Showing Posts For Garrix.7036:
The real problem here is invisible enemies. Give their algorithms time to match servers properly.
in WvW
Posted by: Garrix.7036
I read most of this and there’s one thing I haven’t seen mentioned. when I get killed by an invisible zerg, all the enemy players load in instantly. where does the throttling go? does anyone else experience this? just not too sure why it would suddenly stop, when you need it least (dead btw, not downed).
the distance value in the game isn’t related to any actual measurement that I can see. the 400-600m distance is much farther than you would estimate in a game like this. keep in mind how small the world has to be to be able to run everywhere.
its a great ability, the only issue I have with it is that in many places there are mobs that will rally you if you kill them, but don’t count with vengeance. so far I’ve found three or four, mostly in boss fights. makes for a nasty few seconds waiting to die while feeling sad about broken mechanics.
if I buy a piece of token gear from a dungeon and throw it in the bank on my warrior, can I equip it on my guardian? or if I make a new warrior, can I equip it on a second warrior? basically is it soulbound, class locked, account bound, etc. I don’t have access to the game atm, so wondering if someone knows.
not too sure… if p/p added a large channelled bleed stacker, it might be a bit op with the pistol mainhand stealth openwr, which us also a multishot bleed stacker. how many bleeds is too many?
There are many mobs that can rally you when you are down but don’t count for Vengeance. This really needs to be fixed.
Getting very tired of people who claim GS is a HB one trick pony. HB should really only be used to force a doge, the other abilities (WW, autoattack, sword throw) all do very very high damage compared to other weapons, and are usually much better at finishing people.
If you die and rally the enemy, keep in mind that if you had not used it, you would have died earlier – and they still would have rallied.
Only if they do the same thing on all servers, and region lock everyone.
this is why guardians are so amazing. get three or four if them to time their walls and you can destroy a massive force in a small choke. I once saw two guards wall in a force in a canyon and the group jumped down and rolled them. fun times.
It's disappointing that legendary items require 100% world completion
in Suggestions
Posted by: Garrix.7036
until you have every other item necessary for the legendary, you really shouldn’t be here crying. 95% of the people who ask, inquire, or complain about legendary weapons will never get past the initial ’I’m going to be special and get a legendary!’ phase.
If he bugs out just reset him, usually only takes 5 or 6 pillar hits to kill him anyways. At least he has low health for a boss.
ArenaNet implemented the diminishing returns system to limit exploitation in dungeons without necessarily having to deal with the exploits on a case to case basis. Their thought process is that dungeon content should take around an hour or more to complete.
The flaw in their logic is that how long they think dungeons should take to complete and how long they actually take can be very different. The fact is that some dungeon content does not take an hour to complete or even close. Their DR system is fundamentally flawed because it does harm to legitimate players.
Let me present an example. If I were a cop, saw a man with a tattoo, and decided to arrest him just on the possibility he had committed a crime, even if I was right I would deserve to be fired because I could have been wrong.
The sad truth is that ArenaNet is essentially doing the same thing. They’re casting an indiscriminate net to catch their prey. But the DR system is a reflection of ArenaNet’s own flawed dungeon design. It will hamper exploiters, but in doing harm to legitimate players it makes the player pay the price for ArenaNet’s own mess ups.
Actually the primary flaw is the DR system was broken from initial implementation, and now not only eats money and experience, as it did before, but tokens as well, since they didn’t fix the original bugs before changing it once again. The 30 minute timer is not something to complain about, most games have some sort of instance lockout, just think of this as something similar. Do two dungeons in half an hour, go do some DE’s or get a snack.
It’s already in. It’s called story mode and explorer mode. You shouldn’t get the same rewards for easy and hard mode, token drop numbers are irrelevent (except for the currently broken DR).
I wouldn’t be annoyed, except that I haven’t got full rewards for any dungeon since they put in the initial system several weeks ago. At least before the recent change I could farm tokens, while they broke my income and experience farming. Now I don’t get any of it. There is no point at all in farming dungeons at the moment.
Except it’s not very hard at all to avoid dying in all explorables. Most ‘instakill’ mechanics only down you. Every dungeon path I’ve finished at this point, I’ve finished without dying. It doesn’t take serious practice.
Every mmo needs a bit of grinding. If you got your rewards after completing a single dungeon (or 4 runs of slightly different paths), no-one would ever return. It’s fine as is, once they fix the broken DR system.
This really needs to be fixed asap, it’s killing the dungeon PvE community. Before, when the broken system just took our money and exp, we ran for tokens. Now, the broken diminishing return system is taking our tokens as well. The amount of groups doing dungeons is hitting absolute rock bottom as people realize this. I really hope the patch is out before this weekend hits, because that’s going to put the nail in the coffin for alot of people. I know my guild has set side Saturday for ‘dungeoning,’ and if we’re all down to 6 tokens per run after 3 hours, I don’t even know what the hell we’re going to do.
Does anyone even know when the broken part resets? I know I tend to start at 45 tokens, regardless of the dungeon, and go down from there, but it definitely doesn’t reset after 30m.
There are plenty of people already reporting it, however I would just like to add the following.
I have not gotten a full dungeon reward since the initial diminishing return system was put in. Period dot. There have been days I run one or two paths in 24h. I tend to start in the middle somewhere and go down from there. Since the recent changes, the most tokens I have got for any single run is 45. I didn’t mind it so much when I was wrongfully penalized money and experience, but now it’s hitting my token rewards as well.
This is really, really killing my dungeon mojo, and for me collecting all of the sets is one of the most fun parts of the game. Please don’t change anything else with dungeons until you fix the very important flaw in your ‘anti exploit’ system. Fix the broken things before the unbroken things.
Welcome to about 2 weeks ago. It’s the exact same [bugged] diminishing return they had when they initially released the dungeon changes, except now it punishes tokens as well as experience and money.
You’d think they would make sure the original system was working properly before breaking it even more…
EDIT: I haven’t got a full dungeon reward since they put in the system. I get 45 tokens on my first clears, and it goes down from there. I started at ~13s in the old system as well. Fun times. Glad I got my CoF system before they broke things, but it’s really slowing down dungeons in general, since people are much less likely to run dungeons when it’s unlikely that the reward will be more than 10s or so.
Just looking to get some official clarification on your policy towards people who have bought gold. If someone you know has bought gold, will they be banned if we report them? Or will you be taking the stance of most MMO’s and just going after the sellers?
actually, from what I can see, the only reason many people aren’t saying ‘yay thanks’ is that the diminishing return system is still broken.
It’s the exact same issue as pre-patch, the only problem is now you will get less tokens as well as less money. It boggles the mind that this is still in after several weeks and another dungeon change.
The funny part is, they ‘fixed’ the way dungeons worked in this last patch, but now instead of just getting less money and experience, the number of tokens is nerfed as well. Woot for broken diminishing returns – STILL.
herokitten thought you were talking about rates/exotics.
/facepalm
its an entirely optional item type, and dual wielded weapons generally have many more uses than 2h. I don’t think it needs to be changed, since it’s not something you need. you get two exploration tokens for a reason.
people still need to be weaned off the wow attitude, which rewards you even if you fail. you don’t ‘deserve’ anything. work towards your rewards, get them when you succeed, find out why you failed, etc.
hopefully the screaming about getting ‘easy mode’ style dungeons that still reward tokens dies out.
because you don’t need a matching pair.
just something I was hoping for, since I love the idea of the longbow ranger, but dislike pets in general. a trait that removes the pet and does something else, increase damage, range, speed, something along those lines.
as our grammatically challenged friend said, you’d have 97% crit.
I really do hope they put in a trait that increases ranger damage at the cost of their pet. they just don’t seem as viable.
I think the current idea is to swap around traits, the war you suggest it would mean you set things once then never touch it again.
random drops are random. best bet though is probably dragon event chest.
Yea I didn’t think that was that much harder than the howler king path with the protect the researcher guy, just strafe and smack.
The howler king path when you have to defend the researcher is actually really easy, you just have to do it in the right order. It still took us at least an hour to work out though.
Yea that is easy once know the order, and that 100% charge thing isn’t that bad after you get down where the burrows spawn so you can be on them ASAP, plus having humans helps a lot. Grenth’s blessing ftw.
You only need to defend one of the extractors btw, it just slows down the event if one of them goes down.
I don’t understand. Orr is a festering undead land that has been claimed by the badguys. Why should it be a cakewalk? Why should things just fall over for you or be super easy? If you want easy at 80, go to frostgorge. If you want easy in Orr – group. MMO tends to imply more than one person.
there should be an upgrade that allows you to spend supply to prevent despawn. say 20-50 supply per despawn period. it prevents overloading with siege past what you can supply, and keeps cutting off keep supply as a legitimate strategy.
nearing in 1800, need to do a little more PvP -.-
you are bypassing large portions of the dungeon to gain rewards much faster than intended. It’s essentially the same as the cof path 2 exploit.
gs warriors that use hb as their primary damaging ability in PvP are essentially useless. WW and blade trail are much more effective.
if you can post the link to the original set, finding a duplicate will much easier. many of the PvP sets are also available through WvW. you will need to use fine transmutation stones, which you can get through the gem shop or from black lion chests. the ‘of hoelbrak’ part doesn’t matter, since that just tells you what rune is in it, and you can replace that easily.
You saying a good GS player is better than a good Axe player is the same as them saying a good Axe player is better than a good GS player. The fact that you haven’t lost to an Axe warrior means literally nothing to me, and probably 99% of the other people on this forum.
All I’ve seen so far is that certain weapons cater to different playstyles, and those who fit the playstyle say things like “Clearly this weapon is better, lol @ other arguments”. No one is listening to anyone, and it’s mostly a waste of time.
Good thing I popped this popcorn in advance.
not really. gs has significantly more mobility than axes. in melee fights, mobility is key (in PvP in general). I do love how I tried to actually compare things, and your whole post is basically ‘lol no.’
must be fun pretending you have a point.
nope. very few level 80s run around with more than 15 or 20 gold from my experience.
the primary point people seem to missis that whirlwind can do upwards of 8k damage. the highest hit I’ve seen in pve is around 23k for a single whirlwind, in PvP about 13k. in PvP I primarily use hb to force a dodge, and in pve I can use it basically on cooldown and not die. the most hectic boss fights become trivialiZed when you learn the animations. I farm all three paths in crucible, daily, and am now at the point where I rarely ever even get downed throughot the entire place.
in PvP, if you use the generic stun/hb bs, you’ll fail. the damage output comes from gs mobility, we short cd, and sword throw. throw plus ww plus a few autoattacks is usually enough to kill any non heavy armor player.
I have two exotic axes, and tried them for a while, and while it does seem comparable for a while, the raw output of gs is far superior when you learn how to chain your abilities. I have yet to ever lose to an axe warrior in any remotely fair fight. an important point to keep in mind is that whirlwind is an evasion ability as well as a high damage nuke.
personally getting a bit tired of all the people claiming axes are better. wrong. a good player using a gs is better than a good player using axes in almost every situation, unless you deliberately kitten yourself via build or playstyle.
So not one of you guys runs around with a stun break and cc in your little wvw group? How do those repair bills cost? Or do you just rank solo people running around?
Plus, who the hell runs around stacked on top of each other so a single ability hits you all. It’s a sword.kittenshort range generally.
What country do you live in? Not too many places do conscription these days…
I’ve watched 3 or 4 primary money makers drop in price nearly 30 or 40% over the past week. No-one makes any money if you undercut by that much. Why do people lower the price of an item to actual losses if you buy the materials from the trader? I’d like to think it’s just people making one with the mats they have, but the sheer amount of times it happens iskittenretarded.
Use the ‘Match Lowest Price’ button. Everyone ends up doing better in the end.
I think the current glitch is that if the leader of the party exits the group, the rest of the group is ported out of the dungeon. Did the player leave the group entirely or just zone out?
Honestly, warriors are perfectly fine in pvp without even using hb. Autoattack tends to crit 2-3k, bladetrail for 3-5 (per hit), and whirlwind for 7k+ easily, depending on if you angle it perfectly. I mostly just use HB to force a quick dodge out of them, usually only get the first few hits in and cancel it.
I’ve never run from a 1v1/2v2/2vX fight (with my guardian buddy I’d have no problem looking at a 2v4 or 5, depending on class makeup). It’s a littlekitten how quickly I drop most people (aside from guardians) in 1v1 fights. I don’t use ever use frenzy.
Working on a thief atm, and it’s amazing to see how squishy medium/light armor classes are.
Two words.
Dye Packs.