As SyDragon said, this particular interaction is not a bug. You will not be able to activate IO if any other upkeep skills are running, because the maximum upkeep allowed is -10.
I know what you’re saying, but what I was seeing was that if I had some facet upkeeps going including facet of nature, if I popped F2 to get the boons and then pressed F1 to swap legends, I’d still see it take 2 or 3 seconds for the regen rate to reset itself so I could activate an upkeep on the new legend.
In other words, I agree that facet of nature is special because it isn’t an upkeep tied to a specific legend, so it makes sense that I’d need to pop it prior to swapping. But the other Glint upkeeps also seem to affect things. My point is that if I swap out of Glint, I’d expect the Glint upkeeps to be released immediately so that if facet of nature was also not active, the new legend should have a fully reset energy regen rate as soon as I enter it.
Thanks all. It appears the consensus is that this is a bug and it’s not by design. I’m glad to hear that since even though a few seconds of delay after legend swap may sound like a small thing, I found it to be fairly disruptive to gameplay. Here’s hoping this will be fixed when HoT releases.
During this beta weekend I spent a fair amount of time with the Revenant and overall had a great deal of fun. One small annoyance kept irking me though, and that was the fact that if you have some upkeep skills running so that your energy regen rate is in the negative, when you swap legends the energy regen rate doesn’t reset to normal immediately. Sometimes it takes a few seconds for the regen rate to reset and those few seconds can be critically important in the heat of combat for needing to enable one of the expensive upkeep skills in the new legend you just swapped to.
As an example, I was experimenting with Glint/Jalis. In Glint I’d enable a few of the facet upkeep skills to build up some boons and my energy regen rate was in the negative. While fighting a few foes when my energy was getting low I’d swap over to Jalis and want to immediately enable Vengeful Hammers. Most often the Jalis #9 skill would have the little “no” symbol over it and if I tried to click it I’d see the error not enough profession specific energy. If I waited a few seconds for the energy regen rate to finally reset, then skill #9 became available for me to enable.
In the scenario above if I released the Glint upkeep skills before swapping legends, then the energy regen rate would reset quickly and the Jalis #9 skill would be available immediately after legend swap.
This makes it appear that there’s a penalty for not releasing upkeeps prior to legend swapping. Is that penalty by design? I’m hoping it’s not, because it makes things feel a bit stuttered. I’d think that any upkeeps would be canceled immediately upon legend swap and therefore the energy regen rate should be back to normal immediately upon legend swap.
I also started a discussion about buffing standing torment here:
https://forum-en.gw2archive.eu/forum/game/gw2/Buff-standing-torment/first#post5564778
It’s somewhat related to this discussion since if standing torment got a buff, it would help Mallyx and EtD.
I wanted to see what you all thought about giving standing torment a bit of a buff. When the foe is moving it seems effective enough, but when the foe is standing still as is often the case in PvE, it seems a pretty weak condition. I’m not suggesting making standing torment equal in damage to moving torment, but just give it a bit of a buff. I don’t think a slight tuning would be game-breaking. Your thoughts?
I’m liking the removal of the displacement on UA and overall finding the new Mallyx to be fun, but I’d agree that the ICD for the poison on torment needs to be very much reduced. With a lower (or removed) ICD that could make EtD elite again.
OP, you summed up my feedback pretty well. I’m also very pleased with the skill changes to Mallyx. I find myself playing Mallyx a lot more now. UA and EtD just seem to work better now. Agreed that that the ICD on that poison application is far too long.
If they thought the average mob difficulty in BWE2 was too much, it maybe could have been toned down a little, however I think it got toned down too much. This should have been a slight adjusting of the knob – not turning it way down like this. Agreed with those above that things got tuned a bit too far. (Although the smokescales in BWE2 were a bit much.)
Same here. When I logged into a second toon and saw the daily chest again, I started asking in map chat and then saw these forums discussions and realized what I’d seen wasn’t just happening to me. I didn’t log into any further characters because I don’t want to be flagged for abuse. I hate avoiding my toons I want to play though.
I’m not sure. Once I logged on with my second character and saw the bug, I got a bit apprehensive that if I logged into other toons I might get flagged for abuse so I just logged out of the game until the issue is fixed.
In LA folks were chatting about hearing of people abusing it to get extra laurels for T6 mats. Folks doing that kind of thing must know they are exploiting a bug…
U use a push-skill (LB 4) on a reflecting enemy and push u’rself off a cliff/edge.
Sorry that happened to you, but…
This should happen to longbow rangers more often. XD
Granted, I play one (vulnerability spam build), but I don’t spam LB4.
I hear you. Ranger is one of my main toons and I play a LB on her much of the time. I see other LB Rangers spamming #4 as soon as it’s off CD and I don’t really understand it. Although to be fair, I see a lot of GS Mesmers spamming #5 for no clear reason. Rangers aren’t the only one…
I having a check box setting to disable the confirmation box for rares would be nice. Having a second one for exotics would be nice also. Have them unchecked by default so only people that check the box can accidentally salvage things.
but many will still accidentally salvage stuff and flooding support with Q.Q and give my stuff back. e.g the salvage rate of the rare or exotic was bad
^^^
even with the check box now few do this with this option the few becomes many
That’s why I suggested the checkbox with a 10 minute timer a few posts up. I think that would be a good compromise.
When a rare item is salvaged, I’d like to see a checkbox something like “Don’t prompt about this again for 10 minutes”. It would allow people salvaging multiple rares at a time to avoid the extra clicks and keep their salvage kit active. By keeping it on a 10 minute timer it helps avoid the risk of people checking a permanent dismiss box and then accidentally salvaging something unintentionally at a later date.
Agreed – I’d like to see some UI enhancements to help reduce a lot of the excess clicking.
I’d agree with this. The #1 skill should probably remain as-is, however there should be a pool of maybe 8 to 10 other weapons skills that could be slotted in places #2 through #5.
A tick box that says “do not show this message again” would solve this for all sides
No, it wouldn’t. An annoyingly large fraction of players would click this the first time they spend more than a few shards. Then, 3 days later, they would complain that they didn’t get a warning message.
I’d suggest a check box something like “Do not show this message again for 10 minutes”. I’d also like to have that applied to salvaging rares so I don’t have to click “Yes” and then restart my salvage kit again to keep salvaging.
it would greatly shift the game play back towards completing events.
I wonder if it would help if they made it so at least one stack of perseverance was required to see a lost bandit chest that was dug up by someone other than yourself. (I’d say you should always see chests you dug up yourself, even with no perseverance.)
Main hand axe, ranged, with a focus on condition damage. I’d love to see my rev dual-wielding axes.
Using the LFG is not hard. I just think it’s a bit lame that we have to use that mechanism to get into the content we want to consume. Time spent waiting for someone else to offer a taxi plus time spent failing to get into maps that are already full is time not playing the game. My opinion is that map management shouldn’t be such a prominent aspect of game play.
Silverwastes is a great map because it caters to both types of groups. You can have fun with the events, or you can join a chest train. If you don’t want to be in one type, join a map that is your type and everyone’s happy.
The downside though is that I don’t like how tedious it can sometimes be to get to a map you want. Having to wait for or ask for a taxi, only to find many times that the map is full can get frustrating. The map you want to get to is game content you’d like to enjoy, so why do we need the hassle and map jumping separating us from the game content we’d like to consume?
I know the dev team has said they don’t like the district system from GW1, but honestly I’d still like to see something like that brought to GW2 so you have more control over the map you’re trying to get into. Remember those wintersday events in GW1 where odd districts were Grenth and even districts were Dwayna? I imagine the GW2 community would quickly organize itself around a similar system for Silverwastes such as odd districts for events and even districts for chest farms.
It has been discussed on a few threads. I agree that another ranged weapon added to the Revenant’s portfolio would be nice. I’d prefer a main-hand weapon rather than a two-hand weapon, and would like it to be more condition focused. My vote would be for main-hand axe as a ranged weapon. Would love to dual-wield axes when I need range, and switch to mace/axe when I need melee.
I’ve often thought the “events” daily should at least be in a random area per player. Having everyone trying to tag events in a single area isn’t always fun and doesn’t always generate cooperative behavior. The events go so quickly and the mobs melt so quickly that it’s often a rush to tag before the event is gone, and if you’re 5 seconds to slow to arrive, it generates frustration.
I also would love to see an additional ranged main-hand weapon added for Revenant. Preferably one that leans toward condition damage. I like the hammer, but I’d love to have another ranged option, and also something main-hand so I can benefit from the dual-wield trait too.
Nice work – I like the idea. I agree that Revenant needs a ranged condi weapon, and I’d personally prefer it be a main-hand weapon. This idea lines up well with that!
Condi rifle confirmed… by me.
Personally I’d prefer a main hand condi ranged weapon for Revenant, but the rifle idea would work too. On the first BWE I tried a power Revenant and on this last BWE I tried a condi Revenant. The condi Revenant with Mace/Axe was a lot of fun to play, but like others have mentioned when I needed to switch temporarily to a ranged weapon (Hammer) things weren’t quite as fun anymore. The Hammer is good, don’t get me wrong, but in a condi build I felt like I was just biding my time until I could get back to melee and Mace/Axe again. If I would’ve had a different condi ranged weapon (I’d prefer pistol), especially one that had access to Torment to complement what Mace/Axe was already doing, that would be great fun.
One possibility would be to have the event areas updated and make sure there are no “safe” areas. For example in SW maybe have the Mordrem periodically launch some widely spread AoE attacks that are easily dodgeable, but would wipe out the AFK folks. Kind souls may still rezz them, so we’d need to discuss other ideas such as the one in this thread: https://forum-en.gw2archive.eu/forum/game/gw2/All-armor-broken-unrevivable/
Another possibility would be to have your event participation level affect the chances toward how much or what kind of loot you get. For example if you just tag an event and get bronze level, your chances of getting “good” loot would be small, whereas if you get gold level, you’d get your normal full chance of getting good loot. IIRC, don’t the event participation levels already do this to some degree, such as the participation level determining how many gear bags you get?
Agreed. The show items function should act as a toggle similar to the run function. It should be turned on and turned off with a key press – not holding a key down.
Still hoping to see an official response on this thread – it’s been going for a while now. Really would love to see some attention to Howler. The footfalls need to be more noticeable and persist on the ground a little bit longer too. (Currently they fade away so quickly compared to those of other legendaries.)
It would be a great quality of life improvement. Templates existed in GW1 so the precedent is there. Would love to see build templates in GW2.
Very good feedback. Just to pick out one piece of it to underscore, after playing with DH this weekend I found myself becoming highly annoyed by the cast times on the virtues. It made my whole cadence of combat feel clunky. I agree with everyone who has posted that the DH virtues really need to be instant.
DH is supposed to feel different from your base Guardian. You guys just need to get used to that in order to play effectively.
You’re right it does feel different – I just meant it feels different in an annoying way and I don’t think it needs to be that way. Ezrael has some good points about the virtue cast times above too.
Kudos to the folks responsible for the Chronomancer. Having played as much as I could this past beta weekend with it along with Dragonhunter, Tempest, etc., I can easily say the Chronomancer was my favorite part of the beta weekend reveals. I can’t add much in terms of specific feedback that hasn’t already been said multiple times above, so I’ll just summarize and say “well done” – Chronomancer is a ton of fun to play.
Very good feedback. Just to pick out one piece of it to underscore, after playing with DH this weekend I found myself becoming highly annoyed by the cast times on the virtues. It made my whole cadence of combat feel clunky. I agree with everyone who has posted that the DH virtues really need to be instant.
As others have observed, I’d also agree that the new system is good, however they really need to have each tier of trait (master, grandmaster, etc.) be able to slot a trait from that tier or any tier lower. The way things are now, you must have one adept, one master, and one grandmaster. It would be better if for example the grandmaster slot could hold a trait from any tier.
(Likewise the elite skill slot really should be able to hold a normal utility skill if the player desired to do so. If that unbalances things, what does that say about the quality of elite skills?)
Unfortunately too many people play MMOs as single player games, OP. No idea why.
Because everyone is different, has a different definition of fun, and a game like GW2 is a great platform to provide a gaming experience that caters to all types whether they prefer solo, small group, or large group content.
Agreed that story mode dungeons should be solo, or friend invite optional like personal story instances. Explorable mode should remain as-is.
Weapon bind is a terrible idea. What if I wanted to be a Condition spec’d Revenant using Mace/Axe but need to switch to Jalis for tanking. Now I don’t have access to my condition-inducing Mace/Axe. I’m stuck with Hammer and no conditions to give.
There seems to be quite a bit of misunderstanding about the suggestion “bind weapon swap to legends” in most instances what this is actually referring to is combining the action of swapping weapon sets with the action of swapping legends not forevermore binding Hammer to Jalis or Mace/Axe to Mallyx.
So the way tou would retain your Mace/Axe in Jalis in your above scenario is to leave your second weapon slots empty.
Crise is correct. The idea is not for example to forever bind hammer to the dwarf Legend. But rather the idea is to have each Legend have a “weapon slot” that you could populate with whatever weapon you wanted. Then when you activate that particular Legend, it activates that weapon set.
Agreed – the Revenant really needs a way to switch between ranged and melee while in combat. It likely needs one of the following:
1. Add weapon swap ability
2. Have the core weapons change their skills under different legends – for example under dwarf stance hammer is melee but under centaur stance hammer is ranged
3. Allow the binding of a weapon slot to a legend, so that when you swap legends you switch over to the weapon you’d bound to that legend
Agreed. And not just remembering traits, but in general having a build template feature would be very useful. (And it is something that’s been asked for pretty much since the game’s release.)
I like the idea of a grace period, whether that be one minute, two minutes, or whatever. I remember GW1 eventually implemented a reconnect feature at some point in the game’s life. That was a good thing since the content was instanced, and a DC originally meant losing any progress in that instance and returning you to your last outpost. Now with GW2 and megaserver, it seems like a DC nearly always means you get put back into a different map and miss out on whatever you had been doing. Even being in a party isn’t a guarantee you’ll get back into the same map.
The jpeg screenshots have always looked horrible, doesnt matter that they got knocked further down. The -bmp option is easy to set and only takes a few seconds.
I’d need to respectfully disagree. Prior to the recent change, the .jpg quality wasn’t bad. Maybe it wasn’t as nice as a lossless .bmp, however the compression algorithm was set to a much better balance. After the recent change though the balance is now too far in favor of compression at the expense of quality.
This should be fixed for the next time you all get to play the Revenant. It should help a lot with the smoothness of skill interactions.
Hopefully this means a fix coming soon for the problem in general and not just for the Revenant, since the skill queuing is currently not working right for multiple professions.
I’m trying out using the -bmp command line parameter to get the high quality shots and then using an external image editor to re-save them as .jpg with not so aggressive a compression ratio. The results are good, however that extra step is annoying to have to do now.
To those able to enact a change, please consider reverting the .jpg screen shot quality back to the way it was before.
Thanks all for reporting this. As others have noted the problem does seem to extend beyond the Revenant. I’ve noticed lately that skill queue and sequencing for other professions isn’t working quite right either. I’m finding often now that I press a skill button in muscle memory sequence and realize a moment later that the skill never fired and there it sits unactivated on my skill bar.
I wonder if it’s related more to how many other players are standing around in the area you’re arriving in. For example if I port into LA in Trader’s Forum, it takes longer to load. If I port into Silverwastes at a time when a lot of people are standing around the WP, it also takes longer to load. But on those same maps if I port into an obscure WP or at a time when not many people are around, it seems the map loads more quickly.
This was reported earlier such as in this thread:
https://forum-en.gw2archive.eu/forum/support/bugs/May-19th-Screenshot-Quality
However I wasn’t sure if it had received any attention yet. I just wanted to report that the issue is still present. Prior to the aforementioned patch update .jpg screenshots were in the 400Kb-700Kb range, and now they are in the 200Kb range. The quality of the new .jpg screenshots is pretty poor with some very visible artifacts.
Using the -bmp command line parameter is an option to retain quality, but unless you like 5Mb screenshots, you then need to manually use a conversion program later to convert them to .jpg.
Could we please restore the .jpg compression algorithm to the pre-May patch version? Those screenshots had a good balance of size and quality. The new ones are sacrificing quality too much.
I like that idea. Having a weapon tied to a legend makes a lot of sense. As others have pointed out the Revenant really needs a way to switch between melee and ranged while in combat.
Another option might be to have each legend change the weapon skills of each weapon. For example under dwarf legend the hammer might be a melee weapon whereas under the centaur legend the hammer might be a ranged weapon. (While this idea might prove interesting, the OP’s idea of having a weapon set tied to each legend might be simpler to implement.)
True but revenants are getting something no one else gets utility swapping.
From what I’ve seen thus far, the utility swapping isn’t useful enough to make up for the lack of weapon swapping. As I’ve been playing Revenant this weekend, I’ve really been missing the ability to switch back and forth between ranged and melee during combat. If the legends made the weapon skills act differently, that would be incredible and would make up for the loss of weapon swap.
For example if hammer was a melee weapon with dwarf legend, but switch to centaur legend and now hammer is a ranged weapon.
I know it’s been said multiple times here, but just wanted to add my two cents. The lack of weapon swap is proving to be a problem with the Revenant play style. I’m finding myself wanting to switch between ranged and melee as needed, but I’m not able to do so.
^^^