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PVE
Con: There appears to be a bug with the mailing of the message that you have a new wallet. If you get this message when you have 10 messages, it will delete your most current non wallet message it seems.
Thread here: https://forum-en.gw2archive.eu/forum/support/bugs/Missing-player-sent-mail-after-patch/
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WvW
Ack: It appears the new dynamic graphics adjustments are causing important animations and spell effects to not be properly displayed, even with the “LOD” option unselected.
Thread here: https://forum-en.gw2archive.eu/forum/wuv/wuv/Graphics-update-06-08-made-WvW-unplayable/page/2#post2582954
Un: It appears there has been a global reduction in WvW loot bags. Several characters have noticed the overall number of bags received has been reduced.
Thread here: https://forum-en.gw2archive.eu/forum/wuv/wuv/Nerf-in-WvW-loot-after-the-patch-intented/first#post2580718
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PVP
Con: It appears players are able to bypass the solo queue and form “pre-made” solos.
Thread with pictures here: https://forum-en.gw2archive.eu/forum/pvp/pvp/SYNC-s-gotta-go-Pictures/first#post2578314
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I’ve created this thread to try to consolidate all the new bugs introduced as a result of the Aug 6 2013 Patch. The idea is to provide a single thread the developers can look at to identify all new bugs created with the new release.
This is an approach I’ve seen taken in other MMOs and, based upon my experience, it works very well.
Con = confirmed bug
Un = unconfirmed bug
Ack = bug acknowledged by ArenaNet Team
Fxd = fixed bug
Nab = not a bug
I’m only perusing the first page of the subforum pages looking for new bugs, so please feel free to post here with more/additional info.
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Did it make the game look really silly? Absolutely!
That is subjective.
Asking the devs to waste valuable time and resources on this non-issue, now THAT is silly. Objectively.
Incorrect – that is subjective. If one race provides an advantage over all other races, that is an issue.
If a bunch of bunnies hopping around the screen makes the game less appealing to watch, then fewer people will watch it. If fewer people watch it, it will be less popular. If it is less popular, fewer people will buy it. That translates into fewer sales. Spending resources on falling sales is not silly. Objectively.
Tier S
Spirit Ranger
Thief
Tier A
Necromancer
Guardians
Tier B
Elementalists
Engineers
Tier C
Warriors
Mesmers
I think you need a good stunbreaker in there. CC warriors are everywhere these days.
While a massive hammer or greatsword may eventually appear in the Necromancer’s repertoire, they are the least “necromancy” weapons if you look at it from an RP perspective.
More likely the necromancer will get access to the Mace and Shortbow first, as those typically fall into the “Simple Weapon” proficiency list.
let us know when you get the podcast on youtube, for those of us who don’t use iTunes.
Bubbles, the DSD, finally makes an appearance when it sends one of its champions to ruin the party.
That champion is a swirling gigantic… Sharknado!!!
oh man – sharknado!
And only one man can stop the sharknado –
/cue Jack Burton riding in on the Pork Chop Express!
Put Six Demon Bags in the gem store and take my money already!
Everyone will comment on how good the special gumbo is until the secret recipe is revealed:
Special gumbo is Asuras! You’re eating Asuras!
The Asura will outrage; the Sylvari don’t eat meat, so they wont’ be bothered; the humans will rejoice and the Charr will order third helpings.
Necros asking for more conditions + dmg
Necro’s didn’t ask for more Condi/Dmg! We wanted/were promised more attrition.
Escape
Necro’s are happy with little/no escape. Win or Die. As it says on the tin.
The gap closer/stop them running away, immobilize after Terror, if in hug range didn’t help much. And the cook them before they run, extra damage pressure – glass cannon. Wasn’t the attrition we really had in mind.
Don’t speak on behalf of all Necro’s. I am not happy with little/no escape, as I am sure are all the necros in the EU tournament that got insta-gibbed by assist trains.
As far as Mesmers are concerned, I felt that ArenaNet was trying to drop a big hint with the set of changes that came with the first round of Necro buffs – interrupts/stuns were going to be big for Mesmers.
However, I don’t feel that kind of build is really viable. I feel that the game is too fast paced with abilities with too short a cast time and teeny tiny characters with animations that are too small for an interrupt-type build to really work well.
We should be able to see the target of the player being spectated. It’ll help show who is being focused on by them in team fights, and it’s particularly important to let us see how they handle boons and conditions on their target in combination with their own, particularly with the current state of the meta and the number of skills which interact with boons & conditions on enemies and not just players.
Ooh – good idea! And show the target’s action bar at the bottom so we can see what he/she is trying to do (or can’t do) to react.
Deserter penalty will solve things. It’s been proven to work in other games and it will work here as well.
Is the debuff account-wide or only character? How will it work with private arenas and the like?
I think showing a rez timer in spectator mode somewhere would be helpful.
Have the shoutcasters provided a ‘top 10’ list of things they’d like to see?
Yes, in Fractals you can change a number to increase the difficulty of the Fractals. Gambits are completely different, however, in that you activate a specific condition. For example, completing the challenge without being able to dodge.
So basically a gambit in the Queen’s Gauntlet removes the ability to dodge. That is the ONLY thing a necro has to avoid large amounts of damage. We have no invulnerability/stealth/evade/reflect/block. Fear/Weakness/Blind/whatever other CC’s a necro has are worthless due to Defiant and Unshakeable. Great job making an event that renders a Necro’s defensive capabilities useless.
We haven’t tried this yet. My initial reaction would be almost the polar opposite. Necro’s were designed to not rely on dodge, so I would think this may put us on a better footing than some professions.
Granted we won’t be as well off as professions that have lots of access to teleports, aegis, blocks or stealth, but we may be ok.
For 1v1, I’d think that a tank necro with a decent amount of self healing may stand a good chance – lots of heals, pet heals, good access to death shroud and you can use your pets as meat shields.
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Oh, I never knew that. I only run high-test. Still, though, I can’t help but think that there could be some way of getting “more better” information on the screen for shoutcasts.
a side camera is a neat idea!
A black screen would not prevent rez exploiting through gates and walls.
\
It sounds like someone had a keep taken from them by a mesmer who died by the watergate at bay… (which isn’t an exploit since there is perfect LOS on both sides of the grate (test it, you can attack people through the gate with range attacks!), it’s just cheap)
Btw, the timer is the SAME timer as the afk limit. There is a “workaround”, which includes using tonics, among others. These aren’t exploits, seeing as you’re not “exploiting” anything, you’re just not being afk. When it kicks you out when you’re dead isn’t a “death” timer, but an afk timer.
That being said, it sounds like what really got you, by your own statement, was someone dead (probably mesmer) near a gate or something and was rezzed through it when dead…not the person themselves being dead. BTW, did you ask people to +1 your post o.O
Sounds like you like to use in-game exploits for your advantage.
But, back to your post: wrong on all accounts, except for trying to get people to recommend this change. Thanks for trying!
If there is a 30 minute timer, it’s insanely too long. 10 minutes MAX, maybe 5.
As far as burning the corpse to force a respawn – that would be pretty fun actually. :-)
Edit: Folks, please +1 the OP if you support it – perhaps we’ll finally see some traction here.
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Give it some time. Once people start building counter comps to the meta, perhaps mesmers will be in the counter-counter comps.
Watching the EU tournament, there was a TON of real estate at the bottom of the screen that was under-utilized. Maybe ArenaNet could think of some interesting ways to utilize that bottom part of the screen in a way that would make watching the game more enjoyable.
Some thoughts are:
– move icons/health bars down there
– include all the player action bars down there
– player rez timers
– ?
Thoughts?
I agree with the OP. Additionally, Thief’s mug from Mesmer needs to be nerfed as well.
Human is always best.
And I bet your jelly now if you didn’t get costumes….
Granted I’ll be kitten if I give Anet another penny before they rehaul this class.hi. which armor is this? thanks
Yes, do tell. Thanks
This picture reminds us once again that you shouldn’t judge people based on their class. Several minutes earlier this guardian told us in Lion’s Arch that he didn’t want to team up with 2 light armors and a ranger for Fractals level 20.
We managed to convince him to give it a try anyway, but he predicted that we’d find out in no time that it doesn’t work.
Our first Fractal is the swamp, we all do fine. Guess who is the first player to go down at Mossman? In fact, throughout the whole run our squishy players did really well. Our ranger hardly went down, our other necro a few times, and I hardly went down at all. The guardian was eating the dirt quite a lot throughout the whole run. It really all boils down to player skill. And no doubt some classes are better than others. There is an imbalance, make no mistake. And don’t get me wrong, this particular player wasn’t a bad guy. He finished the run with us, and we didn’t hear anything out of him after the first Fractal. So I’m not posting this to come down on the guy. But this attitude has got to stop. Just play together and have fun.
Do you realize that most boss aggro is dependent upon who has the most toughness+armor? So with a group of light armored players – the guardian has to eat most of the aggro. So, he’s going to go down more.
A black screen would not prevent rez exploiting through gates and walls.
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Are you sure you didn’t log in to your dads account and start using exploits?
Too bad the winners of a MAJOR tourney didn’t have this issue. :rolleyes
If you watched the stream, Paradigm barely won. They came from behind to tie up the series and it went down to the wire in the 5th match. In the final match-up, 6 out of the 10 players picked the smallest race.
Did that give them an advantage? Possibly?
Did it make the game look really silly? Absolutely!
Flying Bunny Wars 2
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As I’ve understood it, there is a time limit but people get around it by switching gear(I think this was it.)
If there is a limit, then any workaround it should be treated as an exploit and dealt with accordingly.
I’d love to hear a dev’s opinion on this.
Currently in WvW there is no time limit on how long you can let your corpse sit on the ground.
This leads to people ‘corpse scouting’ and reporting back player positions, movements, etc without any counter play.
This also leads to people exploiting the game to get rezzed inside enemy towers/forts, thus allowing them to portal their team in and bypass the defenses.
I think it would make great sense if a “corpse timer” were introduced. If you haven’t been rezzed in, say, 10 minutes, you are automatically rezzed at the closest available waypoint (or the base camp waypoint).
We just don’t have the innate ability to live through focus, and that is what people complain about.
What it comes down to is our lack of invulnerability/block/mobility moves isn’t adequately compensated for, but it’s difficult for Anet to compensate us adequately without making us unstoppable monsters in small fights.
Stuff like Mist Form, Elixer S, Distortion, and Renewed Focus allow their user to take potentially infinite damage for a given period of time while also avoiding any and all CC effects thrown in that time. An Elementalist in Mist Form can effectively tank an entire server’s attacks in a big zerg fight for 3 seconds, but they can’t parley that level of tanking power into a bigger advantage in a point fight. If that Ele pops Mist Form in a 1v1, it’s still only going to buy him 3 seconds. Mobility skills can simulate invulnerability, too: a Mesmer using Blink to dodge the attacks from a zerg and make it to a tower portal would also essentially be avoiding an incredible amount of damage and CC.
The other thing to keep in mind that spike burst comes from powerful attacks that also have a relatively long cooldown. As such, that 3 seconds of invulnerability on a long cooldown very nicely counter plays the spike attack on a long cooldown.
I believe the bigger issue is the lack of a reliable disengage. Necromancers have Plague and Flesh Wurm. Plague is slow, susceptible to condition damage, and CC. The recent EU tournaments have shown this: when a Necro popped plague form during the tournament, stability was typically stripped within ~4 seconds.
Flesh Wurm has LOS issues and can get killed easily.
Couple of points: dueling implies fighting to the death. 1v1 does not. In not sure which of these your video contained.
I disagree with the previous poster. I believe Signet of Spite to be better than C. B. SoS is very reliable and is excellent condi pressure.
Life Transfer also restores life force, so I always prefer that over life blast in a condi build.
But yeah, eat food.
Stomping people in arranged duels is kind of a kitten bag thing to do isnt it? Dunno i look at it as time to review the fight.
Correction: fight to the “down”. I wasn’t sure if this was a duel or a straight up 1v1, where in 1v1 you can run away (cough cough thief cough cough)
They’re likely the Sovereign weapons.
No – David Bowie would never wield such unsightly items!
Couple of points: dueling implies fighting to the death. 1v1 does not. In not sure which of these your video contained.
I disagree with the previous poster. I believe Signet of Spite to be better than C. B. SoS is very reliable and is excellent condi pressure.
Life Transfer also restores life force, so I always prefer that over life blast in a condi build.
But yeah, eat food.
How about making the characters look like humans / sylvari / norn just to the spectators?
Here’s a thought: Ask the teams to lock down their builds and submit them to the shoutcasters (or ArenaNet) the night before the match. That would give people time to put together some intelligent commentary about the builds and team comps before the fight.
(Assuming your shoutcasters are trustworthy)
hilarious – can’t believe that worked!
I think the recent EU tournament has shown that Necromancers still blow up too easily at the start of a fight. The ICD to Spectral Armor and Spectral Walk, at a minimum, should be re-evaluated or removed.
Take a step back and really look at the Asura race and their animations. It’s hard to see what they are doing, and when they jump and dodge around, they look kind of silly.
Again, just my opinion. It really doesn’t matter to me if the game makes it to e-sport status or not – I play the game just for fun.
Stun breaks are useless because you will be stunned again within a second. The only thing you can do is blind or disengage.
CC warriors are over the top OP and need an immediate nerf.
Ya I agree, their influence on this weekends tournament was immense.
You didn’t see much of them because stealth zerg is even more OP than warrior CC. Doesn’t change the fact that it is OP.
Actually, I just posted a thread with my feedback on watching the tournament, and the Asura “thing” was definitely a detractor. It looks like a bunch of little hyped up bunnies bouncing and flying around the map. You really can’t see what they’re doing.
Too small to enjoy as a spectator.
Watch this: http://www.youtube.com/watch?v=_7oXvUHqgnY&t=1h6min
It looks kinda silly – you can’t really see what’s going on.
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Just finished watching (well, most of*) the EU qualifying matches. There were some really incredible fights, and some really insanely lop-sided fights.
I’d like to provide some feedback from a spectator’s point of view. Below are some comments/suggestions. These are in no particular order
- Maybe I missed it, but I’d like to see some kind of tournament tree occasionally as the matches progress.
- It would be nice for the commentators to elaborate a bit more on the strategies and team compositions (i.e. who they are attacking, why, and what the team comp does for them)
- Most of the characters in the matches were Asura. I imagine they did this because it’s difficult to see what an Asura is casting/doing due to their size. The problem is, as a viewer, I have no idea what they are doing either. It just looks like a bunch of little bunnies flying and flipping around on the map. Really detracts from the game.
- Some of the fights were really chaotic. So much stuff thrown about that I really couldn’t tell what was going on. It would be nice to figure out some way of slowing the pace down, or maybe discouraging the mass zerg fighting.
- *The championship match up was incredible – super close and lots of crazy fighting! But I cannot believe that mist league’s video stream cut off the last 30 seconds of the final fight. That’s simply unacceptable. Maybe ArenaNet should have its own stream of the matches so things like this don’t occur. Maybe ArenaNet could have a page that contains full streams for the big match-ups in tournaments.
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Stun breaks are useless because you will be stunned again within a second. The only thing you can do is blind or disengage.
CC warriors are over the top OP and need an immediate nerf.
Ok, just a thought, if Dhuumfire was replaced with something like Torment on crit, would people still go for 30/20/0/0/20 instead of to 0/20/20/0/30 or 0/30/20/0/20.
Because if Dhuumfire gets reworked to something that still benefits condy builds as well as hybrids, i think i would still go for 30 in spite for the Condition Duration, granted the new GM trait is worth it’s weight.
I think we’ll find the meta shift such that we’ll feel required to run 30 points into Soul Reaping just to get the 3 seconds of stability. That is, until they nerf this super OP CC-chaining. It’s completely kitty.
I disagree with the OP. I think Necromancers are in a far better shape than prior to the patches. Their damage has been improved, as well as their survivability.
My biggest concerns about Necromancers are, in order of priority:
1) Assist trains/chain CC and a lack of a reliable disengage. In recent days I’ve run into several groups that run an assist train that focuses on chain CC. Stun breakers are next to worthless as CC is applied in serial fashion – you break one CC and are instantly CC’d again.
I previously thought maybe Necormancers were ok and that plague form / Flesh Wurm would work, but some playing over the weekend revealed to me that the CC training is just too overpowered. Stun breakers are really basically worthless.
Popping plague form can delay things, but once your stability is stripped the elite is dead in the water. Perhaps giving one of the plague form skills the ability to reapply stability would be helpful.
Flesh Wurm – well, he’s ok, but once he’s dead, you’re dead. Perhaps allowing you to cast Necrotic Traversal for some period of time after he’s been killed would help (this would need to be tested).
2) Recent tPvP-only nerf to Dhuumfire to give it a 2 second duration. In my opinion that makes it a very weak Grandmaster Trait. It reduces Necromancer damage output, but more importantly makes condition cleansing more powerful. Is it really worth 30 points into the Power tree just for a 2-second, on-proc, burn?
3) Poison – last time I checked, poison wasn’t reducing healing at all in certain cases. That’s really huge to Necromancer’s ‘attrition’ strategy.
4) Staff #4, Putrid Mark, was bugged as of 2 patches ago. It used to transfer all your conditions to your opponent. Now it only transfers 3.
5) Mesmer’s Moa Morph elite kills all minions. If minion master builds were completely viable in every other way, this one ability would still make minion master builds non-viable.
I still think stealth zerg assist trains are a problem, but I think the fundamental problem is that stealth has no counter, not that Necros have no good counter to it. Some classes with a disengage can negate part of the assist train, but not the initial hit.
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…randomly applied, low cooldown, potent CC?
No. That is a very, very bad idea.
…on crit applied, low cooldown, short duration condi.
Re-read. I’m proposing that Terror be separated from Fear. Replace Burning with the new condi.
Since you are looking at a better fix for Dhuumfire, let me propose the following:
The talent, Terror, adds a DoT to all Necromancer Fears. This has caused some schizophrenia with Fear. Is it a DoT? A stun? Who knows! Furthermore, using a stun break on Fear stops the DoT.
Why not segregate Fear from the DoT that Terror provides? Make “Terror” a condition, separate from Fear.
Change the talent Terror to: every time you fear an opponent, he is inflicted with Terror, which deals damage. The duration of Terror is set to the initial duration of the fear. Terror’s damage is increased 50% if conditions are already on the target.
Now change Dhuumfire to DhuumTerror:
– Your critical hits have an “X”% chance to inflict 1 second of Terror. 10 second cooldown
This does a couple of things:
- Gets rid of Burning and all the issues associated with it
- Segregates Fear, the stun, from Terror, the condition. This allows for a cleaner handling of runes and sigils and what-not.
- Gives the developers another knob by which they can adjust necromancer damage output.
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cymerdown.4103, Thank you so much for the kind words! I’ve been running around like a madwoman the past few days trying to make this happen. Really appreciate the encouragement.
While I’m glad you are working hard to try to balance the numbers, I have 3 comments:
1) While necromancers are perceived as imbalanced, isn’t it rather unfair to necromancers to try to adjust their compositions and builds overnight?
2) Before this most recent patch, I believe 3 seconds of Burning is the right answer. This would give Necromancers 3.9 seconds (3 ticks) of burning down from 5 seconds. 2 seconds of burning on a 10 second cooldown doesn’t smell like a grandmaster trait to me. It sounds like an Adept or Master trait.
3) If there was time to make a last minute adjustment, why was time spent on nerfing Dhuumfire and not fixing Poison so that it actually works? Last time I checked, Poison has no effect most of the time, and THAT seems like a much more game-breaking bug than Dhuumfire.
It doesn’t make another trait better. It would separate the damage component of the Terror trait into a new condition called “Terror”.