Sounds like you accidentally switched your pet into “passive mode”.
On the pet control bar, there’s a toggle button, 4th button from the left. Its not hotkeyed to any F command, you have to manually press the icon on the screen. Blue bird icon is passive, meaning your pet won’t attack anything without being specifically ordered to. Red crossed swords icon is aggressive (or “Guard” I think the game calls it), where your pet will attack enemies that attack you or defend itself if it gets attacked.
Hunter’s Shot is the best attack the Longbow has, don’t remove it! 10 stacks of vulnerability and pet swiftness is great pet synergy and general group synergy as well.
If something has to be removed for a “sniper shot” then remove #2. #2 is already purely a damage-dealing option, so it’d make sense to remove it for a different damage dealing option, rather than removing the support aspects of Hunter’s Shot for a second pure-damage option.
I like the idea of #4 doing big damage to melee-range enemies. You’re already putting yourself at a major disadvantage letting an enemy get that close if you’re using Longbow, so give a little something to compensate would be nice. Not sure about a bigger knockback though, it already has a rather signifigant blowout and any more would start to get a bit ridiculous I think. Maybe lenghten the knockdown a bit (so it’d be more like Elementalist Dagger Air 5, where they lie on the ground a couple seconds after being thrown back) so that they can’t get right back on you as fast or something, though.
Definately hope they fix the speed of Longbow 1. Its way too slow ATM, whether its a design choice or a bug.
I like Search and Rescue. Its an amazing concept with basically giving your pet an ability that makes it more like a second player, and the cooldown isn’t that bad for a revive skill (though the cooldown is offset somewhat by the fact that other revive skills are usually instant, where your pet still goes through the standard revival time process), and it can actually revive dead players as well as downed ones, where most revive skills only work on downed.
But it suffers from the same problem that any other revive trait or skill suffers from. Situational-ness. Until someone goes down, its a wasted slot. Its nothing you can utilize in a standard combat routine. So while it is really nice at the times when its needed, any other time its just taking up a spot you could be using for another trap or Lightning Reflexes or something. Which makes it hard to use unless you KNOW people are going to be going down (I used it for the Karka event and got good use out of it, for example).
Having never done a proper dungeon (waiting until I hit 80) I can’t really comment on the downed situation in dungeons. Maybe it is pretty much a sure thing that people are going to die, maybe its not.
I’m combining all my ugly items from all my characters, then I’m going to advertise in map chat that I’m buying skins for people from the vendor. Let people message me, pick their skin, and I’ll grab it off the vendor and give it to them. I’ve been giving away all the skins that have dropped out of packages over the course of the holiday (kept one focus and one scepter for myself) for the spirit of the season and such.
Don’t know how well that plan’ll work out, though. Its been getting harder and harder to give my skins away in general, seems like most people that want them already have them. Yesterday I was unable to give away the spare Popgun and Scepter skins I already have. I guess if I can’t find anyone to give ‘em too, I’ll just buy a bunch of Unsafe Wintersday Boxes (since they’re cheaper than buying specific skins and they stack), bank ’em, and then a couple months down the line start opening them and see if I can give them away then.
I wish you could buy snowflakes off the vendor besides tiny ones. I’d like to stock up on Pristine Snowflakes a bit more. Givers’ is a pretty cool stat combination and I don’t like that it’ll be limited. But whatever.
As for the other items… 200 cogs are getting sold to a random vendor. A few silver is a few silver, so why not. My 2 extra frames, I dunno. I might hold on to them for a while, or I might just trash them. I have no intention of playing “tonic roulette” even if I suddenly become rich enough that I could afford buying a bunch of glue / stuffing (I’d like an endless tonic or two, really, but I refuse to gamble on it, my luck is terrible), so they really have no point for me. I’ve got 50 extra glue, probably give that away or sell it.
It takes 60 hours to get a char to level 80. Add another 20-30 hours to full exotics. I would think +85% for the people playing the game are leveled and geared up. Most people are going to use lower leveled ats in these instances to take advantage of the experienced gained.
No, once again this is simply not true. You’re making a huge assumption that all people play the game only to level characters and to ‘gear-up’.
Not all of them, but the vast majority of players, yes. Take one look around any town, any LA overflow. Simply look at the armor people have equipped, and look at their character levels. You’ll notice that the majority are wearing exotic skins, or a mix of exotics and transmuted lesser rarities for visual flair.
I’m not saying this is the only segment of the player population, but it is in fact the majority of the population simply based on observation. Go ahead and do a headcount in any heavily populated area.
Not really a reliable method of data collection just hanging around LA, since most sub-80 players will be out in the world areas or running story quests. The 80’s hang around LA trying to find dungeon groups and the like.
As for the topic at hand… I don’t agree. I think there should be holiday events that require grouping to finish. Grouping is a major aspect of the game, and that should show through in holiday events as well as normal content.
The idea of making it soloable is nice on paper, let everyone do it no matter what and all that. But if you do that, vast majority are probably just going to solo it. Why bother grouping at all if you can do it just as easy alone, without worrying about taking the time to form a group, or other people leaving mid-dungeon, or anything? Unless you’re in a guild where grouping is happening all the time, its just easier to solo stuff if you can.
It is true that as the event draws closer to its end there’s less people running Tixx instances. But finding a group should still be possible even still. I ran the Tixx instances half a dozen times yesterday, all with different full groups. Some of them took 10-20 minutes to get together, but it eventually happened.
There was another thread about the topic a few weeks back, in which some theorys were thrown around.
Definately agree that Wrathful Spirits is a lackluster Grandmaster trait. Spirit weapons don’t do enough damage to justify a meager 10% increase, and it only effects half the available Spirit Weapons (well I suppose “technically” it also boosts Shield’s activated ability, but that does so little damage its barely worth mentioning). If it remains at all, it should be boosted to at least 15% damage increase (thats what Engineer turrets get) and it needs to boost Bow and Shield. Bow could get 2x condition removal and increased healing for the active, Shield could gain a chance at reflecting projectiles instead of just blocking them (maybe a 20-30% chance?).
“A Fire Inside” has the same problem as Wrathful Spirits as far as only boosting half the available spirit weapon skills. It really is terrible for a trait that already effects only a quarter of total utility slots for a class to not even boost all of the utilities its meant to boost.
Personally, my solution to both of these would be…
~ Remove Wrathful Spirits altogether, freeing up 10 trait points for Spirit Weapon builds.
~ Add a 5% damage boost for spirit weapons, 2x condition removal / increased healing for Bow, and chance of projectile reflection to Shield, to “A Fire Within”. Seems like a lot, but considering “A Fire Within” requires spirit weapon users to go 20 points deep into a traitline thats otherwise not very useful for spirit weapons, I think it’d be alright.
What would you pick and why?
My drakes… for the love of god make my drakes able to use their skills!! That’d be AWESOME!!
That. I want mah drakes with special attacks, please. They’re my favorite type of pet and I’m tired of using gimped versions. I’m hopeful it’ll get fixed in the January patch, since Jon specifically replied to it.
And that is indeed sad they changed what the Marsh Drake (or Scaled Drake I suppose) looks like as a pet. Other than the Reef Drake, the Scaled Drake is probably my favorite looking drake the game, and that icon is just a tease reminding me that I can’t tame one.
(edited by Electro.4173)
Just stow the kit when not in combat. I always do. Combat ends, I hit weapon swap to take off the kit and then stow my weapon. I doubt they’re ever going to give kits non-combat idle animations, because nothing else in the game thats not a normal weapon has them either (stuff like stuff you find lying on the ground, conjured weapons, ect, you’re always in combat stance when holding anything besides a normal weapon). It would be nice, but… I’m not holding my breath.
ANCHORS.
You can get an anchor skin from Weyandt’s Revenge in Lion’s Arch (9800 karma at the end of the puzzle), or by purchasing the exotic hammer The Briny Deep.
If anyone knows of any other anchor skins please let me know because it’s seriously my favorite weapon skin type in the game.
Edit:
Pirate Sledge: http://wiki.guildwars2.com/images/c/c4/Pirate_Sledge.jpg
The Briny Deep: http://wiki.guildwars2.com/images/5/50/The_Briny_Deep.jpg (your character swings this with one hand)
Agree with this 100%. I grabbed the Pirate Sledge skin from the LA karma vendor the second I hit level 40 and never looked back. Something about smacking a Skritt in the face with an anchor is so very satisfying, and I like the fact that its a random item (as opposed to an normal weapon) but yet it is something that would substitute very well for a weapon.
Agreed, Punisher all the way!
I bought mine for 1g75s on the TP when my Guardian was still in his 60s. It looks wimpy on his back, but once he brings it forward, it increases in size and looks intimidating as hell.
I noticed that some Norns have that issue, you put certain weapons on your back, they shrink a bit, then once you draw them forward, they “inflate”.
Then again, it could be the bodystyle I chose as well, as I chose the muscular one with the huge shoulders…
Thats actually a game-wide thing for back-stored weapons (except shields maybe). Pretty much all of them shrink down when you stow them. I’ve noticed it with staffs on both my Sylvari and my Asura, greatswords on both my Sylvari and my Charr, hammer on my Sylvari, ect. I assume its to reduce possible clipping issues or something, though maybe the models are just using a different scale and its unintentional.
Best bet is to just not watch too closely when you stow your weapon, because its most notable the instant it “shrinks” (so at the point where it leaves your characters’ hand and clips to the back).
(edited by Electro.4173)
My point is that the Ranger class shouldn’t be dependent on a pet. If I want to play warrior, I’ll play warrior. I want a medium-armor bow master that goes pew-pew. I get everything I want in the Ranger, but the pet is just an added annoyance. It would be as simple as an option – toggle pet on/off.
Also, I don’t really care about how powerful my character is in the end compared to a warrior, I just want to be a ranger >_>
Anet disagrees with you. They want Ranger to be a pet class, and so they are. Its their game, so whatever they decide to do is what “should” be. What you want based on what other games or media do with their Ranger classes or just what you’d personally do, thats irrelevent. This is GW2, not any other game / media, and in GW2 Ranger is a pet class.
If you don’t want to be a pet class, don’t play a Ranger. If you want Ranger minus pets, then you don’t actually want to play a GW2 Ranger at all, you want a Ranger from another game or your own created Ranger profession. And thats not the way it works, you don’t get to pick and choose which parts of a class you want. You play the whole package, or not at all.
I’m sure my whole post sounds rude and condescending, and thats not my intention, but its just the way it is.
Doubtful it’d ever happen. It would go against Anet’s whole stance of wanting to keep race choices mostly cosmetic and barely affecting gameplay, if entire professions were added that only 1 race could access.
Besides, most of the racial skills hit upon what might be considered “racial professions”. Asura get golems which is obviously what a Golemancer would do, Norns get animal transformations which is what the Shamans in the game tend to do, ect.
Undead are a huge part of the story of the game, so them being everywhere is pretty much a given. They want to make it seem like the world is truely getting ruined by the dragons, and having a bunch of undead everywhere is an effective way to do that. As much of a huge pain as they are, I don’t think they’re going anywhere and will probably be as prelevent in most new areas added to the game as well.
As for Raptors… eh. I’ve never really noticed an overabundance of them. There are a decent number of different ones, but they’ve never seemed any more common than any other creature. It might be that you’re overestimating how many there are just because you dislike them so much.
The option to buy it is likely for people who didn’t get the item from the event. Especially going forward (assuming new players are joining all the time) there will be plenty who don’t have it.
The game could stand to have some sort of glossary for various terms. Among others, it could tell you that Unique means you can only equip 1 of the item at any time. The description of the item clearly says “Unique” but like you, I imagine many people don’t know what that means.
If minipets are lagging behind, Its not the follow distance thats the problem, its the movement speed. Should be fixed either way, though.
900 range is plenty. Its more than most traits which give ground-targetting to otherwise “at player” skills (Ranger traps or Guardian consecrations for example).
I suppose it depends on how much stock you put in your profession determining your armor style.
Personally, I’m of the opinion that armor is just armor and it doesn’t need to match individual professions. I don’t see why dressing like a pirate or wearing a face mask or whatever is unfitting for an Engineer, and I don’t think that just because Engineers use gadgets should mean they need to be running around in cybernetic suits. Just because you use gadgets to fight doesn’t mean you want to be wearing them too.
More variety is good, though. I can’t see myself ever using a steampunk themed armor set, but whatever.
Its kind of funny that Engineer is the only profession that seems to constantly get these complaints, though. I never see Elementalists complaining that there aren’t any clothing options with water and lightning patterns, or Mesmers complaining about lack of butterfly gear, or Guardians wanting battlemage armor.
That would be pretty difficult to implement in a way you’re suggesting, because there is no “damage scale”.
There’s no number in the game that magically determines how much damage a pet is doing compared the Ranger. No damage is actually “shared” or transfered between pet and Ranger. Pets are not taking part of the players’ damage for their own or anything. Pets have their own damage output, and the player has their own damage output. Together they make the total damage output of the profession, but one doesn’t affect the other in any way.
The whole “pets do X percent of a Ranger’s total damage output” is just an estimation, not anything coded into the game. There’s no easy ratio in-game to adjust, it’d all be manual adjustments to each individual player skill and each individual pet skill. And having a trait line adjust every skill Rangers and pets have would be rather difficult.
I played my D/D elementalist all afternoon and noticed no changes to either of them. RtL worked fine all the time (though it did seem to be stopping short occassionally and doing no damage) and Magnetic Grasp is… well, as reliable as it always is. Still not perfect, but def. not worse.
And the game itself hasn’t been changed today, so it would make little sense for them to be behaving differently unless the server is having a heart attack.
No reward for completing the jumping puzzle for me today. Snowman path. Not a fast run, in fact had under 1000 hp’s on completion. What gives. The problem has been around for days. noone from Arenanet seems to be responding though.
I would guess that Anet is on Christmas vacation for this week, which is why there has been no dev activity on the forums at all.
Agreed. Its an annoyance to have the message pop up right in the middle of jumping. Just delay it until you’re in the starter area or end area.
Personally I think you who farm these are amazing, cause i think the farthest ive gotten was the mints stage of things. Im still trying to corrdinate between key board turning on some parts and mouse turning/running on other parts.
Never keyboard turn. Ever. Mouse turn all the way. Keep right-click held down the entire time so you don’t even have to worry about clicking to turn, you can just move the mouse and turn any time.
Either that or keyboard turn 100% of the time (though that seems much less intuitive, at least to me).
Switching between the two seems like the worst possible thing to do, because thats a whole additional thing to try and accomidate in addition to timing your jumps and your actual movement. You want to minimize the number of things you’re having to switch between, not add more things you need to try and keep up with (Do I mouse turn here, or keyboard turn here?).
The keys you use to turn would be much better used to strafe. That way if you jump a little too far to the side, instead of trying to turn the camera to readjust, you can just strafe left / right mid-jump.
As for the whole “Asura get their views blocked” thing… I didn’t see the problem in the Clock Tower and I don’t see it here. You don’t need to see your character to jump accurately, just remember that the center of the screen is where your character is (or put a little piece of paper / sticky note on the screen where your feet are).
Or as others have said, hang back a little. The timing isn’t nearly as strict here as the Clock Tower, as long as you stick just a little behind you’ll be able to see yourself (as long as others aren’t trying to do the same).
I’d imagine any “removed” armor will eventually be added back into the game for content patches and the like. It’d be a waste to leave them unused, and adding them in would be an easy way to give “new” armor without actually needing to model new stuff.
Grasping Vines would be fine if the vines were actually properly targettable like they’re supposed to be. But as-is, ranged folks can’t attack them at all and melee characters I believe have to just spam attacks.
While I can see your point as to Rangers not getting a unique item choice, what Munrock pointed out is also true. The item you choose for most professions does nothing (or almost nothing) from a gameplay perspective, its just a possibly nice looking item. The pet choice is actually something that matters as far as gameplay. So from that perspective other classes could complain that Ranger gets something no one else does.
Its a tradeoff. And a pretty decent one IMO, but your millage may vary depending on how much you value looks.
Quivers should be added as normal back pieces period, not just for Rangers (and sure as heck not Ascended-only).
I’ve tried to give items to allies during random world events before, but no one actually picks them up. I guess people have been conditioned to avoid random item pickups since they’re usually not worth it. Hell, I’d probably ignore them too if someone else was spawning them. Its clunky to need to notice the item on the ground, move over to it, interact to pick it up (hope there aren’t any lootable bodies in the area :p) then use it.
I assume it’d work much better in a coordinated dungeon, but I haven’t gotten to the point where I do anything like that yet. Figure I should get to level 80 before I start doing any dungeon runs so that I at least have the raw stats even if I don’t know what I’m doing having never done a proper dungeon.
While it does sound like a pretty nice trait to have 2 pets out at once, it also sounds massively OP. Even if you gut the damage on each individual pet to the point where its only a marginal increase to have both over just having 1 pet (it wouldn’t be able to be any more than 15% or so max damage increase before it just started completely dwarfing all other traits) you’d still have 2x the debuffs and conditions flying around, access to 2x decently powerful special abilities, and 2 refillable “tank” HP bars. Conditions in particular would be a problem because condition damage can’t be reduced due to the nature of condition damage, so it’d be double the damage of a single pet.
You could do stuff like remove conditions from one of the pets, disallow one of the pets to use specials, ect, but that would be getting pretty complicated and wouldn’t make much sense (though even a damage decrease doesn’t make much sense).
I agree with the above couple of posters, it’d be a much better idea to have a “delayed swap” trait where a pet being swapped out would remain active for a small window of time as long as said pet isn’t downed (5 seconds I’d say). You’d lose access to the swapped out pet’s F2 and the be unable to issue other F commands to it during that time (the F commands would apply only to the pet you swapped to).
Ice Spike is a very solid attack. Its hard to use it too much as a damage-dealing attack since its in Water attune, which is definately not a damage dealing attunement, but its nice to have Ice Spike around to do some damage while in Water, and I definately make sure to use IS any time I’m cycling through water for stuff like Frozen Ground.
The delay is still a bit annoying, but since its coupled with an attune with a nice AoE Chill and since Ice Spike itself has a pretty good area, its really not THAT bad. And the delay actually makes it a good combat initiator (in PvE), since you can get it ready without aggroing enemies.
I like to do Eruption > Ice Spike > Frozen Ground > Lava Font to start off combat when I’m using staff. Que’s up a nice burst of damage right at the start.
It’d make a heck of a lot more sense to be an ice field. And probably be less potentially overpowered that way as well.
I would love to see an ice field on Frozen Burst. Its already a solid enough attack, but in general I’d like to see another field on both Scepter and Dagger. Neither should match Staff for number of fields, but right now all S or D gets is a Fire field, and for a profession all about elements thats a bit underwhelming IMO. Adding an Ice field to Frozen Burst would be the most fitting way to get another field to Dagger, since none of the other Dagger skills really lend themselves to a field.
That would be a great change for all teleport skills in general. If you click a point out of range, just go as far as possible in that direction. I would love that.
Though its possible the current implementation is an intentional balancing tool. Given the overal utility of teleports, they want them to be somewhat difficult to use. Hard to say for sure whether thats the case or not.
Something else people rarely mention: Magnetic Wave and Obsidian Flesh are instant cast. You can use them while you’re channeling other abilities and what not.
As for Focus’ Fire abilities, I always though making the fire line ability work mechanically like mesmer’s Temporal curtain (i.e. you lay it down and for a few seconds, you have the option to pull foes through it). For wall of fire, after laying it down, you have the option of destroying it for a blow-out effect and a small splash of damage. THAT would make Focus too fun to ignore, IMO :P
That would be really cool. I really like moves with “trigger effects” like that.
Though my biggest problem with Fire Wall is that it takes forever to activate. Using your example of Temporal Curtain, TC is a quick wave of the hand and boom, the attack is up. Its very easy to drop Temporal Curtain in front of an enemy at any moment.
Fire Wall has a good second or more of cast time before anything happens, which means you need to lead your enemy an awful lot if you’re trying to wall them, and in general means you’re wasting a fair amount of time just doing the cast animation. Between the delay and the fact that enemies need to stand in the wall for a prolonged period to achieve a decent burn / damage, Fire Wall is ill-suited as any sort of actual wall, and really only useful to lay down on top of enemies in melee range or to use as an oddly shaped fire field.
Giving full burn duration just for crossing the wall and making the cast much faster would help a lot. A secondary “detonation” effect would be a cool addition as well, though.
I’m still a bit iffy on how to get rid of interface, so I had to crop it a bit. But I have mine when he isn’t busy wearing the Twilight Arbor medium chest.
The command to hide the interface is Ctrl + Shift + H.
doesn’t gaining a level (well, skill point) have an affect on the guys around you? like it knocks them back or stuns them or something? might interrupt you, but would also help the battle.
It does, yes. Its an AoE knockdown to enemies nearby.
I’ve never been a fan of “level up gestures” in a game. Its incorperating game mechanics (something which should be hidden) into the game world, which is wierd for immersion.
But gameplay-wise, its not a bad thing. Free healing, free knockback, free cooldown reset… I’ve never really thought “oh god no, not now” when I levelled up or anything, at least purely on the gameplay side.
(edited by Electro.4173)
Charr not wearing gender-specific armor is a lore thing. All Charr wear the same gear regardless of gender. Makes sense for a warlike culture who would likely value protection over “sexyness” and at least outside of the Flame Legion doesn’t really differentiate gender roles at all.
Not sure if Asura are the same, but I wouldn’t really be suprised if they were too wrapped up in their science to care about that sort of thing. Although I’ve heard people say the reason Asura dont’ get any revealing clothing is because of Asura looking like children and Anet not wanting to risk depicting “children” in revealing clothing (also possibly the reason their underwear is a swimsuit).
Drakes are the only AoE heavy pets. Their basic attack hits an arc in front of them (like most player melee attacks) and their F2’s are usually AoE based, though given the startup time very difficult to aim.
Once they actually get fixed to use their other special abilities properly, they’ll also have a full AoE spin attack. At the moment they’re bugged and won’t use either of their natural special abilities though.
Other pets usually only have 1 AoE ability. Murellow’s have a PBAoE poison field, all spiders have a poison projectile volley that creates an AoE poison field at impact, Carrion Devourers have an F2 thats very similar to the spider’s volley (except 1 shot) while Whiptail Devourers have a spreadshot poison F2. Alpine Wolves and basic grey Wolves have AoE howls, but they do very little damage and are mostly for applying conditions. Underwater, Jellyfish have a very nice AoE F2.
In general, pets don’t really excell at AoE damage though. Even Drakes aren’t going to be AoE juggernauts or anything (even once they’re fixed).
Mace / Torch is my personal favorite Guardian weapon combo. Mace gives good defense, and Torch picks up the offensive slack (namely Zealot’s Flame). Zealot’s Flame works wonderfully well with Mace since Mace is definately going to be at melee range and probably within groups of enemies, ideal for ZF. Furthermore Zealot’s Flame can activate between attacks without interrupting since its a 0-cast ability, which is good since Mace is a bit on the sluggish side, so interrupting your attacks is bad. Block + AoE burn? AoE burn while throwing down a symbol? Yes please.
I love Tomes for the exact reason other people seem to hate them. I like that they’re vastly different. I really enjoy that aspect. A completely new moveset every so often, thats awesome to me and definately “elite territory”. And they’re actually good, unlike other elites that give you a new set of skills (coughAsuraMechSuitCough).
I can understand how people might not enjoy the moveset aspect, especially if they’re building traits specifically for a weapon / utility they lose access to (personally I run a Spirit Weapon build, so I can keep my utilities AND use Tomes). But I certainly don’t think they should just outright change them to something entirely different. Someone suggested on the first page that the tomes be changed to be simply large AoE buffs, and I would really hate for that to happen.
Surely new elites will be added eventually, so I’d definately prefer if they just added some new elites that accomidate what others want while also keeping the Tomes available for those who like them. As opposed to just nuking the tomes.
Though I do hate one thing about tomes. The non-stop voiceover on the spammable skills. “Feel my wrath” “Feel my wrath” “Feel my wrath” smacks character shut up already! Make it a chance of VA every cast with those ones (like how Elementalists have a chance at an attune saying each time they attune), not every. single. time. Every time is fine for the higher CD skills, though.
I actually use Air 1 as my go-to for object destruction (though like above, thats in PvE, not WvW stuff as I don’t do WvW at all).
Though it does seem to have a wierd quirk where it won’t hit while moving, only while stationary. In WvW that may not be ideal I suppose, imagine you might be moving around trying to dodge shots or AoE’s or something.
I’m not saying “RNG” is bad, those Halloween skins wouldn’t be half as cool had they been readily available, either remove the account-bound for the mini-pets or sell them like the Halloween mini-pets.
I don’t really get the “its only cool if its rare” thing.
If you think a skin looks good, how does everyone else having it make it look less impressive? A cool skin is a cool skin regardless, IMO.
Unless you’re not picking gear you think looks good yourself, but only to make other people go “Woah, its THAT weapon, I never see that!”.
That said, I definately agree that stuff from these sorts of “lottery chests” should not be account-bound, ever. It turns what should be a good drop into “Oh goody, another mini I can’t use because I already have one”. A lucky drop from a lottery chest should always be good, and being account-bound really makes that not the case for anyone opening them in larger amounts.
Hmm. I don’t feel the female Charr player voice is “too girly” at all. Are there specific lines that people think are too feminine, or is it just the general tone, or what? Because I’m really not seeing it at all. “Too girly” is the last thing I’d use to descrribe the female player voice.
Is it just the clarity of the voice as opposed to the male voice which is gravelly / raspy? Or “growly” as someone said a few posts up?
I’m spitballing a bit since I don’t actually have the T3 heavy armor (and even if I did, my character who could wear it is female anyway) but I’ve found for the Sylvari cultural armor I do have that natural colors look the best. Since the T3 heavy is largely wood / leaves, that’d be stuff like greens, medium / dark browns, reds and oranges (fall colors), and maybe even light grey / black for an aspen or birch kind of look. Actually, with your characters particular skin color and the fact that skin color effects Sylvari cultural gear, the aspen look might be your best bet, since the dark blue might look at least somewhat fitting for that.
I did it the day before Christmas and got my daily rewards just fine despite other posts saying it was broken. So its definately not removed intentionally, and must be one of those darn “only effects certain people” bugs.
Whispering is definately not the only way to chat in Toypocolypse. I was seeing chat messages in /say and / map just fine when I was running it a few days back.
Unless they achievement fix somehow messed it up.
Toypocolypse is not really something enjoyable to do over and over again for most. Its long, repetitive, and doesn’t provide you with very good rewards (and I don’t even get the packages between waves half the time because I’m too busy setting up defenses to run over and get them). I imagine the number of people playing it is going to steadily decrease every day, especially now that the achievement is easier to get so you won’t have to retry for it a hundred times or get exceptionally lucky.
All of the in-game gifts drop stuffing and glue, although its relatively rare.
Do spiders actually manage to hit moving targets now?
With their F2? nope.
With their basic attacks? sometimes, unless the target makes a double take :/
Spiders’ F2 is a buff to their basic ability. If they can hit with their basic, they should hit the ability as well, as long as they hit right after using F2 (I assume the buff is “used up” even if they miss).
Another poster in another thread posted an interview where the devs state that the 200 cogs from Tixx are to compensate those people who had Diminishing Returns reduce their previous Cog rewards (people were getting 75 cogs instead of 100 cogs for example), and prevented them from getting the full 500 cogs to build 2 minis.
So they gave out just enough so that no one would get a 3rd mini, but enough that everyone who had that bug would have plenty to make 2.
posion chance on basic attack.
Spiders don’t get poison chance on their basic. Devourers do. Spiders can still poison via their poison volley or (for certain ones) F2 ability though.
Playing an MMO solo is fine. There’s absolutely nothing wrong with it. Just because other players exist in the game world doesn’t mean there’s some requirement to interact with them.
The problem only comes when solo players expect all content to be soloable. Being an MMO, the game is built around multiplayer. That is one of the core design aspects of the entire game as a whole. If you want to solo, fine. Much of the game will accomidate that. But the game is made with multiplayer in mind, so you have to expect certain things are going to be designed around multiplayer and ONLY multiplayer. You’re free to ignore part of the game (multiplayer) but you should expect to miss out on certain content in the process. There’s nothing wrong with not embracing every facet of the game, some things just aren’t fun for everyone. But if you’re not willing to play it all then you shouldn’t expect to get the “full experience” so to speak.
And yes, that does include certain aspects of holiday events as well. Its part of the game, its going to follow the same design philosophies as the game, so if you’re going to ignore part of the main game you’re probably going to be ignoring part of the holiday events as well.
Granted, Wintersday in particular does seem a lot more group-oriented than, say, Halloween. Halloween had the scavenger hunt as major solo content (well, mostly solo… there were always people around, but you never actually worked with them or anything unless you were underleveled), the jumping puzzle, pumpkin carving / doors, and to some extent the Labyrinth if you just wanted to gather materials and kill a few mobs. Wintersday doesn’t have much of anything besides the Jumping Puzzle and I guess overworld packages / snowmen. A few more things to do solo would have been nice, though preferably in addition to what we got, not “turn Infinirium into solo content”.
As far as being “absused” for wanting to solo, I think a lot of that probably goes back to my initial point. Now I’m sure there are some people who are just kitten and treat people badly if they don’t agree with them, but I think a fair number of people just take offense when solo players want everything to be soloable and complain when its not. Its not so much the mere fact that you want to solo, but the fact that you want to solo everything in a multiplayer game. Particularly because usually when someone brings up the fact that they’re a solo player, its usually associated with some content you can’t do and wish you could (because why else would you bring it up, really? I doubt anyone goes around simply announcing “I’m a solo player guys!”. Its usually more like “I wish I could do this without a group” or something).
I don’t know when Drakes ever used ONLY Tail Swipe. To my knowledge the problem was that they NEVER used Tail Swipe (or Chomp) and would only use their basic attack. And I used Drakes a fair bit, so I think I’m relatively knowledgable about ’em. Unless this issue was from way, way back around launch or during beta.
Their basic attack is a small AoE, so maybe that fooled you into thinking you were seeing Tail Swipe.
I don’t know if you’re saying Drakes are now fixed and using all of their attacks normally, or if you’re just mistaken about Tail Swipe. I’ll have to test for myself, because if they are finally fixed I shall rejoice and use my Ice Drake for the rest of the Wintersday event in celebration.
EDIT: Well after a bit of testing I’m unhappy to report that Drakes still aren’t using anything but their basic ability. They may have sped up its basic ability a bit (probably as part of the fix to try and make them hit moving enemies more reliably) but they definately are still using nothing but basic attacks and F2 when commanded.
Though the devs have stated that its a known issue and they’ll look into it, so it’ll get fixed eventually. Just not quite yet.
(edited by Electro.4173)