(edited by Sunreva.8714)
Do I have to have the two crafting disciplines needed for my legendary on the character for whom I intend to craft it for?
Or am I able to put them onto another character?
Ok so its sounds like you could counter the summon delay by having a subset of traits. So we fixed a bug that lets all those triats work together but that also makes them not able to exploit the delay anymore. Since it seems like they were working and mostly balanced without the delay I am going to go ahead and reduce the delay on this stuff to .25 seconds. I just tested it at 0 seconds and that breaks some other things so I think .25 is the best compromise.
Wow this is great news!
Thank you again for taking the time to review these issues and adjust things as necessary.
So studying it here empirically we think berserker is just missing and not less damage, but that duelist was actually impacted by the “bladetrail” bug fix. I will try and up the duelist damage and I will try and track down why berserker is not always hitting.
This does appear to be the issue, its that with the initial whirling attack some of the hits in the flurry appear to be missing. I’ve had sporadic results with iZerker, sometimes it’ll only hit 1-2 times, at other times it’ll do the full amount.
From testing it today, I’ve also picked up that it’s more likely to miss the farther it is away from the target. If it’s standing right next to the target when it attacks, it’ll do the full amount. If its further away, it’ll miss a few of them (resulting in far less damage).
Again, thanks so much for looking into these issues
It has always had a delay, I am investigating if the delay somehow got changed. If someone has good raw data on the old damage of berserker vs the new damage that will also help me track down where that change came from and fix it.
Thanks,
Jon
There has always been a delay, but that delay was no where near what it is now.
The current delay is game breaking. I’ve literally had monsters run towards me while my iZerk stands there upon it’s first summon, and when the initiating attack delay runs out, it then attacks into thin air and hits nothing (because the delay was long enough for the monster to simply move out of range).
This long delay has been applied to the other land-based phantasms i’ve tested, the underwater phantasms are not effected by it.
As for the old damage of berserker vs new damage..it’s difficult to say. The bug with iZerk (that came on Nov 14th) appears to have come from the phantasm missing several hits during its first whirling attack. All other subsequent attacks had regular damage, but the first attack upon it’s summon easily did 1/3rd the damage it normally does. From my observation iZerk was missing attacks during it’s first flurry of hits, I’m not sure how many it does in that first whirling attack..something like 3-5? It routinely was hitting for only 1-2 after the Nov 14th patch. It’s damage now appears to be around what it used to be, but I can’t say for sure.
The delay is still a problem
Also, thank you for responding.
(edited by Sunreva.8714)
This is working as intended so that enemies can react to the summon? Are you kidding me?
The summon can ALREADY be blocked with blind, dodge/evade, and block.
But now if we manage to successfully summon the phantasm, its simply killed before even getting a chance to attack due to the cartoonishly long delay, or it’ll simply be evaded/dodged because it stands there for so long.
Please tell me this is a joke.
This is WORKING AS INTENDED?
Evidently this new problem is ‘working as intended’, per Game Designer JonPeters.
Please tell me this is a joke.
We now appear to have conflicting statements on this issue.
A response in this thread indicates that it’s an issue being looked into, meanwhile JonPeters posted in another thread that: “Fyi, the delay on first attack has been present since BWE2. It is there for balance reasons to give enemies a moment to react to the powerful summon.” —-———meaning ‘working as intended’.
Can we get some clarification? My phantasms get off their attacks about 50% of the time now because they are killed from simply standing in place for 1-2 seconds before initiating their attacks. I find it difficult to believe this is working as intended
It’s impossible for them to check & respond to every single thread.
The ratio of constructive responses to posts is misleading because I’d take a wager that at least half of the threads started on these forums have nothing to do with bugs or gameplay issues, but are simply complaints and criticisms of otherwise properly working mechanics. (the ‘RNG sucks’, ‘we need new weapon sets’, or ‘new faceroll build’ type of threads)
To make matters worse, the bug reports forum is absolutely inundated with frivolous complaints, many of which simply do not warrant a response. Bringing to their attention gamebreaking gameplay issues is severely hindered because often these threads are surrounded by trivial problems like "my asura’s ears don’t look right this patch’ and ‘my bird pets now have 2 sets of wings, looks weird’.
I’m sitting at 99% world completion, here’s a picture of me standing in front of the last Vista to complete everything.
Thing is, if I complete it, then I nerf myself in pvp and wvw
It’s late..probably all home already.
Has this issue been acknowledged yet?
All phantasms functioning now by initiating a 1-2 second delay is perhaps the most serious bug this class has ever faced.
I just went through Arah, and the results with my iZerk looked like this:
25% of the time it would summon, and die before the 1-2 “delay” period ended. Never getting a chance to attack.
25% of the time it would summon, begin waiting the 1-2 “delay” period, meanwhile the target has moved away (chasing an ally, or myself, ect) and the iZerk initiates the attack OUT OF RANGE..and hits thin air.
Bugs are bugs, but this issue is indeed game breaking.
I just got through Arah with my mesmer and it was torture, my iZerk stands there for seconds before doing anything, 25% of the time its killed before getting to initiate its attack.
The other 25% of the time, if the monster is running around chasing an ally, the iZerk spawns (waiting period begins….) … 2 seconds later the monster has ran out of range and the iZerk initiates its attack into thin air and hits nothing. Then it proceeds to follow the monster that ran away, stands there…wash rinse repeat.
iDuelist has the same problem, but luckily its ranged so it doesn’t need to chase enemies.
This issue is needs to be acknowledged…this is truly game breaking
The izerk bug was annoying but the class was still playable.
Mesmer is now completely broken, ALL phantasms take 1-2 seconds before initiating their attack. This issue needs to be urgently fixed, because it game breaking issue for the class.
Can we get a confirmation or even an acknowledgement that it exists?
The 12/3 patch has now resulted in all phantasms waiting 1-2 seconds before initiating their attacks.
The class is virtually unplayable at this point, I was still managing with the GS despite the iZerk bug, but now it waits a full 1-2 seconds BEFORE initiating its attack and doing 1/3rd the damage it used to do.
PLEASE FIX THE MESMER.
I was managing with the previous iZerk bug, now all my phantasms take 1-2 seconds from spawning before initiating their attacks.
This needs to be URGENTLY FIXED..the class is utterly broken at this point
Last two nights I have been having significant lag problems. It has been enough of an issue for our sPvP team that we are unable to play or compete at any reasonable level.
Last night in particular one of my Gw2.exe processes was consisntatly over 400ms in the Resource Monitor. Tonight, all three Gw2.exe processes are above 300ms.
A tracert shows the following:
1 <1 ms <1 ms <1 ms 192.168.1.1
2 39 ms 18 ms 20 ms 69.###.###.#
3 9 ms 10 ms 10 ms 68.##.###.#
4 21 ms 19 ms 19 ms 68.##.###.##
5 20 ms 19 ms 20 ms 68.##.###.###
6 33 ms 35 ms 36 ms 68.##.##.###
7 66 ms 36 ms 34 ms he-1-14-0-0-cr01.chicago.il.ibone.comcast.net [68.86.88.21]
8 52 ms 53 ms 54 ms xe-9-3-0.edge1.Chicago2.Level3.net [4.71.248.21]
9 53 ms 55 ms 62 ms 4.69.158.230
10 56 ms 55 ms 56 ms ae-14-14.ebr1.Dallas1.Level3.net [4.69.151.118]
11 55 ms 56 ms 67 ms ae-91-91.csw4.Dallas1.Level3.net [4.69.151.161]
12 73 ms 55 ms 57 ms ae-4-90.edge2.Dallas1.Level3.net [4.69.145.203]
13 257 ms 237 ms 268 ms 4.59.197.34
14 253 ms 259 ms 242 ms 64.25.32.9
15 250 ms 251 ms 257 ms 64.25.32.26
16 260 ms 241 ms 243 ms 64.25.32.82
17 * * * Request timed out.
18 * * * Request timed out.
I am having the same issues, and my tracert shows very consistent data with yours. I’ve had lag the past two nights, usually around 6pm EST onward. Here’s what mine looks like:
((((((((((( 12/2/12 11:35 EST ))))))))))))
Tracing route to 64.25.40.41 over a maximum of 30 hops
1 <1 ms <1 ms <1 ms XXXXX
2 66 ms 10 ms 18 ms XXXXX
3 11 ms 10 ms 11 ms XXXXX
4 11 ms 11 ms 27 ms XXXXX
5 23 ms 22 ms 23 ms he-0-8-0-0-cr01.miami.fl.ibone.comcast.net [68.X
X.XX.XX]
6 11 ms 11 ms 12 ms xe-8-0-0.edge2.Miami1.Level3.net [4.59.85.45]
7 40 ms 53 ms 19 ms ae-31-51.ebr1.Miami1.Level3.net [4.69.138.91]
8 45 ms 44 ms 47 ms ae-2-2.ebr1.Dallas1.Level3.net [4.69.140.133]
9 45 ms 48 ms 67 ms ae-81-81.csw3.Dallas1.Level3.net [4.69.151.149]
10 46 ms 60 ms 62 ms ae-3-80.edge2.Dallas1.Level3.net [4.69.145.139]
11 228 ms 227 ms 229 ms 4.59.197.34
12 231 ms 229 ms 246 ms 64.25.32.9
13 226 ms 225 ms 227 ms 64.25.32.26
14 223 ms 235 ms 223 ms 64.25.32.82
15 214 ms 221 ms 222 ms 64.25.40.41
Trace complete.
Looks like it’s on Arenanet’s end?
All the ingredients are the same for the most part, except one uses 100 Charged Lodestones and the other uses 100 Onyx Lodestones.
The former are around 2.3 gold each, latter are like 1.3 gold each. This is a 100 gold difference, roughly.
Is that the only price difference between the two?
IX. Duelists Discipline.
Increases pistol attack range for you and your illusions. Reduces the recharge of pitol skills by 20%.
Pitol skills. Just noticed this typo, thought it was amusing.
But please fix iZerk before that typo…..pleeeeeeeeeeeeeease!
(edited by Sunreva.8714)
They cannot simply come on here and say, “Oops… OK. Maybe that wasn’t so smart. Let us talk about it and we’ll get back to you.”
No, but they can say:
“We recognize that the final stage of the event did not run as smoothly as originally anticipated. We apologize for the inconvenience this caused, and are in the process of developing a solution which will allow those who missed out on the event (whether through disconnections, time zones, server maintenance, ect) to have another opportunity to experience the event and it’s content.”
Ect ect ect. This would go a long way.
Make it so that the event runs for another 24 hours or so, and the big chest at the end can only be opened ONE TIME per account.
This would resolve an overwhelmingly vast majority of the complaints and disgruntled players.
If they did that though, very few people would be willing to help out those who are doing it for the first time. I can’t imagine anyone would want to do it for no reward. I’d be afraid some people would be stuck in an overflow where not many people were doing it.
This is incorrect. Last night before the servers were taken down for maintenance at 10pm PST, my overflow which was in the middle of the event was FILLED with people who were attempting to do it for the first time. These forums are filled with posts from customers who never got a chance to complete the event, but who desperately want to do so.
Anyone else have bad luck during the event?
These are not lies.
The chest could be opened by alts. Many players planned ahead for this and parked 4 alts near where the chest would be on other overflows, and proceeded to loot the chest 4-5 times after it was completed.
Again, a very simple solution:
Adjust the chest so that it can only be opened ONCE PER ACCOUNT, and reactivate the event for another 24 hours or so.
This solution will satisfy many of us and afford us the opportunity to experience the event/content and get a chance to roll dice on the big chest at the end.
Give us an opportunity, that’s all we’re asking.
The chest should only have been able to be opened one time per account, instead it was one time per character.
So essentially what occurred is a small number of people got to open the chest multiple times, some people got to open it once, and many others never got the chance at all due to disconnects, server crashes, or random server maintenance at 10pm PST. (((You should have seen the forums when this occurred)))
The fair thing would be to adjust the event so that the chest can’t be opened again by those who already did on their account, and run it for another 24-48 hours.
Give everyone an opportunity.
Finding an overflow still running the event was exceedingly difficult (you had to find someone or know someone who was in it), and being able to join that overflow (as there were so few left, they were full) was nearly impossible. But still, many players managed to do it.
At the very end however, before we could complete the event, the servers were brought down for maintenance being performed at 10pm PST.
What irks so many people about the event is that many players got to complete it multiple times (hopping overflows on different characters).
Meanwhile so many players were completely cut out from the event (like me) because our overflows with the event running were taken down at the last minute due to crucial server maintenance being performed at 10pm PST.
And of course, a huge amount of people never got the opportunity at all to do it due to work, family, or other RL obligations.
Everyone should have an opportunity to partake in the event, experience the content, and roll their dice on the big chest at the end. This is not what happened yesterday.
Like it or not this had to be done. Not because of the people trying to do it for the first time, but the people exploiting it repeatedly for the rewards. Don’t be mad at Arena Net, be mad at them.
Then the fix would have been to make it so that the ACCOUNT can only open the chest at the very end, only one time. Once a char on the account opens it, it remains opened for all other characters.
Very simple, very easy, and fair.
But at least give players who never got to finish the event an opportunity to do so. I was disconnected twice near the end of the event, after putting in 3+ hours. First the overflows crashed, then a new build became available. This is what has so many players RIGHTFULLY mad.
Unbelievable.
Some friends and I got into a working overflow at around 11pm EST, we were working on the event, as none of us had a chance to do it earlier.
It’s 1AM EST, we’re about half way through the event, where the 2nd part with the boulders being shot at the ancient karka.
Boom. Overflow gets taken down. Widespread overflow crashes reported.
Undeterred, we log back in. Miraculously find another working overflow, though it’s at the very beginning of the event (demolition crews). It’s 1:30AM, but hey, we’re willing to tough it out and get done with the event.
Boom. New build available. Overflow gets taken down.
Now all the overflows are “Fixed”, and the event cannot be done anymore, anywhere.
Really nice.
Overflows are still doing the event!
I can confirm, overflows are still going on that have the event.
I’m on crystal desert and I just found one.
KEEP LOOKING FOR THOSE WHO HAVEN’T DONE IT YET.
Lol that SNIP
There is no need for personal insults. It’s already been established why the reasons you listed to deny those who couldn’t participate in the event a second opportunity to do so, aren’t genuine. Your sentiments during the Mad King events were completely opposite of what you are pretending to express here. It’s cut and dry. Please stop arguing the double standard.
Again, it wouldn’t be difficult for the event to be repeatable. And once the word got out that those who missed out could complete it, the servers/overflows would fill up fast.
Please allow us the chance to experience the content.
Guaranteed huh? I guarantee you, I wouldn’t be.
Guaranteed, yes.
After all, during the Mad King event you were upset that you missed out on the exotic items that the chests were initially dropping, prior to them being fixed, while you were at work.
Your reasons in this thread, to deny everyone else who missed out on the event to get an opportunity to experience the event, simply aren’t genuine. Please do not attempt to further argue for this double standard.
(edited by Sunreva.8714)
You have a chance to get exotics from other chests from other events. This was a one time event. Doesn’t make sense to repeat a one time event. Doesn’t make sense. If you missed it, move on. The only people who have a gripe are the people who were disconnected while they were participating in the event and Anet is working on something to help those players out thankfully. I hope they limit it to only those players.
Again, false equivalency. Other events and other chests do not have the same content or rewards that this event had. Naturally you’re satisfied because you attended, and got the precursor, Storm. Granted not everyone who attended got great rewards, but they still got the opportunity to experience the event and the content.
Had you of been not able to attend the event, you’d be posting /signed in this thread in a heartbeat, guaranteed. Your reasoning to deny everyone else who missed the event (for whatever reason, whether work, family, ect) is simply not genuine.
One time event is one time event. There are other repeatable events with chests at the end in the game.
The other events and their rewards are not even remotely comparable to what occurred today.
False equivalency.
Today’s event should be made repeatable and everyone should have the opportunity to experience it and be rewarded for doing so. Make it so that the chest cannot be opened by those who already completed the chest. Fair and easy.
Many people missed the event due to disconnections, were placed in overflows, work, or other obligations.
The event SHOULD be repeated.
It’s not repeating on my server’s overflow.
Exactly, the event can be repeatable and just make it so that those who already opened the big chest can’t open the big chest again.
Very simple fix that resolves all the complaints of disconnections, people stuck in overflows, or those who couldn’t make it.
Simply put, a lot of people didn’t get to participate due to a number of reasons, whether work, family, or whatever.
Make the event repeatable, and simply make it so that if you’ve already opened the Big Chest at the end, you can’t do it again. And to those who missed the event, they’re able to participate and be rewarded as well.
It has pros and cons, definitely. The idea is that you make the clone and the enemy will go focus on that instead, giving you time to heal yourself or confuse him to death and get a second wind.
There are no pros, only cons.
The enemy can easily figure out which one is the downed player, and which one is the clone. This is because the clone ALWAYS appears first, followed by the downed player.
Feel free to test this yourself when you down a mesmer who uses this ability. The clone always appears first, ignore it, and wait for the downed mesmer to re-appear (occurs 1 second after the downed clone appears).
[Suggestion] Ability to report players for cheating / exploiting
in Suggestions
Posted by: Sunreva.8714
THIS NEEDS TO BE ADDRESSED!
Just ran into a blatant cheater from darkhaven in WvW, the player was teleporting around immense & impossible distances, nonstop.
There NEEDS to be an option to report for C H E A T I N G.
Sunreva, do you mean:
when he has his first whirl he misses the first attack and do low damage for the remaining whirl damage, and when he has his second whirl (if he lives that long) he does his full damage?
Yes, that is correct. I’ve tested this in duels and vs monsters, feel free to do the same as well. The initial whirl attack when iZerk is summoned, WILL NOT hit as many times as the second whirl (if the phantasm survives that long).
My first whirl always does 1000-2000 now on crits, whereas the second whirl will do 2000-4000 on crits.
This bug also lowers the amount of bleeds the sharper images trait does with iZerker on crits, now its only 1-2 stacks instead of 3-4.
The first whirl with iZerker is now utterly broken because the initial attack misses several times.
UPDATE.
We killed the bots when I posted this thread 36 minutes ago.
I come back now to check, and they’ve all returned.
What a joke.
The zerker misses on the first attack, thus it does very low damage now.
On the second attack, it hits with full force.
Here’s how to confirm it yourself.
Find any monster, cast iZerker on it. It’ll hit maybe 2-3 times for a relatively small amount.
Wait…
When the iZerker attacks again, it’ll hit for its full amount and do the normal damage.
ANET FIX PLEASE!!!
Just ran accross 5 Yaks Bend ranger bots inside the lake on the Yaks Bend Battleground.
First time since the mass banning, but not good.
It appears to be just that.
I figure this because the amount of bleeds being stacked upon critical hits isn’t the same amount that it was doing before.
It’s not hitting as often as before.
Not good.
This needs to be addressed ASAP, as it’s the primary method of putting out damage with the GS.
My iZerker is not hitting as often as it would pre-patch, and the number of bleeds it applies when it does crit (i’m specced sharper images) has been cut in half. I’m routinely getting hits for 600-1500 with my Izerker on CRITS, I’m decked full berserker exotics, these numbers are easily 1/2 or 1/3rd what they were pre-patch.
This is a huge bug and gameplay issue if it’s unintended.
Can we get an official word to confirm one way or another please?
It appears that they didn’t nerf the damage itself (as the numerical number on my mesmer is the same it’s always been for iZerk), but the number of hits that the Zerker inflicts has DEFINITELY been lowered.
Unsure if this is unintended or a stealth nerf.
Very disappointed.
I’ve begun adapting my tactics in so that I always engage player(s) with animals around me that I’ve wounded, should I go down, I simply finish off the animal and stand right back up. I managed to do this twice today and kill my enemy opponents, despite them downing me first.
I figure if its a working as intended feature, might as do as much as possible.
I’m sure we’ve all had this happen to us in WvW.
You engage an enemy, he proceeds to attack an animal like a deer or whatever (or you attack the animal by accident, especially if when they stroll into your AOE attacks).
Anyways, the fight is working out in your favor, you proceed to down the enemy. Suddenly the animal dies (either because he kills it, or your attacks accidentally do) and then your enemy opponent magically rallies and continues to fight you.
Is this a bug or intended?
Anyone have this happen to them all the time? It’s irritating as crap.