I find it funny how people always start their rage posts with how much cash they’ve spent on the game. It doesn’t make the devs fear your immanent leaving, it makes them celebrate for getting you hooked long enough to shell out that much cash.
On a lighter note – I’m sure the game will get better. They promised free content updates, saying that they aim to provide more for a once-pay model then any subscription MMO has provided thus far. That probably means that all the expansions will be free as well, IMO anyway.
With all those new, free, content upgrades coming – you’ll just have to wait a bit. Give the game a month or so before you start threatening the devs.
Same on my side.
Really, if there are any real goldsellers that don’t just scam accounts in order to turn them into spambots to get more accounts and actually give you the coin you paid for, then ANet shouldn’t have a problem tracking high-value mail sent by goldsellers and making sure the economy does not “erupt”. I mean – if they had the capacity to hunt down every last person who bought 21-karma stuff and say how much every single account bought, it shouldn’t be a problem to say how and where from did a person get several, unexplained, Gs.
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Go to the south-western part of Brisban. The upper-circle in the corner will have a small road leading to the edge of the map. It’s well hidden, but it’s there.
Aside from all that was mentioned: goldselling is illegal because goldsellers are making money from ANet’s copyrighted content.
That is exactly why pirated servers ask for “donations” instead of having “item malls”, even though they give items “in thanks” according to how much you give them in “donations”.
Given a new release, all the bugs were to be expected.
I wouldn’t bash the whole encounter like you did, I think it was great. Just not the actual fight with Zhaitan. More could’ve been done with it than just spamming a single button.
I don’t think we’re on the same page regarding “a new release”. You’d expect them to run QA first, apparently, they skipped that step and went straight to shipping.
For me it was the most boring thing I’ve ever experienced in gaming. Ever.
It was like the dungeon was deliberately over-simplified, too easy and padded so much that Darksiders 2’s fractal padding seems like a quick runby. The whole thing was a bug-filled waste of time and the ending was so anti-climactic that I almost fell asleep in my chair. They didn’t even add sound effects or anything at all to hide how boring it is to have 5 people bashing “1” for several minutes before some lump of playdough falls down after dying of old age.
Um… I had 174/175… then I saw Neox’s post and checked.. I was missing that area! So I went and uncovered it and my achievement STILL says 174/175? what??
Actually, I see no “Windloss Delves” on my Queensdale map.
Hmmm are you serios that every location for the achievement is located as a white name on the map ? I mean that are 175 Location if they are displayed the map would be completely white. (sorry for my bad englich im from germany)
EDIT: I got it. YAY. It was “Windloss Delves” in Queensdale.
Actually, yes. Every place is marked in white, but the farther you zoom out the less it becomes visible. In the closest zoom you can see names clearly, after 2-3 steps back you don’t see the names anymore.
Also, congrats.
If you have Kryta complete in the collectibles (hearts, PoIs, etc.) department, then those are the only two areas which you should’ve missed. I suggest you do as I do – open up the GW2 wiki, check locations in a map and look which of them do you have discovered, ones missing are either a wiki error or you haven’t found them.
Try Beggar’s burrow, east along Divinity’s Reach’s wall from the Village of Shaemoor, if that’s not it, try Provernic Crypt in Gendarran Fields, west from the Proven Shore waypoint.
Alright then, after the latest patch, Krytan Explorer was indeed fixed, as well as Orr and Ascalon. However I’m still missing some patches in Maguuma (162/165) and Shiverpeaks (170/172). I see eekzie is at the same spot as me on Shiverpeaks, anyone else stuck on the same values?
Update: Found “Aurora’s Remains” in Brisban Wildlands – Maguuma (163/165).
Update: Found “Cubular Fells”, a well-hidden area, in Mount Maelstrom – Maguuma (164/165).
Update: Found “Doldenvan Passage” in Wayfarer Foothills – Shiverpeaks (171/172).
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Yeah, they can still jack the mortar, done it my self a few times to check out the skills that it gives (not in the heat of battle mind you…).
I did every jumping puzzle in Kryta, double-checked with the wiki and some of the interactive maps out there, including ones that only show possible exploration, completed all the explorables (hearts, vistas, PoIs, etc.), yet I’m still at 175/178. I think it’s safe to assume that the whole thing is bugged and call in dev support.
Well, personally, I’ve been playing thief since the early start, getting a necro alt just a week ago and a few days ago – engineer. So far, I like the engineer the most, so I guess it’s just a preference and personal experience that makes you like/hate a class and think of it as UP or OP.
I don’t know… I picked up the engineer not long ago, and so far, I love the high-skill high-reward grenade kit gameplay. I see no reason why their damage along with the skill requirement should be reduced. There are other kits for those that don’t want to bother with them, but me – I rebound my keys just so I could use that awesome thing!
Oh and, at longer range, grenades take a longer time to travel, thus the red circle saying there for longer before impact.
Hm… quote function is missing again… anyway:
By Bargaw
<…>
Also, grenades don’t work in sPVP.
What do you mean by that? That you can’t hit anyone with them or are the restricted?
By irakai
The grenade kit is useful, but only against AI. Anyone with half a brain is going to step away from the red circles.
<…>
Well, people already do get hit by cannons, trebuchets, catapults and instant-effect AoE abilities, so I see no reason why you’d have any more of an issue to hit someone with grenades from the kit. Also, as far as I know, only the tool-belt ability that comes with the kit makes a red circle – normal grenade attacks don’t.
Yes, I see your point… we should just call them Disgruntled Kleptomaniacs!
Outmanned doesn’t necessarily mean that the whole enemy team will be in one huge zerg. If you come in with a good-sized group (10-20) you can deal a great amount of damage, or at the very least, hold a position indefinitely, getting all the nice drops from incoming scattered forces and karma from defending the point.
Even if the enemies are in one huge zerg, you can just outmaneuver them with a bit of tactical thinking and good communication. You could even fool them at going to the wrong place entirely, by sending a few guys to attack a supply camp on one side of the map and then strike at a tower/keep on the other side of the map within the next 5 minutes.
Over time, more and more people naturally join WvW (usually it takes about an hour, in Ehmry Bay at least) and the forces become more or less balanced.
I’m mainly using the defaults (my hands aren’t that small to require adjustments in the keybinds), however there are a few minor tweaks I made:
Bound weapon holstering to Q, walking to F, strafe left to A and right to D and bound turn around to X. I also rebound the turn left to Z and right to C as well as interact to E.
The reason for the change in movement keys was necessary when I picked up the grenade kit on my engineer – effectively using it with the default layout is just about impossible.
Anyone saying the elementalist is UP, clearly haven’t seen elementalist PvP videos.
Yea cos pve = pvp.
Yea cos 1 individual whose skill level is in the upper echelon can do something incredible, the rest of the proffesion base should be able to too.Also, been hearing reports of ele’s not ebing taken in major tourny teams.
My friend’s been doing great in PvE, only using the fire attunement and wielding a staff. That’s hardly master-level play, yet he didn’t find any glaring issues.
It doesn’t change the fact that you’re outnumbered, it just gives you incentive to keep on fighting, as you get better rewards. It’s just a way to make sure WvW worlds never dry up of players – without that incentive, you wouldn’t get a snow-ball effect of players.
Anyone saying the elementalist is UP, clearly haven’t seen elementalist PvP videos.
Actually, by that I meant that the grenade kit has more power then the GS, further reinforcing the fact that the engineer is by no means worse then the warrior.
Yea, engi has kits, but then Warrior has meele weapons, like GS…
Does the GS have a 1500 range?
If Elite Supplies buffed it to around the 2000 mark it would be OK.
If Elite Supplies buffed it to around the 1600 mark (just above Grenadier, I think), it might need a small damage boost, but it would be at least usable… maybe.
What about the turret range & damage boost trait? The mortar is classified as a turret, so it should affect it as well.
As for the damage – it hits for 505 in an area with it’s default attack every 2 seconds. Thief’s unload does 808 damage on a single target over the course of ~3 seconds and costs a great chunk of initiative. Assuming I’m correct about the trait mentioned above, it should make the mortar into an attractive elite skill in WvW at the very least.
Engineer? One of the worst DPS? That’s kind of funny.
Grenade kit, rocket turret, flamer, condition-based build with the elixirgun, mortar. Try those out. While they’re not as easy to use as a warrior’s straightforward-brute-strength, in the end they should win at dealing better DPS.
Also, don’t judge a class based on it’s DPS. Warrior’s hundred blades deals more damage then the thief’s unload, yet it forces the warrior to stand still while channeling it.
Lastly, the HP difference is 3k, not 5k.
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If the address you’re trying to send the mail to doesn’t exist, it just says that the user you’re trying to send the mail to is not found and the mail will not get sent – nothing will be lost.
No, it doesn’t count. No “fully explored” map I’ve ever seen had that covered. Every map that isn’t adjacent to an other map has these patches you can’t uncover, I suspect – for a good reason.
I’m pretty sure jumping puzzles don’t count. I did most of them in Kryta and still am at 175/180, just like many other people.
As for other areas – I’m in a similar situation regarding every other area. Every single one needs just a few more zones to be completed.
As far as I’ve come to decipering what those areas are – look at your map and you’ll see named areas, like Eda’s farm. Those areas are the things you need to discover to reveal the map and, as far as I know, they’re the only things that count towards this achievement.
I’m pretty sure they get to those reports eventually. I don’t think anyone should be banned without a proper investigation, that would lead to abuse.
The cheapest is cooking – it took me 2gold to get from 1 to 400 in about a full day.
The fastest is likely armorsmithing or weaponsmithing – resources for those are available everywhere, you just have to buy fine ingredients.
Lastly, I tried leveling tailoring after cooking, I spent 8 gold and 4 days to get it to 400.Just to point out a lot of time if you buy only the items used in discovery from the tp its cheaper for armorsmith atleast.
Actually, I only bought the ingredients for discoveries for cooking and tailoring is analogous to armorsmithing and I only used discoveries there as well. The thing is that fine crafting materials are kitten overpriced – if you get them from the trading post, instead of scavenging yourself, then be ready to pay a great deal.
Oh and, forgot to mention – I also spent 1000 karma on cooking.
The cheapest is cooking – it took me 2gold to get from 1 to 400 in about a full day.
The fastest is likely armorsmithing or weaponsmithing – resources for those are available everywhere, you just have to buy fine ingredients.
Lastly, I tried leveling tailoring after cooking, I spent 8 gold and 4 days to get it to 400.
I never asked for “realism”, I’m just asking for a bit of consistency – zombies, by default, are slow-moving corpses without magical abilities because they lack any at all willpower.
Were you the one that started the zombie trend, VakarisJ? Last time I checked, zombies were creatures of fantasy, meaning there’s no “default”. Whoever creates them within context can make them however they see fit.
Some of the best zombie games have them sprinting towards you. L4D, dead island, etc.
I love it when people complain because one thing is unique and not like EVERYthing else.
In L4D they made them fast to give a challenge, as there isn’t any by just plowing through a sea of the dead. That said, they didn’t make the zombies (normal zombies anyway) outrun you and they actually documented a fantasy-reason why they are fast.
I don’t see how you can even mention Dead Island and hope to be taken seriously – that game was garbage, it’s name alone is an insult to some. Anyway – while zombies there were fast, they weren’t particularly sturdy, they’d die in 1-2 hits from a blade and didn’t pose all that much of an issue even when in numbers. They aren’t given much lore, but the main reason given is that little is known about them – the outbreak just happened and there’s little information because of that.
In GW2, however, they’re a lot faster then you, they spot and pull you from a huge distance, they immobilize, stun, sink and enfear you, while at the same time acting as if their skin was made out of titanium and killing a player in a few glancing blows.
The difference between L4D/DI and GW2, is that in no game other then GW2 were they so cookie-cutter-powerful. In both other games there were reasons, or suggestions of reasons why they are how they are – I’ve yet to see such in GW2. That is the reason why I asked the dev, whenever this was covered in the lore or just made up for gameplay’s sake. I’ve yet to receive an answer, instead – starting to get bombed by trolls and flame-seekers.
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I didn’t get an other area from it either, which makes me suspect there’s a bug involved somewhere, as I’m stuck on 175/178 too, as well as a lot of other people.
Is there anything in the lore that explains why the shambling, rotting corpses run 2-3 times as fast as a player?
What about half of them wielding anchors that they magically use to pull anyone running by?Plays a fantasy game.
Upset about “unrealaistic” interactions.Ummmm how about their magic freaking zombies? Not every movie, book or show has used slow zombies. Some are as fast, if not faster, than people. How boring would Orr be if you could outrun EVERY mob in the zone?
And if you’re going to argue about anchors and stuff just appearing, why stop there? I don’t see my theif reload his gun ever! Wtf is up with that?! Where did that banner the warrior just dropped come from?! WHAT IS HAPPENING!?
I never asked for “realism”, I’m just asking for a bit of consistency – zombies, by default, are slow-moving corpses without magical abilities because they lack any at all willpower.
The banners are conjured up by warriors mid-air and while no reloading caught my eye, it wasn’t significant or gameplay-shifting, unlike the morphine-induced, telekinetic risen.
And you miss the point of the thread. Ranger utilities are lackluster, and this is, in part, because we have so few good options to choose from. If you want to build around a pet, you have more options, but it’s by default less effective than building around yourself. The Sic ’Em vs. QZ debate ends when you realize that pet effectiveness is secondary to player effectiveness, so taking Sic ’Em over anything else is going to be subpar, and this reduces the amount of utility options we have.
If the tanking part is irrelevant, then who cares? Ignore it. My main point was that building around a pet is subpar in almost every circumstance except in PvE where building a tanky pet can be worthwhile. I acknowledge it has a use, and I said it as a preemptive response to the people who build that way.
You miss the point of the branch of the thread. Ranger abilities are pretty kitten decent.
If you want to focus your power on your character instead of your pet, then maybe you’d want to play as something other then a ranger, because the whole point in a ranger is to have about equal power in both the character and the pet.
Right… Everything that you say that makes no sense – I should just ignore. Good job.
So, using different u-skills for different pets is most effective? Gee, who knew?! Only problem is, it doesn’t matter. If you shave 1 second off the kill-time on a golem by using one u-skill over another, focusing benefits on an unreliable, easily-killed, easily-kited, buggy pet is still less effective than focusing your u-skills on yourself. Taking Sic ‘Em over QZ just isn’t smart, and there isn’t a trait that let’s Sic ‘Em grant you the effect as well, while QZ affects both of you. No matter how you slice it, in most scenarios, pets only account for 40% or less of your total damage. Increasing your damage is far superior than increasing their’s for that simple reason alone.
In short, any utility skill that only benefits your pet in terms of damage is a waste because it is more efficient, and effective to build around yourself instead as you are more reliable. Stuff that makes your pet tanky is really only of benefit in PvE, as in PvP tanky pets aren’t reliable, and don’t typically bring anything good to the table.
You missed the whole point about Zepyr vs Sick ‘Em…
Also, I don’t see how does tanking come into this, when canines are flat DPS, while felines are crit-based.
As someone who worked extremely hard on one of the Orrian maps, I can tell you that DusK has the most accurate comment.
From a lore perspective, the risen continent was once a living nation full of all sorts sorts of people and creatures. Now corrupted by the undead dragon, most of them walk the land as monsters. But you’ll still see a lot of the sentient inhabitants mindlessly continuing on the tasks they performed in their old lives. Some of them farm and mine, others lie around and weep in agony.
The coral soldiers, on the other hand, are more direct servants of the elder dragon. They take a more active role in defending the continent, so you should see them patrolling, standing guard, attacking players, etc.
Is there anything in the lore that explains why the shambling, rotting corpses run 2-3 times as fast as a player?
What about half of them wielding anchors that they magically use to pull anyone running by?
Why do female soldiers / officers insist on being called "sir" in this game?
Posted by: VakarisJ.5619
The word “sir” doesn’t necessarily mean male. It’s a tittle, a status symbol.
hey wanna buy some gold?
Sure! I’ll give you… 1 brown coin for 5 yellow ones, how does that sound?
<…> The only thing worth noting between the hound and feline is that zephyr benefited the feline more in relation to the other utilities.
In any case its nitpicking details when you should be looking at the big picture. The utility boosts to pet damage don’t provide a good enough boost to warrant using over other more effective utilities. This is mainly because while the boosts themselves might seem good on paper, pets are still only attacking at the rate of maybe once every 2 seconds or so.
While more hits does mean a higher chance of criticals per second, it doesn’t actually increase the crit-rate it self, the only thing your testing has proven so far, is that in the situation you’ve a pet-crit-based build, Zephyr is better on crit-based pets, while Sic ’Em is better on high damage pets. I wonder if Sic ’Em would retain a consistent lead with other builds…
As for signets, I don’t know about you but I find myself using the active abilities on my guardian much more often. Both because their active abilities are useful, (knockdown and damage enemy, retaliation and weakness to all nearby allies and enemies, revive an ally,) but their cooldowns are all pretty short so you can get access to the passive faster (with the exception of revive ally which is understandably long, but well worth having).
While playing as a thief I’ve noticed that I’ve never used my Signet of Shadows’ (+25% speed passive) active effect (AoE 6.5s blind), nor my Signet of Agility’s (precision passive) endurance refilling, AoE condition curing active effect.
Neither did I use my Signet of Undeath as a necromancer all that much – what are the odds that more then 1 ally will die in the same exact place? In dungeons you use good communication, so you’ll not get caught by a killer AoE and in WvW there’s either too much space or too much DPS getting dished out to successfully use it.
Reviving only 1 downed person is only useful in small-scale battles and even then the 3-minute cooldown is questionable.
While there are signets with very useful active effects (in the guardian’s Signet of Mercy’s case – more useful then the passive), they’re few and far in between. Tweaking the signets of one class would require other for other classes’ signets to be adjusted as well.
I’ve gotten up to 175/178, anyone know of any areas hard to spot? My most recent and hardest discoveries were the Beggar’s Burrow in Queensdale and Provernic Crypt in Gendarran.
It’s very useful in WvW – you can jump from walls for the effect to activate when you want to chase off straggler invaders, also helps very much in borderlands, while going south from the main spawnpoint for the owners – the cliffs there take a bit of skill to navigate down without dying, while with that trait, you can just basically slide down most of them without a second thought.
It’s also useful in jumping puzzles, allows certain shortcuts, which wouldn’t be otherwise available.
First off all, Who said that Gendarran fields is a human leveling area? Cause it borders to Queensdale?.
It’s a human area because it belongs to Kryta. Kryta is human territory, just like Ascalon (currently) is Charr territory.
The bone fiend hits for a ton, so does the worm and the golem.
Bone fiends are fragile, but can cripple and immobilize, worms deal the most damage and can be used as a teleport beacon, golems… yeah they’re pretty frail for an elite tank, but still contribute well enough.
In case you mean the bone minion, he’s weak and does little damage, but you can sacrifice him for a full-fledged heal with 3 times shorter cooldown then most heals, or keep him around to gain a nice HP income.
That would require tweaking of traits already there. I don’t see how one would put a “regeneration” trait in “Deadly arts” or “Critical strikes” trait lines without messing up the theme. Lastly, it’s not all that necessary to have regeneration – you already have a healing ability and probably a healing utility, sometimes even a healing elite skill, so why would you want minimal regeneration when you may use those?
Just an FYI, if you’re investing 60 out of 70 points into dealing damage, you’re not supposed to have survivability, that’s the very definition of a glass cannon.
I went over to Gendarran when I was level 20, had completed Queensdale, Kessex and Divinity’s up to 100%, as well as completed all of the story missions in those areas. I had no problems. Soon after I went over to Hatari, while also being 5 levels lower then it and faired there with no issues (aside from the centaurs in the upper-right corner of the map, which werekittenOP).
It’s even more broken now that it’s missing a lot
What do you mean missing a lot? It’s accuracy and range weren’t changed. You just now do low damage at 100%-50% HP, mid damage at 50%-25% and maximum at 25%-0%. That was the only change, from 100%-66%, 66%-33%, 33%-0%