Pretty sure it’s a DDoS attack atm
http://en.wikipedia.org/wiki/Denial-of-service_attack
With regards to the Level3 routing I just did a few different map IP’s and am getting routed from Washington State (home) to California (Level3) to Texas (Servers) so at least on my end I’m not getting routed around the world…at least right now.
Well if he’s not doing it he’s sitting right next to the person who is since he posted the moment the servers went wacky. Was watching his twitter feed before logging in.
It’s this (DDoS):
http://en.wikipedia.org/wiki/Denial-of-service_attack
ArenaNet/NCSoft can only do so much. Other games are going down for hours.
Confirmed it’s a DDoS attack by this kitten hole (hehe I typed that)
https://twitter.com/itzchF
Confirmed by Carbine (Wildstar) and he just announced he was taking NCSoft back down. And of course at that moment I logged in and am getting the same insane lag as last night. No coincidence.
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That’s an unrelated issue that’s been going on for awhile. I was commenting on the near shutdown of NCSoft servers that happened last night, and only lasted for about 20 minutes as far as I can tell.
I just did an IP trace on a few maps in game and I’m getting routed from Washington State to California (Level3) and then to Texas (where their servers are).
Don’t know enough about these interwebs but I’m pretty sure the DDoS attack that was made on NCSoft servers last night was the culprit. Ongoing problems with how Level3 is routing things I haven’t a clue.
So my inventory resizes from 10 slots wide to 8 after every log in, but I might have fixed it just now.
I re-sized the width back to 10 slots as usual and moved it really far to the right. I then closed it and after reopening it had re-sized itself to 4 slots square and moved to the middle of my screen. I re-sized once more and moved to the right (not as far this time) open & closed and it stayed the right size.
I then logged out and back in and the bags were the correct proportions and in the same position I left it. Logged into other characters and all the inventories opened and closed with the right size. Closed game, logged back into first character and still all seems good.
One of my characters has an extra bag slot (the one I was originally using for this test).
- Windows XP
- Fullscreen 1920×1200
- medium to high settings
- UI small
- bags & rarity displayed (not full)
Hope this helps. As others have said this same problem cropped up after an update awhile ago then went away after another patch. This came back with the last major balance/features update.
Well since every game that this kitten lists as targets of his DDoS attack also went down (Wildstar) at the same time I’m still thinking it was a DDoS. But yeah I’ve traced problems with Level3 too.
You know the story of the 6 blind men and the elephant? Basically each one feels a different part, but only one part, such as the side or the tusk. They then compare notes and learn that they are in complete disagreement as to what it is.
Open your eyes.
I’m pretty sure it was a DDoS
Seems all better now…got to hand it to ArenaNet’s servers they bounce back really fast.
Looks like it was a ddos…new guy though
Good catch….thought it was d**p trolling again.
sure does seem like another DDoS attack. Got killed by a spider meleeing me from 100’ away
Massive lag reported from everyone in all areas right now. 5-20 second skill delays, log in delays and even the forum site is incredibly sluggish. Really seems like a ‘Distributed Denial of Service’ DDoS attack.
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Totally amazed by everything in this episode. Only downside is it’s actually making me feel a bit guilty for getting it for free.
@Tobias Trueflight – So weird, I just watched Fight Club again last night. OooeeEEeeooo…
I’m still holding off buying stacking sigils until it’s either confirmed as a bug or just ‘is what it is’. Still seems like a temporary work around as having stacks being non water resistant doesn’t seem like a permanent solution.
Grats!
I actually just recently finally finished Arah story. Even though I played the game since launch and have all 8 80’s I was kind of saving it, waiting for the perfect group that doesn’t just want to skip, stack and otherwise blow through what I considered the ending of a rather long story.
What eventually happened was purely accidental. I was in Arah (storymode) alone just testing out some techniques & builds when a friend of mine offered to join to at least get me past the first door where you need two people to stand on the plates. Long storymode short we just kept going until the end, just us two necros alone against the dragon.
For me it was the perfect way to finally end that story…mode.
This was a problem in another mmo I used to play (won’t name names here but it starts with an ‘R’) and was a huge problem in open world dynamic events. Everyone referred to each boss as simply “that glowing white ball of light” and for good reason. This particular game was far less reactive when it came to the combat too; no tells to dodge and just displayed cast bars to interrupt.
What that game eventually did worked pretty well. They made a small option in the graphic settings that disabled all effects from other players while still displaying yours.
I hope someday GW2 will incorporate a similar option since I’d like to actually see what Malchor keeps going on about.
I dont think this is something they will fix, since it is not broken. The auto attack roots you deliberatly. (I think I read that somewhere, forgot where) You can still get out of the lock by switching weapons.
Yes, it is deliberate and anet has stated so before.
You have to realize that the swords ability to stay on target is insane. And in my opinion it outweighs its minor effect on evading.
ArenaNet has also stated (when talking about Ranger sword #1) that the control of your character is the most important part of the combat system in GW2 and that this skill violates this concept, and while working as intended is being looked at in order to bring it inline with the rest of the combat mechanics of the game.
The main problem being since 2&3 in the auto-attack chain are leaps they cannot be interrupted by a dodge. Maybe changing these to blinks/shadowsteps might be the solution but in any case that’s the main fly in the unguent.
Why can’t they just change it so (in this situation only) skills two and three can be canceled by a dodge, even though they’re a leap? It may not make sense, dodging in mid-air, but really who cares.
They’ve probably said something in regards to this before, but I can’t recall anything.
Yeah totally agree but don’t really know. Seems like the obvious solution but maybe it’s more complicated to implement than we realize. The ‘leaps’ not really being leap finishers however makes me think that there might be some way to customize this. Again I have no idea, need to grab a beer or two with a dev to find out the full scoop I think.
Everything’s op in hotjoin.
I usually don’t agree with rT but in this case…so very right.
Here’s a really great tip someone shared in the forums as a work-around. In Google type:
site:https://forum-en.gw2archive.eu/forum (insert search query here)
Of course type in what you want to search for in the (insert search query here) spot. Hope this helps.
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I dont think this is something they will fix, since it is not broken. The auto attack roots you deliberatly. (I think I read that somewhere, forgot where) You can still get out of the lock by switching weapons.
Yes, it is deliberate and anet has stated so before.
You have to realize that the swords ability to stay on target is insane. And in my opinion it outweighs its minor effect on evading.
ArenaNet has also stated (when talking about Ranger sword #1) that the control of your character is the most important part of the combat system in GW2 and that this skill violates this concept, and while working as intended is being looked at in order to bring it inline with the rest of the combat mechanics of the game.
The main problem being since 2&3 in the auto-attack chain are leaps they cannot be interrupted by a dodge. Maybe changing these to blinks/shadowsteps might be the solution but in any case that’s the main fly in the unguent.
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I think this is a unique and elegant solution to the ranged Ranger dilemma.
I fully support the risk/reward trade-off with ranged in general, melee should always do more damage since theoretically the front lines are taking the lion’s share of the risk. That being said Ranger is a bit unique if you consider their pet is an extension and vital part of their effectiveness. With a melee pet 1/3 of the ranger is always in melee range regardless of where the Ranger stands.
If the Ranger’s pet is seen as simply another weapon the Ranger wields (whether melee or ranged) and 1/3 of their effectiveness it makes sense that if the Ranger risks putting their pet in melee range they should have at least 1/3 the benefits of other players fighting melee.
Obviously this dynamic would make the Ranger unique among other professions at range, as I believe it should be. Rangers should be the ‘archer’ profession in the game. Not the strongest melee but the strongest ranged profession, but only if it is strongly tied to skillful pet management and selection. Once the pet dies this synergy is broken, again as it should be.
I think Wayfinder’s idea is a really good one, and deserves to be looked at and discussed free from as much bias as possible.
Sounding dangerously close to a rep grind like in WoW (which was hellish). Love the invasion idea though, really miss those types of huge random map-wide events from at least one other mmo I used to play.
I found out the hard way. Bought the runes for my ranger (100g) and then posted a comment on the GW2 Bugs Forum about the runes not working with the Jungle Stalker’s Mighty Roar (15 seconds of 5 stacks of might for up to 5 nearby players, which would increase to 21 3/4 seconds – the recharge is only 25 seconds ).
Others explained to me that the rune does not affect might applied by a pet (or another player). I just searched for a link to the topic, but can’t find it anymore – I guess it’s too old now.
Aside from Mighty Roar, warhorn (Call of the Wild – 1 stack of might for 15 seconds) and Marksmanship master trait Beastmaster’s Might (3 stacks for 15 seconds upon activating a signet), rangers can’t stack might except by adding Sigil of Strength or food (I’ve found none of the might stacking food is worthwhile even with the Runes of Strength).
I could not find a build where Beastmaster’s Might was an effective option.
Also, I was informed that nature magic adept trait Concentration Training would increase boon duration from my pets (including Mighty Roar) by 50% to 22.5 seconds. (Note: the pet must be in combat so you cannot stack before commanding the pet to attack, and this trait does not work in pvp: http://wiki.guildwars2.com/wiki/Concentration_Training)
Oh ok, I thought you were talking about the 6th piece bonus damage not working with non self-supplied Might. Yeah any boon or condition duration is determined by what or who supplied it.
~snip~
Note: the rune only affects might that a player places on himself not might obtained from other players or the player’s pet (e.g., jungle stalker’s mighty roar).
Is this really true? I can’t find anywhere that it says this. Could you supply a link or something?
For my 2 cents I think it was a well deserved nerf. Pretty easy to judge the overall OPness of a rune by seeing it sell for x10 times the price of others.
Same here…so annoying. I’ve just been patiently waiting for this to get fixed. Not a huge deal but yeah, annoying.
I had to check this out and got trapped too. Couldn’t even ground target to teleport out, just like when you get caught under the map.
I wp’ed to the closest one to the SW (forget the name) and was still trapped, forever floating/falling a few feet off the ground. Was able to ground target a teleport from that wp at least, so lived to tell the tale.
Yes yes and yes. I was so excited to see that I couldn’t see in the dark. So glad ArenaNet seems to be actively exploring the ideas of actual darkness and dynamic weather.
Here’s an old thread where we brain- stormed alot about the possibilities of dynamic weather systems:
https://forum-en.gw2archive.eu/forum/game/gw2/Daytime-and-Weather-should-affect-gameplay/first
Signet of Vampirism is actually less than helpful. Assuming you manage to proc all 25 stacks (and unless you have a pulsing damage skill active before you cast, you will have at leas 1 stack go unclaimed), you would still be better served by firing off a single Life Blast with that same cast time. If you want group healing, run Well of Blood, not the worthless signet.
Just wanted to point out that even though the usefulness of SoV is debatable, it actually adds more party-wide damage contribution than this. On my build for instance if all stacks of SoV are proc’d it does 9,025 damage every 28 seconds. The healing is 14,200 split between the party. At least 5 players are needed to proc all 25 stacks of course.
I do think the concept of SoV is on the right track, as some form of shared siphoning would be a unique contribution necros could bring. SoV on it’s own is admittedly extremely lackluster atm though.
Yeah you’ll find the arguments get pretty surreal at this point.
Nemesis made a video with the sole purpose of demonstrating the title of this thread. Necro dps = Warrior dps power build. ‘Meta players’ immediately jumped onto the video calling him at best ignorant, at worst a liar. They made some childish videos in order to discredit him, then proceeded to attempt to show proof he was wrong. In the end those very same ‘meta players’ (some of whom have posted in this thread) announced what they have always known, that Necro dps = Warrior dps power build.
And here’s the really absurd part, they still argue that Nemesis was wrong. LOL
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If you didn’t delete the first mail you can read it again and things will start working. Don’t know what you’d do if you deleted though.
This skill is still bugged. animation isn’t as fluid as it has always been. feature pack ruined it.
Ugh…you’re totally right. Just tried on both my Ranger and Thief and they’re still bugged with an annoying back-pedal animation that locks out dodge. Same as before.
Not really sure what those patch notes were talking about. </3
Never been more happy about a nerf. Totally needed (and expected).
You missed the biggest and most important change: 4th bonus on Strength runes had its might reduced from 5s to 10s, and 6th bonus is down to 5%.
I’m giddy with joy about this nerf
Now the ele/hambow/shattermes power creep is a bit more managable, and these runes may actually become cheap again!
Here here! Very warranted nerf. No one rune set should rule them all.
Now I know why they locked that last thread…IT’S FIXED!
Just saw that both skills should be fixed with the new patch.
Great job ArenaNet! <3
EDIT: This is not fixed yet. Sorry I got a little ahead of myself before verifying after the patch. Still bugged.
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~snip~
The heal from Mark of Evasion is also subject to mitigation by Poison, but I don’t know if Vampiric traits are also affected. Since the damage component of the siphons are not mitigated by armor or Protection nor buffed by damage percentile traits such as Close to Death, I wouldn’t be much surprised if the heal component ignored Poison.
~snip~
Just a quick note, all siphoning is effected by poison. I was really surprised when I first saw this actually and for exactly the reasoning in your post. Siphon damage bypasses armor, therefore siphon heals should bypass poison. Really seems logical that siphon heals would not be effected by poison, but alas it is.
Beautiful. Bravo!
That breathtakingly beautiful music gives me chills every time I hear it.
I’m lost. Nemesis video is biased because shows necros are too good or that they are rubbish? I heard both takes on that video.
I really don’t get all controversy about that video. It only shows that Necromancer are not as bad, as I originally thought and in some cases can dish out decent amount of damage. People are angry because they thought Wariors are by far superior to Necros or because we can’t say that Necros are terrible all the time?
This is what cracks me up so much about this debate.
Both Nemesis and the ‘meta players’ attempted to find out how Necromancer & Warrior DPS compare. Nemesis demonstrated his findings through real-world practice, ‘meta players’ through exhaustive theoretical calculations. Neither side disputes that Necromancers lack utility in group encounters. Here are the results:
Nemesis: Necro DPS is roughly = Warrior DPS. Necromancer DPS is fine as it is.
‘meta players’: Necro DPS is roughly = Warrior DPS. Necromancer DPS is fine as it is.
Both sides arrived at the same conclusion, even when approached from two different directions and yet they both say the other’s methods are hopelessly flawed and biased and thus their conclusions can’t be accurate.
They can’t even agree to disagree since (whether they admit it or not) they actually completely agree, as their results are nearly identical.
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Thank you Battou for keeping this very legitimate bug report thread alive. Here’s a little snip from the locked thread to get everyone up to speed who might not be aware of this bug.
It should also be noted that ArenaNet has stated this is in fact a bug (not working as intended) and is looking into a fix. To date this bug is still very much present.
After the May 20th patch (something fourwinds) Theif SHORTBOW 3 have a back-peddling animation of 3-4 steps after the thief lands…this completely ruins the skill.
The actual skill animation is 1½-2 sec LOONG atm and you only evade for ½ sec wich makes you a do nothing for 1½ except looking stupid and back-peddling.
This completely ruins the defensive prospect of the shortbow and makes you a very easy target. Since you cant do anything while in the animation, not even change the direction you are back-peddling.
It is better to not use shortbow 3 at the current state. Just hope you have enough to use 5 at least once.
There is no mention of adding a backpedal animation that extends the distance the thief actually travels. Also, this undesired bug came about with the May 20th patch, not the April 15th patch that mentioned those changes.
Evasion now lasts for .3 seconds less time than it had prior to April 15th. Now that this bug causes the player to be locked into an animation that lasts at least 1.5 seconds longer than it should, it leaves the player completely vulnerable for at least 1.2 seconds where they are unable to perform any action whatsoever.
Using these skills (thief and ranger #3) completely defeats the purpose for the skills to even exist as the added animation is more detrimental to the player than not using the skill in the first place.
It is basically shooting yourself in the foot to avoid getting your toe stepped on; it makes no sense and hurts you more than having your toe stepped on would.
There is no mention of any change being made to the ranger shortbow #3, which also has this added animation.
Two classes, the same weapon, the same skill slot, the same skill function, the same undesirable effect added to the back end of the animation – it being a bug is not in dispute, their being aware of it is.
This was stated by ArenaNet as an accidental emailing. It was only intended for new players and the list has been corrected.
No harm. No fowl. (and no foul even.)
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I was wondering if anyone would bring this particular debate to the forums. Thanks Alaryk! (you are braver than I)
For the record I do believe Nemesis has done an excellent job with this and the follow-up video to simply show that on average DPS Necros are at least on par with Warriors with similar builds.
Note he is not addressing Necromancer’s utility contribution in dungeons, so this should not be a part of the debate concerning this particular video.
I’m sure you’ve seen the amount of controversy this video prompted with some individuals (even certain guilds) who vehemently disagree with this assertion so…well, as Trahearne would say…
“This won’t end well.”
Grabs popcorn, sword is fine
Alright, I’ll stop. I’ve come to recognize when I’m locked into a sword auto chain and, unlike many, have learned how to cope with it. The primary issue is during quickness when I go on the offensive and the opponent pops retaliation. At that point I’m taking quite a bit of damage per hit, and I’ve got to get out of there. Here’s a tip: while dodging doesn’t break the chain, all of your skills with at least a precast (non-instant) will break the chain. This means that both Sword 2 and 3 (which are evades in themselves) as well as Lightning Relfexes (another evade) will break your auto attack chain instantly, giving you that active reaction. Dodge should be treated as a secondary mechanic as a sword ranger, not your primary get out of jail free card as it is with every other class. We have enough inherent evades to compensate for the lack of defense we’re pushed into during a sword AA chain. It’s all about learning and adapting.
Sorry but you have a bit of this backwards. Skills with cast times do not break the attack chain, they are put in the queue to be activated as soon as the chained sequence ends. This of course applies to sword #2 & #3. Doing so is called ‘pre-casting’ the skill. Lightning Reflexes is an instant cast stun breaker so this will break you out the chain, as will most other instant cast or channeled abilities.
If you want to verify this I recommend putting the popcorn down for a moment and try it out for yourself. It’s all about learning and adapting afterall.
Been reading some old posts about the sword and it seems ArenaNet themselves admitted that the auto-attack has some unintended problems. Apparently they said something about control over your character is the most important aspect of the game and the current Ranger sword AA doesn’t fit well into the combat framework of GW2.
DISCLAIMER: Could not find the actual quote from the dev so this is just hearsay. Also this debate has been going on for over a year without much official word from ArenaNet that I can find…so we might just be talking to ourselves at this point.
This is still bugged. Just tested both Thief and Ranger shortbow 3 and they both do a little moonwalk dance after the attack. Can’t dodge or use skills during the dance so it’s pretty broken. I suppose Rangers should be used to getting locked down by animations due to the creative auto-attack of the sword though.
Since it’s been 20 days so far of working on a fix, any progress?
This is a really good point, and a really good solution. +1
Email talkin about Combat tips-is it real or?
in Account & Technical Support
Posted by: Wasbunny.6531
I love how the tips on how to stay alive are illustrated by the Warrior skill bar with Healing Signet. This has to be real.
Yes, a thousand times yes.
It’s so rare to see generalized positive acknowledgements of all the heart and work ArenaNet puts into this game. Although it doesn’t necessarily add much in the way of giving specific feedback, I think an occasional well deserved pat on the back is always important.
I’ll confess I occasionally lurk on other unnamed recently released MMO forums and even with all the toxicity that can accumulate in GW2 forums they’re nothing compared to what I’ve been seeing on others.
/pats ArenaNet on the back
You still have the GS option, it’s viable and probably even the preferred weapon for some fractal encounters where you need to max melee range and kite.
Agreed, but suggesting to simply not use the weapon or debating the need to dodge at all does nothing to address the concerns related to this thread.
Not arguing it can’t be done or worked around. In fact it’s possible to disable dodge entirely and do most encounters in the game.
But if one profession had this fundamental mechanic reduced to functioning only half the time on it’s highest DPS melee weapon I see that as a design flaw, and a problem that needs discussion and a fix.
My proposed solution to turn the leaps into blinks would retain all the current functionality with the sword but allow you to dodge whenever necessary, the moment it’s necessary.
That’s my only point and I’m honestly surprised that anyone wouldn’t want that added flexibility to Ranger’s sword.