(edited by Sentinel VX.1392)
My method now for fighting giants and other must-dodge attacks is to turn my character around before each dodge in order to stop the autoattack. It’s annoying and raises the reaction time but it’s better than dying.
yea sometimes I have to move away a little bit to avoid getting this bug…
but this is getting annoying seriously.
It’s getting serious especially when you are fighting a champion giant at diessa plateau for example. It got me killed several times now. It makes my dodging practically useless because it teleports me back to the initial place when I start dodging. This happens almost 50% all the time I’m trying to dodge a heavy attack, this also applies on dodging other mobs as well sometimes.
Probably related to this issue.
I encounter the problem frequently where the dodge roll ends prematurely. There are various visual manifestations — sometimes the animation also ends prematurely, sometimes the dodge ends but still plays the full animation, and sometimes it appears to work but then “rubber-bands” back — but I’m pretty sure it’s always been related to the above autoattack issue.
Quite similar or probably the same. This mostly happens when I’m trying to dodge a heavy attack which causes me to get hit instead because it bounces me back to my initial position although the animation shows me otherwise…
When trying to dodge a heavy attack from a mob, sometimes dodging makes my character bounce/lag which makes me to get hit…
The cow launcher DE was fine during beta, idek why they made it unavailable now…
There is a bugged escort DE at gendarran field and some bugged DE are also stuck since 2 days ago.
There should be at least a server restart once a day just to fix this kind of issue otherwise it could takes days before it get fixed.
Epiditious Dodger Trait Bug
It gives me swiftness when dodging instead of evading.
This is a picture showing me randomly dodging and gained swiftness and notice caltrops also coming out since I’m using a trait for it.
http://i.imgur.com/AUyHR.jpg
Everytime I’m trying to preview the foot then torso part, I always got some texture bug like this(the head part).
http://i.imgur.com/OvOej.jpg
The skritt skill challenge in queensdale is also gone…
so I assume all NPC skill challenge are bugged.
I guess there is something wrong with NPC skill challenge atm.
One at near the beginning at metrica province the other is near the beginning on plain ashford.
Not sure about the other skill challenge NPC.
Server is Sea of Sorrow.
Here is the picture.
Here is the picture.
The currency exchange is not…
This is the second time I tried to buy gems with gold after half an hour not being able to click trade button…
Nope still can’t…
worked for me about 20 mins ago.
just the removed the character slot… meaning there was no point
I need 400 more gems to buy another character slot so I need it ready once they have put the character slot expansion back on BLTC.
You need ingot not ore…
Why is this on BLTC sub-forum?
It doesn’t allow me to buy gem with gold basically despite they said it should works now…
You do NOT have to grind, you do NOT NEED that dungeon armor. If you want it, than take you time. Do each path (of the corresponding dungeon) once a day or do just one path. You will get to your armor eventually and also you get to ENJOY THE GAME!!!!!
1: hey, have you heard? gw2 has no grind at all!
2: hu? how? where’d you get gear?
1: that’s the cool thing, you can get stat-capped pretty easily and fast
2: so what’s the longterm goal? what’s that carrot to chase?
1: armor with a different looks! cool eh?
2: hm. how do you get that armor?
1: well, you do instances and get rewarded tokens which you can trade in
2: sound nice, how many do you need?
1: given you find a group to do these instances, and you successfully complete them you’ll run them around 50 times for the armor only
2: so you’re telling me they just switched the rewards but you still grind for it?
1: eh… hmm.. … yeahExcept you can get the best armor by crafting it, which is actually quite easy.
All rare armours from crafting are the same from level 35-80. That’s right they are all have the same skin despite they have superior status. Even I hate the look of lv80 exotic heavy armours even though they have unique skin…
If I understand the update correctly, the rewards diminish only if you run the same path daily . If you run a different path, you get restored rewards. If you run the"easy" path the next day(24 hour period), your rewards will be restored also.
so say, I run path 1 then do path 2 and repeat. DO I still keep getting 30 tokens at the end?
Added a system to limit the experience and gold that players can receive from speed-farming dungeons.
what. I don’t see the word path in that sentence.
If some people didn’t only run one explorable path, they might know that you get 30 tokens for completing each path daily. It is my educated guess that this is the case with dimishing silver and exp, as well. You get the full amount of exp, silver and tokens for completing each path per day. You then get dimishing rewards for repeating a certain path, to provide incentive to take other paths as well.
In case it is not clear enough:
24 hour period:
Path 1 – 30 tokens -> 15 tokens -> 15 tokens
Path 2 – 30 tokens -> 15 tokens -> 15 tokens
Path 3 – 30 tokens -> 15 tokens -> 15 tokensIts 30 > 20 > 20. Oh smart one, now go run the dungeons 4 different paths and tell us if each path is on DR.
Is there a limit for dungeon tokens that you can get per day since the patch? I’m curious…
Want to buy a guinea pig to test it out, I nominate the big mouth OP.
So say, I run path 1 then do path 2 and repeat. Do I still keep getting 30 tokens at the end? in this case people only have to choose “2 out of 3” easiest path instead of “1” which doesn’t change much.
You get 30 tokens per day from each path, then you get 20 tokens after each repeat you do. This resets everyday.
But you can still do it without limit right? like 20 tokens afterwards each time you do it?
For now, apparently, yes. You still get 20 tokens after each repeated run. I wouldn’t expect it to stay that way for long, though. Who knows.
I doubt they would, they’re trying to counter speed farming for gold, exp and token. They’ve done just that by buffing the dungeons, and nerfing the end rewards. The tokens aren’t as easy to get anymore. I don’t mind 30>20>20>15>15, I hope they don’t make it like the current DR system for drops on mobs to where you get NOTHING at all.
People will probably hate me even more for saying this, but I’m going to keep it real.
I think that dungeon tokens should be 30 -> 12 -> 4 -> 4 -> 4, but restored rewards on different paths.4 is a bit low, considering you need 200+ tokens per piece of armor just for cosmetics. If there was a reset in DR if you did path one 10 times then did path two 10 times, then getting down to 4 would be fine. That would make people do different paths, and want to do an extended amount of them to where they are unhappy with the amount of tokens they are getting.
The thing that people don’t understand, is that these dungeon sets are not meant to be fully acquired in a week. Those people who are complaining that this game is a grind, are making the game a grind by spending twelve hours farming the same path for cool looking gear. I mean if grinding is your thing, that’s cool and all, but these dungeon sets are not meant to be an fast and casual thing to acquire.
It’s actually disappointing to me how easy the sets actually are to get.
Heck it’s not like I can play everyday. I can only play during the weekend which usually end up 8-9 hours of playing per-day. This is not true always especially I’m starting to get tons of work to do from uni stuff which makes me can barely play.
If I understand the update correctly, the rewards diminish only if you run the same path daily . If you run a different path, you get restored rewards. If you run the"easy" path the next day(24 hour period), your rewards will be restored also.
so say, I run path 1 then do path 2 and repeat. DO I still keep getting 30 tokens at the end?
Added a system to limit the experience and gold that players can receive from speed-farming dungeons.
what. I don’t see the word path in that sentence.
If some people didn’t only run one explorable path, they might know that you get 30 tokens for completing each path daily. It is my educated guess that this is the case with dimishing silver and exp, as well. You get the full amount of exp, silver and tokens for completing each path per day. You then get dimishing rewards for repeating a certain path, to provide incentive to take other paths as well.
In case it is not clear enough:
24 hour period:
Path 1 – 30 tokens -> 15 tokens -> 15 tokens
Path 2 – 30 tokens -> 15 tokens -> 15 tokens
Path 3 – 30 tokens -> 15 tokens -> 15 tokensIts 30 > 20 > 20. Oh smart one, now go run the dungeons 4 different paths and tell us if each path is on DR.
Is there a limit for dungeon tokens that you can get per day since the patch? I’m curious…
Want to buy a guinea pig to test it out, I nominate the big mouth OP.
So say, I run path 1 then do path 2 and repeat. Do I still keep getting 30 tokens at the end? in this case people only have to choose “2 out of 3” easiest path instead of “1” which doesn’t change much.
You get 30 tokens per day from each path, then you get 20 tokens after each repeat you do. This resets everyday.
But you can still do it without limit right? like 20 tokens afterwards each time you do it?
For now, apparently, yes. You still get 20 tokens after each repeated run. I wouldn’t expect it to stay that way for long, though. Who knows.
I doubt they would, they’re trying to counter speed farming for gold, exp and token. They’ve done just that by buffing the dungeons, and nerfing the end rewards. The tokens aren’t as easy to get anymore. I don’t mind 30>20>20>15>15, I hope they don’t make it like the current DR system for drops on mobs to where you get NOTHING at all.
People will probably hate me even more for saying this, but I’m going to keep it real.
I think that dungeon tokens should be 30 -> 12 -> 4 -> 4 -> 4, but restored rewards on different paths.
That would disappoint me A LOT.
I don’t mind they nerf the story mode reward or buff the explorable as long the explorable is still rewarding and worth doing otherwise this will put off hardcore player like myself.
If I understand the update correctly, the rewards diminish only if you run the same path daily . If you run a different path, you get restored rewards. If you run the"easy" path the next day(24 hour period), your rewards will be restored also.
so say, I run path 1 then do path 2 and repeat. DO I still keep getting 30 tokens at the end?
Added a system to limit the experience and gold that players can receive from speed-farming dungeons.
what. I don’t see the word path in that sentence.
If some people didn’t only run one explorable path, they might know that you get 30 tokens for completing each path daily. It is my educated guess that this is the case with dimishing silver and exp, as well. You get the full amount of exp, silver and tokens for completing each path per day. You then get dimishing rewards for repeating a certain path, to provide incentive to take other paths as well.
In case it is not clear enough:
24 hour period:
Path 1 – 30 tokens -> 15 tokens -> 15 tokens
Path 2 – 30 tokens -> 15 tokens -> 15 tokens
Path 3 – 30 tokens -> 15 tokens -> 15 tokensIts 30 > 20 > 20. Oh smart one, now go run the dungeons 4 different paths and tell us if each path is on DR.
Is there a limit for dungeon tokens that you can get per day since the patch? I’m curious…
Want to buy a guinea pig to test it out, I nominate the big mouth OP.
So say, I run path 1 then do path 2 and repeat. Do I still keep getting 30 tokens at the end? in this case people only have to choose “2 out of 3” easiest path instead of “1” which doesn’t change much.
You get 30 tokens per day from each path, then you get 20 tokens after each repeat you do. This resets everyday.
But you can still do it without limit right? like 20 tokens afterwards each time you do it?
For now, apparently, yes. You still get 20 tokens after each repeated run. I wouldn’t expect it to stay that way for long, though. Who knows.
It should stay like that. I like doing something hard over and over again without being punished of doing so. I’m talking about explorable not story. As for story they are not supposed to be a place for gold farming because they are quite easy imo.
If I understand the update correctly, the rewards diminish only if you run the same path daily . If you run a different path, you get restored rewards. If you run the"easy" path the next day(24 hour period), your rewards will be restored also.
so say, I run path 1 then do path 2 and repeat. DO I still keep getting 30 tokens at the end?
Added a system to limit the experience and gold that players can receive from speed-farming dungeons.
what. I don’t see the word path in that sentence.
If some people didn’t only run one explorable path, they might know that you get 30 tokens for completing each path daily. It is my educated guess that this is the case with dimishing silver and exp, as well. You get the full amount of exp, silver and tokens for completing each path per day. You then get dimishing rewards for repeating a certain path, to provide incentive to take other paths as well.
In case it is not clear enough:
24 hour period:
Path 1 – 30 tokens -> 15 tokens -> 15 tokens
Path 2 – 30 tokens -> 15 tokens -> 15 tokens
Path 3 – 30 tokens -> 15 tokens -> 15 tokensIts 30 > 20 > 20. Oh smart one, now go run the dungeons 4 different paths and tell us if each path is on DR.
Is there a limit for dungeon tokens that you can get per day since the patch? I’m curious…
Want to buy a guinea pig to test it out, I nominate the big mouth OP.
So say, I run path 1 then do path 2 and repeat. Do I still keep getting 30 tokens at the end? in this case people only have to choose “2 out of 3” easiest path instead of “1” which doesn’t change much.
You get 30 tokens per day from each path, then you get 20 tokens after each repeat you do. This resets everyday.
But you can still do it without limit right? like 20 tokens afterwards each time you do it?
If I understand the update correctly, the rewards diminish only if you run the same path daily . If you run a different path, you get restored rewards. If you run the"easy" path the next day(24 hour period), your rewards will be restored also.
so say, I run path 1 then do path 2 and repeat. DO I still keep getting 30 tokens at the end?
Added a system to limit the experience and gold that players can receive from speed-farming dungeons.
what. I don’t see the word path in that sentence.
If some people didn’t only run one explorable path, they might know that you get 30 tokens for completing each path daily. It is my educated guess that this is the case with dimishing silver and exp, as well. You get the full amount of exp, silver and tokens for completing each path per day. You then get dimishing rewards for repeating a certain path, to provide incentive to take other paths as well.
In case it is not clear enough:
24 hour period:
Path 1 – 30 tokens -> 15 tokens -> 15 tokens
Path 2 – 30 tokens -> 15 tokens -> 15 tokens
Path 3 – 30 tokens -> 15 tokens -> 15 tokensIts 30 > 20 > 20. Oh smart one, now go run the dungeons 4 different paths and tell us if each path is on DR.
Is there a limit for dungeon tokens that you can get per day since the patch? I’m curious…
Want to buy a guinea pig to test it out, I nominate the big mouth OP.
So say, I run path 1 then do path 2 and repeat. Do I still keep getting 30 tokens at the end? in this case people only have to choose “2 out of 3” easiest path instead of “1” which doesn’t change much.
We can keep the discussion civil as long people are able to do it.
If I understand the update correctly, the rewards diminish only if you run the same path daily . If you run a different path, you get restored rewards. If you run the"easy" path the next day(24 hour period), your rewards will be restored also.
Added a system to limit the experience and gold that players can receive from speed-farming dungeons.
what. I don’t see the word path in that sentence.
If some people didn’t only run one explorable path, they might know that you get 30 tokens for completing each path daily. It is my educated guess that this is the case with dimishing silver and exp, as well. You get the full amount of exp, silver and tokens for completing each path per day. You then get dimishing rewards for repeating a certain path, to provide incentive to take other paths as well.
In case it is not clear enough:
24 hour period:
Path 1 – 30 tokens -> 15 tokens -> 15 tokens
Path 2 – 30 tokens -> 15 tokens -> 15 tokens
Path 3 – 30 tokens -> 15 tokens -> 15 tokensIts 30 > 20 > 20. Oh smart one, now go run the dungeons 4 different paths and tell us if each path is on DR.
Is there a limit for dungeon tokens that you can get per day since the patch? I’m curious…
Proof or it didn’t happen.
/endthread
Why the heck I can’t quote someone in this thread.
Anyway, I’m stating it here because a recent issue with the dungeon changes. If this belongs to the suggestion, feel free to move this into suggestion sub-forum.Lol.
You think they actually read that forum? :O
Next thing you’re going to say is that they read the bugs forum too.
hehehe.
Well they are active in bugs sub-forum at least which is good because there are tons of bugs that need to be fixed.
lol
Why the heck I can’t quote someone in this thread.
Anyway, I’m stating it here because a recent issue with the dungeon changes. If this belongs to the suggestion, feel free to move this into suggestion sub-forum.
They should instead have an open or any related discussion with the community before doing any major changes like this. Involving community in building a game always the best thing to do, since “by community for the community” thing always end up a win-win situation for both side.
This is just plain stupid. If they are planning to nerf the gold income, at least make those cultural armours cheaper otherwise how are people supposed to buy those things? and 100g commander book? This made me really really dissapointed…
They should at least listen to the community before doing a major change like this which can cause raging to all people, including myself. This is totally a bad changes for hardcore player…
I just read the patch note and saw that they limit the experience and gold that you can earn from dungeon.
I also heard rumour that they limit the token you can earn from explorable mode as well…
Does anyone know anything about this?
The OP definitely never heard anything of legendary/mystic forge weapon component requirement…
They still have another list of bug on the second page of the thread.
https://forum-en.gw2archive.eu/forum/support/bugs/Bug-list-Engineer/page/2
By so far this is the most annoying one for me.
*Flamethrower’s Flame Blast will often be obstructed after using Air Blast and will not explode when hitting the environment.
I was trying to revive someone who was defeated and it turned out that it only works on downed player but not defeated player… and the description doesn’t say anything about this… even the passive effect is hardly noticeable as well.
The description is misleading as well… it doesn’t say anything about downed or defeated player…
The sound effects from using skills are not playing at all after viewing vista.
Some of the world NPC voice have gone missing as well.
I have a thread about this at the moment, hopefully if enough people say something in it we’ll get an Arenanet response:
https://forum-en.gw2archive.eu/forum/support/bugs/Norn-Storyline/first#post103934
This might not be the case for just norn storyline, the others might be affected as well.
A lot of personal story voice lines conversation have gone missing since the last update.
Also there is abyss dye which is the real pitch black colour I assume and the reason why it’s more expensive than black dye.
Lightning and environment has impact on how colour on your armor looks. I have midnight fire dye which sometimes it shows as pitch black sometimes it shows as dark red.
So when trying to sell few item I realized that the icon of transmuted item still showing the status item icon instead of the appearance item icon like in the inventory.
I must agree that engineer is the most buggiest profession in the game…
It’s due the fact that nearby ally are in full health while virtue of resolve passive effect with trait that makes the passive effect apply to nearby ally, but it’s getting annoying while in town because there are tons of people around that don’t need healing and just keep showing “Immune” above their head.
And dying a lot or zerging to complete the dungeon is not fun even though you can finish it…
My whole point is have you ever done explorable dungeon mode without dying or only die few times? it seems no one can do that without zergfest… or at least give me a proof that people can do it without zergfest like youtube video otherwise my point is clear that most of explorable dungeons are just ridiculously too hard.