If they were going to go that route, it would make more sense to add another slot in the equipment screen just to add an item that gives your character and glow/particle effect to the current armor or make it only for a chest or head piece.
This would be my choice for implementing legendary armor, and I suggested the same thing in another similar thread.
Make the legendary piece JUST the particle effect upgrade that can be applied to any armor piece, so we don’t have 35 million people running around in the same armor set just because it has purple text.
This game is about aesthetic customization, after all.
I would like an Invisible Soulbound-sorting 20-Slot bag.
Reason:
I have invisible bags for my Elementalist’s excess gear, food, salvage kits, etc. When I switch her from D/D to Staff, the first dagger I unequip goes into the invisible bag slot where the staff was, but the other one gets placed in the first available slot in the regular inventory.
I would love an invisible bag that automatically recognizes and collects gear that is soulbound to my character, so that gear never gets mixed into my regular inventory, and therefore has no risk of being accidentally sold or salvaged.
A few suggestions:
Try it in off hours, if you can.
Try it in a group, as someone already suggested.
Try it right before your WvW match resets, when very few people are in WvW.
Wait until a few days after the achievement has been available, since there should be far fewer players in the puzzle ready to troll each other.
When you see an enemy player near the achievement location, don’t attack immediately. Just retaliate if they attack you. Not everyone’s a troll, and I’ve seen many instances where people are just as happy to leave each other alone so everyone can get their achievement.
If you have to, ask in map chat if a Mesmer’s willing to portal. It might make the achievement less satisfying (IMO), but at least you’ll bypass most of the frustration.
Good luck!
It’s been confirmed that it is a miniature model of the Zephyr Sanctum, not a minipet.
Source:
http://dulfy.net/2013/07/07/bazaar-of-the-four-winds-achievement-guide/
Look at “Lessons From the Sky”
Scepter water #2 doesn’t do anything at all, even when used by itself. You can place the ground target, but nothing happens. It’s not that it gets interrupted….it just doesn’t activate at all.
I suspect the tools are temporary so that ANet can continue to release new kinds of permanent gathering tools (i.e. with different gathering effects) so that people who are really into customization can go crazy.
Besides, as has already been said, temporary doesn’t mean they’ll never be available again.
I just watched the new trailer for SkyHammer, and I had to log in to say that GW2 wouldn’t be even close to as effective in its presentation without the jaw-dropping music y’all produce.
I’m not a PvP player, so the addition of a new map has only marginal appeal to me, but I replayed the video just to listen to it.
Kudos, guys.
The music seems to be cutting in and out for long periods of time no matter where I am in-game. It’s a shame, because I love the music.
If anything, your endgame just expanded, because now you can make a new Legendary!
I think ANet could probably come up with some fun additional uses, as the recipes that currently include the essences are very limited.
I find it amusing people think Thieves are the worst open world PVE class.
The archetype thieves comes from is basically the “ganker” – the dual wielding low armor high damage profession meant to use stealth to gank unsuspecting people and run away quickly if the gank doesn’t work. It’s a concept suited for open world PvP, but it does look odd everywhere else.
The thief class plays just fine in open world PvE, and gank builds work the same way in open world PvE as they would in PvP. Gank the target and run to the next one, and if it doesn’t work, escape and try again.
Farming and dungeons just take slightly different tactics.
In addition, Horrik’s cannon AoE circles are not truly indicative of the AoE’s radius. I’ve been hit by them when standing well clear (25% or so of the circle’s shown radius) of any indicated AoE.
According to another thread, Mesmer sword skill #3 can be used to create a clone on the inside of the gate which can then teleport the mesmer player inside (and then portal bomb the whole enemy zerg inside).
Not sure if other classes have similar bugs, but that’s one of the ways people are getting through solid gates.
Needs to be fixed asap, please.
A workaround that a guildie told me about is to have 1-2 people (preferably people who already have the achievement) babysit Lionscout Jenny until the event ends. For some reason, this event chain seems to bug out when she’s dead at certain points.
Hope that helps until ANet fixes it.
I actually hope these spirits can be added as rare randomized spawns throughout the world. They’d add a bit more meaning/lore to the Ranger skills knowing that Tyria actually HAS wild nature spirits.
Some sort of fun interaction with the spirits would be a nice touch, but just seeing them once in a while would be good enough for me.
I’ve had a similar issue while spawning an ice bow, where if you queue a skill (usually for me it’s activating the #4 aoe) for after the ice bow spawns, it glitches out the ice bow entirely so that it never spawns (in hand or on the ground) but still goes into its cool down.
As opposed to all of the sources of swiftness that can stack up to two minutes in duration?
Yes, this is a known bug, but no, its current implementation is in no way consistent with ANet’s decisions concerning other swiftness sources.
If Anet is truly worried about people running through Temporal Curtain multiple times, then it should be reworked to act like Symbol of Swiftness, which reapplies swiftness up to the original duration if you run through it multiple times (with no other sources of swiftness).
That is, of course, assuming ANet eventually fixes Symbol of Swiftness’s own bug, where it only adds partial duration when stacking with other swiftness sources.
My main is an elementalist, typically running staff. When trying to use Ice Bow in rapid skill combos, I have been experiencing the following:
Press # to activate Ice Bow utility
Click to place Ice Bow’s ground target
Immediately double tap #4 to place and activate Ice Bow’s AoE skill
When these four presses happen extremely rapidly, occasionally the Ice Bow will not spawn at all (either in my character’s hands or on the ground), and it will execute weapon skill #4 instead. Then, the Ice Bow and weapon skill #4 go into their cooldowns. I don’t know if it is related, but I have noticed this seems to happen exclusively while in Fire Attunement.
Night capping is a huge advantage for the servers with round the clock wvw activity, but it’s certainly not a broken mechanic, and doesn’t need ‘fixing.’
I do wish the matchup system would take into account a server’s “prime time” activity trends to make the matches a tad more level. When you have two servers with almost no night coverage opposing one server with night coverage, the winning server is a foregone conclusion.
I think I’m gonna have to move the standard interact key to F13 and bind area loot to F.
No more unwanted NPC dialogue! yay!
The Whispers boots are also bugged right now, although it seems to only affect Asura. It’s been bugged for the previous two patches.
+1
and i think the weapon’s particle effects should have a dedicated dye slot.
I sympathize.
Unfortunately, changing them back now would be doing the same thing to people who purchased them for the costume brawl skills after the first change.
I don’t know if it would be a gem store item, but I would love an NPC that stores event-specific items (like the hat vendor in GW) so that the items:
A) don’t take up tons of storage space (which they will after enough events)
B) can be reproduced for multiple characters
C) could be used for both PvE and PvP
I hope it could be implemented in such a way that people who already used their event items could unlock them at the vendor.
EDIT: I support the idea of re-skins for Ranger pets in PvE. I’d love to run around with a pet that looked like a Branded Griffon.
I just hope armor + weapons means a new dungeon token vendor!
Hi MisterEction.
I understand your concern, but bumping this thread doesn’t help it and will only delay things. You bumping it means the devs have to open and read this thread, recognise this is allready a known issue and that no new people are complaining. So no change to the bug and to the impact. So your using their time while they should be working on fixing this and other things.
No offense, but when there has been no official acknowledgement of the issue, at the very least, bumping threads like this makes the player feel like they are actively reminding ANet that a fix is needed, and can also provide some alleviation of the frustration that bugs like this continue unresolved.
Please excuse us for ‘using their time.’
Since GW2 is not instanced like GW was, I can see why implementing an open-world version of Hard Mode would be difficult. However, as I was thinking about it, I realized that it might be simpler than it seems.
Would it work to add a toggle that allows the player to opt into a more restrictive down-leveling system?
So, basically, if an area normally down-levels to level 12, and the player opted into Hard Mode, they might be down-leveled to level 10 instead (obviously it would vary by area). This would imitate having an actual HM, and it wouldn’t require changing the open-world events, mobs, etc., and it shouldn’t affect other players.
Having the toggle turned on could also affect drop rates similarly to the way GW’s Hard Mode improved drops from what Normal Mode offered.
Lockpicks and treasure hunting would be a fun addition in HM as well.
It’s been said before, but I’ll +1 a billion of these threads.
Bring back some/ALL of the GW armors! PLEASE!
The data miners on reddit found evidence that ANet has started adding code for a LFG feature.
http://www.reddit.com/r/Guildwars2/comments/1f80pl/lfg_skyhammer_and_more_in_the_updated_gw2dat/
This isn’t a problem with the event itself. This is a problem with players being obnoxious to each other instead of helping each other out.
If ANet didn’t intentionally decrease the coffer drops, there has absolutely been an UNintentional decrease since the second patch during the event.
It has absolutely nothing to do with DR or RNG, since when the event started, I would get 4-5 coffers from every group of holos (no matter how long I was in a zone). Now, even when I first start farming holos in a zone, I’m lucky to get 1-2.
@Septemptus People aren’t farming CoF primarily for the chest drops, though they’re a nice bonus. They’re farming it for the 15-20s you can pick up off each boss with gold drop buffs and gilded infusions.
@OP Unfortunately, this bug’s been around for a long time. Luckily, it doesn’t seem to happen very often.
That’s absolutely an exploit, IMO.
It’s one thing if everyone in the match decides to work toward achievements instead of playing the game as-intended (although I’d rather just play the game). But leaving the arena while other people are trying to play the game normally is obnoxious.
Well written, OP. +1
If it existed, I’d be curious to see what the celestial armor’s stat totals would be.
Of course, when I say celestial armor, I’m also picturing an armor set that looks like the celestial minis from GW…which just makes it that much more awesome in my head. xD
The jungle dragon had already been confirmed:
http://wiki.guildwars2.com/wiki/Jungle_dragon
There’s a link at the bottom to an interview wherein Colin mentions the jungle dragon, which we think is named Mordremoth.
I don’t remember SWTOR having these issues with huge bugs in their patches, and I believe the test server was one of the reasons for that. I wasn’t questioning whether or not ANet tests their patches, and it’s not about an exact imitation of a live server (which you can’t possibly reproduce). It is about creating a better approximation of ‘live’ using a large group of volunteer players, rather than ANet’s internal QA servers, which have proven hugely inadequate in preventing large bugs in their patches.
There used to be a bug where you wouldn’t die if you fell off the world during the Jade Maw fractal. There is a huge area of water under it, and you could swim under some of the other fractals.
I agree that the animation could be made more subtle and/or so that it only reacts to gravity (jumping).
The grid is part of the item design, and you’ll never get the entire player base to agree on one item design, so I’d say leave it the way it is. I just wish all of these visual items were dyeable.
Unfortunately, this has been the case for a long time with some of the open-face helms.
The Elementalist minor trait Electric Discharge is now hitting mobs that I do not have targeted, like it did before it was fixed in a previous patch.
I noticed this while running around Blazeridge farming holo nodes last night, so I suspect it was something to do with one of yesterday’s two patches that busted it again.
Please add this to the to-do list.
I agree. All of the holiday events have been spectacularly designed visually, and the attention to detail is staggering. ANet’s art team is second to none, IMO.
With the notable exception of the bugs, the activities are also a lot of fun. If ANet could do something to prevent the bugs before release, it’d go a long way in reducing people’s whining.
Since these holiday and Living Story events keep having bugs that are evidently not apparent until the patches go live, a test server would give you an opportunity to get rid of them in a “live” setting before the actual release. The test server was one of the things that SWTOR did excellently, and I’m sure there are other games that have as well.
Put your group of test players under a non-disclosure agreement if you have to keep upcoming releases secret (good luck with all the data mining that goes on), but something needs to prevent these major bugs from happening, and a test server would likely resolve a lot of it.
I also think you’d have plenty of people willing to spend some of their game time testing things for you.
@ Jaga – It depends what you consider “good loot”. The coffers and Zhaitaffy were selling like crazy last night, so farmers were frantically trying to capitalize on it, knowing that the prices were going to plummet. It’s no wonder there was a lot of competition for the holo nodes.
I agree with the suggestion to cooperate with the other players in the zone. There’s no reason why it needs to be cutthroat for a holiday event. Actually…there’s no good reason for PvE to ever be cutthroat, other than players being inconsiderate.
I do wish ANet had made the holos similar to the Wintersday present spawns, where it dropped the items on the ground for any player that got there before they despawned (whether or not they tagged the actual mobs).
Maybe it’ll be accessible when the four Dragon Bash Living Story quests go live…?
Somehow I don’t think the ridiculously frequent drop rate of the Holo Risen Knight was intentional, either, since the promo material I’ve seen claims it’s a “rare chance.”
The issue with bouncing skills seems to be affecting the Elementalist’s staff Air auto-attack as well.
Last night I was in Southsun, and the air auto attack would hit my target, and then a secondary target nearby (like it’s supposed to). However, for the third bounce, if there was no third target nearby, instead of bouncing back to hit the original target like it always has, it rocketed off into space (usually completely off the screen to who knows where).
It’s a good thing I don’t auto-attack in Air Attunement much, but seeing the third bounce shoot off in random directions was annoying (albeit somewhat humorous at the same time).
Consortium Dolyak is clearly one of the elite.
Eventually, the Dolyak Guild is going to revolt and take revenge for their fallen brethren in WvW and caravans across Tyria. They will trample the five races as well as the remaining Elder Dragons and usher in the age of GW3.
I remember reading or hearing in one of the dev interviews that there were jumping puzzles that had been removed from the game because they weren’t polished in time for launch. Some of them have already been added back in, but I am hoping we’ll see some fun ones in the cities eventually, especially the DR gardens.