Will that be retro-active to recipes we’ve already ‘learned’ ? Or only unused recipes?
It means that you can buy recipes with one character for another character to learn. It does not mean multiple characters get to use a single copy of the recipe.
So…on days u just feel like turning on the tv while gaming or doing homework/listening to music and u just farm u will get punished!
If u run dungeons to fast..u will be punished
no shards on bosses but only for the full run and we all know not all runs go to full completion. (wich they will change so a fix for there fix :S)
AAANNNDDDD mop came out..
hows the playerbase?
They are cosmetic rewards that are supposed to reward doing what is theoretically the hardest content in the game. They offer no gameplay advantage whatsoever. It’s unfortunate that certain other games have fostered an attitude that the only thing that should be required to obtain anything and everything is time. There is actually plenty of that in this game. Why is it necessary that everything be that way?
Not that the dungeons’ explorable modes are all actually hard…
I had some karma recipes in the bank prior to this patch, because I knew that about the then-upcoming change to make them bound to the account instead of a character.
Those recipes now say that they are account bound, but my other characters still cannot take them out of the bank.
I like these changes. It was rather disheartening to see just how many groups did not actually want to do a full dungeon run. People will always take the path of least resistance to the shinies. Hopefully, as far as dungeon rewards go, that path will now be to properly complete said dungeons.
As for the tokens being account-wide now instead of bound to a character, I think that is probably for the best, and the main reason is that, despite developer intent, I am already seeing people request specific classes to join their dungeon groups, and that’s probably only going to get more prevalent over time. Also, someone with a lot of alts can mix things up and play different characters all towards the same goal, which appeals to my altaholic sensibilities.
When you consider that dyes can be bought and sold on the trading post, buying dyes via gems is essentially another way of exchanging gems for gold. The difference is that you don’t know how many you are going to get. I’m pretty sure that dyes and minis are the only things in the gem shop that can be traded in any way to other players. In the first beta weekend event, dyes could not be traded, so I guess them being a gem shop item made more sense then. Enough people complained about it that it was changed, though. As the system works now, buying them in the gem shop is basically just gambling to win something that you could just buy on the trading post – at least, assuming that the dye you want is available there.
In short, if you want to get a specific dye with gems, your best bet is to exchange the gems for gold and then just buy the dye on the trading post. Just make sure it’s actually on the trading post, first.
I was kind of surprised this wasn’t in the gem shop from the beginning, considering that it’s a cash shop item in the first game. I probably won’t use it, anyway. I just found it curious.
Oh, you mean the “Hey, look at me. I’m a dragon, bro. You should probably run away…or something. Rawr,” is not what he is supposed to do? LOL.
I also had this problem, and it was with an engineer. I also resolved it the same way, by dropping the weapon very close to the water’s edge, and then getting out and picking it up again.
It is not a quest particular to a race, though, unless my character is actually a norn wearing a charr costume ; )
All of the places I was having this issue were solved with the recent update. (I was waiting until a fix came in before proceeding with story missions on several characters.)
Change Display Name (not Account Name)
in Account & Technical Support
Posted by: Signet of Forums.4397
My problem is that I was led to believe this name would not show up in the game itself. I thought it would be used to log in, not that it would be displayed. Now I’m stuck with this name that only makes sense (debatable though that may be) for forums.
It would be nice it if we got at least just a single reset.
LOL. I thought that quest seemed crazy. I don’t remember all of the details, but in the end I somehow pulled the queen away by herself.
Also it’s annoying to be in a “downed” state when there is no one around to revive you and you aren’t attacking a mob.
That’s what downed skill 4 exists for.
If a person does not have the reflexes and coordination required to do this section of the story, they are pretty much stuck…
That tends to be how video games go…although I guess Nintendo has recently started doing this crap where they just let people skip anything that they find too hard, which is funny, considering how easy Nintendo games have become lately.
It only took me 3 or 4 tries. I honestly don’t get how people think this is very hard. Maybe they’ve never played platformers or something. I wonder if people realize that they need to get down on the narrow ledge. (It’s been a while since I did this. I’m pretty sure that’s how it was.) I guess that it could be bugged since I did it. I wouldn’t be terribly surprised.
Not to be rude, but I had a good laugh that someone thought the time to run was when the flag was blowing. I’m genuinely curious about how that conclusion was arrived at.
Actually I disagree. I admit that some of the dialogue isn’t that great but overall I think it’s pretty good. Tybalt Leftpaw (an Order of Whispers character) had some of the best dialogue I’ve seen in an MMO. If you came into this game expecting Mass Effect quality dialogue you’re going to be disappointed. But if you take it for what it is it’s good.
If by “Mass Effect quality dialogue,” you mean “dialogue that’s natural and believable,” then yeah, I did.
Nobody TALKS like this. That’s my point. It’s stilted and extremely campy and sounds like something you would expect from amateur hour at your local community theater.
For the record, it’s not the fault of the voice-actors, it’s the script that’s the problem.
In what content is the writing/VO problematic for you? The ambient world stuff? The personal story? The dungeons? They were all handled differently. The more specific examples you give, the better we can understand your feedback. I realize that this post is in the personal story section, but I want to know if your criticism is limited to that.
Thanks!
It’s problematic for me in the context of when characters have conversations that make no logical sense whatsoever. Some of the dialog sounds like it had bits cut and pasted from multiple revisions of the script, as if it was hastily finished just so that there was something there.
Emer Whipmane: Progress, Legionnaire. It took some doing but my scouts finally tracked down your runaway sire.
Player character: For the record, I’m only telling you this because Tribune Brimstone got involved. If not for him, I’d have Vallus’s head in a bag by now.
Emer Whipmane: Noted. Now, for the record, drop the insubordinate attitude and tell me where Vallus is.
Emer Whipmane: He’s holed up near Dunrock Gulch. If we move quickly, in force, we can pin him down and stop this before it goes any further.
No, I did not type the speakers wrong there. Yes, I was at first quite confused at that dialog and thought I had missed or misunderstood something.
There were worse examples than this. This was just one I happened to have remembered to take a screen shot of.
I
(edited by Signet of Forums.4397)
Why should other classes get the ability to switch weapons and elementalists don’t?
Because the ability to switch attunements already gives elementalists access to twenty weapon skills in combat, versus the baseline ten that is accomplished via weapon swapping. Forty would be a tad much.
That said, I don’t like how elementalists are basically stuck fighting at a particular range, while other classes can have melee for one weapon set and ranged for another, if they so choose. I don’t really know what a good solution is, though. I guess summoned weapons can fill that gap, but that doesn’t seem like the most elegant solution to me.
attunements do this range / melee for ele’s to mate, switch to air and you have short range melee like abilities specially if you have dagger / dagger combo.
If you go dagger / dagger, all of your stuff is very short range or gap closers to get within that range. What I’m saying is that you cannot effectively switch your optimal range while in combat, unlike most classes. At the opposite end, if you go staff, then you are about long range, period. (Sure, you can attack at short range with it, but that’s not really where you want to be.)
Why should other classes get the ability to switch weapons and elementalists don’t?
Because the ability to switch attunements already gives elementalists access to twenty weapon skills in combat, versus the baseline ten that is accomplished via weapon swapping. Forty would be a tad much.
That said, I don’t like how elementalists are basically stuck fighting at a particular range for the whole duration of combat, while other classes can have melee for one weapon set and ranged for another, if they so choose. I don’t really know what a good solution is, though. I guess summoned weapons can fill that gap, but that doesn’t seem like the most elegant solution to me. Maybe that is just supposed to the tradeoff for the versatility that they otherwise have.
(edited by Signet of Forums.4397)
And your suggestion is?
I have also been having this issue since the recent patch. Some of the scouts also don’t speak all of their lines now.
In both cases, it seems to have a tendency to happen with the earlier parts of the dialog.
When a ranger pet is put away, taking fall damage makes it come out. Obviously, the idea here is that when something attacks you, and thus damages you, your pet comes out. I don’t think that a pet is going to do a whole to stop gravity, though.
Replacing two 1h weapons with a 2h weapon should move both to same bag.
in Suggestions
Posted by: Signet of Forums.4397
This is a relatively minor annoyance, but when a two handed weapon is equipped in place of two one-handed weapons, one weapon will go to the bag slot the first was in (good), while the other will simply go to the first available bag space (bad) instead of going into the same bag, even though there is additional space in it.
Why this is an issue: I keep my weapons in one of the invisible type of bags (the kind that keeps stuff from sorting or showing up in merchant sell lists.) One weapon will go to this bag, where I had the the two-handed weapon, while the other will go to another bag.
It would be nice if they changed the way u use throwable elixirs underwater cus as it is right now u cant tell wher u should throw them to get them to work on allys or urself. after all they need the ground or any terain object to be smashed against for them to work and if u r in the midle of ur way to the botom ther is nothing but water around u.
As im useing a build that use throwable elixirs to increase survivability its realy anoying during water fights.
Actually, you can press the key again underwater to break them. The only thing I ever do with them underwater is immediately press the key again so they are used on myself. It’s the only way I consistently get a benefit.
There is black dye. Look at the Trade Post. On Fort Aspenwood there are at least a dozen or so on sale.
Just FYI, the trading post is across all servers. I have personally verified this while server transfers are free.
I love how whenever a dev responds to a thread, there are always people that try to turn it into into an entirely different topic instead of creating a new one.
This is something we want to fix as soon as possible. Thanks for bringing it some attention. If it was simple we would have done it already, but we are working on it.
Jon
Very good to know. Thanks.
My opinion: Turrets - So Much Potential - yet so broken!
in Engineer
Posted by: Signet of Forums.4397
Cooldown is way too long on turrets for them to be useful IMO. Only one worth using is healing turret.
The rocket turret’s activated ability causes a knockdown (actually, two knockdowns, if you time it right), and most knockdowns are on a long cooldown, if you didn’t notice. Then on top of that, it has to be dealt with (or the engineer does) or it’s just going to keep doing quite a bit of damage.
Rifle turret is 20 seconds, which is very fast (kind of the thing that makes it worth using over other turrets), and I really don’t know what you expect the others to be, considering what they do. Let’s also not forget the toolbelt skills they give you when they are down, particularly the net turret’s. The toolbelt skills always need to be factored into any engineer utility skill.
I’ve seen spots where small groups of people were farming enemies that just keep respawning, mainly in high level areas. I mean without actually moving. I don’t mean during events, either. Some of the respawn rates seem like they can’t possibly be intended.
For example, I ran into a group the other day that was farming trolls in what seemed like a cycle. After a short time, a champion troll would show up, again and again.
Then at the Cathedral of Eternal Radiance in Malchor’s Leap, when no events are going on, risen just keep endlessly assaulting the center. There is no reprieve. I’m not sure what the point is supposed to be. I mean, do they intend for people to just stay in that spot until they get overwhelmed or get bored and let the enemies overrun it? (It’s probably worth noting that there is a vendor there, as well.)
Yeah, it’s funny. Only DPS seems to matter for the “big” events (ones that drop chests). Spend too much time rezzing people during some of them and the game will teach you not to do that again.
On the other hand, if there is an escort mission, sometimes I will help clear out a single group of enemies, leave, and then get a gold level reward minutes later when it’s finished. LOL.
There’s a reason they chose a name that has “MF” as its initials .
I’m still waiting for this to be fixed. It’s very annoying not being able to use this (with all turrets) in WvW.
Oddly, it works just fine in structured PvP. Somewhere else I saw the claim that the turrets it works with are somehow based upon when you unlock them in relation to the trait. (I don’t know if that’s true or the exact details of how that works if it is.)
Given that it is partially working, it seems like it should be an easy bug to fix, but instead I see balance changes being made to traits like Juggernaut that, as far as I know, were working fine. I can’t really say I understand prioritization of minor balance changes over fixing stuff that is simply not working. I mean, I get that different people handle different parts of the game, but we are talking about the same system (traits), and for a single class, even.
To be completely frank, I don’t understand why so many traits are broken. I can understand a bunch of events not working. Those are a lot more complex and a lot of factors can influence them, but a trait generally either works across the board or is broken across the board. (That PvP thing is an unusual exception.) I don’t understand how they put these traits in, clearly had to have seen that they weren’t working right (like the shield cooldown reduction not working right on skill 5 if it actually blocks anything or you throw it), and yet here we are a couple weeks after launch and many seemingly rather simple fixes to the trait system have not yet been made or, as far as I have seen, even gotten an official response.
This isn’t trait-related, but why can I still not detonate a rocket turret underwater? How difficult a fix could that possibly be when I can detonate the other turrets underwater just fine? It has to practically be a copy-paste fix. Why was Juggernaut reworked while stuff like this just gets seemingly ignored? I just don’t understand what is determining the priority here.
I really hate to come to forums with a negative attitude, but some of this stuff is getting really frustrating when it seems like it should be easy fixes. After all of the “released when it’s done” spiel, there is a bit too much in this game that is not working right. Never mind some of the obvious crunch time rush jobs on some of the story bits, particularly the nonsensical combinations of dialog that were obviously mashed together from different story revisions / recording sessions. (That seems to become considerably more common at higher levels.) Well, I’m glad I can play the game now instead of waiting who-knows-how-much-longer for that stuff to be done properly, but it’s still pretty glaring.
Okay, I think I have vented for the time being.
(edited by Signet of Forums.4397)
I agree about the auto attack, except that you said for the grenade kit, which is the one kit it couldn’t work on, since it is ground targeted, unless they also added some option to automatically aim ground targeted skills at your current target.
I think underwater is nothing ground targeted. Check for example the supply crate. It is spawning at your current location. Not possible because underwater there is no real “gound”. It is not 2 directions it is 3. You would need to aim the height too while ground targeting in water but that would be harder to implement in the game I think.
Always throwing the grenades at the selected enemy with auto attack underwater enabled. And with grenades having a small aoe it is really nice with a lot of enemies at one spot. Someone recommended this to me and said grenades were really op underwater. I tried and liked them. Usually never used them before until then. And only underwater now.
Yeah, it could be for auto-attack underwater. I didn’t know that’s what you were talking about.
(edited by Signet of Forums.4397)
Kits and Guns and stuff: They should make the attacke at slot 1 auto attack automaticalliy. Have to change it to auto every time I use the grenades.
And the F key to pick up and to search for loot… agreed. Needs 2 different keys. Annoying in big defense events where lots of mobs incoming and you need the turrets but also want to pick up the loot fast enough.
I agree about the auto attack, except that you said for the grenade kit, which is the one kit it couldn’t work on, since it is ground targeted, unless they also added some option to automatically aim ground targeted skills at your current target.
The F key being used for everything is annoying in general. They could keep that as the default, but I’d at least like the option to bind things to different keys (loot, picking up turrets, picking up environmental weapons, talking to NPCs and interacting with the environment.)
I don’t know if this is meant as a temporary measure to get the trading post online or something, but I cannot view more than the 10 most recent items in any of the “My Transactions” sections of the trading post. This includes “Items I’m Selling,” “Items I’m Buying,” “Items I’ve Sold,” and “Items I’ve Bought,” with the former two being more of a concern, particularly since any listings older than the first 10 cannot be canceled without canceling more recent ones.
The backpack regenerator trait does not work
I find that the backpack regenerator does actually work. If you are expecting a buff icon, however, there isn’t one.
Most annoying one is that when you swap to weapon kit you have to activate auto-shooting on first skill always
Yes, it is. I don’t know if that’s really a “bug,” but it sure does need changed.

