Showing Posts For MithranArkanere.8957:

Invisible Whats?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Chickens. So many chickens.

Ruled by cats. Just very select few.

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Quick note on Ep4 bundled updates

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

To answer a couple of the questions about the AB Multiloot changes, if you disconnect, you will be able to continue looting the rest of the chests even if you end up in a different map instance, but you are limited in the total number of chests you loot. The restrictions are account-wide.

So the basement doors will stay open, or you’d be able to talk to an NPC to get in, or use the door to get in? Because if that’s not the case, you would need to return to a map that completed the event, because the doors are closed when the event fails.

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Quick note on Ep4 bundled updates

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]
This release will include the promised fix to AB multi-looting. The fix is simple: you can loot each of the great and grand chests once each time you complete the meta, once per map cycle.
[…]

My only question is: what happens if you disconnect and can’t go back to your map?

Will you be able to go to the entrance of the basement in the other instance, talk with a tarnished Exalted there and still get in to open the chests you earned?

Because we could really use that for some maps that spawn chests as you participate since these maps won’t save your spot and you often can’t go back after disconnecting.

[…]
This release will also include a new, challenging group-farming spot for leather.
[…]

Aw…

I was hoping for cloth and leather nodes to be added to enemy camps like an inquest lab or a flame legion settlement so you could cut their leather racks and clotheslines with a harvesting tool like in WvW.

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(edited by MithranArkanere.8957)

Quaggans, Where are the adults?

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s actually some adult orca quaggans as ‘disciplies’ of kodan by the braziers, with dark backs and bright bellies.

My guess is whoever set these models of all these adults to the baby orca model liked the model a lot and didn’t consider the lore implications. Like all these times the inquest flooring is used in non-inquest locales.

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Dragonball = Zero fun

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

One of the main problems is that people won’t report players who do not participate. So every day there’s people who ruin the fun of their party members by doing nothing excepting moving a little so they do not get kicked.

And when there’s an odd number of players, instead putting the extra player in spectate mode until more players come to make the teams even and giving the map priority to get another player, the extra player is left playing, outnumbering the other team.

And when teams are rebalanced, whoever volunteers and switches won’t get a win, and won’t get any desirable reward.

So matches often end uneven and unfair, and since activities do not punish leavers in any way, people leave matches as soon as it seems they are losing, which only makes things worse and may result in matches with 1-3 players.

If problems like those are not solved, the experience will only get worse.

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You can't attuned Mist Band rings

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Looks like the PvP ascended gear items haven’t been added yet to the mystic forge recipes.

They may be ‘easy’ to get, but the ascended shards are extremely limited as there’s a very fixed amount per season. So that can’t be the reason.

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Qualified with 9 matches

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I got qualified with 9/10 matches.

I haven’t read that possibility in the descriptions of the system.

Was that intended?

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Venom Enhancement Split Suggestion

in Revenant

Posted by: MithranArkanere.8957

MithranArkanere.8957

The game needs more tools of balance that let the game balance itself on the fly. New mechanics that could help solve problems that can’t be solved with the current properties of skills like recharges, activation times, damage and healing values.

For example:

  • Cooldown reduction on hit.
    • When a skill reduces its cooldown on hit, staying in combat means triggering the skill more often, and missing or avoiding combat means taking longer for the skill to trigger. Since conditions allow players to deal damage and let it tick while they run around avoiding attacks, you can’t let players stack too many of them.
    • Give a skill or trait kitten reduction when hitting with the autoattack, and you make sure they can’t use the skill too often unless they stay in active combat.
  • Background cooldown skill charges.
    • While there’s skills that produce stacking effects, and mantras do have charges, there’s no skills with a background cooldown for charges.
    • These require charges to be used, but the charges take much longer to recharge than the skill. If you let the charges accumulate, you can spam them a bit more within a short time, but you lose the skill for longer.
    • So these let you choose between bursting and sustain, without ever having both. The shorter skill recharge lets you use it more often, the longer charge recharge balances things out.
  • Event-Triggered cooldown reduction
    • Right now we have a few effects that will recharge skills, like Improvisation, but no skills have recharges or cooldown reductions, which could be used to improve things, like making some skills, traits or upgrades have a bit of of a skill’s recharge reduces when an enemy is defeated, or when being affected by a condition, or whenever you are stunned. Imagine a stun breaker that gets 10% reduced recharge whenever you are stunned. Enemies use CC against you wisely, you can’t break stun. They mindlessly spam CC on you, they waste it because that skill recharges and you get a stun breaker.

There’s many other examples of new mechanics that could be used to solve several balance problems if we had them, by making things balance out on the fly.

In this case, with Venom Enhancement, it could be turned in the Revenant’s Mace-themed trait as they currently have none specifically for it. Something like this:

  • Venom Enhancement.
    • 20s recharge.
    • When you apply torment, also apply poison. Poison lasts longer. Reduces recharge of Mace skills. This trait’s recharge is reduced by 5s whenever you hit an enemy with a mace attack.
    • Duration increase: 50%.
    • Recharge reduced: 20%
    • Trait cooldown reduced on hit: 5s.

Son in this example, every 4 attacks you do with the mace, the trait would trigger again and land another poison stack. Which means anyone dumb enough to stand on a Searing Fissure would get a few extra poison stacks as a reward the next time you hit them with any source of tormentm making mace much better at stacking poison.


Another example of this. Take Thief venoms. Right now they are ‘meh’. But, put the charges directly on the skill instead as effects so you can trigger each charge on demand, then make the background recharge of the charges reduce its cooldown on autoattack hit, and ding. you have a thief that can spam venoms while staying in combat, thus healing a bit more more often, but can’t use them too much if they spam them for bursts from stealth. You can have a cake or eat it, but can’t have both.

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A Plea for a Raid Story Mode

in Fractals, Dungeons & Raids

Posted by: MithranArkanere.8957

MithranArkanere.8957

Just keep in mind that some cinematic or NPC talking about it, will never be as welcomed as actually playable content, even if the NPC is voiced.

It’s a game, after all, and people want to play it. If they wanted to sit and watch, they could just go to twitch or watch some youtube videos.

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Bring back Countryard!!!

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Courtyard is perfectly fine.

The problem is that Courtyard is a Team Deathmatch map with Kill Count rules that has been put together with Conquest maps in the same queue.

It is not a Conquest map, and it cannot be in the Conquest list. It must be filtered separately like Stronghold.

And since people will stack more in this mode, and we have several balance problems involving builds that work too well when players just stack and spam stuff almost mindlessly, it can’t be put on ranked until that’s fixed. But in unranked it’s not only welcomed, it’s needed.

More Team Deathmatch and Stronghold maps would also be nice, with their own unique map design or map mechanical quirks. But Courtyard is fine at it is.

It doesn’t need map mechanics, it doesn’t need redesigns, It needs its own separate queue filter like stronghold. That’s all.

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(edited by MithranArkanere.8957)

Update on PvP Map Achievements

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

It was only logical.

Regardless of what a few may say, there wasn’t really any merit on them being temporary. They last for so long that they weren’t hard to obtain within the time given, so it was possible to get them just by sheer luck and getting carried 25 matches.

You can even get points for several of the achievements once a match ends!

But as permanent achievements, that’ll bring more interest to all maps.

But now that they are not temporary, 25 wins may be too short. Maybe the scaling should be based on 100 matches rather than 25. Well, there will be more maps to do. So… what about 50?

To keep things fair so everyone gets the same starting point, like it was done with other changed achievements, the temporary achievements could be moved to the Historical category, and new sets with 50 win requirements would be added for each map. That way there’s more to do, and those who feel that having these temporary achievements is anything special can keep their delusion and won’t bother anyone about it.

And everyone happy! (within you know what limits reality has left us… sigh…)

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Origin of the Giant Charr?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

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He’s pumped full of magic spells, tech and alchemy.

One of them is making him that big.

Ogres seem to be the experts in ‘buffing up’ magic that increases size.
https://wiki.guildwars2.com/wiki/Growth_Tonic

Most of those NPCs that are way larger than normal likely used something similar.

A few are just really, really tall, like Turai Ossa, who was so large he could stomp the ground like a giant.

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Death Shroud overhaul

in Necromancer

Posted by: MithranArkanere.8957

MithranArkanere.8957

What the shroud really needs is 0.25 recharge, so a bit of lag won’t get you outside of it because it gets triggered twice no matter how careful you are with your controls.

Balancing something around lag issues is the definition of stupid.

Balancing something so it doesn’t get affected by lag is something you HAVE to do when making online games.

This is not a counter strike 1.7 tournament in a LAN party.

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Identities of Linked Worlds

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

If I had to choose between those 3, I’d go with 3. That keeps the identity of the highest scoring worlds and also allows the guest worlds to have some stuff named after them.


I would actually prefer doing away with fixed coloring, and making teams keep colors regardless of hostile status. Names and HP bars would always match the color of the team, the wildlife NPCs would have gray names for critters, white for non-hostile enemies and yellow for hostile enemies. That way it won’t matter what you read over their plates, the color would tell you everything. I would keep team colors in HP bars and names also in PvP.


But I wonder if it’ll be possible something else: making it a part of the rewards.

Each world or member in an alliance would get a ‘war score’ that represents the contributions of their members, and an NPC is added to the Home borderlands base where each player can vote for parts for the names, like “Rebirth”-“of Surmia” or “Gandara’s”-“Aegis”. Those votes would be fixed for each player across matchups until they change them. As they play, they earn participation, and that gives weight to their choices, like when voting with more ballots in Cutthroat politics.

The next time they get matched up, the choices with more weight across all participants in a multi-world team get picked for the name. If two worlds pick the same name, the world with more weight gets preference.

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New Worlds

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Can’t we instead do away with worlds altogether?

Split players into smaller ‘alliances’ that guilds and individual players can join, with much smaller groups that are way easier to balance and matchup, and between which is much harder to switch because of longer lasting ‘treason’ penalties.

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Death Shroud overhaul

in Necromancer

Posted by: MithranArkanere.8957

MithranArkanere.8957

What the shroud really needs is 0.25 recharge, so a bit of lag won’t get you outside of it because it gets triggered twice no matter how careful you are with your controls.

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Poll to remove Daily Achivement Cap?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I don’t think the cap should be removed fordailies. It should be kept at 15K, or newer players would never catch up.

But I also think monthlies should return in the form of seasonal achievements with a separate cap of 5K.

Monthly achievements were bad. They were pointless and they could be done in a day by grinding one spot.

Seasonal achievements would not be like that. And they would not be monthly. They would last 3 months, and they would require specific different things, so they can’t be done by doing one thing over and over like the old monthlies.

Examples of seasonal achievements would be completing each different fractal at any level, all paths from all different dungeons, 3 different raid bosses, capturing and keeping for 10 min 15 different WvW objectives, defeating every world boss, winning 3 unranked/ranked matches on each different PvP map, defeat 5 players of each profession in WvW and PvP, win 3 ranked/unranked matches with each profession, and so on.

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What's Missing from Material Storage?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Let’s see…

[&AnL3EwEA]Crystalline Bottle (item #70647)
[&AmInLAEA]Milling Basin (item #76839)
[&AgHyJwEA]Bag of Mortar (item #75762)
[&AgFPJQEA]Essence of Elegance (item #75087)

[&Avo+FAEA]Tenebrous Crystal (item #70718)
[&AhDeKQEA]Shimmering Crystal (item #76254)

[&AttpwwAA]Blade Shard (item #50025)

[&AiU0YQAA]Copper Doubloon (item #24884)
[&AkW2XwAA]Silver Doubloon (item #24502)
[&AhzEYAAA]Gold Doubloon (item #24772)
[&AhjFYAAA]Platinum Doubloon (item #24773)
[&AgnfCQEA]Amalgamated Gemstone (item #68063)

[&AhkNGgEA]Chak Egg (item #72205)
[&Agt0IgEA]Reclaimed Metal Plate (item #74356)

[&AgH2LQEA]Legendary Insight (item #77302)

[&Ag9LKAEA]Indigo Mushroom (item #75851)
[&AkIGKQEA]Drop of Indigo Mushroom Milk (item #76038)

[&AtA8UQAA]Philosopher’s Stone (item #20796)
[&Aho/UQAA]Mystic Crystal (item #20799)
[&AhEPTgAA]Mystic Forge Stone (item #19983)

[&AgLoHAEA]Golden Fractal Relic (item #72936)

I think that’s all the items that could use material slots, either because they are materials we get in large quantities while playing, or from vendors like milling basins, or because they are rare materials we gather over long periods of time before actually using them.

Other materials that drop like the regional lumbers for decoration scribing do not drop enough and are too cheap to be something one may hoard, and they can just be sold to the trading post and bought cheaply instead.

I also discarded gifts of exploration and maguuma, since they are not something you can really ever get in large amounts even if you do a world completion every week.


As for keys and gemstore consumables, they should go in an ‘account pocket’ you can see by cliking a button in the inventory, that opens a small separate little panel with the items. They get stored there automatically, and unlike account-wide inventory slots, we don’t get to choose what goes there. Only keys and stacking gemstore consumables like resurrect orbs, boosters, merchants, etc would go there (Items like [&AowYTgAA][&Ao8QTgAA][&AmwyTgAA][&AkkcTgAA][&AjsxTgAA][&AojQBgEA][&Ai0gTgAA][&AgIVIQAA][&Agh9pwAA][&Ao2ilAAA][&AgwjTgAA][&AvYjJAAA] those that are too many to put in account-wide slots, and people end up hoarding forgetting in the bank, but could be useful once in a while). Everlasting and permanent versions would still require account-wide slots for all characters to use them.

Although these items would be automatically stored in the account pocket on acquisition, players would still be able to open the pocket and take the items from there to the inventory, to use them for something else like mystic forge recipes, and they would be visible in vendors and crafting stations. When the player doesn’t have a key, its slot would not appear there, but empty gemstore consumable slots would remain, and clicking the empty slots would open the BL trading post focused on the item to buy more.
—-

And for everlasting toys, gizmos and tonics, they should be unlocks, but not accessible from the hero panel wardrobe, just the bank. So any character can go to a bank and take an enchanted broom if they unlocked it, but if they want to have it readily available at all times for all characters, they would an account wide slot with the broom in it or bank consumables, or the permanent bank contract in the slot.

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(edited by MithranArkanere.8957)

Extended Off-Season and Other Updates

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

For teams we already have guild teams. And anyone can make a guild and invite people, that’ll make players who want to queue as teams focus more in guilds and more frequent teammates, and we can always have more of that.

Guild are kind of this side thing some people won’t even think about. They can use some more prominence.

Solo/Duo queueing has been proven to work better under many circumstances in many other games, and get faster and more balanced teams on average.

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Skritt Heart In Ember Bay

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Happened to me too.

When the heart is completed the vendor acts as if it wasn’t.

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Event failure and toxic behavior

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

You know what they are doing is wrong. No event is intended to fail. And doing something unintended to get more rewards than they would get if hey did it as intended is the very definition of exploiting a bug for profit. Trying to make up excuses for a toxic behavior to get more profit at the expense of players who are playing as intended may be ‘fun’ for them, but it’s not fun for the victims of their behaviors, and in no way good for the game itself.

[…]
Jofast’s Camp is a big one also.
[…]

That’s one of the worse cases, as the event will spawn a champion wraith and a plaguebearer that will quickly wipe out anyone when upscaled, as their defiance bars must be depleted or they will just keep sucking the life out of anyone around, and quickly destroy the objects that must be protected to succeed.

Troll squads will have their players hide behind the wall to keep the event upscaled, making the event impossible for anyone else, while they harass, insult, mock and belittle anyone who was just trying to get their next map bonus reward or their daily done.

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Event failure and toxic behavior

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

This has been happening for way too long, and it still happens.

Some players are doing their own thing, getting map rewards from events, then some squad comes along with a large number of players, upscale the event, ignore the objectives to force it to fail, and worse of all, harass anyone who just wants to play the game as intended.

They are exploiting that some events recharge faster and spawn more enemies that drop loot at the expense of the fun of other players.

This needs to stop. Players harassing other players, forcing them to fail and falsely reporting them for playing the game as intended happening even once is once too many times.

No event should reset faster when failed. No benefit should come from failing.

This also includes giving any reason to fail events or benefit from failing, such as collections that can only be completed by doing events that happen after a failed event.

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Bloodstone Visage

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Oh, gods, yes. Fix it.

This issue even creates problems in combat, since it makes it harder to see which why a necromancer is facing in shroud, so I don’t think that even an alternate version should be made, so people can’t exploit that.

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Reviving the Revive Orb

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Excellent.

Now we just need an ‘account pocket’ in the inventory panel where keys and the gemstore consumables go, so we don’t have to carry them around or waste account-wide inventory slots with countless items we hardly ever use and we never miss until that one time we actually needed them but forgot to bring them along, so they only end up accumulating in the bank.

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Make Selfless/Selfish Potions into infusions

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The problem with making them effects is then they wont work with outfits. As they currently work now with outfits. Having to restart after map change is minor compared to having the one item that can change the appearence of an outfit, no matter how small.

That’s the problem from making them upgrades. They are already ‘effects’. There’s even skins that are actually visual effects, like the Bloodstone visage, the karka helmet or the nightfury and winter shoulders. They are basically ‘empty’ skins that apply a visual when equipped.

Split the visual from the skin, make it so it’s possible to apply the visual separately regardless of the skin, making them actual effects that go separately to gear in their own section of the wardrobe and are applied after gear, and they will work with outfits like backs and gliders do.

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known issue tracker is a joke

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

I think like 90% from these bugs are tooltip bugs..
Not really an issue, but also not much work to fix i think?..

[…]

You think wrong.

Most text errors are in the text errors category.

https://wiki.guildwars2.com/wiki/Category:Text_errors

When something isn’t really game-breaking, and just kind of weird or inconsistent, then that gets marked as an anomaly.

https://wiki.guildwars2.com/wiki/Category:Anomalies

When a wiki editor marks something as a bug, it’s something that is clearly not right. Like collections that can’t be completed because things not working or events not triggering, instances that can’t be properly completed, or something that doesn’t do what it should do.

The closests to ‘tootip errors’ marked as bugs are skills with missing, duplicate or wrong skill facts required for players to know what the skill does. But those are always bugs.

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known issue tracker is a joke

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

One of the problems is this:

https://wiki.guildwars2.com/wiki/Category:Bugs

Players click the “Bug” link in the bug template, that takes them to the bug page, and the Bug category.

And they see all those bugs, many of which are preventing them from completing stuff, then they go to the tracker, and none is there.

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Make Selfless/Selfish Potions into infusions

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Please, no.

Make them unlocks into a new ‘visual effects’ section in the wardrobe.

Also add recipes to make unlocks out of all those infusions, upgrades, consumables and gizmos with visual effects.

Then, once unlocked, we’d be able to pick any 5 visuals that do not overlap in the visual effects view of the hero panel.

Unlocks are always better. No exceptions.

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Wall of Text in Tangled Depths

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

That’s a makeshift memorial with the names of those missing and deceased.

We saw a few of those after Lion’s Arch got attacked.

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Guild Armor and Weapons

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Hm… if one of the problems is being stuck in one map, that could be solved by using existing maps to make new stuff:

  • Using Arah dungeon as the base for a final map in Orr, with a final boss in a shared city of Arah map in which we actually defeat the felled Zhaitan. The story of the ‘explorable zone’ version of Arah would intermingle with Victory or Death, but as troops following the ships on the ground and pushing the front line instead flying. At the end of the map-wide meta event, the event of Victory or Death happen, and players reach the Dragon’s nest, and Zhaitan falls from far above, a the pact forces lead by players finish what’s left of him: Head, torso and one arm, while fending off undead dragons, kings, eyes, mouths, abominations and other elite risen forces.
    • In this Arah map players can earn some crystalline ore, but not as much as in Dragon’s Stand, since it’s core content and enemies will be relatively easier.
  • Every expansion’s final open world fight will also give some crystalline ore, more or less at the same rate as Dragon’s Stand.
  • Crystalline ore keeps being used as an end-game material, but now it can be earned in more places instead by repeating just one map ad nauseam.
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I can't AB Multimap!

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

The reason it should get fixed is very simple:

  • People who did not participate in an event are getting rewards from it.

No one can participate at the same time in all those instances, so those who jump to another instance are getting rewards they didn’t earn.
If you want to enter into how good or bad those rewards are that’s an entirely different matter.
Someone who did not participate in something should not be rewarded as if they did.

That also goes for any other content. For example:

  • In silverwastes, keys should be removed, replaced by just shovels. And shovels earned by playing as event rewards from defendign and retaking forts, for keeping the skritt tunnels open and the second waypoint ready, and from bonus map rewards. Then dig spots should appear as the forts progress tying rewards to events.
  • In dungeons and fractals, that should get their rewards scaled based on personal participation, and when players get kicked, instead being sent outside the instance, they should end up in a copy of the instance, while keeping their own participation, so they can still get friends and guildies to finish the content instead losing all progress, but those friends won’t get as rewarded because they entered late., preventing this being used to ‘split’ instances on purpose to sell the rewards at the chest, and discouraging kicking players to sell the rewards, and encuraging getting players to run for the start when selling paths like when selling mission rushes in GW1 so path sellers would be more likely to teach those paths, since no one would buy a run if it isn’t from the start as they won’t be getting rewards and achievements.
  • In world bosses, chest should give a daily Hero Choice bag to everyone who get 100% participation by participating enough during the event and pre-events. That bag should give a choice between things like rare weapon bags, stacks of materials like cloth and leather, crests, rare materials and the like. Thus rewarding more those that participate in the entire event over those that arrive to press 1.

And all those things should happen while also makng sure people keep their participation and rewards even if they disonnect. So if you were in an AB that just finished and disconnect, you can still talk with a tarnished exalted to enter the treasure chambers and open the chests you earned for the rest of the day on any map, even if the map in which you finished doesn’t even exist anymore.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Shooting Gallery

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Do not bother.

After all the feedback they got for these adventures, stating clearly that the problem was not the time, but the very design of the adventure and the environment, they merely increased the timer instead addressing the problems that makes them impossible, and what’s worse, prone to be griefed by other players by luring enemies into the adventure area.

It doesn’t matter how many times you shooting gallery try if a hostile itzel will spawn every time to attack you, or if a player can get a nearby jungle boar to become hostile and attack you.

And they clearly work differently for different players. You try to do the exact same things with the same exact race, gender and body size, build, foods, boosters, camera and other settings, and even freaking gear and skins, and the same things still won’t happen as in the videos.

Examples of this are how the Chak in the scrap rifle adventure relentlessly chase the player all the way to the other side of the room in video ‘guides’ for the adventure, but when you attempt it they scatter, stand still and quickly return to their spawn points after a distance way shorter than they do in Tangled Depths or any other place here they appear. Or how when they fire #1 only their target chak egg breaks while they are aiming at many, but when you do basically all neraby egg explode even if you are actually away from them and keep them off the screen. Or how they heal over 5KHP and lose more than 25% weapon heat when breaking those eggs from a distance, but when you shot at one point blank you will barely get healed for 1K, and lose barely 5% heat.

Or how when you try to use seeds in the floor is lava half of the time nothing happens even if you have a constant and average pin way under 50ms, and no signs of latency problems. Or how when you try to jump off smushroom stairs you get stuck as if there was some invisible collision over your head, while they basically slide up those stairs following the same exact path and timing.

Or how shooting gallery video guides show fast and clean shots that go straight to target, but when you attempt them they will stray half of the time even if you keep the character still and just press 1, no other key, only to see how every time the bullet goes into some random direction, practically never the combat mode dot crosshair. Or how their bullets seem to go through vegetation and obstacles, but yours won’t hit the dummy point blank.

Or how the fallen masks always appear in nearby masks easy to reach in those video guides, but when you attempt them you get farthest ones all the time.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Confirmation for selling ascended stuff

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

There is no need for such confirmation, now that ascended stuff can be salvaged, that’s what people should do with when they don’t need it anymore instead.

So they should just remove the sell value from all ascended gear. For the rare ascended that can’t be salvaged, you just destroy those if you don’t need them anymore.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Numerous players in legend belong in amber.

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

And a few in ruby and saphire belong in legend.

Any player solo queuing wins or loses mostly by RNG, as there’s limits to how much can a single player of every profession carry a team that basically loses on purpose.

We have already determined this.

Without a system that actually measures personal skill during matches and reduces the rate at which the most skilled ‘MVP’ players fall, RNG affects solo players too much.

We can’t use personal scoring because that’s the farthest things from a personal skill indicator we have. So first things first, we need to improve personal score until it actually gets close enough to show personal skill to be used.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Design Discussion: Khylo Trebuchet

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

What do you like about it?

  • It actually affects the battle… if you use it properly.

What do you think needs improving?

  • It could rotate a bit faster.
  • The Turn skills should go on cooldown after firing, since it won’t turn while the Fire button is recharging and the trebuchet is returning to its normal position anyways.
  • Its targeting could be improved.
    • It could get an aiming indicator. An arc visible only to trebuchet user the that shows the changing projectile trajectory as you channel the Fire button.
    • Or the the trajectory could be set with one button, then saved, and fire with a 4th button.
    • Or become ground targeted with a large field of view to see all 3 points. This is not WvW. We don’t have precisely all the time in the world to aim, and we’ll often get paired with someone who doesn’t know how to aim properly, and with ground target they have to be able to aim at least a bit better.

If needed, what would you change?

  • The AoE circle should show timing better, with one of those orange indicators that show a circle growing and filling another circle from the center and when both diameters met the hit lands.

If needed, what would you add?

  • At least one other alternate ammunition with condition damage. Like rotting cows.
  • A ping telling allies what point are you attacking with the tebuchet

If needed, what would you remove?

  • Nothing at this point.

Many of these changes could be applied to WvW trebuchets too.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Nerf All Classes I Don't Play

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I play all professions. Only some have broken builds that are so bad they should get an emergency nerf.

If your build is so horribly overpowered you can win matches by mashing the keyboard with your elbows, you have no excuse to say it’s ok.

Have you noticed how often there’s some weapon or character pr build that gets banned from competitions? This happens because players are better at noticing something broken than developers, since well, players play more than developers.

So the best way to get a broken build fixed is getting player input. But if you just take feedback from forums and the like, that won’t work. It’s only a small amount of people. You need a lot of people telling you “this works too well too often”.

How do you get that info faster? With a way to report ‘cheating/exploiting/broken build’. Then people will use this report a lot. Of course, that would be a huge waste of time if these reports had to be read by GMs. So instead, these report would simply automatically record builds. Create a distribution of the builds most reported for cheating, without taking support resources.

If a build gets reported way more often than any other, then it’s time to get that build fixed.

If someone reported a lot for cheating doesn’t have any of these broken builds, then it’s time to have a better look at the guy, they may be just really good players, or actual cheaters.

And everyone happy, except those with 0 skill that can only win with boring builds that work too well for the skill they require.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Connection error 7:11:3:191:101 [merged]

in Account & Technical Support

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’ve been checking everything, even contacted my ISP, and the problem is in GW2’s service.

There’s nothing I can’t do on my end. There’s something in the route closer to their servers that keeps breaking off connection before it gets to my network.

This affects a huge chuck of the local player population.

Edit:

https://www.product-reviews.net/down/level3-internet-outage-status/

This all the news I could find about the source of this.

If you trace the problems, chances are you’ll start losing packets whenever the route reaches level3.net

This happens both ways, from US and from EU. Whenever a route reaches their networks, poof.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

DBL and Bloodlust

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’d give the ruins some sentinels or creatures defending them (spirits, shades and ghosts, most likely), and keep them captured rather than vanishing over time, so a single player can do it.

Then change the superior, mayor and minor boosts to be changed per map rather than shared across maps:

  • 3 monuments, minor
  • 4 monuments, mayor.
  • All 5 monuments, superior.

That way they stay as an Alpine feature, and can be fully obtained in a single alpine map, regarldess of what happens on the other maps.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

We will have to roll back

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Total Rollbacks since first release, counting those of Guild Wars 1:

  • 2.

Still not too high, compared with other things I’ve seen.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

We are temporarily shutting down servers

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Hm… I hope the solution includes some mystic forge recipe or consumable to make soulbound gear exotikittenil it’s equipped again.

Even if it has a cost, I have a few characters that I wish to treade gear between them, like making my sylvari ranger the one with the condition gear and the norn the berserker one.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Mixed Borderlands Update

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Nice.

Hopefully the changes to Arid will make it good enough it’ll be well received, and that’ll open the doors for eventually having 3 different borderlands.

Maybe even more, 4 or 5, rotating quarterly, maybe getting a 4th and a 5th 3 and 6 years in the future.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[SUGGESTION] Hand health features

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Adding some more ideas on hand health ideas for mystic forge. All this clickety-click hurts our hands a lot:

  • The mystic forge would ignore items in invisible bags. It currently doesn’t.
  • The mystic forge would get a list of recipes learned as they are discovered. Now that we have account recipes, they would be saved account wide like recipes learned from consumables, making the mystic forge a 10th crafting discipline that doesn’t require a discipline slot, but has a list like the rest.
  • Adding and removing items to the discovery slots should require just single clicks, not double. Same for discovery in all the other crafting panels.
  • For simple recipes with fixed ingredients and no ‘variable’ parts, like exotic weapon skins and material promotions, mystic forging would work like a crafting discipline, unlocking a recipe that can be used to craft in bulk if you have the materials. You select the amount, press the craft or craft all buttons, and the station crafts it.
  • For recipes with ingredients that are too varied to have a recipe per variation, (e.g: weapons, runes, amalgamated stones) the unlocked recipes would be most generic variation (e.g: Weapon gamble, armor gamble, rune gamble, sigil gamble, crest gamble, crest/gemstone/doubloon gamble, etc), and they have would instead a “Fill” button on the recipe list. The ‘crafting results’ panel would have a different “Repeat” button.
    • Pressing the “Fill” button would attempt to fill the recipe with items in your inventory, starting with the first matching item in the inventory. For example, if you had several fine, master and rare weapons in your inventory and the first one was a masterwork one, pressing the fill button for the ‘weapons gamble’ recipe would pick first that masterwork weapon and then look for other 4 masterwork weapons, if there are no 4 master weapons, it will pick the next weapon of a different rarity and try again, then the recipe would fail to pick anything if there’s no matches. So by having just the weapons you want to forge (e.g: Just rare greatswords), the Fill button would easily fill the recipe.
  • Pressing the Repeat on the crafting results panel would work a bit differently. It would search your inventory (but not bank and material storage) to try and refill the slots with valid items for a recipe that would have the highest chance of having the same result as the previous one.
    • For example, if you threw 4 exotic greatswords in the mystic forge, the Repeat button will first try to put 4 exotic greatswords, then 4 rare greatswords, then any 4 exotic weapons, then any 4 rare weapons, then give a red warning message tellingyou that it failed to ‘Repeat’ recipe.
    • If you threw 4 rare runes, then hit Repeat, the slots would get filled with another 4 rare runes, then masterwork runes.
    • If you threw 3 crests and a pile of crystalline dust to get amalgamated gemstone, Repeat will try to do the same with more crests, then with just gemstones or just doubloons based on what it finds first in the inventory, then try to mix them up starting with those that appear first in the inventory.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Adventures :(

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]And yet you can get all your masteries trained without getting any mastery points at all from the hardest adventures. Just don’t to those and do the ones that are easier.

“Don’t do the broken ones” is not a solution.

If something is broken, it should get fixed, not ignored or avoided. Difficulty, not bugs, should be the only thing preventing players from getting things done in the content they paid for.

You can get better eventually, but you can’t fix what doesn’t work as it should. Only developers can do that. All we can do is raising the issues so they can look at it and fix them eventually.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Bloodstone Crazed Creatures Event

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’m only hearing frustrated and infuriated comments about these events:

  • People don’t know if a creature will spawn or not.
  • The detector doesn’t help at all. There was an update note saying it got changed to say if a creature was killed. The detector does nothing different. It just show the current creatures regardless of where you are and what creatures where killed in the map already.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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BSC scanner vs patch notes

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

The update notes say:

  • Current Events: Levvi’s Device has been updated to indicate when a legendary bloodstone-crazed creature has recently been killed in the map.

But it doesn’t say HOW the indication works.

A text line? Stops showing the creature?

I have seen no changes on its behavior. Players are explaining the update notes in-game, but not seeing any change in the behavior of the device only adds to the frustration the event is causing.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Lost all bottom-right chests

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

The bonus chest queue has a limited number of slots.

Once past that number, any extra you get are automatically opened on acquisition.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Fallen Masks

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

I suspected this adventure was bugged, so I spent several hours checking one by one each and every possible route from each mask to every one of the others, and determining which is the fastest or most efficient possible route between them to reach the next mask while also keeping a constant speed boost..

After all the testing, I did several attempts, following the fastest possible path every time, to find that I was right. It is bugged.

Most of the paths produced will make impossible to reach gold tier even if the fastest possible route is taken every time and the mushroom speed boost is maintained constantly.

Increasing the timer again will not solve this problem, it would only make a few more of the random possible paths viable, while making the few currently possible ones too easy.

Because of this, reaching gold tier is mostly about luck rather than ability, so something should be done to fix the problem.

For example: Less time could be given at the start, but in exchange extra time would be given each time the next mask is reached. The extra time would depend on the distance between the masks, the farther the next mask is, the more extra time would be received when soothed this way if the random path is too long, there will be extra time to compensate.


Also, there’s some bouncing mushroom that will not fire every time when jumped on. At least the ones at 12 and 6 and in the central circle when facing north. I’ve made several attempts to jump on them with and without the mushroom boost, falling at different parts of the mushroom to see if it was a problem with the shape of the triggering area, and it seems it only happens while the adventure is active, and it seems to be completely random. I found no way to reproduce it on demand. They just won’t fire sometimes when stepping on it when the adventure is active. Lag doesn’t seem to be the cause of the problem, since I had very constant ping under 70ms, and it did not happen at all while the adventure wasn’t active. If the mushrooms there behave differently under the effects of the adventure, there may be a problem their interaction.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Adventures :(

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Look at guides. Most of them are easy once you have studied the guides. Only a few are near impossible for most people.

Guides are utterly useless.

Take Fallen Masks. You look at any sort of guide, or watch any video, and nothing listed in the guide actually happens. You see them quickly zipping from a mask to the nearest one, when you play fallen masks, they appear so far from each other so often that the average run from mask to masks is several times longer than the ‘guide’.

Scrap rifle? You see guides, and the enemies gather neatly and most get killed with just one shot, and those that do not die instantly die shortly after because of conditions. You move exactly the same with freaking Viper gear, sigils of Malice and even freaking damage boosters, and they not only take 3-4 times longer to kill, the conditions last NOTHING on them, and instead gathering like in those ‘guides’, they scatter like swatted flies, move away and stand still without chasing you at all.

Shooting gallery? In guides they cleanly and quickly shoot all targets that appear always in range, and their bullets pierce obstacles like grass, boxes and beams. When you do it, the gun takes AGES longer to fire, the random targets always appear the furthest possible from each other, and every flimsy object on sight stops the bullets.

Several adventures are broken, they do not check for impossible situations, they do not override the AI of the enemies to make sure they behave how they are supposed to behave, they do not behave the same for the same players, and way too many can be trolled by doing things like getting defeated at some point where players need to use something, so they start reviving instead using what they needed to do.

It’s as if they were designed to fake difficulty by purposely making them impossible randomly. So only a small random number of players can actually make them.

They must be fixed, or they will only be a source of constant frustration. And we don’t need any more of that.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

4th Birthday - please Anet consider everyone

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I think there could be a few changes for dyes, both Black Lion ones and the account bound versions from birthdays:

  • Black Lion dyes:
    • Changed to exotic. So they can be filtered better in the trading post, and so using them in the mystic forge produces only other BL dyes (rare dyes would have small chance to get upgraded to exotic dyes on the mystic forge).
  • Celebratory Dye Pack
    • Kept rare, so they can be used in the mystic forge with other easier to get rare dyes.
    • They can never be a result in the mystic forge, so using them or other rare dyes in the mystic forge always results in tradeable dyes.
    • Kept account bound.
    • Produce more pigments than other rares when salvaged. To make that a decent option too.

So if you already have all the dyes from the birthday container, you can either try the mystic forge with other rares to get another dye that will always be tradeable, or salvage them to get pigment.


Going deeper into birthday woes, there could be something we can do with all those exp scrolls and queen Jennahs that have no use.

Maybe there could be vendor tab in the birthday vendor, with a limited stock. The stock would go up once by one for each character that logs in that has birthdays earned, the vendor would give you a choice to buy other alternate things in exchange for the surplus Queen Minis and scrolls. So if a character had 3 birthdays unclaimed, logging in with that character would increase the stock by 3 once. Then after that character gets a 4th birthday, logging in again gives 1 more stock to the vendor.

The new Birthday vendor tab could have some items with limited number of purchases like up to 5 mini eggs from each collection, some with unlimited purchases like 1h Celebration boosters and tomes of knowledge. The vendor would also give you extra queen Jennahs for free, but since stock of what you can buy with them is limited by the number of birthdays, not the number of Jennahs and scrolls you have, it won’t matter, it’ll simply allow people who discarded their extra Jennahs and scrolls to still get the stuff. As you’ll only be able to exchange as many as your birthday stock allows.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

[Suggestion] Tweak/Add Enrichment Infusions?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I would like to see that too. There’s many things that could be mande into Enrichment bonuses:

  • Crafting Critical
  • Map Bonus
  • Gathering Rare Find
  • Gatherings Bonus Gathers
  • PvP Reward
  • WvW Reward
  • WvW Experience
  • Map currency gain.
  • Karma, Magic Find, XP from kills and Gold from kills are already there.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!