Are you serious?
Was trying to get through to the east of Fireheart Rise then I find myself almost killed by one single Tar Elemental being 1vs1 while I started the fight. I was swimming to the beach on the east of Cozen Desolution.
Then I discovered that that mob was level 69 while I was being demoted to level 63.
I felt like I am been fooled like a puppet.
Then I find out that I have to run into them to become level 71 on the beach. Looks like this is another assumption that everyone is playing warrior.
I think if there are very few players participating in an event, it should give us better rewards like higher chance to obtain rare gear or more silvers.
There are some serious problems in the current system that:
(1) The less people participating, more time consuming and harder to complete.
(2) People tends to focus on easy and crowded events
(3) Almost no one in a specific zone but a lot in other area.
There is absolutely no point moving on in an area where there are few players, thus the vicious circle. Less player → harder → less player → impossible → now where is everyone?
Totally agree. Not to mention that so many of them are assuming everyone playing a warrior. 3 mobs spawn and all hitting on you, no place to run. All these make the story quests nothing but ultimately frustrated nightmares. And then the side-kicking system would just shut down all the solutions you can obtain by leveling like in other MMOs.
Stopping Right Click to click on NPC's, Characters, Random items
in Suggestions
Posted by: Hologramx.6402
Agree. It is unnecessary or I would say, redundant, for Right Click to take care of targeting. It is causing a lot more troubles that its use. Most of us using right button drag to turn the camera around and this is really annoying. Not to mention that the mouse cursor is not customizable therefore frequently causing losing track of the cursor, especially in a snowy field where you have all these snow flakes blocking your vision. I do love those snow flakes though.
Suggestion: Conjure/Summon Utility Skills for Elementalists
in Suggestions
Posted by: Hologramx.6402
We only need one conjure skill which conjure different weapons depending on your current attunement. Then instead give us 4 Summon Less Elementals utility skills so we don’t have to switch attunement to summon a specific lesser elemental then wait for 10-15s to be able to switch back our prior attunement.
The fact is, most of us DON’T use conjure skills at all and 4 of them just take up our utility skills. On the other hand, most of us only use Earth Elemental (because the rest gets killed very quickly) and when you are in trouble and you need a pet, you need to switch to earth before you summon, then lose another 10-15 sec to be able to switch back to your default attunement (which is usually Fire that is only capable of doing decent damage).
You probably don’t have traits or a good staff. As a staff user, I find ranged mob very easy than melee mobs because most of them don’t move, which becomes the best bait for your GTAOE. Conditional damage is lot more powerful for staff skills, which may kill the same mob in 5 seconds while it takes 10 seconds with direct damage.
Same here on an Elementalist. This only started happening a few days ago. When I target a mob, occasionally it starts to auto-attack even I have done nothing at all. I have been playing everyday since head start and this never happened before that. I am not sure if it is caused by buffs but I do have traits that turns on/off buff at any moment even if I do nothing.
Edit: After I posted, I realized this is a suggestion thread, not in bug report forum. Sorry
(edited by Hologramx.6402)
It would be nice if the tooltips tell us where the Asura gate is leading to. Currently you have to move close to the gate to find out where it leads to. And I think this is pretty annoying for new players, especially in maps like Rata Sum that you have a lot of gates in overlapping floors. It also takes quite a few days to find out which gate leads to which city in LA. Some players may still have to run close to find it out every time.
Currently you have to D&D them into slot 2 of each.
Can we have the pop-up menu to appear like the dagger one, so we can select “Equip into Slot #2” without have to D&D?
I believe some players would switch quite frequently for PvP and PvE or even for dungeons.
People decided to play Elementalist after BWE and since there are many of them so they nerfed it on release. That’s probably the case.
There are always a lot of mages (our style!) in MMO and they should not be so anxious about it.
As a matter of fact, looks like many elementalists have rerolled. I have run 7 dungeons and I am always the only elementalist in the group. And I don’t see many elementalists in the field as well. A lot of Rangers and Warriors and they definitely help in tanking boss because our ability to tank with our summoned pet is pretty limited.
In general, it is hard to define ‘Difficulty’ in a dynamic event.
When there are a lot of players doing it, most of them become very easy.
When there are very few players or no high level player at all, it can be very hard depends on the players doing it.
In popular zones (most of them tied to the story and are well-balanced), events are usually easy. On the contrary, most events are extremely hard if there is hardly anyone around, such as the northern level 50-70 zones.
Also, players like to stay in easy zones which makes it easier and more comfortable and vice versa. As a result, the southern sphere of the world can be prosperous while the northern is just like being abandoned.
There should be a lot more incentives for challenging those abandoned events to balance things out throughout the world.
Totally agree. I am an elementalist and I am usually obliged to dps through the fight because most of my damage comes from DoTs and classes like warriors with high DD would kill them before I get my credit if I decide to do some CC before it.
In boss fight, when there are a lot of players, this is even more obvious unless you are over-leveled in that zone.
I was trying to prioritize heal/cc/cure to help dying players in the first week but then find myself receiving bronze or even no credit frequently, which then ‘teach’ myself that I need to forget my concern on other players. This does not sound right.
I got the same experience even at head start because I don’t like to level through crafting. This is what I do.
(1) If you find yourself under level, move to the other race starter area and quest there until you catch up there. When you move back to your own race area, you should be well over level.
(2) Try to mine/harvest/log whenever you are close to a node. They give even more experiences than killing mobs and if even you don’t need them, you can sell them on trade post for decent income.
Can this be done?
We should not need to retype the level ranges and click on the same “Available Only” checkbox and etc every time we reopen the Trade Post P UI. And for a leveling character, you would have to retype both level ranges every time. And if you select a category that level does not apply, the level range should be grey out and ignored as well.
Many parts of the Charr/Norn leveling zones have less players and are very hard. Well, I would say the high difficulty causes the lack of attendants. Especially some part of the level 40+ area are insanely hard. Probably because they are less involved in the story quest chains and less balancing works have been done there.
If long-lived mobs give you bonus experiences, maybe they should give bonus rewards for finishing an event that has not been completed for hours. Although there seems to be very few events and many of them, including Renown Hearts, are broken. I tried to solo most of them but they are just painstaking and tedious if you need to do them alone.
Looks like you are claiming the rights of playing in the best server with no restrictions and without charge. Imagine 90% of the world wants to do that. Now do you have room for all of them? You can’t let people have anything they want unless you have unlimited resources for all of them. Think of it in the real world. It is the same rule that applies here. Otherwise Beverly Hills would be flooded with people who claims they all deserve to live there. because maybe they are citizens of the States?
First of all, we need to be aware of the facts that, current system only allows a limited number of players to be in WvWvW at one time. I am not sure of the number, assume it is 400 per world. Now ask yourself, how many players are in the game at one time do you think? Though not all of them opt for WvW, if the population is 4000, the chance is only 10%.
To solve the problem:
(1) First we need to spread the WvW fans all over the worlds and hours, try to fill out WvW maps in less populated servers and less crowded hours.
(2) Second, if that still fails to solve the problem (pretty sure it would), we need a Time Sharing System, i.e. you have a limited time to participate so someone else can use it. Though the following would provide means to let you play 24/7 if you feel like you want it.
Here is the idea to do it:
(a) Add a cool down, say 5 minutes, to re-enter WvWvW after you leave it. This is to prevent an exploit for the system to be mentioned below, since it is minute-based consumption.
(2) Everyone would be given a bulk of WvW tickets for the reward of their monthly achievements, which contains say, 50 tickets that would give you one hour of WvW access per ticket. When your time runs out, it will automatically consume your next ticket in your inventory. If you don’t have anymore ticket, you will be kicked from WvW.
(3) The time consumed on the ticket is minute-based. The server will check every minute. However, the minutes on your ticket will not be consumed if the population of your world on that specific map (EB or any boundaries) is lower than 90%. This is the essence of the system. If you play WvWvW on a map and at a time where your world really needs you, you won’t suffer from consuming your ticket. On the contrary, if you try to stick on a map which is always suffered from long queue, you’ve got to pay for it.
(4) Unconsumed tickets can be traded on the Trade Post. This will provide a balance if you think playing in WvW gives you more golds than PvE (which is true for some worlds). You get an option to not play WvW but selling the tickets. Tickets can be obtained through gem store as well.
The basic idea is to encourage people to move to less populated worlds and play at less crowded hours for lower or no cost, while still providing a way to let them stick to the world they like and play at the time they prefer at a cost. It only means to minimize the queue, not guaranteeing no queue, since the ratio of world population against WvW limitation is still pretty huge.
This is just an suggestion. I only spent less than an hour or so on it so there might be some design flaws (as a System Designer I am always aware of that) but I think it might provide the idea and insight on the solution.
(edited by Hologramx.6402)
The WvW kill requirement for Monthlies should be changed to all PvP kills
in WvW
Posted by: Hologramx.6402
Seriously? I got 5 silvers for the daily and what, not even 1s for the monthly?
I do hope they remove the player kills requirement. Does not make sense to oblige player to PvP. Many players only join the game for purely PvE, not to mention that it is impossible to join WvW for some players who can only access the game at peak hours.
Maybe change it to something like “Finish 5 dailies” or “Revive 20 players or NPCs”?
(edited by Hologramx.6402)
The more money (Real Money) you have, the stronger you are.
Now this looks like it is against the policy of ArenaNet that, real money are not supposed to affect PvP. I don’t feel like PvP in a WvW against HoD, I feel like playing PvS (Player vs Sieges).
And I really don’t like this kind of, the more you win, the stronger buff you get, and the more blueprints you get (vice versa, you keep your opponent away from the blueprints). It is never good to make the strong stronger in anything. Think about balance.
Maybe we should have some sort of restrictions on how many sieges you can have in any moment. And it will be better that the more territory you have, the less you can have, for the balance. Though it sounds weird in real war. Some sort of World Resource System that restraints any world from being overpowered would be nice. You don’t want to see any world doing this “We lost intentionally yesterday so we can get out of the top group” thing.
(edited by Hologramx.6402)
The level 30-40 story missions for the Priory were terrible. Only one helper NPC but totally useless. Almost zero dps and dies very quickly. I am VERY HAPPY when she died later. Actually all the missions become easy after she died and was substituted by other NPC. It makes me feeling like I was soloing a nightmare mode 5-man instance. It was a week ago and I hope they have fixed it already. If it is so hard for a skillful player which is 20+ level above, imagine how it can destroy a casual player’s impression on the game.
Auto targeting is just hilarious. Auto target should not target anything not in combat if you are in combat. This is the basic of auto targeting. You never want to target anything not in combat if you are in combat. Current Auto Target is mostly Auto Trouble. Tab Targeting should always put higher priority in all in-combat enemies than not-in-combat enemies as well. This is a simple rule that favor everyone and they should not leave it out of their codes.
Some recent MMOs I played have an AoE looting system. You can loot everything within like 600ft with just one single key. I think they need to implement that system, not to mention that the loot in this game is not that easy to see, especially in some circumstances, and in water. I guess I have never missed so many loots in an MMO, while I usually try to loot 100% of them but are missing a lot in this game.
When a dynamic event starts, sometimes it will pause the effect of some items and equipments for renown heart quest until the event is over. I have been experiencing many stuck dynamic events in high level zone (mostly 50-70). And some renown heart quests depend heavily on those specific actions. Even there is a way to complete by killing mobs, there are many cases that the objective mobs are very scarce or take a long time to respawn, thus causing it extremely hard to complete that renown heart.
Usually you can come back later until it gets fixed (you don’t even know when it will get fixed). However, coming back or just trying to check it out is extremely costly considering the cost of travelling. Usually it means losing a lot more money by trying to finish this specific one. You may get 1s50c for reward but it will probably cost you 3s-5s to get there then return.
Looks like these stuck events usually happen in empty area where hardly anyone passes by. Then, when just one player passes by, the event starts because of its timer, but if that player just ignore the event (usually it is hard and pointless to do one alone), the event gets screwed up.
If it takes much more time to fix all this, I think you should consider lowing the cost for traveling, seriously this is killing lots of fun in exploring the GW2 world.
There are many locations in the map which are not Point of Interest. And only POI counts towards map completion. That is the way it works. You still receive experience from discover those non-POI locations and sometimes even get a chest, as well as many secret spots including high-difficulty jumping puzzles too. It is still fun to find them as an explorer. Achievement does not have to include everything, you know.
Is there any treasure box icon in the lower right of your screen? Usually pending rewards are listed here and can be reclaimed afterward even after leaving a story quest instance. If it is not there, may be it is a bug and you should report details to customer support.
Its a shame that such a global MMORPG and probably the brightest one in these last few years fails to support global communication. Not everyone can afford VC due to various circumstances and communicate with romaji or pin-yin is the last thing you wanna do. These are communication methods used in the 80’s.
I notice that when you preview before you post, sometimes it will show you a broken formatting. For example, if you write a long paragraph with any line feed, and it will be showned as 8 lines when you posted, at preview, it only show you 4 lines and each line consists of twice words it supposes to contain. As a result, you can only read the first half of each line in preview.
It appears in my previous post (see attached screenshot) but not on this one. No hyphens used.
Some are easy, but some are just nightmares. As a highly experienced raiders in many other MMOs, I hardly die in dungeons but I guess I have died a lot more in the story instances in this game. The concept of aggro in this game is sort of obscure as well. Even if you do nothing to the mob, not even healing anyone, they would chase you all the way until you run out of instance. Not even the lesser elemental or elite skills will help because they all lack AoE taunt to keep aggro and they die real quickly. Most of our cc are non-instant cast which add up a lot of damage if you tried to cc.
They need to test those story quests with a casual elementalist and that should fix for other classes too. FTM it seems to be balanced only for warriors and guardians.
I think defensive stats should be more mildly scale down in side-kicking. It makes a lot of difference for a heavy armor class and a light armor class. A level 80 light armor class needs a level 10 heavy armor class help in a low level zone is sort of humiliating, because you can get killed easily if you get hits from a few mobs. After your effort to get to level 80, this is really a shame.
Regarding the Event notification, frequently I get a pop-up telling me some events are nearby, but if you look at the map, there is no circle anywhere. You have no idea where the DE is and moving around won’t help. You will need to make your guess on which direction to head. If you move in the wrong direction, you have a very good chance to be late for it, and event ends at the moment you arrive, wasting all your time finding its location. If the popup shows up, you should be able to see that on the map already.
Same Yellow Gear at 50 = 1000 Power
Same Green Gear at 50 = 850 Power
This is probably what you get. The scaling factor is based on your level and the stats from character and gears. So, if you are still wearing level 70 gears at level 80, you can be weaker that a level 60 player in full level 60 green/yellow gear in a level 50 zone.
I think this is okay to urge you keep your gear updated to your level.
The real problem is, both offensive stats and defensive stats scaling at the same proportion. As a result, level 80 players in Exotic gear (usually you don’t wear Exotic until 80) burn things extremely quickly in low level zones. Squishy classes like Elementalist get killed easily as well. So they are obliged to burn things down quickly before themselves get killed. This produces a huge side-effects for low level players. You see an event sign, rush to it, and it is over before you arrive. Even if you are on the spot, there are chances that you don’t get credit for most kills or hard to get a gold medal in some short boss-kill events.
I think they should scale offensive stats down at a higher ratio and defensive stats at a lower ratio. As an Elementalist, I can get killed easily if I intend to let others burn the enemies slowly while I revive others since revive produces high threat. And it is really miserable for a level 80 to be killed in a few hits by a few level 7ish mobs. I would rather burn them slowly but being hard to be killed, which should favor every low level players around.
To be strict, this is probably not a bug but surely it is not something intended for a friendly UI.
If you are in a dungeon or a story quest instance, or on an escort quest where there is always one or even a lot NPCs around you, looting after kills can be real pain because of the priority. If any NPC is close enough, it will always open the conversation dialog instead of the one-time loot that are supposed to be prioritized. You have to target the loot to interact. I am pretty sure this is not working as intended?
I read some posts on blogs, etc regarding Elementalist having a Whirlpool elite skill underwater but I don’t have any elite skill underwater as well, as a Human Elementalist. Is this a bug or it is just being disabled due to some reason? Can ANet clarify on this?
This is the only dungeon that you will have to finish for the story quest. There are many players who have least interest in dungeons and as such, the story mode of this dungeon should not be too hard for them. If anything, you can have them in explorer mode.
It is not about ideas. It is about balance and obligation. ANet is correct in their decision on this one.
It is ridiculous that even traveling within a starter zone would cost you more than the reward for a single event as a level 80. Dying (as an Elementalist, easy to die too) costs you much more. In fact, you gain almost no gold after completing a whole starter zone, other than the map completion rewards. Now I doubt I want to complete the world map … and considering those NPC recipes are bound to character, its much lower incentives to explore a low level zone for your alts. These factors would end up killing the motives for many players to keep playing the game.
No money, meaning you don’t want to spend more in trade post, thus the extremely low pricing there. It is insane that people listing rare gears at a price that they will lose 10%-15% for the listing fees and charge. I am pretty sure many people does not realize that yet, but when they do, there are going to be much less gears available on TP because you would just sell them to vendors. Now this can be a real problem for new leveling player in a long run.
[Elementalist] Swapping into Air attunement causes character to auto attack nearest mob
Posted by: Hologramx.6402
Tested in the mist with the target golems and found something interesting. I reset all my traits (no point spent) to assure it is not caused by traits. Still not 100% but happens quite frequently when switching from fire to air. Target nothing and not in combat. Simply stand like 600m near the golem. The interesting part is, when switching to air, my character would first shoot a fireball, then switch to air, start hitting with Chain Lightning. Hope the devs can reproduce this and check out the bug. BTW my utility skills were Arcane Wave, Arcane Power, Signet of Fire. Don’t think that matters.
[Elementalist] Swapping into Air attunement causes character to auto attack nearest mob
Posted by: Hologramx.6402
I have noticed this on the 1st day of Early Access and reported it already twice.
It is not only when attune to Air (which is usually what we do to gain speed access) , but also happen on other attunement. And it does not always happen even there is a target in front and in range. That’s probably why it takes so long for them to fix it because of the difficulty of reproducing it.
I am guessing it might be caused by some sort of buffs associated with the traits or the passives of utility skills. I am trying to figure out how to reproduce it and report in-game if I succeed.
I have been destroying them so far but if you have enough space in your bank or bag to keep them, you can use the mystic forge (3 or 4 preferably items of the same type and likewise levels at one time) and you may have chance to get some upgrades. Not so much difference until you are level 70+ or so because everything is very cheap in trade post. Some people use the forge for a chance to get exotic gears from rare gears that cannot be sold or only sold for one or two silvers.
Most players choose elementalists because they want to play a ranged class. And you are asking them to play melee?
Then a better advice would be to reroll a warrior or guardian instead.
For those talking about gears, I don’t think you understand the problem.
You have to try playing classes like elementalists and you will find some of the story quests are severely imbalance. I am a skilled player and have all my gears usually up-to-date every 5 levels, usually masterworks until level 60+ which I start to add rares. Not to mention I did them 20 level higher. Other than those, other story quests are extremely easy because being outleveling them. There are many variations, some too easy, some are nightmares because of the rush to release and they didn’t have enough time to test them on all levels and classes. I don’t blame them for that. I am only suggesting that disabling side-kicking would help a lot if you can simple gain level before you do that impossible challenge again. Just imagine a light armor class + another light armor class helper NPC (who cannot tank and deal hardly any damage) who have to fight a veteran + 6 or more trash mobs at the same time. Should be a lot easier if you are heavy armor class or have a tanking pet but not with 2 light armor class.
What I suggest is an option, so those who prefer to challenge or play as a class which has no problem can still use the side-kicking system.
(edited by Hologramx.6402)
I think elementalist is fine in PvP and DE, that they serve well in some aspects but not others. But when come to soloing in PvE, which would be more frequent when the starting rush is over, there is a basic class-design problem.
Our direct damage is weak and most of our damages come from GTAoE based DoTs, which requires your target to stay inside that f**king area. Dodge and tell that mob to leave that f**king area to chase you? That is the last thing you want to do.
You only have 2 choices. Let the mob hit you so she stay in that area, or move around in circle busily like hell to keep her in that area without yourself getting hit. Both are simply tiring, tedious, nightmares for solo PvE. I would never wanna kill a mob at solo unless absolutely necessary.
Burning Retreat is a solution for only specific cases. You don’t always have space to leap back and many mobs are smart to avoid it, then it does not work well with multiple mobs. Being obliged to switching between attunement busily for solo PvE against every single mob is also out of question. Static Field are usually useless because of its casting time and effects only on the instant it hits, very hard to hit on moving mobs, then the cool down between attument switching would force you to WAIT after each fight. The whole mechanism for Elementalist has a lot of design glitch. Unlike a priest or mage in WoW, that you can DD or DoT killing a mob before they hit on your vulnerable clothing armors, Elementalist in this game is a poor PvE solo class. It definitely won’t work for noobs unless they stick 100% to group DE/PvP. We need a permanent tanking pet or better Direct Damage to make it right.
This is not only my opinions. Almost everyone I know, including many non-elementalist classes agree with this. Good skillful elementalists still shine in every contents, but casual elementalists are just …. you know.
I would appreciate if they disable side-kicking for story quest until they fix the balance, which might take quite a while. Sometimes I suspect they only tested some of those story quests with a well-equipped warrior. As an elementalist, for some of my level 30-40 story quests, they are still nightmare modes even when I went back at 20 levels higher. Things like support NPC gets killed almost instantly, group of mob ignoring aggro and chasing you from start to end even you did nothing, support NPC bugs out and getting stuck, doing nothing … So many thing s that make you sick would have been resolved if side-kicking in story quest instance can be disabled. It makes you feel the difference that “Oh I gained levels and I am stronger now!”, like many MMOs that you enjoy leveling. Why obliged to side-kick in story quest instance? Isn’t it pointless?
Or at least give us an option to disable side-kicking in story quest would be nice.
At level 80 I am still wearing my sole level 30ish Back from story quest and my aqua helm is level 60. Seems to have no Back category in TP and no level 61+ aqua helm available in TP too. I have not yet been to the level 76+ area so I am not sure if there is level 75+ aqua helm available from vendors there. Does anyone know how to get these upgrades?
Were fighting him an hour ago. Not sure what happened but we downed him to 10% then suddenly he despawned and the mission failed when many of us still fighting and hitting on him. Random hitting for 8500 then knocked you down, kill with another hit that give you no chance to dodge or heal, then it just failed with no apparent reason. This really sucks…
This happened to me a few times too, usually after you jumped to some spot where the mob cannot reach you. Usually you leave combat but sometimes you won’t leave combat even the mob is back to its position and not in combat anymore. And this stays forever. You have to get into another combat and kill something to get out of combat, not necessary the mob that were chasing you.
I am not sure of the current status.
It was bugged until yesterday but was fixed today while I used it a few hours ago.
You may want to specify the item and attach a screen shot with the in-game bug report if it still happens to you so they can figure out how it happens in specific cases.