Showing Posts For Vorpal.4683:

We ask for range buffs but.... we get nerfed...

in Guardian

Posted by: Vorpal.4683

Vorpal.4683

Guardians were already absurdly weak at range, unlike every other class. Staff badly needed a range increase.

What happened instead?

Retaliation, one of our few ways of doing damage while trying to be supporty, received a huge nerf. And staff got even worse.

Dodging through line of warding/hammer 5 skill intended?

in Guardian

Posted by: Vorpal.4683

Vorpal.4683

These abilities may as well be removed from the game if it is intended that you be able to dodge through them.

Line of Warding nerf. What?

in Guardian

Posted by: Vorpal.4683

Vorpal.4683

I like how they reduced the duration, when what really needed to happen was fix it so players don’t just dodge over it whenever they feel like.

Wrathful Spirit nerf, deserved?

in Guardian

Posted by: Vorpal.4683

Vorpal.4683

3s of retaliation every 40s is hilariously bad for a trait.

Supply Invaders - What WvW has now become

in WvW

Posted by: Vorpal.4683

Vorpal.4683

Simple fix: after you transfer, you cannot participate in wuvwuv for one week.

Having to pick up loot bags is incredibly annoying

in WvW

Posted by: Vorpal.4683

Vorpal.4683

If they can’t make the bags go directly to our inventory…can they make them go directly to a chest somewhere?

Having to pick up loot bags is incredibly annoying

in WvW

Posted by: Vorpal.4683

Vorpal.4683

I play a melee guardian. I am constantly moving, dodging, and teleporting around the battlefield.

Asking players to press the F key 5 times a second for four hours of WuvWuv is just idiotic.

There is no reason the loot shouldn’t appear in our inventory automatically.

Having to pick up loot bags is incredibly annoying

in WvW

Posted by: Vorpal.4683

Vorpal.4683

Can they just appear in my inventory?

Having to stop fighting and go back and pick up loot bags is extremely silly.

I feel like after two weeks of wuvwuv I have a grand total of 31 badges because you just don’t notice the bags.

You can’t run around spamming F in combat because that makes you start trying to finish off downed people when there are often much more important things to be doing.

Forging the Pact is still broken

in Personal Story

Posted by: Vorpal.4683

Vorpal.4683

I had a problem with the risen brutes who spawn after trahearne summons the minions, spawning in the air above my head.

Trahearne promptly used teleport hacks to teleport up there and got owned and died.

The minions sat up there, where they were invulnerable to ranged fire and out of range of melee attacks.

So the quest could not progress.

Crafting Meant for Leveling or Profit?

in Crafting

Posted by: Vorpal.4683

Vorpal.4683

It’s very simple

Crafting is conversion as follows:

materials → experience + finished good

The finished good will always be worth less than the materials because experience has a non zero value.

The only crafting that will be profitable is that which occurs at level 400.

Kind of regretting the Guardian since 80

in Guardian

Posted by: Vorpal.4683

Vorpal.4683

I have 12.8k hp as a guardian in full level 80 +vitality exotics (carrion)

That is an atrociously low HP total for a tanky melee class.

Warriors with the same gear have about 20k hp.

People will routinely say that you need about 15k hp to avoid getting insta killed in various dungeon encounters.

I don’t see how you can get there without being a dedicated ‘tank spec’ – but GW2 supposedly gets rid of the holy trinity idea.

I always hear Warriors say they wish they had gone guardian....

in Guardian

Posted by: Vorpal.4683

Vorpal.4683

I’ve never had a single warrior tell me he wish he’d gone guardian. All the warriors I know are amazed at how good their class is and think it’s only a matter of time before certain builds are adjusted downwards.

I hear “I am an unstoppable God of death” from warriors, not “boy I wish I had rolled a class with less damage potential, much less health, and no range!”

Guardian Bugs compilation.

in Guardian

Posted by: Vorpal.4683

Vorpal.4683

Another issue I have with Orb of Light is that if you cast then activate it immediately, the orb doesn’t seem to appear and heal or do damage.

I can confirm this. Double tab the orb button causes your orb to go on cooldown, but no damage is dealt and no heals are delivered.

post your server stats here

in WvW

Posted by: Vorpal.4683

Vorpal.4683

Comparing the graphs, the ‘green’ servers seem to have the higher populations.

But of course, if higher populations corresponds to greater night time coverage, (which it does) that’s just another way of saying the higher ranked servers are green.

The problem is having players from different time zones in servers

in WvW

Posted by: Vorpal.4683

Vorpal.4683

Success in WvW needs to be decided by battlefield prowess, not by which geographic regions your playerbase comes from.

post your server stats here

in WvW

Posted by: Vorpal.4683

Vorpal.4683

It’s evident that night capping is a huge issue.

I don’t see why points gained when there are no enemies present should be as valuable as points gained when fighting stiff opposition.

Analysis of GW2 WvW compared to DAoC RvR. [Long]

in WvW

Posted by: Vorpal.4683

Vorpal.4683

Finally, water fights are simply broken. I’m not sure what the plan was here, but there doesn’t seem to be a way to finish someone off in the water, without continuing to damage them through downed state. Trying to truly kill someone in the water results in a solid minute of chasing after a downed body that bobs to and from the surface.

I have noticed this as well. I don’t know what is supposed to happen here but it doesn’t seem to be working.

Transfers are killing WvWvW

in WvW

Posted by: Vorpal.4683

Vorpal.4683

The transferring over to opponent servers to steal supply/provide intel, is a HUGE issue.

I propose a 5 day long ban on entering wuvwuv after a server transfer.

That’s late enough in a 7 week matchup to make it not appealing. The current 24 hour timer is insufficient.

The mass dumping of supply is a huge issue. Stolen from another poster…

A big reason for a lot of the server domination is easily the fact that a large number of people from the opposition dump supply. I will keep repeating this, because it is such a large issue. We, as educated gamers, understand that a well coordinated army of attackers versus the same type of defenders is fun. The stakes are higher. Adrenaline gets pumping.

Janthir got their lead by dumping supply from both SoS and Ft Aspenwood. I took screenshots of the ballistas, the arrow carts, and whatever other engines people decided to plop down in front of our beginning waypoint. They then stole supply and built these items up. This is a domino effect and it allowed Janthir to steamroll those points until the very end they had a point lead that was impossible to catch. During the first 48 hours of this past week, Janthir/SoS and Ft. Aspenwood were fighting neck and neck. What changed? Slowly but surely, both SoS & us lost our supply to the abyss…wasted on engines near our spawn. Sea of Sorrows doesn’t even show up at all. They have seemingly given up.

The thing is, when more people from Janthir come out and explain their strategies – it just screams “cheese.” It wouldn’t suck as bad if these scenario’s weren’t happening and it was just a legit stomping by Janthir.

The past week has shown that Ft Aspenwood cares about their strategies. We haven’t changed the way we work the ever-evolving WuvWuv battleground. We’ve constantly considered all angles and work with several guilds & the ‘mindless’ zerg. What defeats all of this is the cheesing of the system. It’s a bad choice by players of Janthir (and other servers who use these tactics) and they should feel bad for using those methods.

As ArenaNet’s flagship feature, WuvWuv is important to a majority of the playerbase. It is imperative that ANet get on this quickly. I am surprised they have yet to.

I think the outmanned/orb bonuses need to be different

in WvW

Posted by: Vorpal.4683

Vorpal.4683

Well, but it’s much much much easier to take the orbs in GW2 than the relics in DAOC.

Also DAOC had many servers where one side owned all the relics and the other sides just more or less gave up for weeks on end.

I think the outmanned/orb bonuses need to be different

in WvW

Posted by: Vorpal.4683

Vorpal.4683

If the intent of the outmanned bonus is to encourage people to come pvp, it should be something that strictly relates to pvp: I suggest upping the drop rate of the badges.

The orb bonus leads to a snowball mechanism, which is definitely not needed. If one server wakes up and the other server has everything and all three orbs, we want to encourage them to come fight and try to take things back, not just give up because of the orb bonus.

I like the idea of the orbs being things you fight over, but I’d rather their effects were more muted or else more pve in nature. This would also be a bit of a self correction in terms of balance.

DAOC had something like this. A highly desirable PVE dungeon was locked until one side took a sufficient number of objectives in PvP. Then they and only they could enter the dungeon. Then if another side took those objectives,t hey could enter the dungeon. They would first have to clean out the previous side, and then they could enjoy the dungeon themselves. (A lot of pvp happened there).

This had the side benefit of getting people who wren’t normally interested in pvp, but wanted to pve in the dungeon, out to test the waters in pvp

I’m not saying GW2 needs to implement darkness falls, just an example of a pve related pvp bonus that seemed to work well and didn’t promote snowballing.

If the orbs gave bonuses to exp, chances of finding rare crafting materials, spawned more orichalcum nodes, etc, that would be extremely useful, but wouldn’t be a snowball mechanism for wuvwuv balance.

Am I too old for gaming?

in Personal Story

Posted by: Vorpal.4683

Vorpal.4683

There are only about 3 different story types anyway. Eventually if you boil everything down, it is all ‘cliche’.

Videogames are predictable because there is a player character present. he is obviously going to be part of the story until the end and not get killed off in the beginning in a surprise twist.

Additionally he will be a figure of some importance.

I think actually having him be a side-kick of the ‘real’ hero is a welcome change of pace, but people seem to hate that.

I would also be OK with a storyline that ended in ruin and defeat for your side instead of glorious victory, but I don’t know how well that would sell to audiences at large.

End Story Loot. (spoilers)

in Personal Story

Posted by: Vorpal.4683

Vorpal.4683

Basically: every major plot point the player chose in his personal story should be represented by a piece of loot at the end. These pieces of loot do not have to be amazing level 80 exotics. They could exist just for the skins. Or they could just be named appropriately and share the same look and stats of other pieces of loot.

Example for a human guardian:

-I chose the parents storyline. At one point it said I picked up half a medallion. Then that part of the story more or less was dropped. Reward could be the other half of the medallion and I can combine them with a transmute stone for a necklace.

-I chose the vigil. Forgal was my bud. Maybe one of the rewards could be a focus that is forgal’s old mead mug. Or something.

-I chose to help the quaggan. I could get a special piece of underwater gear with unique skin (or at least just flavor text) from the quaggans.

-I chose to get the Norn fighters to join my side. Maybe I could get some nice appropriately barbaric looking shoulder armor from them or something.

It would just be nice having that gear around so you could look at it and remember “oh yeah I helped those guys” or “Oh yeah they fought beside me”.

End Story Loot. (spoilers)

in Personal Story

Posted by: Vorpal.4683

Vorpal.4683

Here is what I would expect from the last reward from completing the personal story arc: the culmination of everything you have worked for.

-a specific piece of gear tailored to your character, based on the choices you made , the class you have chosen, and the order you have picked.

It does not have to be exotic, but it must be of sufficient visual significant that the player will be willing to keep it for the looks and transmute onto something

So, say I’m a charr warrior and I picked vigil. My reward is the ‘vigil grandmaster warrior’s helm’ which is like a normal vigil helm but with plumes and insignias of rank on it and such. Maybe I also get some sort of heirloom of forgal’s to carry around to remember him by. If I helped the quaggans, maybe the quaggans give me a unique mouth breather skin. If I helped the skritt, maybe they gave me a huge shiny coin that I can use as a shield. Stuff like that.

Then I feel like I got something. I feel as though the choices I made were significant, that you cared about what I did, and crafted a reward appropriate to the specific path I have chosen in the game.

Getting a bag of random vendor loot is a big let down. Increasing the value of the bag of random vendor loot is nice, but it doesn’t take away from the feeling this was all slapped together with very little care and attention to detail.

You’ve created a very nice framework with all the different paths and choices in the personal story. You need to build on those for the rewards and capitalize on your previous work.

The dialogue... oh lord, the dialogue...

in Personal Story

Posted by: Vorpal.4683

Vorpal.4683

I find the dialog to be basically fine, minus trahearne.

Forging the pact still bugged

in Personal Story

Posted by: Vorpal.4683

Vorpal.4683

It’s not stalling. I submitted a detailed report earlier, but apparently a mod decided to remove it. I think your mods need better training.

I also submitted a detailed report in game with screenshots.

Basically, a whole pack of risen brutes (5-6?) spawn in the air at the last step (after Trahearne has summoned the necro minions). Trahearne teleports up there to duel them, but they are invincible, so he dies.

None of the other NPCS can damage them, and when you try to damage them they are invulnerable.

So you are trapped in combat with a whole pack of invulnerable NPC"s you cannot damage with ranged combat, and that cannot be reached via melee combat.

the NPCs with me were attacking them, just not doing any damage.

Forging the pact,

in Personal Story

Posted by: Vorpal.4683

Vorpal.4683

This quest is still bugged.

Now at the end, a whole pack of risen brutes spawns in the air.

Trahearne teleports up to fight them, and dies.

The NPC’s are invulnerable, even to ranged attacks (melee attacks miss).

So you’re locked in combat with a pack of invincible monsters you cannot reach and it is impossible to complete the quest.

I’m getting so tired of running the same long and buggy story line quest over and over, only to run into bugs that block progress completely.

Forging the pact still bugged

in Personal Story

Posted by: Vorpal.4683

Vorpal.4683

cannot be completed, despite patch note claims to the contrary.

Forging the pact,

in Personal Story

Posted by: Vorpal.4683

Vorpal.4683

We haven’t found a way to get this to happen reliably, so it’s been very difficult to track down. We keep making minor improvements to try and fix the issue, but rest assured we’ll keep working on it until the problem appears to be fixed for good.

When I ran into this bug I was floored, because it only exists because you guys shot yourself in the foot by putting that wall there.

Just get rid of the wall. Even if all the NPC’s who are supposed to be helping me aren’t, if I can clear a path to that door with trahearene and me and go through, the mission would still be possible to complete.

You guys need to think of ways to give yourselves as few possible points of failure as you can.

Having a random wall for no reason that must be (apparently?I was bugged on this step too so I’m not sure) destroyed by NPC’s at the very end serves no purpose at all.

Did the TP bug out or something

in Black Lion Trading Co

Posted by: Vorpal.4683

Vorpal.4683

Guild mates are having the same issues.

I, on the other hand, get only blank tabs when I try to access the trading post.

it is majorly borked right now.

Unable to sell anything on TP

in Black Lion Trading Co

Posted by: Vorpal.4683

Vorpal.4683

The trading post has been working for some users but not others from the very beginning. Hardly surprising it is now broken for some but not others.

Unable to sell anything on TP

in Black Lion Trading Co

Posted by: Vorpal.4683

Vorpal.4683

This is not a soulbound issue. This is a ’ blank trading post tab’ issue.

I and many others are having the same problem.

There appears to be nothing you can do.

Apparently for some part of the playerbase, the trading post is just..down.

Others do just fine.

The trading post has been down all weekend. Why?

in Black Lion Trading Co

Posted by: Vorpal.4683

Vorpal.4683

Apparently it works for others?

I have not been able to access it on any character in any zone all weekend.

This has persisted across multiple complete client restarts.

Needless to say…being entirely cut off from everything having to do with the game economy is not making me a happy customer.

Trading Post still broken for me after a week

in Black Lion Trading Co

Posted by: Vorpal.4683

Vorpal.4683

This is exactly what I see.

Others in game say it is working just fine for them.

Cant use the TP

in Black Lion Trading Co

Posted by: Vorpal.4683

Vorpal.4683

If the buttons are grayed out, usually closing the game completely and logging back in fixes it. (Yes, it is stupid you have to use this as a workaround almost a month after release)

If you don’t see anything in any of the trading post tabs you are just kind of boned.

Cannot Access Trading Post Person?

in Black Lion Trading Co

Posted by: Vorpal.4683

Vorpal.4683

I have been having this bug also.

Versoconjouring Waypoint

in Players Helping Players

Posted by: Vorpal.4683

Vorpal.4683

No NPC’s at the crash site.

However if you swim into the wall nearest the waypoint you can get close enough to trigger it.

Logan.... (Spoiler, only read if you've done Twilight Arbor story mode)

in Human

Posted by: Vorpal.4683

Vorpal.4683

The problem is killing ONE elder dragon doesn’t save the world, and if the Charr and Humans go back to war, you can say good bye to any hopes of killing the rest of them.

Human Cultural Heavy Armor

in Human

Posted by: Vorpal.4683

Vorpal.4683

Compare the tier 1 human heavy armor with the tier 1 charr heavy armor.

The charr blows the human stuff out of the water.

Why can't we craft aquabreather and back items?

in Crafting

Posted by: Vorpal.4683

Vorpal.4683

It looks like you can craft aquabreathers?

http://www.gw2db.com/recipes/4448-water-filter

I haven’t tried it myself. Have you tried it and it doesn’t work? If so, my apologies.

Loved the new CM Story mode

in Fractals, Dungeons & Raids

Posted by: Vorpal.4683

Vorpal.4683

These new dungeons are perfection – they challenge a group, and they’re not there for quickie rewards, but for the thrill ride of doing them.

That would be fine, if you only ever needed to run a dungeon once.

But you don’t, you need to run them again and again.

In fact, if you were only to run dungeons once, it would be a massive waste of time and energy to even create them in the first place. A lot of art work went into those dungeons. Do you really think players are only supposed to see it once?

You see, the thrill ride disappears after you’ve beaten it once.

The rewards you got were atrocious: less exp than I’d get killing a single out of the way moa, and less copper than pays for 1/2 of a single repair.

There are DE’s that take 5 minutes that give much better rewards. And they are just as much a ‘thrill ride’.

Warriors in Dungeons

in Fractals, Dungeons & Raids

Posted by: Vorpal.4683

Vorpal.4683

I’ve honestly found the reverse in many places. A couple well geared warriors using hundred blades on well clumped trash makes the run go MUCH faster.

Yes you have to switch to ranged for many bosses.

HotW Butcher Path broken

in Fractals, Dungeons & Raids

Posted by: Vorpal.4683

Vorpal.4683

Guys, Arena.net isn’t going to fix bugged dungeons if the bugs hurt you.

If you want them to look at it, tell them you speed run it in 20 minutes for 20s a pop. Then it will get some attention.

CoF Rhiannon path (#3) Bug

in Fractals, Dungeons & Raids

Posted by: Vorpal.4683

Vorpal.4683

It’s still bugged. Has been forever.

Arena.net hasn’t moved to fix it.

They sure bestirred themselves to make the #2 run about 10 times as hard though!

Why do explorable mode instances downrank?

in Fractals, Dungeons & Raids

Posted by: Vorpal.4683

Vorpal.4683

As long as it downranks, they can’t claim it’s end game hard content aimed at only well geared 80s.

If its down ranking you to 75, well, level 75’s in blues and greens need to be able to complete it.

The real problem here is invisible enemies. Give their algorithms time to match servers properly.

in WvW

Posted by: Vorpal.4683

Vorpal.4683

I have seen this in three places

1) Wuvwuv, obviously
2) The defend the bridge event in kessex hills
3) Underwater

In all of these situations, you’ll see the effects from someone within range of you long long before you see the person/npc themselves.

I’d much rather see the invading horde right away than their shield of absorption O.o

Rozgar spins my whole team (CoF)

in Fractals, Dungeons & Raids

Posted by: Vorpal.4683

Vorpal.4683

You can do almost every fight in the game with a crappy pug by just graveyard zerg rushing it.

That doesn’t mean it’s a good encounter or well designed mechanic (and I wish they would just remove graveyard rushing)

Why not extend the 'bonus exp' mechanic to dungeon tokens?

in Fractals, Dungeons & Raids

Posted by: Vorpal.4683

Vorpal.4683

It seems to me a fairly simple extension of an existing game mechanic would bypass entirely the need to keep redoing dungeons whenever players settle on a route that is the most ‘efficient’ in terms of tokens earned per hour spent.

(on a side note, if your dungeons weren’t so grindy, requiring 70+ runs to complete, maybe players wouldn’t be so focused on efficiency)

Trying to constantly redo dungeons in terms of difficulty so that players change their behavior is not an easy task – and it seems that the developers realized trying to do this above ground was futile, and so implemented the bonus exp system.

Sure there might be some camp that is everyone’s favorite and the most efficient – but the bonus exp means soon all those other camps no one is at will be better.

So extend the same idea to dungeons. If a particular dungeon is run less often than the others, boost the # of tokens coming from it. If a particular wing is run less often than the others, boost the tokens for that.

This would be self regulating behavior and not require huge dev intervention every couple of weeks.

Harder runs that take longer time, and are thus run less often, will give more rewards.

Eventually all paths should reach an equilibrium of time investment vs token rewards without explicit balancing on arena.nets part.

Rozgar spins my whole team (CoF)

in Fractals, Dungeons & Raids

Posted by: Vorpal.4683

Vorpal.4683

In my experience, it’s not really rozgar who is the problem, but his two greatswords.

At least for me, they are almost invisible and disappear completely into the background. It’s hard to tell if they are near you – if they are near you, you need to move, because you need to see in which direction they are travelling before they hit you so you can dodge to the side instead of along their passage. Non 80’s who dodge along their path will get chewed up and killed.

The atrociously bad camera angles don’t help either.

If you can keep from getting surprise gibbed by the invisi swords, rothgar can be CC’ed or avoided much more easily. His attacks are fairly well telegraphed.

Request: Video of Post Patch CoF Path #2 Completion!

in Fractals, Dungeons & Raids

Posted by: Vorpal.4683

Vorpal.4683

What I’m hearing is that a group containing 4 warriors/guardians specced for extremely high damage are coming about halfway being able to complete this as intended (killing all the mobs) while all other groups fall hilariously short.

This is a badly tuned encounter, and expecting every group to contain 4 dps warriors/guardians is quite silly.

They went on and on about how they removed the holy trinity and now you can group up and run dungeons with any group composition!

Rozgar spins my whole team (CoF)

in Fractals, Dungeons & Raids

Posted by: Vorpal.4683

Vorpal.4683

This is a ridiculously absurd encounter for the people for whom it is intended (level 75’s in blue/green gear) as it is a STORY MODE boss but is easily harder than every single boss in explorable mode CoF.

Level 80’s with full trait points and exotic gear don’t have nearly as much of an issue because they can blow all their cooldowns and get him down below 80% at which point the swords of death go away.