you may keep them to rear new and interesting variants in your basement.
you may keep them to rear new and interesting variants in your basement.
man this dungeon is designed till 80 with all Level scaling from Mobs and rewards from daily chests … so don’t tell we we’re never intended to go there it’s just not true…
WHY would anet design somthing if they don’t intend Players to go there?
Well for one thing, It’s called laying the groundwork. It’s like the codes for ascended armor are already in the game because they want to use them at a later date.
Although I’ll grant you that in the case of fractals it is more confusing with them being “an unlimited dungeon” and it not just being an item code to look at but a seemingly fully developed dungeon you can play.
Aside from that: Imho, you are slightly to fixated on the whole “over 50 is an abusive exploit” issue and way to defensive of your own position in that regard.
But that’s just my personal opinion.
you may keep them to rear new and interesting variants in your basement.
Okay, lots of craziness since I last posted.
People, keep in mind that 50+ was NOT meant to be obtained. They hardlocked it, but people had already gotten it back, and they could carry others up. Good or bad, cheating or fair, it is still an exploit. So those of you 50+ and as high as 81/82, sorry, but whether you admit it or not it was an exploit. Calling it an abusive exploit is to each person’s own desire, but if you need the definition of exploit, here it is:
exploit – verb – make full use of and derive benefit from (a resource).…
I don’t think it is an abusive exploit, expecially not from those who got past fifty before Anet put the deadlock in at that point. Fractals were advertised as an infinite dungeon, not a “get up to 50-Dungeon”.
Someone carrying those still below 50 after the deadlock, that’s a different story.
Anyway you have to be careful with the word exploit in the mmo community since next to everybody uses exploit synonym for abusive exploit. Because a lot of the things we do in GW2 is an exploit by the (normal) definition you posted.
Edit: Changed “next to everything we do in GW2” to the phrase above after rereading the definition.
you may keep them to rear new and interesting variants in your basement.
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The original difficulty and more can be found a higher scales.
Oh, we’re so dead.
…
Thank you for making me smile.
you may keep them to rear new and interesting variants in your basement.
From your proposals to make the change possible I presume you are aware of this:
Unfortunately the change doesn’t apply to items that have already been acquired. Ultimately that’s what I wanted but there was a pretty severe technical limitation on this, so we thought it would be better to make the newly items work this way rather than postpone the conversion any longer.
Also, at higher Fractal levels the weapon skins become more common, and also start dropping in a container that lets you pick the one you want.
Sad as it is, I’m afraid the change, the trade-in-option or something similar will not come in the forseeable future.
Slight pessimism aside, I’m all game for any of your ideas with the vendor probably being the most realistic due to implementation issues.
As for the slight changes to the skins, I’m afraid that won’t make everyone happy.
I Like my current (old) skins/already transmuted weapons very much as they are. And changing the new ones isn’t fair either, mainly for the people who just were unlucky so far.
I know a number of people who simply had no luck with the skins despite being at level 50 and having way over the 500 fractals the achievement counts under their belt. So a hearty"no" to changing the skins/colour hues or similar.
But a heartfelt YES for the option to trade in the old semi-skins for actual skins.
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I can see your point. And honestly, my reaction to reading the general rollback to 30 was to literally laugh out loud. It was either that or be angry and I chose to laugh. Much better for my mental and physical health.
What I’m not so sure about is your point 2. We’ve already had a bi-weekly update that consisted of exactly one single achievement. And although there are indicators for a special Living story sort of fractal featuring Ellen Kiel, I’m not sold on the idea of a lot of fractal runs for achievements.
Besides the people who don’t like fractals are already screwed with this update so adding a ton of achievements will further alienate them. Granted similar things have happened before, and will probalby happen again. Just remember the SAB. So I’m mostly thinking aloud here, I guess.
you may keep them to rear new and interesting variants in your basement.
Unfortunately the change doesn’t apply to items that have already been acquired. Ultimately that’s what I wanted but there was a pretty severe technical limitation on this, so we thought it would be better to make the newly items work this way rather than postpone the conversion any longer.
Also, at higher Fractal levels the weapon skins become more common, and also start dropping in a container that lets you pick the one you want.
Is there any chance this is still in the pipeline for the future? Or has the “make existing weapons into skins too” project been entirely abandoned due to the mentioned technical difficulties?
Just mild curiosity actually since I’ve already consoled myself to the use of transmutation stones for those I have still stored in my bank.
Edit:
Ok, shame on me I missed the post above mine.
Yeah or being able to change them with a new npc (trade the weapon for the skin)
This actually looks like a very reasonable idea to me. And it might not be that difficult to implement as well.
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I’m much less worried about “being thrown in with the general population” than about the time invested for, well a rollback.
Admittedly I mostly ran high level fractals as a favour for friends and guildmates, because I had the resistance and an easy going profession, so I’m less psyched out about the rollback. But I do understand those seriously annoyed by this. Especially since it’s done without any form of compensation. Not even a title thrown in for those at 50. (Which I’m not btw., just 47.)
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The new level 10 is the old level 25, they really aren’t moving anything. You just haven’t understood the new level mechanics fully.
Old 1-50 = new 1-30. new 30+ = higher difficulty
That’s also why they are resetting everyone to 30 since that is where everyone is after the new difficulty rebalance.
And where exactly did they state that? They only state they will up the difficulty of 30+ with the mistlock instabilies. But I can’t find anything that would indicate that the new 30 might become as hard as the old 50.
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I think you misunderstood how this works.
There will be no “account AR”.
The new +1 AR drops will be normal infusions like the +5 you can currently purchase. Artificers will be able to combine +1 infusions to +3 infusions and most likely +3 infutions to +5 infusions.
At least that’s how I read it.
Edit: The interesting thing is, will there be infusions above +5 now.
you may keep them to rear new and interesting variants in your basement.
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The problem even with the revamp however is/was the typical rng problem.
My regular fractal group has a poor soul who would have had the “do 500 fractals” achievement god knows how often by now and only ever got 4 (yes FOUR) fractal weapon skins. (Not me btw. I’,m a lucky kitten when it comes to fractal skins.)
And before you counter with the level argument, he’s at 50 and has done his share of 30+ and 40+ fractals. Still, no luck means no skins.
The “hard work” simply doesn’t neccessarily pay off where rng is involved.
I would have preffered if they made the skins obtainable via pristine fractal relics. Make them ridiculously expensive for all I care and charge 30 or even 50 for the skins. but make them accessible by “hard work” and not sheer luck alone.
you may keep them to rear new and interesting variants in your basement.
I think it’s interesting, that apparently glyphs and signets – or earth and air magic depending on your point of view – seem to be considered weak enough to split the cooldown reduction between adept an master tier and conjured weapons and cantrips – again likewise fire and water magic – are powerful enough to warrant both reductions in the master tier so you will have to chose either of those with the current lookout in the changes.
Or if you prefer another different point of view: that conjured weapons and cantrips “are worth 20 points” and glyphs an signets “are worth 10 points”.
Yes, I’m aware that in the case of the conjured weapons it’s not a cooldown reduction but an increase in the number of charges.
I’m also aware that this in an overly simplistic view because you have to take synergies with the other trait lines into consideration. Still it strikes me as odd.
I might understand that in case of the conjured weapons, since an elite is affected by this as well. But the same could be said about the glyphs.
And I’ll admit that the activation effects of some of the signets are comparatively weak in a pve environment but not so in pvp in my opinion.
I’m not saying that the move of Aquamancer’s Alacrity into the master tier is necessarily a bad thing since it’s consistent with the other Alacrity traits and in the case of conjured weapons and fire magic it’s already a choice we have to make anyway.
I just find the evaluation of the various utility types and their “corresponding” magic interesting.
you may keep them to rear new and interesting variants in your basement.
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Today I experienced an “interesting” new form of warfare in WvW, which I would dub “griefing warfare”.
I was and still am not entirely sure wether I should post this here, because frankly put, I don’t want to give more people funny ideas. But since I’m somewhat at a loss about what to do about it, I’ll go ahead and describe the situation.
We had a couple of “friendly” players actively sabotaging the WvW efforts of our server. They moved with the group, spammed useless construction sites whenever you assaulted a gate, on top of supply spots or simply along the way. They took parked omega golems on forlon hope assault across the map (even actively seeking and eganging an enemy group) and similar behaviour.
I don’t think I have to explain the problems this causes to anyone in this forum.
According from what I gleamed from the map chat and TS conversation, those were leftovers from guilds that left the server for the WvW season.
My first theory would have been someone who changed the server after the start since their personal rewards are based on their homeserver at the beginning of the season.
Anyway, whatever applies, there is no real way for you to get rid of those. Theres no simple way to report someone doing something like this. Most likely because this isn’t something the Arenanet-team can verify by analyzing chatlogs or similar.
The only way to prove something like that would be extensive video footage.
Or am I missing something? Has anyone an idea about what to do about someone like that?
The only thing I could come up is a variant of the vote/kick-system (a kick requiring a lot more votes to occur than in a normal group), but that is a dangerous tool in an environment like WvW in terms of abuse.
Likewise would be an option to report for griefing. To determine the critical mass of reports necessary for action, but for the system not to be triggered by a group just sporting a dislike, might be difficult.
Currently I can only hope that the people currently employing these “tactics” tire of this sort of “gameplay” and quit on their own accord.
I’m aware that someone might argue, that there is no need to do anything about this, since sabotage is a well employed practice in any kind of warfare, but I don’t think this is “working as intended” on behalf of this game.
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I noticed the same problem. The trait works fine with the mace or greatsword for example, but not with the hammer.
In addition: word of advice: you should pick a more clearly defined topic name next time.
I would suggest something along the line “Writ of Persistance not working with Symbol of Protection” or if that registers as to long switch the symbol for hammer.
you may keep them to rear new and interesting variants in your basement.
Same Problem, Elona Reach [DE]. European Copy on a European server.
The odd thing is, I am in multiple guilds and only 2 of them show the problem, the others work fine.
you may keep them to rear new and interesting variants in your basement.
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I have a question that ties into the topic, I think, so I won’t open another thread for it.
Does defending the cannons for example qualify you for the 25% increment rewards? Or do you actually have to go for Sunny itself?
I remember that originally just defending cannons could award you gold status and the chest for the event. Was a nice way to avoid the skillag in the beginning and still get gold for the event. But since these days almost nobody bothers to use/defend the cannons I’m uncertain wether this still applies.
I certainly hope so however, because that might motivate people to not attempt to brute force the dragon and try to coordinate.
you may keep them to rear new and interesting variants in your basement.
And not to mention that there are plenty of people showing up once settlements are done.
And that is precisely the problem. “Once the settlements are done”. Which translates into “once the event shows up on the various timer sites”.
BUT you need a comparatively large group of players to do the settlements.
Any other pre-event chain can be done by a single determined person. Even in Harathi Hinterlands, Dredgehaunt Cliffs or Fields of Ruin. And even though I play on a high population server I’ve more than once been that single determined person. With the zerg suddenly showing up once the timer site displays “here’s the quick freeloot everyone”.
The Karka Queen is almost never done on my home server, which, keep in mind, is a high population server.
I honestly however don’t think that will be the problem with Tequatl. If I remember correctly, he will be announced server wide like the Scarlet events. Even if not, Tequatl has no pre-events. So the trickiest part on high population server will be not to get caught in an overflow shard. Unless they manage to trigger him simultaneously in the overflow shards.
The Scarlet invasion has shown it to be possible to do something like that, so maybe we get lucky.
The other problem will be coordination of the group attempting to do the event, but that is a different issue.
Edit: Nevermind the concerns about the overflow shards. Just found the answer in a different topic. It will work like the invasion events with the event being active in any overflow triggered within the first ten minutes. YAY!
you may keep them to rear new and interesting variants in your basement.
(edited by Silberfisch.3046)
Same problem here.
I can still see the shadows of the rocks but the rocks themselves are invisible. Makes getting through there tough as hell.
you may keep them to rear new and interesting variants in your basement.
I just wanted to point out, that the guild NPCs like the banker, armorer or weaponsmith aren’t working in Divinity’s Reach.
If you try to access them, they will prompt that the guild hasn’t made the proper upgrades yet.
The guild npcs in other cities seem to work fine (tested Lion’s Arch and Hoelbrak).
Edit: Just conferred with another guild, for them it seems to be working fine in DR as well.
It’s not a major issue anyway, since we can access the bank in other cities. Just a bit inconvenient.
you may keep them to rear new and interesting variants in your basement.
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It depends.
If we are talking ore, wood or plants then yes, I gather my own, though some of the cooking ingredients are a bit annoying to gather in acceptable quantities.
If we are talking rare or worse – sorry, higher – rarity crafting materials, it’s about fifty-fifty for me.
It can be tricky to farm certain materials directly because there are so few mobs for them sometimes. Paired with the anti-farming diminishing return algorithm thas has been said to be in place, that might be an annoying prospect.
Honestly though, I don’t think I’ve ever been a victim of said algorithm so I could never confirm wether it exists or not. I simply can’t farm the same mobs for too long periods before the boredom outweighs the “I’d like to build that now”-motivational factor.
you may keep them to rear new and interesting variants in your basement.
Though I see the gold issue (as in too important, not only when it comes to a legendary btw. but other aspects of the game as well – think C3 for example) as a major problem just like you, I don’t think making the other parts for the legendary more difficult to obtain is a good solution.
This will only make it an even longer prospect and more difficult to acquire a legendary. Especially punishing players joining the game later.
The sheer amount of gold required these days makes it hard enough for them already. Yes, you could probably farm all materials yourself, but seriously, if you already have to grind for the thing, grind the most efficient way. Which means grind for money since even with the current inflation rate in GW2 that will still be faster than trying to get all the T6 materials, lodestones and other oddities yourself. Not to mention the precursor.
That being said, I don’t see a good solution to the gold-grind GW2 has become in general. GW2 PvE is basically all about skins. Yet acquiring many of those skins requires a large amount of gold since there are very few effective ways to farm certain materials, lodestones for example. Thus you are “forced” to buy them. Others are simply only obtainable via gold (again as a splendid example: cultural armor skins).
I also agree that it was almost never easier to farm gold than it is now (the only exception was to do CoF1 until your brain melted).
Still the inflation is hitting GW2 pretty hard right now but there are no simple solutions (imho at least) to counter this at the current state of the game and even less possibilities to revert the game to a former state.
GW2 is steadfastly degenerating into a grindfest. What was originally one of the aspects that made me pick GW2, the promise that GW2 will have less grinding required than other mmorpgs. (I won’t say no grinding, because anyone thinking a mmorpg would work without grinding is delusional…)
you may keep them to rear new and interesting variants in your basement.
I can actually understand the OP. Personally I consider the SAB hilariously funny.
But it can further diminish the immersion factor for someone who is into the fantasy aspect of the game.
I recognize the argument that Asura tech in general or the drift towards steampunk with the Aetherblades (and Charr technology before that) are already a problem for someone leaning towards high fantasy, but they are more tolerable immersion wise than SAB by far still.
So I wouldn’t mind if they did what the OP asked for. No open world SAB influnece (other han skins/minis). I could live with that compromise.
you may keep them to rear new and interesting variants in your basement.
The profanity filter sometimes kicks in if parts of two words combined form adult or obscene language. Even if it has to be puzzled together from various words. (sometimes even in different following sentences).
In your case, just combine the last letter of “that” (being “t”) with “it” or “its”. Then you see what triggers the filter. It happens with a few of other phrases as well.
you may keep them to rear new and interesting variants in your basement.
Something similar.
I wasn’t able to log in to the forum at all for the past week. Half of the time I got an error with the email authorization, the other half I was redirected to my account management.
I couldn’t even make a post about the problem, because the login itself was the problem. This is the first time I’ve been able to log in to the forums since the beginning of Clockwork Chaos.
I have no idea what the trouble is, but hopefully they’ll get it out of the system. I’m just glad that I seem to be able to login again at all.
So thank you to the forum-team if this is actually fixed now.
PS: It might be a good thing that I wasn’t able to log in here though. By now I’ve calmed down a bit about my disappointment with Clockwork Chaos (and the Jubilee) in general and the numerous bugs associated with them.
So I wasn’t able to voice my thoughts which sometimes were less friendly.
you may keep them to rear new and interesting variants in your basement.
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Seriously this is such a small thing, cant you just either give everyone their 1 point or change the daily untill this is fixed? Dont give me that it wont be fixed today..
Lol. They gave you extra dailies already since the event.
So there’s now 13 dailies instead of 11. And another monthly to give you 10 extra points.
I seriously don’t get your strain of thoughts.
I dont care if you get it or not. It’s not a very large bug, it cannot be. So to say that it wont be fixed is just not ok. I am also fine if they remove it from the daily this day without compensation. Right now it’s just confusing.
Actually it might be much more difficult as far as coding is concerned than it appears to be on the surface to the user.
From what I gleamed on the discussion about the new wallet and keeping older features like the gold deposit in your own bank, it would appear they replaced a large segment of old code with new code.
The karma spendor most likey still checks for elements of the old code. Replacing the check the daily achievement does to work with the new system might actually be rather complicated.
Replacing the karma spendor daily with a new daily however is another thing. I have no idea how difficult or easy that might be.
My guess is that simply swapping a single daily element won’t be that simple either. They could roll out an entire set of dailies rather easily, again I just guess, but that might mean rollback for those partially done when the patch goes live.
That would cause a whole new wave of complaints.
Like someone else alredy said, it might be best to simply ignore this daily aspect for today. Annoying? Yes, but then karma is a rather easily obtained commodity in the game.
And for the record: I also spend a few thousand karma on different things trying to figure out if the entire karma spendor daily was broken or just some aspect of it.
you may keep them to rear new and interesting variants in your basement.
If you plan to go for BLKs then I agree with you Smooth Penguin.
But to player’s not interested in that the reduced WP cost actually is intruiging. I shudder at the thought how much of my “hard earned silver” has been eaten by waypoint travelling.
However in combination with the Abbadon fractal compared to one about the Thaumanova Reactor, I’m afraid Kiel’s chances are not the best.
you may keep them to rear new and interesting variants in your basement.
I believe so. So far I managed to get few recipes for armor parts AND insignia so most probably you need both to craft armor piece.
Preview looks like oridinary Exo armor we can craft already so no special skins here. Also Charged Crystal did not show up in discovery window.Bolded emphasis mine.
Thanks. That bit of info alone tells me that the Celestial items are NOT discoverable, and that we’ll need to learn each of those recipes to craft the items as well.
Are you entirely sure? Wouldn’t it have to be the inscription or insignia not showing up?
I agree that if they are researchable, the “direct” recipes make no sense, but I’m still not convinced enough to go and buy all the recipes yet.
Edit: Nevermind. I just build an inscription to try this one out as well and the inscription isn’t showing up in the research panel either. So you actually need the final recipes as well.
you may keep them to rear new and interesting variants in your basement.
(edited by Silberfisch.3046)
I appear to have interpreted some of your previous post the wrong way a bit.
You are right. We are looking at the same problem from different angles. (Inserted nonsense to counter the censorship of the forums, which sometimes “corrects” words that are not even there. If you wonder what I’m talking about, the forum censored the last 3 letters of “angles” in combination with the first 2 of “both”, even though they are in different sentences…)
Both extremes are equally bad. Neither just putting out content that is hard nor only content that can be facerolled can be the desired goal.
But rather than (possibly) alternating between the two, I would like to see the option to pick which one you want to do. Of course that means a lot more work for designers and programmers. And I am aware that it is ultimately the prerogative of the creators to decide which way to go.
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@Equilibriator:
Honestly, despite what you wrote, I don’t think you really read what Dreadicon wrote. Or if you did, you didn’t understand him/her very well.
(As of now I’m going to assume “him” since that’s more likely. If I’m wrong I apologize.)
Draedicon said he likes and wants more difficult content. He also stated he has absolutely no problem whatsoever if achievements are difficult. On the contrary.
He also said that difficult permament story content is not a problem in his book.
The only thing that bugs him is the comination of the three: difficult, story-related and temporary.
Hell, he even said he would support if the “reward” for the easy/story-mode would be scaled down to next to nothing.
Dreadicon isn’t looking for freebies here. He’s only trying to make a point that the story part of living story should be doable by everyone. Which I consider a reasonable request.
He also promotes a hard/exploration mode for those looking for a challenge. And that this one should wield the appropriate rewards and achievements.
What is the problem with 2 modes for a dungeon like the Aetherblades Retreat? One for those who just want to play the storyline and one for those looking to distinguish themselves as good gamers?
Aside from more work for the programmers of course.
I’m well aware that “success” or “seeing all” in an mmorpg is a function of time. (So is dreadicon btw. from what I’ve read.)
That will mean someone with more time spent on the game will always have more goodies/achievements/whatever than someone with less time invested. It will also mean that, like with any other hobby, those who invest more time will most likely be better at it.
And that’s how it should be.
But I can’t see why this is an argument to exclude those with less game-time from simple story related content. Which basically is what you’re advovating.
Your last post gives the impression that story isn’t that important for you. Again if I presume to much, I apologize. As I said, it gives the impression, doesn’t necessarily mean that’s how it is.
However for a lot of players it is an important aspect of the game. Sometimes the most important. And – maybe not surprisingly – quite often that is the case for a lot of those with less time to play the game in comparison to those who invest a lot of time and therefore have most likely seen it all more often than they could care for.
you may keep them to rear new and interesting variants in your basement.
IMO you should always give something new a go, however you should also be prepared to bring a bit of patience and time with you.
Depending on your group you might need those.
The dungeon is interesting but unless you have said coordinated group of dedicated players, rushing it isn’t an option. That however isn’t necessarily a bad thing as far as I’m concerned.
It’s possible to do it with a group that isn’t “well coordinated”, at least if people are capable of learning and a bit of movement.
It might take a little longer, but it is still doable nevertheless.
you may keep them to rear new and interesting variants in your basement.
As far as I can remember you can dodge roll the beams that you can also avoid by jumping onto the boxes, but not the walls, they will damage you regardless of dodging or not. But no guarantee on that one.
In addition I found it interesting, that if a golem pulled me through a beam or wall, I usually got no damage. If it pulled me right in front of it though, well that’s a different story…
you may keep them to rear new and interesting variants in your basement.
I think a greatsword ranger is a bunker almost by definition. Yes I know, it takes more than just the right weapon to make a bunker, but the evade on the 1-chain and the additional block on the 4 make a greatsword ranger pretty durable even when not geared as a bunker. Especially since you most likely have at leat 20 points in survival (not necessarily though).
That aside, I won’t rule out that we simply made some mistakes but we had a lot of downed characters along the trash if they tried to go melee at the first contact right on.. However since I was a pugging, I don’t know exactly how people were geared or traited, so that might be a factor.
As far as movement heavy fights, I have no problem with those, but you can even make a melee viable fight that is movement heavy. They proved that themselves during Flame & Frost.
In addition, I don’t mind having to go ranged for a part of a fight or some of the fights in a dungeon, but all of them? Thats a design mistake in my book. Even if you only consider the boss fights in the argument.
What I’d like to point out as well: I actually liked the dungeon. I just didn’t like the aspect of being forced to go ranged so much.
Slightly off topic, but since you played a ranger: I heard a lot of rangers complaining that there pets were down most of the boss fights due to the carload of AoE effects, moving walls etc. What was your experience in that regard? Just asking out of curiosity.
you may keep them to rear new and interesting variants in your basement.
Before the usual “L2P” comments pile up:
We did the dungeon in a melee heavy group, it’s doable, no argument there.
But that’s not the point I’m trying to make.
It’s also not the point that this is a temporary dungeon. And I’m not saying the dungeon is too difficult.
What I’m trying to point out should be clear from he title: The dungeon is unfriendly to melee oriented characters, sometimes in the extreme.
And please spare me “your fault if you have no ranged weapon on you”. Because any half sensible player will carry one with him and use it if a fight requires him to.
What bugs me is that the dungeon forces you to go for ranged in a lot of situations. both boss fights in particular. Trying to fight the the golems close up will have you inside lightning wall faster than you can spell it in most cases. Or it will have them inside the beam or wall and thus make them hit harder or go into “blockmode”. (Which they tend to be often enaough already.)
The same goes for the fight against the captain. The kind of damage she dishes out in combination with the amount of bleed stacks she applies will even bring down a bunker rather fast. If you’re lucky an your group is heavy on condition cleansing it migh work every now and then since she tends to pick a non melee target for her shadowstep attack. But If you try not to play rez wars, than melee is mostly a no go against her.
And the trash groups? They hit rather hard in combination with a lot of control abilities (knockdown and stun). A bunker with the proper utility skills chosen will be able to survive the brunt of the first wave. Any other melee trying the stunt will most likely be down.
As I already stated, I do not think the dungeon is too difficult. I just would like to point out that the dungeons favours ranged characters over melee characters in a lot of situations.
And I do so in the hope that something like that might be avoided in the future. There will always be fights that favor ranged combat and fights that favor melee combat. That is unavoidable. But an entire dungeon that favours one of the two is a little bit of a misconception in my opinion.
you may keep them to rear new and interesting variants in your basement.
Let me explain how this works.
The firework event cycle (them happening every two hours) was started at 9:00 AM PDT. The event itself is tied to the ingame time and will happen at dawn (ingame). So your fireworks might not have happened yet, as it is not dawn ingame.
Apologies for us not communicating this more clearly. But the fireworks will happen every two hours over the course of the weekend, so plenty of time to marvel at them and get the achievement.
So basically you’re forcing people to stand around in Lion’s Arch for up to 120 minutes.
Due to the large amount of players trying to see the fireworks a lot of people will be stranded in the overflow and there’s no way whatsoever to know when it is ingame time dawn on an overflow server.
I do not wish to insult someone but whoever came up with this clearly hasn’t thought it entirely through it would appear.
you may keep them to rear new and interesting variants in your basement.
Ok, so a couple of games later I can confirm my suspicion. If you are dead when the win is credited, it doesn’t count for you.
This funny little nugget “lost” me 3 wins so far. And counting.
A fix would be appreciated, thank you very much. :-)
I would edit the title of the original post and add a little “while dead” if I could, but that doesn’t seem possible (or I’m too stupid to see how…).
Edit: Nevermind the last part, found the function to edit the title.
you may keep them to rear new and interesting variants in your basement.
(edited by Silberfisch.3046)
Hello everybody,
I’m a little bit confused. The dragon ball boss achievement states that you have to win dragon ball games for it. Well, my team just won, but the the counter didn’t go up.
Has anyone else problems with that one? Was I just unlucky because I was dead and waiting for my respawn at the time the game finished and it didn’t count because of that?
Or do I have to score highest in the game and a team win doesn’t count?
As I said, I’m just a little bit confused right now.
you may keep them to rear new and interesting variants in your basement.
Hello everybody,
since the merged thread for display bugs with armor seems to be gone, I made this post to point out that there are still various armor models that exhibit red spots and lines along borders and clipping lines.
The 2 affected armor pieces in the example (see below) are the boots and the gloves from the tier 1 cultural Norn armor. In the screenshot the boots are the more obvious example. The 2 other models I can remember are the splint heavy armor shoulders and the prowler model medium boots. At least those are the ones I’m sadly familiar with.
The display bug is especially pronounced when applying dark colors to the armor models. Using white or silver for example they are almost invisible. In addition, the bug appears to be more pronounced when the model is moving (opposed to standing still, like in the character viewer.)
I did ask other players wether the spots were visible to them too in order to rule out some graphics problem on my end. And yes, they see them too.
PS: I know the character is named “Redmark” but seriously, measles on the armor were not what the name refers to.
you may keep them to rear new and interesting variants in your basement.
I thought there was a merged sticky thread for all issues with character display bugs like the infamous torso line and similar.
Is that one gone? Because I don’t seem to be able to find it anymore.
And I so want to display my measles. ;-)
For those confused: A lot of armor models still display red dots and lines at edges or clipping lines.
I even asked other players if they saw them too, to rule out driver problems on my end or something along those lines.
you may keep them to rear new and interesting variants in your basement.
If you check the patchnotes: there already was a fix for the problem. You’ll simply have to do the story mode again to get your reward for that.
The once per day rewards for the exploration mode however might be lost. I’m not entirely sure about that last part however.
you may keep them to rear new and interesting variants in your basement.
Since someone pointed out your post in another thread. There are at least 2 other threads adressing the same problem.
One of them even has an official reply already. It’s being looked into:
https://forum-en.gw2archive.eu/forum/livingworld/southsun/Issues-with-Consortium-Harvesting-Sickle/first#post2110205
you may keep them to rear new and interesting variants in your basement.
Ah, I didn’t see Phaeron’s post. I apologize. If I had, I would have simply added my 2 cents there instead of opening another topic.
you may keep them to rear new and interesting variants in your basement.
Same here. The freezing happened once on Southshun Cove while simply walking to Canach’s Lair so there wasn’t even much happening around me at that time. (I was fighting a stray Karka, but that was all.)
Like Eliandal the only way to solve it was to use the task manager to shut down GW2.
you may keep them to rear new and interesting variants in your basement.
If this would be implemented, I’d actually start carrying some of my minis around with me.
As it is now they all hibernate in my personal petting zoo (read: my bank). And they feel sad, alone and neglected because of it :’(
you may keep them to rear new and interesting variants in your basement.
I concur with the idea that objects might need a tweak to what affects them.
A few builds have serious trouble against them because neither conditions nor critical hits work on them.
I can see the common sense approach for some of this. How would you bleed or poison a wooden structure like a gate for example. And some inanimate objects might not have weak spots that warrant a critical hit. So in oder to not overcomplicate things you simply make all of them immune to these effects.
I honestly can’t think of any easy and logical sounding solution for this dilemma. One thing might to simply ignore “logical” and allow conditions and critical hits to affect inanimate ojects. It would certainly level the playing field.
I don’t think allowing certain effects to work on them (like burning which would work on most things) is the way either.
As it is now a condition or crit proc heavy build will have serious trouble against inanimate objects. Something that can be troublesome for an entire party for example in the Ascalon Catacombs during the various graveling mount evernts. And that’s just one of the the most obvious examples.
I’m aware that a change at how inanimate objects are affected will require some serious rebalancing of their hitpoints or armour values. Another option would be to give them a resistance against condition damage to mitigate the effect that conditions ignore armor. The latter option would be most likely necessary for gates in WvW. Otherwise they would need an almost ridiculous amount of hitpoints to compensate for such a change, which would throw off the general balancing of these objects.
you may keep them to rear new and interesting variants in your basement.
Hm, I didn’t really consider it a bug. Though Game Bugs was one of the options for which forum to pick.
More like something that got overlooked in the design process. If you think this would be better suited in the Game Bugs forum maybe I should consider reposting there. (I usually would simply move the thread, but I do lack the proper authority to do something like that in the GW2 forums of course.
you may keep them to rear new and interesting variants in your basement.
Hello everybody,
I’m not entierely sure if the suggestions forum ist the correct choice, but I guess it is the most applicable.
I have some truly minor trouble with the Consortium Harvesting Sickle. The harvesting animation ist nice but I believe also the source of my problem.
The first point alone alone wouldn’t warrant a forum entry, but in combination with the second it might.
Unless I’m sorely mistaken the harvesting process with the consortium sickle takes longer than with a normal sickle. I could live with the slightly increased harvesting time – if I’m wrong and it takes the same amount of time even more so of course.
But during said animation, the harvesting process cannot be aborted. Sometimes it ist necessary to abort the harvesting because your character is attacked or you realize you are at the point of impact for some AoE attack. In some zones having to stand there for a few seconds can mean the difference between a living or a dead character. Especially if the character is a mite fragile.
So I would suggest to please make sure the harvesting process with the consortium sickle can be properly aborted.
I’m aware that something like this comes at the furthermost bottom of any priority list, but I wanted to point it out anyway. Thanks in advance for any probable fix.
you may keep them to rear new and interesting variants in your basement.
(edited by Silberfisch.3046)
Thank you so very much!
you may keep them to rear new and interesting variants in your basement.
Any EU server with an uncontested temple as well? Would be much appreciated.
you may keep them to rear new and interesting variants in your basement.
I have to agree that the damage output of some enemies during events that scaled up to acknowledge a large number of players seems way over the top right now.
The spiderchampions with the veteran hatchlings are one of the prime examples. And Orr actually isn’t the only affected area.
Have you ever tried to defend the arcanist lab in Sparkly Fen during the Tequatl spawn window? Due to the large number of players the krait scale up to champions. And those are more than capable of AoE oneshotting large numbers of players. There often isn’t even any indication that something might hit you. The next second you’re on the ground and a second pulse or somesuch from the same attack finishes you off.
There’s absolutely nothing you can do to avoid that. Down and dead in the blink of an eye without any tell that something like that is going to impact on your position.
Going back to Orr: My personal favorites are the suicide risen. You stand in the wrong spot, they spawn all around you (sometimes in numbers that can only mean instant death for a few dozen players.). Due to culling you won’t see them until it’s too late (read: you’ll see clouds from their detonations dispersing. but at that time you’re already out.).
They go off nigh simultaneously. That nigh being the real problem. The first hit(s) will down you. The next will kill you. And you never even saw what hit you.
Another fun thing is the aforementioned aggro. When mobs keep targeting you in your downstate to finish you off. I accept that sometimes this might simply be bad luck and with some mobs it might be planned. But during large scale events that seems to be the norm.
During large scale events and especially the current events on Southsun Cove I have repeatedly experienced the following:
Your character goes down. Someone finishes off an enemy you were attacking, you rally. So far so good. However a large number of enemies seems to have taken a liking to you, so you immediately go down again. Again you somehow rally. Still feeleing lucky? That’s about to change because the process will be repeated until you’re finally fully dead.
Down, rally, immediately down again, rally, immediately down again… Repeat until the downed penalty finally finishes you off.
Again the insane amount of damage some enemies can dish out when scaled combined with the somewhat mysterious way enemies pick their targets means you’re dead without you being able to do anything at all.
And this can really take the fun out of some events.
you may keep them to rear new and interesting variants in your basement.
(edited by Silberfisch.3046)
not sure I could call it a exploit, that seems more like a tactic for fighting him for more melee heavy players/builds. if you want an exploit, the first bosses safe corner be a prime example.
I’m on the same page with Chaotic Storm. There’s no way to react in time to the shockwave if you are in melee range. I do believe it’s a save zone desinged to allow melees do their thing as well.
And yes, the safespot(s) when you do the first “boss” encounter – that feels much more like an exploit/bug using.
That said, whenever one boss reaches 75%, 50% and 25% health, the other boss gets a special buff of 50 stacks of “Enraged”. This makes him deal double damage, so it’s crucial that someone in your party keeps an eye on the second boss and attacks him to knock off the stacks.
As a side note: To call this mechanic to the players’ attention, the corresponding bosses have an emote/catchphrase, that indicates, when the enrage triggers.
you may keep them to rear new and interesting variants in your basement.
(edited by Silberfisch.3046)