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Bugs and Issues Compilation:

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Posted by: Lord Krilik.3692

Lord Krilik.3692

I think the improvisation trait is bugged. I have this thread open in the main bug section – https://forum-en.gw2archive.eu/forum/support/bugs/Thief-Improvisation-trait-bug/first#post1772448

The Thief and its gameplay thread

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Posted by: Lord Krilik.3692

Lord Krilik.3692

Quite a long while ago now, A-net created this thread for us: https://forum-en.gw2archive.eu/forum/professions/thief/The-thief-and-its-gameplay-Your-feedback-Merged/page/71

You were looking for our feedback on the class, and by the looks of things, a lot was given.

What I am unsure of though, is what was actually done in response to this thread? Is there an official word on the impact the thread had and what you guys had planned to do with the results? It’s hard finding dev replies in the threads (if there are any) because clicking that arrow under the name of the first one only takes you to the next one by the same dev, and there are over 70 pages so manually going through them would be a nightmare…

So basically, my question is whether there has been any follow-up on this that I have been unable to find, and if so where is it? If I have put this in the wrong place, please let me know where I should ask instead. (I have asked this in the thread itself, but it gets buried because it’s so popular).

Thief Improvisation trait bug?

in Bugs: Game, Forum, Website

Posted by: Lord Krilik.3692

Lord Krilik.3692

UPDATE here is a quote from the same person who tested the trait for me:

“It does not improve the damage of stolen items.

I stole some whirling axes from the warrior in the mists to test if their damage is increased. Same setup as before. Whirling Axe hits for 33 and crits for 59 using Improvisation and hits 34 and crits for 62 with dagger training. Just for the comparison I used 20 DA with mug but without choosing a master trait and ended up with 33/59 again.

@Majigor: You can update the bug report I guess :/ "

So it looks like improvisation does not add any damage to stolen items, or to attacks while carrying one. The only thing we haven’t tested at this point is actual bundle items like elementalist conjured weapons, but this has raised some interesting points. Notably, that dagger training increases the damage of stolen items, and that improvisation (assuming it actually isn’t bugged and only adds damage to bundle weapons like ele conjured weapons) is possibly the most redundant thief trait of them all (even accounting for last refuge). We seriously need our traits to be looked at.

Thief Improvisation trait bug?

in Bugs: Game, Forum, Website

Posted by: Lord Krilik.3692

Lord Krilik.3692

So I created this thread over at gw2guru.com: http://www.guildwars2guru.com/topic/82090-improvisation-overlooked/

Basically, I was querying why no-one used the improvisation trait in the Deadly Arts line when it improves damage by 10% when holding a bundle.

The exact wording of the trait is “Stealing recharges all skills of one type (venoms, signets, traps, tricks, or deceptions). Deal 10% more damage while wielding a bundle.”

I was curious as to whether holding a stolen item was considered the same as holding a bundle, and according to the official wiki, it is: “Thieves have stolen skills, which are also considered bundles, but function separately from normal bundles.”

However one kind player who read my thread took the time to test this trait in the mists, with and without a stolen item, and found it made no damage increase. He suggested I log this as a bug because, according to the definitions on the wiki, we should gain a 10% damage increase when carrying stolen items. This also seems to make more sense to the profession itself, as a trait that gives a 20% chance to recharge some skills every steal, and improves the damage of bundle items (to which the thief has none, assuming you ignore stolen items) doesn’t really make much sense.

We have yet to test whether it simply improves the damage of the stolen items by 10% on use, but I have a feeling that either it functions this way and the wording is misleading, or the trait is simply bugged.

Can anyone (hopefully a dev) shed any light on this?

Thanks all

(edited by Lord Krilik.3692)

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Lord Krilik.3692

Lord Krilik.3692

So when is A-net planning on responding to this thread to let us know what they were thinking when creating it, and what the purpose of this thread actually serves?

Also, when will they lock it down because it clearly derailed some time ago…

I get that they wanted feedback yes, but there are more than enough common themes appearing in this thread by now.

Should we assume a patch to the class is incoming based on the common trends of this thread?

I only hope they can overlook all the whining.

Petition to Kill Logan Thackery

in Suggestions

Posted by: Lord Krilik.3692

Lord Krilik.3692

I’d like to see destiny;s edge far more fleshed out through the next few expansions (so they actually feel the GW2 version of Mhenlo and co). But maybe Logan killing himself to protect another group member would be good? redeeming even?

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Lord Krilik.3692

Lord Krilik.3692

I think Sword / Dagger needs a look at. Since the very beginning it’s been the least favourite, and least useful combo. I’d suggest that either changing the dual skill, or tweaking it would be good.

Also, it messes up a lot. When you use it on uneven terrain, such as a staircase, you swing around the mob and go out of range so the strike doesn’t land. Very annoying.

Rename Moa Morph

in Suggestions

Posted by: Lord Krilik.3692

Lord Krilik.3692

Actually yeah you might be right. Polymorph would probably be a good name instead.

I’m not really bothered about more animals being added personally, but just the name bugged me because it’s literally wrong if you go underwater.

Rename Moa Morph

in Suggestions

Posted by: Lord Krilik.3692

Lord Krilik.3692

Now that you have changed the skill to be usable underwater, can it be renamed as well?

It bugs me a little that it’s called Moa Morph yet turns the victim into a Tuna… A Tuna is clearly not a Moa after all…

I figured it could just be called Animorph instead, and the skill description will then reflect both land and water scenarios.

Thanks guys!

Manually Position Weapon Skills

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Posted by: Lord Krilik.3692

Lord Krilik.3692

Hello,

I was thinking it might be nice if we could shuffle the order of our weapon skills around. For some reason, and I don’t know why, I would just prefer skills 4 and 5 for the Mesmer’s pistol off-hand to be swapped. There’s something about that pistol shot being on button 4 that would feel better for me (perhaps it’s after playing as thief to level 80, who knows?).

Now I’ve already though of the issues with this and honestly there needn’t be any.

1. Main hand skills would still be tied to buttons 1-3, we could just re-order them per weapon to feel better for us. Off-hand skills would be the same. 2 handed weapons would allow us to re-position all 5 skills how we see fit.

2. When learning the new skills in the first place, we could still swap them and learn the skills in the same order. For example. Player learns skills 1 and 2 on starter weapon. Player swaps skills 2 and 3 button position. Player is now learning skill 2 (which is the same skill they were currently learning, it’s just in a different place on the skill bar).
Perhaps the skills that will be learned next (after the one currently being learned) could be highlighted a certain color to indicate this will be learned next and avoid confusion of having moved them.

3. Instead of 2, consider only allowing skill re-positioning once all skills have been learned.

I hope all of that made sense anyways.

Ciao for now!

Orr, Personal story, and never ending bug cycles...

in Bugs: Game, Forum, Website

Posted by: Lord Krilik.3692

Lord Krilik.3692

Le sigh… Shakes first at self

Orr, Personal story, and never ending bug cycles...

in Bugs: Game, Forum, Website

Posted by: Lord Krilik.3692

Lord Krilik.3692

Just to get in there before it’s said, yes, I always report the bugs in game

Repairs, why do we have them?

in Suggestions

Posted by: Lord Krilik.3692

Lord Krilik.3692

I agree with you to a point. There needs to be some sting to death, but having to PAY to spawn at a waypoint, and then having to PAY to repair your gear is overkill. Do one or the other, not both.

Has anyone ever been so broke they could not PAY for the spawn at a waypoint? What happens if no one ever came along to rez you? Are you stuck in death for all eternity?

Break our gear, but let us have a free waypoint spawn.

You use the same method I use to return to Lion’s Arch. It’s unfortunate, but at least you won’t be trapped.

Press H, go to PvP, click enter Heart of the Mists, run to the Lion’s Arch Gate

Death Blossom's usefulness. My idea!

in Thief

Posted by: Lord Krilik.3692

Lord Krilik.3692

Power builds still find death blossom useful. The bleeding damage is still pretty good, and the skill allows you to evade without using endurance an, inflict damage and cause conditions all at the same time. You can cycle it with regular dodging.

Underwater Slot Skills Tab

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Posted by: Lord Krilik.3692

Lord Krilik.3692

Cheeky bump… kekeke

Orr, Personal story, and never ending bug cycles...

in Bugs: Game, Forum, Website

Posted by: Lord Krilik.3692

Lord Krilik.3692

I have to say, i’m really losing my patience now. I know, that’s a rant, but there’s only so much I can take before generally getting pretty fed up.

The issue:

1. Every area in orr is full of bugged events. That’s not even an exaggeration, I’ve never run through an area without bumping into at least 3 glitched events. The thing is, if one event in a chain glitches, it interrupts the whole chain. There’s nothing more annoying than getting to the final one in the chain for it to bug out on you.

2. Every personal story mission I have done since the battle of fort trinity (including the battle of fort trinity) has bugged AT THE END, without fail. Literally every single one. I have had to repeat every personal story quest from this point 2-3 times just to get them to work. Has anyone done the battle against the sovereign eye yet? Tedious wasn’t it? Well imagine how much more tedious it is to have it glitch in the final cutscene so thekittenthing doesn’t die!

I played all the betas and stress tests. I’ve taken part in them for other games too. I know they are never enough to iron out all the issues, and I know that MMO’s have unanticipated launch issues. The technology just does no exist to avoid inevitable bugs just yet, but I have to say this is really getting out of hand now.

Is there ANY word on why at least all these bugs keep coming back? SOME information would be good?. It seems every time a patch is released to fix some, it causes others, then when they get fixed the old ones reappear again. There must eventually be an end to this cycle, right?

Underwater Slot Skills Tab

in Suggestions

Posted by: Lord Krilik.3692

Lord Krilik.3692

My suggestion, or rather request (pretty please) is that when you go to slot skills in the hero menu, there can be 2 tabs. One for land skills, and one for underwater skills. This means I can spend some time sorting out my skills beforehand and not have to jump in the water and get attacked just to see what skills I have.

Situations where this is appropriate so you guys don’t think I’m being lazy are as follows:

1. PvP. There is a map with water in the center, however I have to jump into a match and go in the water just to sort out my skills. It wastes valuable time and I’m (literally) a sitting duck doing it.

2. High level areas. Areas like the straits of devastation have much larger underwater environment, which is literally teeming with bosses and nasty groups of monsters. It’s hard enough just travelling around without having to mess about with my skills after fighting off 3 mobs with ones I didn’t want because I’ve only just entered the water and my skills aren’t as suitable here.

So that is my request. Separate tabs for land and water slot skills so we can at least select them before jumping in the water.

Mini-Pets Sent to Bank as Collectibles

in Suggestions

Posted by: Lord Krilik.3692

Lord Krilik.3692

I still personally find it slightly annoying that the invisible bag is the only option. I would have preferred there to be a separate ‘deposit all miniatures’ option, so I can fill the invisible bag with important weapons and armor instead. I only tend to carry one miniature at a time so having a whole bag just for the sake of not depositing it by mistake is slightly annoying and I find myself filling it with other junk and constantly re-arranging my inventory just so I can sell stuff that I had to put into it.

Final Fantasy XI Inspired Auto Translator

in Suggestions

Posted by: Lord Krilik.3692

Lord Krilik.3692

Hello to all, and thank you for taking the time to enter this thread.

Apologies for the rant that follows, but feel free to skip this paragraph if you want to get to the main point.

I am making this because I am currently on an EU server, which happens to have a particularly high volume of Italian players, as well as a good mix of all other EU nationals. The problem is however, that everywhere I go I see people ranting at the Italian players to speak in English. They tell them that if they are going to fill their chat log then they should do it in English so they can at least understand it. I have a number of issues with people taking this attitude however. Firstly, they shouldn’t assume the message was any of their business. I see plenty of messages pop up in my chat and I ignore the majority of them because they aren’t directed at me or I have no desire to join the conversation for whatever reason. Secondly, how is it fair to tell others they should speak in your language just because it’s the only one you understand? Have you considered that perhaps they are speaking the only language they understand? And if it is ok for you to tell other players to speak your language, then surely it is only fair they say the same to you? It just isn’t fair and frankly it’s getting pretty annoying seeing these debates popping up everywhere, especially in a game that usually has such a fantastic community.

But here is where I end my rant and actually move on to the point of this thread. I realize that just complaining about the language arguments doesn’t help much, so I tried to think of a solution and the best one that comes to mind is a feature like the auto-translator from Final Fantasy XI. For those of you who never played the game, the system worked as follows:

1. The developers created a list of common phrases, as well as in-game terms, item names, place names etc.
2. When typing a word, you simply press tab and a list of possible words and phrases appeared, with the most likely selection appearing first.
3. You then select the option you want using the arrow keys to highlight and hitting enter, and it appeared in your chat log surrounded by a red and green bracket to highlight that it was auto-translated.
4. When posting your chat message, all the words and/ or phrases you input using the auto-translator would display in each respective player’s chat in the language they had selected for the game, surrounded by the colored brackets to indicate you had used the translate function.

It was a fantastic system which grew and grew along with the game, especially as they localized it in more and more countries. In fact, the system was so convenient and intuitive that players used it in normal chat even when they weren’t attempting to translate just because it allowed them to correctly spell words or quickly type long words or sentences in a few short key strokes. Finally, it had been so well developed that players were easily able to communicate with other’s from various countries regardless of how well they even spoke their own language, let alone another’s, meaning it happened to be well suited to people of various communicative levels.

I just find it a shame that other games have never adopted a similar system. In fact, I’ve never seen anything else like it. Therefore, my suggestion would be that, if given the time and resources, Arenanet could look into the auto-translator of FFXI and consider adding something like it to Guild Wars 2. This would effectively eradicate the argument that people should fill one-another’s chat with messages they can understand, it would also somewhat hide the nationality of users meaning they would not be abused simply for being a particular nationality (as mentioned, on my server the Italian players get a lot of abuse), and it would give players a platform to increase their level of communication and co-operation, which fits well with the game’s main themes.

I hope other’s find the suggestion favorable, and I apologize if my explanation was a little confusing.

EDIT:

To be clear, the function does not attempt to translate a word you have typed, it simply contains a lot of words and phrases which you select.

Here is an example:

User wants to type the word ‘greatsword’.

User types ‘gre’ and presses tab.

the following options appear:

1. Green
2. Great
3. Greatsword
(etc)

User types ‘grea’ instead

The following options appear:

1. Great
2. Greatsword

So it hones in on the likely words you are attempting to say… I hope that makes it clearer.