Showing Posts For SKATE.1394:

Grenades underwater

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

Still completely broken, I do most of my farming underwater so this has affected me greatly. Switched to bomb kit for a while but it isn’t nearly as efficient at gathering up groups of monsters cause it’s basically melee range, so I’ve pretty much just stopped going underwater for now.

(edited by SKATE.1394)

8k bedge of honor = Zero

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

I’ve had a piece of karma temple armor in my bank for probably a year+ now with a similar issue lol. This was way back before the wallet when each character had their own karma bank, so I decided to test whether I could salvage the superior rune from the armor on a lesser used character with some karma to spare.

Used my necromancer to purchase a heavy chest piece with a melandru rune. At the time silk/leather were worth 8c a piece, so I figured it best to go with heavy which had the potential to salvage into mithril/orichalcum, and the breastplate for a chance of up to 4 ore.

Seemed a waste to just trash it, but obviously a necromancer can’t wear heavy armor, and being soulbound it can’t even be put into another character’s bags, has to remain in my bank. I also already have that particular skin in my PvP locker, and even if I hadn’t, I believe it would have to be salvageable/equipped to unlock in the wardrobe?

It is a bit of an oversight to allow items to be bought by certain classes that can’t use them when they also can’t be salvaged/forged. They really should be account bound by now rather than soulbound, especially with the addition of the wallet.

Another annoyance is soulbound runes/sigils, as well as philosopher’s stones and crystals. If they’re split across multiple characters you can’t even consolidate them into one character’s bag in order to roll new items in the forge. Seems like a pointless limitation given new characters can’t even earn skill points until level 5, and it’s relatively the same amount of work/effort to earn a SP regardless of level/class differences.

(edited by SKATE.1394)

Unable to craft anything in PvP

in PvP

Posted by: SKATE.1394

SKATE.1394

The flaw in your unsympathetic argument is that they only stated GLORY would be phased out. They did not state until today that all pvp crafting materials and tokens would be phased out as well and no longer available. Anyone with half a brain would have assumed that they would move from glory to a coin-based system while still keeping pvp crafting materials and reward chests. The whole tone of their news posts was that they were moving to a more universal reward system regardless of what mode you prefer to play, thereby implying a shift to coin from glory. Not a removal of all pvp crafting/rewards and their associated items, because the wardrobe had not been announced for months after glory was stated to be on the way out. It’s a massive miscommunication and bad timing issue on their part.

They told us that the vendors would be gone.

At that time we will also be removing all existing random reward chests from PvP. This means that all rank reward vendors will be removed and we will no longer be rewarding bonus chests for winning Solo and Team Arena matches.

https://www.guildwars2.com/en/news/phasing-out-pvp-glory/

Since they stated that the reward chests would be gone, I have no idea why “anyone would … have assumed that they would move from glory to a coin-based system while still keeping pvp crafting materials and reward chests. " There was no way the chests were moving since they explicitly stated that they were going to be removed. Relying on the assumption that we’d get crafting stuff for gold was crazy given the hard axe they were doing to everything.

Read the even older linked post in its entirety while remembering that nobody had any idea when this was released that the wardrobe was incoming. All we knew was that PvE and PvP skins would be usable game-wide. Nobody would have assumed it to be an unlock system requiring only one skin, as the game has always required multiple skins for multiple characters.

“In the December 10th update, you’ll be able to earn gold in PvP as a match reward. As an extension of that, you’ll also be able to spend glory and gold to purchase account-bound Tomes of Knowledge, which grant a level each and will allow you to level up any of your characters. The Tome of Knowledge will be found on a new glory vendor that has several items available for purchase with both glory and gold.”

“Existing PvP skins will still have value with upcoming changes, so it benefits you greatly to continue filling out your collection.”

“Once this new system is in place, glory will be retired as a currency, and gold will be the standard currency across the game. All existing glory vendors will be removed at this time. We will give advance warning when this is coming so you can spend all of your existing glory before that happens.”

Anyone reading that article in its entirety taking note of the quotes above would assume that PvP skins would still be craftable and glory vendors would be replaced with coin vendors. In the December 10th update, you’ll be able to earn gold in PvP as a match reward. Glory will be retired as a currency, and gold will be the standard currency across the game. How does that imply PvP crafting materials and skins will no longer be available in the future so buy them now? It doesn’t. It implies that glory will be shifting to coin, and the fact that they encouraged us to keep making PvP skins gave absolutely no notion that all PvP crafting materials would at some point be pulled from the game. It could have simply been seen as a head start.

(edited by SKATE.1394)

Unable to craft anything in PvP

in PvP

Posted by: SKATE.1394

SKATE.1394

After your PvP skins have been unlocked, they will be removed from your PvP gear locker, and you will have account-wide access to them through the Wardrobe tab in your Hero Panel. As the Wardrobe replaces the gear locker, PvP crafting materials will be removed from the game, so be sure to craft anything you want before the April 15 update.

From the dev post

I’d sure love to craft some PvP gear and items, but I’ve already spent all my Glory buying Mystery coffers and level up tomes and whatnot before the Glory-removing patch hit, now I can’t even afford any of the Gear Tokens from the rank vendors.

Could we get confirmation that the Rank Vendors will sell the Gear/Consumable/Arcane Converter for coins before the 4/15 patch hits so we that have earned our PvP crafting mats can actually put them to use. Thanks.

Apologies if this has already been answered but I searched and found nothing thus far.

You won’t get a confirmation of pvp stuff purchasable with gold because it isn’t going to happen. I have sympathy for a lot of the issues associated with this transition; this is not one of them. You had warning that glory and the vendors would be gone back in February. Rather than budget your glory, like others did to prevent this issue, you spent it all on random stuff. Sorry man, but this issue is entirely your own choice. You chose to not spend it on crafting mats. I understand that choice. I chose to spend mine on these crafting items (and consequently didn’t end up with many tomes or mystery coffers like you did). You made your choice. This one is on you.

The flaw in your unsympathetic argument is that they only stated GLORY would be phased out. They did not state until today that all pvp crafting materials and tokens would be phased out as well and no longer available. Anyone with half a brain would have assumed that they would move from glory to a coin-based system while still keeping pvp crafting materials and reward chests. The whole tone of their news posts was that they were moving to a more universal reward system regardless of what mode you prefer to play, thereby implying a shift to coin from glory. Not a removal of all pvp crafting/rewards and their associated items, because the wardrobe had not been announced for months after glory was stated to be on the way out. It’s a massive miscommunication and bad timing issue on their part.

(edited by SKATE.1394)

Feedback: Max Daily/Monthly AP

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

It’s a stupid change. It goes against the whole point of a ranking system. If you were willing to put in the work required to get on the leaderboards, but aren’t willing to do the upkeep to maintain your position, you deserve to lose it. Period.

This only hurts the most dedicated players that will do whatever it takes to stay where they are, or the ones trying to climb. I have a feeling the top 5 or so wouldn’t be happy with this change, and only people within the first few hundred are breathing a sigh of relief. Now once they reach the cap they can do less to keep from losing their position to someone that started later but is more dedicated.

A better solution is to give all these whiners a dumb little icon or title that shows the highest position they’ve reached on the leaderboard so they can still have the “look what I once did” thing to show off when they inevitably give up and lose their place. That’s really all they care about in the end. Permanent recognition without the associated work.

(edited by SKATE.1394)

PvP Crafting Masters, Question

in PvP

Posted by: SKATE.1394

SKATE.1394

I also salvaged all of my duplicate items into raw materials. The problem now is most of us have the arcane materials to spare, but lack the appropriate item tokens to actually craft a full range of items. They phased out glory too early, it should have been phased out on April 15th along with the patch, this announcement is too little too late as nobody could have had the foresight to stock up on pauldron and chestpiece tokens etc. BEFORE they dropped this news on us.

Remove NPC's from Marionette Event

in Living World

Posted by: SKATE.1394

SKATE.1394

We just failed warden #1 (forcefield warden, the easiest one) because the Asura NPC got it locked up against the back of the platform where nobody could shake it loose because it couldn’t be targeted by any skills/attacks including CC. And of course the NPC was an absolute tank that wouldn’t die, so we just had to stand there and watch for the last minute and a half as the event failed.

Please remove the NPC’s from the regulator warden portion of the event so they can’t screw things up. Not sure why they even come in to begin with when they can only be on a single platform out of five. I can imagine them being a pain against the whirling warden as well.

Swiftness Bug when >= 40s

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

I have gotten up to 4+ minutes of swfitness on my engineer juggling low-duration skills over and over again several months ago, and probably could’ve gone higher but got bored. After testing the same rotation of skills I can’t break more than 1.5 minutes, so this is definitely a post-release ninja change.

Not to be mean about it, but that’s not a valid or even provable (or falsifiable) claim without you having documented exactly what you did before. The post here seems to indicate it’s always been there.

You’re right, I made the whole thing up just to mess with you. The dev post clearly stated that this has always been the case, but I thought I could sneak one past you.

(edited by SKATE.1394)

Option to disable burning effects

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Agreed, there should also be an option to turn off the damage indicators (numbers). I’d rather see a boss’s startup animations than how much damage I’m doing.

Smoke effects should also have a reduced/disabled graphics toggle. Smoke is the number one killer of framerates in this game for me, especially if the camera is at an angle where the smoke fills a majority of the screen.

Trollable events need tweaking.

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Poor game design for certain events leaves them susceptible to trolling.

For example, Mark II Golem pre “Disable the containers before they release their toxins” in Mount Maelstrom, people can get there early and run around and activate every container at once so several of them fail, leaving them unable to be reactivated until the timer ticks to zero and the kelp event is completed again.

During the “Defeat the fire shaman and his minions” meta in Iron Marches someone can run up and attack the fire elemental over and over causing it to regenerate its health.

A group of people can camp the mortars/turrets during the Tequatl and Shatterer metas and not actually do anything with them.

No place for such mechanics on the world map, at least in dungeons you can kick someone that’s not working with the team.

I’m sure there are several other events scattered around the world map that can be trolled in some way, but the first two are particularly annoying, and I’ve encountered people doing this often enough to warrant a post about it here.

And I don’t even know how many times I’ve seen one person finish the pre-event to a meta boss that’s on a 3+ hour timer/window when the zone is a ghost town devoid of players. If you play mostly at night like I do and you’re on a lower population server like Kaineng this can be a real pain. I’ll ask politely, “please save the last crystal until we have more people” during the Jormag pre, or “please don’t turn in siege until we have more people” for the Shatterer pre, and still see people time and time again just carry on soloing it when there are 2-3 players in the zone and then just leave.

Some metas can be solo’d, but for the ones that are impossible to finish alone or with only a few people like Shatterer and Jormag, there should be a ring that a certain number of players have to stand in to start the event, kind of like the NPC commanders in WvW. That would reduce the frequency of failed events that are on very long timers just because a few people are too inconsiderate to wait, or just feel like being doo doo butts.

(edited by SKATE.1394)

Ashford Flame Shaman event chain stuck

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

Might be helpful if you post which server. It’s not stuck on mine.

Kaineng. I also guested to Blackgate just to see and it was stuck there as well. Using the wiki’s “World’s currently active on” feature only European servers show up on the list, but I don’t know if that’s updated real-time via the API or manually by players.

Are you on a European server or a North American one?

Swiftness Bug when >= 40s

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

I was thinking about to start a new thread about this but I thought about commenting here too when I saw this thread… By chance is it me or there is a bug with stack duration from swiftness gained from Temporal Curtain? I’m used to use that skill from a focus on my mesmer while exploring so I can do that quickly, but I have noted if I’m already under effect of swiftness and I trigger that skill again I won’t get that boon again neither would it stack its duration. Have someone else noted it too? Should I start a new thread to report it as a bug?

That’s normal behavior for Temporal Curtain, it only applies swiftness to yourself/allies if you/they didn’t already have it. The Guardian skill Symbol of Swiftness used to apply 1 extra second of swiftness to anyone that already had it, or 8 seconds to anyone that did not. It was updated to add 4 seconds per tick regardless, and Temporal Curtain has remained as-is. I see no reason why Temporal Curtain should not have gotten the same treatment considering there is a cap on boon stacks now, seems like an oversight.

I have gotten up to 4+ minutes of swfitness on my engineer juggling low-duration skills over and over again several months ago, and probably could’ve gone higher but got bored. After testing the same rotation of skills I can’t break more than 1.5 minutes, so this is definitely a post-release ninja change.

Ashford Flame Shaman event chain stuck

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

This has been an issue for several months now, I submitted a bug report in game a long time ago.

The event chain always gets stuck with the three NPC’s Sparclash, Ripclash, and Stoneclash just standing at the bottom of the stairs that lead into Facula Castrum after completing the tar elementals event in Lake Feritas. This is usually where they do their dialogue that triggers the Destroy the Flame Legion Braziers event, which triggers the Flame Legion Shaman event.

For a while it would fix itself briefly after a new build/server reset and then randomly get stuck again within a few days. Now it just seems to permanently be stuck.

Really annoying bug since Plains of Ashford has been one of my favorite places to level new characters and this is a 3 event chain which is a decent amount of XP.

(edited by SKATE.1394)

PvP skins to PvE, save dupes?

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

I’ve actually never even used a PvP skin before, so I decided to try it just now out of curiosity, and even in Heart of the Mists you need one skin for each character. Or doubles if you’re running dagger/dagger pistol/pistol etc. So now I’m confused as to why the locker exists at all if we can’t stack multiple skins in it…

Now I feel kind of dumb for salvaging all my duplicates without even bothering to check if they were needed. There are probably a number of rare skins that I broke down into materials that I should’ve just equipped onto one of my characters instead for storage.

Also just noticed that all my PvP gear is marked “soulbound” so I had to verify that they actually were account bound by switching to different characters and equipping skins. I’d basically just been collecting one of each in my locker like museum pieces rather than actually using them up until this point, so I wasn’t at all familiar with how they worked. Figured if you could only deposit one, you only needed one. But now that I know I need multiple skins for different characters I’m very confused as to why the locker only takes one deposit?

(edited by SKATE.1394)

PvP skins to PvE, save dupes?

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

So it’s been mentioned that some day we’ll be able to use PvP skins in PvE. I’m just wondering if the skins will be one-time use and we should be saving our duplicates, or if we only need to deposit one for multiple uses? I’ve been breaking down all my dupes into crafting materials, not sure whether I should still be doing this.

And if skins are intended to be one-time use, can we maybe get a patch that allows more than one to be deposited into the locker?

My list (guild related, and fees)

in Suggestions

Posted by: SKATE.1394

SKATE.1394

We should have a remove-all armor button in the Hero panel. There are a number of puzzle-like situations where players simply remove their armor and then re-equip it all when they’re done.

The ability to assign different armor to certain sets and equip all at once would also be nice in tandem with the above. Some people juggle Soldier and Berserker armor in their inventory for different situations.

Ascended/Legendary weapons should have the ability to equip multiple “Slaying” sigils, though only one may be active at any time, even if the costs exponentiate for each additional sigil added. Maybe a Mystic Forge recipe can be added that eats up stacks of Sigils of Slaying and Potions of Slaying and/or other relatively unused mats to make the multi-use version. Then you can pick which sigil you want activated from your Hero panel whether you’re fighting Inquest, Grawl, Flame Legion, Icebrood, etc.

Make all sets of dungeon armor “pick your own stats” kind of like what happened with magic find gear, but with the entire pool of available stat combinations from dungeons. This way the token earning nerf is lessened by the fact that you can still hit multiple dungeons a day to get the gear you want in roughly the same amount of time as pre-nerf.

(edited by SKATE.1394)

My list (guild related, and fees)

in Suggestions

Posted by: SKATE.1394

SKATE.1394

-split due to length-

Guild halls should be reintroduced as instances available to all guild members. Nothing fancy required design wise. It would be nice to have bank access, a merchant, mystic forge, and crafting stations all available in one area with a short walking distance between each. Even if they have to be paid for in upkeep of influence or whatever. Although I don’t see the point in upkeep, cause most/all of this stuff is available in Lions Arch or other cities. All you’re doing is making us waste time walking around to get to it, there’s nothing fun about that.

Also, within this Guild Hall there should be the ability to start separate instances for various other PvE/PvP content. Guild Bounty Missions should be removed from the world map and instead be an instanced mini dungeon within the Hall featuring whatever bounty target you’re after. The NPC can still wander the world map to leave the scavenger hunt element in tact, but once interacted with it should unlock access to the bounty instance for a period of 24 hours. Having the event itself on the world map where other players that aren’t a part of the guild can interfere making it easier/harder, or multiple guilds can be competing for the same bounty at the same time, just isn’t fun. Not to mention how much harder it is, or even impossible, for very small guilds of just a few friends to complete some bounties. This method benefits both small guilds and large ones because you can then balance the difficulty of the bounty fight for parties of 5 members, instead of the weird algorithm guessing work that happens with possibly hundreds. With large guilds they don’t have to try to accommodate everyone’s different schedules, because members can simply form parties of 5 to run the bounty on their own time just like a dungeon, as long as they enter within the 24 hour activation period.

Also, activities should be available within the Guild Hall for inter-guild competition with a PvP type browser. You should be able to form teams and play controlled games of Keg Brawl, Dragon Ball, Crab Toss, Southsun Survival, Sanctum Sprint, etc. with guild members rather than completely random strangers, even if they offer no rewards, because it’d simply be fun to do so.

Holiday exclusive activities and jumping puzzles should also be available in the Guild Hall for members to revisit at any time, as well as new players to experience for the first time, even if it costs influence to unlock/activate.

Junk/trophy items should be removed from the game and instead be replaced with their sell value as a gold drop from mobs. Unlike white/blue/green equipment which can be salvaged, sold to a merchant, or listed on the TP, there is one known outcome for trophies, and that’s sell to a merchant. Just give us the gold as a drop and this will make the % gold find items that already exist in the game which lost value due to dungeon champs no longer dropping silver have added worth.

And of course, following the theme of more convenience, the ability to buy items in bulk, or salvage piles of items, open stacks of consumables, etc. should be implemented with a right click sub-menu, which I’m sure has probably been beaten to death on these forums already.

Oh and minis should activate once and stay out until put away, even on relogging, while not being a deposit-all item. Pretty sure this is the only reason they aren’t used much.

(edited by SKATE.1394)

My list (guild related, and fees)

in Suggestions

Posted by: SKATE.1394

SKATE.1394

Guild vault summoning. It was never explained to us why the guild vault must be summoned with 1 merit now. All we were told forever ago was that it was to address an “exploit”. First of all, increasing the cost doesn’t fix any supposed exploits, it simply makes it less convenient to use.

It was very useful to be able to pass out food buffs and certain slaying potions to guild members before running a dungeon through the vault. Isn’t that basically what it’s there for anyways? Also, several people have personal guilds that they use simply for extra storage. Having it so only the guild leader is able to summon the vault without the 1 merit fee would be a good compromise to whatever this supposed “exploit” is that makes it necessary for members to pay the merit fee.

Fast travel fees and repair fees need to be better normalized. Especially now that the wallet is a factor. I guess it could kind of make a little sense that a low level character can warp long distances for mere copper since they typically started fresh with a bank of zero, but now that gold is available account wide, why does it make sense that I can map across an entire zone for a few copper just because I’m level 5, while my 80 can’t go 10 feet without paying like 1.5 silver? Normalize the fee based on distance and not level.

Also, why do I have to pay for a waypoint into Lion’s Arch, as well as to other cities from within Lion’s Arch? A town zone waypoint should be free, period. Regardless of where you happen to be zoning in from. I can go to the Heart of the Mists or WvW from anywhere in the map, then hit Lion’s Arch, from there run to the gates, and go to any city for free. All you’re doing is needlessly making me wait another 20-30 seconds for loading and a few additional clicks. This is pointless and increases database queries and server load.

Repair fees should also be better normalized based on the actual value of the item rather than my character’s level. Let’s say for whatever reason, I have a white level 5 piece of armor equipped on a level 80 character. If I damage it, it costs the same amount of gold to repair as an exotic or ascended piece of level 80 equipment. Why?

Hard Dungeon Token Nerf

in Fractals, Dungeons & Raids

Posted by: SKATE.1394

SKATE.1394

There are only 3 dungeons with token rares high enough to salvage for ecto, Arah not included, because it’s not a very efficient farm.

Even then, that’s what 25-30 ecto a day, realistically? Assuming someone has 10 chars (most don’t) and actually has the patience to do 20 runs a day. 1200 tokens / 30 = 40 rares x .75 salvage rate, 30 ecto on average.

How is that not easily achievable from simply doing metas and farming for rares elsewhere? People can’t be in two places at once, if they’re farming dungeons for rares they aren’t farming metas and vice versa. But either way if someone wants ecto, they’re gonna get ecto, so what does a token nerf change?

The problem was that all people were doing was farming gold with their gold find infusions and omnoms and scavenging runes, any possible ecto was just a secondary bonus. The meat of the pie was taken away when the champ bags were put into place, there’s no reason to kill tokens along with it.

It’s an account bound resource that gives account bound rewards which can inefficiently be turned into gold if one were so inclined. They haven’t killed the farm, they’ve simply moved it elsewhere, and hurt everyone that used tokens to gear up in the process.

If they’re not gonna revert the token change, the least they can do is make dungeon armor have a selection of stats like magic find gear, with all the available dungeon stat combinations. That way you can actually hit multiple dungeons to still get the gear you’re after in roughly the same amount of time as before the nerf.

(edited by SKATE.1394)

Hard Dungeon Token Nerf

in Fractals, Dungeons & Raids

Posted by: SKATE.1394

SKATE.1394

I know I’m late to this discussion, but I just started running dungeons again for the first time since they changed the rewards system, and I was stunned by the token nerf.

I absolutely understand why they removed silver from champ kills, as that was the main reason people farmed CoF p1. But the nerf to tokens makes absolutely no sense to me. It’s essentially putting a time gate on exotic quality gear. By the time I’ve earned enough tokens to fully gear a character I’ve made enough gold to simply buy 10 times that amount of armor. And isn’t that the whole point of a token reward system? To give people an alternative way to obtain gear without having to use gold?

Really do not see the reasoning behind this change, was it ever announced why they felt this was necessary?

Fractured Living World over already?

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Where was the end date for this announced? I didn’t get to complete it. Can we get more clear updates as to when time-limited content is expiring, i.e. as an in-game message or on the login splash screen, please?

Charged Quartz Crystal disappointment

in Crafting

Posted by: SKATE.1394

SKATE.1394

I don’t buy that it was a bug, when the patch notes were first released there was no mention of the charged quartz drop “fix”. They added that line in later after the discussions started happening in these threads. Trust me, I immediately went into the patch notes looking the moment I got my first green quartz crystal from a giant gift.

They were available as drops for over 48 hours, had it really been a bug it would’ve been fixed much sooner, they take the in game economy and controlling progression speed very seriously. This is the same company that temp-banned thousands of accounts for taking advantage of a mistake on mispriced karma gear. They also dropped at a rate of 7-10%, this would have been caught very easily in beta testing prior to the release of the Wintersday patch, every one of these living story type content releases gets beta tested prior to release.

The fact that other ascended mats such as dragonite and empyreal stars drop from giant gifts is evidence enough that it was likely intentional and for whatever reason they simply changed their minds. Probably due to all the peeing and moaning of these people that want the game to be as much work for everyone else as it was for them.

It’s much easier to write it off as a bug, which stops them from having to explain their decisions. It’s in their best interest to not have their playerbase see them as fickle and not fully knowing what they want.

(edited by SKATE.1394)

Charged Quartz Crystal disappointment

in Crafting

Posted by: SKATE.1394

SKATE.1394

Wow, good job QQ’ing and getting them removed, you guys should have been happy that they were easier to obtain. That would have benefited not only the people that hadn’t been religiously charging them, but YOU as well. Why would ANYONE prefer for something to be time-gated over not?

People that played the first 8 months or so didn’t have the benefit of the wallet, does that mean we should all go back to having to manage a million tokens as well as gold and karma for every character?

Golf clap.

Can't replace amulet infusion

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

It might have something to do with item ID’s for ascended gear being changed. I think that was causing problems with fractal capacitors being upgraded in the forge, maybe the infusion just isn’t seeing the amulet as the required “utility” item.

Can anyone confirm whether they’ve been able to replace an omni infusion with a utility one in the past?

Can't replace amulet infusion

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

Update 12/17/2013: I noticed the new upgrade extractor item on the TP today which reminded me to re-look into this problem. I was able to replace my versatile simple infusion with the magical infusion just now. Looks like this was a bug and has since been fixed.


I put a +5 agony resist versatile simple infusion in my Golden Lotus ascended amulet with a utility slot, because I didn’t wanna use the more expensive +20% magic find infusion until the innate +5 AR recipe was released (i.e. to upgrade amulets to the infused versions like you can with rings), since that was known to delete any upgrade that was already in the slot when done with rings. It’s not a big deal to lose a 75 relic simple infusion compared to a 20 laurel one.

Today I decided I wanted to go ahead and replace the simple infusion in my amulet with the magic find one now that agony resistance has been re-worked, and it won’t let me since there’s already a simple infusion in the slot.

I know the infusions in rings can easily be replaced just like you can override an upgrade slot with any other rune/sigil in weapons and armor, so I can only assume this is a bug and not an intentional limitation that only applies to amulets… or is it?

Are we expected to have to buy an entirely new amulet just to change the infusion?

(edited by SKATE.1394)

If you don't like the balance changes, say why here

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

Removing the stunbreak from Elixir R for Engineers is pretty awful in my opinion. Stunbreakers are a must have for dungeons, CoF and AC in particular which are the most popular dungeons anyways. What the hell good is a toolbelt stunbreaker attached to a turret? If the turret is active the stunbreaker is AWOL because it’s replaced by detonate turret, meaning you have to have a useless filler skill on your bar just to have access to the stunbreak.

Elixir S and Elixir U are both just as dangerous as they are helpful. Now that you can’t perform any actions while shrunken popping Elixir S when you have a condition at low health can actually kill you cause there’s literally no way to cleanse conditions while you’re basically incapacitated for 3 seconds (before the Elixir S nerf you could at least use the medkit for healing/condition removal). Elixir U can give you frenzy which increases the damage you take by 25%, the last thing you want to happen when you’re trying to survive a knockdown by stunbreaking.

So they took the most effective stunbreaker Engineers had and replaced it with one that essentially removes a utility skill from your bar. I’d love to hear how this is more balanced or somehow an improvement?

The Rocket Boot changes would have been nice if the stunbreak had been maintained, I always thought it would be better as a forward moving skill rather than a retreat, but without the stunbreak it goes back to being less than useful outside of a world map travel skill.

I would gladly give up the stunbreak from Utility Goggles to have it returned to either Rocket Boots or Elixir R. At least it makes sense to have a stunbreaker attached to those skills which are more suited for survivablity than an offensive skill like Utility Goggles..

My Necromancer build is better for the most part, but Engineer was my favorite class, certainly won’t be anymore. I have over 1500 hours on my Engineer alone so I think my opinion on the class carries some weight.

(edited by SKATE.1394)

Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: SKATE.1394

SKATE.1394

I own a personal guild that I dumped about 700 gold into in order to unlock bounties. Mainly just for me and a small group of maybe 6 friends that usually party together. Just finished building a tier 1 bounty and it’s sitting awaiting activation.

So I was reading up on bounties to get an idea of what needed to be done and eventually was led to here.

Frankly, I think the whole system is fubar and needs to be scrapped and redone.

First of all, there are some mission types that lend themselves well to the use of the world map, like guild trek, and others that just don’t belong as world events, such as bounties.

Large guilds end up with already noted problems such as people not being able to tag a bounty in time, scheduling issues where a lot of players simply miss out on missions altogether, or simultaneous missions being run by multiple guilds resulting in some failing due to a VIP already having been killed.

Small guilds can’t extend themselves to all 15 or so zones and track down their VIP’s within the given time limit, or run into the issue of an event being difficulty scaled out of control because a bunch of undergeared people going about their leveling business happen to be in the area.

We already have world bosses available for such experiences.

My suggestion would be to provide an instanced bounty type mission, something like the Mad King Thorn (Ascent to Madness) dungeon instance, rather than forcing the action onto the world map which just creates chaos. Let the players determine the party they want to take and when they want to run it, reducing a lot of the stress and hassle currently on guild members organizing these events. The Mad King Thorn instance was the perfect size and length for a bounty type mission. It still had an epic scale feel even though it was relatively short and straightforward. Design several small to medium scale dungeon type instances similar to Mad King Thorn that 5-10 guild members can simply party up for and run at any time.

Make the bounty “activation” an “unlock” period of maybe 24 to 72 hours. This would make the instance available to the entire guild, and they can party up with whomever they choose and on their own schedule. It would also be much easier to fine tune the difficulty scaling in this case, rather than trying to devise some all encompassing formula that would somehow keep the difficulty level reasonable whether there were 4 players in the area or 100. Large and small guilds alike could get equal enjoyment out of such a system, and the rewards could remain as-is.

Also, as my eventual goal was to get to jumping puzzle missions (which also happen to be the last available, go figure, and bounties are simply a necessary step I must take) I’d like to go ahead and suggest that the Clock Tower Halloween jumping puzzle and Wintersday jumping puzzle be included as throwbacks, both for people that already did them to revisit, and a chance for people that weren’t playing at the time to experience them.

Oh, and give us an 80 scaled dungeon similar to Mad King’s Labyrinth that’s just full of ever respawning mobs. Hard in the paint grinders like me would appreciate it.

(edited by SKATE.1394)

Warrior Banner of Tactics 2 skill

in Bugs: Game, Forum, Website

Posted by: SKATE.1394

SKATE.1394

Just wanted to bump this issue, wondering if it’s been tested in PvE as well. I do all my testing in the Heart of the Mists with level 1 characters, and can confirm Banner of Tactics slot 2 only heals for ~23.2% of the listed amount.

Is this a PvP only reduction, or is the skill simply bugged? If it’s working as intended in PvE I’ll go ahead and start leveling a Warrior.