Showing Posts For Sir Black.7423:

Silverwaste JP bug

in Bugs: Game, Forum, Website

Posted by: Sir Black.7423

Sir Black.7423

Same thing just happened to me. At least I got the achievement and tonic, but it was still disappointing to be denied the final loot chest after all that work.

please delete

in Guild Wars 2 Discussion

Posted by: Sir Black.7423

Sir Black.7423

This is about DR. Is it based on when you kill something or when you pick up the loot? I vaguely remember people stating during the Blixx farm to pick up loot in 4 min intervals to slow down DR. Assume you’re allowed to answer this of course.

I cannot speak on the specifics, but I will say that it’s not really a thing anymore. In the last hour 26 people hit DR. Virtually nobody ever hits DR.

I can’t speak for “normal” gameplay or farming. However, people were most certainly hitting DR during the Halloween event a few weeks back.

First was while farming the Labyrinth. There was both event DR (Karma and such rewards steadily decreasing after a certain point) and seemingly loot DR (“my inventory isn’t nearly as full from this hour of farming as it was from the previous hour”).

Second was anyone seriously doing the rat farm (Maize Balm). After around 250-300 kills in a row, the spawned candy corn mobs would increasingly stop dropping their “guaranteed” bags.

Maybe these can be written off as extreme instances of farming, and more so dismissed because they were during the special circumstances of a holiday event. So the revised statement might be that no one hits it during “normal” circumstances. But things like these still make me wonder about DR any time I keep a character in one particular area of the game for an extended period of time.

Celebration Booster

in Guild Wars 2 Discussion

Posted by: Sir Black.7423

Sir Black.7423

I really wish I could trade in each of my Birthday Boosters for 24 of these boosters. I would much rather manage a buff in 1 hour increments instead of 24 hours at a time. Particularly because I want to use them mainly for the WvW exp boost and not waste the duration elsewhere.

Commander Tag Changes Feedback [merged]

in WvW

Posted by: Sir Black.7423

Sir Black.7423

Before the strong negative feedback received after the interview at gamescom, every intention was for each color to cost 300g. Pending QA, that version was ready to ship for the feature pack.

When the flood of feedback came in, there was a flurry of emails working out the best course of action, and in the end Zach and Tyler worked the weekend to make sure this change could be made on time for 9/9.

While I’m glad to see that the community feedback was listened to and that it was changed, I’m still a bit disturbed that it ever made it so far in the first place. All the way to “ready to ship”? That means someone or several someones thought the per-color pricing was a good idea. And to me that’s an indication that at least some of the developers and/or decision makers have been rather out of touch with the community for WvW.

This incident is a great example of why communication is import – and thus why the community has been concerned at the lack of it. It’s not just about players feeling entitled to information. When done right, communication could help ensure or at least double-check that new development is going in a direction that makes sense for this game mode. Even just some posts of high-level long-term visions, or perhaps some non-committal “what if” discussions, would go a long way towards that.

In this case, if months ago there had been a post from someone at ANet asking “what if commander tag colors were added but you had to pay 300g for each?” then the same kind of feedback would have come up. However that could have been done before any development time was spent, and thus would have saved everyone some stress and wasted effort.

Commander Tag Changes Feedback [merged]

in WvW

Posted by: Sir Black.7423

Sir Black.7423

Colors should be a stock feature of commander tags, not extra purchases. These aren’t like extra armor skins – tag colors should be an organizational tool.

If commanders would be easily able to choose their tag colors, I could see the WvW community ending up with general standards like: blue for the zerg, green for havoc groups, red for guild groups, etc. In similar manner I could see PvE commanders using colors to distinguish and organize different groups during guild missions, Tequatl, the 3 wums, and so on.

Putting these colors behind anything more than a trival cost just puts an absurd barrier in front of using this feature for its only useful purpose. Excessive costs only punish the people who least deserve it – those commanders who would use colored tags to help others by better organizing things.

Crown Shard disappointment

in Living World

Posted by: Sir Black.7423

Sir Black.7423

A few mini-dungeons or something, even if they were the size of Provernic Crypt, would have been a lot more satisfying.

I guess I can understand why they didn’t spend too much time on this, since it’s only one step out of several in this single LS episode. But perhaps that’s the more fundamental problem. The ghosts of Ascalon are rather significant. So trying to get rid of them should have been a big deal instead of being given the same amount of attention as smacking some Svanir around.

On Swift Wings is bugged...

in Living World

Posted by: Sir Black.7423

Sir Black.7423

I’ve made a couple attempts at this post-patch and with a group. After proceeding far enough to get the survivors to spawn, we ran around and helped them all. Our party leader circled around the map telling them all the retreat. We circled the map multiple times and still had the “buff” showing that we were eligible, but never got the achievement…

I can’t believe we missed any. So unless there’s some other hidden restriction it feels like it’s bugged.

[Feedback Thread] New Crown Pavilion First Impression [merged]

in Festival of the Four Winds

Posted by: Sir Black.7423

Sir Black.7423

Hey all, just a quick note. Earning higher tiers of reward in the Boss Blitz in the Queen’s Pavilion is a great way to earn Festival Tokens, and Queen’s Gauntlet tickets – the rewards that the other activities within the festival give as well. If you check your inventory, you should see the tokens & tickets you have received.

Load into the zone. Boss timer has already expired.
Can’t get into a better zone, because Megaservers.
Spend 10 minutes on each boss and 30 minutes on Boom Boom Baines. Because zergs + scaling = huge boss health pool.
Get 20 festival tokens, 10 gauntlet tickets, 2 champ bags, and 1 green.

I could have done pretty much any other content in the game and felt more rewarded, especially considering the time spent.

Boom-Boom Baines, poor design?

in Festival of the Four Winds

Posted by: Sir Black.7423

Sir Black.7423

“Don’t zerg it”
Sure, let me just ask the other 40 players in the area to go idle in the center of the map while 5 of us take down the boss. I’m sure that’ll work…

“Just get 3 commanders in the instance”
I’ve been lucky to see even 1 in an instance so far.

“It’s like saying all raid mechanics are bad”
The mechanic would be fine in an instanced dungeon/raid scenario where you can control who comes. But as usual, we can’t.
This boss run would potentially make an interesting guild mission with organized parties. For a disorganized mass of players it’s just tedious.

Megaserver Guild missions gives no rewards.

in Bugs: Game, Forum, Website

Posted by: Sir Black.7423

Sir Black.7423

I got rewards from guild missions this weekend just like every other weekend. However some of my guildmates did not. I believe the ones who didn’t were also affected by the daily reset bug: https://forum-en.gw2archive.eu/forum/support/bugs/Merged-topics-Achievement-bug-no-chests-dailies-stuck/first

Since that bug seems to affect all other kinds of time-gated rewards, it makes sense it would affect guild mission rewards.

Anet Needs To Step Up Visual Clarity

in Guild Wars 2 Discussion

Posted by: Sir Black.7423

Sir Black.7423

The Corruption debuff has always had a visibility issue to some extent, but this patch has made things worse, as the first post indicates.

The Shades apply the debuff from long range now despite not having any kind of projectile/ranged/aoe animation. I know the debuff can also come from attacking them, but I’ve stood in a corner of the room using no skills at all and watched the debuff stacks accumulate on my character despite being far outside of melee range of the Shades.

On top of that, reaching max corruption now instantly Defeats the character rather than Downing them. This makes the fight considerably harder since you have no chance to recover.

If there was a projectile or aoe field or such, then at least players would have a chance to control the accumulation. But as it is now, it ends up feeling like random death.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: Sir Black.7423

Sir Black.7423

Removing the re-trait fee – Great.

Being able to re-trait anywhere – Great. More than I hoped for, in fact.

Simplifying down to 14 points instead of 70 – I’m fine with that. Makes it easier to re-trait.

Distribution of points in relation to character level – It seems like it’s weighted too heavily towards the higher levels.

The new trait unlock scheme – Seriously? I’m glad I had 8 level 80s already because this really reduces my desire to ever go through the leveling process again.

Having only one very specific gameplay-based unlock method per trait wouldn’t be too bad if they were all relatively easy to accomplish for an individual not-yet-highly-leveled-or-equipped character. But instead there are:
- Numerous map completions, which many people will find quite time-consuming and tedious.
- Several personal-story steps, which again can be tedious to get to.
- Several dungeon story modes, which obviously can’t be done solo. If a person doesn’t have friends or helpful guildmates who will take a non-level-80 through, then a player may be roadblocked quite a while from getting those traits.
- Various other group content and hard-to-solo content (especially for lower-level and un-traited characters).
- WvW content like the Overgrown Grub, Obsidian Sanctum, and Inferno’s Needle. Does this even need an explanation why it’s problematic? Forcing people into WvW who either don’t want to be there or aren’t high-leveled and properly equipped is not really good for anyone. Every time living story content was put in the Obsidian Sanctum, a significant portion of players didn’t like it. I can’t imagine why putting a trait unlock there seemed like a good idea or beneficial to anyone (except the players who like to camp it and grief others).

Of course a player can always choose to pay for the traits instead. Except that now costs a considerable amount of gold and skill points. 10g 100sp for all Master traits when it used to be 1g? Another 15g 100sp for the traditional Grandmasters when it used to be 2g? Wow. For a new player, those costs are ridiculous. And even with a new character of an existing player, for a large portion of the player base those are non-trivial amounts.

So leveling players are being pushed to either:
- Do lots of dungeons, story quests, map completions, events, bosses, etc to get their traits. But I thought do-everything-in-the-world type of requirements were supposed to be for high-end things like Ascended and Legendaries.
- Or grind out gold and skill points. But I thought this game was about keeping grind out of the core systems. I find it hard to imagine many players have been thinking “Gee, I wish the leveling process had more grind to it”.

I really don’t understand what this is supposed to accomplish, other than make it take considerably longer to get a properly powered-up level 80 character. And from my point of view, that’s not beneficial at all.

EMP grenades TA Aether path

in Bugs: Game, Forum, Website

Posted by: Sir Black.7423

Sir Black.7423

I led a party through the aetherpath last night and suffered from the same bug. I was wondering why the ships seemed impossible to hit correctly. We completed all the other after-boss events, so it was rather disappointing that we couldn’t get this one and finally nail that do-all-the-events achievement.

I hope this gets fixed soon since picking up the remaining achievements (or helping others do so) is really the only reason I have to run this path.

Knights aren't dropping loot [Resolved]

in Battle for Lion’s Arch - Aftermath

Posted by: Sir Black.7423

Sir Black.7423

Checking the price of the assault knight power cores on the TP, they’ve already doubled in price since the patch. Considering that their price had previously seemed to be stabilizing, that’s another indication that today’s patch has affected the loot significantly and thus dropped their supply.

I really hope Anet didn’t stealth nerf it to be daily or something like that. But unless they say something, we won’t know until tomorrow.

Knights aren't dropping loot [Resolved]

in Battle for Lion’s Arch - Aftermath

Posted by: Sir Black.7423

Sir Black.7423

Before the patch today, I got boxes from all 3 knights. I don’t think I was even in a party, but I’m not sure now.

After today’s patch, I fought all 3 again and got no boxes. I was in a party but none of them got any either. Furthermore numerous people on the map were saying they didn’t get any.

So something seems to be up, either a bug or an unannounced nerf.

Selfless / Thoughtless potion in dungeons ?

in Battle for Lion’s Arch - Aftermath

Posted by: Sir Black.7423

Sir Black.7423

I can kinda maybe understand a restriction for spvp. But for dungeons/fractals? I can’t think of a reason not to allow it. After all, you can already play around with tonics/town-clothes/costume brawl in there.

Mari dodge achieves

in The Origins of Madness

Posted by: Sir Black.7423

Sir Black.7423

So in the end, I was unable to get the dodge achievement for Warden IV… Out of 17 fights, around 2/3 never even got past the second or third wardens, so I was unable to even attempt the achievement. Of the remaining times, I fought Warden IV during 3 of them. In 2 of those I was hit or downed during the load screen and thus was denied the achievement before I could even control my character. In the 1 good attempt I played well, avoided the attacks, and killed the Warden… only to have a different platform fail and invalidate anything I did.

I guess I can feel lucky that I got the other ones at least. I know some people were much worse off. And in the end it’s only a few achievement points. But even so, it feels poor to be repeatedly denied an achievement by multiple factors that were outside of my control.

So why do people still fail marionette?

in The Origins of Madness

Posted by: Sir Black.7423

Sir Black.7423

For Marionette there is a very large margin for error you are allowed to fail 4 times. that means that 80% of the map has to fail on one of the chains.

80%? No… If 1 out of the 5 platforms fails every time, then everyone fails. So it takes just 20% of the players present to doom the event despite the other 80% succeeding.

Mari dodge achieves

in The Origins of Madness

Posted by: Sir Black.7423

Sir Black.7423

So I’ve got to:
- Get in a lane with 20+ people so we even have a chance to beat the wardens.
- Hope we don’t get screwed over by randomness and disconnects such that one platform as too few people to succeed.
- Hope people don’t just plain suck or suffer from bad luck and fail their platforms.
- Hope I don’t miss a dodge while trying to concentrate on the champion.
- Hope the champion doesn’t insta-down me by dropping a bomb right on top of me or something stupid like that.
- Hope I don’t load in too slowly and get hit before I can even control my character.

And if my luck doesn’t hold, I’ve got at best two attempts per fight and then 2 hours between fights to even attempt this again…

Honestly, the more I do this fight the more I’m finding these achievements frustrating and depressing. I’m getting to the point where the only way I’ll enjoy this fight is to force myself to forget these achievements even exist.

Something wrong with Choir game?

in A Very Merry Wintersday

Posted by: Sir Black.7423

Sir Black.7423

I can do one session where I get over 570 points. Then turn around and do another session where I die on 4 of the songs (while other people are still getting all the notes). It seems pretty much down to luck whether a session is going to respond well or not.

It’s very frustrating when all I want to do is squeeze the last achievement points out of this minigame, but every failed song wastes my time since they don’t count.

Beta Fractal Capacitor (Infused)

in Fractured

Posted by: Sir Black.7423

Sir Black.7423

https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-November-26-2013/first#post3264349

Read the section on “Improvements to Agony Resistance/Infused Gear”.

In particular:

Newly created or dropped infused ascended equipment will have empty Agony Resistance slots.

That slot has replaced the inherent +5 AR. So yes, now it takes extra effort to get the additional AR.

WvW NA Season 2 league roster suggestion

in Suggestions

Posted by: Sir Black.7423

Sir Black.7423

But it’s not that easy, because no matter how you try to divide up the servers they still won’t fit into 3 nice groups where everything is competitive within.

Consider YB’s performance so far: Both FA and SBI beat them by a wide margin. But then YB has beaten everyone else they’ve faced by a significant margin as well. If FA, SBI, and YB all joined Gold League, then chances are they would all be on the lower end of it. That would pretty much end up with YB being dominated every match (and I’m not sure how well FA or SBI would fare). But if only FA and SBI go Gold while YB remains in Silver, then YB gets to dominate that league. So it appears either way, they don’t get a good competitive fight.

I’m sure similar issues can be found for several other servers across all the leagues. This seems to be a fundamental problem for the league idea, and one which I don’t think will be solved simply by shuffling a few servers around within this 3 league structure.

WXP reasoning

in WvW

Posted by: Sir Black.7423

Sir Black.7423

Might as well get in before thread lock…

I had the same reaction to the “we have given our reasons” statement. All remember seeing them say is “character progression” with no discussion of how that is supposed to be better for everyone than some type of account progression. So the reasoning is pretty much ‘because we said so’.

At least “2) There will be more information about changes to the Wxp system in the next few weeks” is a bit more promising.

Come on, Naval Combat in WvW already

in WvW

Posted by: Sir Black.7423

Sir Black.7423

We can already do naval combat. You know that little boat in Bay? :P

Attachments:

Not getting weekly rewards for Season 1

in Bugs: Game, Forum, Website

Posted by: Sir Black.7423

Sir Black.7423

Yeah, apparently the “bonus chests” they mean are just extra rank-up chests, as others have concluded – https://forum-en.gw2archive.eu/forum/wuv/wuv/Weekly-rewards/first#post3187863

I had wondered why I seemed to “randomly” get an extra rank-up chests sometimes. This explains it.

I suspect a good many people haven’t understood how this was working since it’s a poorly visible mechanism. It would help if they at least sent players an in-game mail at the end of each match telling them how many chests they had earned.

Demolitions Expert: How does it work?

in WvW

Posted by: Sir Black.7423

Sir Black.7423

This morning I participated in six or more assaults with groups of people or various sizes. I tried using my Fiery Greatsword and all, which had been moderately successful before, but I didn’t get credit a single time. There was even one assault where half way through it all but 3 people left to go defend something elsewhere, and even with that extra time I didn’t get credit despite DPSing the door from beginning to end.

On the other hand, when I was lucky enough to pilot a golem for two assaults, I got credit for each. So whatever way this achievement currently works, it seems heavily biased towards siege-users.

Demolitions Expert: How does it work?

in WvW

Posted by: Sir Black.7423

Sir Black.7423

As an Ele, I’ve had to start taking Fiery Greatsword and try use it to unleash as much DPS as possible against doors. It’s still feels a rather hit or miss whether I end up getting credit for this achievement.

Unfortunately, this isn’t the best use of my class’s skills. I would be better off throwing AoEs on the walls to suppress any enemies or using defensive skills to actually support the ram-users. But this achievement doesn’t encourage me to support my team’s assault the door. Instead it encourages me to DPS the door as much as possible to hopefully hit some invisible threshold while ignoring whatever is happening to my teammates around me.

I’ll be glad to get it over with so I can go back to playing more effectively in assaults.

[BUGGED] Demolition expert & camp vanquisher

in Bugs: Game, Forum, Website

Posted by: Sir Black.7423

Sir Black.7423

Demolition Expert inst bugged. All u have is to do is to deal a fixed amount of damage to gate (i dont know how much). Just sit on rams/cata and u get it.

If that’s the case, then the required damage amount seems too high. In any given assault, only a fairly small fraction of people are going to even have the chance to use siege. And many people shouldn’t be using the siege at all either because they don’t have points in the relevant masteries or their skills are better used suppressing the enemy and supporting the siege users.

Currently, to get this without using siege seems at least unreliable if not completely unrealistic. If a player isn’t specced for high single-target damage, then they may have trouble doing enough damage to the door. If they’re with a large enough zerg, then the door may fall before they even have enough time to do the necessary damage. If enemies are around, they may need to divert their attention and damage to dealing with the enemy.

If the current damage threshold is “working as intended”, then for 30 assaults many players are encouraged to either:
- Selfishly try to claim someone else’s siege, even if it’s less helpful to the group overall.
- Put down their own siege, even if it’s unnecessary or the commander specifically asked anyone else not to.
- Try to go max DPS player-vs-door the entire time, hoping that the rest of their team can provide enough healing and cover.

As seems to be a recurring theme with many of these season achievements, it’s easier to complete them by acting in ways often less optimal/helpful to the team or server overall. So if that isn’t bugged and or unintended, then it’s just poorly thought out. Reducing the damage threshold significantly would make it easier for people to get this while supporting their team rather than getting this by taking advantage of their team.

Constructive feedback for new TA path

in Twilight Assault

Posted by: Sir Black.7423

Sir Black.7423

The electrified center of the Clockheart’s room needs to be redesigned. It’s quite possible for the boss to either knock someone into it with his pound attack or literally pick a player up and throw them into the middle of it. Any player then downed in the center is screwed unless their downed skills include something with movement, which not all classes have.

In my last run, I was thrown into the middle and downed, but fortunately as an Elementalist I could escape before dying. On the other hand, a teammate was downed and then got hit with the Clockheart’s pound, knocking him into the middle and killing him. Short of having the remaining 4 players suicide, there was no way to help him. So that player got to “enjoy” the following 75% of the battle laying there dead.

Either dead players should be teleported out of the center or the electricity should be periodic so that there’s a chance at reviving anyone dead there.

Constructive feedback for new TA path

in Twilight Assault

Posted by: Sir Black.7423

Sir Black.7423

The issues with the Clockheart not resetting absolutely needs to be addressed. It puts players at far too much of a disadvantage when he unleashes his massive attack immediately at the start of the battle.

The movement issues with the generators is also quite annoying.

For leading the oozes to the door, it’s mostly ok but I think two things should be changed:
- Players really shouldn’t be able to hit or at least damage the oozes with their skills. Putting aside accidentally auto-targetting them, having these things damageable pretty much renders all AoE skills unusable. As an Elementalist I felt like I couldn’t touch 3/4 of my skills.
- Lava elementals shouldn’t spawn so near the oozes’ starting locations that they auto-aggro on the oozes. It’s frustrating when trying to coordinate the party and do a “3-2-1 go” to then find one of the oozes is already under attack without us having done anything at all.

Sparki and Slick wasn’t too bad once we understood the mechanic and all of the players were ready to kite the ooze around properly. It’s a little unfortunate that random players get hit with the pheromone and especially that sometimes multiple people will have it at the same time. That makes it harder to have one person dedicate to leading the ooze. But I have mixed feelings about suggesting it be changed.

The floor puzzle had some annoying aspects:
- At the end of Caithe’s little speech, she said something like “get in the room as fast as possible”. So I did that, jumped on a platform (since it looked important), and then proceeded to get owned by a massive burst of damage as the room came online. Sure we don’t want players to be able to deploy onto all the platforms before the thing even starts, but is that really the best way to prevent it?
- The floor’s pattern changes depending on what platforms have been activated. Under at least one pattern, there’s no safe path from the entrance into the room. That kinda sucks if any players haven’t gone in yet.
- The speed of floor felt a bit fast. There’s almost no room for hesitation or mistakes, especially when one is still at the point where getting hit by the floor makes it impossible to jump onto a platform.
- After getting all 4 platforms activated, having to pull a hologram across the room felt kinda annoying/redundant. “We just did the hard part, now we have to pull yet another enemy from point A to point B?”

Fighting the Clockheart had some annoyances:
- The spinning cog things he throws last far too long (unless I missed there being some way to destroy them). If a player gets downed->defeated under one, he’s going to be out of the battle for several minutes, which sucks for the party and is boring for the player.
- The permanently electrified center of the room seems rather pointless, although it’s mostly ignorable. However, if a player gets knocked or thrown into it and dies, then there’s no hope of reviving them. Again, that sucks for everyone.
- Having everyone teleported into the room when the battle starts is great for keeping everyone together. But having everyone then locked in the room can be annoying when the battle goes bad. If most of the party is dead and it’s clear that the remaining one or two won’t be able to rez them, then there’s no way for them to retreat. They can either try to take on the boss alone (which is boring for the defeated players) or commit suicide so everyone can respawn.
- The occasionally electrifying floors seemed unnecessary. It was ok during the preceding stage of destroying the generators. But with the main boss active, personally I think there’s already enough challenge dealing with him without having 1/4 or 1/2 of the room randomly cut off.

(edited by Sir Black.7423)

TA new path, last boss' room problems.

in Bugs: Game, Forum, Website

Posted by: Sir Black.7423

Sir Black.7423

I just experienced at least a couple of these.

The boss not resetting those 30 stacks is probably the worst since it puts your whole party at a massive disadvantage right from the start. We only finally managed to beat the thing the one time this didn’t happen.

The broken generators definitely do some weird things. My character seemed to be warping around when near one, which happened at the worst time as I was trying to melee/kite/dodge/deal-with-the-boss.

Revamps for Claw of Jormag and Shatter?

in Tequatl Rising

Posted by: Sir Black.7423

Sir Black.7423

On the page says all bosses, false advertising if the other dragons aren’t.

The page says the world bosses were “updated” to be “more challenging and fun” however it does not describe them as being revamped in the same manner as Tequatl. Based on that, I would expect the other world bosses have boosted HP/damage/scaling/etc but not major changes to the mechanics of their fights.

I expect they’ll do more significant changes to the other bosses at a later time, probably one-by-one in separate patches.

List the Paths Completed

in Suggestions

Posted by: Sir Black.7423

Sir Black.7423

Magic Find % Going Down

in Bugs: Game, Forum, Website

Posted by: Sir Black.7423

Sir Black.7423

Just to make sure: Are you looking at your Magic Find displayed on the main Hero Panel (along with all your other stats) or on the Achievement Panel? The hero one is the current total and would change depending on what consumables and such you have active.

Extended Achievement Tracker

in Suggestions

Posted by: Sir Black.7423

Sir Black.7423

It would be very nice to have something like this for:
Invasion Canceler – maps completed/remaining.
Dive Master – which dives have been done.
Krytan/Orr/Maguuma/Shiverpeak/Ascalon Explorer – at least let us know which maps are done or which still have areas remaining to be explored.
every Dungeon achievement – which paths have been done.
Daily Kill Variety – which types of enemies have been killed.
Monthly Puzzle Jumper – which puzzles have been done.

Lag on Frostgorge Map

in Clockwork Chaos

Posted by: Sir Black.7423

Sir Black.7423

Played Frostgorge… not doing well but oh well, still get credit… crashed minutes before the end (I never crash)… re-joined into non-event overflow… no credit. Thanks Arena.Net

Scarlet needs more HP...

in Clockwork Chaos

Posted by: Sir Black.7423

Sir Black.7423

I took maybe 15 seconds to disengage from combat and figure out where the heck she was on the map… when I arrived she had less than 5% health left… not even time to run over and get a single hit in.

It’s a bit remarkable that a problem like this exists in new content. It’s not like this is a surprising new issue. World bosses have been getting over-zerged and dying ridiculously fast for well over half a year now. Haven’t any devs seen the Maw event during prime time hours?

Invasion and overflow

in Clockwork Chaos

Posted by: Sir Black.7423

Sir Black.7423

Guys…what? The invasions start hourly. Every hour, on the hour. Your screen will tell you. At that point, you have a TEN MINUTE WINDOW to get on to an overflow, where the same event will then start.

I really don’t know how Anet could make it any easier for you.

They could put a timer on the World Event notice so people could accurately gauge whether they’re within the overflow window or too late.

At the very least they could have clearly stated that these events start on the hour (if that’s really true) as thus far I haven’t seen that information anywhere but in this thread…

The Fake Powerups' range needs to get nerfed

in Bazaar of the Four Winds

Posted by: Sir Black.7423

Sir Black.7423

The worst is when someone puts one on top of a lightning jump target. If you haven’t Grounded before you jump, then you’re doomed. And of course it doesn’t just knock you down and make you lose a couple seconds. No, you’ll fall off the platform and reset to the last checkpoint. Instantly going from 2nd place to 8th place due to a single hard-to-avoid Fake Powerup is very frustrating.

It ends up seeming like the race is decided not so much by who can most skillfully maneuver the entire course, but by who can most effectively gain a slight early lead and drop a few of these to screw over anyone close. And that means the 1st place winner is usually determined before the race is even half over, at least as long as they don’t make any stupid mistakes the rest of the way.

Not So Secret JP

in Sky Pirates of Tyria

Posted by: Sir Black.7423

Sir Black.7423

So the wiki says that the Dive Master achievement requires only 38 of the 39 possible dive jumps. I sure hope that’s accurate, because I don’t ever want to waste my time and silver in this puzzle again trying to get to those stupid diving goggles.

Today I made one little mistake very near the end that resulted in my death… And with no other players around, the means both paying a waypoint cost as well as doing the entire puzzle all over again. Nope. It’s not worth the frustration.

It’s amusing yet disappointing that the one piece of content from this Aetherblade event that they decided to make permanent is something that I will NEVER want to do ever again. (And this is coming from someone who’s a fan of jumping puzzles in general, including the Mad King’s tower.)

Request: Make Dragon Ball a permanent arena

in Dragon Bash

Posted by: Sir Black.7423

Sir Black.7423

The game has potential and I wouldn’t mind seeing it around. But only if they fix the issues with idlers, as well as people being able to switch off of the team that already has less players.

Otherwise, we’ll just end up with ridiculous stuff like 5v0 matches with 20 minutes remaining on the timer…

Attachments:

Dragon Ball Report Function [merged]

in Dragon Bash

Posted by: Sir Black.7423

Sir Black.7423

I just played several matches and the same idling player was there for most or all of them. Sometimes on my team, sometimes on the other. Either way, whichever team ended up with that person was most likely to lose since the idler ended up being an easy kill.

Anyone idling through a match, presumably trying to away-from-keyboard-farm taffy, needs to be automatically kicked out.

(edited by Sir Black.7423)

Last Stand at Southsun: Feedback/Opinion

in Last Stand at Southsun

Posted by: Sir Black.7423

Sir Black.7423

Did anyone else have trouble getting mines to disarm in the solo-instance? I play ranger which means my pet will trigger traps most of the time anyway, but even when I would stand close to a trap, and attempt to disarm it, there were multiple times where nothing would happen. I was using the correct skill and was standing close to and pointing in the direction of the trap, but no response. Between my pet and traps not properly disarming most of the time (not to mention the annoying knock-downs) this instance was just frustrating. Not difficult, just frustrating.

The disarm skills are ground targetted and it sounds like you have Fast-Cast Ground Targeting turned on.

And this specific issue is worthy of it’s own point in all this feedback. It seems like a significant portion of players didn’t realize how these skills worked due to having that option on. Sure there’s that little red target symbol on the skill icons, but apparently that’s not an effective enough way to inform players about how the mechanics of a new skill works.

I suppose the reason this isn’t a problem for most other environmental weapons and novel skill sets is because any ground targetted skills will usually create an obvious effect or aoe field. So a player can quickly see that the effects happen where their mouse cursor is. In contrast these disarm skills don’t really create anything visible on their own and so nothing helpfully clues the player about the targetting.

Canach solo is the "Oculus" of GW2

in Last Stand at Southsun

Posted by: Sir Black.7423

Sir Black.7423

I don’t dislike the general idea of having to do a fight with different skills than my normal ones. And I don’t dislike the general idea of having some of the new skills work with novel game mechanics in the fight. There are certain renown hearts and personal story steps that encourage or require usage of a different set of skills and I can’t remember being particularly annoyed at any of them. Some are fun.

However, I think the specific skills and mechanic used for this Canach fight are rather lame. We get a set of 5 skills. 3 do the exact same thing, just on different types of mines. And we don’t actually do very much with them. Scan mine, use skill on mine, make boss walk over mine… That’s it. It’s hardly even “combat”. Even putting aside the bugs and chatbox issue, I don’t find the mechanics of this fight to be interesting or compelling in a way that would make me want to do it again.

Daily Reward for Canachs Lair

in Last Stand at Southsun

Posted by: Sir Black.7423

Sir Black.7423

I just did it for the first time after reset and did not get any reward at all. It is either a one time deal or I’m bugged.

Same here.

Although reading over the exact wording of the second May 28th patch, it does say: "Fixed an issue where players who completed the Canach’s Lair instance before the release today can no longer receive rewards. All players will now be able claim the reward for completing this instance once more on any character. "

So apparently they do intend for it to be a one-time per account reward.

Daily Reward for Canachs Lair

in Last Stand at Southsun

Posted by: Sir Black.7423

Sir Black.7423

I’m surprised it was intended to be character-based at all. In the past we’ve seen players taking full advantage of and/or exploiting those kind of rewards, such as when the guaranteed rares from dragon chests were character-based. It should be expected that some players would try to do the same again if presented with a similar opportunity.

Personally, I’m fine with short/trivial-but-highly-rewarding content being account-based. At least that evens things out between players, whether they have just 1 character or 8 of them.

Canach quest buggy for me. Anybody else?

in Last Stand at Southsun

Posted by: Sir Black.7423

Sir Black.7423

Problem is, that doesn’t work. I can, sometimes, manage to turn one mine green after one or two tries, and then it never works again until I go out and come back in, resetting my laughably minute progress. I use the detector, take note of the icon, use the corresponding skill, inch forward to the edge of the boom-circle, use it again, use it again, shuffle around so I’m facing it from a different angle, use it again, use it again, use it again, use it again, use it again, use it again, use it again, use it again, use it again, use it again, you get the idea.

Do you happen to have Fast-Cast Ground Targeting turned on? Those mine skills (2 through 4) are ground targeted.

Please, help with Canach: too hard for me

in Last Stand at Southsun

Posted by: Sir Black.7423

Sir Black.7423

So I tried this intended way… And it was taking so long (in fact I swear he recovered health at one point), that he eventually downed me due to knocking me into one mine for half my health and then having another mine apparently spawn under me soon after. So I tried it again the legit way… and ended up dying as he exploded a mine when I was just outside it’s detection range. (Explosion range larger than detection range? Go figure… And now I’m told that he does some kinda warning in the game chat? Why would I ever be looking there…)

So I said the heck with it, came on this forum, read that conditions work. I burnt him down with my condition Necro in far less time than the legit way would have taken.

As far as boss mechanics go, this one wasn’t very fun for me.

video: Coloxus my new WvW build

in Thief

Posted by: Sir Black.7423

Sir Black.7423

Lol, I was the staff Ele in that video. That was annoying to fight against since I could never quite pin it down to be able to do enough damage. But then staff wouldn’t be my first choice for a battle like that, and I could certainly use more practice fighting against Thieves in general.

The New Grenth, OP as you can get.

in Dynamic Events

Posted by: Sir Black.7423

Sir Black.7423

Challenging can be good. But being one-shot-defeated by massive aoe that you have little or no time to dodge? That’s just frustrating.