Dragon Stand meta D/C beyond acceptable
in Guild Wars 2: Heart of Thorns
Posted by: Orion Templar.4589
In my cases the disconnects were caused by a client software crash. That message pops up that the client has experienced an error and gives me opportunity to send in a log. (I always do.)
The most recent time it happened was during the fight with the Mouth of Mordremoth, After logging back on I was standing on one of those islands in a fairly empty map. I was still a member of my squad, but not in the same map instance as they were. There were a couple other people standing near me on the island. I asked them if they had DCed too and they said yes they had.
We commiserated together a bit and then tried to get back into our map. One of those individuals PMed me to say he had gotten back to the map successfully. I wasn’t so lucky though. Tried 20 times at least and could never get back to our map.
Dragon Stand meta D/C beyond acceptable
in Guild Wars 2: Heart of Thorns
Posted by: Orion Templar.4589
All of this would be easily solved if you were to have a reserved spot on the map for 1 minute after DC’ing so that you can log back in. Too much to ask I guess.
This feature is so much needed. Just one or two minutes of holding your spot on a map after disconnect would be enough.
My last two runs at Dragon Stand have ended with the game client crashing near the end of the meta. After logging back on I was still in my squad, but dumped into a different map instance. Today I tried probably 20 times to get back into the map with my squad and could never get back in with them. It was so frustrating.
I really don’t understand what OP point is. Agree with everyone else, this is players trying to make the useless megaserver code work. GW1 towns worked much better with the drop-down list of instances to select.
Agreed! I get frustrated by needing to either ask for a taxi, or wait for someone else to offer one. (And be lucky/fast enough to grab it before it fills.)
The old district system put the initiative with the Player to target the map you wanted to get into. If district 1 was full, you could tell your party something like “Meet up in district #3”. I’d love to have some control back about getting into the map we want to get into.
Joining Meta Maps is SOoooooo Frustrating!
in Guild Wars 2: Heart of Thorns
Posted by: Orion Templar.4589
Even though the tone of your post is a bit dramatic, I do understand the sentiment. If you don’t use the LFG tool, the chances of getting into an active or organized map seem rather slim (depending on time of day or weekday vs weekend).
I also get frustrated when I’m in an empty map just knowing there are other likeminded players in another map enjoying the content I want to participate in with them, but unless they think to offer a taxi, and I’m fast/lucky enough to join the taxi, I’ll remain separated from the content I want to consume.
Agreed! Completed Dragon Stand for the first time today. The commanders on the map really did a great job.
Personally I like the density and activity level of the new maps. Like you said, it’s probably something that will differ from person to person. Auric Basin especially has really resonated with me and I’ve had a lot of fun with that map. I will say though that I don’t often have enough contiguous time to play a full meta in the new maps though. Especially Dragon Stand – you really need to have a good long chunk of gaming time. Not really complaining, just observing that the long metas often mean I have to use LFG to find a HoT map close to completion and hope it’s not full since that’s all I’ll have time for.
Have had it happen here too a few times. Would love to see a person’s spot in a map held for a minute or so after disconnect. This would at least give a person a good chance to get back to the same map and keep progress in these long-running events.
Not sure if I got hit with this issue or not, but I was in AB and the meta was going well. We had most of the pylons completed and I was in an event for one of the last ones. Suddenly the map loading screen appeared and I was dumped into another map that was not nearly as far along. I asked in map chat if anyone else just got dumped to a new map and some others replied that yes it had happened to them too.
@Wandelaar – Good stuff – thank you for posting those! I hadn’t thought about #18 (continually turning EtD on and off for resistance), that’s a useful tip.
@thebatman – That’s intended. In this context dual-wielding means a main hand weapon and an off hand weapon. The shield counts as an off hand weapon.
I’d like a 1h ranged weapon that leans toward condition damage as well. I think a 1h is better than 2h because we already have a 2h ranged weapon and also I’d like to take advantage of the Ferocious Strikes trait with a 1h ranged weapon.
Also be sure to review the idea Invictus posted on this thread. The idea is to give Mace the treatment that the Spear got. I think that is a great idea.
Nice – glad that change has been made. I also noticed that coming back onto land after swimming my Glint facets don’t seem to be shutting themselves off after one second anymore.
Now we just need to get the rest of the legends working underwater.
I’ve observed some unexpected delays in the mace auto-attack chain as well. What’s odd is that it doesn’t seem consistent. Sometimes I’ll be auto-attacking and strafing around a foe and the attack chain seems fluid. Other times it will seem to pause and my revenant just stands there. I find myself pressing #1 to try to get the attacks going again.
For Maniacal Persistence if you open your Hero panel and watch your critical percentage while you are in combat, you should see it incrementing every second.
Condi rev with Mace is a lot of fun (speaking about PvE). It may not be as fully effective from a numbers perspective as a power build or the sword, but I still find it fun. They just need to fix Mallyx and/or Corruption and I think condi rev will be back where it needs to be.
Last story mission is VERY BUGGED [Spoilers]
in Guild Wars 2: Heart of Thorns
Posted by: Orion Templar.4589
I just passed the mission by myself, and when it finally worked I thought it was pretty fun and just the right amount of challenge. I had to attempt it a few times. A couple times because it was a tough fight and I was still learning the mechanics – this is a good thing. Trying again and finally learning it and succeeding brings a sense of accomplishment.
That said, a few of my reattempts were forced because of bugs. The one that got me was where the rift point appeared off the platform. As others have noted above, when that happens you cannot get to it. Even if you glide or jump over to it there’s no ground under it so you just fall. When I got hit with that bug I was pretty frustrated.
2)When mobs reset because of a slight pull, or anything involving the landscape, making them casually walk back while being invulnerable and healing (dat moment of despair… at least make them run… or make them moonwalk to add to the taunt)
I’m with you on that one. Even knowing that reset will happen I still find myself habitually pulling and using the terrain to my advantage because it feels natural only to get frustrated when the enemy starts walking back to its leash area. I’ve read dev posts on why that leash mechanic is necessary and I get it – but it’s still very frustrating.
On the topic of difficulty, I was curious if anyone had tips for fighting the veteran bristlebacks. Sometimes they don’t give me any problem, but other times that channeled bleed attack they do locks onto me. I dodge, it’s still channeling. I dodge again, it’s still channeling. I use a weapon skill to evade or block, it’s still channeling. I go down and try to use bandage, it’s still channeling. That attack just keeps going, and going, and going…
The issue is back again. When Glint facets are active when you switch to another legend the energy regen rate doesn’t reset immediately. (Not related just to facet of nature.) So high upkeep cost skills like impossible odds cannot be enabled right away after swap until the energy regen rate finally goes back to normal a few seconds after legend swap.
I’m also in the camp that doesn’t necessarily find value in the ground effect. My first preference would be to have an option to disable it. That would give both people that like it and people that don’t like it what they want. My second preference if that wasn’t doable would be to make the ground effect only active when in combat.
Also the facet music can be turned off by turning the player instrument volume setting all the way down. More discussion about there here: https://forum-en.gw2archive.eu/forum/professions/revenant/Option-to-disable-facet-organ-music/
Excellent – thanks for that tip. I turned the player instrument volume all the way down and the facet tones went away. Those tones were actually getting pretty annoying so you’ve all saved my sanity. 
I actually find it very relaxing…kinda makes playing a revenant feel very ‘zen’. =P
I hear ya – that’s why I didn’t want to suggest disabling it unilaterally. But I’m sure there are others like myself who really don’t like the way it can clash with the background music (which is very well done in many areas). An option to disable the facet tones would really be a nice addition to the game.
I suggested durring the betas to rework the mace a bit like they worked the spear
I like that idea. Since it doesn’t give the Revenant another weapon but just reworks an existing one, it may actually have a chance of being implemented.
When Glint’s facets are active, there is a pulsing “organ” music playing in the background. It seems like the tones it plays are a variant of the chord progression from one of the GW1 music tracks. These tones conflict with the normal GW2 background music though and in some cases are quite dissonant and distracting. I realize some people may like these audio cues for the facets so I don’t want to recommend disabling them across the board, but please could we have an option to disable them? Personally I don’t find value in them and find them to actually be an audio distraction.
Agreed that a ranged condition-based weapon really is needed for Revenant. I’d like to see it be a main hand weapon so that we can dual-wield while ranged. (My preference would be for a ranged main hand axe.)
Your other observations are good too. We really need that trait that’s been mentioned that would make Torment affect foes like they are moving even when they are standing still. (Especially for PvE.)
Would like to see the Shark Fin get added to the material storage so we can right-click and deposit material.
The bug where facets wouldn’t quit right away upon legend swap was fixed 10/29/15 but appears to have been reintroduced on 11/4/15 when the glint facet bug was fixed.
(edited by Orion Templar.4589)
I’m glad the problem with upkeep skills turning off unexpectedly was fixed. But I was really hoping to see some additional fixes. Underwater stances/skills would be nice, and also we really need to see certain skills like mace #2 and hammer #2 fixed so they aren’t nullified by irregularities in the terrain.
In one of the recent articles they mentioned that builds would be spaced out a bit more and only major bugs would be addressed in quick builds. In my opinion this qualifies as a major bug. Like you said these skills are critical for basic combat functionality – they need to be reliable.
I’ve tested uphill and downhill and the results aren’t consistent so I’m not 100% sure that elevation is what’s triggering this. It seems like Searing Fissure is about 80% success and 20% failure. But what’s interesting is that even if it fails and does no damage or burning, the combo field is still usable.
Anyone else seeing the intermittent failure in skills like Searing Fissure and if so, know what the trigger is for sure?
I’m not sure if it’s the same issue or not, but I was noticing today that Searing Fissure would only work (apply burning) a portion of the time. Sometimes I’d land the foe directly inside the combo field and yet they’d take no damage and get no burning.
I tried all kinds of experiments to see if I could figure out what made it work sometimes and other times not. I’m not sure it is an uphill versus downhill issue since sometimes I could make it work downhill. Whatever the root cause is that triggers the occasional failure, it is frustrating. Can anyone confirm what behavior triggers the failure for sure?
Those are some good suggestions. Whether they adopt something like that or not, it’s clear that Mallyx needs “something” to tweak/buff it. It cannot be left as it currently is. In PvE I’ve found that UA is rarely worth the energy cost, especially with its short range. EtD has potential (whether it is utility or elite) but it probably needs that tweaked trait someone mentioned was being looked at where torment does moving damage even when the foe is standing still.
Similar discussion ongoing here: https://forum-en.gw2archive.eu/forum/professions/revenant/Glint-facet-bug/
Just confirming what others have observed. When I’m in a level 80 area like Verdant Brink I don’t see the issue. But when I’m down-leveled in one of the core Tyria areas and working on map completion the facets shut themselves off all the time.
I’d like condition ranged weapon, either scepter or shortbow.
Ranged main hand axe gets my vote.
Saw this fix made it live in the 10/29/15 patch. It is working well. Thank you for fixing this one!
It’s not just facet of nature. The other facets don’t release their effect on your energy regen rate after you swap legends for a second or two. (Which is frustrating.)
It was reported in one of the betas and Roy said he would look into it.
More info and Roy’s response here: https://forum-en.gw2archive.eu/forum/professions/revenant/Energy-regen-rate-after-legend-swap/
It’s not just facet of nature. The other facets don’t release their upkeep cost on your energy regen until a second or two after you swap legends. (Which is frustrating.)
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Orion Templar.4589
I was also glad to see the reduction to 250, but I must admit I’m still not a big fan of how things are setup. When a player is first learning the game and how things work, having a gradual unlock system makes sense and keeps a sense of progression, learning the mechanics, and not being overwhelmed with too many options right away. But when you’re a veteran player, having to unlock something when you already know what it is, how it works, and you just want to play it really doesn’t seem to add benefit. It only adds player frustration.
It was reported in BWE3 and Roy said he would look into it.
More info here: https://forum-en.gw2archive.eu/forum/professions/revenant/Energy-regen-rate-after-legend-swap/
I think the potential is there for the Revenant to provide a fun and effective condition applying playstyle. With the Corruption traits, runes and sigils that helps with condis, and some tweaks to the Mallyx legend, things could be good. If one of the utilities could be a condition transfer, and make EtD cause Torment to do more damage to foes inside its aura, I think it would be in good shape.
Hm. What if while in the effects of EtD, you take 1.5x damage from torment? I know they were talking about it as a trait against nonmoving targets, but what if instead if was in EtD ALONG with the torment application? and have it magnify both damage instances? Considering the energy cost, that might well be worth it.
That is a good idea. That would indeed fit with the flavor of the Mallyx legend, and could make EtD worthwhile considering the upkeep cost.
Some good ideas! I’m not a fan of requiring conditions or the old “self-inflict” skills though. Wanting something to make Mallyx better, but I’d prefer to avoid those two scenarios.
I’d like to see one of the utilities be a condition transfer (not just copy). I’d like to see EtD make it so that any foe within the aura range would feel the full effect of moving torment even if they were standing still.
I too would have liked to be able to customize the utility skills. The legends could have had some other unique mechanic when selected rather than forklifting out the utilities with each legend. That said, I’m game to give the Revenant a shot as it currently is. If forced utilities detracts from the “fun factor” too much, it will eventually get relegated to being a storage mule and I’ll go back to another toon. I’m kind of not thinking that will happen though – I’m optimistic the Revenant will be a fun and effective profession.
Indeed – I’ve been trying to give spirits a go the past few days but they really are just too weak right now. To make them worth slotting they need something added – maybe one (or more?) of the following:
- Follow the player
- Immune to damage
- Much larger effect range
- Affect more players simultaneously
- Lower cool down
- Don’t die upon activation
One of the recommendations I’ve been making in various threads is to change healing power into a pure percentage stat. 2% per 100 or something similar, depending how base healing would work out. That way, we’d at least know what we’re getting.
I like the idea. Whatever percentage or ratio they came up with, at least we’d have something consistent.
I see what you all mean. Thanks! I at first thought his answer was being evasive, but I now see what he meant.
There are other ways you can get boons besides facets.
I apologize I didn’t understand that response. Did it address the OP’s points and I’m missing your point (sorry if that’s the case) or was that a somewhat evasive response?
I’m just not a fan of how the healing power coefficient is variable per skill and that it isn’t evident what that coefficient is in-game. If we are testing a build or some gear in-game, there’s no clear way to know what effect healing power will have for the skill you’re interested in other than to try it. (Sometimes expensive, time-consuming, or just annoying.) The only way to know the coefficient ahead of time is to look it up in a source outside the game.
I like it when a trait is like vitality. If you invest a point in vitality, you know you are getting 10 health. But if you invest a point in healing power, you get… something undocumented that varies per skill.
Agreed that Mallyx didn’t seem quite as appealing during BWE3. EtD needs some kind of tweak to make it worth the upkeep cost. The stats bonus is nice, but not nice enough to warrant the cost. Some ideas are below. I don’t want to imply all these should be added at once, but just some ideas that could be used piecemeal to make EtD worth it to use.
- Include stealth as suggested above
- Make Torment more damaging while in this avatar form as suggested above
- Transfer any conditions on the player to the target upon pulse
- Lower the upkeep cost
As long as it is main hand (and not two handed) I’d be happy. My vote would be for ranged axe.