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It saddens me that the developers who are supposed to keep track of all the bugs submitted in this subforum have somehow managed to miss this thread (which has been on the first page about 80% of the times I’ve looked at it) for almost two weeks straight.
Also, for the record, I did submit an in-game bug report the very day the bug first started occuring.
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I can certainly agree to that so long as you’re not dragging it into “asura can jump higher than any other race” territory.
Not sure about backflipping over a car though. I might be inclined to agree if it was an asura-sized car, and cars actually existed. :P
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Shield does more damage when you push half the zerg off a cliff and kill them instantly using Magnetic Inversion.
For all other cases, it’s just as Anymras says – weapon damage is irrelevant, the only thing that counts is stats akin to power, precision, condition damage et cetera.
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I wish I had the patience of my teacher, but I really don’t.
It’s really very simple. People feel the asura move faster than norn or charr. Multiple tests have shown that this is not the case. Clearly people’s interpretation of the speed of the asura relative to the speed of norn and charr are NOT consistent with the facts.
I don’t know how much more I can dumb it down, really. Perception does not match facts, facts are objective, perception is subjective, thus by applying Occam’s Razor, the subjective must be false. If we know X = Z, the statement that Y = Z must be false if Y does not equal X. The raven’s legs are equally long, especially the left one.
I don’t even see why people need to debate that asura run as fast as norn and charr and thus the impression that they are faster is false.
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That is true.
However, now consider if the ant and the human were both moving six feet in the same amount of time at all times. The ant would still feel like it’s going to get places faster than the human because it’s simply blitzing along the ground while strands of grass hurl themselves by at terrifying speeds – but it does not in any way change the truth that the ant isn’t faster than the human.
Just a reminder (for those who didn’t have as stubborn a physicist teacher as I did): speed is not relative to size. The definition of speed is distance travelled per unit time. The calculation is v = d / t, where v is the velocity or speed, d is the distance covered, and t is the time units in the measurement. None of these three factors take into consideration the subject’s height or otherwise relative size or mass. Thus we can conclude that size, height and mass have no effect on speed measurement. And from that, we can derive that the feeling of asura moving faster than norn or charr is an effect induced only in the mind, as under no circumstances will an asura move faster (as per the definition above) than a norn or charr in the same condition.
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In addition could we filter armor by light/medium/heavy.
Oh, yes. So much this. I hate sifting through pages of armor I cannot use just because I want to find some new, cheap and efficient armor for my newly-leveled character.
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The “filter” is overly confusing and should definitively be cleaned up soonish. Some quick thoughts that have come to me over the past year:
- [[Crafting]] sounds like a development category, why is it still there so long after launch?
- “Trinket” category isn’t self-explanatory – why aren’t rings, accessories and amulets with the other non-weapon equipment?
- “Gizmo” is also very ambiguous – it’s a category for mechanical devices for which you’ve forgotten the actual name?
- “Gathering” – why isn’t this part of the “Tool” section? Moreover, why can you sell items that can be bought from just about any vendor where a Black Lion Trading representative can be found for peanuts?
- “Bag” – why isn’t this a subcategory to “Container”?
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You can’t just put in MP3’s, rename them, and expect it to work. You’ll need to create playlists with the names Ambient, Battle, BossBattle, City, Crafting (which doesn’t work), MainMenu, NightTime and Underwater.
Not a bug.
Full guide is in the Audio section of the forums, in the stickied thread on custom playlists.
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Yes, that’s the one. Thank you.
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There is a visual difference and that makes it more than a placebo, which is purely in the mind. Norns are animated to move slowly, asura are animated to move fast and due to their height, the ground moves by faster on the screen for asura.
Playing norns is an unpleasant exercise in moving in slow motion. It looks and feels wrong because our mind knows that, for their height, they should be covering more ground.
Debateable. At (insert any text to avoid censoring) its loosest definition, a placebo can be described as “any difference between personal perception in any of the five senses, after a percieved modifier has been introduced, and physical facts in the person’s favor”. The personal perception would be the visual sensation of moving faster than humans, sylvari, charr and norn. The percieved modifier would be the height of the asura in comparison to the other races. Finally the physical facts would be that the character does not move any quicker or slower over a distance over time than any other character that is in the same condition (combat/out of combat, with Swiftness, Cripple, Chill, or any other movement speed modifiers). Thus, a placebo effect.
It is actually comparable to another placebo effect that I’m sure people who’ve driven motorcycles experience (or experienced the first few times they drove). A motorcycle traveling at a certain speed feels faster than a car traveling at the same speed. This, too, is due to the mind being aware of the size of the motorcycle, and perhaps more importantly the lack of protection it gives at high speeds, and thus in self-preservation attempts to “scare itself” into slowing down.
Another placebo effect (I’m on a roll today) in the loosest sense of the word is a trick played on many school kids where I grew up. The math teacher would ask what weighs the most, one ton of lead or one ton of feathers. Obviously they both weigh the same amount, but the mind instinctively percieves that a feather is light while lead is heavy, thus one ton of lead must be heavier than one ton of feathers.
All this said and done, however, whether it classifies as a placebo effect or not is irrelevant to the function itself. The simple fact is that the character does not run any slower or faster than any other, and that’s that.
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Asura are generally snobby towards non-asura, not so much towards each other. If you play the asura storyline, you’ll actually find a lot of characters look up to you or at least consult you as an equal. Additionally asura have, IMO, the best pre-Order storylines, particularly the Dynamics + Infinity Ball (it sounds like a joke, but it’s really quite good) stories.
Aside from that, mechanically speaking, the asura feel quicker, more responsive, and more meaty. This is merely an illusion from their relative size compared to other races, but everything from the way they look when they run to how they leap about while swinging a greatsword have made many people turn around and refused to play any other race.
My best tip is to, if you have the character slot available, make one and play it through the first 2-3 missions post the introduction. Then you should have a rough approximation of how much you like it.
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This is just a thought, but isn’t it possible that with “it’s been fixed” they are referring to the development build, and as such it’ll be put in the next hotfix?
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You go the same speed. Enjoy your placebo.
I believe there are a number of comments that indicate folks realize they all go the same speed. However due to the small stature of the asura, ground travel has a visceral sensation of speed because of how fast they have to move their limbs to cover the same distance a larger model does. Do you even know what the word placebo means?
To be fair, that’s exactly what placebo means. Placebo, from the latin placebo meaning “I will please”, is a term used for a treatment or other solution that gives the subject the sensation of improvement without necessarily getting the improvement in the first place. Such is also the case with the asura animations – the way they’re designed, they are required to move quickly to maintain the same distance over time as their larger counterparts, particularly norn and charr. They feel quicker, but they aren’t. This is a placebo effect.
The same also applies to things like combat, for example. The way asura swing a greatsword or hammer, the animations show a lot of force that was no doubt put in there due to their small stature by the design team. Conversely, larger races don’t have the same animations of impact, often making them feel stiff and dull. Mechanically the combat with either weapon for any profession that can wield them is identical, but for asura it feels meatier. I also believe that due to the small size of the asura, the lack of force from running around while swinging (one of the prime reasons many MMOs go for a “stationary when doing damage” approach) is less noticable on asura than on characters that fill up more of your screen space, and so is less immersion breaking.
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I was actually thinking more along the lines of Entrance of the Gladiators for a musical score. :P
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On the topic of death, someone who had been extensively playing other professions (particularly warrior and guardian, but also to some extent thieves, mesmers and rangers) will generally die a lot more often starting an engineer. This is because an engineer isn’t quite as resilient as these professions, and if control skills and dodges aren’t used effectively your character will die. You quickly learn, though (especially if you’ve not been conditioned that you can take several hits with no issues), which skills should be best used when, when you ought to dodge and in which direction, how to immobilize, blind and knockback where applicable, and ultimately this means that an engineer is generally slower at killing any particular mob, but can do so more effectively than players who just take hits. This becomes particularly useful towards the later stages of the game like Straits of Devastation, Malchor’s Leap, and Cursed Shore, where multiple mobs per pull is pretty much a guarantee – by controlling one or even several of the mobs we can handle the pull more safely than a warrior who charges in and instantly gets beaten to a pulp by five undead.
My best advice is to go to the PvP lobby first of all, and take a good look at all of your skills, particularly the weapon kits. In the lobby you have full access to all skills without having to unlock anything. Try kits out on the practice dummies, see how the flamethrower works, how the grenade kit feels, if the elixir gun is to your liking. Plan which skill points you’re going to invest for your leveling. Get at least one weapon kit you enjoy along with your rifle / dual pistols / pistol+shield.
Last tip, get used to the quick combo Deploy Healing Turret → Overcharge Healing Turret → Detonate Healing Turret. One of the most powerful heals in the game, IMO, simple combo to learn, clears conditions, and as you get more proficient you can fit one or even two more blast finishers in between the overcharge and the detonation, for even more healing.
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That still induces repetitive strain injury.
Currently the grenade kit is the only kind of weapon that has no skills that can be put on auto-attack for you to rest your finger for even a second or three during combat. Whether the solution is auto-attack or not is irrelevant, the issue is the lack of pause. It induces a state very much similar to other repetitive strain injuries such as carpal tunnel syndrome, gamer’s thumb, tennis elbow, and tendinitis, in which the act of moving the appendix in question becomes painful due to the quick and non-stop wear and tear on your tendons, and may require medical treatment including, but not limited to, drug therapy combined with physical therapy.
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It’s moments like that one lives for.
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Healing turret’s fine for staying mobile too, really. Put healing turret down, overcharge it (which also removes conditions from you and anyone in range), optionally use a blast finisher like shield #4 or Big Ol’ Bomb, and finally detonate the turret (which is another blast finisher). That’s four heals and one condition remover on a 20 second cooldown, and in a battle with no swiftness, a three-step turret-overcharge-detonate can still be done without you leaving the combo field before the detonation gives you the third heal.
Plus, in the 20 seconds in between the cooldowns, you still have access to a regen that also creates a combo field that can be blasted for more heals.
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Scope – Gain 10% critical hit chance while standing still.
Do you guys belive that this trait is good for any build for Engi? Most of time in sPvP/WvW or even PvE you are in move basiclly, so imo this trait should be deleted from game, or re-build it for something more useful.
It would certainly reaffirm the engineer as the stationary turret role, raining grenades down upon aggressors in WvW or using one of the popular bunker builds to hold points in sPvP.
wat?
I said it would certainly reaffirm the engineer as the stationary turret role, raining grenades down upon aggressors in WvW or using one of the popular bunker builds to hold points in sPvP.
Don’t discard a build as worthless when others can pull it off to great effect.
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How about a light blue, maybe teal, hue? Antique Gold?
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Scope – Gain 10% critical hit chance while standing still.
Do you guys belive that this trait is good for any build for Engi? Most of time in sPvP/WvW or even PvE you are in move basiclly, so imo this trait should be deleted from game, or re-build it for something more useful.
It would certainly reaffirm the engineer as the stationary turret role, raining grenades down upon aggressors in WvW or using one of the popular bunker builds to hold points in sPvP.
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I have seen a few posts about people wanting auto hit for grenade #1 skill. Now i am not so fond of this idea as it will ruin the way grenades work onland.
I’m not sure if you’ve read the posts you’re referring to, but the vast majority of them are fine with how grenades work target-wise, they just don’t want to contract RSI (repetitive strain injury) from using them. Allowing auto-attack (which I assume you’re referring to with “auto hit”) is merely one of the ways of preventing the grenade kit and medical injury to walk hand-in-hand. Another would be for someone at ANet to officially permit macros that, while getButtondown = 1, repeatedly call one (and one only) function, that being grenade kit #1. In addition to these two, there are sharp minds in both the community and in the ArenaNet HQ, and between the two it should not be impossible to stop this weapon kit from causing injuries to the players.
Long story short, it’s not about wanting to hit things easier, it’s about avoiding RSI.
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Ah, my bad. Guess I read what I wanted to read. :P
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Do get back to us after an hour or so of playing, and if possible dodge more than is strictly necessary. :P
If it’s still fine after an hour, I’d wager it can be considered a permanent fix.
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It could also be the same as numerous others are having, that it just does it for no discernable reason at all and nobody can figure out anything besides “lol u dumb, its heat or psu”.
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I had to play through the pain
I rest my case.
ANet, estimated time of fix, anyone?
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Yeah, have fun with that. Depending on how long and often you play your grenadier, I give you everything between a day to a month before you wish your thumb was made of metal and not flesh and bone.
I have a G600.
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Clicking the endurance bar will also break the auto-attack eventually, according to my tests. The only reliable way to dodge and retain auto-attacks that I’ve found is double-tapping a direction.
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I don’t see how you can say there are “no signs” that something’s messed up, Jeffrey. Unless you’re saying you have reason to believe his attached screenshots are heavily modified, he does show that he has a Potent Avenger’s Rifle of Force, rare quality, requiring level 78, which is only obtainable through completion of the level 80 personal storyline mission Against the Corruption (link here), as well as a message from Logan Thackeray that the player only recieves upon completion of the personal storyline mission Breaking the Bone Ship (68) or possibly The Battle of Fort Trinity (70), while clearly showing his personal storyline does not list any missions past Kellach’s Attack (28). You do not get either of the aforementioned items if you do not personally get credited for the completion of the mission, i.e. move on to the next mission in the storyline. There are a lot of “signs” of an incorrect story progression right there.
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It should be renamed Net Snail.
Or Parachute Shot.
Or Net Shot.
Get it? Because that’s what it is.
Sometimes I crack myself up.
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Easiest way to report it would be to use the in-game submission form, there’s even a section for spelling and grammar in there.
Not that it’s actually worth it. First character after launch I decided to go for Order of Whispers, and spotted a mismatch between a name that was written in two different places (Jaine vs Jeyne). Reported it. Came around to that same mission a few days ago, it’s been about nine or ten months, and the same mismatch is still there. :P
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I was hoping this would be hotfixed quickly, but alas, it would seem we have to live with it.
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No, that definitively looks like an overlay. I’ve seen one or two in my days.
The thing is, nobody other than a legal representative of NCSoft could clarify it for you, and let’s be realistic, the chances of one of them showing up here are smaller than an ice cube causing global warming because you put it in the wrong kind of soda. Which is to say, astronomically slim.
https://www.guildwars2.com/en/legal/guild-wars-2-user-agreement/
According to this, if we interpret it literally, just having GW2Stuff or Dragon Temple or anything similar in your browser history is grounds for immediate and permanent termination of your account.
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It is a well-known fact that intelligence is invertedly proportional to the accumulated mass of the body encompassing it, hence why norn still adhere to an archaic religious system comprised of an agglomeration of mammalian representations, or why charr are scantily able to affirm a deuce of cast plates fitted to countervail even a burst of sternutation.
In reference to this observation, your statement is clearly unbefitting of any asuran. We are to the inerudite bookahs as the Eternal Alchemy is to the terraqueous globe: transcendent, incomparable, unequaled. How do you propose their impoverished faculties could comprehend the pulchritude of our form? It must be as when a progeny first glimpses the interminability of the Eternal Alchemy – humbling, envy-inducing, perhaps even a bit terrifying. Their counteraction is only commonsensical.
Considering I am a benevolent asura who does not want to eschew our ordained varlets, I will even append an ancillary that even the most mentally challenged bookahs can comprehend.
Bookah. U dumb. Sry.
Signed,
Tetrapyloctomist Jigain, Sr Instructor, College of Synergetics
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Actually, i think ANet is using physical interaction as a balancing element. Notice the rigidity of weapon skill positions, never mind that they rearranged a guardian set because it was too easy to just 1-2-3 your way down the row.
RSI should never be a tool for balance. You shouldn’t design a part of the game around the idea of causing what is considered an injury in medical terms to the players. I don’t normally criticize ANet, their staff, or how their game is designed… but if that is the case, someone is a sadistic kitten and should not be permitted to make decisions on anything that requires interaction from other humans.
Le edit: On a brighter note, I would actually be satisfied if someone at ANet just came out and said “hey guys, we realize RSI is a problem, and just wanted to let you know that until we find a better solution, you are permitted to make and use a macro that keeps using the grenade kit #1 skill while your chosen button is pressed.” That would be satisfactory. Not ideal, but good enough.
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(edited by Jigain.8231)
Heh, I remember seeing that. I, too, was around the swamp area, but it was soon after launch. I dismissed it as some dynamic event close by that I was unaware of.
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Once the translators have the final text, they do their thing, then the ANet dev team has to integrate those keys into the build. Finally, assuming they are following Best Practices™, the build is delivered back to the translation team for review/verification IN CONTEXT. We found this to be a crucial step in our app – the text alone doesn’t always provide enough detail for an accurate, idomatic translation. The review may result in translation changes, which need to be integrated and reviewed. Lather, rinse, repeat.
Ah yes, seen what a no-context translation can do when checking out various subtitled movies. The translators for those rarely have more than a transcript, perhaps a audio of the dialog at best.
Somebody set up us the bomb.
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Back items do not show if there’s an item over it temporarily, like for example a sheathed shield or an engineer weapon kit (weapons like greatsword, rifle, staff and both types of bows do not block the visuals). Is that the case for you?
PS. The strap is essentially just for characters who don’t have a back slot item yet, they can just apply the skin to the straps and Bob’s yer uncle.
PPS. I trust you didn’t select to apply it as a PvP skin, in which case it will only show up in structured PvP. It does warn you of this when you try to apply the skin to something, so I’m sure that’s not what happened.
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Okay, I fail at giving up.
But yeah, double-tapping to evade works when enabled. Everything else seems bugged.
That’s where I quit investigating. I promise.
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And I spoke too soon, or the game has become sentient and is reading the forums, because the next mob I engaged, the autoattack stopped working when I clicked the bar.
I give up.
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And now it’s intermittent… sometimes dodge will work as it should and autoattack resumes, sometimes it will not. I still believe it to be a hotkey bug though, as clicking the endurance bar does work reliably so far. Possibly the most contrived way of dodging. :P
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Okay, this bug keeps getting weirder and weirder. Tried setting the dodge key primary back to V, and it worked flawlessly. For about ten seconds. Then V began cancelling autoattacks too.
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Very strange… it no longer works. It did work for about a solid minute of testing.
I’ll begin working on another workaround.
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Actually, SOLVED.
Go to your bindings, and make sure you set the PRIMARY key for dodge to be the key you want. The SECONDARY key is the one that causes this issue.
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Just finished testing all my characters… happens on engineer (pistol), ranger (longbow and greatsword), warrior (mace and rifle), necromancer (staff and axe), and elementalist (staff in all attunements). So it’s not a mesmer bug.
It is, in fact, a hotkey bug. Regardless of whether I have enough endurance to dodge or not, when I hit my hotkey for it, autoattacks cease after the next completed animation. The exceptions to this rule are double-tapping directions and the default binding, that being V.
So if you want to dodge, make sure to use the default binding for it if you want to keep the autoattack going.
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What?
Dev actually replied in Engi bug thread?
Party tonight at my place. Drinks on me.
I’d rather have mine in a glass, can that be arranged?
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Yep, found this bug today as well. With my mesmer.
Yesterday eve, on my engineer, dodges were working fine with auto-attacks. Haven’t tried yet to see if it works fine today. My guess is it’s specifically a mesmer bug.
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Khisanth is entirely correct, skills on cooldown stay on cooldown when you’ve exited the game, and always have.
Disconnects and crashes might be an exception, as the server doesn’t get a request from your client to terminate the session and as such it may keep your character in-game (and thus the cooldowns would keep ticking) for a while before deciding “you know, I haven’t heard anything from the player for a good while, I’d probably better end his session”. Don’t quote me on that though.
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i’m mostly attempting to point out the irony that the <insert played profession> community believes their class to be broken in a way that doesn’t favor them.
Fixed that for you. Now it applies universally to all forums, and is completely accurate.
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