Showing Posts For Fallout.1798:

December 10th Warrior Changes

in Warrior

Posted by: Fallout.1798

Fallout.1798

Here are my comments on what we have seen discussed so far with the warrior changes.

Longbow
A lot of thought went into the change to combustive shot. This skill was simply too effective at renewing itself. One of the drawbacks of the burst skills needs to be losing your adrenaline, but this skill was easily able to restore all of the adrenaline it lost. Rather than reduce the burn duration we reduced the # of attacks this skill creates because we felt it made it more counterable in PvP and less reliable in PvE as an adrenaline builder.

I really feel that simply lowering the number of attacks/pulses the longbow combustive shot makes is not the answer to it giving back too much adrenaline. Why not make it so that each pules can only at max generate a limited amount of adrenaline? Even just a limit of 1 adrenaline strike per pulse, provided the pulse hits a target, I think would be fine. Otherwise then the damage level of each pulse really needs to be increased to compensate for this.
Already the recent change to combustive shot being a smaller radius at adrenaline levels 1 and 2 has had a big impact. At level 1 its a 180 radius, which frankly is tiny. No player going to just willingly stand in that the for even half the duration of the skill. If you increase the time between the pulses to 3 seconds, that is just a huge time gap when I comes to player vs. player combat. At most I would be able to get 1 pulse of the skill off on an enemy, maybe 2 if I’m lucky.
Please look into ways to solve the adrenaline rebuilding thing without making this skill weaker.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Things that need to be addressed after patch

in Warrior

Posted by: Fallout.1798

Fallout.1798

Since backbreaker has the longest cooldown for warrior hammer, I could see that skill having a blast finisher added to it. (I mean really, the guardian hammer 2 skill has a base cooldown of a mere 5 seconds!)

Stormbluff Isle
[AoD]- Commander Vars Wolf

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Fallout.1798

Fallout.1798

Here are my comments on what we have seen discussed so far with the warrior changes.

-snip-

Link to warrior sub-forum
https://forum-en.gw2archive.eu/forum/professions/warrior/December-10th-Warrior-Changes/first#post3149139

Any comment on the greatsword warrior? Or why it is literally the only spec I see any warrior running around in, for PVE? Any plans to bring other specs or weapons up to match the effectiveness of greatsword?

The only reason that GS is so powerful in PvE is because of the mentally challenged AI. Mobs will just stand in a 100B without dodging, blocking, or even just walking away. If they fixed the AI then the GS damage would be on par with the rest of the weapons.

As for the Hammer nerf to ES and SB, I am still concerned that it would make the hammer very weak. Especially for those builds that don’t use UF or BM. Basically, it would limit our options when build trying to create a viable Hammer builds cause now we will be forced to go get 1 or the other in order to keep enough pressure on the enemy.

I too am very concerned about the proposed changes to Warrior Hammer. Right now I find its damage to be fine where it is. Why? Because its a melee weapon. Very often on my warrior with hammer I have to spend half the time trying to just get in range to my target, and all the while dealing with more and more conditions being spammed on me, most noticeably chill, immobilize, and cripple. (cough Necromancers and Mesmers) Now I realize someone is going to say something about the dodged march trait for warrior, but that doesn’t exactly help much when I am still getting all 3 movement slowing/stopping conditions spammed on me continuously.

The funny thing is that I do not run using Unsuspecting foe OR Burst Mastery, I have zero trait points into discipline. I have not found the Discipline trait line to be worth it when that means I will have to take 30 points out of other traits. If you really are looking at lowering the damage output of 2 of the core skills of the Hammer, then PLEASE at least first fix Earthshaker so it can hit targets on different elevations. Far too often if I use Earthshaker on someone who is on a slope above or below me, it completely misses, and is incredibly frustrating. Add in the fact that its animation is so plainly obvious that everyone knows it right away and can easily dodge it, and it becomes very difficult to hit with Earthshaker successfully in the first place. So PLEASE fix this skill first if you are going to lower its damage.

Stormbluff Isle
[AoD]- Commander Vars Wolf

[Bug] Recapture Mudbay Digs (toxic alliance)

in Bugs: Game, Forum, Website

Posted by: Fallout.1798

Fallout.1798

The events that happen in Kessex Hills, Mudbay digs, are no longer working.
http://wiki.guildwars2.com/wiki/Recapture_Mudbay_Digs_before_the_Lionguard_are_defeated_or_forced_to_retreat this event I very well remember seeing happening the first day of the Tower of Nightmares release last week, but it is not happening anymore on some servers. My home server SBI has not seen this event happen since the first day, or on overflow maps.
For on SBI, you can find the Lionguard who accompany the named NPC Lionguard near Overlord’s waypoint, however the named NPC herself (who you talk with to start the quest), is not anywhere.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Can't use any skills

in Bugs: Game, Forum, Website

Posted by: Fallout.1798

Fallout.1798

I had the exact same thing happen in WvW for me yesterday. Weapon skills didn’t work, but 6 to 9 and 0 skills worked. It happened when I picked up one of the explosives for the Toxic Offshoot events, and got interrupted by an enemy players mid-animation.
I was able to get it fixed by using a siege blueprint and putting it back (2 skill when wanting to place the siege).

Stormbluff Isle
[AoD]- Commander Vars Wolf

Nerf incoming - Upcoming Dec changes posted.

in Warrior

Posted by: Fallout.1798

Fallout.1798

Same here, I’ve played the hammer for the fast 6 months, it has never been OP and was considered be a weak and laughable opponent by many . All of a sudden some gimmicky runes come out and make 1 hammer build super strong and Anet’s solution is to nerf the weapon into oblivion instead of fixing the rune that caused the problem start with.

I’m rather surprised on reading the patch preview and that "The overall goal here is to reduce the damage for the very high control warriors. This means reducing some dependency on going 30 points into discipline for Burst Mastery, making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. "
I run a sword/shield and hammer build in WvW. I do not at all use the discipline trait line for Burst Mastery, I have zero points in discipline. Also I do not run Runes of Perplexity either. Really I see Runes of Perplexity used FAR more often on Engineers than Warriors. Fix the Runes of Perplexity first so they have an Internal Cool down, then see how things change.

Stormbluff Isle
[AoD]- Commander Vars Wolf

The Mad Castle

in Living World

Posted by: Fallout.1798

Fallout.1798

I’ve seen that castle in the Mad Realm also. For those curious, you can see it in the Labyrinth, from the far southwest corner, next to the Mad Moon. Rather curious about it and what it means for later.

Also, while in the Labyrinth, if you open the map, and at the bottom right change the viewing levels, you can see when you zoom back out, a lot of familiar things in the Mists. You can see all the Spvp maps and the WvW maps. In addition, you can see at the very top (and a bit right of the center WvW borderlands), you can see a white patch area. Zooming in, the white patch disappears and you can see 4 little islands. Hinting perhaps of something new to come?

Stormbluff Isle
[AoD]- Commander Vars Wolf

LS map events less and less rewards?

in Tower of Nightmares

Posted by: Fallout.1798

Fallout.1798

Translation: “Give me my shinies! I want instant shinies when I tag a champ in a zergtrain! I don’t give a rat’s abs about stories and lore and all that sheep.”

Well, considering that this particular living story can be finished in about 45 minutes to an hour if you’re not interested in the meta…than yeah, it would be kind of nice to be given rewards for continuing to destroy Toxic Offshoots.

Uh last I checked I’m still getting rewards and stuff for doing these Toxic offshoot events. Also there are a few other new non-offshoot events around the map. Southeast of the new tower is a portal event for example.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Elite mobs in open world now

in Tower of Nightmares

Posted by: Fallout.1798

Fallout.1798

So, higher risk and less reward. Wonderful. :|

Sounds like you have gotten way to used to the champ farming trains, which have zero risk in them. Before champs got their loot bag drop upgrade when Queen’s Jubilee came out, farmers considers normal mobs to be valuable (in high level zones) and champs to be worthless. Now it is to exact opposite, farmers call champs the only thing valuable and normal enemies to be worthless. Really just greed, greed, and more greed.

Using Elite mobs more in the open world is a great thing to do. It adds a real level of challenge to stuff for small groups of people.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Did Anet just destory Halloween?

in Blood and Madness

Posted by: Fallout.1798

Fallout.1798

The labyrinth is a shambles…

All of the knockbacks, pulls, chills, & cripples on high hit point mobs that pop retaliation is just annoying. Its just not fun.
On top of that you can only get the champion chests 1 per day per account.

I will agree that the whole thing of the chests only being able to get once a day played a lot into the problem. The sad thing I find is of people complaining about the difficulty of the mobs in the labyrinth. Me personally I found the difficulty refreshing and not too high, specially when you consider, it is a LEVEL 80 ZONE. I liked the challenge to it. However as we know too many casual players can not stand the thought of their character dying and armor repair costs (and please, if you needed to repair could just port to wvw for that and come back quick). The final problem I’d say would have been the Lich boss and his scaling and damage output being out of whack.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Zerging is getting ridiculous

in Tower of Nightmares

Posted by: Fallout.1798

Fallout.1798

I agree 100%. I just logged off. WTF ANET!
You guys had a massive opportunity to make a really really cool dungeon that could even be the elite dungeon everyone wanted but instead you made it the same as every other bloody LS since release. ZERG FOR ACHIEVE and a glowey reskin weapon.

This is beyond bad. I had sooo hoped that you would listen to the community and give us something new and exciting but instead we get the same zergy boring crap over and over.

You do realize that this is not all there is to this update? We are going to at some point find a way to break into it, and have the anti-toxin for all the poisons around it.

Stormbluff Isle
[AoD]- Commander Vars Wolf

New permanent dungeon?

in Tower of Nightmares

Posted by: Fallout.1798

Fallout.1798

I am expecting not to even step foot into the tower.

If you even remotely pay attention to any of the intro story mission other NPC dialog at the camp, you find that they have to solve 2 problems to get into the tower in the first place: Anti-toxin for all the poison around the base of the tower/inside it, and breaking into it.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Question about port opening and forwarding

in Account & Technical Support

Posted by: Fallout.1798

Fallout.1798

Looking in my Task Manager (Windows 8 by the way), under services I found the upnphost (UPnP Devoice Host). However it is under the group category LocalServiceAndNoImpersonation. I now remember that I had to disable this service because at times it would eat up my internet and my CPU. So I’m not so sure about restarting this service. Just Google that service and you will see quickly at large amount of problems with it.
Note that I have had these internet problems of disconnecting long before I stopped this service. And most of the time this problem has been on WiFi only.

Stormbluff Isle
[AoD]- Commander Vars Wolf

WvW Solution: Alt Unfriendliness

in WvW

Posted by: Fallout.1798

Fallout.1798

I find it terribly discouraging when I play some WvW, then after some time period I feel like “I haven’t play X in a long time, I’ll try it out.” enjoy the change, then be hit with the thought “What am I doing? I am rank 12 and I have no wvw bonus abilities and am contributing less to the team, I should stick to my other character that has rank 110+ who will benefit the team.”

This is basically the exact same I feel about WvW exp. I feel “trapped” on my main character because he has all the WvW ranks. Why play wvw on my other characters when I have played hundreds of hours of wvw on my main and he is the only one with a WvW rank above 10?

If WvW exp being account bound is just not something that will happen, why not go half-way? First make all my alt’s wvw ranks the same as my highest rank character (or even do something like adding all character wvw ranks together for a new grand total). The second part of this is the main core issue: When I get WvW exp, 50% of it also goes to all my other characters. Say I capture a keep, which is a base 800 wvw exp at gold medal. The character that I helped capture it with gets the full 800, and all my other characters get 400 wvw exp. This way I can play on my alt-characters, knowing that I am still contributing to my main character (even if less than normal).

Now I can see a problem with this in that then with all your other characters since they would be ranking up also, you would then have more WvW rank chests to open. So why not have something to balance that? Have a separate WvW exp bar that instead stores the shared wvw exp, so in my example the keep capture will fill up the shared bar by 400 exp. When this shared wvw exp bar fills up, all characters are ranked up one, however you only get 1 rank up chest from this. This way players who have 8 characters won’t be getting an extra 7 rank up bonus chests.

In short, give your other characters 50% wvw exp gains that your current character playing gets. A system like this is literally half-way towards account bound wvw exp, and it would give many players the incentive again to play wvw on our other characters.

Stormbluff Isle
[AoD]- Commander Vars Wolf

(edited by Fallout.1798)

Question about port opening and forwarding

in Account & Technical Support

Posted by: Fallout.1798

Fallout.1798

Hi. So I have read a lot of the forums here about making sure system ports are opened and forwarded. Does anyone know what ports exactly we have to make sure are opened and forwarded to help with disconnecting problems? I have seen in the forums port 80 mentioned often, but are there any other ports I need to make sure are open or forwarded?

Stormbluff Isle
[AoD]- Commander Vars Wolf

To Merge the Personal and Living Stories

in Living World

Posted by: Fallout.1798

Fallout.1798

Initially, during or after Lost Shores the developers did state that Living Story was set after Personal Story. Later, they rolled that back to the current, vague, “it can be any time during or after the PS” arrangement. The lines you saw referencing you as the Commander of the Pact only happened because you had made it that far in your PS. Those characters that had not reached that point in the PS did not receive that dialogue. This was intentional, to keep with Anet’s vague timeline.

I do remember when the Lost Shores update came out that there was some dialog from NPC’s saying that the karka’s migration to Southsun cove was after the defeat of Zhaitan. (Important to note at that time I was Pact commander, but had not defeated Zhaitan) As for the flame and frost dialog about me being Pact commander, I had experimented and brought all my characters into those 2 flame and frost introduction missions to see the varying dialog. Like you said, characters that were not yet far enough in the PS to be Pact commander did not get any of that special dialog (or the ability to go to the meeting area of the Imperator’s Core, they didn’t got kicked backwards, which was kind of funny).

I like the idea of a time capsule for the living story. For Flame and Frost you could talk to NPC’s at the various quest locations to “replay” them. (which is how I was able to get all my characters into those intro missions to see the varying dialogs) Implementing something similar for this time capsule idea would be a perfect way to work the time capsule.

Stormbluff Isle
[AoD]- Commander Vars Wolf

I was really excited for this patch...

in Tower of Nightmares

Posted by: Fallout.1798

Fallout.1798

I’d say with how many people hate scarlet that she’s doing a good job as a villain

If people really hate Scarlet so much, I say prove it. Go do the Scarlet Invasions, and actually go for wining the invasions and taking down Scarlet. If all you want to do at invasions is farm the aetherblades than that just shows you don’t care about Scarlet or you think she’s just fine.
So yea, I dare you. Do a Scarlet Invasion the way you are suppose to, and win it.

Stormbluff Isle
[AoD]- Commander Vars Wolf

To Merge the Personal and Living Stories

in Living World

Posted by: Fallout.1798

Fallout.1798

Very interesting ideas, but I have to disagree with the idea of destroying the Pact. Its true that the Living story conflicts with the Personal story, but that is mostly because it would be confusing for players who see the Pact in the Living story, while in their personal story they haven’t gotten that far. However this seems often to be mainly because players who have been level 80 for a long time have NOT ADVANCED IT ANYMORE. I see often player screenshots of people in PvE maps (such as lions arch), they are level 80, and guess how far they are in their personal story? Often I see not even up to the level 40 story missions (seriously, the personal story missions offer good exp for leveling up to 80).

If players just plain refuse to advance in their personal story, that’s there problem because they are just lazy. Just have the Living story work assuming that the personal story is completed and Zhaitan is defeated. I remember that Anet had a some stuff like this during Flame and Frost. During many of the living story missions, the NPC’s dialog was different if I had become commander of the Pact, such as when talking with Rytlock. [url]http://wiki.guildwars2.com/wiki/Braham:_Help_from_the_Legions[\url] Also while not listed there, I remember Rytlock also had special dialog if I was Pact commander AND a Charr, he said along the lines of “Ah Centurion, good to see you. Oh wait, its Commander now. You keep on getting so many new titles its hard to keep up.” (heh heh, so true)
Similar changes in dialogs for [url]http://wiki.guildwars2.com/wiki/Rox:_Critical_Mission[\url]. Including as Pact commander being able to go into the central meeting room and talk with the Charr legion leaders. Imperator Smodur said something along the lines of “Ah Commander welcome. Shouldn’t you guys be out fighting dragons right now though?”

I think that Anet needs to just realize that there are people who will never do their personal story missions (yet still know the lore that happens). Anet can’t put in a requirement that you have to have completed all personal story to be able to do the living story missions that involve the Pact, so go with alternatives that still include the Pact. Have a similar system that they had for the Flame and Frost dialogs, or just treat all living story stuff as if the personal story is done and Zhaitan is defeated. Seeing in Flame and Frost acknowledgements that I was Pact commander helped me very much feel that it was a living, evolving, and changing world.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Could someone explain the alliances?

in Living World

Posted by: Fallout.1798

Fallout.1798

The dredge were willing to form an alliance with the Charr because while being higly xenophobic they are still a pretty diplomatic race and were convinced by Scarlet to join up with the Flame Legion to accomplish a common goal.

Also the Dredge and Flame Legion were willing to work together because of recent events. Both factions have suffered major blows. The dredge “capital” has been thrown into rebellion, Sorrows Embrace. (see dungeon story/explore paths) Meanwhile the Flame Legion has suffered a critical defeat: the death of their core leader and symbol to look up to, Gaheron Baelfire. This was the political situation for the molten alliance to be made.

In addition, the Flame legion wanted to use the dredge to take more territory, and then enslave the dredge. The Dredge leaders were persuaded to out of greed for more power and technology.
http://wiki.guildwars2.com/wiki/Molten_Alliance

Stormbluff Isle
[AoD]- Commander Vars Wolf

Discussion : Fixes for WvW queues

in WvW

Posted by: Fallout.1798

Fallout.1798

If they’re going to keep this ** lottery system, they should at least let us queue for all 4 maps.

I support this idea of multi-queues. It is extremely annoying to have multiple wvw maps queued, and have no idea what map will have the “shortest” queue time. At the very least I would be happy with being able to queue up for 2 maps (i.e., Red borderlands and Eternal battlegrounds) at the same time.

I have had plenty of experiences with the queue system, and I do not trust it anymore. I have had plenty of times of guild members being in queue for a map for over an hour, and I queue up and get in under 5 minutes, all while said guild member is STILL in queue for that map. The only way to know if you are “in queue” is looking at the wvw icon at the top left of screen. More often then not it seems my queue bugs if I change maps while in queue (such as in queue for EB, and I map hop from Red borderlands to Green).

I understand that it can be complicated because the queue is dependent on people in the map you are queued for to leave it, and is more complicated by having that 20-30 pop up window asking if you want to join the map or re-queue (people will after all, sometimes click to re-queue instead of enter the map)

Stormbluff Isle
[AoD]- Commander Vars Wolf

Are Skilllags hitting matchups differently?

in WvW

Posted by: Fallout.1798

Fallout.1798

Anet really needs to do some major upgrades to fix these lag problems. There needs to be a MAJOR server hardware upgrade to better handle the server traffic load. There needs to be a change with the server Internet Service Provider (ISP) for faster data rates/bandwidth.

Really do a major upgrade to the server hardware and I can guarantee a lot more people we be happier playing the game.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Who's behind all these krait shenanigans....

in Living World

Posted by: Fallout.1798

Fallout.1798

Am I the only one who expects it to be not Scarlet?

I made a similar post in another thread.

What if Scarlet is not allied or working with the Krait, but instead will be making a move on this new Tower of Nightmares. We could end up with a 3 way battle here between the newly empowered Krait, Scarlet and the Aetherblades, and us (in the forum of the Pact, Lionguard, Sylvari)

The preview page says that “A toxic seed has been sown. Guarded by magic, fed with evil, it grows.” What if either the Nightmare Court or Scarlet “left” an item of value in the lake for the Krait to find? The preview quote sounds like a nightmare tree seed.

Consider that around the lake here in Kessex Hills there are multiple faction’s bases. We have a Sylvari Warden Outpost to the southwest, Lionguard Haven to the southeast, and the Seraph Fort Salma to the northwest. (also I guess you can count the centaurs and bandits, but I don’t see them having any interest in getting involved)

Also, what about Caithe? If Scarlet is really going to be involved in some way, I would assume that Caithe would have incentive to come investigate. (This isn’t too far away, after all, from Twilight Arbor dungeon)

Stormbluff Isle
[AoD]- Commander Vars Wolf

I was really excited for this patch...

in Tower of Nightmares

Posted by: Fallout.1798

Fallout.1798

Well Scarlet almost definitely plays some sort of role in this release for several reasons:

- She is the main villain of this Living Story arc. Most if not all of the non-holiday/SAB updates will be connected to her.
- Tower of Nightmares
- The videos voice is same person (I think) as the one for Twilight Arbor
- Can see a giant portal/dimensional rift above the tower

However, the krait being super xenophobic doesn’t mean that they can figure out a lore-compatible reason why they are listening to her.

For example, there is a giant mesmer viel covering the tower, likewise a mesmer could be influencing the krait leaders. Or Scarlet could simple make them an offer so inline with their goals even they couldn’t refuse.

I haven’t seen much discussion on the possibility that Scarlet will be involved, but in a different way. What if Scarlet is not allied or working with the Krait, but instead will be making a move on this new Tower of Nightmares. We could end up with a 3 way battle here between the newly empowered Krait, Scarlet and the Aetherblades, and us (in the forum of the Pact, Lionguard, Sylvari)

Consider that around the lake here in Kessex Hills there are multiple faction’s bases. We have a Sylvari Warden Outpost to the southwest, Lionguard Haven to the southeast, and the Seraph Fort Salma to the northwest. (also I guess you can count the centaurs and bandits, but I don’t see them having any interest in getting involved)

Also, what about Caithe? If Scarlet is really going to be involved in some way, I would assume that Caithe would have incentive to come investigate. (This isn’t too far away, after all, from Twilight Arbor dungeon)

Stormbluff Isle
[AoD]- Commander Vars Wolf

Unbalanced Heal Skill

in Tower of Nightmares

Posted by: Fallout.1798

Fallout.1798

While I agree that we have no idea how much this new skill will heal, how long its cool down is, or other details, I do find it interesting that it says it will remove toxin, this new coming condition. Curious to see how this new condition works. Also the release page says Antitoxin Spray will remove poison, torment, confusion, and toxin. If we go by how MOST other class healing skills work, either doing more healing or less healing plus other effect(s), then I assume this Antitoxin spray will not heal for that much.

Stormbluff Isle
[AoD]- Commander Vars Wolf

(edited by Fallout.1798)

[Bug] Achievement suggested locations broken

in Bugs: Game, Forum, Website

Posted by: Fallout.1798

Fallout.1798

The achievements panel feature to view suggested locations for certain achievements has not been working for a few weeks now. When you click the suggested location its suppose to change to the main map to show to the location, such as for jumping puzzles, the area where the puzzle starts at.

Can’t post screenshot but just for an example, try to go to your achievement’s panel and go General> Jumping puzzle. Select any of the jumping puzzle achievements. You will see on the right side “Suggested locations:” with a map name under it, such as lions arch. Clicking that should then open your main map and it will show you the general starting location of the achievement (in this case, the jumping puzzle). The map name part however is greyed out and you can’t click it.

While I’m sure that many players can get around this by using the Wiki for how to get/where to go for these achievements, newer players will be lost at how to get there. This has been broken for at least the last few weeks.

Stormbluff Isle
[AoD]- Commander Vars Wolf

[Major Bug] Tequatl the sunless laser events

in Bugs: Game, Forum, Website

Posted by: Fallout.1798

Fallout.1798

This is something that needs to be fixed quickly, or participation in Tequatl events are going to drop down extremely fast. Specially when this is causing servers/overflows to FAIL the event.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Scarlet's worth

in Dynamic Events

Posted by: Fallout.1798

Fallout.1798

tbh, it’s not worth it. I heard the rumours that they upped the rewards to 15 bags but we completed it on desolation last week and we got 2 rares from scarlet and then 5 bags, we lost out on about 25-35 bags on aetherfarm this way though.

You calling it “Aetherfarm” just shows exactly what is one of the problems with invasions. Farm farm farm farm farm. What is wrong with wining things once in a while instead of farming and more farming? The Frostgorge champ farm (and Queensdale and Cursed Shore) is 24/7, Invasions are not. And if you were there for most or all of the invasion you should have still walked out with a ton of loot.

Stormbluff Isle
[AoD]- Commander Vars Wolf

[Major Bug] Tequatl the sunless laser events

in Bugs: Game, Forum, Website

Posted by: Fallout.1798

Fallout.1798

In addition, we had terrible skill lag and various people having their skills glitch and stop working. If this really was server lag, then having lag of over 20 seconds is something that should not be happening for this event.

Stormbluff Isle
[AoD]- Commander Vars Wolf

[Major Bug] Tequatl the sunless laser events

in Bugs: Game, Forum, Website

Posted by: Fallout.1798

Fallout.1798

Ok so this was just plain silly. For Tequatl the sunless fight we just had, the laser defense stages completed 20 whole seconds before they should have ended. The laser events finish when the timer showed 20 seconds still left. In addition when that suddenly completed, Tequatl was suddenly stuned on the ground (as if the mega laser had shot him) a measly 5 seconds after the event completed.

As you could guess, this lead to us on SBI failing to kill Tequatl the Sunless because we were mostly still at the defense events when Tequatl entered stun phase.

This was totally not a good thing to happen, because we had already spent 1 hour waiting on the map for Tequatl to spawn, down to 1 minute of the spawn window left. (yes, that whole 1 hour spawn window is something that also needs to be addressed. 1 hour for an event this big is waaaaaaaaay to long)

Stormbluff Isle
[AoD]- Commander Vars Wolf

[Suggestion] Improving Scarlet's Invasions.

in Living World

Posted by: Fallout.1798

Fallout.1798

Another thing I have noticed, is that sometimes I won’t get any invasion end rewards when it ends, and it seems happen if I have already done one invasion for the day. This is just another reason why the invasion rewards need to be fixed back to the way they worked before (once per map per day), and be buffed. Otherwise it will appear to the casual players more and more that there is ZERO invasion end rewards.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Time to roll a Warrior

in WvW

Posted by: Fallout.1798

Fallout.1798

Warrior ability to shrug off all conditions and dash/charge away while passively regaining all their health and immune to CC is what needs nerfed.

Funny because I remember a while back when all I saw was thieves, thieves, and MORE THIEVES in WvW. As long as a thief I able to re-stealth every 3 seconds in Guild Wars 2, they will always be able to escape from any fight more than a warrior or any other class ever could. Thieves have always been the class I have most hated playing against, next to mesmers. (and yes, I have played those classes also).

Stormbluff Isle
[AoD]- Commander Vars Wolf

Stop dying to Grand High Viscount

in Blood and Madness

Posted by: Fallout.1798

Fallout.1798

I’m sorry, did you just make as if going to a waypoint and running back is not an option? Are you one of those people who dies at an event, and stays there on the ground, expecting to be res’d? If so you scale up the event without contributing anything, and you make it harder on everyone else. Waypoint and run back. Not just here, but in all events, ever.

This is my biggest problem I have with large scale events in general: lazy dead players. They refuse to re-spawn at waypoint because they are lazy. (please don’t ever tell me its because of the waypoint fee of 1.3 silver, that doesn’t even make a dent in your wallet) Great example of this is Tequatl the Sunless 2.0. People staying dead there are literally harming the event more than helping.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Reaper's Rumble?

in Blood and Madness

Posted by: Fallout.1798

Fallout.1798

Bring back Reaper’s Rumble please! I absolutely loved that PvP game mode. I would love it even more if Reaper’s Rumble was added to the daily activity rotations.

I am holding my hopes up that the update on October 29th will add Reaper’s Rumble back in the game. I see no reason to have it removed.

Stormbluff Isle
[AoD]- Commander Vars Wolf

[Suggestion] Improving Scarlet's Invasions.

in Living World

Posted by: Fallout.1798

Fallout.1798

So are Scarlet’s Invasions going to be fixed so people will want to go for a win? Want to have a thread about this topic for making Scarlet’s Invasions better and winnable for everyone.

Scarlet’s Invasions need to have some fixes to them with the Aetherblade pirate farming mentality, instead of actually going for wining the invasion. Some fixes of which would be extremely easy to do.

First and probably the easiest change to make: Add 5 more minutes to the invasion duration timer (so its a total of 50 minutes). I can not tell you how many times we have failed to take down scarlet because we were just a few minutes short on time.

Second change that could be made: Move the Aetherblades wave to be last in the invasion chain. I realize this would mean you would have 2 twisted minion waves in a row, but all too often I see that after the Aetherblades wave is done and we still have the final twisted wave to go, too many of the farmers decided that the remaining 10 or so minutes is not worth their time and they leave (which is just plain wrong, you still get a lot of loot from the twisted minions)

Third change that could be made: Put a hard limit on the number of champions that can spawn from the Aetherblade Captain part. It is a big problem when you have the farming ‘commanders’ yelling to pull the Captain AWAY from the rest of the pirates so the zerg can continually kill the champs that spawn. I have seen people get yelled at who actively attack the captain (Remind anyone of the time in Cursed Shore, Gates of Arah event part, with farming the Embers and intentionally not destroying the 2 objectives?). Personally I think a hard limit of 2, maybe three champs from the Aetherblade captain phase (not counting the captain themselves) is still very generous.

Forth change that could be done: Slightly (and I mean just slightly) reduce the amount of kill/events completed for each of the 5 waves (such as instead of needing for Aetherblades to kill 10 captains, you instead need to kill 9). The Molten Alliance phase is fine where it is at, in my opinion.

Finally: Increase the reward for finishing the invasion and taking down Scarlet, including adding Dragonite Ore to the reward. This is the main thing that leads to arguments in map chat over wining the invasion vs. not wining. Please increase the wining rewards.

Any combination of these changes I think would be great and really help improve

I love Invasions and how they are all over the maps. I love it when there is one of the events in a place where their are enemies hostile to the Invasion enemies (like Harathi Hinterlands) and luring the 2 sides to fight each other so we have a 3-way battle going. Invasions just need a few fixes so that everyone, even the farmers, all have the incentive to go for wining the full invasion and taking down Scarlet.

Stormbluff Isle
[AoD]- Commander Vars Wolf

(edited by Fallout.1798)

Collaborative Development- Request for Topics

in CDI

Posted by: Fallout.1798

Fallout.1798

1) Scarlet’s Invasions fixes. As many threads have discussed and pointed out, all too often servers would rather farm and stay on the Aetherblade wave stage instead of finishing the full invasion and taking down Scarlet. I have listed myself several ways to fix this problem in my past posts.

2) Commander UI/Squad System improvements and new features.

3) Guild panel UI improvements and new features.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Collaborative Development- Request for Topics

in CDI

Posted by: Fallout.1798

Fallout.1798

1) More HP for tower and keep gates, especially for reinforced gates.

2) Commander UI/Squad System improvements and new features

3) More rewards from defending objectives in wvw.

Stormbluff Isle
[AoD]- Commander Vars Wolf

(edited by Fallout.1798)

What happened to Kessex Hills?

in Living World

Posted by: Fallout.1798

Fallout.1798

With all the hatred of Scarlet I’m seeing in this thread, you’d think people would be more eager to kill her during the invasion events instead of, say, repeatedly farming the champions.

You Sir, just made me fall over laughing so much from that. This is just so true. If so many people really do hate Scarlet, then I say PROVE IT. Actually go for finishing a Scarlet invasion for once. (and I’m a little sad that there was zero changes to Scarlet’s Invasions in this patch also) Me personally I’m fine with Scarlet, but if others really don’t like her, then take out that hatred on Scarlet’s Invasions. ;D

Stormbluff Isle
[AoD]- Commander Vars Wolf

if rush was reworked...

in Warrior

Posted by: Fallout.1798

Fallout.1798

Honestly Rush really still needs to be fixed so it can actually hit the target. For those saying that it allows us warriors to always escape, there’s many simple ways to stop the rush. Get a chill, immobilize, or cripple on us and our rush is effectively stopped. And I have had many times when it doesn’t get me far enough away from the enemy group in wvw, because even if I get the full distance of the rush, I end up still getting hit. And, Rush’s movement still pales in comparison to a thief’s Short bow #5 and dagger #2 skill for chasing. Try as I can in either catching or outrunning a Theif, the Theif still almost always wins.

Rush needs to be fixed, use a similar mechanic to how ranger Greatsword #3 Swoop works (its 1100), and ends with a leap, or how Guardian Greatsword #3 works. Even just copy one of those 2 skills and just make the adjustments to the range and damage for Warrior Rush and you’ll be good.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Scarlett's Invasions Champ Farm

in Living World

Posted by: Fallout.1798

Fallout.1798

Scarlet’s Invasions need to have some fixes to them with the aetherblade pirate farming. Some of which would be extremely easy to do.

First and probably the easiest change to make: Add 5 more minutes to the invasion duration timer (so its a total of 50 minutes). I can not tell you how many times we have failed to take down scarlet because we were just a few minutes short on time.

Second change that could be made: Move the Aetherblades wave to be last in the invasion chain. I realize this would mean you would have 2 twisted minion waves in a row, but all too often I see that after the Aetherblades wave is done and we still have the final twisted wave to go, too many of the farmers decided that the remaining 10 or so minutes is not worth their time and they leave (which is just plain wrong, you still get a lot of loot from the twisted minions)

Third change that could be made: Put a hard limit on the number of champions that can spawn from the Aetherblade Captain part. It is a big problem when you have the farming ‘commanders’ yelling to pull the Captain AWAY from the rest of the pirates so the zerg can continually kill the champs that spawn. I have seen people get yelled at who actively attack the captain (Remind anyone of the time in Cursed Shore, Gates of Arah event part, with farming the Embers and intentionally not destroying the 2 objectives?). Personally I think a hard limit of 2, maybe three champs from the Aetherblade captain phase (not counting the captain themselves) is still very generous.

Forth change that could be done: Slightly (and I mean just slightly) reduce the amount of kill/events completed for each of the 5 waves (such as instead of needing for Aetherblades to kill 10 captains, you instead need to kill). Molten Alliance phase is fine where it is at, in my opinion.

Finally: Increase the reward for finishing the invasion and taking down Scarlet, including adding Dragonite Ore to the reward.

I love Invasions and how they are all over the maps. I love it when there one of the events in a place where their are enemies hostile to the Invasion enemies (like Harathi Hinterlands) and luring the 2 sides to fight each other so we have a 3-way battle going. Invasions just need a few fixes so that everyone, even the farmers, all have the incentive to go for wining the full invasion and taking down Scarlet.

Stormbluff Isle
[AoD]- Commander Vars Wolf

(edited by Fallout.1798)

Duping Precursors?

in Bugs: Game, Forum, Website

Posted by: Fallout.1798

Fallout.1798

Not duping. Theres like 5 people that have about 400k gold of combined funds and they have been raising the prices of precursors since Queens gauntlet. My friend knows them

I have to ask then the obvious question: Why on earth do they need that much gold? 400k really??? That’s just overkill to the extreme. There is absolutely no need in the game for that much gold. Especially when they are only using it to exploit and control the trading post market for….well just about everything of value, and making the cost of stuff for everyone else who plays the game normally far higher than it needs to be.

Stormbluff Isle
[AoD]- Commander Vars Wolf

So... should we all be exploiting now?

in WvW

Posted by: Fallout.1798

Fallout.1798

Why don’t arrow carts get obstructed shooting through the walls and gates like characters skill does?

I think a small fix that would at least somewhat help this problem with arrow carts, is to have an invisible “wall” above the small tower/keep gates. I mean you can see inside the tower from it, so why not have an “invisible wall” for your Cursor and LOS there? That way if you put your cursor over it, the game still treats it like part of the wall and then you can’t click inside the tower to arrow cart it.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Q Times... will it ever be addressed?

in WvW

Posted by: Fallout.1798

Fallout.1798

Queue times aren’t based on anything they can control. So I doubt it.

Yea because the actual queue times are based on when free space comes up on that map (someone on that queued map leaves the map). That being said, there does at least need to have some modifications made to the queue information that is displayed to you. I have had times, for me and my guild members, of us being in a map queue for a while, but if we change to another map while still in queue, it seems that we are “kicked out” of the queue, but the WvW icon at top left of screen still says we’re queued up. We know we are “kicked out” because then other people later will be able to either get into the map straight in, or only after a very short queue, while the person who changed maps or whatever is still supposedly in queue for that same map.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Shatterer mortar def doesn't get the reward

in Dynamic Events

Posted by: Fallout.1798

Fallout.1798

I have the same issue 9/10 times with the big turrets, best advise I can give is ignore the mortars. No point is doing something that ‘should’ help the groups but screws you over.

Only thing I can suggest is that you either go to attack Shatterer on foot for a short time at the start or just towards the end, that’s what I do and it always works for me. The big turrets need to be fixed, namely the randomly getting kicked off of it after the first shot or after 5 seconds. Now SOMETIMES I end up placing my character next to the turret in a certain way and I end up not getting kicked off of it (yay!).

The turret auto-kicking off is a problem not just for the Shatterer turrets. It is a problem for many other turrets or trebs in the pve game, most noticeably the Turrets at Fort Trinity (Straits of Devastation), and the Trebs at Thunderhead battery south of Fort Trinity.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Tequatl spawnining window

in Living World

Posted by: Fallout.1798

Fallout.1798

The Tequatl timer NEEDS to be shortened. For a world boss event of this size and difficulty, its spawning window should be only 10 to maybe 20 minutes at most, after the 30 or so minute pre-window (so that means a total time since last tequatl of 40 to 50 minutes). A 1 hour spawning window is just way too big, especially when it feels like it more often than not doesn’t start until the very end of the spawn window.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Connection Problem

in Account & Technical Support

Posted by: Fallout.1798

Fallout.1798

The connection is lost on a wireless connection right?

Right, its a wireless that I have the problems with. However this problem ONLY happens when playing guild wars 2, and usually when doing large events like Tequatl, world bosses, and WvW.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Connection Problem

in Account & Technical Support

Posted by: Fallout.1798

Fallout.1798

This is exactly the same problem I have been having for a long time on my other internet connection. I randomly loose connection to all internet (not any other websites, goggle, ect.), but when I close Guild Wars 2, almost immediately I my internet comes back. On my home internet (Wired) this never happens to me.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Scarlet Invadion tracker

in Players Helping Players

Posted by: Fallout.1798

Fallout.1798

As suggested in the title, is there in development for any kind of tracker for Scarlet’s Invasions? And if there is, what is the site for it? Seems to me all it would have to do is check for any of the possible maps they can be on, and if the check finds events on that map (in this case, “Destroy Scarlet’s invading minions until her portal exhausts its energy supply”) then the tracker simply says something like "Scarlet’s minions are attacking : “this map”."

I think a tracker for scarlet’s invasion would be amazing and really help boost participation for them, since in-game all you get is a simple message on screen. I have been able to find sites that can show the invasion events, but its per map, which would mean having to switch to each map one at a time.

P.S.:I am sorry if there is already a topic about this somewhere, but after an hour of searching and looking and I haven’t found an answer.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Kill the warriors? oh really?

in WvW

Posted by: Fallout.1798

Fallout.1798

muddy terrain, spike trap, frost trap, frost spirit.

Berserker stance.

Which only last 8 seconds or so. After that I am going to be hit by several conditions all at once, and I have only a limited number of ways to remove those, and only 1 skill that can remove all of them at once (which means that I am running one less stance skill utility).

Waypoints in the keep is the core advantage that gives the defending team a chance against the enemy zerg. I would also point out that warriors aren’t the only ones able to quick revive the defeated lord, and warrior battle standard is on a very long cool-down. If you want to stop the defenders from reviving the lord, then stop killing the lord 10 to 20 feet away from the enemy waypoint. I like waypoints in the keeps because it can add a real challenge to the fight, otherwise it is just too easy for the attackers already in the lords room, to capture it.

Stormbluff Isle
[AoD]- Commander Vars Wolf

Reaper's Rumble?

in Blood and Madness

Posted by: Fallout.1798

Fallout.1798

Two thumbs up for Reapers Rumble returning. I think the idea of after Halloween, adding Reapers Rumble to the daily activity rotation would be amazing!

Stormbluff Isle
[AoD]- Commander Vars Wolf

Kudos to the dungeon team

in Twilight Assault

Posted by: Fallout.1798

Fallout.1798

Love the no skipping, so save point design, so you actually have to play it instead of bugging your way through.

This is one of the reasons I love the aetherblade twilight path, you can not just simply stealth or bug/exploit your way around the enemies to avoid fighting them. (to be honest I never really understood most of the dungeon mob skipping anyway, as your group could take out most of those mobs in under 30 seconds. While all it takes is one person to mess up on the skipping and all that “time” you “saved” is lost). No demands for a Theif to Shadow Refuge, no demand for a Mesmer to portal, and no demand to be able to know to secret way to jump up a cliff and around the mobs.

Stormbluff Isle
[AoD]- Commander Vars Wolf