phase during GW2s life-cycle and I expect things to settle down a little in a few weeks time.
Frequent disconnects on an otherwise stable connection (Error code inside)
in Account & Technical Support
Posted by: Dee Jay.2460
I’ve been playing GW2 for a week now without any major issues aside from one.
I suffer from frequent disconnects from the game with a rather cryptic error code. It doesn’t happen all too often but it tends to occur in rather heated situations.
Now I have a feeling what might be the cause of this.
I share a 3Mbit connection with the rest of my family house hold. It’s not much, but should really suffice and I’ve never had problems with it before. I’m connected to the router via a Devolo D-Lan household LAN (a LAN using power sockets). Again, this works fine in game like Battlefield 3, World of Warcraft and various other titles.
However it seems Guild Wars 2 is extremely fickle when it comes to sharing limited bandwidth. Every time a family member downloads or sends and e-mail, updates pictures or does something else beyond simply “surfing” I’ll be disconnected.
This is extremely frustrating because it seems unique to Guild Wars 2. Surely the technical department must be able to do something to make GW2’s netcode less sensitive to bandwidth usage.
The error code is: Code=1022:5:1:825:101
Edit: The error seems to occur, even when the house is empty and nobody else is using the internet. So it’s not bandwidth related as I originally assumed. It’s some technical issue.
(edited by Dee Jay.2460)
Story Mode Dungeons aren’t supposed to be a wipefest, and they aren’t if done right.
Explorable Mode on the other hand, is supposed to be a wipefest but that’s not what this thread is about.
Ascalonian Catacombs itself is somewhat harder than some of the other story mode dungeons but can still be a pretty smooth experience if done right.
I had two runs yesterday, one with by Guild which was rather messy and full of spinless whiners who didn’t understand the game-mechanics. Needless to say they gave up at the twins.
The second group was a PuG which did much better and sailed through the whole thing without a complete wipe.
What I’m trying to say is that it depends A LOT on group dynamics how smooth a dungeon is. Only because it’s hard with your specific group doesn’t mean it’s hard for others. I’d suggest you give it a try with a different group and see if it goes any better.
However there are some things to consider.
1. Most people are still running “class cannon” builds focusing on damage stats almost exclusively. That makes them very volatile for dungeon runs as they will die a lot, need a lot more rezzing and thus prolong every fight my a huge extent.
As a rule of thumb every player should have specced into at least on of their “defnesive” taint lines.
2. People don’t alter their builds and skills before running the dungeon. Every class has a large number of group-support abilities that are often unused in solo-play. But ignoring them in dungeons is stupid.
Every player should be changing at least something about their build and skills before starting the run. The skill system is highly adaptive for a reason,….use it.
3. Every Melee character should have a ranged weapon as well.
Melees tend to deal more damage at a higher risk to themselves. That’s fine and melees are perfectly viable. However everyone should always be able to deal ranged damage as well, because nobody can keep 100% uptime on a boss.
Putting some distance between you and a boss goes a long way toward improving your survivability. It makes it easier to dodge and observe the fight dynamics.
Again, weapon switching is a feature and anyone not using it is doing it wrong.
(edited by Dee Jay.2460)
Well the Taints are organized according to certain “themes”.
Deadly Arts is all about Venoms.
Critical Strikes is about Crits.
Shadow Arts is about Stealth.
Acrobatics is about Dodging.
Trickery is about Stealing.
So aks yourself, what part of the Thief game-play appeals to you most, and what do you make most use of?
Because if you don’t dodge a lot then Acrobatics won’t really be all that useful. If you have no healing outside of your 30 second CD healing and don’t use Stealth, then Shadow Arts might not be so great. If you don’t use Venoms, then Deadly Arts is crap. Do you feel limited by Initiative? Then boost Trickery etc. etc.
So yeah, it really is about your play-style.
That said, some general advice I’d give is to invest into at least 1 “defensive” taint line (Acrobatics or Shadow Arts). Then pick your preferred offensive line to go with it.
I’ve been playing GW2 for a week now without any major issues aside from one.
I suffer from frequent disconnects from the game with a rather cryptic error code. It doesn’t happen all too often but it tends to occur in rather heated situations.
Now I have a feeling what might be the cause of this.
I share a 3Mbit connection with the rest of my family house hold. It’s not much, but should really suffice and I’ve never had problems with it before. I’m connected to the router via a D-Lan household LAN (a LAN using power sockets). Again, this works fine in game like Battlefield 3, World of Warcraft and various other titles.
However it seems Guild Wars 2 is extremely fickle when it comes to sharing limited bandwidth. Every time a family member downloads or sends and e-mail, updates pictures or does something else beyond simply “surfing” I’ll be disconnected.
This is extremely frustrating because it seems unique to Guild Wars 2. Surely the technical department must be able to do something to make GW2’s netcode less sensitive to bandwidth usage.