Showing Posts For MithranArkanere.8957:

What's up now with Thief F1 Steal?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Why is there now a target needed for steal?`[…]

What were you stealing from before? Thin air? It’s amazing how long that have been going on.

Sometimes mechanics overule lore, but this is a case of lore overruling mechanics. It just didn’t make any sense.

Now, I would not be against some F3 skill slot that can give the thief some sort of self-boost. Like a second pocket you can get. maybe with a trait, that stores defensive items instead offensive ones like F2 does, and make it so boons, stealth stun breaks and other self-targeted effects are linked to that one instead on stealing.

So, for example, stealing from a mesmer with that pocket would no longer give you a plasma that gives boons, but a skill that deals lots of short duration conditions on the enemy, and one usual plasma that gives the thief lots of short boons; from a guardian you’d get the usual mace, but also something that gives some stacks of stability and aegis to self; and so on.
You then choose to use either, but both are lost when either is used.

But stealing itself has to reach an enemy and actually steal from them to have its effects.

SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

Won a game and didn't get a Pip

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I got none from any of the matches I won.

What do you have to do to earn them other than winning ranked matches? Complete achievements?

Edit:Checking the history, I found out what’s happening.

My wins in ranked are marked as unranked.

I made sure to press the right button. Ranked match. I queue. And get in the match. On defeat the match is properly marked Ranked defeat. But if the team wins, it’s marked unranked win.

I don’t know what kind of joke is that.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

[PSA] No time off if you want that legendary

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Er, it’s the YEAR of ascension. Achievements carry over seasons.

Where does it says that?

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Heroes of the Storm Has Your Solution ANET

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s simply no other solution.

  • Those queued in teams of 5 go mostly against teams of 5, unless there’s not enough pre-made teams.
  • Those queue solo go mostly against solo teams.
  • Those queued in parties of 2 go with solo teams.
  • Solo teams can never have more than one couple. That is, they are either 5 solos, or 3 solos and 1 couple.
  • Can’t queue in parties of 3 or 4. Those will have to either get more to fill the party, or split if they want to queue.
  • When a solo team is matched against a premade team, losing has reduced impact for the solo team, and more for the pre-made, and winning has more impact for the solo team and less for the pre-made.

No matter how hard anyone thinks, they won’t come up with a better solution to make matching more fair. Queues of 3 and 4 have to go, matching must go mostly against similarly composed teams. Anything else will not be reasonable.

SUGGEST-A-TRON says:
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[Suggestion] Southsun has too few points!

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

Aw…

  • Updated the map completion rewards for Southsun Cove to better reflect the effort required.

What I feared came to happen. I hate it when I’m right about bad prospects.

Still, I think it isn’t late to still make the change, give the map more points that would definitely put low level characters in mortal danger so it isn’t a walk in the park, and keep its decent rewards.

SUGGEST-A-TRON says:
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You know something is wrong when

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

Having a gem cost doesn’t really prevent it. It just keeps things stale. Players interested in WvW either switch to a world doing better if they can afford it, or stay in their own. And some worlds have a fixed language, and people simply can’t leave them if they want to stay in a world with that official language.

I think that Rather than focusing on keeping people in a world, the focus should be on coming up with ways that may work to spread populations and skill levels evenly.

There could be measures to encourage people to stay in ‘underdog’ factions. There’s always lazy players that jump ship to the sides doing better to have others do all the work for them, but more skilled players can do well while being outnumbered (we all have seem great WvW outnumbered matches). With a good incentive, we’ll have an alliance filled with traitors that jumped there expecting an easy win being thrashed by smaller factions filled with the skilled players who left that very faction. That would serve such traitors right.

There could be a little competition within each faction. Being the most scoring of your own faction could net additional rewards. Some players would avoid the most skilled ones and switch to factions in which they have a better chance at being the best of the faction, instead having all best players in one.

There could also be measures to stick with your faction. Loyalty rewards. So in the long term being a traitor gets you less rewards. In some cases even less than losing while being loyal. So people isn’t stuck to a faction permanently and they can switch without losing loyalty, there could be a ‘grace period’ 1-2 times a year between seasons, so someone who wants to join their friends in a different faction doesn’t lose too much loyalty when switching to their friend’s faction.

Choosing the faction could be limited or even impossible in some cases. Each faction could have a ‘weight’ or ‘rating’ that increases as players join them. Based on individual player and alliance stats. If a faction would has too much weight compared with the lowest one after you join, joining that faction would then simply not happen.

There could be a mercenary/mentor system that lets you participate in matches of factions sharing your team color when your own maps are full. Higher skill players could go there and help them or event teach them so they get better. And the score of all factions sharing your team color could improve each individual score, so the better each one does the better all do. The Mercenaries in exchange bet bonus rewards and WXP while helping.

One could spend months coming up with small features to encourage sticking to certain sides, or discourage leaving for the easy road. It’s a lot of moving parts. The trick is picking the combination that works.

But one thing is for sure. Sooner or later WvW will have to do away with ‘worlds’ as a static thing.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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You know something is wrong when

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

Factions and alliances amongst WvW guilds already exist. The rush to T1 earlier in the game showed what factions and alliances would do. In a perfect world where everyone cared about competition this would be great. In our world where the only thing that matters is winning this will not work, and will only drive more and more people away.

No. You are talking about match manipulation. That’s not what I’m talking about.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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You know something is wrong when

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

World matching has to go. We need factions instead.

And alliances for guilds.

Guilds join in alliances to do content together in all 3 modes, alliances join factions in WvW, factions compete for world control.

Changing factions would be possible once a week, never during seasons (there would be warnings before so people prepare and join the faction they want), it’ll be easier to join ‘underdog’ factions with less population and score, and there should be some measure to encourage joining those ‘underdog’ factions and spread skill and population among all factions evenly.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

Does team colour affect your chance of win?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

And I though I was paranoid for thinking red won more often.

You should also check the code that determines who gets the NPC kill in Forest, or make it so the NPC gets downed and you actually have to finish it, because I swear I see red taking the kill most of the time when players of both teams are fighting by them.

If I was right about the first thing, I could also be right about the second.

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Adventures? annoying mini games more like

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Their are rather poorly balanced.

While a few are too easy, others are only an exercise of frustration, in which you are not using any gaming skills, but fighting the terrain not matching collision boxes and mechanics not working like bouncing mushrooms refusing to trigger and gliders deciding to stay stuck no matter how much you mash Space, without having any latency issues.

Leaderboards for these things are pointless if they are so frustrating that people won’t retry them because they are only physically possible to max in the very nick of time, and there’s only 1-3 seconds of freaking leeway.

Take “The floor is lava”. The thing should require something like 2:15 or 2:30 seconds for gold, not 2:00.

People should replay them to get higher scores, not play them over and over until they get gold and try to forget about them as much as possible.

They require better balance so completing all gold badges is reasonably plausible, while having an additional reward for going an extra mile and getting even better scores, like whoever got the best score that week getting in the mail bonus rewards for being the best. The first one could get something like 2000 of that map’s currency, the next, 1000, the next 500, and the remaining 7 first 250 each. And people would actually be able to compete and have a nice incentive to retry, while making getting gold less frustrating for most other players.

I can’t help but wonder if either whoever tested those was trolling the developers, telling them they are easier than they are, or if they tested, got average times, and assumed players would be able to do them much faster, so they set a number over any max score anyone in their testing teams got.

SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

Guild Challenge won't start

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Same here.

This is the 3rd week my guild loses most of their rewards because of these bugs.

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Scribing is Utterly Broken

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s a disparity between the costs and the reality of the game.

Resonating sliver costs are balanced as if doing anything with guildies all over the world would give them to you, but that got scrapped, and instead now you only get them with guild missions. But you only get 1 per mission, if you get anything at all, since the rewards are bugged for most events most of the time.

As a result, something that should cost something like 5-10 silver costs now over 1 gold per unit.

This means large guilds have to pool all of their slivers to a single scribe, if they want to be able to do anything at all. Smaller guilds will never be able to do anything. And only one player per guild gets to do the crafting discipline achievement, unless they are filthy rich.

As it is now, scribe needs to change. Resonance should be the thing limiting players from making too many guild consumables, not inordinate amounts of wealth, designs with absolutely no consistency towards the rest of the game or bugged event rewards.

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Logic behind making asc. mats more demanded

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Account-wide nodes would work.

Nobody ever complains about ancient wood or orichalcum. It’s limited, you don’t always get it salvaging, but there’s maps that always have 2-3 daily nodes. HoT maps maybe more. If you don’t have the coin, and you don’t get lucky with salvage, you can always go find them and gather. And you get the stuff guaranteed.

For pigments, cloth and leather, since they have no nodes, there could be a new kind of node scattered around the world, found usually at camps of enemy factions.

You go to a grawl encampment, and they have a ‘stack of pelts" node you can use to get some leather and a pigment of that area’s loot tier. You assault a bandit camp, you can use their cloth rack to get some cloth and pigments. Like T6 wood and metal nodes, they’ll be account wide, so they can’t be overfarmed with multiple characters, each map would have just 1-2 of these. So each day you could go to Queensdale raid a bandit camp, pay a visit to a flame legion settlement in ashford, say hello to a few dredge in wayfarer, rummage through some skritt shinnies in metrica and search the premises of a nightmare court village, and end that day with 5 pigments, and 5-20 jute and 5-20 rawhide leather. Not enough to craft anything, but it’s at least something if you don’t have cash, and the next day you do it some more and may actually get anything crafted.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Please Add a Solo Mode to Dungeons

in Fractals, Dungeons & Raids

Posted by: MithranArkanere.8957

MithranArkanere.8957

Although I think Story paths should be put as part of the personal story and scale to party size like Arah, I’d rather keep the explorable paths for parties.

SUGGEST-A-TRON says:
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Logic behind making asc. mats more demanded

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

You get pigments from salvaging cheap dyes….just saying.

Open your trading post and do a search.

The cheapest brown dye is now over 60 silver.

What people are gathering isn’t compensating the demand. Flax value got stabilized rather fast, there’s a couple of flax farms people can gather daily to get guaranteed flax.

Pigment and dye prices went bananas, there’s no reliable daily way to get dyes (map bonus rewards give very few, laurels are limited), there’s no reliable daily way to get specific pigments. I gathered every node farm recorded to ever drop them, got not even one of them.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Negative feedback- mismatched gear colors

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

All those things should be dyeable.

The fire in the flame legion armor, flame-touched armor and the Balthazar’s outfit, most parts of all backs, weapon handles, masts and certain parts of the blades, backs, breathers…

What about items that are basically recolors like the black and white wings? Patterns. One would get a patter than makes the tips different color, another stripes. You want full white wings, you dye all channels the same color. You want the pattern, you use different colors.

Then you have items like the blade packs and the super skins. Those are supposed to have those colors. But that doesn’t mean other parts of the back must stay that way. Red stays red, you can dye the other metallic parts. So you can make a static pack white and red or black and red if you want, or a blue super sword with a white handle instead red, while the blade stays blue.

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

(edited by MithranArkanere.8957)

Logic behind making asc. mats more demanded

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s people sitting on over 100K gold.

They want those people to use that gold.

Because of that, prices and scarcity are set considering those amounts.

Just look at freaking scribe. Right now someone with over 1k gold can easily get as many dye pigments as they want.

Someone with less than 10g will run out in seconds if they try to make more than 3 scribe recipes and buy dyes or pigments off the trading post. And they never freaking drop. You can literally gather every single plant node in the game and get less than 10 pigments of each color.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Svarnir/Cheftain and conditions

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I think their death detecting is messed up.

I’ve never seen those taken by different teams when both teams are fighting one. Every single time both teams are fighting one of them, the same team always gets it even if the other team did deal the last strike.

You can try and do anything. Large damage strike skills like Hearseeker, Churning Earth, “Chilled to the Bone!”, Chaotic Release or warrior bursts, stacking an insane amount of conditions, pushing the enemies away to finish it while they are disabled… Nothing. Always the same result.

And it doesn’t matter if the enemy players are different or using a build with few big hitters or no conditions. It just goes to the same team.

I would make them go into downed estate, so you actually have to finish them to get the kill. Bring a bit more love to control there, instead being sneaky and in the right team being enough to always steal the kill.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

So my Reaper is a Guardian, apparently.

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

I also got a Paragon point from a win with a Chronomancer.

Did it happen to you with pure professions or just specizalizations? Maybe the achievements are not correctly set to match their professions of their elite specializations.

Some other threads with the problem came up when I googled the bug forums:

https://forum-en.gw2archive.eu/forum/support/bugs/Bug-with-champion-profession-x-track

https://forum-en.gw2archive.eu/forum/support/bugs/Recieved-Champion-Paragon-from-Warrior-Win

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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The new auto loot doesen't work in WvW. [Merged]

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

“Pillaging Mastery”

  • Rank 1, +5 points. Defeated players who give full WXP (60wxp is the current base max from players) also drop 1 additional Badge of Honor and have a chance to drop 1 supply.
  • Rank 2. +15 points. Your attacks steal 1 supply from enemies carrying more supply than you. (90s cooldown)
  • Rank 3, +30 points. Use enemy siege depots to steal 1 supply. (480s cooldown)
  • Rank 4, +50 points. Destroying enemy siege has a small chance to give 1-5 supply, and a very rare chance to drop that siege’s blueprints.
  • Rank 5. +100 points. Automatically pick up loot from fallen foes (Requires HoT).

These seem a little OP for the point cost, but the general concept is excellent.

The number are just examples, and I actually considered higher point costs, but now even the highest one costs just 145 points total. This’ll be 5+15+30+50+100=200 total, which would make it take the most points to max right now.

Still, it’s just ideas. The main point is making a general theme of ‘Pillaging the enemy and their bases’, and making the Autoloot the last track so people without HoT can get the previous tracks, while keeping autoloot still only for players with access to the Mastery Sytem like in PvE.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Fireball, whaaaaat!?

in Elementalist

Posted by: MithranArkanere.8957

MithranArkanere.8957

I think the skill should be renamed to “Flare”, and the name “Fireball” saved for a skill in future elite specialization. A skill that actually looks like a large fireball that falls on the target and spreads a flaming wave outwards.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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The new auto loot doesen't work in WvW. [Merged]

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Why not adding a WvW mastery about looting, pillaging and ransacking?

Something like, for example:

“Pillaging Mastery”

  • Rank 1, +5 points. Defeated players who give full WXP (60wxp is the current base max from players) also drop 1 additional Badge of Honor and have a chance to drop 1 supply.
  • Rank 2. +15 points. Your attacks steal 1 supply from enemies carrying more supply than you. (90s cooldown)
  • Rank 3, +30 points. Use enemy siege depots to steal 1 supply. (480s cooldown)
  • Rank 4, +50 points. Destroying enemy siege has a small chance to give 1-5 supply, and a very rare chance to drop that siege’s blueprints.
  • Rank 5. +100 points. Automatically pick up loot from fallen foes (Requires HoT).

Heh. This reminds me of a song by Depeche Mode.

The grabbing hands grab all they can
All for themselves – after all
The grabbing hands grab all they can
All for themselves – after all
It’s a competitive world

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Whats the new meta for roaming?

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Make one pure PVP map with NO npc’s or AI’s at all, not even a lord on a cap circle or a siegerazer, heck lets even skip services, people can go to ebg for that.

That’s called Obsidian Sanctum.

SUGGEST-A-TRON says:
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Whats the new meta for roaming?

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

Clearly you are on to something, that’s why things like the grub event, the harpy, and the new bl are so successful….

The reasons nobody does those have nothing to do with them being “PvE”:

  • Their rewards are crap. You will often get more hero badges flipping a camp that killing the grub. The highest stack I’ve ever got from that thing was 3 in the chest. 3. For killing a freaking champion with legendary stats that…
  • …takes too long and too many people. You need a zerg to do them in any reasonable time. And zergs should not be wasting their time with something that…
  • …has nothing to do with any of the WvW battles. What I suggest are reasons to stick around locations. Guarding them, looking out for enemies, making some time with siege against attacking enemies until help arrives. Those events are reasons to leave locations unguarded. Pointless.

Now, if the grub, the arboreal spirit and some third creature added to the third corner (e.g.: a large wyrm) didn’t take so long and so many people, and defeating them turned them it into a siege beast that will go to the closest enemy tower and start attacking its gate, then maybe it could be a bit worth it. Because it’ll have something to do with the fight.

Same with the skritt and centaur camps in alpine, capturing those should give you mercenaries that go raid the nearby camps and towers if enemies have them.

Veteran events? Defeat the veteran, the veteran follow you around for a while, helping you fight.

No event in WvW should be a pointless waste of time away from the war. All should have some sort of advantage in the war on success, getting one more source of score, speeding up upgrades or supply lines or giving movement advantages, enlisting help, … anything, but something.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

Whats the new meta for roaming?

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

So killing other players in WvW is griefing and we should have more npc’s to fight……

Are you sure you wouldn’t just be happier in pve?

Don’t start one of those void ‘PvE scrub’ arguments. WvW is both PvE and PvP. We have PvE gear instead the standard PvP gear. There’s NPCs to fight. That won’t change anytime soon no matter hot much anyone may dislike that. Why is that? Because of the same reason I already explained: There’s no way to make sure there will always be players. So there must always be something else to fight or instead PvE it’ll be PvFreaking doors and walls. So, right now the only solution is NPCs. Unless some genius comes with a better thing.

So, what I’m saying is not “we need more PvE”.

What I say is that there should be fun reasons to stick at certain locations and defend them. And that I can’t think of anything else other than events. Why? Because, again, there’s no way to make sure players will always want to go to every specific location at all times, so AI will have to do.

So, you could do things having supply camps that look like farms, quarries or lumbermills start an event next to them in which some NPCs do something like mining some ore, chopping some trees, harvest some crops or slaughter some cows. And they will be attacked by other NPCs in the meantime, like wild animals, bandits, skirtt, ogre and centaur raiders, etc. If the NPCs finish their thing, the location gets a bit extra supply, and the current upgrade get a little progress bump. If they are killed and can’t finish, the location goes slower for a little while.

So what would players do? After capturing the spot, 1-2 player stay behind, and help the NPCs. While they guard the spot, they won’t get bored as there’s something else to do. And if enemy players come, the ‘Help NPCs’ event is interrupted, and the ‘defend the location’ event starts right away. Defend the spot, the NPC event goes on. Fail, the enemy takes over.

Players will always have to be careful, because they may get distracted with the NPC event. And enemies may take advantage of that to do surpirse attacks. Surprise attacks are cool.

If done right, when you roam, you’ll encounter players more often on every location, as it’ll be more likely for each supply line to have at least a few players sticking around doing the events between the camps and the towers and keeps, instead going with the rest of the zergs mindlessly flipping locations.

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Today We all are France

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

As much as you may want to support them, do that in real life.

WvW is part of the game, a game meant to take a break from real life and all the horrible things that happen in it for a little while.

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Where do I play other bad players?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Wait for Leagues. Then you’ll play people on your league.

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At first i thougth DH was fine, but now...

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I only have 3 problems with them.

  • Trap areas arm instantly if used right under someone. Traps should always take a bit to arm, they are traps, not bombs.
  • Traps activate too fast. They should take at least 1.5 seconds to activate, so they can’t be used consecutively too fast and can be per-emptively avoided more easily when used when people is looking, if not used strategically when enemies are not looking at you.
  • Traps are too large. They cover most of most capture points. And their areas are spherical instead a cylinder, so they are often larger than what the circles show, so you can’t even stand on the edge outside them.
SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

[Suggestion] Southsun has too few points!

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

Looking at the map. One realizes it’s actually relatively easy and fast with certain professions to complete the map even with low level characters.

It’s just 6 waypoints and 6 PoIs. No vistas, no Hero points.

Maybe there could be a bit more points there. Just 6. 3 vistas and 3 HP, to make the map a bit more interesting and in line with the rest of maps, and so its completion rewards don’t get reduced or removed if people gets the gist of revealing this map fast with lowbies, and starts overfarming that map’s completion or something. Just add a few extra points. The map gets a bit more pizazz, and it’s not easy to farm, so the rewards can stay nice.

Here’s some examples of what I think could be fitting Southsun points.

Hero points:

  • Commune point at the Ancient Karka corpse. Often ‘guarded’ by a single normal rank young karka that seems to be sulking by the corpse, with the karka dance/stun animation. It’ll start non-aggressive (yellow name), but if players get too close or use the hero point, it’ll become aggressive.
  • A ‘consume item’ point inside the sunken ship under the Champion Shark event, in a chest you use to get a bottle of “Aged Privateer’s Rum”. You’ll have to avoid the sharks to get there, be careful.
  • A ‘fight enemies’ point in the water right between Lion and Pride Waypoints, having to fight one veteran Barracuda and a couple of angry barracudas.

Vistas:

  • One near the top of the Karka hive in the wodden platform near where the fake diving goggles are. it’ll go down the hole and end with a view of the plains outside where Veteran Karka roam.
  • One around Ember Passage on the rocks of the south of the tunnel there where there’s crabs and skelk, hinting the starting point and path of the Stepping Stones puzzle.
  • One at Steampipe Steading, showing an overview of all 4 Camps.
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whats the point of xp?

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Lower level players can still enter and level there.

If you ask me, I’d just remove XP altogether, leave just WXP, and prevent characters from getting in the WvW maps until they are level 80. It doesn’t take long. Much less with boosters from daily logins and experience writs and scrolls from PvP and PvE dailies. With no characters under level 80. Balancing it’s easier. No need to make lower level gear either.

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BL jumping puzzles?

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

No. This has been already answered in FAQs and QAs.

The new borderlands do not have jumping puzzles.

But you can still do the Obsidian one.

We don’t know if the old Alpine maps may get reworked and lose their jumping puzzles, though.

Personally, I would move the 3 Alpine puzzles to ‘annexes’ in the Obsidian Sanctum that you access from 3 spots around the lower floor in the first room. 3 portals that send you to 3 ‘fractal isles’ floating somewhere in the same map, but out of view.

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Idea: Replace "Servers" with "Alliances"

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s a lot of designing and iterations to do until something like this can be done, but I really hope it’s eventually done.

The main problem with alliances is people jumping ship to the ones doing better. Meaning there would have to be very good reasons for players with more experience and skill to go to ‘underdog’ alliances, evening things out until all alliances have more or less similar power.

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Revert the colour of the xp bar.

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Weird. I see it as lavender color. Nothing too bright. I can clearly see where the bar goes white and recolors lavender because of newly added WXP.

Maybe there’s something wrong with your screen’s settings? I had problems with my previous monitor because of certain colors setttings.

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Guild Mission Feedback & Bug Report

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

In my guild only 1-5 members are getting the rewards every time we do some missions, even when everyone was participating and got full event participation rewards.

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Gliders

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

It’ll be nice if they were usable only within specific areas with visible ‘wind currents’ after activating a map’s special objective, and without requiring the PvE Mastery. Straying away too far from them would mean falling.

They’ll be basically like bridges that disable your skills while you cross them. You save time at the cost of being exposed to attack without being able to retaliate.

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Enemy Nameplate Format Change Overdue?

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’d rather just have each world get a different Emblem, and show just that emblem colored to their team’s color, next to just the word “Invader”. Something like the world completion badge, just slightly bigger and before the word instead after.

For example, Baruch Bay would have Stefan’s chain coif as an emblem, Isle of Janthir would have the Eye of Janthir as en Emblem, and so on.

There could even be “WvW” armors that show your world’s emblem, the same way Guild armors show your guild emblem.

Why just “Invader” next to the emblem? Because Invaders Must Die . That’s the sole purpose of their existence. It should be made very clear.

Then selecting the enemy would show the full nameplate, world name, guild name, titles, and the like in the ‘selected target’ UI element.

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EotM has outlived its usefulness

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Yeah. I’d like if we got rid of the concept of the Edge as an overflow map:

  • I would add bonuses for all worlds sharing team color the better each one does.
    • Then add a way for players over a certain rank and WvW experience to be a ‘mercenary’ that helps in those other worlds when your own worlds are full or their worlds too empty. Doing that would give volunteering Marcenaries a bonus effect better than Outnumbered.
  • If even with the mercenary system there’s no room on any world, then an ‘overflow’ map would be made with the current Borderlands map. The bases would be given based on the scoring, the lowest scoring team would get the main base.
  • The edge would be reworked into a third Borderlands, with gliders usable within certain ‘wind corridors’ and mounted machineguns to take down gliding players and other cool additions.

Then we’d have:

  • At least 3 Borderlands in a rotation: Alpine, Desert, and Fractal.
  • Veteran players helping worlds in disadvantage, sharing their expertise.
  • Players more focused in the current map of the rotation instead populating the edge and ignoring their world’s maps.
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(edited by MithranArkanere.8957)

Master of ruins daily?

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

This kind of thing is rather annoying.

They should replace the ruins event by a more generic “WvW: Capture special objective” that works with any additional objective other than camps, towers, keeps and the castle.

They should also replace the veteran events by “WvW: Complete bonus event”, like the grub infestation at the NW of EB, the Wyvern at the NE of the arid borderlands, or the skritt, centaur and veteran events in the alpine borderlands.

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PvP Error: GW2 has been updated...

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

There go my dailies because of this, and freaking daylight saving time taking away one hour.

Even if this gets fixed, I just lost all that time.

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Reward tracks locked forever

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

The other tracks have a lock icon telling how to unlock the track.

But the champion tracks have nothing.

You should put a text there with a lock icon telling players to go to the Mist Champion panel in the PvP build panel to unlock the tracks, or maybe even unlocking them directly from the lock icon by showing the panel to pay the gold cost when clicking it.

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64-bit Client Beta FAQ

in Account & Technical Support

Posted by: MithranArkanere.8957

MithranArkanere.8957

Are the any differences between the command line arguments accepted by either client?

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Got 100% map completion on VB, no reward [Merged]

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Same problem here.

When this happened, I assumed it was only on the ‘spare maps’ since Hot maps have their own completion.

https://forum-en.gw2archive.eu/forum/support/bugs/SW-dry-top-southsun-no-map-comp-rewards/first#post5690162

But no. It’s happening for any new maps in any of my characters that had 100% Tyria completion.

I lost all these rewards so far:

  • Southsun Cove in 2 characters.
  • Dry Top in 2 characters.
  • Silverwastes in 2 characters.
  • Verdan Brink in one character.

None gave me rewards.

My guess is that someone set some code that prevents maps from giving rewards once 100% has reached, but didn’t bother to divide that code into 3 parts: One for central tyria, one for Hot maps, and one for the spare maps.

I only hope that when this is fixed, they give the rewards back retroactively. If the fix only works with new completions, that’ll make me go full Lewis Black on this thing, after all the time I spent completing those maps, while being barely rewarded for it compared to people doing some mindless farm over and over.

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Can we make mentor harder to get?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Being a mentor should require knowing the content.

To show a mentor tag in a map, the account should have done anything that can be done in that map:

  • 100% map completion.
  • Revealed all areas.
  • Completed all puzzles and mini-dungeons.
  • Completed story and all paths of any dungeon entered from that area.
  • Done all diving goggles.
  • Defeated all world bosses and meta-events with a related acheivement in that area.
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Item description bugs.

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s several recipes that have the wrong descriptions.

Examples of this are the recipe for Freshwater Orichalcum Amulet, with the charged Charged Ambrite Orichalcum Amulet recipe text.

Doing a search in the trading post for Charged Ambrite recipes will show several more recipes also using the same text instead its own.

Another example is the pre-legendary recipes one can purchase by karma in the legendary vendor, which show all crafting disciplines that can learn the inscription (namely all 3 weapon disciplines), instead just the crafting discipline that can craft the weapon’s two components.

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Coztic Itzel Belongings Hero Point Bugged

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

I had the same problem. Doing the other challenge worked. Their minimap icons are switched.

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Can't Attune infused Rings

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Same here. None of my old infused rings could be attuned, whether they had upgrades or not.

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Orange AoEs for the Skeletal Lich

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

The Skeletal Lich in the Mad King’s Labyrinth has 2 attacks that players must avoid, or it’ll raise a massive amount of skeletons, then heal itself massively too, but it’s literally impossible to see anything the lich does with all the flashes from player skills. Even the strikes from an simple autoattack like Vapor Blades will cover him enough to make his action hardly visible.

The skills do not have any decent sound cues either, but even if they had, not everyone can hear.

And we don’t have a skill activation progress indicator under the enemy’s health bar like in the original Guild Wars.

Because of that, the only valid strategy people have successfully used is the dreadful and unintended “stack and spam”, that or soloing the boss, which takes way longer, and you must hope no mindless zerg passes by , spawning tons of minions and letting it heal itself.

This is something that must be fixed asap, not the kind of thing that can wait a year, only to still not being fixed the next one.

So what can be done? What has been already done countless times already, and what, for the life of me, I can’t understand why hasn’t been done already: Orange area warnings.

Just like many other small size bosses have, even those with a much larger boss, those visible orange area warnings must be added to this creature’s main two attacks: The minion summon and the heal steal, or people will keep harassing other players to skip this boss, or being limited to use the ‘stack and spam’ strategy, or having to fight off or avoid other players to get a small team of people able to do it.

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Nightfury... Seriously????

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]
Do you even TP?

5% listing fee and additional 10% fee after it gets sold says otherwise.

Some gold is removed, but most of it shifts from many players to a few.

Unlike actual taxes, in-game taxes do not take into account how much gold an account has ever earned, spent or how much they currently hold. At a certain point , any gold lost with fees is inconsequential compared with the gold earned.

A gold sink isn’t meant just to remove coin from the economy as a whole, but from each player too.

A few players with inordinate wealth can use that wealth to hijack the market of specific items. Well sought items with unclear, limited or bugged sources they are sure will be bought but rarely, if ever, resupplied . All they need is their trading post API bot warning them of any new entries, buy it ASAP, put it back much higher and sit back while someone else grinds gold to get it. Keeping their own wealth higher and higher. Anyone else who wants to obtain those items are basically force to pay their ransom. Why keep grinding for gold when you can have all other players slaving away for you, uh?

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(edited by MithranArkanere.8957)

Complaint about courtyard being removed

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Courtyard should be back as soon as they can add a filter for queuing in Team Deathmatch matches, like the filters for Stronghold and Conquest.

What we could not have was a Team Deathmatch game in the Conquest map pool.

That didn’t make any sense at all.

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SW/dry top/southsun- no map comp rewards

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Same problem here.

Any character who had 100% Tyria Map comletion did not get any rewards from completing Southsun Cove, Dry Top or The Silverwastes.

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