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Grievances with Moment of Clarity nerf

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Posted by: Negativity.5801

Negativity.5801

If you take Wilderness Knowledge and Resounding Timbre, you can then take TU or HaO as heal skill that both get additional effects and CD, LR, MT/“Sic Em”, “Protect Me” plus either “RaO” or Entangle, both of which also get the additional effects. Swap between them as you see fit during the match, OOC ofc.

That is a great trade off as you can swap skills on the fly and still have the traits there to boost them. Not contributing to capture points is a bit of a drama, but a small price to pay for such utility, learn to swap timing and the pet doesnt die and it has a -20s CD. Imo, having this is far superior to just 3 signets that only give might and recharge OS.

These aren’t good tradeoffs. Ranger shouts are gimmicky, one-dimensional, and generally badly designed. No one in their right mind would skip signets with beastmaster’s might for moment of clarity and shouts.

SoS is superior to Protect me in every conceivable way. Protect me is fundamentally poorly designed and worse than that, it’s completely counter-intuitive with the new ranger traits. Ranger traits practically scream “swap your pet everytime it’s off cd” because with just marksmanship and beast mastery lines you can get 4 stacks of might, fury, swiftness, and quickness on a 16s cd while the fury might and swiftness last 15s.

Risking killing your pet and tripling the cooldown of pet swap is never going to be worth it. Especially not when PM and SoS have the same cd except SoS keeps you AND your pet alive, and gives you 3 more stacks of might and a guaranteed crit + 10 stacks of vuln from your OS and your pet’s OS.

Ranger shouts are never going to be worth taking unless they are completely reworked.

Moment of clarity being made to compete with beastmaster’s might pretty much guarantees it and steady focus are completely dead traits that no one will ever take. Moment of clarity has extremely limited usage for a ranger. PBS and Hilt bash are the only ones that can proc it even somewhat reliably for power ranger, pbs being significantly less valuable since the best LB ability that benefits from it is just another autoattack but for GS, moment of clarity is tremendously valuable since it synergizes extremely well with maul (which is your highest damage ability in gs) after a successful hilt bash and the devs removed this synergy when they made it compete with a talent that will forever eclipse it in its usefulness.

Grievances with Moment of Clarity nerf

in Ranger

Posted by: Negativity.5801

Negativity.5801

Disclaimer – this post is largely in the context of SPVP

So for power rangers in spvp, ranger GS basically gets a nerf where in the marksmanship traits, you now have to choose between beast master’s might and moment of clarity. Obviously beastmaster’s might is a tremendously stacked trait and signets are the only things keeping rangers alive in spvp versus the superior zerker builds (if for only a short time) so why even pretend moment of clarity is an option?

Not having moment of clarity is also a big deal for GS on power ranger since it’s rangers big melee dmg combo and this combo pretty much gets shafted when it loses the moment of clarity bonus from hilt bash -> maul combo. Not to mention losing the 100% increased duration on stun/daze which is the most threatening thing about greatsword’s offensive abilities. On top of that, hilt bash is already a difficult ability to land due its short range and being unstowable and uncancellable without swapping weapons with a 25s cd and without moment of clarity, hilt bash loses a ton of effectiveness for what it does.

Moment of clarity is what makes power rangers threatening in melee range and power ranger’s melee option receives a major nerf by not being able to reasonably take this trait since it gets completely eclipsed by beastmaster’s might.

Moment of clarity should either be made somehow baseline, rolled in with marksmanship minor traits, or dissolved and pieces of it incorporated into other abilities so some other trait can be introduced or reworked to replace it. Personally I think moment of clarity and its reset should just be rolled into the Opening strike minor traits in the marksmanship line and the daze/stun increase should just be made baseline with Hilt Bash since it’s exclusively the only thing used that benefits from it. Literally the only other ranger ability that has a daze is the shortbow 5 and condi builds dont take moment of clarity anyway.

Not only would this prevent (what I assume was an unintentional) nerf to rangers melee option but it would free up a trait slot so the devs could try to create a trait thats at least a respectable alternative to beastmaster’s might.

Smoke fields and Stealth

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Posted by: Negativity.5801

Negativity.5801

Also sorry but every class has weapon sets to combat stealth. If you learn how to deal with stealth on ‘your’ class it might be a more immediate solution for you?

Stealth plays actually add something to the game when used in a team scenario. Why would you remove them? I’ve seen even TCG fudge them if they’re not on their A game…

Wildly swinging at air and spamming aoes is not a reasonable counterplay to stealth. Watch the stealth movements in the recent ESL or the WTS tournament. You can even see some top tier players just doing it in random spvp matches.

The reason why SR is anywhere near balanced is because there’s a solid representation of where it is but you aren’t going to have vision of every player at all points in the game which is why SR’s stealth opener is so strong but incurs the penalty of a 1 min cooldown meaning it won’t reliably be available for its in-combat utility for rezzing.

The cooldown penalty isn’t in play with smoke fields like black powder. Best case scenario they use blinding powder for a 40s cd if the thief is the only one with a blast finisher.

There’s obviously no denying this adds another aspect to teamplay but is this really balanced? What can you do to stop a thief+whatever class from smoke field stealthing out of los and bursting someone down instantly to gain the upper hand in a team fight stemming from an ability that has no cooldown.

Like I’ve said before, SR accomplishes this at the cost of a 1min cooldown, smoke fields like black powder eliminate the risk reward factor of incurring significant cooldowns.

Stealth has always lacked solid counterplay in this game. Reveal mechanics are few and far between and are often attached to abilities that are generally weak and not worth using over other common staple utilities. Smoke field stealthing, especially in the case of aoe stealthing, is an abuse of an already powerful mechanic.

Smoke fields and Stealth

in PvP

Posted by: Negativity.5801

Negativity.5801

This post wreaks of misinformation and ignorance of a mechanic. Since this is the PvP forum I’m assuming your bad experiences here stemmed from conquest. Where in a conquest map, you’re complaints about teams stacking stealth is either unwarranted or a result of lack of map awareness. If any team chooses this tactic, which is a very poor tactic in sPvP, then they would most likely be doing it from somewhere you see them already. The counterplay here is AoE and general knowledge that there are now stealthed enemies coming to your point.

If they’re stacking from somewhere out of sight in a conquest map, the likelihood that the stealth lasts long enough to come as any sort of surprise attack is extremely likely. And in the very few places the out of sight distance is short enough to be able to actually pop out on a point (behind keep in forest), it wouldn’t really make a difference as if they just showed up like normal…

How successful is a team going to be if they have enough people in one spot just to stack stealth, leaving the other points open to decap/capture? This type of tactic (which I’ve never even seen in sPvP) might work for some gimmicky kills, but definitely won’t win you the match.

Yeah, it’s a very poor tactic used by top teams in every tournament. What noobs all the top teams in the world are for using it. Maybe you should give them some tips on how to play.

Black powder lasts a mere 4s yet if used in conjunction with blinding powder and shortbow 2, the thief alone can grant 8s of aoe stealth, add literally any other blast finisher to the mix from even just 1 other person and it has the same effect kitten for 10s of stealth.

Stealth openers and movements around the map have always been an incredibly strong aspect of teamplay and the fact that lately stealth openers and stealthing movements around the map are coming from an ability that doesn’t even have a cooldown probably warrants a second look.

On another note, you probably shouldn’t call other people’s posts ignorant and full of misinformation then admit that you’ve never seen the mechanic in question ever used.

Smoke fields and Stealth

in PvP

Posted by: Negativity.5801

Negativity.5801

Stealth has historically been ridiculously powerful in GW2 as a whole and this is also true of most MMOs, however in other games stealth was usually balanced by having a cooldown and typically not attainable in combat without popping a significant cooldown.

However, this isn’t the case with smoke fields in conjunction with blast finishers and leaps. Not only is it incredibly powerful on an individual level of having an incredibly low cd on-demand stealth, but very strong on a teamplay level being almost on par with SR when teams regularly run comps with a myriad of blast finishers from d/d eles, shoutbow warriors, hammer mediguards, etc. Smoke fields allow for stealth openers and team stealth movement around the map with virtually no cooldown while keeping SR off cooldown for combat utility.

Personally I think smoke field interactions with leaps and blast finishers granting stealth to be leaning on overpowered. In team environments it effectively grants teams all the power of stealth openers and movement without using the ability designed as the aoe stealth ability making SR even more powerful than it was before the reign of D/P thieves where SR was the 1 minute cooldown cost of utilizing stealth to mask movements around the map since now SR can be used exclusively in-combat utility. Smoke fields such as they are remove the risk reward factor from choosing to use SR to mask your teams movement or keep it for the in-combat utility.

Also on a separate but related note, why exactly is blinding powder a blast finisher?

So what are some other thoughts on the subject?

(edited by Negativity.5801)

Anet let's be serious, say something.

in PvP

Posted by: Negativity.5801

Negativity.5801

making the decision to fight or run from a lich that lasts 20s is not the same situation as having to stay away from a turret engi on a point whose turrets last for 5 minutes.

in fact, all your “comparable” situations of playing around different builds aren’t in the same boat as turret engi.

you’re comparing apples to oranges and asserting them as equal comparisons.

Downstate and Refuge

in PvP

Posted by: Negativity.5801

Negativity.5801

definitely not a l2p issue, whether you banish or whatever launch ability the downed body out of SR it should reveal them. it’s a mechanics issue that should apply where it currently doesn’t.

whether you’re familiar enough with banish’s knockback to know where the body went or not is irrelevant.

Anet let's be serious, say something.

in PvP

Posted by: Negativity.5801

Negativity.5801

I like how the people who say turret engi isn’t overpowered just say “Oh yeah, just play with a 5 stack of skilled players and outrotate him and coordinate all your movements around the map”

The fact that turret engineers forcibly require that when no other class does makes them overpowered. Denying that is nothing short of delusional.

Thank you I keep trying to get this fact through to others. Why are some people so keen on the fact that they have a decent team that can do all of that work to beat turret engis. A build that requires no skill and is mainly dependent on AI, forces you to play in a pre-made team that has enough synergy together to coordinate a complete comp and rotations to be able to beat it.

The thing is, they aren’t overpowered in 1v1 either. A person can simply peel away from his crate and range them, or wait them out. This method simply isn’t logical in Conquest. It’s almost always beneficial to say, “Oh you dropped crate? See ya!”

Just because I choose to outrotate them, doesn’t mean they’re OP.

I’ll just leave this here. (solo players)

Do you keep that screenshot as some crowning achievement or something? It’s not impressive because 5 turret engis is a cheese comp thats only good against bads, and it’s even less impressive on a map like temple. You aren’t the only one to beat 5 turret engis and posting a screenshot of a victory over 5 turrets doesn’t validate your point.

I’ve said it before and I’ll say it again. Just because turret engi isn’t so overpowered that it’s an autowin spec to play doesn’t make it not overpowered. It’s overpowered because it vastly dominates a single point far beyond the capabilities of any other class or spec. It forcibly requires teams to play around it rather than contest it because any even reasonably well played turret engi requires a commitment of at least 2-3 people to deal with. There isn’t a single other spec or class in the game that requires this. Even meta builds like shoutbow and d/d ele can at least be reasonably contested on a point whereas a turret engi can’t reasonably be contested 1v1. It’s a spec that purely traits for defense with the most defensive amulet in the game, using defensive sigils, yet still applies tremendous on point sustained pressure from turrets.

How come gw2 is not popular in esports?

in PvP

Posted by: Negativity.5801

Negativity.5801

Terrible game mode! The only esports MMO game mode is arenas but they refuse to implement it!

Well that’s easy! Regardless of your stance on how esports arenas actually are, you cannot deny that it’s easily the most popular form of MMO PvP! The objectives are simple, the maps are small and easy to make, and there’s a huge playerbase just waiting to combine arena PvP with Guild Warts 2 combat! Plus it’s esportz!

Courtyard is bad enough. Arenas should never come to GW2 with Anet’s extremely poor and largely infrequent balance decisions. Additional game modes means more balancing which they’re already terrible at. The two go hand in hand with one another. You should never have one without the other. The current game mechanics are still littered with bugs and blatant balance issues. This is the reason why GW2 pvp has stagnated.

Tiny competitive scene with zero growth!

Incentivize players to get better! What reasons do players have to get good at this game when they can just play easy, braindead builds like shoutbow and turret Engi and power Ranger and farm their dailies and the leaderboards which doesn’t reward player skill at all! Put in a better leaderboard and institute a rank system based on MMR! Players who advance ranks can be rewarded with PvP only armors, weapons, titles, etc! Plus you can make tournaments separated by rank! This way new bronze teams don’t have to face world champion teams and become disheartened and quit playing competitively! You don’t match a high school basketball team with the New York Knicks and then reward the Knicks for winning the game! That’s just silly!

This game will never get away from brain dead builds because that’s just how the game is designed. That and Anet can’t even make one decent ladder system, nevermind a multi-faceted ladder composed of different leagues like bronze, silver or whatever.

Bad balance with 6 months in between patches!

Self explanatory! Maybe create test servers where a select few players can play on and test new changes! That way we can avoid Anet releasing something just awful like Skyhammer and subsequently take over a freakin year to make minor changes! Also Skyhammer is still terrible! “Oh guys! You’ll love Skyhammer! We tested it internally and you’ll love it guys! You’ll just love it!”

Don’t take 6 months to shave! Don’t be afraid to revert changes if they’re bad!

PTRs are nice for companies that actually balance on a regular basis. Anet would need some serious reforms to how they approach balancing and designing their game for them to even consider making PTRs.

It’s fun sitting on the forums talking about how this game could be improved as though Anet reads any of this or as though the game hasn’t been out for almost 3 years and still suffers from the same garbage it has suffered from since its release. lololololol.

Mesmer sheath cancelling

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Posted by: Negativity.5801

Negativity.5801

The only fix is to just normalize the damage per cast time.

Mesmer gs isn’t the only weapon or skill like this, it’s just another case of Anet being bad at designing and balancing things. Took them well over a year to fix the bug with dodge being cancelled by certain melee attack chains. Look forward to this being possibly addressed in the late winter of 2016.

How are Turret Eng OP?

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Posted by: Negativity.5801

Negativity.5801

So what? Thief would get destroyed by almost anything 1v1. Ranger would get destroyed by ele/engi 1v1 in matter of seconds. It’s a 5v5 game, not 1v1.

Thief is easily one of the best 1v1 classes, saying otherwise is absolutely astounding ignorance.

And no, it isn’t a strictly 5v5 game because of the nature of how the pvp matches are designed.

The only map that is straight 5v5 is courtyard. Every other map has smaller skirmishes in every facet because that’s the nature of multi-point control. That’s why 1v1 and 2v2s and every combination of smaller numbers are far more common in spvp.

Anet let's be serious, say something.

in PvP

Posted by: Negativity.5801

Negativity.5801

I like how the people who say turret engi isn’t overpowered just say “Oh yeah, just play with a 5 stack of skilled players and outrotate him and coordinate all your movements around the map”

The fact that turret engineers forcibly require that when no other class does makes them overpowered. Denying that is nothing short of delusional.

How are Turret Eng OP?

in PvP

Posted by: Negativity.5801

Negativity.5801

They are not OP at all. They are just strong at 1v1 holding the point. d/d ele or cele rifle ele can do the same job and a lot more. Just send one zerker class + 1 whatever and turret engi will die in literally few seconds, assuming you won’t suck and let him use the heal, but even then it will just take few more seconds.

Except a d/d ele or cele engi would get destroyed by a turret engi 1v1 on holding a point. Just about every competitive player that’s commented on turret engis has said they’re overpowered and need a nerf.

Turret engis require a disproportionate amount of coordination from a team in comparison with literally any other spec or class to deal with them which is what makes them overpowered and a tremendous pain to deal with in general pub games.

Saying “just send more than 1 person to deal with the turret engi” is a red flag.
Turret engi being banned in 2v2 tournaments is a red flag.
The correct play 9 times out of 10 against a turret engi is to just ignore them and go for the other points is a red flag.

Just because turret engis don’t guarantee wins every single match doesn’t make them NOT overpowered.

How come gw2 is not popular in esports?

in PvP

Posted by: Negativity.5801

Negativity.5801

I blame the terrible and infrequent balance patches. I swear you could go through every single “balance” patch and it wouldn’t be farfetched to ask if the people who balanced the game even play it.

Can’t wait for the next balance patch filled with 95% tooltip updates. Maybe they can buff some underwater weapons and make the guardian torch abilities bigger.

Also arenas are an awful idea because of how badly the game is balanced. Just look at the kitten show known as courtyard. Arenas should never come to gw2.

Do Something About Turret Engis.

in PvP

Posted by: Negativity.5801

Negativity.5801

I remember when I thought Anet would nerf turret engis in last year’s big september patch. silly me

abandon all hope, anet will never nerf it, the next balance patch gw2 receives will be 90% tooltip updates and maybe theyll buff some underwater weapons. gw2 pvp devs too busy making more terrible maps like stronghold.

rip in pieces

Oh no, there's a bunker engi in home

in PvP

Posted by: Negativity.5801

Negativity.5801

turrets are not worse in teamfights in pug queues, they pulse a ridiculous amount of boons to all his teammates while dealing a ridiculous amount of collateral damage and forcing people to change their positioning or pop stability to fight on the points.

the other issue is even if an engi has already set up on a point, they will win 99% of all 1v1 matchups, this is ridiculous for a bunker build. things like d/d ele or shoutbow can at least be contested on a point but someone playing turret engi that isnt a drooling moron is borderline unkillable in a 1v1. they pulse protection from thumper turret, pulse protection for 3s everytime they get cc’d with a mere 5s cd, their heals get reset when theyre almost dead and have a ridiculously high uptime on regen so theyre constantly healing. they barely have to do anything between retaliation from turrets and the turrets themselves hitting you, you basically kill yourself going after the engi.

you can dissect how to kill or stop a turret engi all you want. the bottomline is they require a ridiculous amount of commitment to be killed and even more commitment to be kept down. there is no other class or spec in the game that requires such a ridiculous amount of coordination and pressure to be stopped while having probably the lowest skillcap in the game.

Oh no, there's a bunker engi in home

in PvP

Posted by: Negativity.5801

Negativity.5801

the issue is turret engis completely change the way a team has to play the game. it’s ridiculous that the “correct” move is to ignore them and play around them. it’s pretty much unanimously agreed upon even by top competitive players that turret engis are by far the most overpowered class to 1v1. there are so many ways Anet could balance turret engis but they refuse to so turret engis continue completely destroying any game where you arent playing against as a coordinated team.

even in a recent 2s tournament in the finals noscoc switched off his necromancer to a turret engi just to stomp the other team since they were down a game. It really says something when a near perfectly played necro gets completely trumped by a turret engi.

but who knows, i thought turret engi mightve been nerfed in the september patch of last year but LOL what was i thinking. maybe theyll get nerfed next year.

A different thread about Skyhammer

in PvP

Posted by: Negativity.5801

Negativity.5801

+1 to remove skyhammer from solo queue

its a stupid map that replaces actual pvp with stupid gimmick fights, anet refuses to acknowledge that this map is entirely a kittenshow. Skyhammer and pulling people through holes is kittened.

the fact that people will actually change classes or change their specs over to kittened kitten specifically to abuse the stupid map mechanics should be a red flag that this map needs to either be changed drastically or removed because its gimmick dominates the gameplay aspect in a cheap and unintuitive way.

theres nothing creative about this map, its garbage and should just be removed

Need help with spvp thief

in Thief

Posted by: Negativity.5801

Negativity.5801

I’m new to spvp and I wanted to try thief. I’m using this build

http://en.gw2skills.net/editor/?fZAQNAV8Yl0Mp7pVOxwJ8PNBNB5dY+SZ0KAdHl+eEA-TZBFwACOCAl2fYxFAoaZAAPEAA

which is what sizer says he uses, I’m using literally everything in the build point for point, same runes, berserker jewel, everything but I can’t seem to kill anyone. I lose like every 1v1, the sword autoattack is so slow and does crap damage. I usually do s-2 s-3 and steal and I’m lucky if I see like 10% of whoever Im trying to kills health go away.

How the kitten do i do damage with s/d thief because all this build seems to do is inconvenience people by stealing their boons and thats about it. I really don’t understand how to do damage as this class.

Signet of the Wild question

in Ranger

Posted by: Negativity.5801

Negativity.5801

It lists 25% twice in the tooltip. 25% dmg increase and Enlarged 25% dmg increase. So is it just 25% or 50%?

Dye bug

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

I’m having an issue where one of my armor pieces on one of my characters resets its dye to the “Sky” color every time I change zones or log on to that character. The rest of the armors on all my characters works fine, it’s just one armor piece that keeps resetting itself everytime I change zones.

It’s a flame legion shoulder piece transmuted into stag shoulders.

Anyone have this problem or know how to fix it? It’s really annoying having to redye it everytime theres a loading screen.

Question about dungeon rewards

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

I havent played this game in a really long time so forgive me if this is old news. Is the 40 bonus tokens for daily completion account wide now? I just ran CoF on a 2nd character and not only did I not get any chests but I also didnt receive any tokens besides the path completion 20 tokens.

Help regarding sigils and ICDs

in Players Helping Players

Posted by: Negativity.5801

Negativity.5801

So it’s been a while since I played and I’m out of the loop on how internal cooldowns work on sigils. Are any of the ICDs for sigils shared or are they all exclusive of one another?

Does TBLC ever cycle "limited" items?

in Black Lion Trading Co

Posted by: Negativity.5801

Negativity.5801

I wasnt playing when it got released. I go on and off this game like every few months

But at least its good to know it does get rereleased so there is hope that my ranger will get to actually have a cool looking quiver maybe, possibly, someday

Does TBLC ever cycle "limited" items?

in Black Lion Trading Co

Posted by: Negativity.5801

Negativity.5801

I was looking at skins I wanted for my ranger and apparently the quiver I want was a limited time only thing on TBLC. So does TBLC ever cycle these limited items or re-release them from time to time or does Anet just hate money?

Rush's Guide to Smoother Dungeons!

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

Negativity’s Guide to Smoother Dungeon runs!

Step 1. Play a shout healing warrior or an AH guardian
Step 2. Man up
Step 3. ???
Step 4. Profit!

What you guys think of "death kiting"?

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

It’s a trashy tactic that reflects the current state of dungeons.

For a game that tried to push “skill” and team work, it’s pretty contradictory that neither of those are required when you can just die and run back to the fight.

Not liking Elementalist lack of survivability

in Elementalist

Posted by: Negativity.5801

Negativity.5801

use lightning hammer

mash 1

win game

Fractal Rings and a Lack of Stats

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

Why do the current Fractal Rings not include the very popular Knight’s Set Stats? They are Power, Precision, and Toughness. Other sets are missing as well! It’s important to note that people established builds based on the exotic stat set, and to not include them in the Fractal Rewards is just a strange idea.

Are there plans to release new rings that could include this stat set? I seriously have nothing to buy, unless I completely change my gear.

The only close* equivalent is pwr/tough/crit dmg and using only 3 pieces of it, you don’t have to become a drama queen about it and rework YOUR ENTIRE build for 3 pieces. As for healing power builds, Anet learned their lesson and removed garbage stats since healing power scales SO BAD you would need at least 1000 healing power to make it viable. [barely] (ie: There’s a reason why almost all armor/accessories have power on them, it is not viable to run a full “healing” or “tank” build being next to useless, YOU MUST DO DAMAGE!)

Having played a shout healing warrior for months, I disagree entirely.

Arah:Pattern with Sparks @ Corrupted Dwayna?

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

I did legitimately back when she still could be brute forced down. Not sure if theres any kind of pattern, what we did was we had everyone take 1 spark and run it back to the center, then we grouped up and run clockwise around the statue until all the sparks went into their “pens.”

Was a pain because these sparks are above the law and can sometimes just walk right through the statue in the middle instead of being LOS’d by it making it difficult to guide them.

Although each spark did seem to have its own pen and if you locked multiple sparks within 1 pen, its intended pen would also be locked out, so we just kept running in circles til it went in when we couldnt figure out which one it was supposed to be in.

But this was way back in like late September/early October so my memory is hazy.

Fix the Dodge Roll Bug

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

It happens whenever you dodge roll immediately after a certain attack within a 3 part autoattack chain. I’ve had instances of this with ranged weapons (Such as Ranger shortbow) but I’ve had no luck reproducing this on training dummies.

Here’s a list of what I’ve been able to consistently reproduce. I’ve considered making a compilation video of all the classes and which autoattacks bug and how to bug them, but I’ve had my head in the clouds hoping this would’ve been fixed a long time ago, but I digress. Anyway, here’s a write-up.

For the following, if you dodge roll immediately after the listed attack, your dodge roll will fail:

Warrior

Sword 2nd attack
Axe 1st attack
Mace 1st and 2nd attack
Greatsword 2nd attack
Hammer 1st and 2nd attack

Thief

Dagger 1st and 2nd attack
Note 1st attack only seems to occur if you quickly dodge roll after the first attack of the two attacks that are included in Double Strike
Sword 1st and 2nd attack

Mesmer

Sword 1st and 2nd attack
Scepter 1st and 2nd attack

Elementalist

Conjure Lightning Hammer 1st and 2nd attack

Ranger

Sword 1st attack (So if you’re not content with being rooted in place for the next 2 attacks, you can always bug your own dodgeroll on the first attack, harharhar)
Greatsword 2nd attack

Guardian

Hammer 1st and 2nd attack
Note This can be exploited to shorten the cast time of Symbol of Protection
Greatsword 2nd attack
Sword 1st and 2nd attack
Mace 1st and 2nd attack
Note This can be exploited to shorten the cast time of Faithful Strike

Special Note For Guardians, this can be exploited to use Selfless Daring as an AOE heal without leaving melee range. It’s also been referred to as “Ninja Skipping” when used to this end. Nothing major, but worth noting if anyone wants to exploit this dodge roll bug for healing.

Engineer
Toolkit 2nd attack

Necromancer

Dagger 1st and 2nd attack
Note 1st attack only seems to occur if you quickly dodge roll after the first attack of the two attacks that are included in Necrotic Slash

Additional Notes

This can be reproduced with either hotkey dodge roll, or double tapping. This is not limited to the hotkey.

Turning off the autoattack on your 3-part attack chain does reduce the likelihood of it occurring but it does not eliminate it. If you continue pressing to attack and try to dodge, you can still bug your own dodge roll.

I imagine there are more than what I listed, but this is what I have currently.

Fix the Dodge Roll Bug

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

fix it

15 characters

Dungeon Token Refund

in Suggestions

Posted by: Negativity.5801

Negativity.5801

Make it so you can sell token items back for a refund.

The Skipping culture

in Suggestions

Posted by: Negativity.5801

Negativity.5801

Much of the GW2 community looks at everything in this game as a cost-effect analysis. Truth is, alot of mobs in dungeons have too much health, arent rewarding at all, and depending on the dungeon, the trash can be harder than any boss you face in the path.

I think the dungeon design is pretty poor in this regard. I think dungeons need a serious overhaul and some rather dramatic rebalancing to put them in a good place. If Anet’s goal of dungeons is to not have every mob skipped, boss exploited, and terrain exploit abused, they need to rethink how dungeons are currently designed.

Unfortunately, Anet has done almost nothing in this regard and over the past few months, I’ve learned to just drop any expectations I have of Anet to at least try to avoid the pain of looking at their patch notes.

As for the above posts, I tend to agree. The majority of players seem to want everything to be roll-your-head-on-keyboard easy and receive instant gratification for little to no work so it’s no wonder skipping and exploiting is so popular.

Dungeon Token Refund?

in Account & Technical Support

Posted by: Negativity.5801

Negativity.5801

I see.

Thats pretty lame of Anet if you ask me. People have been asking for months for a way to get refunds for misclicks and they still have not implemented anything for it and now they wont refund tokens for misclicks on top of them denying a QoL improvement change like token refunds?

This is pretty sad

Dungeon Token Refund?

in Account & Technical Support

Posted by: Negativity.5801

Negativity.5801

I was told if I put in a ticket I might be able to get a token refund for an item I accidentally bought a few days ago.

Normally I wouldnt care about frivolous spending of dungeon tokens but it was 330 Arah tokens for a chest piece. Arah tokens take alot of time to get because of how long some of the paths are.

Could I get a refund?

AC path 2 Visual Bug

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

So in the room with the Graveling traps. Whenever I use updraft on my ele while kiting mobs around, my screen freaks out and I get to look at the gaping abyss beneath the level for a 1-2 seconds before my screen jumps back to my character. Happens everytime I use updraft in that room.

Longbow not a viable sPvP joice

in Ranger

Posted by: Negativity.5801

Negativity.5801

I’d say they need to normalize the 0-1000 range damage and shorten its rate of fire a bit to make it at least a viable alternative to shortbow within 0-1000 range. Normalizing the 0-1000 damage instead of incrementing it between 0-500 500-100 would be a nice damage buff and I’d say at least drop it by .25s in cast time. They can keep the 1000+ damage boost to retain the novelty of longer range = longer damage mentality giving merit to the core idea of the weapon but I agree its short range damage needs a boost.

Ascalonian Ranger.

in Ranger

Posted by: Negativity.5801

Negativity.5801

Our spike traps do the same thing, they just don’t hit very hard. (Immobilize isn’t in the tooltip)

Our longbow 4 does the same thing, it just doesn’t hit very hard.

I still wish they would’ve just worked towards letting pets attack while moving. The recent change was an okay buff, but our pets still run into the issue that even if they can hit a player/mob when they move away, they still need to catch up to the target to land a 2nd hit which is pretty horrid in pvp. In pve its not so bad.

Diminished Returns - Punishing the 'Pro'?

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

You’re supposed to be able to run the same path across different characters without hitting DR but it’s stupid that it puts a 1-2 hour buffer between doing this. If I want to run dungeons back to back on different characters I should be able to do that. IIRC, it was something like 30 or 45 tokens if you do it between characters without waiting.

If I were you I would be happy you can wait 1-2hr and swap to get 60 tokens again because when they finally find out that their system isn’t working properly (atm you can bypass it by waiting 1-2hrs) you will be getting 20 tokens ALWAYS for repeating same paths.

Also, in my experience, if you run 5 dungeon paths within a certain time frame (Something like 2 hours) you will hit DR. This is stupid. I’ve run AC all 3 paths without skipping mobs and then done paths 1 and 2 of CoF which there really isn’t much at all to skip, and been hit with DR for it.

So, you ran 5 fastest paths in the game in 2 hours when they said that average path should take about 30 minutes. You obviously meet the criteria of exploiter!

A good group shouldn’t take 30 minutes to run a single path of AC. The trash is few and far between and doesn’t take long to kill. Don’t accuse me for exploiting dungeons and skipping things just because you can’t do it. I can admit where I have exploited, but I used this as an example because I did it legitimately and still hit DR. Hell, I don’t even pull Kohler down the stairs, I fight him up on the platform with his adds. And CoF doesn’t take long by any means. With some of my friends, CoF path 1 took about 15 minutes without skipping any mobs. CoF 2 is like 20, there isn’t even really anything to skip in 2.

And for the character swapping. I would rather have the DR conditions be clear and defined rather then have them keep it a secret for absolutely no good reason. If we’re not supposed to be able to swap characters to get full rewards then fix it. If it is intended, then I stand by my statement that the 1-2 hour buffer is pointless and completely unnecessary.

Improve responsiveness of controls

in Suggestions

Posted by: Negativity.5801

Negativity.5801

Not complaining about movement issues. I’m fine with those. As I said, it’s definitely not latency, when I am having connectivity issues I can discern that from actual lack of responsiveness and slow controls.

There are very staple things that are consistent such as the Hundred Blades issue I mentioned where you cannot dodge out of it. You can move and cast other abilities, but you can’t dodge, same with churning earth for ele. These are simple and quick changes that can be implemented to improve responsiveness and control. Why this isn’t implemented is confusing to me.

Then there are issues which have caused some debate as being potential latency. I don’t think they are latency issues, it’s a very infrequent problem but I encounter issues where I’ll need to press the same key multiple times for it to work. It’s an intermittent problem so it’s more difficult to track down but it’s there, but as I’ve said, I’m generally pretty patient about not jumping to conclusions on what is potential connectivity issues, but this has been something that has recurred too frequently where my internet is fine, but input response sags.

An example would be of when Im on my d/d ele, I noticed this the other day, all my input was fine, but I was having alot of issues comboing often with “queuing” abilities and they weren’t activating.

(edited by Negativity.5801)

Diminished Returns - Punishing the 'Pro'?

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

You’re supposed to be able to run the same path across different characters without hitting DR but it’s stupid that it puts a 1-2 hour buffer between doing this. If I want to run dungeons back to back on different characters I should be able to do that. IIRC, it was something like 30 or 45 tokens if you do it between characters without waiting.

Also, in my experience, if you run 5 dungeon paths within a certain time frame (Something like 2 hours) you will hit DR. This is stupid. I’ve run AC all 3 paths without skipping mobs and then done paths 1 and 2 of CoF which there really isn’t much at all to skip, and been hit with DR for it.

DR has too many constraints on really stupid things like this. There’s a reasonable level where DR can be implemented, but DR overreaches in these ways. They’re unnecessary and just a major hindrance even when you’re doing things legitimately.

I think DR should work the way I mentioned above

•60 per path daily
•20 for recurring paths
•Character specific, not account bound
•No buffer time between characters
•No limit in consecutive dungeon running

Personally, I think Anet needs to take a stronger stance on dungeon exploiting in a number of ways. Their design is weak and has been exploited for months. They need an authoritative stance on players exploiting dungeons and they need to rethink their design to further prevent it. This DR for exploitation is nonsense. It’s less than a slap on the wrists.

Improve responsiveness of controls

in Suggestions

Posted by: Negativity.5801

Negativity.5801

Definitely not a latency issue. I consider myself pretty well reserved in not jumping to conclusions on control responsiveness and I’ve been more than patient with other functionality issues involved in combat such as the dodge roll bug and picking up bundles.

Improve responsiveness of controls

in Suggestions

Posted by: Negativity.5801

Negativity.5801

Hundred Blades Warrior GS – I can’t immediately dodge out of it. I have to move first, then dodge which doesn’t make any sense since I can use GS 3 ability to cancel HB prematurely to whirlwind out for a quick dodge, yet I can’t do this with actual dodge?

Churning Earth for Ele does the same thing to an extent.

Certain abilities seem to sometimes have extended cast times when trying to use it immediately after attacks sometimes. I’ve noticed this the most with Shield Block for warrior where my block will not activate immediately after I cast it. I know it has a .5s cast time but I’ve had instances of it being longer (about 1-1.5s)

I especially notice some extended cast times and lack of responsiveness in controls on classes that require alot of quick input delay like d/d ele. It makes comboing and ability usage very clunky and slow at times. I especially notice this when trying to cast auras sometimes while casting other spells.

Exchanging Dungeon armor for tokens

in Suggestions

Posted by: Negativity.5801

Negativity.5801

Please, for the love of god, make it so we can sell dungeon armors/weapons back for dungeon tokens. Why this change is not in the game is so far beyond me I can’t even begin to comprehend the reasoning behind it.

Improve responsiveness of controls

in Suggestions

Posted by: Negativity.5801

Negativity.5801

Combat needs to be sharpened in terms of responsiveness of controls. Too many abilities lock up or delay further input in inappropriate ways. For a game that supposedly emphasizes skill, combat often times feels clunky, slow, and at times, just plain unresponsive.

Mind stab animation randomly occurs

in Bugs: Game, Forum, Website

Posted by: Negativity.5801

Negativity.5801

There are a few areas in maelstrom that cause it through either the Renown heart which turns you into a Risen, and also further up North where you can turn into an animal to steal grass or something from some ghosts. Going in and out of the areas considered to be apart of that dynamic event or renown heart causes the mindstab effect. It happens because if you were disguised, it would cause the effect when you leave that area and remove your costume.

I guess the bug here is that the animation will always play when you enter and exit these areas even if you aren’t disguised.

Direction of Dungeons and Community

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

Don’t entirely agree. I think it’s both. There are a lot of aspects of the way dungeons are designed that directly or inadvertently encourage the behavior.

Mobs/bosses just in general have too much hp. Anet has failed to strike a good balance between dynamic mechanics and hp pools. This leads to negative opinions on many encounters and players being okay with exploiting content just to barrel through really monotonous content. They’ve done very little to address this.

HotW bosses are probably the most notable example of this, both in terms of their inflated HP pools, lack of mechanics, and the frequency of how often players exploit it.

Mobs/Bosses leash which promotes people skipping as much of the content as they can.

Anet has some really really lazy design in dungeons which can promote such behavior. The fault lies just as much with them as it does with the community.

Direction of Dungeons and Community

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

This is just personal feedback. I’ve been playing since the game’s early access release, and since the very beginning, there’s just been an ever-increasing trend in the use of dungeon exploits.

It’s pretty sad that this has become the norm within the community and it’s even more sad that Anet has done very little to curb this. It’s this very weird blend of Anet’s terrible design with dungeons in general and a community which seems to hate actually playing the game. It’s pathetic that so much of the community is content with turning bosses into pinatas for loot to drop out of instead of calling for an engaging and dynamic encounter. Although I guess the reason why I’ve seen less and less complaining about the complacent attitude towards current dungeon design is because most of people that did complain about its monotony quit months ago.

I like the ideological foundation of the game. I like the proposed combat mechanics (not the current implementation but that’s an entirely different issue) and I feel like this game had so much potential to be a unique experience in MMOs in terms of skill and challenge but it’s like Anet’s design took it down a road of mediocrity and the community wants to take mediocre content and exploit it into content where you can literally turn on autoattack and go afk until the boss is dead.

Am I alone in this? Am I the only one that sees the direction PvE has taken as awful and not becoming of a game that has so much potential? Do the developers even agree, at least to an extent, or is this really how the game is gonna play out?

Diminished Returns - Punishing the 'Pro'?

in Fractals, Dungeons & Raids

Posted by: Negativity.5801

Negativity.5801

DR should only effect the first run of the path daily

60 for first completion, 20 for recurring completions until the reset per character

If I want to run all paths of a dungeon on 1 character and then do the same dungeon again on another character immediately afterward, I should be able to do this without hitting DR.

There’s no sense in shoving a pointless buffer between characters for the same dungeon path and there’s no point in putting a DR on x amount of dungeon paths in a row.

If I want to run dungeons all day, that’s my prerogative, I shouldn’t be hit with DR and forced to take a break or do something else in the game.