it doesn’t drag out races…. a game ends when all the runners reach the finish line that were in the area at 8:00 to go. Those who left and those who entered late do not block/glitch early endings. I’ve experienced it from both sides.
Once i entered a race at 5:30, when i neared the finish line, the game got ended with 2:30 left to go because the last starter finally reached the finish line.
I’ve seen games end early with still dots around on the track (late starters).
I’ve also seen games run to 00:00 because some jerk sat around checkpoint 2, stalling the game for kicks.
Personally i use it as the explanation of the game is, “Dash, leap and …. yourself to the finish line”. That shortcut is leaping to the finish line. If Anet didn’t want it used they’d have made the back of the finish line completely the same height as the vista is sitting on, aka too high for the leap to even work.
So as long as Anet doesn’t reply to this topic (and sticky it) saying it’s abusing a bug, i’ll see it as a viable tactic since it does skim a few seconds to every farm run. Like someone said it rarely ever happens that this shortcut changes the ranking. In my 120+ races i’ve only ever had it affect the ranking thrice without even noticing it till i finished.
An extra modus to sanctum sprint:
- Normal mode : the race as it is now
- Sanctum mode : The race has a time limit of 5 minutes (3 less than normal) and entry is only allowed to the people who have won a race in normal modus.
It’s give achievement hunters better odds as the farmers will just be in sanctum mode as they won’t have to wait ages for a round to end and on top of that they’ll have more competitive runs.
Also disable late arrivals. It’s annoying to be tossed in a run between 2-5 min left to go as it’ll be a “practice run”.
If an extra mode would be too much work, why not allow finishers to chose to leave for a new instance immediately as soon as they loot the chest. Letting new instances slowly fill up, only starting the countdown as soon as the 12th runner enters the instance. It’ll mix up instances, that way people don’t always run the same competitors, can be quite annoying if you’re a decent runner but can never win cause a sprinter is in the same instance winning round after round.
It’s a farm strategy. If you’re a quick sprinter, you finish the course in less than 4 minutes, which means you’d have to wait LONGER than you actually did the course. So instead those speedsters (incl myself) just leave and browse instances till we either bounce into 1 that’s less than 90 seconds from the end, or a race that has more than 5 minutes left to go (no late start then, so run it, see how many you catch up and accept a loser’s reward which is practically the same).
not sure if winning has a factor or not, but in like 70 races i’ve gotten 4 skins already (no exotics yet though). And usually RNG screws me over.
Sorry, but i’d rather have it late arrivals aren’t allowed. Aka, if the round’s being going for 1 minute, stop new people from entering, if ppl quit then less have to arrive.
Best would of course be to be auto queued to a new instance.
I’m one of the players constantly winning races, and trust me, i’d love to have a bracket where all skilled players are pooled together… Cause it means quicker races without dancing between instances!
Least the messup is avoided… All they need to do now is boost volatility a little more so that matchups aren’t gonna become stale. just 50-75% volatility would already be enough, it should avoid ppl to bounce up several tiers at once only to drop afterwards.
That’s why you shouldn’t use rapid shot as a scout, but stealth and aimed shot, a 1 hit of about 10k damage will close to 1 shot anyone, they won’t have time to react on dropping the present before you finish them off
Freaking hilarious, so many people crying about thieves, but most of the times it sooo gives the feel they don’t even play them themselves, at least to see if the nonsense they’re typing is actually true.
Thieves have the biggest burst, best single target CC, uh sure, but thieves have to CHOSE what they take. Either they go for assassination signet and quickness to have burst, or they go for blinding powder and the agility signet to have double blind. You can’t have both. If you go path 1, you burst and after that you’re squishy as hell. Or you go path 2 and your burst is non existant, you’ll have a hard hitting opener, but your victory will be about making sure you survive long enough for the CD to end on your next big damaging attack.
Complaining about heartseeker spamming is stupid, cause peeps who spam heartseeker are newbs who’ll fail against anyone with a brain, cause using heartseeker over 50% is a complete waste of initiative, the damage you do above 50% is about the same as any other attack, between 25-50% it’s a bit better, it only shines if you toss it on someone as a finisher below 25% health. Learn to either CC, or heal up as soon as a thief opens up on you, so that their massive opener isn’t followed by an attack that will bring you to the danger zone of heartseeker.
As for stealthing to heal up and return… Sorry but that’s bollocks, a thief doesn’t need to stealth to heal up, their instant heal just has a stealth effect to it.
And what most people don’t get, some “single target” abilities can be spammed without a target and somehow actually search for a target if you don’t have 1, and that can include stealthed targets. Although it’s usually melee abilities. If a thief around you stealthed, just spam an ability that will either make you aoe or swing a weapon into the air, big chance you’re actually attacking the thief that just stealthed on you for 1-2 more seconds before he ran out of range. I’ve actually killed a few thieves that way, pop they go stealth and 3 seconds later a downed thief reappeared in the spot i was swinging my weapon.
TBH, the limit of 5 on AOE’s is kitten Technically there shouldn’t be a problem letting people hit on a whole zerg if they’re huddled up. Learn to spread out and anticipate if an enemy force is planning to setup a timed aoe assault. Although to allow people to spread out anet needs to allow peeps to attack gates at ALL corners of the gate and not merely the middle of that gate.
Why were AOE assaults dangerous in DAoC (sorry, never bothered with WH cause i expected failure there)? Cause along with aoe damage, there were also stationary aoe CC, the only aoe CC you have in GW2 are fears (which make you scatter by default) or a short duration knockdown. In DAoC you had a minute mezz, that made it so you couldn’t evade the damage until it was being thrown on you or in midgard’s case an aoe stun that made it so you couldn’t even run after they started tossing it on you.
If you see yourself being damaged, learn to dodge away and they won’t be able to kill you. This 5 man limit is only anet showing they want to defend dumb players who are too braindead to avoid getting hit (see it as the peeps that stood in fires in WoW raids)
I have no problems with the difficulty myself, but Anet needs to fix something about the key elements of certain mobs. As i said in another topic about the mobs here, 1 of the biggest problems in GW2 is diversity of health pools. I’ve made nearly all classes (only missing a guardian) and when i check in the mists i notice a mindblowing difference in health (using the berserker amulet on all classes)
And a thief ends up in the bottom with 14k health (since the berserker amulet STILL has vitality, it means my thief is only having 11.5k health in crit build), while profs like necro and warrior find themselves with 25k+ health in the mists. Which means some classes have over TWICE my health and in warr/guard case also have greater mitigation of damage due to heavy armor. Which means something that gravely damages them is an instant downed state for a thief.
Here’s the problem with the new zone, 2 mobs:
Reef Drake: They have some kind of aoe (the red circle an elementalist mentioned earlier), it hits 9k by itself on a med armor user, with my health pool it’s near death, it’s usually precedent by its pirouette which unless you dodge roll (cause it also hits you at 700 range) is another 2.5k damage. So against a reef drake with a low health pool you die far too easily cause the aoe is nigh impossible to avoid, and along with the confusion they stack you’ll just kill yourself after the few high damage attacks it has.
Young Karka: they open with 5-6 fast moving stingers which each hit for 2k damage, which unless i dodge roll them is a 1 hit wonder (even when i dodge roll, 2 of them hit) , after that they still have heavy standard attacks that by themselves aren’t a big problem but due to the special opener that hits massively in my health pool i find myself downed in 60% of the fights against them.
Just to make it clear, this isn’t a whine post, all i’m trying to achieve is that people at anet realize they need to change something about the way the special attacks of certains mobs work, cause not all classes work the same way, with twice the health of a thief, a necro/guard/warrior only shrug at the special attacks cause after it they still have 11-15k health to work with, while a thief/elem find themselves with 1-3k health after the special attack. Hard hitting strikes like the karka stingers and that aoe from the reef drakes should do a certain % of damage out of the players total health pool, like 50-60% for the drake aoe, 10% every stinger hitting you. that way high health pool profs still see the numbers they see now, but thieves/elementalists at least find themselves with SOME health left to continue the fight against them.
Huck, be happy you have a health pool of 24k health… My thief is lv80 and has 11.5k health (i know the glass cannon build). Certain types of mobs on the new map are plain kitten
Reef drake: You shadowstep to it and backstab, BAM you’re hit by an instant aoe for 9k health followed by a bite and you find yourself in downed state.
Young Karka: The only way to survive these annoying things are to toss a dagger with DD so that you can dodge the ranged spikes (5 of them for 2k damage each), and you have to dodge roll to avoid them, cause normal running out of their way isn’t possible as they move like tracer missiles. So if you find yourself with low endurance and get aggroed by 1 it’s hello downed time for a thief cause we have the lowest health pool in the game.
I don’t know what reflexes have to do with age? I’m 30 and i easily crossed these stones (without abusing the fact you can cross geysers in part 2 of the puzzle). If you don’t have the reflexes for jumping puzzles, then don’t do them! They can’t be ground breaking for your purchase, cause all these puzzles are, are 10 achievement points, cause the rewards are ALWAYS utter crap.
And besides, this jumping puzzle is more a memory test in my eyes rather than a reflex test. Just memorize the stuff up to the point you’re getting, and just progress that way. That’s how most people did CT as well.
Indeed, the Halloween events didn’t give any glory, cause i haven’t done any sPvP yet but i did the halloween things, both inqui as reaper (and ended top score in several games). My glory is still set at 0 and still a rabbit with 1/500. And no, this ain’t a complaint, cause i joined those games for fun, i don’t care if they didn’t give a darn thing.
Completed it after 3 hours of trying, farming stuff to create specific looking gear isn’t what suits my fancy in MMOs so i never tried again. Personally i enjoyed the tower, although my family might decide otherwise considering all the screams of agony i released every time i failed.
But hey, there were only a handful of factors that were just a big mess that caused a lot of the failures:
1) Big fat kitten charrs and norns blocking my sight… (Anet, make the next jumping puzzles in the same style as the tower PERSONAL instances so idiots who wanna do it with a max sized norn or charr don’t ruin the sight for a small sized human)
2) The blocks that spawn as a second starting line have certain blocks that feel hooked on which your char can get stuck at (and if unlucky with your angle) blocks your sight.
3) A few jumps are borderline, if you don’t run the full lenght of the previous the jump will fail utterly.
Technically if you can get past the jump where you do a sharp turn to jump onto a 1 piece block and onto the block that goes steep, you’re actually past the hard part and by then you should usually be free from sight blocking charrs.
But in reality you can’t truely see this as a puzzle, cause the way you need to complete this one is by memorizing every jump you do after each failure, cause you don’t have time to calculate jumps.
Seriously, learn to get your business done faster. I am slow myself on that topic, and i ALWAYS beat the log out timer. Beside if you don’t want queues move to lower servers, problem solved, cause those have smaller queues. I’m on UW myself and EB only has a queue of about an hour during prime time for EB, half that for UWB, the others usually instant. Also those claiming lower servers always lose lose lose is utter nonsense.
The way GW2’s server ranking system works is that your server should end up in a cycle where you win lose win lose win lose or always end 2nd, cause either you win and bounce up to servers that are better and then bounce back to the weaker servers. or you lose and bounce to the weaker ones only to bounce back to the stronger the week after. At this point the rankings are solid enough to avoid a server to go on a lose cycle for several weeks in a row, unless good players recently migrated to another server.
Or the main point in short, OP move to a lower server where queues are non existant.