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[Engi] Elixer Gun #4 has no AOE ring

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Posted by: Kharr.5746

Kharr.5746

I believe muddy terrain has an AoE circle. It seems like the brown “liquid” AoEs (Acid Bomb & gunk,) might be using similar animations and suffer from the same problem.

It’s possible that this was originally done intentionally, but it does not follow Anet’s new policy on making skills more readable to allow counter-play — e.g. pin-down got a new animation, skull crack was made easier to read, and rapid fire is up next to get a swirly easier-to-read animation.

Unless the game engine is built very strangely, the AoE ring should just be a toggle option in the toolset. E.g. <skill>.ShowEffectRing = True.

Edit: Just tested Muddy Terrain and it has an AoE ring, so I fixed my post.

(edited by Kharr.5746)

Barrage & Meteor EXPLOIT

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Posted by: Kharr.5746

Kharr.5746

I’m a little confused by this thread:

Necro wells keep going for a long period after the animation stops. Every staff mark skill stays on the ground after the cast animation has stopped.

Elementalist Lava Font keeps going after the cast animation stops. Most of the other staff skills also keep going after the cast animation stops.

Engineer bombs keep going after the cast animation stops.

The list goes on. Barrage and Meteor Shower have slightly higher damage than skills like Lava Font in exchange for a much longer cooldown and the downside of a short root during the initial cast. There’s nothing wrong with them persisting post animation — in fact most aoe skills persist after the initial cast animation

[Engi] Elixer Gun #4 has no AOE ring

in Profession Balance

Posted by: Kharr.5746

Kharr.5746

Dear Anet,

Please add an area of effect ring to Acid Bomb: http://wiki.guildwars2.com/wiki/Acid_Bomb.

Currently this skill does not have an area of effect ring like every other aoe skill in the game, and is very hard to see on the brown terrain in most PVP maps (especially on points).

Given that it is a 1/4 cast unblockable AOE that can do upwards of 7000 damage per person, it’s pretty important to be able to see it.

Thanks!

hotjoin is terrible

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Posted by: Kharr.5746

Kharr.5746

What’s really sad is that you can’t even test builds in hotjoin anymore due to the constantly unbalanced teams. It would be best replaced by a deathmatch free-for-all game mode with no teams. No one cooperates in hotjoin anyway.

It would be a whole lot more fun to play a free-for-all Quake-style match with fast randomized respawns and scattered power-ups (health packs, cooldown resets, stat modifiers). Score would be entirely based on kills – deaths. E.g., Kill = + 10 points, death = -5 points. A game mode like this would be a great way to enjoy pvping while learning the mechanics of your class (e.g., CC rotations, skill combos, dodging, etc).

Lets talk about the new Gem conversion [Merged]

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Posted by: Kharr.5746

Kharr.5746

This is a terrible change. I can’t believe Anet decided to wreck the gold-gem conversion by imposing such restrictions.

I’m boycotting the Anet gem store and all the stuff sold in it until this is fixed. I hope others do the same. If they won’t listen to their players, they’ll have to listen to our wallets closing shut.

Now that skyhammer is "fixed"...

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Posted by: Kharr.5746

Kharr.5746

I think this map could be a lot of fun if ANET would fix the major inconsistencies.

All passive 25% movement speed increases from runes and traits currently bypass the orb’s speed reduction. There is no counter-play to that. Yet swiftness, which can be removed/stolen/corrupted, does not work. What’s the logic in that?

Anet needs to make it so that all movement enhancing skills either work or don’t work.

There should also never be a case where a single player can out-run and/or tank 2-3 members of the opposing team while carrying the orb. The orb needs to be an object that requires team support given that it is worth so many points and that it can decap a captured point. That being said, all of the damage/condi immunity skills should drop the orb when used (just like teleports).

The inconsistencies between what skills allow for super speed/damage immunity and what skills drop the orb are currently mind boggling.

To encourage team play, it would also be nice if the orb applied a condition to the player that:

1) locks movement speed to 75% of normal player speed (slightly faster than current 60%) while preventing ALL movement speed buffs from working. Dodging should not bypass the movement lock either as it could be exploited to speed run the orb by builds using vigor/sigil of energy/skills that refresh endurance (all of which are popular in PVP).

2) acts as a bundle weapon that can be dropped and picked-up on demand (like those you pick-up in PVE) and gives the carrier 5 orb-specific weapon skills. This needs to be done to equalize the playing field between different classes. It also makes it easier to balance classes for orb carrying duty since the orb skills can be balanced separately.

3) makes the carrier take 10% more damage from enemies and receive 15% more healing from allies. This might open up a spot for support/healer builds on teams playing this map and could be really interesting.

Is engi. Actually OP or is just me?

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Posted by: Kharr.5746

Kharr.5746

I tried before to take turrets but they have a lot of HP.

Even with S/P AOE fast damage cannot take them fast before i get wrecked by the engi.

If i can manage to take the turrets down, i still have to fight the engi, of course with full HP.

According to what i read, it seems then that it is just a hard counter to thieves.

I’ll admit that turret engis are a huge pain when I play thief, but here are some tips that might help.

1) Shortbow from a distance – #1 will bounce between nearby turrets and the engi, dealing plenty of damage. Cluster bomb also works well if they’re close together. It’s important to “dance” (i.e., side-step left/right continuously) while firing. By doing this, you can avoid every projectile from the engi and turrets at 900 distance. Turrets can’t move so they will die.

2) Scorpion wire can pull an engi off point, and can’t be seen or dodged if you do it from stealth. Depending on the point, you can often pull the engi to an awkward location and start stabbing away.

3) If the engi uses his elite (supply crate). Disengage and go somewhere else. He just wasted a 3 minute cooldown. Come back and stab him in the face after 60s when it has expired and is on cooldown.

4) Generally speaking, you shouldn’t be trying to take a point solo vs any bunker build since teammates will arrive before you get the decap/cap. If you’re fighting something that doesn’t look like it will die quickly, disengage and go support your team. Come back with a friend after you’ve won the 5v4 battle on the rest of the map.

Is engi. Actually OP or is just me?

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Posted by: Kharr.5746

Kharr.5746

Hi all,

I really want to hear your opinion on this.

I hate when people just call OP all the things with no reason but L2P.

So i honestly ask to you all.

Is engineer OP as i feel it on SPVP or is just that is a hard counter to my profession (thief)?

Does any other person with a different profession than mine find engis a easy target?

First, I’ll start by saying that I play all professions equally and they’re all my favorites. That being said, no, engi is not OP. There are excellent players out there, and if you run into one of them on any profession, you will feel like their profession is OP due to the skill gap.

Some builds will also hard-counter other builds. But, if you take a minute to figure out a few different builds (e.g. condi, bunker, berserker, AI, etc) and change to a different build after getting steamrolled, you’ll likely see yourself doing much better barring a major skill gap between you and the opponent.

Edit: I also want to discourage the broad sweeping statements like “X class is OP” since odds are that maybe one of their builds hard counters what you are playing, but your build hard counters some of their builds as well. E.g. A turret bunker engi might destroy you on point, but a flamethrower berserker engi will die in a backstab + HS + steal combo.

(edited by Kharr.5746)

[WARRIOR] FIX Bull charge, Rush & Savage Leap

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Posted by: Kharr.5746

Kharr.5746

This problem generalizes to the majority of movement skills, including blinks/teleports. It

Teleport/blink/shadow step skills fail just as often now, as do pulls (magnet, spectral grasp, scorpion wire). Since the patch, I’ve had blink skills fail more often than succeed (70-80% fail in pvp)

Returning player

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Posted by: Kharr.5746

Kharr.5746

AI classes/builds are quite forgiving since they’ll body-block damage, do damage while you dodge/defend/run, and mess with the opponent’s targeting: Turret engi, minion master nercro, phantasm mesmer, spirit ranger with pirate runes and axe(s), etc.

Ranks hidden in spectator mode

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Posted by: Kharr.5746

Kharr.5746

High ranks can show off their rank via the finishers they unlock. Hiding it from spectator mode is a great thing since people used to stack teams and games would end up having scores of 500-10.

Adrenaline was nerfed too hard.

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Posted by: Kharr.5746

Kharr.5746

… The nerfs to adrenaline are made a lot worse due to the fact it can be removed at any time by the enemy if they run away for a few seconds. That aspect of the nerf IS game breaking.

Seriously, have you even tried this? You have to run across the map in sPVP to break combat. In WvW that’s quite a distance too. Adrenaline drains while HP regens to max. There’s no point.

New Runes/Sigils to sPvP?

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Posted by: Kharr.5746

Kharr.5746

This patch introduced a new amulet (opens up quite a few new builds), new sigils, and new runes. Is the OP trolling or just too lazy to check the pvp build menu?

really?nobody is going to mention this?

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Posted by: Kharr.5746

Kharr.5746

The problem with the burst from ranger is not the damage, but the fact that it can be done from 1200+ range on a weapon that grants both stealth and knockback. Combine this with fear and knockdown from wolves and there’s no way to actually get to the ranger to do any damage. What’s worse is the ranger can use both signet of stone and “protect me” to maintain invulnerability. Using GS as a secondary weapon gives blocking, another knockback, stun, and mobility with very high damage.

To sum it up: 12s of invulnerability + knockbacks/fear/knockdowns + stealth + longer range than every other class is what makes the burst broken. There needs to be a balance between damage, survivabilty, and CC and opportunity cost.

Standardized Models in TPvP (Picture Inside)

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Posted by: Kharr.5746

Kharr.5746

1. It works in hotjoins.
2. If you don’t want 2 characters to look the same then turn off team colors.

It DOES NOT work in hotjoins. Misinformation is a plague. Stop spreading it.

It currently works in: Team Arena and Custom Arena with Tournament Commands.

I had the feature enabled and everything worked fine, but I just disabled it then re-enabled and now it’s not working. It worked all day yesterday, didn’t see a single asura in hotjoin. Maybe I didn’t notice myself joining custom arenas?

Did you see any norn or charr? It’s possible that you just didn’t run into any asuras or that you were actually in custom arenas.

I don’t understand Anet’s thinking. There’s no reason to “test” a new feature in the most competitive game mode (team arena) while leaving it out of hotjoin. It’s not like it could ruin hotjoin (I think it would make it significantly better).

Standardized Models in TPvP (Picture Inside)

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Posted by: Kharr.5746

Kharr.5746

1. It works in hotjoins.
2. If you don’t want 2 characters to look the same then turn off team colors.

It DOES NOT work in hotjoins. Misinformation is a plague. Stop spreading it.

It currently works in: Team Arena and Custom Arena with Tournament Commands.

New Rune of Resistance < Rune of Melandru

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Posted by: Kharr.5746

Kharr.5746

Rune of Resistance stats:
1) +25 Toughness
2) -5% Incoming Condition Duration
3) +50 Toughness
4) -10% incoming Condition Duration
5) +100 Toughness
6) When you activate a signet skill, you gain aegis for 8 seconds (30s cooldown)

Total stats: 175 Toughness, -15% incoming condition duration, aegis blocks 1 attack every 30s when signet is used (pretty useless)

Rune of Melandru
1) +25 Toughness
2) +35 Vitality
3) +50 Toughness
4) -10 % incoming condition duration, -10% incoming stun duration
5) +100 Toughness
6) -15% incoming condition duration, -15% incoming stun duration

Total stats: 175 toughness, 35 vitality, -25% incoming condition duration, -25% incoming stun duration.

I recommend re-evaluating the stats on the new Rune of Resistance to compete with other runes. At the moment, this rune is clearly inferior even on a signet-focused build.

Adrenaline change gives thieves advantage

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Posted by: Kharr.5746

Kharr.5746

I’m a skullcrack warrior and I can hold my own against most thieves. But with the new adrenaline loss on out of combat, the thieves can take advantage of this and reset the fight by going out of combat and make me lose all my adrenaline. Skullcrack builds rely heavily on burst skills to win fights. And thieves are master of escaping and resetting fights so they can easily drain my adrenaline. How can I counter it? Beserker stance no longer grants full adrenaline, and if I take up Healing surge and rebuilt my adrenaline, he could just reset the fight again.

To break combat, the thief has to run away a significant distance (across half the map). No thief would waste time doing this when a simple dodge or blind of your burst skill has the same effect.

[WARRIOR] the grandmaster trait "Furious"

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Posted by: Kharr.5746

Kharr.5746

This trait works against multiple targets and has no internal cooldown. AoE, fast weapons, and multi-hit attacks benefit a lot from it to the point where you can be at 100% adrenaline in a few hits.

It does not need to be changed — not every trait needs to be tailored toward 1v1 duels with slow weapons. If it were made to be 3 strikes of adrenaline, it would need to have a 1-3s ICD which would be a nerf overall.

[PvX] Improving the Blood Magic Line

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Posted by: Kharr.5746

Kharr.5746

The blood magic line is actually really strong. It’s just that it doesn’t fit within the normal mentality of GW2 players so they fail to grasp how to build around it. Lifesteal doubles as both an armor-penetrating DPS boost and a sustain mechanic. It benefits from both healing power and attack power. Even a slight bump in modifiers has the potential to make it completely broken.

The major problem is that you cannot regen health through lifesteal traits while in DS. So when you go into DS, your entire trait line becomes useless. If Anet were to fix this and allow lifesteal to work in DS, blood magic would be a more desirable trait line.

Adrenaline = Life Force

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Posted by: Kharr.5746

Kharr.5746

It is mind boggling how anyone could even attempt to compare the two mechanics. Life force and adrenaline are not even close to being the same and have completely different effects.

They both use bars… that’s about as far as it goes in terms of similarity. I don’t even know how you could confuse the 3 adrenaline level bars with the solo life force bar on necro.

Also, adrenaline used to immediately drain after battle. It was ninja-broken without notice to not drain 6-8 months ago. I have always played under the impression that this was an overlooked bug, and I’m glad it’s finally being fixed.

Conditions are Ridiculous

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Posted by: Kharr.5746

Kharr.5746

I’m surprised there isn’t more discussion about how condition builds have more favorable mechanics than berserker builds. It’s easy to see an eviscerate or 100b coming your way and dodge it. Aside from ranger (especially post-patch) high direct damage requires close-range, making it very vulnerable to cripple, immobalize and chill. As someone mentioned already, weakness + blind also counter direct damage.

Condition builds are a direct counter to physical damage due to the mechanics of the game (higher toughness, weakness, blind, chill, cripple, immob).

As for my previous comment about fields: Fire fields (warrior, engi, ele, guardian, ranger) do great AOE condition damage while allowing players to build up might stacks/fire aura. Poison fields (necro/thief/ranger/engi) allow AOE weakness to be spammed via blasts on top of spreading poison. These fields are always layered on top of points, so you’re stuck with permanently having these conditions on you. Cleansing poison/burning is pointless since they’re re-applied right away. There is no counter-play to this aside from giving the opponent(s) the point.

Retaliation would add some counter-play to this. If opponents start putting up retal, your team could switch to water/light fields for added support instead of condi spam. Another solution would be to have the fields front-load their duration instead of reapplying it every second to allow better counter-play with cleanses.

Edit: This really comes back to the problem with Warrior’s Impale skill that Anet is trying to address — Initially, it would slowly apply torment making it difficult to cleanse since you’d either have to take a lot of damage before you could cleanse the full stack, or cleanse early and still take a large amount of damage from stacks that were applied post-cleanse. Condi fields have the same problem: Cleanses do not work against them.

(edited by Kharr.5746)

Conditions are Ridiculous

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Posted by: Kharr.5746

Kharr.5746

Conditions might be fine, but the AOE condition fields are not fine. AOE direct damage fields can be countered with retaliation, so the caster has to be careful not to nuke 3-4 people who’ve been buffed with retal since that’ll result in heavy damage to the caster.

Laying down a condition fields does not have any counter-play. I’d like to see retal activate with every pulse of a condition field.

Commanders R Us

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Posted by: Kharr.5746

Kharr.5746

I have never understood why we did not have the option to hide them. If you open up the map and click the little eye on the bottom left, there are options to hide just about every other icon on the map. They just need to add another checkbox that gives us the option to hide these icons like all other icons.

Commanders R Us

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Posted by: Kharr.5746

Kharr.5746

I hope someone from ANET reads this thread. Here is a screenshot of the madness that is on my minimap right now. This is ridiculous!

Attachments:

suggestion to fix celestial might stacking

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Posted by: Kharr.5746

Kharr.5746

I think only 2 classes are might be a little bit op with celestial might stack and thats War and ele. Other classes are fine so do we address the two class or change might and celest amy just becuase of 2 profs? really though they are not game breakingly op.

Don’t forget Engi! So many blast finishers (bomb, turrets, thumper turret belt skill + active skill) and access to several fire fields. What’s funny is that HGH got nerfed because stacking might was considered OP back in the day.

How do I carry in solo queue?

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Posted by: Kharr.5746

Kharr.5746

Run a support build with some mobility (swiftness or +25% movement traits). If you help win the group fights by rezzing your team/keeping them up, you will have a good chance of winning the match too. Don’t run around trying to be a solo hero — I’m sure there will be 2-3 people on your team doing that. Support them so they don’t die and cause your team to be outmanned.

MASSIVE lag spikes

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Posted by: Kharr.5746

Kharr.5746

64.25.33.53 is lagging horribly right now.

Adrenaline Changes: Gut Mace and Axe F1

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Posted by: Kharr.5746

Kharr.5746

That said, I don’t think warriors needed the adrenaline change. They just a small change. When under the effects of endure pain, it should be not possible to capture or contest a point.

I’m really hoping that with Ranger signets getting thier (admittedly much-needed) buff, extremely common use of the active from Signet of Stone along with all the Wars running Endure Pain will get this change to finally happen.
It’s an invulnerability skill, it should be treated as such – at present it’s far too easy for Warriors to contest a point for an extended period while running squishy builds that pump out dps.

There needs to be some downside to being invulnerable – everyone else risks losing their capture point, so why don’t they?

Fun fact: Ranger’s “Protect Me” prevents capture-point contribution and is inferior to both the new signet of stone and endure pain. Your pet dies fast and stops attacking when you use it. It also gets cancelled by other shouts : http://wiki.guildwars2.com/wiki/%22Protect_Me%22

To me, “Protect Me” is a balanced skill. Trading the use of the F2 ability + all the pet DPS + having a dead pet for 3-6s of redirected damage (depending on how long the pet lives) while preventing capture-point contributions.

Lich Form

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Posted by: Kharr.5746

Kharr.5746

Try strafing. All of the lich auto attacks will miss.

Also, since the lich attack is so slow, blind spam, or stability strip + Cc works.

The only time lich attack is broken is when the Necromancer gets trait proc(s) + sigil proc(s) on the same attack. That’s mostly a problem with sigil procs tho, and it is not unique to necromancer.

Because of procs and improper scaling of the Chill of Death trait when in Lich form, it’s possible to 1-shot some classes (thief, ele, guardian). Yes, Lich form attacks can all be dodged if you strafe properly and have vigor in 1 vs 1, but the fact is they pierce and will wreck an entire team in a few seconds in a group fight. It only takes 1-2 hits to drop a player (or multiple players if they’re near each other).

Edit: I forgot to mention that you can’t strafe-dodge the lich form shots if you are immob, crippled, or chilled (I’m looking at you broken Chill of Death trait).

(edited by Kharr.5746)

[Poll]Where do you want Standard Enemy Models

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Posted by: Kharr.5746

Kharr.5746

SoloQ is where all the best trolling happens, and is probably why Anet doesn’t want to remove Skyhammer or tiny asuran models from it.

Standard Models and You

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Posted by: Kharr.5746

Kharr.5746

The legendary affects are still persistent on the lowest settings.

I just checked and you’re right. It looks hilarious to see all the low-poly models running around with glowing weapons. Every attack looks like they’re mining.

Standard Models and You

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Posted by: Kharr.5746

Kharr.5746

So they put an exclusive pvp armor and an option to not see it.

LoL

The same can be said for PVE and WvW and the culling system. All those legendaries and fancy particle effects that people work so hard to get are not visible to the majority of people playing this game since their models get swapped with faceless and textureless models with limited animations.

Edit: +1 for allowing us to have the option on for allies. This new feature could be the solution to reducing all the visual clutter and particle effects in sPVP. Watching a group fight is like staring into a strobe light with disco colors.

(edited by Kharr.5746)

Nerf to d/p is BS

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Posted by: Kharr.5746

Kharr.5746

wars have no room to complain about BP as long as zerker stance and combustive shot exist

If blind wasn’t such a big problem in PVP, warriors wouldn’t be forced to run zerker stance and LB. Combustive shot is the only burst skill that isn’t completely wasted when blinded. There’s a good reason no warrior can go into competitive PVP without those two. Nerfing blind will allow warriors to switch up their builds a bit more, which will make blind more effective since fewer warriors will have a hard counter (berserker stance) to it.

Nerf to d/p is BS

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Kharr.5746

What many people seem to forget is that the condition blind used to be removed by swinging at the air. No, seriously, this was the design for over a year.

This was the only reason BP was “balanced”. Anet buffed blind and made it so it required you to connect a hit to a target (which then missed due to blind) before it disappeared.

Also, I’m sure that those claiming you can stand outside the blind circle simply haven’t tried it or are terrible at playing thief. Is the opponent standing outside your BP circle with a melee weapon? Move to the opposite side and force him to walk in if he wants to be in range for melee. What’s that? He won’t follow you in? HS through your field for full damage + stealth → backstab, BP on top of him, repeat process until he dies while you have full HP. Any skilled thief knows how to force the opponent into the field (or simply put the field on top of the player if he moves out).

Didn’t anyone find it funny that Anet gave warriors a Grandmaster trait that was specifically supposed to deal with blind, yet it could not counter BP and thief blind spam? http://wiki.guildwars2.com/wiki/Brawler's_Recovery

ranger maul treatment for fire grab?

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Posted by: Kharr.5746

Kharr.5746

Fire grab needs to be fixed, especially on asuras. I constantly have it “miss” because I’m too close, even though visually it looks like it is hitting perfectly.

blink inside wall bug

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Posted by: Kharr.5746

Kharr.5746

I always get stuck inside the stairs/terrain going from mid-point to waterfall when I blink. Would be nice if ANET checked the collision on this specific area.

path of scars x2 = 9k?

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Posted by: Kharr.5746

Kharr.5746

I’ve been using this for ages. It requires a very streamlined glass-cannon setup:

1)The ranger has to spec into Signet of the Beastmaster (“signets have an effect on the ranger”), Beastmaster’s Signet (gain 3 might on signet use), and Moment of Clarity (increased damage if you interrupt a foe).
2)Full points into the power, precision and crit damage trait lines.
3) Using Signet of the Wild and Signet of the Hunt (+150% damage on next attack) while Opening Strike is up (100% chance to crit on first attack)
4) Line up Path of Scars so that it goes through the opponent twice while the opponent is using a skill (in order to interrupt and trigger Moment of Clarity). If the opponent strafes, dodges, or moves at all, the attack has a high chance of completely missing at least half the damage.

It is only effective vs. players that have never seen it before, or those who are afk on point since it basically requires that the stars align for it to hit for high damage.

Edit: You can get much better results using Maul on GS with the same setup. 10k Maul vs glass cannon is pretty easy to do.

Attachments:

(edited by Kharr.5746)

Need help increasing frame-rate

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Posted by: Kharr.5746

Kharr.5746

Where are you getting 30-40 fps? Open world, sPVP? WvW? World Boss fights?

Your rig should get at least 60 fps in the open world and sPVP. WvW and World Boss fights (or any other area where there are hundreds of players in one spot) should be running at 30-40 fps on your rig.

Also by “max” setting, do you mean turning things to “high” or are you turning things to ultra with supersampling on? A few settings will drastically lower fps if supersampling is on (e..g ultra shadows, ultra LOD distance) and will result in non-visible visual improvements.

Everything on max, but sampling on native. And yeah, in open world I get anywhere from 50-80 FPS depending on what I am looking at. What I meant by the 30-40 fps drop is when I turn my camera and look around and stuff. World bosses with the new mega server system drop me down to 7-20 FPS :P

You may still want to try turning down shadows to High and LOD to High. What you are describing is stuttering due to loading large scenes.

Everything that you are looking at is loaded into graphics memory, and things you can’t see are unloaded. When you have those two settings on ultra, the scene that is loaded/unloaded when you swing your camera around is much larger due to increased details. You likely won’t see any change in graphics fidelity by going from ultra to high unless you look really hard.

Aside from that, a faster CPU should also help a bit as others have said.

Need help increasing frame-rate

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Posted by: Kharr.5746

Kharr.5746

Where are you getting 30-40 fps? Open world, sPVP? WvW? World Boss fights?

Your rig should get at least 60 fps in the open world and sPVP. WvW and World Boss fights (or any other area where there are hundreds of players in one spot) should be running at 30-40 fps on your rig.

Also by “max” setting, do you mean turning things to “high” or are you turning things to ultra with supersampling on? A few settings will drastically lower fps if supersampling is on (e..g ultra shadows, ultra LOD distance) and will result in non-visible visual improvements.

Two fixes to improve hotjoin servers by ANet.

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Kharr.5746

These are all fairly good ideas. I’d like to add another point to your “fix #2.”

—> When a player joins a hotjoin match, they must choose to either spectate or play before they can see the team scores and player rosters. Do not allow them to swap between spectating and playing during the match. This will ensure that they don’t spectate then team stack.

Delete Pvp record

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Posted by: Kharr.5746

Kharr.5746

This thread brings up a good point: A lot of people are obsessed with kill:loss ratio and will do many things that are detrimental to PVP as a whole to avoid getting legitimate losses, such as:
1) swapping teams to the winning team in hotjoin or leaving early to avoid losses (causing their team to definitely lose in an outmatched game),
2) disconnecting during tPVP matches (leaderboard still records a loss, but I am not sure if their personal character record does)

Given how often this happens, the kill:loss ratio is such a meaningless stat that it might be best for the community as a whole if ANET removed it from the pvp stats. This might help the 4v5 problem in tPVP since the fear of having a recorded loss on their character sheet won’t be a motivator for quitting early.

(edited by Kharr.5746)

PvP Arena 4 vs 5... gg wp

in PvP

Posted by: Kharr.5746

Kharr.5746

So… besides me anyone else tired of going for a rated match and it starts off with a 4 vs 5 game? I mean cmon it’s a rated match how is it possible that this still happens?! I understand that complications happen but couldn’t there be a timeout or something that when that timeout expires a new player is added? Yeah not fair for a player that dc’s… but it’s not fair for the other 4 players on a team right? Just putting this issue out there.

Everyone is tired of 4v5s. If you have a viable solution, please post a constructive thread describing how it may be solved so that the community can have a discussion.

If you search the forum for posts on this topic that Anet has responded to, you will see that both Anet and the community have been trying to figure out how to resolve this for a very long time. There is no simple solution since this is a player-created problem. If players did not leave on purpose, or afk’d at spawn to troll their teams, a solution would be easier to come up with. There is already a dishonor debuff to prevent repeated offenses.

If you truly want to avoid being on the team with a missing person, play in teamQ with 4 people you know (e.g., guild members or friends).

Minion necro defeat mesmer? Help?

in PvP

Posted by: Kharr.5746

Kharr.5746

Not every build can beat every other class/build. Try using a scepter+dagger and staff, and swapping to a condi-damage amulet. Mesmers have some trouble dealing with classes that rapidly apply conditions. This should also work against condition engis since you can transfer conditions applied to you back onto them with staff 4 and dagger 4.

(edited by Kharr.5746)

Conditions need viable counterplay

in Profession Balance

Posted by: Kharr.5746

Kharr.5746

The problem with conditions has, and will always be, the fact that they bypass toughness, protection, and weakness. It’s possible to do very high condition damage while having very high toughness thanks to rabid stats.

This means that power builds are useless against you since toughness reduces power damage significantly, plus you can usually put up protection and/or weakness to reduce power damage further while your condition damage rips through the enemy like butter. The only counter to condition builds are condition builds due to the high toughness/weakness/protection uptime. This is why almost everyone in s/tpvp is playing rabid-condi builds right now.

And? It is possible to do equally or higher damage with high toughness due to knights gear stats.

It’s almost like you didn’t read anything I said nor do you understand how toughness works. Condi damage is the most effective type of damage vs high toughness builds since it ignores 100% of toughness. A Knights-geared player will always lose to a Rabid-geared player if they’re of equal skill.

The problem is that the only counter to rabid-condi builds are condi builds since all that power/precision/crit damage is greatly reduced in effectiveness by the toughness of Rabid-condi builds.

In terms of people defending condis and saying “oh, if you nerf them, it will kill build diversity.” In PVE this might be true, and I think condis need a buff in PVE. Condis are definitely a bit less desirable in PVE. I’d like to see condi damage increased in PVE.

However, in PVP condis have been dominant for about a year now. If nearly everyone is running a condi build (bunker or dps) that’s not build diversity. Condis might be “close” to being balanced, but they’re definitely stronger than power damage. If we were seeing 50/50 split in terms of power and condi builds, sure, this thread would be pointless. I’d like to see that happen one day. Until that happens, condis are objectively OP.

Disclosure: I play all 8 classes with condi builds (most rabid, some carrion). This is not because I like condis, but because it’s much easier to win with them in the current balance of the game.

Edit: I also only use the bunny finisher, because I want my opponents to know that I’m a noob that only won because of condi spam.

(edited by Kharr.5746)

Conditions need viable counterplay

in Profession Balance

Posted by: Kharr.5746

Kharr.5746

The problem with conditions has, and will always be, the fact that they bypass toughness, protection, and weakness. It’s possible to do very high condition damage while having very high toughness thanks to rabid stats.

This means that power builds are useless against you since toughness reduces power damage significantly, plus you can usually put up protection and/or weakness to reduce power damage further while your condition damage rips through the enemy like butter. The only counter to condition builds are condition builds due to the high toughness/weakness/protection uptime. This is why almost everyone in s/tpvp is playing rabid-condi builds right now.

Graphics Help

in Account & Technical Support

Posted by: Kharr.5746

Kharr.5746

It looks like a memory leak from this:

—> System Memory <—
Physical: 28907MB/32721MB 88%
Paged: 61209MB/65489MB 93%

You’re running out of system memory! A temporary fix would be to reboot the game (exit to desktop) every 30 min or so until it is fixed. You can also free up more HDD space and increase the size of your page file to keep the game going for longer.

any performance upgrade ?

in Account & Technical Support

Posted by: Kharr.5746

Kharr.5746

The game performance has improved quite a bit, contrary to what SolarNova has said. It used to run at 10-15 fps on my laptop and now it runs at 30+ on medium settings.

You should be able to run the game just fine on a mix low and medium if you set the number of visible player models to low.

If you do want to play it, give these settings a try. They work just fine on my laptop with an integrated GPU to give 30 fps:
Animation: Low (you won’t notice any change in graphics)
Antialiasing (on or off, up to you)
Environment: Medium
LOD distance: Medium
Reflections: None
Textures: High
Render Sampling: Native
Shadows: Low
Shaders: Low
Postprocessing: Up to you, can be on high.
Character model limit: Lowest
Character model detail: Medium

laptop plays just fine, desktop facing delay

in Account & Technical Support

Posted by: Kharr.5746

Kharr.5746

the problem arise when i change my hdd yesterday.
My HDD is at 5400RPM now.
Used to be 7400 RPM, could it be the problem?
Will RPM affect the game performance?
when i change to the old HDD and try to play guildwars2, i have no problem at all.

Yes, a slow HDD could definitely be the problem in this case. 5400RPM drives are generally very slow and are mainly used for media storage. Why not keep both drives plugged into your computer and run GW2 and other games off your 7400rpm drive?

Unstable machine?

in Account & Technical Support

Posted by: Kharr.5746

Kharr.5746

I used to get that error all the time, and only got it in GW2. Every other game ran perfectly fine with no crashes.

“WHEA_uncorrectable_error" is a hardware error but it is very hard to track down. It may even be a video card driver problem.

For me, it was my 5.0 ghz wifi N card which was overheating in environments with a lot of players (e.g. WvW zergs or living story events). I’ve also had it happen when I had crossfireX enabled on my dual gpus (again, only in GW2).

When do you get the error? Is it in highly populated zones, when idle, or when intense combat? Odds are that once you replace the driver or hardware responsible for it, GW2 will run without crashing.

Edit: I just wanted to add that I also get that error when I have Google Chrome open on a 2nd monitor while GW2 is running on my main monitor in windowed mode. If you have a browser open while playing GW2, that could also be the cause (since browsers are now hardware accelerated and tap into graphics memory and rendering and conflict with GW2)

(edited by Kharr.5746)