This is unfair, they spent my points in Death Magic, but I don’t have any minion skill unlocked! And they didn’t “maintain” any build, my character had no traits. Now I won’t obtain hero points for leveling and my necro is useless! The game spent points without my permission, I want to spend them on other things. Why couldn’t they have just refunded all the points and traits and let us build up to where we were. At least The Old Republic got that part right when they replaced the skill system. I think I’ll just delete my necro and create another one with the same appearence and personal story choices…
ANet thought a lot about it ahead of time and figured out how many people would be inconvenienced and of those, how many would really care…and determined that the greater good was that they decide for us.
Personally, I think that was a tactical mistake and I firmly believe they should have allowed everyone a single, one-time reset (maybe with an expiration date).
However, it’s done. They did what they did and unless they spend a huge effort to setup a refund system for this one-time, special situation, we’ll just have to live with it. Under those conditions, I prefer that they focus on HoT and fixing other bugs.
tl;dr Even though I feel they made a mistake, I still think it’s better that we just accept it, rather than push them to change the mechanic.
(edited by Illconceived Was Na.9781)
It persists until claimed, but only on the character that logged in first. You should be able to open it today.
- Diminishing returns does not apply to the Mystic Forge. Nor does magic find.
- The drop rate for precursors under ideal conditions is tiny. You should be prepared to “throw away” 1,000s of gold before getting one — only the very lucky get one without giving away more than it would cost to buy outright.
- Throwing four rifles always yields a rifle. Throwing 3 rifles and a mystic stone or 3 rifles and any other weapon returns a random item.
- Four Exotics have a better chance of dropping a precursor than four rares, but it’s so much more expensive that most “industrial production” methods use rares instead.
- It’s commonly accepted that you need four items totaling 300 levels (so four L75 or three L80 + one L60). For throwing rares, this guarantees you get back an L80 rare or (20% chance) an exotic that has the highest chance of being L80 (there are exceptions for … reasons).
tl;dr the cheapest option is to buy the precursor directly. The cheapest form of gambling is to buy rares on the TP for aggressively low prices and forge those. You can increase your odds by sticking to a single weapon fitting the precursor you want.
The point of reflection is to punish the attacker. Block is the mechanic which just mitigates damage.
Reflect increases the risk of remaining ranged or using projectiles; it makes for more interesting combat, even in PvE.
tl;dr mechanic works great imo.
It would be a cool idea to make the lvl of loot items to follow the downscaling lvl instead of the actual lvl. Only problem would be doing world bosses but maybe they can be flagged to drop the real lvl loot.
Example if I go to a lvl 30 place as lvl 80 I would get lvl 30 loot.
Anet what you think of that?
That’s how it was originally. Due to community feedback, they changed it so there’s a mix: ~80-90% loot at your level; 10-20% at the downscaled level. This is why champs in <L60 zones & dungeons sometimes drop rare, masterwork, fine, or common bags (depending on area).
Getting sub-80 gear also means decreasing the chances of ascended or exotic drops, including precursors.
I could see them reducing the fraction a few percent; I can’t see them changing it to 0%.
(edited by Illconceived Was Na.9781)
I’ve gotten spirit shards from champ bags, random mobs, etc; they don’t just drop from daily completion.
FYI for others thinking of crafting a ton of ascended gear at once: do the research before running into a bottleneck. The ol’ “measure twice, cut once” philosophy applies to efficient crafting.
Daze is an effect caused by some skills which interrupts and prevents the target from using skills for a period of time. NPCs who become dazed are forced to remain still for its duration.
Stun is a control effect that disables all skills and interrupts any current action. Stunned characters cannot move or activate skills, except those without an activation time, e.g. shouts and some signets. Stun breakers will restore one’s freedom to act.
I thought the difference is clear in the different descriptions. (Although maybe someone should add an explicit note highlighting this.)
Since ANET can’t prevent people from selling FoTM last boss via LFG because of numerous valid reasons, this is a request to the community to take action for healthy Pugging.
There are multiple instances where several folks kick a person out of the group and promptly sell it for 15-20g.
I doubt this happens that often. Report anyone you see doing this by creating a support ticket, along with any documentation you have (if any). Include times, locations, character names.
When anyone sees an advertisement to sell last boss of FoTM, please join this group and keep abandoning them till they give up and try to recruit a proper team member to complete the instance or 4 man it themselves.
No, that’s a terrible idea.
- It doesn’t prevent anyone from trying again later.
- It doesn’t get the violators reported.
- It could get you suspended, since it is a violation of the LFG tool, just as bad as the one you hope to prevent.
tl;dr report griefing; don’t advocate it, and don’t do it yourself.
We completed Guild Bounty tier 1 today, for the first time this week, and received 0 merit points and no reward chest. The guild history says the Bounty Hunt was completed.
I recommend taking a screen shot of the guild’s history tab, filtered on “missions” and showing that no bounty was completed in the last 5 days. Submit a ticket to Customer Service to see what they can do.
I haven’t seen other guilds reporting the same issue, which means there’s a relatively narrow scope to the problem and the CS should be able to help troubleshoot.
Good luck and let us know what you find out.
Guilds come and go all the time. Old ones run out of steam, leadership gets involved in RL, drama finally turns dramatic, and so forth. It’s been nearly 3 years since launch and many guilds were around for a time before that. I’d hardly expect more than 10% of the original guilds to have made it this long.
I don’t think it’s realistic to assume that the guild you like best will be around for the length of your interest in a game. I think we all have to be prepared to go guild shopping at least once or twice.
Prices of all the mats that go into exotic insignia and inscriptions went up some.
Its a real pain using new Transmutations every time I change armor instead of creating a Wardrobe system like WS in which the Wardrobe unlocked is unlocked forever and you can use any outfit you want to use that youve unlocked. Instead of paying RL $ everytime you want to change costumes.
If you are arguing that you should be able to “save” templates of particular armor/weapon/dye combinations so that you don’t have to rebuild them from scratch, I agree — that would a nice-although-not-urgent Quality-of-Life improvement.
If you are trying to argue that it costs real money to change your looks, I don’t agree. At most, it costs 8 transmutation charges per outfit, so unless you are changing it every week or more often, it’s hard not to have dozens or even hundreds of charges left over. Plus, you can use outfits while leveling to avoid having to transmute when you get new gear.
While this might not be ideal for some people, I don’t think it’s accurate to describe the system as costly or burdensome.
This has been a problem for me since this Daily Achievement system went into place. A few times each month, I get Daily Fractal and Daily Scaled Fractal on the same day. I thought the idea was to have four DIFFERENT options each day. I personally don’t care for fractals, so on these days I don’t get my 10 AP, which isn’t fair.
So is this a bug? I hope it can be fixed.
Bug? No. Fair? Arguably, since you can current do achievements in WvW or even PvP that are essentially player-vs-environment rather than -vs-player.
Should ANet change the current system to reduce the likelihood or event prevent this from happening? Absolutely, imo. I like fractals and will do them often for fun and I see no reason to impose my personal preference onto the entire community.
(That said, Baaneral, I hope you take the time to work with one of the dungeon or fractal experts who volunteer time to help people w/learning this part of the game.)
My friend got 4 in his first 4 s/w runs (not counting the automatic one). Then, he didn’t get it for two in a row and thought they had nerfed the rate; he just didn’t realize just how lucky he had been.
I’m not sure what the exact rate is (I haven’t seen any specific data about it). It seems mostly people need 20-25 to get the initial 3 for the collections, while a few need only 5-10 runs, and a fewer still need 30-40 runs.
Here are some “facts” about salvage rates:
- It is not unusual to get 0 ecto from 9 rares in a row, even if your personal rate is 10% better than expected.
- 4/10 is a common occurrence.
While 0 out of 9 is possible but it’s a very, very rare outcome, 1 out of 6819.
4 out of 10 is “common”. I just did a monte carlo sim of salvaging 10 ectos, 300 times and 4 was 4.33%. Also got one 2 and one 18. I’m using Ensign’s probabilities.
Now those 300 trials gave me an average of 8.923. Ensign’s average would be 8.75.
13.67% returned 5 or less. 41.67% had 10 or more.
Maybe my word choice was poor for describing the frequency. My monte carlo simulations are 1,000 salvages at a time, using Magalad’s stats. Last night, it showed up in 4 of 10 runs. Just now, in 1 of 15 runs.
My point is: just seeing 0e/9 rares doesn’t mean there’s a change to the drop rate. We might still see it even if the drop rate increased.
I am averaging 1 ecto per 4 salvages…just dinged 9 and didn’t get a single one. People say it’s impossible yet it happens to me consitantly so why so bad luck on the salvages yet it don’t effect other people in this thread?
i notice the same. they deny nerfing ecto drop rate, but i get less ecto now that’s fact.
edit. i get less than average…this is apparent.
I’ve noticed it too. 9/10 rares I got from Lab Chest in SW would give at least 1 ecto. I now go through about 5 or 6 before I get one. Of course this thread is going to get filled by all the same people who love to deny people by saying things such as “evidence, numbers, RNG, or proof”. Observation is observation regardless of what others think or say. And if they did do something they wouldn’t tell you or it would be unintentional . Just like they didn’t tell you that modrem hearts were awarding 10k crests.
Observation is certainly observation, regardless of what others think or say. The problem is that people are making the claim without actually doing much observing.
Here are some “facts” about salvage rates:
- It is not unusual to get 0 ecto from 9 rares in a row, even if your personal rate is 10% better than expected.
- 4/10 is a common occurrence.
Humans are terrible about keeping track of rates of random events: we hope for lucky results and we think of “average” as what we “should” get — thus we discount average and even slightly better than average results, give undue importance to below average results, and have trouble considering all the evidence we’ve seen.
It’s just not enough to say you’re getting too few ecto, it’s important to actually track how many until you have data on 500 or 1,000 rares. Even then, the rate we experience varies enough so that even people who salvage all the time sometimes confuse recognizing ordinary bad luck with rate variations.
tl;dr our perception fools us into thinking we are seeing a changed rate when all that’s happening is we’re experiencing a normal run of bad luck. If you want to show you’re getting abnormally low rates, keep track.
I just checked the Tribal and Stalwart sets (the two old, unobtainable ones I know of) and both are still in there, and I don’t have them unlocked so it’s not just that they show up for me.
I assume therefore that like RoseofGilead said it’s stuff that hasn’t been released yet but was accidentally made visible that was removed.
Those aren’t “unobtainable” in the sense meant by the patch notes, because they already have been obtained (by some people anyhow).
The actual note should have said, “removing skins from the wardrobe that haven’t yet been released and aren’t obtainable now, in the past, or in the immediate future” — at some point, we just have to accept that patch notes and even log posts aren’t vetted by someone with a sharp legal mind for exploiting loopholes, e.g. any 8 year old whose parents have told them they are allowed X if they first do chores Y & Z.
Its been 2 years since the Community Coordinator himself said it was going to be fixed…
The actual quote is:
Submit an in-game ticket using the inappropriate character name category (for now) until a guild name option is added. There will be no automatic actions taken on the report, so there’s no need to worry about getting someone’s character name changed by accident.
“…until a guild name option is added” doesn’t mean that something was broken and it doesn’t mean that the option was imminent. It just means that, until such time as it is added, treat the “Inappropriate character name” option as if it read “Inappropriate character or guild name.”
The implication is that reporting the character name as inappropriate automatically forces a review of the guild name. (I don’t know if that’s still true; in your shoes I would also submit a screenshot to ANet and/or just post the details you can remember about the character, account, and guild names.)
Does anyone know if there’s ever been an announcement that the ability to salvage Ascended items is coming in a future patch? Or that it is intentionally never going to happen so we shouldn’t get our hopes up?
Even if we got just a portion of the materials back, it would be better than selling it for cheap to a merchant.
You shouldn’t get your hopes up.
- For exotics, we can salvage them to recover the room and a tiny fraction of the materials.
- For ascended armor & weapons, we can transmute them to any stats we like, at a tiny fraction of the cost of creating new ones. (We do lose the upgrades, which — at the very worst — represent less than 20% of the total costs. )
tl;dr we can already recover a portion of their value by stat-transmutation in the forge; I don’t think it’s realistic that we’d be able to recover even more value.
If people are doing this a lot to you, it clearly means you have to be doing something to provoke it.
No, that’s not in the least true. If you have never been the victim of harassment (or known someone who has been), you won’t realize that there are people who need no provocation to engage in harassing or stalking behavior. It’s scary to be the target, because you think there was something you could have done differently, even though there isn’t.
Again, I’m not defending the OP’s choice to demand new tools in game before first trying to use the ones already available. I do think the first step is to document the behavior and report it via channels and wait for ANet to act; this doesn’t seem to have happened yet.
However, at the same time I fully believe it’s possible that someone is harassing the OP and/or stalking them and doing as much as they can to interfere with the OP’s ability to enjoy the game.
In the end, of course, it doesn’t matter what any of us think — it only matters what ANet thinks after evaluating any evidence that the OP can provide.
Exactly what are you considering a relatively small number of ectos tracked?
…
1000-1500 salvage sessions were usually spot on around the average before.
I um, misread your salvage attempts in June as 859 rather than what you posted (8,594).
In any case, I’m not saying the hypothesis is “false” that ecto rates are slightly different for silver-fed. I am saying that standard variations in 1,000/month would easily explain it.
For those who don’t routinely track their rates or don’t do it in the volumes posted by Wanze or Enko, here’s a series of 10 samples of 1,000 salvages (assuming the same rate for all 68+ rares, which we know to be false). Assuming rates per Magalad of .3742/0, .4517/1, .0835/2, & .0890/3 for a weighted average of .8857
867 -> 865 -> 879 -> 900 -> 846 ->
869 -> 896 -> 899 -> 885 -> 917
That includes the minimum of 846e/1000 rares and maximum of 917e/1000, all using the same drop rates. That’s consistent with what Enko reported for June 6 – July 8 (0.8451), without considering the possibility of a rate difference due to Silver-Fed or the actual rate being changed.
Further, past evidence suggests different rates for L68 vs L80 rares, so I would expect even more variance for those of us salvaging a variety of levels, among other variables for which my simulations don’t account.
tl;dr 84% rate on 1,000 salvages is consistent with the same drop rates we saw in 2014, given the simplifications we make about the drop rate. It is therefore unlikely that there is a different rate for Silver-Fed or that the rate itself has changed.
Incidentally, my simulation tracks “best” and “worst” streaks of 10 or 20 salvages.
- 2e out of 10 rares is not at all unusual.
- 8e out of 20 is also common.
- The worst streak of “no ecto” is often 9, i.e. you can salvage 9 in a row without getting any, and still end up with better-than-average over 1,000 salvages.
Those “facts” won’t be a surprise to anyone with the math/stats background or any of those salvaging 100s or 1,000s of ectos in a session; I hope they are some use to those who are wondering if the rate has changed or if they are just unlucky (answer: you are just unlucky).
This has been bugged for a while. There are currently two reliable work-arounds:
- Walk past the mortar to the ‘floor’ covering the water. Log the character out and then back in. When you return, you’ll be in the water and can proceed through puzzle normally until you reach the Water of Rhand.
- Alternatively, get any of the many ports offered to the Tomb of Rhendak, which is at the end of the puzzle. Then, proceed backwards through the puzzle until you get to the Water; all of the gates can be opened from the ‘wrong’ side.
Good luck and sorry you ran into the same issue as others.
You can use the guild wars 2 subreddit, guildwars2 guru, and other websites.
One problem you’ll have is finding a reliable way to make the transfer — give some thought to how you can make sure that you’ll get the money before handing power of the guild over (and how the buyer can make sure they get the power before giving up the money). One thing that works well is if both parties can agree on someone who can hold the guild/money in “escrow” and distribute it properly.
Good luck.
I don’t think putting fall damage only gear would be a good idea. The inherent stats are fixed, and the upgrades can’t be combined, so you’ll be stuck with whatever stats may come with it.
We already have the runes. How often do you need fall damage reduction? Only for jumping/map-breaking, hardly ever for combat, and hardly ever for bog-standard exploration. You can easily have a cheap set with falling damage runes to swap into.
- The speed increase is negligible. You still move faster under swiftness while out of combat.
Yes, you move faster with swiftness out of combat than you do with swiftness in combat. I think that supports my point that we already have plenty of speed outside of combat.
The difference isn’t negligible to all the folks who post on the forums requesting that ANet end the “reduction” that happens when in combat.
- If you want a lore reason, being pushed off a cliff or jumping while under enemy pressure is always more dangerous than jumping by yourself and while out of open conflict. There’s lots of games in which you can see this. For example, in the Assassin’s Creed series, if the character jumps themselves, they roll and take less damage or even no damage from a greater fall, but they will often desynchronize if they are pushed or jump badly because they are hit by an attack near the edge.
Lore reasons are easy to come by. I’m saying that the gameplay would be improved by removing fall-damage-reduction from traits.
Traits affect combat mechanics. Walking around is not combat. Why should people have to alter their builds just to get a bit of speed when walking around? People should set their builds based on what they are going to expect during combat.
Mobility is a huge part of combat. Plus, you are arguing about that falling damage reduction should remain in traits, even though that isn’t really a meaningful part of combat.
And so, while out of combat, everyone should move at the fastest speed and take reduced fall damage so they don’t have to depend on swiftness and maiming their builds to catch up with the rest of the players.
The current OOC movement speed is plenty fast. Even kitten as a mesmer, I have never had any trouble keeping up with the rest of the players. People fall behind much more often because they aren’t paying attention and not because their profession lacks specific traits.
Whenever there’s something in the game that requires you collect/earn/gather more of in order to gain some sort of reward (tangible or psychological), it always becomes a grind unless it can be done without farming specific content.
In the Silverwastes, getting Mordrem parts feels like a grind because it’s RNG and it can only be progressed by repeating the same 7 events (4 fort breaches, 3 vinewrath lanes).
This doesn’t mean that it can’t be done, I’m just not going to hold my breath for it to happen without grind.
I have salvaged 1970 rares and received 1729 ectos… [the] salvage rates for lvl 68-80 rares using a Silver Fed since …July 4 was 87.76% compared to the previous average ~88.5% rate.
…if this trend continues, the Silver-Fed either has a slightly lower chance, Anet slightly lowered the return of ectos, or I had an extremely bad streak.
Creation date of the original Excel spreadsheet was January 21, 2013.
As of June 6:
Total salvaged: 42,495
Ectos earned: 37,922
Ecto rate: 89.24%As of July 8:
Total salvaged: 51,089
Ectos earned: 45,185
Ecto rate: 88.44%Between June 6 – July 8:
Salvaged: 8,594
Ectos earned: 7,263
Ecto rate: 84.51%I think I may start tracking the ecto rate month to month to see if when downward or upward trends occur.
I discount the possibility of a trend based on your numbers. Because rares can drop 0, 1, 2, or 3 ecto to end up with ~.875 average, there’s a higher variance than expected from if was just a Ecto|No-Ecto scenario. Based on the relatively small number of ectos you track, it seems as if all your ratios are within reasonable deviations from the average result.
I’ve run “Monty Carlo” simulations using “Malgalad’s salvage data on the wiki:”http://wiki.guildwars2.com/wiki/User:Malgalad/Globs and seen similar variations.
tl;dr it’s very likely that you are just seeing good streaks and bad streaks, given how close your rates are to the reported averages.
Of course, keep collecting data — it’s always useful to have more, especially from someone who is rigorous about recording their results.
I have Protector’s Impact(Guardian trait) on. It only reduces Fall Damage i take by half every 8 seconds(when the symbol activates). Otherwise I take full Fall Damage.
I was under the impression that the Fall Damage reduction would occur every-time i take Fall Damage, and only the Symbol would have a cooldown of 8 seconds.
Is this intended that I take reduced Fall Damage only every 8 seconds?
All of the falling damage-reduction traits have some sort of internal cooldown, i.e. they do not work unless you pause between “uncontrolled landings.”
I feel so trolled right now. Like really? People think their characters represent themselves and that their space in a virtual game is just like their space in REAL life. People there is no personal space in a game. I am understanding why stacking is so looked down upon by certain groups of people lol. Oh my gosh!!! That slyvari is breathing on me!! And what is that asura doing down there!!!
Really people. If you are this enmeshed with your characte that just isn’t healthy.
Really, they aren’t. Some people take things more to heart than others.
I completely agree that the OP can take steps to mitigate the severity of the issue and I also agree that ANet already has sufficient tools in place to protect people from harassment.
Still, let’s not pretend that there aren’t people out there going out of their way to troll others by doing everything they can to annoy other players. The specific tactics aren’t that important.
tl;dr I agree that the OP has options already and should make use of them. However, I don’t think they are just making up something to be bothered about.
Well they changed it so we can open the bag in PvP. I guess they do listen sometimes.
They listen all the time; they don’t always agree with us.
Also, in this case, it’s still 3 shards in a bag every day, instead of just 3 shards as the reward.
Guys, gotta stop listening to Marketing and do public tests on patches before they are released live. There is no benefit to not doing public testing, except that you lose some of the ‘ohh, shiny new things’ surprise for players, which I’m sure Marketing is telling you needs to happen. However, releasing things with so many bugs utterly destroys the positive effect this could have as right now, there are so many bugs, people are just so frustrated with everything.
A test server wouldn’t solve the issue. I’m not saying ANet has done a good job of preventing bugs; I’m saying that it isn’t as easy as setting up a test environment that players could use.
- Test servers increase the amount of change and configuration management required. Some of the bugs we’ve seen already indicate that this is problematic already, so adding a test server would make it worse.
- The time-to-fix the bugs they do find would increase, since now they have to go through an additional level of review. Even for the devs, destroying their test environment requires regrouping and starting some tests from scratch. For players in the test environment, it would either be a nightmare or it would further increase time-to-release for bug fixes.
- Keeping track of bugs would become harder, since there would be an increase in the number of situations in which they are found. Keep in mind that some of the bugs we’ve seen have come out of tinkering with mechanics ABC, without realizing they interfere with XYZ. Now we’d have A’BC and A’B’C’, too, making it harder to find root causes.
It turns out that test servers are great for situations in which the development process is already solid. If there are existing systemic problems, a test server makes things worse.
So, as always, my request is that ANet consider changing they way they manage builds and figuring out how they can run regression tests on more mechanics. Having a test server should be, imo, last on their priorities …at least for now.
If the recipes were common, then the items produced by them would also be common. The only reason those have value is that they are rare (especially since most have stats that can be replicated elsewhere).
Falling damage reduced should happen automatically if out of combat. Same for 25/33% increased speed.
The traits and skills that reduce fall damage or add speed should be for when under attack by enemies.
I disagree completely:
- We already have increased movement speed out of combat.
- Why should combat cause your falling damage to increase?
I would like to see falling damage reduction moved into gear, though — we have the Wintersday runes; I’d prefer not to have to be in a specific trait line for something that is primarily useful for jumping (puzzles or goofing around). In combat, its value has a tiny tactical niche at best.
If anything, I find the profs to be stronger now than before the patch. I’m still working my way through trying out new things, so I’m not ready to say that it’s better in all ways compared to the old system, with these exceptions
- Getting a choice of traits and skills to unlock is far better than the previous system and even the trait system in place at launch.
- For the first time, the game allows you to max traits & skills by L80, without map exploration.
- The traits and skills are organized more sensibly and there are better synergies than before. (Whether any of these “better” ones are meaningful…well, I’m still evaluating.)
You are correct: Forgeman Raiment should be 330 and the wristguards should be 210; they are reversed.
It’s been that way since launch. It’s to prevent people from walking back/forth over the curtain and stacking tons of swiftness.
I’d prefer they find some other solution, like x seconds if no swiftness & x/10 seconds if swiftness. For now, I just try to only use it for swiftness if there’s no one else around supplying the boon.
They tend to do a bunch of fixes all at once. My guess is that a lot of people don’t bother reporting them, so ANet might be unaware. I try to make it easy by typing out the issue for them, rather than just relying on screen shots.
Surely it is but if you have a chronic offender who adds you and follows you, might be a problem. Not that I’ve ever seen that or a player with that little of a life to do that… shrug
It does happen, sometimes, unfortunately and it’s obviously not something anyone should have to put up with.
I’m really sorry to hear that. I’d hope in an extreme case such as that, there would be measures available.
There is. You document harrasement with screenshots and noting the char name/display name, dates, time and location and map ip. Then you make a ticket and send the information to support.
And Support has acted on these reports. Hard to tell how often relative to the number of reports, because ANet doesn’t release any sort of stats about it. We do know that some reports aren’t “actioned” because they lack the detail ANet needs to follow up and we know that sometimes both parties were at fault — yeah, sometimes one is the instigator; the problem is sometimes the victim does their own harassment, too.
tl;dr do your best to /block and ignore. If you can’t do that (for whatever reason), document the troll’s behavior, build up documentation, and report.
- Melee weapon = More dps, but more risky
- Range weapon = Less dps, but less risky
Sound just perfect for me.
Yes, that sounds like the right theory for balancing their damage capability and other utilities.
@OP: you could argue that the melee doesn’t do enough damage for the risk. I don’t think you can argue that “since too many people stay ranged, we should reduce melee damage”
I don’t even think you could argue that melee should get better defense, since that would decrease the risk.
I think instead what you are saying is: “what can we do to get more people to understand just how much better DPS is at close range and/or understand how to mitigate the risk?”
So do you think the Taimi Dyes would come back in the future?
Yes.
The only question is “when”.
Not until you give 1,111g 11s, 11c to each of a different random player in each of four different maps.
It doesn’t “drop” — it’s a reward for completing the story.
OP: if you do it again, please take a screenshot before you accept the reward. I’d be very surprised if you didn’t see the BL key among the icons displayed.
Regardless of whether the OP’s specific suggestion is perfect, I agree with their criticism: the current system is a confusing mess. There is rhyme in it, there is reason in it and it would be better if it were overhauled to follow more consistent rhymes and reasons.
(I think this would improve the experience of more players, new and veteran, than even the NPE had hoped to do.)
I have no idea how many copies have been sold but I’m beginning to think that this is privileged information considering how reluctant ANet is to say.
For various reasons, it’s long been an industry tradition to be cagey about certain easy-to-measure-for-the-company benchmarks. Probably because they fear that people would misunderstand the metrics, especially those who aren’t familiar with industry standards. (This happens all the time with stock market analyses — people compared Apple & Microsoft to (the old) HP & Texas Instruments, Amazon to Apple, and so on.)
So not so much “privileged” as “please, investors, don’t let us be misunderstood.”
You don’t want to recruit new players and you can’t be bothered to help + organize events inside of the guild, and you only log in to do the dailies. As a guild leader, what else do you think would happen?
Frankly if that’s the OP’s outlook right now, they’re better off passing leadership to someone who still enjoys the game. I mean, YOU might think the game’s stale, yet there’s whole Communities out there that are still around and playing the game. I mean, sure, the one I’m a part of might not have the 6k+ members it had this time last year, but we’re still around, still kicking kitten , and probably should be upgrading a few extra guilds to prep for HoT.
Yes, indeed.
If the Guild Leader thinks the game is stale and doesn’t feel like working to maintain the guild, they have four choices:
- Take a break.
- Take a break and hand over leadership to someone else.
- Take a break and disband the guild.
- Take a break, find an alternative guild or three for the members, and disband the existing one.
Any of those are viable and how it goes over with the rest of the guild only depends on how well the GL communicates their intentions. I’ve seen each done poorly; I’ve seen each done well.
Sure, I’d like to see newer themes for the outfits. If we are going to have them, I’d like them to have more variety.
Trolls only have power if you give it to them. If you ignore them, they go away.
- /block them so you cannot “hear” them.
- If they continue to harass via other methods, take screenshots. Otherwise, ignore them.
- If they continue to annoy you on the same day, change characters briefly or go AFK.
- If they continue to harass, take another screenshot.
- If you end up with 5 sets of screenshots of different incidents from different characters or different days, then create a support ticket reporting the times, dates, and specifics and add your documentation.
tl;dr don’t feed the trolls
https://forum-en.gw2archive.eu/forum/support/bugs/OGRE-WARS-full-path-to-event-lock-up/5092352
Please add your feedback to the thread began by Kitsune.
…I really want to be able to immerse myself better into this game with my main character. I’d be interested in getting thoughts about this from others.
If you want to “immerse” yourself in the game, you have to accept the game as it is. In GW2, there are no light-armored classes such as the one you describe. (I’m not saying you have to like the fact — immersion only requires that you go with the flow, not whether it would be how you would design the game.)
It’s coincidence.
One likely scenario is that there were errors before your character left LA. The server and the client were out of synch, just not enough to cause an issue. The datacenter picked up that you left LA and didn’t update you to W/F Hills. On your screen, you successfully navigated to W/F Hills; on the server, you didn’t. So when you crashed, the server didn’t know where to place you — it did the best it could, which was your last known zone, and left you in the default spawn site.
There are several other possible scenarios and they all have the same thing in common: just a coincidence that it happened while you happened to have been AFK.