Would you prefer a subscription instead?
I would prefer an optional subscription like ESO has. One where you can pay money every month that nets you gems worth the amount of money you pay and a minor boost (that is invisible to other players) like a small Heroic buff for as long as you pay.
Of course this would be somewhat practical and the community would immediately label ‘5% less waypoint cost’ and ‘10% increased magic find’ as P2Win.
Rev Sword 3 is an incredibly unreliable and buggy skill (no activation, activation without hitting anything, activation without hitting anything or getting evade frames, shadowstepping into a wall and getting stuck, only hitting a portion of the attacks because the target was on a different ground level, etc.).
So yeah, it’s probably a bug.
I find it hard to believe there was no technical way to resolve this issue. All you need is a check for the damage source and then apply that 0.5s restraint to that source. Before software developers come out of their cave and scream ‘YOU DON’T KNOW THE CODE!!!11!‘, I don’t. But how would that be impossible when there’s already separate tracking of conditions and damage sources in general in the game?
I don’t know the code either but I know it’s just a rigged-up version of the GW1 code, and I’ve heard the devs talk a lot about how many changes like this just aren’t as easy as one might think to put together.
Condi damage is a great example; the current system took so long to implement because it was a nightmare to get it working properly. Tracking the individual contribution of 2-6 conditions from 150 players at once is not an easy task, esp. not on a 10-yr-old engine that was not built for it. Pretty sure I remember them saying that they had to buy some more servers just to handle all the data for it as well.
Yes, that’s why I added the example of SA at the end. It had the exact same problem (not tracking the source of the Symbol so you would benefit from others), so a comparable solution is already in the game.
Besides, if they can handle a ton of indivudal condi stacks on a single target from all different sources while tracking each source’s condi damage, duration, modifiers like Might etc., tracking a maximum of 150 (assuming WvW) skills firing at once and how often they can hit a target shouldn’t be unrealistic. It’s a cheap fix to avoid Berserker LB stacking on Gorseval and Rev Hammer 2 Trains in WvW, and that is the truth of it.
People should stop to try making out of ants now elefants here …
I agree. Just use a surname or a little creativity to get a name.
Don’t write walsl of text about a minor issue or argue for a total overhaul of the naming system because you can’t get the EXACT name you want.
I absolutely have no problems with coming up with names, I have absolutely enough creativity for that to come up with completely new and unique names for my characters – that is and was never at all an issue for me.
[…]
As a person who likes cosplay characters, as that was my initial standpoint that brought me into this discussion it just looks stupid when you are practically forced to use accents and special letters ect. just to get still a chance to receive a name for your characters that you like, when it would be easily possible for Anet to solve this by making names infinite shareable, so that you don’t need use these kind of cheap methods and it would also lead instantly to significantly lesser peopel running around with Xx Name Xx or III Name III just to give people the illusion that they got the name with the pronounciation and spelling they want how it would be written and pronounced correctly.
So, is it an issue now or is it not? You argue that you have no problem coming up with unique names but you want an entire system changed to accomodate to your desire to make ‘cosplay characters’ that are just copies of very popular characters which of course will have taken names. That makes the issue even less prevalent.
I stand by the point that people who don’t really care about their character name will just continue to name them ‘ZZZZZZZzzzzzzZZZ’ and people who actually put thought into it will easily find a unique name because if you don’t just copy a well known name you can usually get it right away. Changing an entire system on the premise of ‘but that would be kind of nice for a few people’ is unrealistic and unnecessary.
‘One name per server’ as opposed to ‘one name at all’ wouldn’t work that well either, since Megaserver throw everybody into the same map. So you would have to have hidden unique IDs (like the account name), but then how would you differentiate John Doe(acc.123) from John Doe(acc.234) in map chat? Or you add the ID behind every name which increases clutter even more.
Another point is that names serve a purpose in GW2. They are unique identifiers. You can use the character name for a number of things (writing letters, direct party invites [this works with any name from the account by the way, no matter if they are logged into that character], blocking, etc.) and those would become considerably more complicated/bloated if you had to add a server or account ID everytime.
No matter how you twist it, the cost outweighs the benefit by far too much.
Dungeons were killed for two reasons:
- too much liquid gold (for speedrunners that is)
- no actual dungeon development team anymore
The first one is kind of meh since Fractals (after the buff) actually give decent liquid gold for the little time they require, especially the high level ones. So that’s a weird argument, moreso since doing all Fractal dailies is taking less time than running the profitable dungeons back then (which, by the way, didn’t so much give liquid gold as they gave drops).
Dungeons may still be a decent way to make gold if you got a speedrunning group that knows its way around it. But for new players / pugs it’s even worse now, because many experience players completely stopped doing dungeons to gain gold in other and easier ways. So the decent way to make gold actually becomes worse the longer a group needs and the less experienced it is.
The second point is what I believe the only real problem and the reason why dungeons won’t come back. For years the dungeons were pretty much neglected, full of bugs, skips and exploits nobody bothered fixing (like doing all AC paths at once or skipping huge chunks of Arah). The last real updates I can think of are breaking/“fixing” Lupicus in Arah a few times as a result of other things in the game and copypasting the AC troll into HotW P1 (he even dropped AC tokens the first few weeks).
I think at some point it was also said they moved/merged their dungeon team into the LS team (and later the expansion, I’d presume).
It’s also much easier to design a single Fractal or two than making a new Dungeon.
I find it hard to believe there was no technical way to resolve this issue. All you need is a check for the damage source and then apply that 0.5s restraint to that source. Before software developers come out of their cave and scream ‘YOU DON’T KNOW THE CODE!!!11!‘, I don’t. But how would that be impossible when there’s already separate tracking of conditions and damage sources in general in the game?
IF this is a bug, and it better be because otherwise it’s just braindead design (and yet another example why no SPLIT BALANCING is detrimental to the game when all game modes get cheap nerfs because of something being overpowered in a mode), then it’s the same as the glorious Guardian Symbolic Avenger trait bug, where you increased your damage for every Symbol you stood in, no matter the source. And they could fix that, too.
In general PvE there’s usually not many damaging conditions / enemies with conditions. It’s true that you’re weak against them, but if you play in a party a class that’s more suited should take them from you (Ele, Engi, Guard) and if you’re solo you have enough evades and damage to kill anything that’s dangerous to you:
You can use the Hammer to stay at range (though Coalescence of Ruin got nerfed hard so yeah …), Hammer 3 for evade and 5 for knockdown, 4 to block projectiles (though at max range you can actually sidestep most ranged attacks; if you walk left while the enemy aims and then go right once they shoot, it will miss you usually), Shiro skill for reteating and cleansing movement impeding conditions, Axe 5/Jade Winds/Glint Elite active to interrupt enemies and Sword 3 to evade.
If you got hit by a mean condi burst (i.e. tons of burns) you can try to use the Glint heal active to mitigate it, other than that or the trait that removes one on legend swap there isn’t much you can do on Shiro/Glint. Personally I never ran into problems with condis though because you have a lot at your disposal to avoid getting hit in the first place.
I tried running the stat combo a while too, but in the end I found that it’s better if you just slap a http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Strength in your axe and go full berserkers with Scholar or Strength Runes.
All boons but Might gain sufficient uptime and without the Sigil you only proc 1 stack of Might once every 3s as opposed to one every second.
That way you probably end up with more Might while doing substantially more damage. And you can chug a cheap +boon duration food to add some more.
If you go Berserkers I’d also swap Ferocious Strikes with Vicious Lacerations and if your team is faring well / you need more survivability swap Radiant Revival with Hardening Persistence.
No, I did NOT confirm that there isn’t a problem. There may not be a problem for you or me, but there is for the OP and many others. Whether or not you understand it is irrelevant.
Read – understand = realize there’s no problem – everything has stayed the same just that one skill does a bit less damage wheras the other 2 have been buffed = mechanics stayed the same unless you liked 1111 which requires no skill whatsoever (not even for thief in PvE but that’s a whole different topic).
At this point I’m not even sure if you deliberately miss all the points all the time in order to get this thread locked and deleted faster.
First of all, my original argument was that if you argue the Rev/Herald rotation was easy, then there’s plenty of examples for ludicrously easy rotations, PS warrior being the most prominent since it’s also a huge team benefit for essentially pressing 2 and throw a banner or two every 90 seconds.
Second, nobody is arguing that the class sucks in open world PvE. Who even has problems killing things in open world PvE? Dungeons and Fractals are also pretty much allowing every class and every build (unless, you know, you want to get it done in a timely manner).
Raids are obviously the PvE component you want to look at now and they actually have DPS checks, that means it’s a difference between making it or wiping, as opposed to making it in x minutes or y minutes. I haven’t seen Heralds being overly used in Raids before, they were just a reliable and easy way to obtain group wide buffs while still pulling their weight in terms of dealing damage. Face of Nature is the only unique thing they bring and if you actually keep using that, you can’t even go on Shiro to maximize your damage.
The point is that now Heralds can be replaced easily by PS Warriors that will also deal more damage and the Elementalist has to be less lazy and throw in a blast finisher here and there while also doing more damage (if it’s a staff Elementalist that’s 2 classes with kitten-easy rotations for the sake of the argument that Herald rotation was ‘too easy’).
Lastly, for the ‘buff’ of the other 2 sword skills. 2 got a buff only and only if there’s only a single target, which is rarely the case, and on top of that the projectiles are unreliable.
I don’t see how Unrelenting Assault was buffed. They cut the number of attacks to 5 instead of 7 but then increased each attack’s damage by 10%. That’s still about 22% less damage overall (!), plus less Might and less evade frames. Nevermind that UA is already mightily inferior to comparable skills like Blurred Frenzy or Pistol Whip simply because they actually cleave and don’t randomly split your damage between your enemy and the floor tile. UA is also unreliable due to clipping issues.
Meanwhile the Sword auto, the only reliable and logical source of damage with a weapon that has every other skill fulfulling a role (soft control, evade, control, block), was nerfed and the only ‘buff’ is unreliable at best.
I’m mostly salty because it doesn’t even make any sense. They said they want the sword to be a weapon for ‘singling out foes’, yet the 2 skills that are supposed to bring in the actual damage go off and hit random things, even structures outside the map.
I cannot even fathom what thought process lies behind this. A really easy fix would be to have Sword 2 and 3 only attack ONE target when you have a target while casting. Otherwise they can keep doing the nonsense they do now if you cast without a target.
Sad about Revenant nerf… like to press one button… try the new overpowered class of thief….
Can I say it? Yes, I can:
No one cares about PvE.
Hey, we can’t all play thieves or staff eles or PS warriors with their overly complex rotations.
Oh wait.
Give it a shot, thief is squishy in all 3 game modes – unless you don’t have a good party you’ll have to work for your AA.
Addressing 1/3 of the point and then making a blank statement, good job.
As for your first statement: I care about PvE, and I couldn’t care less about PvP and WvW. Now what? Doesn’t change that across the board balancing of 3 game modes with the same skills is just unnecessary and annoying.
Oh no! Now you have to use something besides your AA.
Hey, we can’t all play thieves or staff eles or PS warriors with their overly complex rotations.
Oh wait.
I’d guess the same applies to Berserker Longbow now? I haven’t checked it but they changed it to work the same way from the looks of it.
https://forum-en.gw2archive.eu/forum/professions/revenant/Coalescence-of-Ruin-not-hitting
Considering this thread it does mean what it says – an enemy can only be hit by this ability every 0.5 seconds, regardless of the source.
I can only hope this is an oversight (like the one that gave Guardian’s ludicrous damage with the symbols). If it isn’t then it’s clearly a cheap fix for WvW that really kittens up PvE yet again.
/edit: I’d assume Berserker Longbow works the same now, since they both got the same treatment.
I do want to say that solo PvE, I’ve not had any problems with my Rev personally. […]
Well, yes. GW2 PvE is pretty easy (even with HoT if you know where your dodge button is and what ‘animations’ are). Which is okay in terms of allowing many builds to be ‘viable’.
But at the end of the day, all that matters in PvE is DPS. Even Raids with their mechanics are mostly just DPS checks. So of course when you gut the PvE DPS potential of a class then that annoys people.
Based on the problem that PvE is for the most part about dem DPS, of course the Revenant sword 1 was doing the most damage. 2 was a skill to catch running enemies / slow pursuers, 3 was a skill that did okish damage, IF you attacked a single target, that was on your ground level and some other RNG factors. Other times it would not only do 0 damage because your charcter just stood there, at times you wouldn’t even get the evade frames despite it going on full cd. Not to mention you could and probably still can get stuck in walls and props using it. Sword and Axe offhand also had their uses with blocks, gap closers, interrupts. Bottomline is, sword 1 was the only logical source of damage.
BUT we must balance the game around PvP, so it had to change. Sword 2 got a 200% damage buff, IF the projectiles don’t bug out, which they often do, and IF you have a single target.
That’s a lot of ifs for skills that should be reliable. Not to mention that UA also got a nerf (5/7 of the previous hits, where every hit then does 10% more damage is effectively a 22% damage LOSS and you also get 2 stacks of might less for what it’s worth). UA is already unreliable and objectively worse than comparable skills, since Blurred Frenzy or Pistol Whip also cleave and don’t bug out for 0 damage.
Hammer 2 is really strong, but so what? Same things apply. The Hammer auto is pretty slow for okayish damage, 3 is just a glorified evade, 4 is alright and 5 is an unreliable interrupt because of the cast time. Hammer was nerfed in PvE because of WvWvW, where I can see it being way too strong. (And apparently it’s also much different now, as in a source can only hit by ANY CoR every 0,5s).
Hammer 2 made Hammer actually useable in PvE for some decent damage for a ranged weapon. Now it’s back to the shelf because the little utility doesn’t make up for the damage loss compared to melee.
Not to mention that all the other broken stuff is still broken, as it was mentioned countless times. I say it time and again, we need SPLIT BALANCING so this nonsense doesn’t happen. And I’m not buying the argument of ‘it would be too confusing for players’, since there already IS split balancing on a number of skills and effects. How is it not more confusing to have a handful of skills work different or with different numbers instead of the majority of them?
All you really need a revenant for now is the Facet of Nature buff. Might goes back to PS war, Fury can be done by Ele. So overall, meh.
I’m just tired of having my fun in PvE ruined because something is too strong / useful in PvP or WvW.
It’s kind of funny, really. Content updates are mostly for PvE and balancing is usually centered around PvP/WvW. Which frustrates both sides.
I don’t really see the issue here. Especially since the block option is easily misclickable in the right mouse context menu it’s useful to be able to unblock people.
I agree that a person you have blocked shouldn’t be able to see your location though.
So what if it’s mostly useless? I can see it having use in raids, because ANet can’t into placement of things (Adrenal Mushrooms and Rifts anyone?). Stuff like this would actually be a perfect addition to the gem store since it offers nothing but a QoL improvement (less [loading]times spent) for a price tag.
Implementation shouldn’t be too hard either, the base item is in the game, add unlimited charges and off you go.
I don’t know, I could name my 13 characters in Guild Wars 2, my 6 characters in Guild Wars 1 and my 6 characters in TES:O on the first try. Even my Asura who have one-word names.
I never understood how that’s an issue unless you’re really fixated on a certain name. Take a random name you like, search for lists of surnames in different languages if you’re feeling adventurous. Add a title if you must.
But then again every second name I see these days is something along the lines of xXxUbertankxXx or |||y are u dead|||.
If I choose to name my character a certain way and then don’t log in for a long time, what gives. Just be more creative. That would just add more insecurity and instability to the game by the developers/management.
A few years ago, I bought a printer. It meant that I didn’t have to go to copyshops anymore! Two years later I bought a new PC. Which didn’t have a printer port anymore.
Would you have expected a refund for that printer? It became useless even though it still worked perfectly.Unless your Printer is Account Bound you can always sell it on Ebay. That’s what we can’t. Gem Shop Items that became useless, are unsellable und not recycleable.
And that is the key point to all defending analogies. QoL items shouldn’t be subject to being outdated and if not refunded, they can only be destroyed.
As for the feedback on the topic, after 8 days my support ticket was answered (great response time, really) and as expected I was declined a refund. I’ll accept that, but I’ll also refrain from spending real money on the gem store in the future.
I already stopped spending money for the most part after around the middle of LS S01 because I felt the devs didn’t know what their game was supposed to be. I caved at times and last when it came to the HoT Ultimate Edition, riding the hype train and the announced anniversary sale (which turned out to be underwhelming to say the least, but you gotta flush those gems out of the economy with impulse buys, I get it) but that was probably the last time I spent real money on this game.
So take this as feedback, I am quite disappointed with the current business model and monetization methods.
The game is evolving, new items are being created as the game grows. Anet is being generous and offering a limited refund for those who want it. With the unlimited salvage kits, they are account bound, you could have always choose to move them from character to character. It was your choice (convenience) to buy multiple sets when you didn’t have to. […]
Of course it’s your choice and technically they aren’t obliged to refund anything. Calling it generous is still a long shot in my opinion. It’s just a bad precedent.
What if in a few months they add shared bag slots (which people mistook the shared slots for as it is) and the answer is ‘well, bummer, but you didn’t have to buy shared slots, could have speculated that bag slots were coming!‘.
Sure. But then I’d rather not buy anything in the gem store if I then run risk of sitting on a useless item / service afterwards. And that’s why their current refund policy is not great.
What constitutes fair use? I bought a tool and didn’t log in for 2 months due to real life and haven’t used it at all. So I don’t get a refund because of the time that has passed? Buying multiple copies of account bound things only happened because of a lack of shared slots in the past. They were bought with money or gold for gems, which drives up gem prices and gives incentive to convert gems to gold. It’s revenue that wouldn’t have happened otherwise, and just saying ‘oh well’ surely puts people who buy multiples in a wary stance.
I get that it’s undesired to flood the market with refund gems, but it would be simple to find a solution, i.e. a sale. It’s what they did when they offered the HoT ultimate pre-order. Offer people a somewhat good deal on excess gems they may not really need and dangle an ‘anniversary sale’ in front of them, bumping them over the edge to say ‘what gives’ and buy the package. Then have a super disappointing sale with slashings on stuff nobody needs or asked for to flush gems out of the economy with impulse buys.
Bottom line is, if they wanted to, they could have a better refund policy and easily work around the effects and customers would feel valued instead of left alone or ripped off.
You tried. Maybe next time test before theorycrafting so much.
I still find it funny how Dungeons “died” with merely a nerf to their gold reward. Not much else has changed. Maybe they could update their token rewards.
They should have increased the token awards. Thing is, Anet explicitly doesn’t want people to run dungeons anymore. They just didn’t have the balls to cut them entirely, so they gutted their rewards to
encourage people to buy HoTdrive people towards fractals.Dungeons are also a lot harder to create because they’re bigger. And that’s why you only get new fractals.
We didn’t even get new fractals!
But if we ever get new stuff that’s either fractals or dungeons, it will be fractals for that reason. :P
Heh, I totally forgot about ranger. If you don’t want party utility at all just go for bearbow.
Dungeons are also a lot harder to create because they’re bigger. And that’s why you only get new fractals.
Yeah, I’m sure this will be top priority above bug fixes and other things that actually need implementation.
But hey, you’re mostly doing this as an advertisement for your event anyway, so what gives.
While some hearts can take long without events, I don’t see how this is a really needed feature, since most can be done rather quickly and solo. You already have benefits playing with others, i.e. for mobs that spawn performing heart actions, that you can kill once for every player doing it.
1. Ascended will be always the best in slot.
[citation needed]
You may be thinking of Legendary items, for those ANet explicitly stated they will always be best in slot. But that means if there will be something better than Ascended, then yes, Ascended will not be upgraded.
As for the OP, I’d say go for it. Not because it’s sure that it will always be the best, but because ANet is so sluggish when it comes to completely new stuff that you can probably enjoy your Ascended gear for at least 2 more years before something else comes along the way.
Heck, we don’t even have Legendary armor yet and that will probably be Ascended in terms of stats too.
I swear to god this thread with the exact same wording has to have happened before. I got this déjà-vu thing going on strongly.
But for your question, I’d suggest Revenant/Herald (Warrior if you don’t own HoT). Heavy armor with innate highest damage reduction, medium to high health pool and both bring party utility with ease.
Revenant has the bonus of an OP ranged weapon that obliterates trash in 2 hits before it can come even close to you. Plus you will be able to give yourself an allies permanent Protection to boot. And some might along the way.
Correct me if I am wrong. When you have multiple salvage-o-matics you need not to unequip before log out and equip after log in with next character. So this means they are not useless. Maybe less useful than before. Other than that, how long have you been using them? Have they served you well? Have you saved money and time but not having to buy ordinary ones from NPC?
Why would you unequip them? The salvage-o-matic is one of the few things you absolutely want to put in a slot like that. And unless you want to go with ‘time = money’, the salvage-o-matics aren’t bought to save money either. Unless you already salvaged about 300000+ items with each one of them and broke even (probably a lot more now that gems are more expensive).
The hardware analogies are flawed too. Simply because QoL items shouldn’t be subject to expectancy to become obsolete at some point.
While you may argue that as long as they do what’s stated that’s all one can ask for, it’s still bad business. Imagine they add a new tier of nodes, T7, for which you need Chrystaline harvesting tools. And then the old infinite gathering tools only gather up to Orichalcum (I think it states that too, and if it doesn’t, let’s assume it does). And suddenly Anet sells new tools that go up to T7 for 1500 gems a piece (since they are more useful than the old ones).
Would that be fine? All the old tools people bought would still do what they were promised, but overall they became a lot less useful and it’s purposely done this way.
The core point of it all is that Fashion Wars 2 is all about the alts. Many things entice you to use different characters and ANet knows that, hence we got things like the Wardrobe, accbound Ascended gear, accbound infinite tools and now the shared slots. Because a supposed huge part of the player base is playing with many alts, multiple transactions to buy QoL items happen in the first place. And when you suddenly change something that makes it pointless, people obviously get annoyed when they spend time and money on a now outdated premise.
Naturally from a cold business point of view every refund is bad for future sales, because you give out gems/money. But what ANet (or just the management) has been ignoring for what feels an eternity now is how customers feel when they’re constantly fighting what seems to be an uphill battle. Will people feel like supporting the game / buying gems when they get the impression the company doesn’t give a flying hoot? Soft factors are important too in the long run and when you try to go for short term profit which usually only looks at hard factors, you screw yourself over in the long run.
To all the ‘just stop whining it’s optional lol’ people: Maybe. But if you don’t point out what’s bothering you, how is anything going to change. And the longer you feel like you’re unheard from old issues that keep piling up, the less pleasant the tone will be.
But maybe discussion isn’t wanted. Maybe that’s why reddit is the much preferred site for discussions these days, because uncomfortable opinions can just get voted into oblivion. Then again, when reddit makes a fuss ANet is usually pretty quick on resolving the issue due to higher visibility. Maybe we should just take it there so something actually happens.
(edited by Sourde Noire.5286)
They are really only useful for exploration but why would you need that stacking extra power against trashmobs.
Since in dungeons (heh), fractals and raids you either don’t have enough mobs to stack or may down/die frequently, permanent sigils are preferred. Force/Air for power, Accuracy if you want to offset Perception (always 7% vs. 12% at 25 stacks). And stacking defense attributes is kind of pointless in PvE anyway.
Well, it seems like my support ticket got deleted without any response. So much for at least trying to get something back for all the items rendered useless now.
I think part of the reason is that they want more people to play PvP. If a PvE player jumps into PvP and finds their skills work differently, that may turn them off of the idea because it’s annoying to deal with.
I never understood this argument. The people who are turned off by something because it works somewhat differently than what they’re used to aren’t the people sticking to anything anyway.
I actually read a red post stating that. It shouldn’t be ‘too confusing’ when you switch between game modes. Why? They are different game modes, it’s fine if they work differently. And we already have things working in different ways (confusion/retaliation for one). But hey, we got the NPE because apparently anything that isn’t ‘Press 1’ is too confusing for new players.
The simple answer as to why that isn’t the case was mentioned before: cost. It’s way easier to balance around PvP(/WvW) because PvE is so easy. The dumb thing about it is that it leaves many skills pretty underwhelming or completely useless in PvE. Then again, some class mechanics are simply designed with PvP / point defense in mind anyway. Turrets come to mind.
The problem here is that it feels dumbed down and bland. You could probably delete a good amount of skills and traits from PvE and it wouldn’t matter for a good chunk of people.
You should have seen them when HoT had freshly launched. They were in the jungle getting it in with the rest of us. Most of the Anet players I’ve come across were actually good at playing/survival. It’s nice to see employees that not only develop but understand how to play their product well.
Whenever I saw an ANet tag on a player it was usually a staff guardian in open world events.
Refund update:
According to my support ticket you have to have owned a duplicate item (in my case a mining pick) for less than 6 months to get a refund.
I don’t know what the exact cut-off point is, but I bought a 2nd one at the start of August and I’ve just been told that was too long ago.
This is just ridiculous. The items are effectively worthless now, so what are you left to do with them? Destroy them or let them gather dust in the bank in hopes that something happens in the future?
This will surely entice me to spend money on the game, when a sale I make – granted, for convenience, but paid with hard money – can be made obsolete with a future update. When does the ANet/NCSoft management realize that short term maximum profit policies don’t make for good long term sustainability with happy customers.
Bump. Still an issue. On both the 32 and 64 bit client, Win 7 64 bit. I didn’t change anything, it’s this way since a recent update.
I log out as offline and log back in as online. This is really annoying.
Yup, conserning Guild Wars, not GW 2…
sry but posting here, cause the only support available that Guild Wars 1 “help” function leads me to is a “page not found”. So I just hope some employee sees this.
So, in Guild Wars “1” : The Wintersday Token (or “Hat”) quest npcs in both Kamadan and Lions Arch, Brrnadette and Krunch if I remember right, have disappeared allready, they are still to be found in Korean district only and gave one of my accounts a reward, but when went in with another account who had not the quest in log allready, they would not give the quest to start it.
Same thing for folks in Kamadan chat I asked about this.
Dispite GW2 being your huge priority, I rly hope something could be done to compensate, like the good old days of GW1 when hats where bugged one Wintersday event, and the event got a reroll of more days.
GW 1 is after all the source of it all and would be great to see u heed to us who still play that, or check the hiccups in that game
I ran into this issue today. Strangely enough, it is not mentioned in the wiki article for the NPCs or quests but on a talk page hidden away. Some districts seem to be buggy and not be able to spawn the NPCs, usually the lower number ones.
What helped for me was going intro District 10 on the US version of Lion’s Arch after spending about 45 mins running around LA and Elona trying to find them, thinking I had missed something. They were right there.
Oddly enough I took the quest and found them the day before in the EU district I usually play in.
Anyway, they’re not gone, just sometimes don’t show up in the lower districts, it seems.
As far as I read this bug, if it is one, has existed since the Fractals were introduced. It is very annoying, yes.
Singularity doesn’t help, since you don’t down but instantly die while eaten.
Since the last patch the status keeps resetting to ‘online’ when you log in.
That means if I set my status to offline, then log out and back in, I’m automatically shown as online.
While this isn’t gamebreaking or high priority, it’s annoying nonetheless.
While we’re at it, please give an option to choose to log in as online/away/invisible. And maybe stop offline mode from being traceable by updating your location anyway, which makes it kinda pointless.
Ya this has been really annoying for a long time. They did actually fix it one time between an update, but it came back again. This has been here for a long time and I have reported over and over.
Yes. I remember them fixing it before the Wardrobe introduction. I was so happy. And then the next update broke it again.
Do you have your interface size on large or larger? There used to be a bug concerning NPC descriptions with larger interface size too.
Anyway, as it was mentioned, this has been around since forever. I wouldn’t count on them fixing it (again). Though it’s one of the most annoying bugs (save the recent options resetting) for me.
Same. ‘World is full’. Well, it’s an instance, just make a new one. How hard is this?
While the amount of drinks is pretty high, I don’t like your suggestion either. As if playing to get 50 wins in a PvP activity where the outcome depends on other players isn’t grindy and annoying.
So far I’ve gotten about 700 drinks since the release and I sold a few drinks on the TP before I found out what I needed them for, and I played about 5h maybe? So it’s doable. And it’s probably thought as an incentive to keep redoing the event next year (though with Anet’s tradition of completely changing the needed amounts for things each year that’s questionable).
By the way, it’s the Claw of Jormag, not Jormag.
So tired of "Fast as the Wind" constant spam
in Guild Wars 2: Heart of Thorns
Posted by: Sourde Noire.5286
This game simply needs more options. Graphics and audio. The sound design is outright beautiful, which I don’t take for granted, especially with MMOs.
Alas, the constant voiceclutter or things like legendary effects (if it were for me I’d automatically ban every play who is using The Dreamer) can annoy so much that I usually end up muting the game altogether.
More sliders like the one for player instrument volume are needed.
-A pain in the kitten to navigate.
-Full of powerful and bothersome yet irrelevant mobs
-Required for hero points that are necessary yet a pain in the kitten to get.I had same reaction at first too. But after some time and especially after unlocking Gliding 5 i started to enjoy VB. Especially flying in the canopy level.
If you find mobs frustrating change you armor for more tanky one Knight’s/Valkyrie/Soldier’s/Commander’s etc.
I’d argue that going for tankier specs makes it worse, since most attacks in HoT are along the line of ‘dodge or you go down’. Maybe it helps for a single mob if you really want to learn the animations, but if you’re part of the ‘what is dodging’ crowd, you’re actually better off stacking your damage. The onehitters in HoT have paper armor as well.
On topic, all of that is subjective, obviously. I found Verdank Brink pretty straightforward and the different levels of the map (abyss, ground level, canopy) actually help with navigation, unlike in Tangled Depths.
And most HP challenges are soloable after the nerf, if you don’t feel like getting people to help you.
I also dislike the new fireball. It’s so small and measly. And toning it down is trying to fix a much larger symptom.
It fixed nothing! While the projectile is tiny, the impact particles still scale with the boss.
Well, in that case the nerf was even more pointless. And I agree that auras are a joke now. Before, you could immediately tell which aura was which and I fail to see how that was a clutter issue, moreso compared to the scaling particle effects and just the effects in general in Particle Wars.
Again, add options to tone down or disable any particle effect that isn’t my own or the NPCs’, would immediately fix most if not all visibility problems this game has.
I’ve been wanting an option to turn off all other players’ visual and particle effects forever. The more people have legendaries, the more of a clusterkitten huge fights become. I’ve fought the Statue of Dwayna so many times, I know the animations. But half the time I cannot even see the towering thing or what it is doing because it’s drowned in flashy lightning, overscaled effects (I still don’t know why particle effects actually scale with the mob model size – champion sharks say hello too), a million minion name tags (Why can’t I turn those off? Technically they are NPCs but surely as player allies they can be separated) and legendary effects that obscure half the screen.
In my ideal world there’s a proper and a light version for each particle effect and you get options – display everything fully, display only my character’s and enemy NPCs effects, display only my characters, only enemies, display everything but mine light, etc.
But that would require rework of most effects and actually giving the player options.
I also dislike the new fireball. It’s so small and measly. And toning it down is trying to fix a much larger symptom.
Excellent feedback, thank you very much.
Since you explicitly stated what the mission’s name was and gave constructive feedback about things you can turn off in the options (camera shake) yourself, this post will surely get a lot of well deserved attention.
On a serious note, I wouldn’t expect them to fix anything in the personal story, let alone visual cues.
If you type /w [char name] [your funny message here] you can whisper them.
This has been an ongoing issue since release. And all we’re ever told is to send the text file to the support, as if that would change anything.
When you trace packets you can see that it’s usually a package loss right before the servers. Since everything else works perfectly fine (other websites and services) with the exception of – well – Guild Wars 1 servers it’s clearly an issue on their end.
And a ping of 2000-4500ms is unplayable for anyone.
I believe it’s intended that you cannot join a finished map. Either because it will close very soon and that’s an oversight from regular map closing, or intentionally to keep people from just taxi-ing into a completed instance for the vendor / pods.
I do agree it’s braindead for people who crash / dc and especially considering the whole meta takes about 1 hour, give or take.
I’d suggest making it either so that you are guaranteed back into the map when you crash / dc by saving everybody’s map slot until the map closes or make sure all rewards are given via bouncey chests. The latter wouldn’t fix missing out on the vendor / pods though.
I got him to talk to me by gliding down right in front of him. If I approached him any other way he wouldn’t talk to me.
I get that his dialogue involves admiring your gliding, but the requirement is silly since you can reach the plateau using other means and from behind too.
10 guildies on the map for the whole event, not one of us got anything.

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