So, I don’t know if this is intended but since a recent patch the darn interface when selling or buying is AGGRAVATING because your coursor to type in a desired price will be placed in a window as soon as your mouse hovers over it. Before, you had to click it. Which was way better.
To add to this, when you change the side from buying to selling or vice versa (because when would you ever instantly sell), suddenly it doesn’t work anymore. And clicking on the arrows to raise/lower the current tab (gold/silver/copper) will just cause the gold part to rise. So I end up trying to sell my blueberry for 4g and a few copper, causing me to have to close the window or flip sides from buy to sell again so the coursor will be placed with hovering again (which is, again, worse than clicking the desired tab).
It’s extremely frustrating and unintuitive and way worse than the way it was before.
I’ll take a leap of faith and say that most of the Tequatl kills happening now are due to the symbol trait bug which allows for absolutely insane amounts of damage.
That doesn’t fix the problem itself.
Maybe you shouldn’t compare classes when you’re not even playing them properly.
Ignoring everything else (gear, traits, utilities, etc.), I’ll just go ahead and say your mesmer can do just as much if not more damage than the ranger. Use Greatsword 4, the healing signet to reset your phantasm cooldowns, use it again, Greatsword 3 and 2 and the trashmob should be pretty much dead.
Of course it’s a lot easier to just spam Longbow 2 on the ranger, but there’s a reason Mesmer DPS in PvE is really just meh most of the time (hint: it’s because Mesmers need their Phantasms to do deal decent damage and they either die, take forever to be deployed and / or the battle is over too quickly to get them all out).
Secondly, as it was pointed out multiple times, the Mesmer Greatsword auto damage display is bugged, such as the Engi Flamethrower auto, letting the numbers go higher, but that’s just total damage, not damage per second, so it’s actually pretty low.
But all of that was laid out, so I don’t know what’s not to get.
Lastly, Ranger damage is decent at range but overall not great. As it was also pointed out, Elementalist outclasses Ranger damage at range, even though max range is ~1200 and not ~1500.
If your problem is dying to the SW mobs then, and that’s a neutral statement here, you should learn to play your class or check your build. It will always be easier on Ranger due to max range and pets, but as it was pointed out, every class can solo a champion. Some better than others.
Lastly, it’s true that any class can deal out decent damage (not that it matters much in open world PVE anyway). Just use the right gear and learn to dodge / interrupt enemies.
Yeah, makes sense. But as of now, the NPC is still missing. Can’t we just get it back? Considering it’s a hefty investment for convenience.
(Still waiting for the activity NPC that’s existing on the airship, too!)
The ingame crowd is growing, waiting for us each night. But of course the above still applies, so feel free to join in!
Is that actually a bug? Because I never encountered this. All bonus chests / jumping puzzle chests reset at the daily reset for me, not after 24h.
We got a few more people waiting for us every night at Sparkfly Fen, still looking for more people.
Hey,
Sparkfly Fen by Night [SFN] is inviting and looking for new regulars to bolster our ranks.
What do we do?
What is now [SFN], which is actually an association of a number of guilds (i.e. [Cube], [SC], [VILE] [HERO], [Ex] and others), started off quite some time ago as a group that came together each night on Desolation to kill Tequatl. Later we managed to organize a daily Karka Queen spawn after slaying Tequatl, to get 2 loot-heavy world bosses done in one go. Thanks to the dedicated work of many people, we grew in numbers and have now a decently sized community that gathers every night to chatter, fool around and get a smooth and relaxed Tequatl kill with buffs and whatnot (Experience Bonfires, ho!).
During the winter, [SFN] gathers some time before the reset, jumps to Sparkfly Fen and sets everything up to kill Tequatl at the reset with a follow-up jump to Southsun Cove. This year we decided that for the summer time change, which would push the reset too far into the night for many of our central european players, we would switch things up: Spawn Tequatl with the guild about 1:15h before the reset and then jump to Southsun Cove for the regular queen spawn. While it is not quite as convenient as a full reset double kill, it was the most beneficial for the majority of our community, and we are always looking for people to join us on the fun.
What are we looking for?
Our core is big enough to support the needed defenses and some DPS, but both sides are always happy to see more (regular) people. We are not elitists and our runs are usually relaxed and smooth, instructions are given every night, so don’t worry.
If you are part of a bigger guild and like what we’re doing, we are always looking for people to aid us with the daily spawns (Tequatl in the summer, Karka Queen in the winter). We have a regular schedule, and just offering a backup spawn just in case would be most welcome.
What can you do?
If you’d like to join us, you can either keep an eye out for SFN LFGs around the spawn time (see below), or just gather with us for the pre-spawn babbling in the Straits of Devastation.
You can also write an ingame mail to either me or Yumura (Lymus.9045) if you have any questions or would like to offer assistance.
Schedule
During summer we usually gather around 22:15 server time (UTC) (which would be 0:15 CEST) at the Bramble Pass Waypoint in the Straits right in front of the portal to Sparkfly, set up the commanders and check our numbers and jump around 22:25-22:30 server time to Sparkfly. The spawn occurs when everything is set up, usually at 22:45, so we can kill Tequatl on time and jump to Southsun.
The current spawning schedule can be found at http://tinyurl.com/SFNDoc .
Our TS is the [Cube] Teamspeak (details ingame before the jump), where you can join us for chattering, priority taxis and random raffles that range from mock gifts to T6 mats to exotic skins.
Hope to see you ingame!
Same problem for me across all characters. It’s purely cosmetic but highly irritating, especially considering the overall high quality of animations in the game.
Switching between chat tabs deletes guild chat from some. Chat tabs blink in red indicating new messages when the tab you’re in is displaying the same text (as in, you already saw it, it should’t tell you).
This is most bothersome. What an awful patch altogether.
Still missing. Any updates? Or is this intended?
A quick search didn’t show anything, but then the forum search never really worked for me anyway, so apologies if this was posted recently elsewhere.
Title says it, where is the trait retrainer NPC from the Royal Terrace? With a recent patch it just disappeared. But I forgot about it until now where I wanted to buy some skill books for my mesmer again.
Or is this a rather common thing that it just bugs out on certain IPs?
At any rate, we already lack the Activity NPC that the Airship has (the only advantage it has, because it’s ugly as the sin), so why did this one have to go too?
On a related note, why do we as EU players get routed to US servers anyway?
It’s not that much of a surprise that we get latency issues when there’s only 1-2 choke points everybody is routed through to get over the big lake.
Maybe that would resolve quite a few problems. Putting the servers physically into EU territory.
This has been an issue for MONTHS and it’s been driving me crazy. My inventory always keeps resizing itself between opening and closing it.
The funny thing is, they actually had this fixed but broke it again with the Feature Pack that introduced the wardrobe, I believe.
It’s a minor thing but it’s so irritating.
I use Larger interface size, if that matters (that also caused a display bug ages ago with the dots that seperate mob descriptors).
>opinions
Personally, I like Kudzu the most out of all legendaries. It’s not too strong on the effects, the sound is beautiful, the flower trail as well and it looks really nice.
Granted, it is obviously designed for the Ranger and I’m using it on mine, but still.
I rather have a ‘problem’ with the silly-as-kitten legendaries like Quip, The Moot or The Dreamer. The sounds are annoying, it doesn’t fit the game at all and the effects are way too strong.
I think generally it’s just a problem of consistency and choice. Obviously some weapons were designed with classes in mind (Kudzu, Howler, Frenzy – Ranger, The Minstrel – Mesmer, Flameseeker Prophecies – Guardian, Frostfang – Necro (?)), while others are just all over the place and don’t fit the game, I find.
Then why do we have 3 legendary GS that are still basically the same, and only one of every other weapon?
I feel like this is something that keeps quite a few people playing in terms of long-term motivation, as well as something that probably isn’t that hard to add (give the designers some work!), yet feels lackluster for a long time now.
I’ve crafted Kudzu and now Incinerator and that’s about it for legendaries I find appealing. Just some more skins with different tone (maybe an at least halfway serious shortbow or pistol?) would be pretty sweet. 3 of the 4 gifts for legendaries are always the same anyway. Though new ones would probably inflate the T6 prices even more.
TL;DR: Kudzu best legendary.
I have the same problem. When Minis are hidden due to overpopulation, the slot is emptied. So you have to pick the mini and enable it again.
Finisher also keeps resetting to the default one when switching chars / logging out.
This is incredibly annoying.
Kudzu still going strong. :]
It is very inconsistent though. And engineers have it worst. Didn’t stop me from trying to make The Predator, although reading up on the effects on the wiki was rather sobering. Especially since some kits basically don’t get any other effect at all or just for one measly attack.
But I must also say, with bigger enemies the effect scaling becomes ridiculous. Most noticeable are huge underwater enemies (like a champion shark), where it’s virtually impossible to see anything when you have a group attacking it, not to mention the awful model placement when something like sink is applied. It looks like the enemy is half a screen away but it’s just the tipping over animation.
Plus, since the wardrobe, more and more people are getting legendaries and most bigger world events are nothing short of a laser show, culling or not. A way to tone that down without reducing overall game graphics would be nice.
Anyhoo, expect a fix sometime around 2016 if you’re lucky.
Currently when there are many players doing an event, the game just throws you with more mobs, and it becomes a slaughter house. Absolutely not fun. They should change the mobs to veterans or champions instead.
But they do. Dynamic scaling includes: more mobs, more mob HP, higher mob level (more damage, take less damage, conditions don’t last as long) and replacement of regular mobs with Veteran/Elite/Champion mobs.
And for the most part I find the scaling appropriate, except maybe for the very bottom level where you only have a handful players around.
The problem I’d rather see with the still existent inconsistency of event champions dropping loot or not. During the Claw of Jormag battle there’s always a few champions that spawn and most players just flock to them, because they drop loot bags. Why? The champions at the Shadow Behemoth don’t. People still flock to them. It takes away from the actual event not to mention those people still scale it up but effectively do nothing but attack a champion for some XP.
But granted, sometimes the scaling just can’t do enough. I’m looking at you Cursed Shore events. Yes, there’s a huge blob of players there but when a level 84 trashmob melts literally the moment the invulnerability wears off, but a level 84 veteran takes 20 seconds of concentrated blobfire, then the numbers are a bit off.
I think the meeting went kinda like this…
Anet employee 1: “Hey, let’s add the ability to make minis untradeable.”
Anet employee 2: “Even better, let’s make it so you can’t show them to others, because they get hidden when there are a large number of players on the map.”Or like this:
ANet dev 1: Look, people were worried about performance, so in crowded maps, minis are now hidden.
ANet dev 2: But thanks to the megaserver, all maps are now crowded.
ANet dev 1: Mega-what? I’m on team “minis”.
Made my day.
I just wanted to say I give them the benefit of the doubt, as in, maybe Minis were to be culled but because all Minis in the game code are the very same entity, by accident your own counts as cullable as well – but if this is actually working as intended I lost a bit more faith in the competence and goodwill of the developers.
It just BOGGLES MY MIND how it took them TWO YEARS to add something that should have been there from the very start seeing how often they sold minis for 400-600 gems and then it ends up being worse than before.
I’m trying to see reason with this, as in, maybe the fire-and-forget display would lead to everyone running around with minis, so you have to do something. But this is just worse than before. Now I can never see my Mini. I’d rather have to click it all the time and forget it half of that than not being able to see it follow me at all. :|
Apart from making the game apparently a lot more grindy and gated, what really annoys me is the thing with the minis. Why?
’Let’s make it so that after 2 years and selling a crapton of minis, they can finally be toggled to automatically be summoned all the time! So they aren’t useless novelty you forget about 90% of the time.’
‘Sounds good!’
‘But let’s also make it that when there’s too many players on a map they will be desummoned and you can’t activate them at all, that probably works really well with the megaserver system disabling the minis most of the time!’
‘Great idea! What an awesome objective improvement over how it was before!’
-_-
Please no more old world bosses that get updated, which then require coordination that goes beyond ‘all press 1 and F to revive downed zerglings’.
Use those mechanics on a new boss – fine. But don’t change old ones any more. And stop trying to make open world PvE content into raids, it doesn’t work.
That being said, I think it would be fine to just remove the blind spots from the Shatterer fight, that being his right foot (and from the Claw of Jormag fight Phase 1, for that matter), where people can simply afk in a blob. Some basic combat movement should be allowed, and it breaks what little mechanics those fights have.
So, thanks for the effort, but I disagree it being a useful addition to the Shatterer fight. It would become another boss that starts failing because people can’t into mechanics and don’t bother. Open PvE just doesn’t work well with such things. Otherwise it could be an interesting mechanic for a new boss.
P.S.: It’s ‘res’, from ‘resurrect’. A ‘rez’(zle frazzle) sounds like Snoop Dogg is talking about GW2. :P
My problem with the new system are some of the requirements. Why do I need to finish a level 59 personal story step for an adept trait? Or do map completion of a level 70 area for a trait I could use at level 45?
The idea is nice, but the implementation is awful. Make the requirements flow better with the levelling and it’s alright. But scattering the lower level traits all over the world and lock some behind impossible odds for the level they could be used for (and they can be, if, you know, you pay gold) is just not thought through. Or deliberately trying to suck money out of the players pockets, because gems.
Something I’ve been wondering since the Beta.
You know those traditional MMO quests – “Go kill X”, “Get X”, “Protect X”, “Do X”.
Everyone in GW2 seems to dislike them.
But, how are GW2 Events and Hearts any different?
Centaurs are attacking, go kill them.
Dredge are attacking, kill them.
Escort allies and and kill the enemies.
The only thing that’s different from traditional quests is that you don’t have to take them or talk to NPC to get the reward.Admittedly there are some unique events and hearts too, but they’re far too few.
Actually, a good portion of hearts allow to finish them without ever killing anything. It’s just that most of the time you don’t bother, because going for the pacifist approach takes way longer than just mowing everything down that counts towards it.
As for events, yes, quite a few just involve killing stuff or gather Y amount of something. But I think that’s just credit due to the open world. Whenever anything requires some coordination that goes beyond ‘slay X of Y’ or ‘gather X of Z’, you see quite a few people not being able to grasp the concept of what to do.
Open world content is supposed for everybody, so Joe the GS warrior with his 100b spam should be able to contribute as well, without having to wrap his head around something more complex.
How exactly would you go and design events that don’t involve a) killing mobs, b) gather things, c) destroy things. What else is there to do with the game mechanics? Usually it just boils down to one of those.
Or you make things like having the mobs invulnerable and have them be distracted, as opposed to being killable. But then Joe will whack away at the mob, not knowing why it doesn’t do anything, still contribute to the scaling of the event and have it fail (and don’t tell me you don’t ALWAYS see quite a few people starting to attack invulnerable mobs, they don’t get it).
What I rather dislike is
- event scaling
- event respawn
Those are often quite broken and ALWAYS way too fast.
As in, defend this caravan. But oops, there are 8 players in vicinity, which means we will just quadruple the enemy spawns, uplevel them, upgrade their ranks but leave the escort NPCs the same, which means they’ll get instagibbed from the mob 4 levels higher than them*.
(*slight exaggeration to get a point across)
Or the fact that I can solo an event easily in about 10-20 seconds, but if I want to be social and call it out or someone else is there, suddenly the scaling makes the same task take 1-3 minutes. So I either do it alone, because it’s a lot less annoying and faster, or just hand in one thing / kill one mob and leave again. Truly epic.
Lastly, the event respawn being a solid 10 minutes for most events. Which means I do an event, then roam a bit, find another one, do that, look at my inventory and bam, the first one is back. It truly feels like my deeds did a difference. I’m such a hero.
Even better are the huge event chains that would be awesome if they had any impact whatsoever to get their story across.
‘Oh woe, we are being terrorized by X, we should start a counter attack!’, and you gather, and you push, and you defend, and you push further, allies gather, you make the final break, kill the enemy leader … and the friendly NPCs declare victory, walk back to their original location and are ready to go again.
I remember killing a champion shark in Timerline Falls with a guildie. The fight took us a good 3-5 minutes, as we were only 2 and levelling. We were victorious, checked inventory and made some space, not even ONE MINUTE later the shark was back up again. Sigh.
Especially with megaservers I understand the idea, but seriously. Make event respawns slower. It feels so futile and breaks what little immersion this game has.
Plus, it would seriously increase replay value for alts if you didn’t already know 95% of all events on a map since you casually walked by and they threw themselves at you.
So, I got a BL key from map completion today and opened one of the ‘new’ BL chests.
The Boost Enchantment Powder looks nice, since it enables me to transform the useless Armor Boosters (who needs 5% less damage anyway) into something more useful.
But I found 2 things to be very inconvenient:
For one, it doesn’t let me choose which booster to transform. I had a Crafting Booster from the same chest in my inventory, got the Armor Boosters from my bank, double clicked the Powder and expected some dialogue window where I could choose which one to transform – no.
It just transformed my Crafting Booster into the multi-purpose-booster thingie. But I wanted to keep that?
Why can’t you choose which one is transformed? Do you really have to sort your inventory and make sure you only have one booster type before using that? Hardly convenient.
Secondly, albeit minor, when you activate the booster, you can select the type (see, there’s a dialogue window!), but upon accepting you immediately activate the chosen booster. Again, it’s only minor, but why doesn’t it just return a booster of specified type so I can stack it with the others I already have in my bank? The MF recipe that allows you to merge Boosters into a Booster pack (which I find incredibly useless, I might add) will return the boosters, too, not activate them.
At least the first thing should be adressed if you want the Powder to become a thing, I find.
You don’t see them putting something in that reduces all direct damage by 40%, I don’t see why conditions get that treatment when they are already weak (in WvW).
Except for Protection, which shaves off 33%, doesn’t require food / specific setups and can still be spammed a fair bit.
I don’t think the ticks should be guaranteed. If you’re a condi build, you will run +cduration anyway, most likely (which might be something worthy of a discussion in terms of forcing build setups), and if you’re a power build you should have your main attack damage coming from … power / crits.
And the other user will be running an anti-condi build and most likely have less utils focusing on physical damage reduction / evasion, so the power half of your hybrid can still work fairly well.
Plus, the burns will still tick at times, because it’s not a static round-based system (even though I often have some weird aftercasts and non-action frames for no reason). So I think it’s already strong enough for condi builds and if hybrids want to benefit more from it, they should invest some into +duration.
I was not playing my engineer. It does not matter what class I was playing. I was at range, and not under pressure. It was a zerg v zerg moment. I was not at full health, so I will allow for the possibility of 3 stacks of vulnerability.
It does matter what class you are playing, actually, since light armor classes (ele, mes, necro) take more physical damage than heavy armor classes with the same toughness.
Also, the damage can be that high if the thief runs full glass and gets 25 might stacks (signet traits, fire field combos from the zerg, etc.).
And now? If thieves attack upscaled players in light armor they can get backstabs up to 15k. What does this show?
You said you were in the back and at range. So you were in the back with little backup and the thief did what the class is supposed to do – cherrypick a target and burst it down as quickly as possible.
A burst thief can be annoying, but it’s also a one-trick pony.
Good thing I typed for about 20 minutes only to have a forum error delete it all. Yaay.
Short summary:
- there’s already split in PvP/PvE in some things (confusion, retaliation usefulness)
- many skills / utils are designed around point capture / defense, but that’s moot in PvE
- why do PvP fixes affect PvE too (ex. Dhuumfire: cheesy in PvP, still hardly relevant in PvE due to the nature of condi dmg in PvE, but changed in PvE nonetheless)? Balancing things for one mode and having this affect other modes where it wasn’t even an issue isn’t ideal
- the upside of having a unified skillset / system is easy accessibility, but people who casually play PvP/WvW don’t really care or do indepth planning anyway and those who do it seriously will notice differences and skills / traits and act accordingly
- just because the system is in place as it is, doesn’t mean it’s optimal
- the balancing is already rather slow and leaves issues open; whether or not three dedicated balance teams would make things faster and better, the issue would be maintaining this, and seeing how things like dissolving the dungeon team and merging it with the LS team and the quality of recent updates were going, I doubt that’ll ever happen anyway
Well, it does make keys more rewarding! And it makes it much clearer about what you got with the key.
I’ve always wondered if champion bags actually increased the drop quantities of champions or if it (like the new bl chests) was more of a psychological trick to make champions feel more rewarding. Has someone done an analysis on drop rates from champions before an after the implementation of bags?
I’m not sure what you mean. Before the champion loot bags were introduced, the champions dropped regular loot, like any mob would. Which is why nobody bothered with them for the most part.
Not sure if i understand the OP right but i think he is suggesting that some people with lots of money buy up all supply via buy orders, hoard them to later sell them at even higher prices.
How does this work, when more buy orders get filled than listings sold?They basically buy up 5 on buy order per day and sell 1 per day by listing?
How is that sustainable?
If your bank holds a couple ten thousand gold, you can easily do that. The point is to hold onto those items as long as they can be dropped (so as long as the Festival of the Four Winds lasts) and then trickle them into the market when the item is impossible to get otherwise.
This has always happened with gated / LS items, but in this case the price range is just the most absurd.
My problem with this is that the few players who have all this gold probably didn’t get this legitimately. Sure, you can play the TP for a while and increase your wealth over time. But in the past we had exploits that gave a handful of players incredible amounts of gold. And what really annoys me is Anets stance on exploits. While they claim using an exploit will get you banned and you have to report them and move on, in reality every single exploit in the past that made the players using it ludicrously wealthy (broken precursor rates, wintersday accessoire glob salvaging, dragon bash uncommon minis that dropped like candy into MF to get exo minis, etc.) did go unpunished.
The one time players were actually banned afaik, for the glob exploit, they were unbanned 2 weeks laters if they ‘promised to never do it again’.
Right, because one couldn’t know that by crafting an item that cost X gold and then gaining more than X gold by salvaging it again, you’re doing something that probably wasn’t inteded.
And when those players who got their wealth illegitimately are now controlling the market and put prices so high that only another small set of players can actually afford things, it’s just disheartening.
But even I will admit that it has little impact, since you can still do everything in GW2 without paying a lot of (ingame) money, since getting reasonable gear is so easy and the really expensive stuff is just skins or stuff to create skins.
Just when there’s a skin you really want because you like the looks, not because it’s rare, you’re out of luck if you don’t want to grind a few months or pay a stupid amount of money for a virtual item.
Since you can play the right notes to open the door to the little chest (same with the other organ in Caledon Forest, I believe), I think it’s working as intended.
I ran the repair command line but I’m still encountering it.
Sometimes when I re-log another char, sometimes even when zoning to another map. It’s really irritating.
Still happening. Come one, you had it fixed. Can’t you just copypaste the corrected code back in? >.<
Regardless of the very fruitless discussion of ‘muh special snowflake’ – ‘no U!’, I think the problem with this is that Anet once again don’t know what they want their game to be and how it’s supposed to work.
Many of those rewards were an incentive to keep people playing. Knowing they only had 2-4 weeks to obtain those got them logging in and play the game, be it only to grind the meta as quickly as possible. And I can’t imagine that wasn’t intended.
People stayed tuned not so much for the awesome story that was season 1, because for the most part it was pretty underwhelming from what I hear from many and it didn’t blow me away either, but for the AP and the exclusive skins they could get.
Now Anet has made yet another precedence. When rewards from future living story / seasonal content aren’t made available at a later point, people will point at this and say ‘but there you did that, why can’t you again?’ and maybe blame the China release because they are being catered to and the others aren’t.
When they continue to be available after the season went live, people might not log into the game at all for the LS and just wait for the big loot-a-palooza some time later.
As with so many things, Anet doesn’t seem to be able to decide what direction they want to go, resp. listen to the community which is not always the best idea and is usually distorted by a vocal minority that can go for or against any point anyway.
As for the issue itself, I think it’s okay to get the skins now. Though I only got the Zephyrite helmet ones I passed up on last time, since their looks aren’t really my cup of tea.
That being said, why can’t I buy the Zephyrite Rucksack skin for tokens? THAT is the one I really want but apparently it’s not obtainable anymore (because I surely won’t pay 90g for it) or only as a rare RNG drop? :/
If you bring back the helmets, which weren’t Meta rewards, bring back the rucksack too!
I like how people actually think the ascended armor / weapons with the increased stats are making a noticeable difference in this fight. Because 5% extra stats are the make or break in such a thing.
On that note, the Liadri fight is not so much hard, since it’s beatable by memorization. The AoE falls in patterns, I believe even her Visions of Mortality spawn in patterns, though that shouldn’t be much of an issue.
You can easily avoid her auto attack by sidestepping left and right (and you see why the Necro staff #1 isn’t that great on range), or simply tank / outheal it on a class with regeneration.
In Phase 2, make sure you fight close to the center. The AoE, once again, falls in patterns, and will move clockwise. So the closer you are to the center, the easier it is to get out of it without wasting dodges.
If you can, don’t destroy her Visions, I believe they inflict cripple / weakness on death, very much like Mesmer illusions from players if traited, but they can safely be CC’d (push, knockback, etc.).
I also feel Liadri is easier this year, because last year I was struggling to beat her in the time limit. This year, with the very same character and build (since I didn’t touch it for a while), I easily beat her with a ton of time left. And I did the very same things I did last year. That doesn’t mean it’s easy for everybody, but I think the fight is not as hard and unfair as it is made out to be, because in the end you can just learn the patterns and then it’s usually not paying attention and misjudging a dodge that kills you.
And titles for harder fights, such as one with full gambits and/or doing the 8-orb thingie would be okay. Then again, I like titles because I think they sound cool (like Sunbringer or Blazing Light for a guardian), not for what they stand for. I don’t see the problem of adding stuff to show off for the ‘hardcore crowd’, whoever that may be. Not everybody has to get everything.
Then give us your latency, Zerkules, don’t hog it all for yourself!
I can only guess it has something to do with the PvP server(s), as I don’t have any problems in the Labyrinthine Cliffs with the skills. Only when I get in the activity they mess up, don’t activate at all or lag madly.
I read and I experienced that you only get credit towards this achievement if you score 1st to 3rd place. Otherwise, it won’t count despite just saying you need to finish it.
Maybe it’s just randomly buggy, too, though.
Eh, I played the Sprint last year and at times when it was on activity rotation.
Last year I had no problems whatsoever, it was super smooth, and neither did I have prblems on the activity rotation.
But this year it’s unplayable for me. And the few matches I joined, people quickly left after complaining about the lag / not being able to take it anymore.
It’s a shame, because I really like this activity, even though the jump to the next checkpoint power-up is ludicrously overpowered.
I do like the new boss design, certainly better than last year’s.
Too bad there’s no real reason to do them once you popped the achievements, and even they are a weak incentive to begin with, since it’s so unrewarding and the coordination required to maybe make it worthwhile is hard to achieve if not impossible in PuGs.
The mobs in die pavillion not dropping anything but the tokens and gauntlet tickets also feels pretty hollow and nonsensical. And I didn’t even like the braindead zergfest that was last year’s CP. But at least it was populated. This year, despite the megaservers, it’s a ghost town.
I do like the Gauntlet changes, though, even though I got everything done last year and only had to re-do the Liadri fight. Still, instancing them would be a better idea. Being able to watch people fighting doesn’t really outweight the waiting times. Then again, with how empty the CP is, it doesn’t matter too much.
So, I went to do the Sanctum Sprint, because I actually find it fun and it can be a blast.
But, I don’t know if it’s the Megaservers or just GW2 in general, I’m lagging so badly, with my skills not activating or, what’s even worse, acting wonky (as in I use the pull, get pulled half the way, then suddenly I drop to the ground), it’s just no fun.
I was running with 2 other players, and it’s a PvP instance, so there shouldn’t be zerg induced lagging.
Anyone else lagging stupidly during this? It’s especially annoying since movement is usually very forgiving concerning lag. Alas, when you try to jump and warp around the place or try to jump over a hole only to have your jump not actually activating, it’s just no use. :/
This has been a reoccuring issue since release.
Apparently it has something to do with your ISP routing you through choke points when you are connected to the GW2 servers which causes severe lag and disconnects.
Strangely enough, this only happens with GW2, every other game, application and connection seems to be fine.
You can try rerouting programs to see whether this is the cause. When I had this issue months back, PingZapper worked perfectly for me, enabling me to play flawlessly. Until it didn’t work anymore for some reason.
Then again, it might also be the issue of the megaservers not being able to handle all the players and routing, since I’ve been lagging a bit for a few days as well; despite my ping being below 80 ms I get skill activation lags that range from 1-2 seconds. Needless to say, the fun suffers dramatically when you get weird jumps in animations, mobs teleporting and your skills not working when they should.
I’d say there’s nothing you can really do on your end but to wait for Anet to fix something.
I just hope it’s not a letdown like the ‘return’ of the Halloween event.
I really liked the BotFW LS patch back then, the map is gorgeous, fun to travel and the skins you could get were nice too (maybe this time I’ll get the rucksack skin
).
So yes, recycled or not, as long as it is as fun as last time, I’m all looking forward to it.
As for the Pavillon. Eh. A huge neverending megazerg grindfest. The gauntlet was alright, albeit some classes/builds just flatout stomped through it (like my Warrior, what else) while it was nigh impossible for others. But I don’t have to visit it, so what of it.
a) You are never the only one. Never.
b) As Hydroclasm said, there are already unique skins from certain events / bosses. I know of the Final Rest from the Behemoth and two Scepters from the Claw of Jormag and the Assault on Arah event chain / Legendary Risen Wizard and there are certainly more.
Some more skins obtainable from certain events would be nice, yes, but it’s already in the game.
As the title says.
With the QoL patch, the ‘random inventory resize bug’ has been reintroduced. It’s incredibly annoying to have your inventory window change size whenever you switch characters / log in.
I suppose the QoL patch team was working on an older version of the code that still had this bug – but it was fixed and the fixed code should be there. So please, fix it again, you know how to do it.
All I know is that the nerf was about 3 times what they said it would be and that it affected well balanced classes more than berserk (as most anet nerfs do).
Supposedly the base crit is 150% now, which is of course not explained anywhere in the game. I think at some point you have to stop wondering about all the nerf and balance problems in this game if you want to enjoy it, because when you open that topic it’s a Pandora’s box of issues and illogical decisions.
What Tman said, plus it was said the Ferocity change would decrease overall damage by about 14%. You are probably just looking at the Critical Damage and see it’s about 30% less now; but again, that’s 30% off 240-250% (with previous 90-100% crit dmg in the panel, because the base crit damage has always been 150%), and not 30% off 90-100%.
Berserker still rules PvE by far, though.
I don’t believe so. More likely, the players aren’t meeting the damage threshold for loot. Let’s imagine you need to do 2% (made up number) of the champ’s health to get credit: then, only 50 players could possibly get credit. If there were 100 players who each did 1% damage, none would get credit. Basically, the more players, the harder it is for each individual to reach the damage threshold.
While that would function as a sort of limit, you can easily get around it by having a party, because you only need the total damage from all party members to be above the threshold. Eg. 5 players in a party; 4 just tap the champ once and leave it; the 5th does 5% of the damage = all 5 players get loot.
That’s some assumptions here. And I have personal experience that says otherwise. Got any sources to back any of that up?
For one, if it was indeed like that, how can it be that sometimes I stumble upon a champion that is almost dead, get a hit with my low level character that does what must be 0.05% damage compared to its health, and still get a Gold Contribution and the loot whereas other times I start attacking it, whack it with my level 80 char until it dies, and get Bronze Contribution and/or no loot at all.
Second, I’ve never seen it happen that you can have your party tag other mobs for you. Some people believe that loot tables are buggy / give better loot when you’re in a party, so they party up, but I can’t confirm or deny that.
On topic, I do believe there’s some threshold to how many players can tag something and still get credit. I don’t know how it’s calculated though, maybe it’s only the first/last X number of people, maybe it’s random. But it doesn’t seem to be how much damage you do.
Maybe it’s the timer messing up, as you must hit a mob about 1 second before it dies, I believe, to have the tag count.
This has been discussed a million times before the patch and even afterwards.
The ‘10%’ was referring to the overall damage loss, and was something like 14% less damage on average across the board, counting all your attacks, not just the crits.
Critical damage itself by being changed to ferocity reduced the upper limit of critical damage from something like 260% damage (compared to a non-critting attack) to 220-230% (estimated numbers).
What people tend to forget as well is that previously, you saw ‘Critical Damage’ as a percentage, but that percentage was added to the default critical damage of 150%. So if you have 75% crit damage on your panel, it meant that you would do 225% the damage of an attack that wouldn’t crit.
The numbers have been posted numerous times. And yes, you do less critical damage overall now. But personally, I find the patch made going full zerker even better now, and it’s OMGLOLONESHOTTINGEVERYTHING when you’re downscaled because mobs have been weakened to account for having less traits and later with the addition of ferocity scaling better than crit damage when downlevelled.
So personally, I don’t mind the change. Just because your numbers don’t seem as big anymore in PvE (at level 80), nothing has really changed.
(edited by Sourde Noire.5286)
Many people are experiencing bugs since the patch, where any daily resetting activity/item/node/achievement won’t reset.
All you can do is wait for a fix, unfortunately.
Edit: There it is, right below your own thread.
https://forum-en.gw2archive.eu/forum/support/bugs/Merged-topics-Achievement-bug-no-chests-dailies-stuck
Before the patch, dailies were great. Sometimes you’d get a bad rotation and had to go out of your way a bit to get them done, but usually you’d get them done just by playing the game. It felt more or less natural.
Now you can do exactly 5 in PvE and if you don’t like or play PvP, like me, then you will have to do those or bugger off.
Seriously, what a step backwards. I’d rather have the daily system from release, where you had the same gather/events/kill stuff/kill groups of stuff over this. It feels forced and like a chore.
Of course, I don’t have to do the dailies, but then I’d not log in at all some days. And I guess this is supposed to be an incentive to log in and stay longer, because it sure takes forever now with some bad rotations.