For those that played the game around launch, how long did it take you to amass the 500 BoH? I seem to remember doing the OS JP daily to gather the badges.
It took me exactly 0 hours to amass 500 BoH for the Gift of Battle for my first legendary. By the time I had a precursor and all the mats, I had earned far more via achievement chests — that was probably about a year after headstart.
(I also earned points via WvW.)
That doesn’t invalidate the point (I think) you wanted to make: ANet always intended the Gift of Battle to be a reward for active WvW play. It was an accident (and an oversight on their part) that it could be obtained passively.
This is why I am in favor of ANet changing the mechanics.
However, I still am not willing to give ANet a pass for their failure to communicate the change (let alone explain their reasoning — we’re only speculating about it). They only way they could have given less notice was to have said nothing at all.
tl;dr ANet apparently has planned for the GoB to depend on active WvW gameplay; they just forgot to, you know, tell us the plan.
I don’t understand why people aren’t understanding this. A lot of people who were/still are upset over this change don’t mind having to play WvW to earn it now. They are more upset by the complete lack of adequate notice on ANet’s part. That is not ok, and the company would be ill advised to implement such a major change to the game in a similar way in the future. Its a great way to drive off loyal players.
The unstated assumption seems to be that the game’s philosophy ought to be: all instances, all content, all rewards — should be available to everyone, regardless of how they play.
I’m not even bothering to read past the first paragraph.
You clearly didn’t bother to read past the thread title.Get down of your high and mighty egocentric horse. Read the first post.
You are the one making assumptions, about the suggestion. Assumptions which are in fact wrong.
I’m not even bothering to read past the first paragraph.
The hypocrisy here is off the charts, jesus.
Just because you don’t agree with valid arguments doesn’t mean you can ignore them. Turning the raids into fractals would not be healthy. Raids are supposed to be the hardest PvE content in the game. They are designed to be harder than fractals. If you want to get in them then its on you to learn the mechanics and up your play so that you can. Its not on ANet to dumb them down so that they are accessible to you at your current level of play.
This is poor design in general. You shouldn’t have to worry about character level; RNG bags should be RNG and be insensitive to who opens them.
Agreed. But sadly with the insane amount of t3/t4 material that legendary and ascended crafting needs, people having a guaranteed way to obtain gear that will salvage into those materials is not a bad thing.
We do need some kind of key ring in the game.
Hey folks,
-Grouch
I think last season was philosophically a step in the right direction. The idea being teams of rougly equally MMR’d folks faced off against an immediately higher or lower MMR group of folks.
The advantages of this being
1) Playing with the equally skilled – You are paired with folks at your skill level. (vs. season 1 where they’d throw bad folks on your team to make it a more “fair” 50/50 win probability.)
2) Closer Matches – While one team is slightly advantaged, they are playing against the next closest 6, so in a large enough pool this difference is relatively negligible. (vs. Season 2, where you’d be on a team with equal skill level, but possibly facing a team of equally skilled people who were nowhere near your level, entirely random games).
3) Scaling with performance over time – Those who are on teams that tend to do better face tougher opponents, if you do worse you’ll face worse opponents. So it scales with performance.
So I’m interested to know two things Josh, is the above what you thought the strengths of season 3 were? And where do you think the opportunities for improvement are with this philosophy and where things fell through the cracks. I have my own opinions about the flaws in logic, but I’d like to see where you come at it from. What are the crunchy bits that are wrong with your setup?
(all in all I thought it was a good philosophical effort and have more or less argued that its an improvement over previous seasons).
Except the teams weren’t balanced in any way last season. Not at all. Out of 10 people picked for matchmaking, the 5 with the best MMR would be matched against the 5 with the lowest MMR. How else can you explain the ridiculous blowouts that happened on such a regular basis last season?
I think you are still thinking of season 2 where this could sometimes happen. In season 3 you were meant to play the next higher 5 MMR group or the next lower 5 MMR if all the eligible players were ordered by MMR.
The only time you would have the top 5 eligible players in a pip range would play the bottom 5 eligible players would be if there were only 10 players. If you had 100 players eligible to play in a pip range, the top 5 players would play the 5 immediately below them (their closest competition).
I think their is a misconception about how season 3 was meant to have work, and it might be mine but I’m pretty sure I understood the gist of the algorithm correctly.
How are you sure that the algorithm always puts the top 5 in a pip range against the worst 5? That would be…. hard to see from a programming perspective, and yet many people have this concept that this is how they are losing all the time. As I said if you play when lots of elligible players are waiting for a match, this should never happen. So I find this insistence on the idea…odd and entirely unsubstantiated. Do you have proof?
I didn’t play in season 2 or in season 1. So when I talk about matchmaking I am always talking about s3. I’m not getting confused.
yep, what balian said is accurate. if you have trouble with 1 immo + 2 seconds chanelled skill wait when you enjoy thiefs 40k unload, or its 25k opener burst.
Or instakill hammer 2 from hamrev. Or air overcharge from tempest.you are going to have a lot of fun my son!
Thing is I’ve never had much problem with those other classes in WvW. Without any clones up, I would only get .75 seconds of distortion from my shatter. And I was dead before I could use any one of my skills. Distortion was the only thing I could pop off, because the druid had me downed before the stun wore off.
dude in wvw there is no point to defend. So you are talking about pvp or wvw?
just wait, i realized now you are just another baddie that got rekt in pvp by a noob druid (so you must be really really bad) and comes here to whine.
Sorry dude, the devs dont look at this forum anymore if you want nerfs you must post in reddit. Until then L2P baddie.
Found the local troll I guess. Nice to know your name early.
yep, what balian said is accurate. if you have trouble with 1 immo + 2 seconds chanelled skill wait when you enjoy thiefs 40k unload, or its 25k opener burst.
Or instakill hammer 2 from hamrev. Or air overcharge from tempest.you are going to have a lot of fun my son!
Thing is I’ve never had much problem with those other classes in WvW. Without any clones up, I would only get .75 seconds of distortion from my shatter. And I was dead before I could use any one of my skills. Distortion was the only thing I could pop off, because the druid had me downed before the stun wore off.
I think they are fine, its always a nice and pleasant surprise when I get one of the exclusive skins from a champion bag. But if it was guaranteed then it would be just as boring as 99.9% of all champion bags currently are
Looking through build possibilities and assuming that sustain for other classes will remain high, I think one of the things that would give me the most options to try different things would be for the Chaos line to have some way to remove conditions.
Even just swapping the resistance boon on Bountiful Disillusionment to something like the F2 shatter would give Chaos some chance at handling condi’s. As it stands, nothing touches the Inspiration line in that respect
I really think the biggest change we could get to allow us more freedom in choosing lines is to move about half of our condi cleanse in the inspiration line directly into skills. That would allow us to still take inspiration for extra cleanse, but it wouldn’t be mandatory anymore since we would at least have some condi cleanse without it.
You went out of your way to mention living story, so no it wasn’t unreasonable to assume you wanted to theory craft about that. And for Raids and PvP it doesn’t matter. It won’t take long for people to figure out best raid builds, same with PvP
I main mesmer and earlier today I was absolutely destroyed by a druid in my home BL. By the time I noticed him I didn’t even have time to get up a block before the attack hit. And I don’t know what attack it was, but it knocked me back off the capture point, stunned me, and immobilized me all at the same time. Whole fight took less than 2 seconds after that. Since it was my home BL, the only stunbreak I was carrying was blink which was on cooldown, I couldn’t even use a skill before I was wiped.
I don’t have a problem dying, but godkitten that happened so fast! I’ve fought tons of rangers that weren’t a problem. But what can I do to be more prepared and actually put up a fight towards druids? Or was this guy running some cheese build and I wouldn’t have had much of a chance anyway?
So I recently started playing the game again after being away for a few years. I’m enjoying my time, but one feature that drives me crazy is the auto-targeting. I’ve read threads and it seems most people just advise to turn it off, but I was wondering if anyone has suggested allowing a double-tap option for it.
What I mean is that with no target, pressing an attack key once would select the target (same as now), however; instead of attacking straight away, require a second press of the key to confirm and initiate the attack. Obviously if a target is already selected, the second press wouldn’t be required.
I find that auto-target can be really helpful in many situations, however it always seem to randomly target and attack a non-engaged enemy way off in the distance at the worst possible time. I think enabling an option like I described would allow people to enjoy the benefit of auto-target while reducing much of the frustration it can at times cause.
Hope that made sense. Also, if anyone has other targeting advice to share with a new player, I’d welcome it.
This is my problem with autotargetting and why I eventually had to turn it off. It would target unengaged enemies next, including neutral mobs for who the hell knows what reason, more often than the mob that was actually attacking me. This became extremely annoying extremely quickly.
But with it turned off now I have to remember to manually target a new enemy to attack, even if they are standing right in front of me. Which is no less annoying. I just wish autotargetting would be fixed to always target a mob that is currently attacking you. If no other mobs are currently attacking then it wouldn’t target anything and you would have to manually target the next mob you want to hit. That is how it should have worked from the start
You can already faceroll anything but champions on every class. There’s no need to “theory craft” for a living world episode based off of class balancing.
I am very unhappy with bringing it back. Ruined the efforts of veteran players like me, because it is much easier to get now and also no longer a symbol of being a veteran pvp player.
Bringing it back didn’t ruin anything. Period. Stop being melodramatic. Hell newer players wouldn’t have even known what it was from so already your entire argument is moot because if they don’t know what it was from then they never would have seen it and connected it to “veteran PvP player”.
garm can still be found in stonewright’s steading (eir’s home). not that it means anything, since rytlock is also still in the black citadel as his old warrior self, but i’d like to think eir left garm behind in hoelbrak before she left. we’ll see.
Eir wouldn’t go to fight big bad mordy without garm.
GH are very useful for the gathring dailies in HoT maps. But I do think that the maps themselves can sometimes be sparse on the nodes available and I’m not sure why
I wouldn’t necessarily say nerf it, but i think the traps need to be reworked a bit. It is annoying, especially for those who can’t trait stab.
I haven’t run into to many DH, but I feel there traps are kinda cheesy. If anything Id say they need to nerf the cheesiness of their traps but compensate by giving DH a more skill based ability or buff one of their more skill based abilities.
Exactly. Just because they aren’t overpowered doesn’t change the fact that their traps are a cheese mechanic for players who don’t know how to fight well. The traps need to be reworked to be consistent with other skills, and then DH can be buffed accordingly so they are competitive
Imagine going up top of the mendons hill, quentin lake hill, ogrewatch hill, klovan hill, NWT alpine BL hill, NWT desert bl hill, and building a cannon up top to cannon down all of the siege inside. Not only will it one-hit an AC, it has a 400 radius and can take out multiple AC’s with one shot.
Honestly when you said this it made me want the canons because I am tired of AC spam. But I still voted no because I don’t think canons that can be deployed anywhere you want would be good for the game
I don’t have a problem with the current account/soulbound system
Caithe wasn’t the problem here. The Pale Tree was. The Pale Tree should have warned her firstborn that he was heading into a trap and refused. The blame lies entirely with the Pale Tree.
She was already out cold before Traehearne even decided to take the fleet to Mordy.
What’s particularly funny about all the quoting of my last post, is that you all said, I “claimed” we weren’t given notice for this or that. Focusing more on the individual items, and whether or not they were relevant to the topic at hand.
Similar to the April 19th patch notes, my list had several changes mentioned, also similar to the patch notes, in the first paragraph, I said “or were warned, but didn’t read”.
So, you didn’t receive an exact date, but the change was mentioned. It just happened to be mentioned in the notes for the biggest update this year.
Tracks were in Beta for 2 months, the GOB vendor was there the whole time, how long did you need? I don’t mean to sound insensitive, really, but, if 2 months isn’t enough time to gather 500 badges, and the reward track takes 4-8 hours (as estimated by several other players), it seems like the reward track is shorter…
Its impossible to do a reward track in 4 hours. It takes over 8 hours assuming you have max participation the instant you get in WvW.
Mesmer elite spec – Planeswalker or something
Basic concept – I don’t want any new phantasms, I want to shift the way mesmer plays and turn its focus to manipulating space instead of time since chronomancer took care of that. No new phantasms, instead I think a new mainhand weapon and new clone would be better suited.
New Weapon – Mainhand Focus. IDK about the weapon skills yet, but for Focus 2, if you already have 3 illusions out, cleanse 1 condi.
New Shatter – Instantly swaps positions with the illusion closest to your target before they shatter. Applies 1.5 second of slow on target for every illusion shattered
New skill type Arcane –
Heal – Range: 900, Radius: 240. 2 pulses, first one knockbacks enemies past the edge of the skill, second pulse heals all allies in the radius by a large amount.
Utility 1 – Range: 600. Leap to target area and cast a different skill then return to your starting position. Returns automatically after 4 seconds or one skill is cast.
Utility 2 – Range: 900. Select a target location, next skill you use is used both at your feet and at the target location.
Utility 3 – Range: 900, Radius: 240. Does more damage the more people are in the target zone.
Utility 4 – Stunbreak. Rolls backwards 200 units and cleanses 3 condis, sending them to targeted enemy. Also pushes enemy back 200 units.
Elite – Range: 1200, CD: 180 seconds. Instantly switch places with an ally and grant 3 seconds of regeneration to both of you.
It sounds pretty powerful, and is probably a bit broken, but it also sounds hella fun to play. And with the elite and some of those utility skills being pretty situational I think it could be balanced fairly easily.
Hey folks,
It’s been a while since we’ve commented on leagues, so here’s a brief update.
There’s definitely room for improvement in the league system, and it’s safe to say that it’s the team’s highest priority now that we’ve signed off on everything going in for the July release. It’s still a bit early to talk about specifics, but I do think we can talk about some of the goals we have for the changes:
- Improve match quality
- Make divisions more reflective of player skill
- Make leagues feel more rewarding after you’ve placed in your appropriate division
We’re still determining the scope of the project, but I do want to be clear that it’s unlikely that these changes will be in for S4. Once we get a bit further in the dev process I’ll see if I can give an update on our thoughts/direction.
-Grouch
I think last season was philosophically a step in the right direction. The idea being teams of rougly equally MMR’d folks faced off against an immediately higher or lower MMR group of folks.
The advantages of this being
1) Playing with the equally skilled – You are paired with folks at your skill level. (vs. season 1 where they’d throw bad folks on your team to make it a more “fair” 50/50 win probability.)
2) Closer Matches – While one team is slightly advantaged, they are playing against the next closest 6, so in a large enough pool this difference is relatively negligible. (vs. Season 2, where you’d be on a team with equal skill level, but possibly facing a team of equally skilled people who were nowhere near your level, entirely random games).
3) Scaling with performance over time – Those who are on teams that tend to do better face tougher opponents, if you do worse you’ll face worse opponents. So it scales with performance.
So I’m interested to know two things Josh, is the above what you thought the strengths of season 3 were? And where do you think the opportunities for improvement are with this philosophy and where things fell through the cracks. I have my own opinions about the flaws in logic, but I’d like to see where you come at it from. What are the crunchy bits that are wrong with your setup?
(all in all I thought it was a good philosophical effort and have more or less argued that its an improvement over previous seasons).
Except the teams weren’t balanced in any way last season. Not at all. Out of 10 people picked for matchmaking, the 5 with the best MMR would be matched against the 5 with the lowest MMR. How else can you explain the ridiculous blowouts that happened on such a regular basis last season?
There was a bug with the kits a while back where upcoming styles showed up for some people who then applied them, and then when the bug was fixed the styles stayed. So she likely got it then and never changed it.
Well that answers that question! lol
I had no idea there was a bug and im always in and out of those kits so boo for missing out! Hopefully well get some new styles soon. Thanks!
They’ve definitely had time to make new styles. I hope each race gets at least 2 new hairstyles for each gender.
Indeed, there are plenty of big ridiculous hammers, as there are a fair few big and ridiculous skins for just about any weapon type. Personally I’d prefer the exact opposite of what you’re suggesting, more trimmed down weapons that could pass for something semi-realistic. Don’t underestimate, as you put it, “a tiny little rock on the end of a stick” when that rock has the proper balance behind it.
As far as the longbow suggestion goes, I’m all for more options. The crossbow idea, however, would have complications in the form of the animations. Maybe make it a rifle skin with a unique sound instead?
More trimmed down? Are you kidding? Have you even looked at the basic weapon skins? You can’t get more trimmed down than that and still be able to recognize most of those weapon types
More trimmed down as in not being so huge.
The Lightward Battlehammer is “trimmed down” not because of its details but because of its size.The Basic weapon designs for Hammer are indeed not too ornate/intricate in their designs but they’re still huge. It’s a giant box of solid steel on a thick wooden stick.
Not all players like realistic weapon designs but for those who do the Hammer doesn’t provide a lot of options.
Larger hammerhead =/= better hammer, just heavier/more unwieldy.
To counter the larger hammerhead the character doesn’t have to be stronger but heavier. (or they’ll fling themselves after their hammers with each and every swing which would look… comically. Largely due to Physics (although “fantasy physics” arguments often challenge this yet don’t work because that’s not really how Physics work, especially in relation to other happenings in Tyria such as gravity.))
A smaller head, a maneuverable size and weight would prove far more dangerous compared to the Basic Hammer or just about any other Hammer skin currently in-game.
Remember why a sword cuts? Because it has a decent weight behind it and a very thing edge.
A hammer works a bit in this fashion as well. (although obviously too broad/wide/thick to cut) A smaller Hammerhead focusses all the energy of the blow on a small portion of the hammerhead. (which is why spiked hammers/warpicks can be quite scary!)
A huge hammerhead, although heavier, would not deal as much damage because the force applied to the opponent would be spread along a larger surface.What would happen if that Earthshaker Warrior struck the ground with his huge hammer?
- It would be a slow but decent “thud”.
- The “recipient” will have easily avoided such a telegraphed attack.
- The warrior would, realistically, have to switch to his off-hand weapon set because lifting a hammer like that mid-combat will most certainly get you killed.
Disclaimer:
As said before:
It’s a fantasy game, people like their flashy designs and in all honesty the game provides a lot of these!
I’d personally just like more options that I, and other players sharing my mindset, would be comfortable using besides the Lightward Battlehammer.
Ah that makes more sense. I haven’t really used a whole lot of hammers kitten far I have almost exclusively played the light armor classes so I didn’t know all of them were huge
This achievement is bull crap >n<
It is indeed 150% bullcrap. Unfortunately they patched it so that if the instance owner doesn’t enter the room (which triggers the transformation of everyone into bunnies) then no wolfs spawn. So this doesn’t work any more.
I tried to solo it, but I couldn’t ever isolate one wolf at a time. I tried for hours and inevitably when I would get the first wolf down to about 20% hp another one would run from nowhere to help him and I would get slaughtered.
The only method I found that still works is to use fire elemental powder. I tried ogre pet whistle as well but those felt a lot weaker than the fire elementals, and the burning from the lava fonts helped out a lot too.
- Sub-squad color. Add a different color for your sub-squad. Run a havoc and one of the reasons we don’t join squads at times is that you lose the position of your own group in the mass of same colored dots. If the sub-squad was a different color in the squad it would be easier to keep track of your group in the larger squad.
- Guild visible only comm tags. This would make it easier for guilds to run groups and would also remove any question about if visible tags are open or closed groups.
- Reduce player requirements on WvW guild missions. A good number of these are already solo-able and this would help guild mates that play off hours from the rest of the guild.
Off-topic: Would love word that a new map was under way in design. And if its the same resources as some of the other projects then would love to see a vote on these vs new map. Personally map variety (even outside of ABL/DBL) is important for longevity.
Map variety is key to longevity of a WvW game. But if the scoring isn’t updated soon there might not be enough of a WvW population to care about a new map. Scoring takes priority in this situation, because no matter how good the map is, no matter how many people, if any, it brings back, they will all leave again rather quickly if the scoring isn’t updated to be less kittenty.
Things/Changes Anet has made to the game but didn’t warn people about (or did warn, but people didn’t read):
- Additional WPs/POIs/Vistas and hearts added (or in some cases removed) to/from maps after players may have “completed” those map but not “completed” world exploration, thus rendering a multi map search for what’s missing.
-WvW exploration removed from world completion achievement, meaning if you got it out of the way first on a toon (or if you ever had to do it), you spent days (perhaps months) doing something others won’t have to do.
-3 replica JPs (required for an acheivement) that mysteriously vanished for 6 months with DBL allowing anyone new to the game during that time to get the achievement without having to do those puzzles.
-Shatterer meta and Fractal achiements revamped, players given something like a week notice to finish an achievement that was going away for good.
-Past LS rewards no longer obtainable because “you had to be there” or perhaps you were there but were doing wvw exploration for Been there done that instead…
-Hero weapons unobtainable for years, mistforged weapons still unobtainable.
-Plus 5 camp upgrade gone, must join a bigger guild or invite other players to your bank guild to re-earn.
-Retrain manuals gone! 10 gold lost if you bought extra for later use.
-Warbrobe pieces you’d unlocked before account wardrobe change gone/missing/ect, must re-craft or buy again.
-Multi server system/Server pairings – Making recruiting for your wvw server hard, then ultimately impossible.
-Some toys not usable in wvw, basically rendering them and the gems you spent useless if you only run in wvw.
-Trait lines simplified, reducing the number of available line choices from 5 to 3 and thus placing restrictions on the overall number of unique builds.
-WvW achievement requirements drastically decreased, allowing players playing for a year to achieve what others had finallt achieved after playing for 3 years.
-Commander tags now account based rather than character based, which we can all agree is a good thing, unless you bought 4 or more before the change and didn’t log in for the last 2-1/2 years.
-PVE Auto loot and Mentor tags not applicable in WVW/No available wvw Auto loot function until 6 months after PVERS get the option, no word from Anet that Tyria auto loot won’t work in wvw until after everyone had grinded for it, No way for anyone willing to command in wvw to earn a “substitute” tag.
-No gliding in wvw, meaning if you’d spent a day farming in a PVE map, then came into DBL, the first thing you did was fall to your death EVERY TIME!There are many more changes/Modifications Anet has made that have caused disruptions in everyones personal goals and playstyles or made it easier for one group to get something after others sloshed through it much longer, but the point is, most players across all realms, have swallowed the fact that things have to change in order for them to get better.
If you earned enough badges to purchase a GOB, but for whatever reason didn’t do it…Knowing how often little changes are made to this game that affect you or someone you know as a player, well yes, it’s really no one’s fault but your own for not spending your hard earned badges when you had the chance.
Most of these are irrelevant to the discussion at hand, and furthermore many of them are just flat out wrong. People were given notice for some of the changes that you claimed we weren’t given notice for. And those notices came with dates to boot
Anet is busy ATM working on repair hammers, because that’s more important than fixing skill lag.
Oh my kittening god. You people just love to spout off nonsense purely because its cool to hate on ANet.
They said that the hammers were developed years ago and it would only take a very small amount of effort to actually put them in the game. They aren’t building them from scratch. Just because you don’t like them does not give you the right to be an kitten and spread misinformation about kitten in an attempt to slander ANet.
Honestly those issues with your mouse bringing up unwanted elements is you having poor control of your mouse. Its also problems that I and other players don’t seem to have.
And your point is? Any problem that YOU or ominous “other players” don’t have is invalid and should not be addressed?
They shouldn’t be addressed because they aren’t real problems.
1 – Clicking on the exp bar doesn’t open the hero panel during combat anyway. So either OP is mistaken or he is just flat out lying. I just tested it again 5 minutes ago.
2 – There isn’t enough UI clutter in this game to lose your mouse pointer in. That is on him, not on ANet anyway.
3 – With the chests. Again this is 100% purely on OP here. ANet isn’t making him look at the chest. They aren’t making the chests annoy or distract him. Its all his personal choice to be so kitten bothered by it. Its really not even that big of a deal. I just fought the wyvern patriarch for 10 minutes with 2 of those chests dangling there. Its not a problem, they don’t cover up anything important and they certainly don’t distract from the fight. OP is just looking for stuff to complain about.
4 – Again this is entirely OP’s own fault. The meta event participation window only opens if you scroll your mouse over the really tiny circle in the top right corner of the minimap. Literally come at the chests from any direction that doesn’t involve crossing this circle that is 1/20 the size of the chests and the window won’t pop up. Its not ANet’s fault that OP can seemingly only run his mouse through 1 specific route through his screen, if he can even find it.
5 – Again, only in the upper right hand corner does it even pop up at all. Not the entire upper edge.
I can’t take this guy seriously considering most of the problems he listed aren’t even really problems, or don’t even exist.
Indeed, there are plenty of big ridiculous hammers, as there are a fair few big and ridiculous skins for just about any weapon type. Personally I’d prefer the exact opposite of what you’re suggesting, more trimmed down weapons that could pass for something semi-realistic. Don’t underestimate, as you put it, “a tiny little rock on the end of a stick” when that rock has the proper balance behind it.
As far as the longbow suggestion goes, I’m all for more options. The crossbow idea, however, would have complications in the form of the animations. Maybe make it a rifle skin with a unique sound instead?
More trimmed down? Are you kidding? Have you even looked at the basic weapon skins? You can’t get more trimmed down than that and still be able to recognize most of those weapon types
I only ever got that error when leveling crafting professions on toons and selling all the junk they’ve made which was clogging my inventory
I don’t think that makes it her fault in any way. For one, what would trahearne have done? “Oh I’m sorry guys, I can’t come with you”? That wouldn’t have worked out very well at all.
It would’ve worked out better than hundreds of (sylvari) pact soldiers turning on us.
Getting your ships torn out of the sky is worse enough. Having a large part of your force turn against you on top of that is even worse.
Like they weren’t going to turn anyway…..
Players had a couple months warning that this was going to happen. There’s no need for every player to have been able to summon the vendor one last time.
I’m sorry, what warning?
There was no warning in the game launcher, no warning in the news, forums, let alone an in-game mail…“Also, once the reward tracks feature exits beta testing, the Gift of Battle legendary crafting component will no longer be available as a vendor purchase and will be earned via its own reward track.”
patch notes of spring’s quarterly update. they warned us that once the reward track leaves beta this would happen.
For the love of ………
Go and find for us this fabled place where ANet told us the date that WvW reward tracks would leave beta then. Quote it with a source. Because no one else on here ever saw an actual date for this. Until then stop bringing this up as if it was an “adequate warning”. It had zero mention of a date, not even a timescale on it. It didn’t even so much as say “When WvW reward tracks leave beta in the next few months” No! It just said when they leave beta, whenever the kitten that was, because we were never given a date on that. We just patched our game on April 19th and were surprised with the fact that they were no longer in beta.
I don’t understand why this thread exists
ANet’s already said that they want to add a MF recipe for +7AR+5stat shouldn’t that be the end of it?
But they didn’t. Did you read the thread?
Due to a gamebreaking bug. So tl;dr it’s coming soon or a revision to AR as a whole is.
“Anet_Sean 110 points 2 months ago
We know infusions have systemic issues, and we have a plan to resolve them.
Unfortunately an issue with the code prevented us from implementing the planned changes this update; we discovered that when we changed the rules for infusions, any now ‘invalid’ infusions you had equipped simply got disappeared. Poof. Gone. As you can see, that would have been a really bad thing to subject players to.
We’re working on a code fix that will let us change how infusions work, while not destroying player’s hard-earned items. Once that’s done we will be able to make the infusion system a lot better.”“The changes will make it easier to gear up your character, whether you’re new to Fractals or just gearing up another alt.”
“hpoitI’m a potato 5 points 2 months ago
I assume you guys use a database to store the various items, wouldn’t it be possible to change the 5stat/5AR to 5stat/7AR in there since those are really expensive, or would that break a lot of things/require maintenance? or is it simply something you don’t want to do and want to have a way to upgrade them?
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[–]Anet_Sean 14 points 2 months ago
If we made that change now we would be painting ourselves into a corner regarding future design space. So, we decided to wait until we get the code fixed up and can make the infusion system we actually want to have.”They never said specifically that those infusions would be upgradeable. Read what he actually said, not what you want to read. They said “the changes”, but not WHAT changes. So until Anet specifies, its a vague answer, that should not be taken out of context.
Honestly posting their exact wording is nice, but people in this thread are dead set convinced that Anet is on their side with absolutely zero proof of that. This won’t influence them sadly.
This happens to me all the time, but it only seems to happen in higher level maps.
One can hope, but LS changes seldom affect open world maps. Having a passel of Sumians in Novus would affect the meta of getting Rata Lane defenses on line in time for the Gerent.
… last I checked, there was still a massive ruined tower in Kessex Hills, there are noninteractive weird energy things all over the map, a few broken waypoints, and mordrem vines all over Brisban, Kessex Hills, and Iron Marches. And there’s an island full of Giant Enemy Crabs.
Note that the tower and leftover energy probes are from S1 where ANet was experimenting with permanently changing maps. There is a reason they no longer do that, it was a horrible idea.
Events are one thing to add, and the bandits and ley line events are just that, events. But we haven’t had anything since the mordrem invasion of Tyria, before S2 started, that permanently changed a map
@Regon Phoenix memser offhand focus and sword are fine as they are right now. Its some of our other weapons that need to be buffed before you start to see them a lot in PvP, pistol and scepter mainly. No AOE on scepter along with large casttimes for its main damage source make it a nogo for most mesmers in PvP.
As for your proposed mesmer nerfs. Just no. Yes power mesmer can land a huge burst on you if you aren’t careful. But its also on you if you aren’t breaking out of those stuns and immobilizes to get away from the burst. That burst is good for one time use only, then they have to wait for several skills to recharge, dodge it and you can usually wipe them out if they don’t stealth and run away. Plus because they rely on that burst they are usually not that useful if they can’t set it up.
Basically you want buffs to everything non-meta and nerfs to everything meta…
Mesmer suffers from a high skill cap issue, it either ends up with the top players nuking everything or 95% of players not being able to use it. I’m one of the latter >.>
I’d go through in order but I don’t think it’s worth it here.
Exactly. I don’t know why so many people complain about mesmers so heavily, especially after we get nerfed. If you are still being destroyed by a mesmer then they are just a really good player. Chances are they would have destroyed you no matter what class they were playing. If you keep getting killed by an average condi mesmer player though then nerfing them won’t help you be any better.
@Vagrant distortion on mesmers really isn’t that powerful if they aren’t sharing it due to it being tied to a shatter. I think the main reason that people think its more useful than it is is because the shatters don’t have a cast time so we can use them even in the middle of other skills/actions
I thought the Devs said on Reddit that Rangers and Necros are free to afk while their minions kill stuff as long as they don’t have a macro running to resummon them if they die?
No they didn’t quite say that, they said getting loot is ok if the player didn’t do any actions whilst a pet killed a mob. They didn’t say it’s ok to not be at the keyboard for that to happen. A few minutes to go pee pee is ok, but if it’s blatantly AFK farming they ban.
Oh ok, I like this way better anyway. I know I have gone “AFK” on my necro before when I alt tab out to check something on the wiki or get some food, but I only ever take out minions when I do that to pull aggro so I don’t come back to a dead character.
[…]
I’m yet to encounter a ‘superior team’.
There’s only players are inexperienced, players that are experienced, and players exploiting some bug or flaw in balance.
Against the inexperienced it’s suually a win unless my team mates practically lose on porpose. Against the experienced it goes 50/50. And the exploiters have to be pretty incompetent to lose.
Either you are lying or you were always the “superior” team. Far too many players this past season got matched in far too many games where the final score was 500 – 100ish. That is a blowout, and its because the matchmaking system put a team of bad/mediocre players up against a team full of good players. A good matchmaking system would have mixed them up so that both teams would have an equal number of good and bad players instead of lumping all the better players on the same team. Hell there were multiple posts here, and I as well as several people I know in game, had matches in champions dusk where we lost by over 600 points. I know that the points don’t determine who wins in that map, but the simple fact that the other team was so much better than the one you are assigned that they can just lock you out of gaining points like that is a big indication of broken matchmaking.
The only way to bring back unkillable bunkers without making the game boring is to make a dedicated single target support/healer class that can be killed. If bunkers can tank forever by itself, the meta would go full bunker and it will be boring.
I don’t think anyone here is advocating for unkillable bunkers. They most definitely should be killable, but not by 1 class in a matter of seconds with a condi burst. A bunker should be able to hold out against 2, possibly, 3 players of equal or worse skill, for a good while but they shouldn’t be unkillable. Especially if they are playing against people of the same skill as them.
The problems with bunkers right now are that they are just messed up. We have bunkers that are dealing high damage, bunkers that have absolutely kittening amazing team support, bunkers that can go down in a few seconds if they are hit with a condi burst (which means they aren’t really a bunker but whatevs).
It’s everything, its excitement. I mean, the ingame music isn’t even frequent anymore. You may think these are trivial matters but done right, a supposedly bad movie and can made good with perfectly timed music interval, que kitten by Matthew Vaughn (SP).
The ingame music for wvw when you first go in, is lame as hell! Why not just have non stop upbeat great WvW Gw2 music, it doesn’t make sense to me. It’s the whole experience. Did Jereme Soule limit which songs can be played due to budgetary concerns?
It’s the whole experience, Anet stuff needs to play their own game and submit that experience to their managers, otherwise there will be alot of polls showing throwaway interaction which some seem to crave. We all have feelings use it to create great games.
You jumped from siege towers and gliding to…..music? I can’t take this thread seriously anymore
Ok, this has gotten very far off of my original point, partly by my own wingeing.
One of my original points, and the most valid issue from a design perspective, concerns the Collider room and the safety shields. We can debate whether you should or should not use the shields, but it is a major design flaw that, if you should have trouble, you lose the option to use them because they are lost inside the maze. That does mean that effectively the room becomes harder if you don’t succeed at it on your first try for whatever reason.
The entire fractal can be soloed depending on your class, here is a necro doing it:
https://www.youtube.com/watch?v=AWe_zKDcx7UThe laser room can be successfully done similarly with 2 people even if you have no way of warping around like that.
I don’t understand your point. BoogiePopVoid never said it was impossible to do the fractal. In the comment you quoted all he said was that its bad design to not have the shields reset to the beginning of the room if you wipe. Obviously if you are wiping with shields then you are having trouble with the room, why then take away the shields by having them stay where you were when you died? Your video is completely unrelated to this fairly good point he brings up.
You can still dodge.
~EW
You can but that doesn’t change the absurdity of having a few places in the game where you literally have access to no skills yet enemies can still attack?
You call it an absurdity, I see it as just another (minor) challenge. If you can’t wait out an immobilize, you have a very faulty build. And, an inch into the water and you have your skills back. This is a non-issue.
~EW
I said nothing about being immobilized. Its just absurd, plain and simple, that there are a few places in the game where mobs are allowed to attack you and you are not allowed to use your own skills. That’s it, its just absurd. Its not something that should be killing you, but that doesn’t change how absurd it is as a design feature (or bug more likely)
ok…well the pets are pretty strong and don’t die…1 of my account disconnect after like 1h but the other one doesn’t disconnect or rarely…the fact is i don’t use any macro or program or whatever that could allow me an advantage…my fear is that i could get that second account ban for that reason. Should i stop going afk with it or i could defend myself when a ban comes out?
If you’re legit not trying to afk farm and are not using a macro, then you should be fine. If you do somehow get a suspension, you can contest it and will probably get the suspension removed.
I have to confess it’s a bit of a farming since i get a bit of mats and exp but i definitly don’t use any macro or program to do it. I just want to be sure it’s “tolerated” to do so. Thanks everyone for your answers.
Yeah, it is against the rules to farm while afk for an extended period of time. People do get suspensions for doing what you’re doing.
I thought the Devs said on Reddit that Rangers and Necros are free to afk while their minions kill stuff as long as they don’t have a macro running to resummon them if they die?
I’ve been meaning to make my own thread about these issues but may as well post them here since it’s relevant to what i have to say.
There are lot of annoying UI elements added with NPE but especially with HoT. What i hate is that often, i can’t find my mouse pointer and i sometimes click on the exp bar by accident. Before HoT, it wouldn’t have mattered, it didn’t do anything except perhaps shown u the amount of exp to the next lvl etc. But now, if u touch that bar anywhere with ur mouse, it suddenly pops up this huge mastery window in my face that covers most of my screen. This usually tends to happen while in combat so i then have to frantically fumble with it to close it. The mastery window is way too big and the exp bar should be locked as it always was. Perhaps instead of the exp bar triggering the mastery window to open, you could instead create a little icon in the upper left screen like the traits icon to open it? Frankly i’m surprised this wasn’t implemented this way in the first place, sine we already have the traits icon residing there.
I don’t so much mind the dangly chest we get as rewards, but the sheer number of them and the non-stop jingle they make until u accept them is terribly irritating. Oftentimes when they pop up, we are fighting and don’t have time to accept them right away, but they keep annoying u with that jingle, taking ur attention away from combat. Perhaps if they jingled only every few minutes it would be more acceptable?
In HoT, they’ve gone to another lvl with head-shaking stuff. You get the dangly chests with all of the idiosyncrasies as above, but when u try to accept a chest in HoT, this new mini window that tracks meta event progress pops up, blocking u from accepting it. This window literally overlaps those chests almost entirely and it keeps opening each time u attempt to accept a chest. So unless u click precisely the outer right edge of a chest, this window will not let u accept it. This pop up window is way too big and needs to be reduced so it doesn’t encroach on the chests at all.
Also, if u try to place or hover ur mouse close to the upper edge of the mini map to say read/id, or link something, this meta tracking window pops up again instead, preventing you from doing so, or at least, making it very difficult to do so. So it’s not only too big, but it’s too attached to the mini map and there needs to be a separation. Maybe a little interactive icon similar to those in the upper left corner of the screen that u can click and check on meta progress would be less obtrusive and interfering with other UI elements as it currently does.
A note on NPE. One thing i have really disliked they added in the NPE was the dings for the heart quests. There are lot of hearts that overlap and if u make one step to the right, u get a ding for one heart, step to the left and u get a 2nd ding and if u stand in between those two points the dings go spastic. All these system are well intended i think, but poorly implemented. We’re not children. It’s good enough to get one ding to id the heart, no need to keep ringing a bell in our ears. I think it would be more helpful and more in line with other activities in gw2 such as events, to create a heart-shaped parameter of some distinct colour that identifies the heart quest limits, rather than these dings going off making u feel more annoyed than informed.
I could go on, such as the ridiculous number of variety of these pop up chest that u constantly have to accept. Just in HoT, there must be a dozen or more different chests that keep popping up. Why? I keep asking myself. It really is all pointless in the end. TBH i’ve never been so nonchalant to receive loot in any other game as i am in gw2. if getting these chest stirred any emotion in me, it would be annoyance, rather than anything else. Frankly, i would rather get fraction of these chests but when i do get one it actually holds something worthwhile, like 10 linen scraps or w/ever instead of 10 porous bones and rest ruining my hands salvaging.
Honestly those issues with your mouse bringing up unwanted elements is you having poor control of your mouse. Its also problems that I and other players don’t seem to have.