Showing Posts For RakaNishoo.6071:
Zealous Blade trait (Greatsword attacks heal you) bugs:
- Healing done is not affected by healing power.
- It doesn’t trigger on every greatsword skill → it is not triggered by Symbol of Wrath, Damage Over Time from Binding Blade doesn’t trigger it either.
- It heals for 25 health per hit, which means it heals for 75 per auto attack chain, and 225 every 10s while using whirling wrath. This means you are able to restore to full hp (according you have no vitality) in just 3 minutes and 20 seconds. This is extremally overpowered and should be nerfed. I believe healing every 3 attacks is enough for a grandmaster major trait.
LOL, I came to the forums to complain about the story and I found out that somebody actually had written what I had in mind
Very good post. I totally agree.
To that I’ll add that the story steps are tragically scripted.
Here are some screenshots from my story:
1) Horde of giants that was supposed to attack tanks of the pact. The script writer assumed that the player will long be gone and will not see this? WTF?
I saw the horde, so I thought that I’ll assist the tanks because the NPCs are very weak in the game and can’t handle the giants alone. Then I’ll go where the story want me to go. Imagine how I’ve felt when I saw what happened.
2) Boss fight, extramally easy. Boss was down to 1/2 hp in the matter of seconds and was constantly under CC (I was playing alone, npcs did the CC). Suddenly the cutscene. Me and most of the NPC except 2, dissapear. One of the NPCs is shouting “Oh no, we can’t beat the boss, it is too hard”. Then the npc is standing in front of the boss. Boss hits it. After a while, another NPC breaks in and says: “Leave her alone”. And stands still. After several seconds, it shoots from pistol. Boss turns and approaches the NPC. Cutscene is over, Boss stands in 1 place, 2 NPC from cutscene in 2 other places. Me and rest of NPCs kill the boss in few secons. Then I saw this scene from screenshot. Sad music. And the txt: “Oh poor sam.” I guess he was supposed to die? But from what if the boss was no threat at all? And why we didn’t rez him? I was rezzing npcs all along the way… and during the boss fight, but not now?
The game would be better without the personal story. It is so low quality that it destroys immersion that I would have from simply exploring the world. I try to not do the personal story for my character but from time to time I’m hoping that story was fixed… and give it another try. Then I’m just angry I wasted time and destroyed my own fun from playing the game for a week. I’m sorry but I never seen such a kitten in my entire life of playing games.
Dear Khalan,
I mean invulnerable. He has an invulnerable icon → Determined to survive. I was able to complete this event chain, but after some runs it gets bugged. Even when standing next to the blue light, he is still invulnerable. It resets itself during each patch and you are able to complete it, but eventually it gets bugged and boss gets invulnerable icon that you are not able to remove.
And Gerrvid is dead → this is intended. It has nothing to do with boss becoming invulnerable. Gerrvid is auto – rezzed after killing the boss.
Hello,
New event chain added to Dredgehaunt Cliffs is great, but unfortunately stucks second time now. Final boss -> Fleshgrazer is becoming invulnerable and it is not possible to kill it.
Desolation World, but I guess it stuck in any world since it happened second time and it happened quite fast.
Anyway, it is now over 2 months since the game release… is there an eta on fix, so that dynamic events actually do work? It is very disturbing that newly added events are also broken.
While I had a lot of fun playing these, I noticed few things that are not so good:
1) Is it true, that playing elementalist and playing warrior yields different amount of Hit Points for your character during mini-games??? If so, then everybody need to create warriors in order to have same chances during events? Isn’t that stupid?
2) Is it true that stats don’t matter in these events, except for Vitality which in fact increases the amount of hit points you get? If so, then everybody need to create warriors and give them Knight’s PVP Amulet? That’s even dumber…
And finally -> Lounatic Inquisition is all about hiding, right? However, I could many times spot hiding villager because HIS NAME WAS PASSING THROUGH THE WALL!!!!!
Ppl with long character names are in disadvantage!! Another thing is that I can hear the animation of the skill that villager used to hide. Villagers hide only when they spot me, which means i’m close, which means skill is useless because it will help me detect villager instead of helping villager hide.
Something is not right here….
Reserved for future update…
Hello,
After doing several runs of each path in AC Explorable I wanted to share my opinion on what needs to be fixed/adjusted in that dungeon.
[General Issues]
1) This dungeon gets less challenging if entire party has lvl 80 and exotic gear. Yet, the rewards are lvl 80 exotic weapons and armor. In my opinion downscaling system needs more work to prevent groups from fast farming this easy dungeon and bypass the dungeon mechanics by dealing insane amounts of damage.
2) To be honest, I expected more variety in dungeons. Just like Dynamic Events in outer zones, I expected Dynamic Events inside dungeons so that each and every dungeon run was somewhat special and unique.
3) I think it is extremally not well thought, that when person dies, and resurrects near waypoint, the person is allowed to return to combat. Because of this, 1 person can kite the bosses until the rest comes back without resetting the encounter. Encounters should be beaten in 1 go. Not with trains of ppl running from waypoint to the boss and creating queues. It is possible to rez someone during the fight, so please not let the ppl go to waypoints until the entire team is wiped or the fight is re-set.
[Common Encounters]
[Spider Queen]
Bonus event, for which you get no meaningfull reward, that occurs every single time on every path. So what is “bonus” about it?
issues
- You can bypass the dungeon mechanics, by jumping on the column and shooting from afar the dragon heads. You can also safely destroy the small spiders. By doing this entire party avoids the flaming traps, most of the spiders and makes the encounter extremally easy.
- Spider Queen has only 2 attacks. The melee one is often bugged and not executed and has very long delay.
[Troll]
Boring. Simple to avoid but has a lot of HP.
issues
- It is used to kill Leutenant Kohler. Although I haven’t seen the troll for quite some time, so maybe that issue was fixed by removing the troll.
[Leutenant Kohler]
The boss has great moves that encourage to use the strategy on him. This is good. (Immobilize, chill, cripple, evade, stability, aegis)
issues
- The 2 ghosts that guard him -> when killed they stay killed even if boss re-sets. This means that weak party can kill 1 ghost, wipe, kill 2 ghost, wipe, then kill Kohler. We did this on our first attempt and that was lame. We felt like the victory was not earned.
- You can lure the Kohler and his 2 ghosts will fall back leaving him alone. This should also be fixed.
- Sometimes Kohler bugs and stands still doing nothing.
- Look at issue nr 3.
[Hodgins’ Route]
[Encounter 1 – burrows]
My personal favourite for this dungeon. It is very hard to do by just pure DPS. You need to discover what to do and how the burrows spawns work and come out with proper order. It involves splitting your team.
issues
- Mob AI is problematic. They chase one person around instead of killing the NPC. 4-1 split shouldn’t be possible. Right now, one person can just run around the table without using any skills (well, it just needs swiftness).
- I think it would be great if mobs needed to be crowd controlled to protect the NPC. Right now they just target players.
[Encounter 2 – Artifact Recovery]
The most broken encounter in the entire AC.
issues
- You can run and collect parts. Even if you die couple times it is still faster than killing mobs especially with weaker groups.
- Not mentioning stealth where it gets really really easy.
- If that was intended, I don’t see fun in it. At least leave SOME parts as a drop from certain mobs, so that thief can speed up this part but not solved it solo. Also not stealthed person should die instantly by trying to do this alone.
[Howling King]
Graveling boss that has 3 moves. Cone instant kill attack extremally easy to avoid. Second one is spitting trash mobs that die due to AoE. Third one is to hide and appear causing aoe damage. Also easy to avoid.
[i]issues[\i]
- Boss looks just like 2 other bosses from different paths.
- Boss shares some moves with other bosses from different paths.
- Really easy even with party that deals no damage and generally does nothing. Even when 2 party members are constantly running back from waypoint due to not being able to avoid his SLOW attacks.
- The big room behind the boss with jumping puzzle in it…. What is it for?
… To be continued
For all those that complain about elementalist being Underpowered
in Elementalist
Posted by: RakaNishoo.6071
@Bsquared:
I look at it this way:
Class balance is not final but is very good. Designers that have over 10 years of experience in developing good combat systems tested it for 5 years.
If anything has to be proven, it is that elementalist ARE underpowered, not that they aren’t
I just removed the argument from ppl on this forum that are stating, other classes can deal more damage in shorter time, while their damage is not as complex to execute as an elementalist. I shown a simple way to deal tons of damage with elem. Period.
For all those that complain about elementalist being Underpowered
in Elementalist
Posted by: RakaNishoo.6071
@AvaAzul → I have faced glass cannon thieves and warriors, and trust me → they are not challenge at all. You just walk through them. I had a fight where I instantly downed 3 ppl out of 5 alone. All of that while being nOOb lvl 9 elementalist that can’t really play on pvp (notice my rank ) You should start worrying what experienced elementalist can do to you
Anyway, this is just a simple test you can do with any profession to compare their relative survivability/dps. The mob AI has nothing to do here, because I was not trying to abuse it. I stood still taking all the damage the mob had.
@Kellhus: Thx. I think the tradeoffs are 3.
1) Your earth Traits make your light armor a heavy armor, as well as in earth attunement there are many defensive skills that other professions don’t have on their weapons unless sacrificing dps. So 10 more skills on weapon, part of which are defensive makes it having more defensive abilities.
2) Elementalist have their Crit Dmg and Precision on the same trait line. Most other professions need to take 2 different trait lines to make their glass cannon build. This means you have 30 more trait points in your dps build that you can use to compensate for lack of HP or Toughness. You can also put these in fire to make the ultimate glass cannon build.
3) Mobility, amount of CC, range, skill activation time with a lot of instant cast skills you can cast even if you are under CC.
@Eicherjw → yes, but that doesn’t count since you probably targeted player that was upscaled which means he had very low defense. Impossible on sPvP.
For all those that complain about elementalist being Underpowered
in Elementalist
Posted by: RakaNishoo.6071
@ Leiloni → yes, it looks that the damage I took was 16k, but I rallied so fast I didn’t notice it. The svanir was killed by burn after taking fire grab this is why I rallied instantly.
For all those that complain about elementalist being Underpowered
in Elementalist
Posted by: RakaNishoo.6071
@Melkiach → There is a bug in description → Second Arcane Wave is Arcane Shield. But goes to combat log as Wave.
@Leiloni → I saw statements that warriors can defeat Svanir alone, standing still and just mashing buttons as a proof that elementalist is not so powerfull. I just did the same with ele to proove them wrong. I believe any class can do this.
@Mayhem:
1) If the damage done to Svanir is not competetive that what dmg is? I saw no other class able to deal that much in such short time. Please note that this is not a Dummy but boss monster that has some toughness on it and a lot of HP. I have also proven that they don’t have to work at all, because i was just using 2 attunements and standing still pressing buttons. Can’t imagine what does it mean work harder in this case. Doing this easier means you do this while being afk and I don’t know any proffession that can beat Svanir while being AFK
2) Don’t understand what you mean
3) I don’t know why you are calling me a liar or troll. I pressed few buttons on a boss mob and managed to kill him before he killed me. Same strategy that the warrior does. You can compute how much health I had from the screenshot. Damage done to me is also logged. I did not intended to hide the amount of hp that left. It wasn’t much. I don’t think warrior has much more hp when he does dmg using the same strategy.
After all that was what my test was about to do → check if elementalist can kill the target faster than the target kills elementalist. I chose hard target with a lot of toughness, huge damage and a lot of HP, which I’ll not encounter in PVP.
Now I assume that if anybody states like the Mayhem, that “other” classes can deal more dmg in a simpler way, he needs to stand before Svanir with that class and post a screenshot here. We can then count the number of buttons needed to be pressed and the time it took to execute.
Regards
For all those that complain about elementalist being Underpowered
in Elementalist
Posted by: RakaNishoo.6071
I have seen many posts that elem’s don’t do damage, or they are complicated to play.
I decided to make a test. I created an elementalist, went to PVP, chose traits and equipment. I decided to kill Svanir without using any evades, standing still and just pressing skills. What is more I decided to not use elite skill, nor any minions that would absorb damage. I decided to make this warrior-style.
Then, I decided to limit the elementalist to just 2 elements because that what warriors have available -> 2 weapon sets.
In the below screenshot you can see that:
1) elem deals damage (probably has even better dps than warrior)
2) elem doesn’t have to switch attunements to be effective
3) elem is not hard to play. (I just pressed few buttons while standing still -> doesn’t seem hard to me) (Granted -> it is hard to master, but any proffession is.)
[img]http://i50.tinypic.com/2d9biu.jpg[/img]
Have fun!
EDIT: Does anyone know why the [img] tag didn’t worked?
@Moses → I didn’t try the boss in CoF. I’m writing for a firend that can’t log in here.
Here is how we view things (maybe I make some errors due to not trying that boss):
1) The boss has a strategy → part of group needs to destroy crystals that heal him
2) Ppl don’t want a strategy → they want faceroll/fast farm. So they take certain group (Poison dealer, vulnerability dealer, might stacker, dps dps dps dps)
Therefore, ppl found a hole in the system and are abusing it instead overcoming the challenge. Arena Net → instead of give the buff to the boss so that destroying the crystals is mandatory, makes the boss easier to deal, therefore further encouraging to bypass any strategy and promoting brainless DPS.
If that is true, then I don’t understand it.
Erm… Ok, I wasn’t in CoE, and of course without details we can’t say if it makes the dungeon easier or not. Decreasing boss hp from 1mln to 999 000 doesn’t make it easier. But personally I doubt any fight with a boss lasted 30 mins.
Example with AC→ When you are lvl 35 and don’t have exotic armor and weapon, you deal 20% of dmg you could do with full exotic. This means that for you, the mobs have more HP. It doesn’t only make AC slower, it makes it much harder, because before you are able to doeal enough damage, all your defensive abilities and your stamina will deplete, which means you will die. It will encourage you to use conditions like cripple/chill/weakness on your opponents as well as bring some tactics to the fight so that you can better control the mobs.
At lvl 80, you need to bring 5x DPS character that will kill the mob before it has a chance to strike.
I’m afraid that CoE change promotes 5xDPS builds over the balanced builds and that it is a change that makes the dungeon facerollable/farmable.
As for the rest of my post → I base on GW1 which had a hard content in it. After ppl did the hard content → Developers release hard mode → even harder content.
Some ppl, me including don’t want to farm dungeons. I would like to fail the dungeon 100 times, only to learn how to do it, and do it on my 101 run and earn the reward. Without any challenging content game becomes boring grind.
I don’t mean that only few players should be able to beat dungeons → which would be a bad thing. I mean that if a player wants to bead the dungoen he must:
1) Learn each encounter
2) Develop or read on wiki → the strategy on how to beat that encounter
3) Synchronize his profession build with others and prepare
4) Perform his role during the encounter without making big mistakes. Probably this needs some practice before executed correctly by all players.
I don’t think this list is too much for a casual player. You have a proof in the Demon’s Souls and Dark Souls series which are very hard but also very succesfull games.
This is the change I do not understand.
Personal Story -> is not very difficult.
PvE in general and Dynamic Events -> extremally easy -> I never experienced DE fail.
Dungeon Story -> Hard with very poor players, Easy with decent players.
I expected to have at least one part of the game that is hard:
Dungeons Explorable mode.
Unfortunately there are several issues:
1) Downscaling doesn’t work. Maybe AC Explorable is hard, when you go there with 5 lvl 35, but not anymore with 5×80 with full exotic gear.
2) Boss encounters sometimes have specific mechanics -> For example Ghost Eater in AC has cannons that you can use. Actually the strategy is to not use the cannons as these are useless compared to what your party can do. It doesn’t feel right.
I expect that it is not possible to beat a challenge without developing and executing correct strategy. For example: I really like the encounter in the 1st path of AC Explo, with the burrows. It was not possible to do without firstly developing a strategy, without noticing how the encounter works. Speed clearing burrows doesn’t work there.
So overally I have a feeling that the dungeons need to be harder in their explorable versions. It shouldn’t be possible to do with unorganized random group. The game needs to have a hard content for experienced, organized groups of players. I’m really dissapointed that ppl are able to do Arah, only couple of weeks after game release.
And now I read in patch notes, that 2 of the dungeons got nerfed. My question is: why? What was the reason?
Focus
[Fire]
Flamewall
- Inconsistent with Ranger’s Bonefire with similar effect. Damage there is summed, while here is not.
- Hard to find that small combo field with so low dmg per tick. (I mean, it’s listed on Fire Attunement -> Heavy Damage. I believe standing in such small aoe should be more punishing.)
- Right now it doesn’t discourage players from crossing it. (1s burn → 300dmg + 100kish dmg for hit).
- It is now used more as combo field than for the damage which is the shame.
Fire Shield
- I believe this should actually burn foes that touch you. Instead it burns foes that hit you.
- Given the above it is extremally not usefull. Giving 1s burn (328 damage) per hit leaves it somewhere near the retaliation boon. However, the shield lasts for 3s and that time is so low, that on weaker mobs in pve you are often not attacked at all during that short period of time. Or attacked once, for the burn.
- Given the above the 40s recharge on this skill is funny.
- Compared to other Auras -> Frost (7s duration, 2s chill, 40s recharge), Magnetic (5s reflect, 30s recharge) , Shocking (5s, 1s stun!, 25s recharge) it is pathetic.
- This leads me to thinking it doesn’t work as intended.
[Earth]
Magnetic Wave
- Visual: The skill lasts for 3s but this is not visible graphically.
Obsidian Flesh
- Suffers from the same bug that all skills gaining invulnerability. You are NOT invulnerable. You can gain conditions and you get damage from them. Instead you should loose all conditions, or at least not get damage when it lasts.
(edited by RakaNishoo.6071)
I noted there are not many scepter/focus issues listed in this thread so I started testing and found out some bugs/glitches or weird behavior. I also found some skills extremally weak (As, extra large cooldown with very poor effect compared to other similar skills doing same effect) and I have suspecions that these do not work as intended.
So, here goes my list:
Scepter
[Fire]
Flamestrike
- No bugs, but very uncommon casting time. 1 1/2 or 1 3/4 s. Shouldn’ kitten be 2s or 1s?
Dragon’s Tooth
- Blast finisher happens at the start of casting in the place where caster is standing, instead when tooth lands and where it lands.
- I believe radius is actually larger than listed on the skill description. Unless It was just lag.
Phoenix
- Vigor is given for 5s instead of 10s
[Water]
Shatterstone
- This skill is incredibly weird. It is either instant or casted very fast, but then for 2 seconds your character can’t cast other spells. You can dodge roll and run away, but not cast. It is impossible to interrupt and your character is just disabled from combat for entire 2 seconds. Either make this skill channeled or unblock my character so that I can cast.
- This bug makes DPS in water lower than it should be.
[Air]
Arc Lightning
- It should be noted that this skill is channeled.
- What is duration in the description? It states -> 3s. But the skill casts for over 4 seconds. During that time it ticks 10 times. 3 times for stage 1 damage, 3 times for stage 2 damage and at lest 3 times for stage 3 damage. I’m not sure what damage the 10th tick does. Is it stage 1 or 3 or random.
- Skill description should be improved
- I believe this skill limits the intended DPS of Scepter’s Air magic DPS. 10 ticks should happen over 3s.
Lightning Strike and Blinding Flash
- It is shame that it is not visible from description that these skills are instant. I think the cast times should be added to all skill descriptions or these skills should have that fact noted.
[Earth]
Stone Shards
- Missing info that this is channeled skill.
- No consistency with Arc Lightning -> channel duration should be noted.
Rock Barrier/Hurl
- Visuals: The amount of rocks summoned is random. From 0 to 5. Each character sees different amount. (Example: I saw 0, my friend saw 1). Although effect description states I have 5 rocks.
- Mechanics: The skill does no damage to surrounding foes -> description on the buff is wrong.
- Description: It is not obvious and not stated directly why there is counter on the skill and when it is depleted. Does the skill ends when stones are destroyed? How these can be destroyed? I assume each hit destroys 1 stone, and after that I’m somehow defenseless?
- This skill recharge on tooltip is wrong. When the skill ends it is immediately recharged. The recharge is only applied when one uses Hurl
- Hurl -> I again have problems with how this works. There is short cast time, but the skill effect is long lasting. The rocks are hurled one at a time. This is especially bad looking/confusing when one is casting auto-attack. Shouldn’ kitten be channeled skill?
- Hurl -> Damage done is incorrect. The damage in skill’s description scales with power and weapon damage, but the actual damage done -> no. (Example: character with 916 power, lvl 80, with no armor and no amulet, on pvp, with steady PvP scepter (112 weapon damage) deals to Medium armor random amount of damage (70-75) despite listed 13 on skill description. After equipping pvp scepter , damage listed on skill increases greatly, damage done -> not.
(edited by RakaNishoo.6071)
These 2 golems should be switched. It is easy to spot when taking steady weapon, that one deals more damage to Medium than Light.
So it seems that Training Golem – Light wears medium armor, while
Training Golem – Medium wears light armor.
I love how arena net keeps coming on here and telling us that their test team has no problems clearing their dungeons and finds it a fun experience. I happen to agree with you OP, they did not test these dungeons at all. What released was a product with a solid PvP experience, solid leveling experience and half finished dungeons in a alpha state. I would have rather they only released with 4 dungeons and waited 3 months till the rest rolled out as long as they were quality. I normally would be the kind of player to really enjoy these instances, but my experience usually is summed up by the OP.
I don’t agree with “solid” leveling experience. Dynamic Events are not working at all. Personal story is in alpha state even more than dungeons.
Not to mention that amost every skill or trait in this game has some bug or glitch.
And we finished the first path and killed Howling King. The problem is that we did not get any reward after doing so.
Bug.
Too bad that we are after the patch and got 0 tokens.
I’m dissapointed.
Dragon’s Tooth → Blast finisher is not under tooth, but under yourself, when you start casting. Not sure if this is intended or not.
Phoenix → I get 5s of vigor instead of 10s as written in description.
I confirm that Renewed Justice is not causing Virtue of Justice to be renewed upon killing certain foes: For example: Rock Dogs in Fields Of Ruin (SE)
EDIT:
It also doesn’t recharge on killing hyenas that are ogre’s minions. Since Rock Dogs are Centaur’s minions in other locations, maybe it is intentional that it does not work with minions.
The only problem then is that Rock Dogs I killed in Fields of Ruin were single mobs.
(edited by RakaNishoo.6071)
I think i wasn’t noticed.
Can anyone confirm Courageous Return working. I know it is hard to test, but yersterday in the dungeon, I wass downed by the troll, ally rezzed me, but I still had Virtue of Courage on recharge. It seems like this minor trait is not working at all.
Agreed. It is visible in every part of the game. From Personal Story to Locations and Dynamic Events and Dungeons.
The closer you are to the begining of the game the higher quality of everything.
At lvl 80 I feel like I’m playing an early alpha build of the game. Playing Queensdale beta on May was more polished and had more content than Straits of Devastation now.
Personal story is riddiculously bad scripted, glitched and bugged. It gets worse the more you progress. And it is not only about writing.
I got quest objective: Find NPC, but this NPC was standing next to me then started running. I followed next to it. Then I heard: “Oh you found me!” WTF? Even intro/cinematics are dull.
Ascalonian Catacombs has great introductory movie. What happened to next dungeons? CM has no intro cinematic at all. It has no boss encounters either maybe excluding the golem that could be counted as a boss encounter.
Dynamic Events repeat in very frequent chains because there is just not enough of them. When you follow NPCs in straits of Devastation → they just dissapear and re-spawn somewhere else. This is not what happens on Plains of Ashford. On Plains you can follow NPCs and they will never dissapear, they will reach destination and talk there, they will maybe spawn next events. Events will be different and a lot of them are in every given location. NPCs are shouting to you, letting you know about Dynamic Events. But not in higher lvl locations. There are either no events, or bugged ones. or simple repetetive ones.
What happened to “when it’s ready.”?
I can understand bugs. But I don’t understand this level of quality on end-game locations. You would need to be blind to not notice tons of glitches that the high lvl locations have. I mean → Just play once through Battle of Fort Trinity. There is at least dozen of totally immersion breaking glitches there. From towers that are blown up before dragon flies by → to dragon itself that just resigned and flew away.
Meh….
I’d like to know if this ever gets fixed? Or maybe ANet is now working on next expansions and these locations/Personal Stories will never get more love?
Courageous Return minor trait. Today it didn’t worked for me. I rallied but Virtue of Courage was still on recharge. Can somebody confirm this?
Done it! 3rd time it worked for me
There is supposed to be cutscene right after you kill last undead on the beach.
I don’t know why it didn’t fired the first 2 times. I don’t recall doing something differently.
Maybe part of the problem are delays. Especially when 3 or more NPC’s are talking. Before one character dissapears and another one appears there is huge pause. This is often in the middle of dialogue and such pause is very unrealistic and breaks immersion.
I’m right now also bugged in the same way @ Tower Down.
To answer Jeffrey question:
Clear the Beach of Undead is marked as completed. There are no further objectives, nor any cutscene. All just waits for something.
BTW this is second time I attempt it and it is second time I’m bugged in the same step.
I’d like to add, that #2 can’t target ally because all of the skills in the game are designed to target an enemy or AoE. I consider it forbidden to have a skill that targets an ally. This is to force correct positioning. If you could have ally targeted skill, then you would just click portrait of ally with lowest HP and press 2. This is agaist what this game is trying to achieve in combat.
Instead you and your ally need to be aware of your relative position and position of the enemy. There are a lot of skills and combos working this way. For example ranger shooting through water field will grant regeneration to allies. It is up to you and allies to be in correct position.
That said, I like skill #2 on staff. Note that this is one of few PIERCING attacks. It can deal good amount of dmg and has only 3s recharge. You can try → #3 and #5 to create AoE, keep mobs in there and separate them from you , while you cast #4 to give you huge dmg boost, then casting auto-fire, move left or right, so that mobs are aligned in line, and cast #2, while still having 12 stacks of might.
Use orb for heeling only when there are melees fightning large monster and additional heal every 12s (which can heal 1/6 of their hp) is usefull to them.
Since #1 is good for aoe but lacks power for single target, #2 fills that gap a little bit.
Is it just me, or Dynamic Events are mostly not working in higher lvl areas?
Example:
Playing lvl 1 Sylvari I encounter 4 dynamic events before getting to first heart.
At the heart I encounter another Dynamic Event. On the way to second heart -> dynamic event. During making second heart -> next Dynamic Event.
It is impossible to run throught entire map from point A to B and not encounter Dynamic Event.
That changes when I go to higher lvl locations.
For example In Dredgehount Ccliffs northern area, I spent over 1 hour doing 3 or 4 hearts and did not encounter any dynamic event.
In Timberline Falls at the start, there is dynamic event that is stuck on 0/8 waves for 3rd day now. Despite me submitting bug.
When I entered Bloodtide Coast, I encountered NPC that asked me to help in some DE, however, when I asked what I should do, he just said that he must catch a breath and nothing happened for 10 minutes.
I was able to run entire Bloodtide Coast to enter Sparkfly Fen, and did not encounter any dynamic event.
My question is:
- Is lack of Dynamic Events just lack of content for high level areas that is caused by lack of time to fully develop all areas, and if so, when can I expect the content to be added?
- Or maybe there are bugs that prevent dynamic events from launching? If so, are these bugs worked on and is there any ETA on the fix?
- How to submit not working Dynamic Events? (apparently in-game reporting doesn’t work -> I mean, come on, event that is stuck for 3 days now?)
I must say that right now I’m very dissapointed, because I expected higher lvl areas to have more complex Dynamic Events that have greater influence on the world. I’m lvl 60 and I never encountered any Dynamic event that would be longer than 2 chains. And yes, I’m waiting after the events complete, I’m following NPCs and I’m talking to every NPC I encounter.