Showing Posts For Rfreak.6591:

Pvp runes

in Bugs: Game, Forum, Website

Posted by: Rfreak.6591

Rfreak.6591

Some pvp runes are displaying wrong description either missing some parts (boons+15 instead of 15%) also, when equipped with rune sets givin boons15%, the duration does display (boon duration of the skill), however some runes won’t change the duration displayed (like fury+20% and many others).

The actual duration of the activated boon seems to work accordingly, thus having the 20% duration effectiveness even thought the skill duration won’t “update” on rune appliance.

Superior rune of the flock, I don’t remember exactly if this ever worked but my 2-set effect is not working (summons a bird), also I wonder if it has some kinda counterpart for the underwater combat (I think runes should activate underwater but… how could a bird swim? perhaps a magical penguin?).

Superior rune of the ogre might be overriding rune of the flock’s 2-set effect, the Rock Dog activates correctly even while underwater, the problem is… it doesn’t seem to have any kind of underwater animation so it just stands there… oh it actually attacks and has a death animation but it looks just to weird to swim with a statue(?).

I guess that’s all I found out, dunno if somebody found those bugs already.

Attachments:

Asura flamethrower issue

in Asura

Posted by: Rfreak.6591

Rfreak.6591

perhaps we will see some advanced technology in the future, it’d be a waste to see “special weapons” with FULL skillbar only used in subquests… remember those weapons distributed by asura NPCs? It’d be very cool to have such kits at disposal.

Suggestion screens

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

Let’s say while loading from map to map (even thought it doesn’t actually happen often now isn’t it? =D), displaying in the lower section of the artwork screen a small text with tips like: When you see NPC speaking, pay them some attention it might pay off!
Or: follow’em after u complete a dynamic event because they might trigger another one! (once they reach a certain location), I’m saying this because many people up to lvl50 and some even above have yet to understand that MANY dynamic event quests chain each other, ultimately ending up just doing a random event that suddendly popped up instead of following a certain side-quest that could turn out to be pretty interesting and fun.

Most people are basically clueless about how these events work, I saw poor NPCs begging for help for about an hour with no1 paying attention to what they had to say in crowded areas… sadly…

Anyway, discuss! either post what other tips you might want to see!

"LEAVE" button in pvp (end-match)

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

It’d still be kinda forcing a logout from the match, in GW1 u could be reported for leaving a pvp match (as it was extremely unfair for your team, you’re pretty much doomed if, out of 4 ppl, one left) and u’d be banned from pvp for some time (it’d show a funny debuff) so… to avoid that I’d put a leave button which triggers at the end of a match.

Oh right now that I remember it… /resign would work but people would have to know the “/input” command.

(edited by Rfreak.6591)

Cooking

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

Right now the items I can make with the “chef” talent, aren’t very…. useful? I mean ok they boost exp and a bit of stats (a couple recipes boost magic finds) but… they just can’t sell in market, or to say… they sell for 1-2 coppers each unit which makes me… sad… (as even 300+ recipes sell so), iz like this talent doesn’t have a real purpose besides exping, which sounds a bit wrong… perhaps making their buffs stackable would help a bit? (stackable with different food items, not the same), or boost their effects? right now almost no1 seems to care about food in market.

"LEAVE" button in pvp (end-match)

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

It’d be cool to have a LEAVE button in pvp which would make you leave the pvp chain at the end of the match instead of being nonstop, I mean, do I have to always logout/switch character in order to get out of it?

Engineer bugs compilation

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

I’d also add to the list the fact that targeting AoE skills don’t have an “auto” function… this makes grenades so difficult to manage (especially in pvp… they are useless) it’d be cool if, given a target, u could actually auto-attack with at least the basic move instead of spamming 1111.

Another bug about grenades, now… I know there’s 2-3 launched grenades per skill, but those that (while targeting) are showing their basic radius, often end up hitting just once, so either change the skill or the description (as each grenade got its small AoE).

Engineer bugs compilation

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

I’d also like to point out that:
-while equipped with a kit and you try to use the elite skill (elixir X) it has to unequip the kit first in order to work (you get delayed quite a bit) and even thought the casting is complete you might end up canceling it because you had a kit equipped.

-“fumigate” (elixir gun skill) does a lot lower damage (condition damage) compared to what intended, either doesn’t seem to display.

-“acidic elixirs” explosives trait does… well… puppy-damage and some elixirs don’t work with it (like elixir gun’s “super elixir”).

-I’d like to be able to see what “kind” of skills trigger the “kit refinement” tools trait, as I’m not sure if elixir gun’s “super elixir” counterpart is working as intended (with acidic elixirs).

-“kit refinement” doesn’t seem to trigger anything from “tool kit” weapon kit.

-Some skills are missing their skill-class in their description, elixirs got described as “elixir” but bombs and grenades from the kits aren’t, it’d be better if descriptions were complete, because in GW1 they were, just to understand if traits are working properly.

hope it helped