Main: Asuran Engineer — Alt 80’s Ra-T-M-G-El-N-W-En-En-Re-Ra
Doctorate in Applied Jumping
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autotarget would be OP I agree, but I would very much like to be able to enable auto attack- that is, after firing the first grenade, I can continue launching the #1 grenade just by clicking on the ground a second time, not having to mash #1 between clicks- this would make it so much easier to move, while not making it too easy to target. Use of #2-5 would require one of my fingers migrate north, but this way I could continue to move reliably while at least launching AN attack without the use of a third hand.
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I personally think that the best and most harmless solution would be to give all existing legendary weapons that were made “PRE” the scavenger hunt patch a prefix on the weapon “Antique, for example “Antique Quip”, “Antique Twilight”
Someone played TF2.
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i got the game yesterday and my friend wants me to join blackgate but it was full yesterday at 8ish pm and I checked again 2 hours later and it was still full. now its 6:15 am and its still full is it always full..? should i keep waiting or join a different world if so what’s a good one to join?
blackgate and Jade Quarry have been full for a while, since they’re tier 1 in WvW and everyone wants a slice.
you could wait it out, or pick another server and guest for PvE (you can join your friend in dungeons without guesting, just adding him to party)
and if you accumulate enough gold, and BG goes down in population, you could use the gold for gems and transfer later…
when you see you got a yellow item and it turns out to be a putrid essence .. that’s pure disappointment!
I’d be happy if they just stopped putting these in the wooden chests. looting one of the wooden chests (usually an indicator of something quite good) and getting a pile of putrid essence is the biggest kittenkill the game has provided to date.
Sounds just like the nuzlocke challenge in pokemon. If they can get rid of their pokemon themselves, I’m sure you can man up too.
I remember that, that was fun as kitten.
That said, in a game where so many people put in months of work for an item they equip, and many even buy gems to help get those items, making this a universal ruleset would frustrate everyone. If you want to try playing like this, just delete characters when you die. Or at least leave one character slot open to use with this playstyle.
Go on an 80 alt and just run around all the maps and only gather the skill points. Could get all of them in a day if you really wanted. I believe the Bloodstone Shard is account bound also. This is what I did for my legendaries.
bloodstone shard is soulbound, but the gift of mastery and all the other ingredients for it are account bound, so just craft it on the alt you got the shard with
this is what I did, ran my second 80 through all the skill points on the map
I’d say certain conditions should be able to remove stealth. Like if a burn or bleed is applied to a stealthed player, then it breaks their stealth. It’d actually make logical sense; it’s hard to hide if you are leaving a smoke trail or bleeding all over the place.
Complete removal would be a bit more than necessary- just make the particle effects of burn/poison etc visible to enemy players when stealthed, a la tf2- they can keep the stealth benefits and even be untargetable, but if they got lit on fire, you can track them down.
I almost got this lack ascended gear in WvW fixed!
Seriously, ascended back items are left out? You have a week, please hurry and add them so I dont have to do fractals, or add something specific to WvW like weapons to force PVE players into it like we’re forced to do their stuff.
What about ascended back items?
all they need to do is make the fractal vial in the MF recipe for the back items be replaceable with a gift of battle instead
I didn’t even know you could invite enemies until I got an invite from “Jade Quarry Invader” in a jumping puzzle- he sent the invite to offer non-aggression when he saw me enter (which I accepted- I don’t kill people in jp’s).
Consider the situation if you want to avoid trash talk, but really, unless you’re fighting for your life, there’s really nothing to lose unless you’re very sensitive to verbal attacks.
I was looking forward the the removal of these things. Too bad it didn’t happen- hopefully they’ll be gone soon.
After shutting down the molten facility, the molten alliance is defeated, so why are there still sonic devices in the world?
The dynamic events to drive back the molten alliance also continue to pop up. I thought these are supposed to be removed after the living story of flame and frost is over since the alliance should’ve been broken by this point.
I’m extremely irritated by this- I was counting the days until the end of the Flame & Frost event so I could finally be rid of the kittening sonic periscopes, and yet they haven’t gone away. Please Anet, these things are annoying. The event is over. Please remove the periscopes.
Noticed this too, and rather irritated- I was hoping to finally be rid of those kittening annoying map features with the end of the Flame & Frost story.
What I find more annoying is when there is no one at the entrance, but there are several people camping at the top of the coliseum room after the dark room. Not only is it impossible to win 1 v 6 when they have that kind of high ground, but you get to do most of the JP before realizing that they’re even there.
On top of that, it really just seems like bullying at that point. If you want to PvP in there that’s fine, but do you really have to kill every solo player that’s just doing the puzzle? /inb4L2Pyou’reinwvwbro
This outlines everything that is the problem with the Pvp in the jp. Make it a spot where those of different servers are friendliest, even allow cross-world chat.
This could all be fixed by making the JP an armistice zone like I and many others have suggested before, but whatever, nobody listens to me. I’m somewhat I a jumping purist when it comes to puzzles- I don’t attack people and find it ridiculous that people camp the puzzle. No, the “preventing you from getting siege” excuse is not valid- supply is the bottleneck for siege, not blueprints. You know you’re just there to farm badges from unsuspecting jumpers.
Seriously, make it an armistice zone, and these problems go away.
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“Your WEAKNESS make me LAUGH!”
They made the Legendaries like that because they wanted getting a Legendary to be a legendary experience.
this statement I agree with wholeheartedly. However, this is exactly why the precursor attainment process needs work. Many parts of the legendary recipe are legendary in nature- becoming a master in 2 crafting disciplines, exploring all of Tyria, fighting for your realm in wvw for badges, and completing skill challenges for the bloodstone shard. The precursor, however, is more like… Flushing money down the toilet. A lot of money. Over and over. Worse, the legendary already has another toilet-flushing mechanic- the clovers, which at least feel a bit better to get, since you either get a clover or some other t6 mat. There have been rumors of a scavenger hunt, which is probably the way to go- certainly a more legendary task than becoming king plumber of Zommoros.
This isn’t just an issue with Asura; all races would construct these devices differently.
Engineering advancement is about achieving an end product which works as it needs to. But different races would create this end product with different resources. Sylvari and Asuran turrets in particular should look very different from the standard model. Charr turrets could use stylistic refinement too, while only small changes would be needed for human and norn
I would like to see portal mechanics like this for more classes than just mesmers, though IMO for thief the better option would be to create an ally-accessible portal upon use of shadow return.
But several other classes could use this as well- I’d love for engies to be able to drop teleporters, TF2 style
Good luck. There is no honor among thieves.
for all the map completion talk, you know, we could schedule a time before reset where we openly flip things for everyone to get poi’s and such. The power is our’s to do whatever we wish in WvW. Maybe we should make Friday afternoons Fun Day!
Would give a chance those dying to duel and GvG a time slot for it too… JP cease fire day for open portaling for all.
Let’s create more out of T1 than the minimum’s the dev’s built in.I’ve heard tales of mesmers porting the enemy in the JP but it’d be great to see that expanded from time to time. Of course now there’s no excuse to not have all the POI unless you’re new, lol. Less fights, more hugs!
That’s the Spirit! We need big thinkers in the tier to make it more than it is.
I’ve never ported enemy players but, when I’m porting, I’ll let anyone friendly who waves come on up to the chest, np
Congrat’s SoR!!
I don’t have a mesmer ready to see wvw yet, though I make a point to not attack other people in the JP. Hell, I run it naked so if I get ambushed i don’t lose $ on armor repair
http://wiki.guildwars2.com/wiki/Corporal_Lebeau
http://wikipedia.org/wiki/Hogan's_Heroes#Corporal_LeBeau (forum is marking this as a “bad link” for me, may need to copy paste or highlight and follow)
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I rarely use the portals because I’m generally good with JP’s if I do it’s because I’m in a rush and have some reason for needing the puzzle finished other than the contents of the chest- so I usually just mail them the contents of the chest
Grats to SoR. Map completion for everyone in T1 now.
Yeah, right after I spent 70 gold to transfer to Henge of Denravi for a week for the green keep, then transfer back v_v
The Ori ore nodes are gone, There is no way to repair your gear in the JP.
I was never into JP pvp (in fact, I thought it was deplorable that some people would hunt down innocent puzzle-goers, or camp in impossible to reach places while raining death from above) so I would always just strip off my armor completely and make a beeline for the mystic fountain. Of course, with the Orichalcum gone, it’s not even worth it- 15ish badges and a couple blueprints is not worth working my way up the puzzle, naked and invisible, often getting camped at the chandelier room.
And when mean SoR zerg finds us!
Just Business
Leave thieves alone, and create a counter to stealth.
To maintain balance, every mechanic must have a counter.
If no counter is present, you will be left with an overpowered mechanism.I believe this is the smartest answer here.
Give certain classes some trait that allows them to knock things out of stealth. For example, Rangers could knock them out of stealth with traps, Engineers could use their turrets, Necromancers could use their wells, etc.
This is a great idea, though I’d propose a simpler solution. Ranger pets (at least canines) could track stealthed opponents if they had them targeted before the stealth- couldn’t attack them, but would follow them exactly.
And if any class manages to cause them burning (while they are stealthed, or before if the method of entry doesn’t cure burning), the flame particle effect would remain visible during stealth until the stealth is dropped.
u don’t see us complaining about other classes
Why do you think that is? Do you think that there’s maybe a reason that everyone complains about thieves 10x more than other classes?
And no, “L2P” would not be an adequate reply- unless you sincerely believe that people who play thief are all better than people who don’t, you must understand that skill would be generally evenly spread among classes, and yes, experienced players of other classes also think thieves are bs.
So ask yourself WHY everyone hates thieves- think long and hard about it.
because we are so much OP in pve that we are not allowed in parties, and we can solo everything?
I don’t disagree that thief has trouble in pve; I’m talking about pvp and wvw.
IMHO, wvw thief is OP and pve thief is UP- wvw stats/skills etc should be shared with pvp instead of pve, so thieves can get needed help in pve, and fixed for balance in pvp and wvw.
Ash legion (charr) is basically designed for thieves. Note that charr look ugly in both masks and pirate hats, so you may want to either hide your headgear or keep a bunch of regular transmute stones on hand for an anon hood
u don’t see us complaining about other classes
Why do you think that is? Do you think that there’s maybe a reason that everyone complains about thieves 10x more than other classes?
And no, “L2P” would not be an adequate reply- unless you sincerely believe that people who play thief are all better than people who don’t, you must understand that skill would be generally evenly spread among classes, and yes, experienced players of other classes also think thieves are bs.
So ask yourself WHY everyone hates thieves- think long and hard about it.
Increase? Really? No, not until Columba comes back.
Oh wait, he got permabanned due to an influx of being reported for ridiculous offenses by whiners who didn’t like his presence and wanted him silenced.
Also,
we have OP zerg trolling skills.
Can I quote you on that?
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This is why wvw should share skills/abilities etc with pvp, not pve
Do you think we’re OP? Roll a thief and let’s see if we are really OP as you say.
L2P and all that nonsense aside, I would also recommend that everyone that hates Thieves roll one.
At worst, you’ll learn new things about the class and the playstyle so you are better prepared to counter it, even if you end up thinking it’s not so OP. At best, you’ll realize it’s horribly broken and revel in the free loot bags and no repair costs.
Hated thieves, rolled one, can say that I was pretty much right about pvp, and very wrong about pve. In my opinion, wvw skills/etc should match spvp, NOT pve. Pve thief doesn’t need any more difficulty, but wvw thief is imba imba imba imba…
If the term “OP” is used, then it is used improperly.
A more understandable complaint (validity thereof is dabatable) is that certain thief builds are “consequence-free”. That is to say that while it may be easy to take down a thief in a 1v1 where both players commit, or to say that a thief may have issues taking down another class 1v1, a thief can easily change his or her mind and disengage, fleeing the fight. A thief is MUCH better at this than other classes, allowing a properly tech’d thief to pop into and out of enemy zergs with little consequence, unless they’re particularly unlucky with the enemy’s AOE’s. If a thief engages two other classes of equal skill, they’ll have issues. But if a thief is in front of an enemy zerg and trying to escape, they can. This is the cause of much of the frustration, a frustration previously amplified by the fact that if a thief fles a zerg, members of the zerg used to not see the thief past a short distance due to culling.
Whether this perceived imbalance regarding facing one’s consequences justifies changes to mechanics is up for debate. I’d personally like to see some changes which make it so escape requires more skill than it does now, perhaps with a flicker-on-hit mechanic, but remaining engaged is rewarded with better mechanics to stay alive whilst maintaining combat- perhaps involving maneuverability (double jumping?) or additional (timing intensive) dodge mechanics.
In any case, I feel that while the 3 >> 4 second change was a mistake which just broadly caused people unwarranted issues, the original idea of reveal on any stealth exit would have cut down on certain cheesy techniques- I’d say that making reveal just 2 secs across the board, and having reveal applied on all de-stealths would be a step in the right direction in terms of cutting down on cheese which sullies the thief name.
Lol @ the bike. People already don’t want mounts and you want to come blazing in on a motorcycle/weapon
Its not a mount per say, its a weapon that cures movement conditions, has a lot of mobility skills and grants perm swiftness.
Engineers can already get permaswift very easily if they have even one kit, using the speedy kits trait. Medkit plus speedy kits (stimulant plus constant kit switch) is full swiftness, having just speedy kits is theoretically permaswift, though often drops swift for a few frames every 5 seconds due to imperfect timing.
Well, honestly, you shouldn’t really be able to hit people on the walls with direct fire, that’s kind of the point.
It’s ridiculous how hard it is for the people on the wall to shoot down though.
Wait, I shouldn’t be able to shoot a target I can see from the ground? My character’s head can see their head; that should be enough- why does it shoot at their feet and get obstructed? Again, I’m talking chest high walls, or even the knee-high steps at the edge of the walls- not the full size ones which, yes, should block fire.
If you do that, you end up with timezone issues. The difference between the US and the European times is somewhere in the region of 6-12 hours. You end up with one party having good times, whereas the others are forced to log in in the middle of the night if they wish to participate.
And that just does not work.
The fact that you can only get the rare chests once per day per account already puts a significant limit to people.
These events happen several times a day- I’m pretty sure shadow behemoth, for example, happens once every hour and a half. I’m not suggesting that the events only occur once a day- just that they all be on one timer as oppose do different timers on each server.
I agree- the obstruction issue is ridiculous in these cases. Targets on tower walls and the ground should be able to hit each other with projectiles, even from behind chest-high walls.
For what it’s worth, we did the JP today. We encountered some players from our own server, and plenty of players from both opposing servers. I didn’t see a single act of hostility. People were helping each other along with torches and such, and managed to communicate despite the language barrier. I don’t think I would have been able to ever complete this puzzle otherwise. It was a pleasant experience.
So, this just in, there’s also days/servers where this works.
Afterwards we all killed each other where it mattered: at a tower, for points.
I’ve had pleasant experiences like this, and it is quite nice. I’ve encountered quite more zeros who patrol up and down the puzzle killing anyone in their path, which is not pleasant, and which I feel is abuse of puzzle environment to cause misery. (on par with straight-up griefing)
Piogre: http://wiki.guildwars2.com/wiki/Magic_find#Notes
See also the section below notes titled References.
I retract my statement regarding lack of information. That said, I still feel my offered suggestion might improve the utility of mf gear
Rather than having these events occur at different times on different serves, move the timers to one central server, which starts an event on every server at once.
This would virtually eliminate the guesting issue that’s been a problem lately, forcing server natives into overflows, as why guest on another server when your own has the same event going on?
Note that I’m not saying to set off all the bosses at once- jormag wouldn’t be happening at the same time as tequatl- but jormag would happen at the same time on every server
Far as I’m concerned, the issue is that no one seems to know what magic find actually does in the code, so we aren’t able to determine what the benefit is. I wouldn’t be surprised if anet made it do literally nothing, making good luck charms in the game as effective as good luck charms in real life. We need some definitive and measurable boost.. I retract this, thank you for correcting me
I’d recommend not touching rarity of what does drop, but instead, increasing drop frequency. Let’s say that with no mf, you have 30% chance of the mob dropping something (literally a guess out of the blue)- having say +50% magic find would boost that to a 45% chance of it dropping something. (doesn’t have to be a linear ramp like that, could be exponential etc)
The calculation of what that drop is would remain the same; rare drops per time interval would increase due to drops per interval increase, and there’d be no need to deliberate over what’s better than what else to get in a drop.
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motorcycle’s not much of a weapon…
Why not a wrench?
a crowbar?
I did Mistwrought Vault yesterday. Saw several rednames who left me alone. Maybe your server is full of jerks who earned this treatment.
Obsidian sanctum generally 300% worse than bl jps in terms of campers. Don’t get me wrong, I’ve seen plenty of rednames in eb who left ppl alone, but far more will camp and zerg
There is invisibility fountains in EB but you need to be good at the puzzle too.
A great feature, but sadly, as far as I know, you can’t use it for the chandelier room(where it’s most needed due to raining death from a safe place), an people can swarm the very start preventing entry at all, even pullin me down to kill me as soon as I walk in
Mono-linguist English speaker here. I fully support inclusion of Cyrillic characters on the condition that I can filter the map channel. Support for those whose first language isn’t English is absolutely important, and should be implemented, but having spent time on tf2 trade servers, I beg for an alphabet filter for the map channel of chat. That is all, I wish you all the luck in the world, native speakers of Russian and other Cyrillic languages.
For what it’s worth, I don’t kill other servers’ players in my home map’s JP; chances are they’re not even into WvW and just trying to get the achievement or world map completion, and I’m not going to make it difficult for them just because I can. And on enemy maps (but not EB) I have met other players who treated me the same on their home turf and I was grateful for it.
I wish this was a common courtesy thing; unfortunately, it isn’t working in EB at all.
So with this in mind: +1
I’ve always found thi to be the most respectable behaviour. When I run obsidian sanctum solo, I run naked, because I know I won’t be able to survive an ambush anyway, and this way I avoid repair costs
I completely agree with this, but didn’t see it until posting a similar suggestion myself.
Indigo, I question whether acquisition of siege from the jp makes camping it a legitimate tactic- the bottleneck in siege production is, in my experience, supply- not blueprints
And even if the puzzle were changes to only give non-wve items, and the puzzle were changed so enemies didn’t drop loot inside the puzzle, there would still be campers- this is because these people don’t do it to gain an upper hand- they do it to be kittens.
I’d be fine if they just didn’t show up in the Starting zones… Started a charr recently and that one periscope by the level 2 renown heart blocked a good portion of the area from my movement. I can’t imagine being a new player and running into that massive spike in the difficulty curve in such a low-level area, restricting what should be an area for beginners- if I’d run into that when I first started I would probably have not continued playing this game.
I would have no issue with pets if I could keep the thing stowed, not have it automatically deploy because I sprain my ankle falling, then attack some random mob, keeping me in combat…
This may be an unpopular opinion, but hear me out.
I like the jumping puzzle in EB- it’s a really nice, long puzzle that looks great and works well as a course. Unfortunately, I have issues running this puzzle due to player hostility. I’m not even talking about two players running into each other on the puzzle and battling- that’s not so bad. I’m talking about marauding groups that Zerg up and down the puzzle just to kill lone jumpers, and players who camp at the top of the chandelier room and rain dea onto jumpers below, who have no way to fight back.
I understand the concept that a jumping puzzle can be an interesting battleground, but the above issues (which I consider somewhat abusive of the puzzle) make me think that it would be interesting to make the puzzle a different part of wvw- where players cannot attack each other, and can chat cross-team on the /s (say) channel. Much better than zerging groups would be the cheers or jeers of opponents in the puzzle when you make or fail a jump, as well as the haven for discourse across team barriers. Thoughts?
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