Showing Posts For Wasbunny.6531:

Feedback Thread: Account Bound WXP, Ascended and Legendaries!

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Posted by: Wasbunny.6531

Wasbunny.6531

YAY!!! I think ArenaNet deserves some cookies for this one.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Feedback/Questions: Town clothes, Costumes, & Combat

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Posted by: Wasbunny.6531

Wasbunny.6531

2. If the issue is truly about spending time and money on getting combat animations for those specific pieces of clothing (which were some how mysteriously more difficult to do than other items), why spend any time at all on the ones you selected to make the cut?

I’m not sure. Given that the game already performs a similar check, I wouldn’t think creating a “cannot be used in combat” flag would be that hard compared to what they did. ~snip~

Just to clear this up on the technical side, all armor/clothing is ‘weight painted’ or ‘skinned’ to the character making it move with any animations triggered. So once this is done the item will accept any form of animation. Short answer: no extra work.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Wasbunny.6531

Wasbunny.6531

Everyone, I’m just as upset as most in this thread, but can we please keep it civil? As devs have said in the past, they care about the game and they do not make changes to “slap the community in the face.” Can we please not threaten them with any sort of violence and refrain from assuming they are out to spite or ignore the community? Even if you feel this way, it is not productive nor will it help the situation.

Yes, thank you. Please keep it civil to not only our staff, but to each other, while you are giving us your feedback. We are compiling it all together and we should have more answers on a variety of topics regarding Wardrobe when we do.

Thanks for your patience and understanding.

Thanks Danicia

This is pretty encouraging, and keep in mind it’s now 9:30am in Seattle so everyone’s just now finishing their morning latte and sorting through a bazzilion posts & threads.

Be vocal everyone but also be patient.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

What is this island?

in Guild Wars 2 Discussion

Posted by: Wasbunny.6531

Wasbunny.6531

Been playing since almost launch, tried to swim to it at least a dozen times (once even just a few days ago) and I never actually put two & two together to get Claw Island. Haha…so don’t feel bad Ravenfield.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Feedback/Questions: Town clothes, Costumes, & Combat

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Posted by: Wasbunny.6531

Wasbunny.6531

Just re-posting this here since it’s more relevant to this thread:

While I’m usually amused by the creative lengths some go to find something to complain about on these forums, the concerns about the ‘all or nothing’ system for town clothes is totally justified.

I was going to quote a post that I specifically agreed with detailing the problems with the proposed town clothes wardrobe system but there was just too many that word for word mirrored my concerns.

I really do think the community found the ‘fly in the ointment’ of the otherwise exciting new wardrobe system. ArenaNet, please re-think & re-work just this part of the proposed wardrobe system and make all town clothes mix & match just like every other piece of armor in the game.

I feel it’s the only part of the new wardrobe system ArenaNet has missed the mark on and hope they will be flexible enough to fix it before it goes live.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Wasbunny.6531

Wasbunny.6531

While I’m usually amused by the creative lengths some go to find something to complain about on these forums, the concerns about the ‘all or nothing’ system for town clothes is totally justified.

I was going to quote a post that I specifically agreed with detailing the problems with the proposed town clothes wardrobe system but there was just too many that word for word mirrored my concerns.

I really do think the community found the ‘fly in the ointment’ of the otherwise exciting new wardrobe system. ArenaNet, please re-think & re-work just this part of the proposed wardrobe system and make all town clothes mix & match just like every other piece of armor in the game.

I feel it’s the only part of the new wardrobe system ArenaNet has missed the mark on and hope they will be flexible enough to fix it before it goes live.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Feedback/Questions: The Wardrobe System

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Posted by: Wasbunny.6531

Wasbunny.6531

Someone answered this question on a thread I just made regarding this.

Both racial armor and heavy, medium, light are to be limited to the way it was from the start. Though, it isn’t officially stated in the article, someone from Anet commented about a suggestion regarding this some days ago, meaning these are meant to be unique ’’features’’ for those specific races/classes.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Feedback/Questions: The Wardrobe System

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Posted by: Wasbunny.6531

Wasbunny.6531

Oh ok thanks nGumball, that would make sense. I searched around the forums a bit to find the answer but with so many abuzz about the wardrobe changes I didn’t find it. Thanks again

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Feedback/Questions: The Wardrobe System

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Posted by: Wasbunny.6531

Wasbunny.6531

Makes me wonder, with this “all or nothing” system, will cultural armor be available across the board?

I just made a new thread asking this very question. Anybody know? I can’t seem to find any info about how this will affect cultural armors.

EDIT: A kind person just posted this answering this question.

Both racial armor and heavy, medium, light are to be limited to the way it was from the start. Though, it isn’t officially stated in the article, someone from Anet commented about a suggestion regarding this some days ago, meaning these are meant to be unique ’’features’’ for those specific races/classes.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

(edited by Wasbunny.6531)

Feedback/Questions: The Wardrobe System

in Guild Wars 2 Discussion

Posted by: Wasbunny.6531

Wasbunny.6531

Simply love the new wardrobe & dye system proposed, great job ArenaNet!

However I saw no mention of how this would affect cultural armor. If I bought/unlocked one piece of Sylvari armor would only my other Sylvari’s have access to it, or would all my characters regardless of race be able to wear it?

How will this affect the cultural armor achievements?

Just would love some clarification on this if anybody knows, otherwise I suppose I’ll try to be patient and check things out when the patch goes live.

Again, thank you ArenaNet!

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

The Dream of dreams came true

in Guild Wars 2 Discussion

Posted by: Wasbunny.6531

Wasbunny.6531

So excited about this, such a sensible ‘win / win’ system. ArenaNet retains an important revenue stream and players get easy and virtually unlimited freedom with skins & dye changes across all characters. I’m a little giddy about these new features… /hug@ ArenaNet.

I think some are reminded of the wardrobe system in Rift where you could freely make a piece of armor look like any other of the same type…unlimited and for free. Keep in mind though that that system was implemented when Rift was still subscription based, so ArenaNet’s compromise with having the skin changes cost ‘Transmutation Charges’ makes total sense. Very smart.

Love it. Again /hug@ArenaNet.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

[VOTE] Is Guild Wars 2 heading a good way?

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Posted by: Wasbunny.6531

Wasbunny.6531

Well, let me think about this a moment…

Yes.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

(Story help) Mesmer vs Elementalist

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Posted by: Wasbunny.6531

Wasbunny.6531

Brilliant!!!!!!!!!!!

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Merciful Madness: GM Trait Idea

in Mesmer

Posted by: Wasbunny.6531

Wasbunny.6531

What I find most interesting about the mechanic of enemy Confusion healing allies is the potential for zerg busting by Mesmers. In a zerg v zerg fight the default tactic of ‘spam 1’ would have to be more flexible, since if a lot of Confusion is flying around even if the Confusion damage is getting out healed by the zerg they run the risk of continually healing the enemy team.

This would give the potential for Mesmers to tip the scale of zerg v zerg fights. Of course the same counters to Confusion would apply (stop using skills or cleanse the Confusion) but it would add another level of team-wide punishment if these counter measures are ignored.

A number of unskilled players in a zerg just spamming skills and trying to out heal Confusion damage would now be healing the enemy team. Once realized this would make for a third counter to Confusion, scatter or isolate away from enemies. If you are out of condition removal but can out heal the Confusion damage the smart move would be to go at range away from groups of enemies so as not to heal them while fighting. Sort of the flip side to the Necromancer’s Epidemic (instead of being pressured to run from allies you will be ‘motivated’ to gain distance from enemies). Thus large groups could be strategically manipulated to disperse by a focused group of zerg busting Mesmers. And what a beautiful sight that would be.

This mechanic would be punishing to players that stay attacking in melee range with various forms of invulnerability and high health regeneration. Even if they are semi-invulnerable and out healing the constant Confusion damage ticks they are healing the enemies around them with each attack and need to rethink their strategy.

Also interesting is that no one would really know beforehand if a particular Mesmer has taken this trait. Much like Diamond Skin you would only realize this as the fight progresses. Once you see that you’ve just eaten 5k worth of Confusion damage and your opponent’s health has just jumped up simultaneously you’ll (hopefully) quickly adjust your tactics.

This would also make Confusion useful to non-Condition Mesmers to add sustain to otherwise glassy power builds without the need for healing power. Phantasm builds would have their illusions healed by the Confusion ticks, shatter and lockdown builds getting a little clutch healing when in melee. The scepter and torch’s Confusion adding skills would be useful as potential healing tools even for a purely power based build.

Granted the numbers would need to be adjusted to keep everything in balance but I do see a lot of interesting potential in the concept.

Wish I could mod GW2 like I do Skyrim just so I could try it out.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Merciful Madness: GM Trait Idea

in Mesmer

Posted by: Wasbunny.6531

Wasbunny.6531

Thanks for the Feedback everyone.

Although I share some of the cynicism that any of these ideas would ever see the light of day, there is hope. After seeing that a lot of the ideas generated by the community are now to be implemented (free anywhere trait reset, quest driven trait unlocks, backpedal on a misguided Deceptive Evasion nerf etc.) I do think the devs are at least reading and considering ideas put forth on the forums. Really just want this idea to make it somewhere into the pile of ideas at some future morning staff meeting.

@Xaylin: Interesting point about reworking the scepter trait Malicious Sorcery, hadn’t thought of that. I do think though that even with a lot of balancing adjustments to the strength of ‘Merciful Madness’ it would still need to be a Grandmaster trait.

Your idea about reworking Malicious Sorcery got me thinking. I’ve had this idea floating around about how to rework the scepter 1 auto-attack. Maybe this idea, instead of being the default would be tied to Malicious Sorcery. Something like:

Malicious Sorcery – Ether Bolt & Ether Blast are projectile finishers. Reduce recharge on scepter skills.

Here is the full details of how I see this working:


A suggestion for scepter auto-attack:

  1. Make Ether Bolt a projectile finisher.
  2. Make Ether Blast a blast finisher.
  3. The Ether Bolt cast by clones would also be a projectile finisher.
  • Scepter is the only mesmer weapon without a finisher. Even our underwater weapons have finishers.
  • Creates interesting possibilities with glamors, which synergizes well with the Inspiration trait line.
  • Adds potential for both AoE and support capabilities in groups.
  • Enhances conditions builds without creating a spammy quality to it.
  • Gives an alternative (or compliment) to staff as a defensive weapon in holding points in PvP
  • The projectile speed needs to be increased or the pre-cast animation reduced, or both.

I think this suggestion is almost perfect, but if the blast finisher on the second attack proves to be OP (as I think it might) then here is my slight variation and some examples of how simply changing the first two scepter auto-attacks (as well as clone attacks) to 100% projectile finishers would play out.

  1. Ether Bolt: Shoot a bolt of energy at your target. 100% projectile finisher.
  2. Ether Blast: Shoot a second bolt of energy at your target. 100% projectile finisher.
  3. Ether Clone: Shoot out a third bolt of energy that damages your target. Summon a clone that casts Ether Bolt.
  • Opens up interesting weapon combinations such as scepter/focus by using the light field of Temporal Curtain as a way to remove 2 conditions with the first 2 auto-attacks of the scepter.
  • Using Veil in much the same way as above to remove 2 conditions and then stealth.
  • Firing through an ethereal field would apply two stacks of confusion solidifying it’s identity as a confusion weapon.
  • More varied interplay with other combo fields such as being able to life-steal through a necromancers dark field at range or applying burning to a target unwilling to cross through a fire field (Burning Speed / Ring of Fire).
  • The clones would be creating the same effects but since they are usually grouped around the target would serve mainly to reapply chill/burning/poison/blind etc. for as long as the target stands in the combo field. The most powerful scenario for the clones would be standing within an ethereal field as they will be sustaining around 4 stacks of confusion on the target while the field lasts (with 3 clones). Combos like life-steal, regeneration & condition removal will have little impact on the clones and so balance this.
  • In dungeons and group events scepter would have more support utility, even if used by a non-condition build. The clones would at least be adding duration to any combo fields put down while waiting to be shattered and the scepters auto-attacks would help keep the mesmer and the team alive (regeneration, life-steal, chill, weakness, blindness).
  • Since players in PvP and WvW hopefully don’t just stand in combo fields this change would indirectly help re-balancing PvE with regards to Confusion. More stacks of confusion for NPCs standing in an ethereal field, punishing the mindless being a mesmer specialty.
  • Extremely easy for the Devs to dial in the right strength of this after testing by adjusting percentages if needed.

In short it makes the scepter more tricksy and supportive, more situationally random not just RNG. More like the unpredictably confusing magicians wand it was intended to be.

Good point about the possibility of Merciful Madness being overpowered in large groups (zerg v zerg) but I still believe a balance could be reached by adjusting the amount of healing that is converted from the Confusion damage.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

[video] Troll of the Mists

in Mesmer

Posted by: Wasbunny.6531

Wasbunny.6531

Love your videos Alissah…such style & charm.
Inspired.
Subscribed.
Mesmerized.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Merciful Madness: GM Trait Idea

in Mesmer

Posted by: Wasbunny.6531

Wasbunny.6531

An idea for either a replacement for the newly proposed Grandmaster trait Disruptor’s Sustainment or as a future additional Grandmaster trait for the Mesmer.

I feel this stays consistant with the boost to healing & support as well as the general Mesmer theme of ‘bad for you, good for me’.

Inspiration (Grandmaster Trait)
Merciful Madness – Any Confusion supplied by the Mesmer heals up to five allies around the target for 50% of the damage caused. Does not scale with healing power. No internal cool-down.

This would have some interesting side effects.

  • Indirectly it would be converting condition damage / duration stats into a type of healing power, since the amount of healing is directly tied to the damage caused by Confusion.
  • The healing could be triggered by multiple sources to an even greater number of allies, if they are infected with Confusion and use a skill.
  • In certain situations it would motivate the Mesmer to get within melee range in order to get the healing in 1v1, with the obvious risks involved in being close to the target.
  • Further punishes the target for not cleansing the Confusion and using skills, not by buffing the damage but by turning the target into a healer for their enemy (a very Mesmery trick).
  • In WvW and large PvE events this would give further support from the Mesmer to large groups.
  • Interesting counter-play and tactics could result. For instance melee enemies with high healing but low condition cleansing would be motivated to isolate themselves instead of just trying to out heal the Confusion while attacking.
  • Would make Confusion / Condition Mesmers more viable and effective in PvE.

Of course the % of healing to damage is just a guess (could possibly be 100%) but I think this idea would be a viable alternative to the new Grandmaster trait proposed, while remaining support/healing focused. At the very least it would be an interesting addition in the future.

What do you all think?

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

[PvX] New Mesmer Inspiration Grandmaster

in Profession Balance

Posted by: Wasbunny.6531

Wasbunny.6531

Hopefully not off topic but I’m brainstorming alternate grandmaster trait options to replace this relatively lackluster trait. As the OP said, it’s worth a shot.

Another idea that stays in line with a boost to healing and the general Mesmer theme of ‘bad for you, good for me’:

Merciful Madness: Any Confusion supplied by the Mesmer heals up to five allies around the target for 50% of the damage caused. Does not scale with healing power. No internal cool-down.

This would have some interesting side effects.

  • Indirectly it would be converting condition damage stats into healing power, since the amount of healing is directly tied to the damage caused by Confusion.
  • The healing could be triggered by multiple sources to an even greater number of allies, if they are infected with Confusion and use a skill.
  • In certain situations it would motivate the Mesmer to get within melee range in order to get the healing in 1v1, with the obvious risks involved in being close to the target.
  • Further punishes the target for not cleansing the Confusion and using skills, not by buffing the damage but by turning the target into a healer for their enemy (a very Mesmery trick).
  • In WvW and large PvE events this would give further support from the Mesmer to large groups.

Of course the % of healing to damage is just a guess but I think this idea would be a better alternative to the grandmaster trait proposed, while remaining support/healing focused.

What do you all think?

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

[PvX] New Mesmer Inspiration Grandmaster

in Profession Balance

Posted by: Wasbunny.6531

Wasbunny.6531

We need something to bring back confusion builds. Dump the healing grandmaster and replace it to something that buffs confusion. How about confusion ticks for twice as much for 4s on an interrupt?

Sort of love this idea.

Or for 2-3 seconds after an interrupt any Confusion stacked on the target ‘auto-ticks’ once per second (not reliant on used abilities to trigger the Confusion damage). This way when a stun or daze is used to interrupt the Confusion stacks wouldn’t be wasted.

Would have some interesting play with the trait that adds Confusion to shatters, not to mention Perplexity runes adding Confusion on interrupt.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

*SPOILERS* What can be extrapolated

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

I agree, and so does Wooden Potatoes…

Guild Wars 2 Theory Spotlight: The Pale Tree Is A Dragon

I really hope so since it would be the most interesting revelation / plot twist theory I’ve heard so far.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Polite PSA to Anet RE: server population

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

Well said OP and agreed.

I’m personally on TC (high population T1 server) and we are barely able to get all three knights down in the allotted time, and sometimes even fail to do that. While I feel this is perfectly balanced for us, as you should always have a possibility of failure, it is only balanced for high population servers / overflows.

I’m confident ArenaNet are aware of this persistent problem with open world events, but it never hurts to constructively remind them as the OP has done.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

*Spoiler* After the final cut-scene.

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

I was sincerely hoping the story would unfold as more of a moral paradox like Mass Effect, but I’m starting to suspect it’s a little more black & white, good vs. evil.

I was hoping for instance that all the while we battled Scarlet assuming we were fighting the good fight her ultimate goal was to subdue or even kill Mordremoth. A sort of necessary evil for the greater good or balance. Her ultimate goal being the drill and re-channeling of the ley-lines being the only way to keep Tyria safe, whether we understood this or not.

Unfortunately for us simple Tyrians we stopped her plan just short of completion and by killing Scarlet after the drill was operational and the ley-lines re-aligned she was unable to execute the final part of her plan to control the dragon. And now we misguided Tyrians are left with a ruined Lion’s Arch with a big cranky dragon nesting in the rubble.

Unfortunately I’m suspecting this isn’t the case however. For instance, then why not explain this to the Tyrian people instead of working so hard to release an army and deadly Miasma to kill off the populace and make way for the emerging dragon?

I’m hoping there will be more facets to this revealed in the next installment of the Living Story that aren’t so ‘She was a minion, She was crazy/evil.’ and ‘Good guys won, yay.’ I suppose we shall see.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

So how do we all rate the end of LS season 1

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

For the most part I really enjoyed it except…when Scarlet asks,


“Don’t you want to know why I caused all this chaos and destruction?”

To which Braham replies, “Naw whatever, doesn’t matter.”

To which I screamed at my screen, “NOOOooo!! Shut up Braham, let her finish!”

I mean, can you imagine that being the last line of an engaging on the edge of your seat novel?

Otherwise I was really impressed with how much was added (and taken away) during the whole first season of the Living Story.

9/10

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

(edited by Wasbunny.6531)

Polished Content?

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

I think it’s important to step back and gain a little perspective here.

ArenaNet is attempting something completely new to MMO’s by implementing multifaceted content to be released every two weeks by individual teams who are given an average of one month from start to finish to create. This is incredibly ambitious even for a large AAA game company.

I’ve been studying game design with the hopes of someday making it into the industry and even with my limited knowledge of how these projects come together it never ceases to amaze me that they can produce this amount of work in such a short amount of time, bugs or not.

Keep in mind with each new content release all departments have 20 working days from start to finish. The departments being; Concept Design, Level Design, Writers, Sound Design / VO, 3D modeling/Texture Design, Environmental Lighting & Design, Scripting/Code programmers, UI/UX Department, QA Testing, Balance Department, and I’m sure more I’m forgetting. A small team organizing all these departments to release this amount of original content with this many moving parts in 20 days (even if 20% needs bug fixes and fine tuning for the first few days after release) should be appreciated.

I’m not saying there haven’t been naive missteps along the way or that these won’t continue, but these are to be expected when pioneering such a high risk / high reward philosophy to adding new content to an MMO. This ‘Living World’ approach being such a unique development style ArenaNet is learning and fine tuning all elements of this workflow while simultaneously supporting content that is already live.

Also to be kept in mind the entire staff of ArenaNet are far more motivated to please their customer base and to make this game the best it can be than anyone simply playing the game or posting on the forums. It’s not only their labor of love but their livelihood which motivates them to work as hard as they do at this impressive pace.

So you give an excuse for ANets faulty decision to set a development cycle shorter than they need to produce quality content?

They should have realized after some of their LS releases that they just fail in producing quality content in time. The only reasonable thing would have been to lengthen the cycles.

But no, people defend crappy, buggy content because of a stupid decision made 15 monthes ago. Where is the logic behind that?

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Polished Content?

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

I think it’s important to step back and gain a little perspective here.

ArenaNet is attempting something completely new to MMO’s by implementing multifaceted content to be released every two weeks by individual teams who are given an average of one month from start to finish to create. This is incredibly ambitious even for a large AAA game company.

I’ve been studying game design with the hopes of someday making it into the industry and even with my limited knowledge of how these projects come together it never ceases to amaze me that they can produce this amount of work in such a short amount of time, bugs or not.

Keep in mind with each new content release all departments have 20 working days from start to finish. The departments being; Concept Design, Level Design, Writers, Sound Design / VO, 3D modeling/Texture Design, Environmental Lighting & Design, Scripting/Code programmers, UI/UX Department, QA Testing, Balance Department, and I’m sure more I’m forgetting. A small team organizing all these departments to release this amount of original content with this many moving parts in 20 days (even if 20% needs bug fixes and fine tuning for the first few days after release) should be appreciated.

I’m not saying there haven’t been naive missteps along the way or that these won’t continue, but these are to be expected when pioneering such a high risk / high reward philosophy to adding new content to an MMO. This ‘Living World’ approach being such a unique development style ArenaNet is learning and fine tuning all elements of this workflow while simultaneously supporting content that is already live.

Also to be kept in mind the entire staff of ArenaNet are far more motivated to please their customer base and to make this game the best it can be than anyone simply playing the game or posting on the forums. It’s not only their labor of love but their livelihood which motivates them to work as hard as they do at this impressive pace.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Battle for Lion's Arch Open Issues and Tips

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

Eliminating the health bars of the other knights in the UI to ‘avoid confusion’ has made the battle a little less epic feeling.

There was an awkward period of time after we killed our knight where everyone just stood around waiting…and waiting…and wondering how the battle was going. Sort of anti-climactic not being able to see the progress of the other knights during the battle.

Oh well, otherwise things seemed to work out.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Polished Content?

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

Hello all,

Please remember to be respectful towards our staff while giving your feedback. You can be critcal and offer your opinions & suggestions, but we ask that you keep the rude & insulting comments out of your feedback. Thank you.

This is mature common sense communication etiquette that unfortunately sometimes needs to be repeated…and I respect this.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

What to do with 4250 Blade Shards?

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

Please don’t delete them!

You can hold on to your extra blade shards, as the team will be adding something later which will allow you to convert the shards to something of value. Dev will be announcing more on that later. Thanks!

Thanks for the heads up Danicia!
I was debating whether or not to delete them…now I know I can safely remain a blade hoarder.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Polished Content?

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

Re-posting this since it’s relevant here.

I have to say when you have the numbers and everyone’s on the same page the event seems pretty well balanced, challenging and rewarding.

I just finished a successful run on TC main (got straight into main so obviously not enough for overflow). Seemed like we had about 15-30 for each knight, one commander at each point doing head counts before the event. Most actually didn’t think we had enough people but things went pretty smooth.

BUG: The health indicators for the knights however are bugged, all but ours (green) showed no health the whole time. Ours was the last to go down and everyone got their loot (I got 1 core & boxes).

Entered the airship and had a few minutes of down time before some cut-scene dialogue started (never actually saw this before as I was always getting jumped in mid fight).

BUG: A few people got stuck upon entering the airship, locked in an invisible box it seemed. They were told to do an emote and I guess it worked since everyone was unstuck once the fight began.

A few simple commands were issued during the fight (kill ads etc.) and everything seemed really smooth. Still challenging and right up to the wire but we won. Chest appeared, everyone got loot (I got 3 more cores…this time the ones I actually wanted!) and then went into the instance. Unfortunately I got disconnected right as I was leaving so didn’t get anything more (don’t even know if the rewards are repeatable) but whatever. Mission accomplished.

So overall my impression of this latest change to the Scarlet encounter is improving with one very important caveat. As I said I am on a high population T1 server (TC) and we barely had enough people. I don’t see how a low population server or overflow would have any chance of success. This coupled with the mechanic that unless your knight goes down you get nothing widens the gap between those who will spread out and those who want to ensure they at least get something.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Battle for Lion's Arch Open Issues and Tips

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

I have to say when you have the numbers and everyone’s on the same page the event seems pretty well balanced, challenging and rewarding.

I just finished a successful run on TC main (got straight into main so obviously not enough for overflow). Seemed like we had about 15-30 for each knight, one commander at each point doing head counts before the event. Most actually didn’t think we had enough people but things went pretty smooth.

BUG: The health indicators for the knights however are bugged, all but ours (green) showed no health the whole time. Ours was the last to go down and everyone got their loot (I got 1 core & boxes).

Entered the airship and had a few minutes of down time before some cut-scene dialogue started (never actually saw this before as I was always getting jumped in mid fight).

BUG: A few people got stuck upon entering the airship, locked in an invisible box it seemed. They were told to do an emote and I guess it worked since everyone was unstuck once the fight began.

A few simple commands were issued during the fight (kill ads etc.) and everything seemed really smooth. Still challenging and right up to the wire but we won. Chest appeared, everyone got loot (I got 3 more cores…this time the ones I actually wanted!) and then went into the instance. Unfortunately I got disconnected right as I was leaving so didn’t get anything more (don’t even know if the rewards are repeatable) but whatever. Mission accomplished.

So overall my impression of this latest change to the Scarlet encounter is improving with one very important caveat. As I said I am on a high population T1 server (TC) and we barely had enough people. I don’t see how a low population server or overflow would have any chance of success. This coupled with the mechanic that unless your knight goes down you get nothing widens the gap between those who will spread out and those who want to ensure they at least get something.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Battle for Lion's Arch Open Issues and Tips

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

Of course in the heat of battle everything is a kittenaotic (no idea why that word is censored), but how much more realistic and exciting would this make it.

Chaotic isn’t. You preceded it with bit and followed that with a ch word.

Haha thanks Sariel V! Was really baffled by that one…a bit.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Current Scarlet's Knights (Post Patch 3/6)

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

I have one of every class. Favorites are the Ranger, Necromancer, Engineer, and Thief. The thief is currently my main, and I tend to build him tanky due to this reason so I can survive a lag spike. But since the knights are a DPS race, I had to pull out the zerker gear and retrait for the DPS setup. Besides, the Critical Strikes traitline alone can make P/P very very dangerous.

It’s still poor ranged DPS if that’s what you’re most concerned about.

Hmm? P/P thief is very strong single-target. Less damage than melee, of course, but during the year+ when I played mine, its single-target damage was much higher and more sustainable than mostly every other ranged profession I came across (WvW).

I wouldn’t call it “very strong.” The auto attack damage is bad for a direct damage setup. The average channel time is also too long for how much damage it does.

In a PvP/WvW environment it has other additional weaknesses. 900 range + retal will tear you up + it’s very easy to mitigate while providing very little mitigation itself… PP just isn’t a good weaponset overall and could use a rework.

Much better than: ‘Ok this is what you do then bro. Drop the thief. It’s not a class for people that are laggy. Get a guard and build for scepter damage (highest ranged dps + good support + good survivability). Done.

Sorry that you didn’t ask about what class would be more tolerant to lag before you made your thief : / ’

I think we’re all a bit frustrated right now, sorry for being a bit snarky. My back just bristles when anyone says things like ‘Drop the theif, get a guard.’ since I do feel that all professions should be viable, laggy or not.

My frustration is not meant to be directed at you but at events & content that make this advice actually valid.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Current Scarlet's Knights (Post Patch 3/6)

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

I have one of every class. Favorites are the Ranger, Necromancer, Engineer, and Thief. The thief is currently my main, and I tend to build him tanky due to this reason so I can survive a lag spike. But since the knights are a DPS race, I had to pull out the zerker gear and retrait for the DPS setup. Besides, the Critical Strikes traitline alone can make P/P very very dangerous.

It’s still poor ranged DPS if that’s what you’re most concerned about.

@Aberrant: Dude just move on…you’re not being helpful at all lecturing someone to abandon their profession. I have all 8 80’s and found that my scepter DPS guardian was the only one who was optimal in these encounters. This is not the fault of any player playing another profession or build, this is a design flaw with the mechanics of the event. Please direct your frustration and criticisms appropriately .

If no one says anything, he’ll never know. Being optimal is not required for this event. However if you’re complaining about dps while using a pp thief while trying to play optimally while being laggy… you’re just doing it wrong.

Then how about saying more than ‘uh bro re-roll a guardian’ and perhaps suggesting to ArenaNet that they need to make all professions equally viable in these encounters?

I’m personally very frustrated that I can’t bring any of my other 7 characters to this culminating event because it’s designed for raw zerker damage ranged DPS.

Don’t hate the player, hate the game.

And for the record I love the game, only reason I point this out is in the hopes it will improve.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Current Scarlet's Knights (Post Patch 3/6)

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

What was the point in making these drastic sweeping changes to an event while it’s in progress? I really enjoyed how it was before, now it’s just a nightmare. Every run since the latest patch has been a complete failure for me, it seems unwinnable now. Still not getting loot either, so every aspect of this patch is pretty distressing.

Before it was very hard to fail. Now you actually need to put in a little effort (srsly it’s not that hard as long as you have bodies). That’s a massive improvement.

A little effort? MY UNLOAD IS DOING 40% LESS DAMAGE THAN BEFORE THE PATCH AGAINST THE KNIGHTS! That’s on me wearing my full zerker gear. Now imagine 40% less damage on everybody, on TOP of the no more zerging change. That was the part that was unnecessary, the damage reduction on what the knights take. The split up thing I was okay with, it’s cool…but 40% less damage dealt to them by direct attacks? Congratulations, you’ve broken the fight completely.

You’re spamming unload as a thief and expecting DPS… seriously? Also cool caps/bold bro.

The knight can knockdown and then triple combo you to downed state easily if you get close. Only a foolish thief would go into melee range, and this fight is a DPS race, thus forcing Unload since it’s the fastest ranged DPS a thief has. Plus Unload lets me get out a ton of conditions with the venoms I have on for the condi-burst phase.

Learn to dodge? It’s not like her attacks aren’t loudly broadcast. It forces inexperienced players to range, agreed. There are better professions for you to play if this is what you’re going to be doing.

Overall DPS > being slightly faster when you apply the conds at the start of that phase.

I also suffer from my connection having random fits of lag spikes. I’d rather not end up a burden on everybody else due to constantly downing.

Ok this is what you do then bro. Drop the thief. It’s not a class for people that are laggy. Get a guard and build for scepter damage (highest ranged dps + good support + good survivability). Done.

Sorry that you didn’t ask about what class would be more tolerant to lag before you made your thief : /

@Aberrant: Dude just move on…you’re not being helpful at all lecturing someone to abandon their profession. I have all 8 80’s and found that my scepter DPS guardian was the only one who was optimal in these encounters. This is not the fault of any player playing another profession or build, this is a design flaw with the mechanics of the event. Please direct your frustration and criticisms appropriately .

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

(edited by Wasbunny.6531)

To encourage players to split up?

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

re-posting of a re-posting since I apparently feel strongly about this.

So the problem as I see it is there is no reason at all for the first 50 players fighting a Knight to leave since they will be the one’s getting the rewards regardless if the event fails.

If an overflow has 110 players there will be: 50 on blue, 50 on red, 10 on green (which will fail). Those on red & blue will get loot, green nothing.

re-posting this from another thread

So just got back from trying out the new mechanics & reward system and this is how it played out.

Ran to blue first at random (and because I want the blue back piece…worth a shot). Soon realized I wasn’t getting the attunement and so doing 0 damage.

Immediately asked in map chat who was under 50. Understandably it was hard for anyone to tell in the midst of battle.
A note here, since I have my culling turned all the way down it was impossible to tell how many players were anywhere. I’m sure I’m not the only one having to do this due to crashing with culling turned up.

Looked at the status of the 3 Knights and saw that green was behind so rushed off to go help, hoping there wasn’t already 50 there. There wasn’t…GREAT!…finally doing some damage.

Of course there was only maybe 10 there, the rest were finishing off Red & Blue (no reason to leave if you are already in the first 50).

We unlucky 10 ineffectually wailed on Green until the timer ran out…fail.

Those who where lucky enough to be in the 50 for Red and Blue got a chest…those that ran to Green to help…nothing.

My suggestions:

  • Make a simple windowed time (unreliant upon a 50 max player cap) in which the Knights need to be killed, within the total max time of 12 minutes.
  • Make the status of the Knights during the event display throughout the entire map. When downed and waypointing or just entering there is no way to tell where to go until you get there, and by then it’s often too late.
  • If the event succeeds all get the appropriate loot. If a person is lucky enough to get a core they choose (much like choosing a reward from a personal story) which core they get. If the event fails no one get anything.

That would simply work. So far this simply isn’t.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

(edited by Wasbunny.6531)

Current Scarlet's Knights (Post Patch 3/6)

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

Just tried it and beat it easily first try. We split up and don’t even have the max amount of players on each knight. Around 30 on blue knight and they beat it faster than everyone else. It scales to the amount of players by the knight so don’t have anyone there that doesn’t have the buff because they will just make it harder for you. The event is a lot better this way. A lot more organized and you’re guaranteed loot if you complete the event rather than before.

You don’t get loot for just completing the event, you have to be one of the 50 who kills one of the knights. If the event fails the ones who downed their knight get loot, the others get nothing.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Current Scarlet's Knights (Post Patch 3/6)

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

So the problem as I see it is there is no reason at all for first 50 players fighting a Knight to leave since they will be the one’s getting the rewards regardless if the event fails.

If an overflow has 110 players there will be: 50 on blue, 50 on red, 10 on green (which will fail). Those on red & blue will get loot, green nothing.

re-posting this from another thread

So just got back from trying out the new mechanics & reward system and this is how it played out.

Ran to blue first at random (and because I want the blue back piece…worth a shot). Soon realized I wasn’t getting the attunement and so doing 0 damage.

Immediately asked in map chat who was under 50. Understandably it was hard for anyone to tell in the midst of battle.
A note here, since I have my culling turned all the way down it was impossible to tell how many players were anywhere. I’m sure I’m not the only one having to do this due to crashing with culling turned up.

Looked at the status of the 3 Knights and saw that green was behind so rushed off to go help, hoping there wasn’t already 50 there. There wasn’t…GREAT!…finally doing some damage.

Of course there was only maybe 10 there, the rest were finishing off Red & Blue (no reason to leave if you are already in the first 50).

We unlucky 10 ineffectually wailed on Green until the timer ran out…fail.

Those who where lucky enough to be in the 50 for Red and Blue got a chest…those that ran to Green to help…nothing.

My suggestions:

  • Make a simple windowed time (unreliant upon a 50 max player cap) in which the Knights need to be killed, within the total max time of 12 minutes.
  • Make the status of the Knights during the event display throughout the entire map. When downed and waypointing or just entering there is no way to tell where to go until you get there, and by then it’s often too late.
  • If the event succeeds all get the appropriate loot. If a person is lucky enough to get a core they choose (much like choosing a reward from a personal story) which core they get.

That would simply work. So far this simply isn’t.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

(edited by Wasbunny.6531)

Still no Knight Loot after recent patch

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

I’ll re-post this as well
Unfortunately for me and for anyone else who’s main goal is to get a particular color back piece upgrade the best strategy for this event is now:

  • Camp early the particular Knight you hope to get the core from, assuring you one of the 50 max spots.
  • Stay there irregardless of the status of the other knights, you will get the loot as soon as it is downed whether or not the event fails.

This is getting dangerously close to the awful ‘kill stealing’ or camping of other MMO’s.

I’m willing to forgo the blue backpiece out of my objection to this strategy. Not many others will do the same however, which is totally understandable. Making this the optimal strategy for attaining a soon to be out of reach item is unacceptable.

I love this game and absolutely respect that the developers are doing all they can to make it the best it can be. I sincerely hope they take some of these suggestions to heart in this or future updates so we can all continue to enjoy the game we love.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Still no Knight Loot after recent patch

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

Need to re-post this here because it’s very relevant.
So just got back from trying out the new mechanics & reward system and this is how it played out.

Ran to blue first at random (and because I want the blue back piece…worth a shot). Soon realized I wasn’t getting the attunement and so doing 0 damage.

Immediately asked in map chat who was under 50. Understandably it was hard for anyone to tell in the midst of battle.
A note here, since I have my culling turned all the way down it was impossible to tell how many players were anywhere. I’m sure I’m not the only one having to do this due to crashing with culling turned up.

Looked at the status of the 3 Knights and saw that green was behind so rushed off to go help, hoping there wasn’t already 50 there. There wasn’t…GREAT!…finally doing some damage.

Of course there was only maybe 10 there, the rest were finishing off Red & Blue (no reason to leave if you are already in the first 50).

We unlucky 10 ineffectually wailed on Green until the timer ran out…fail.

Those who where lucky enough to be in the 50 for Red and Blue got a chest…those that ran to Green to help…nothing.

My suggestions:

  • Make a simple windowed time (unreliant upon a 50 max player cap) in which the Knights need to be killed, within the total max time of 12 minutes.
  • Make the status of the Knights during the event display throughout the entire map. When downed and waypointing or just entering there is no way to tell where to go until you get there, and by then it’s often too late.
  • If the event succeeds all get the appropriate loot. If a person is lucky enough to get a core they choose (much like choosing a reward from a personal story) which core they get.

That would simply work. So far this simply isn’t.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Battle for Lion's Arch Open Issues and Tips

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

Unfortunately for me and for anyone else who’s main goal is to get a particular color back piece upgrade the best strategy for this event is now:

  • Camp early the particular Knight you hope to get the core from, assuring you one of the 50 max spots.
  • Stay there irregardless of the status of the other knights, you will get the loot as soon as it is downed whether or not the event fails.

This is getting dangerously close to the awful ‘kill stealing’ or camping of other MMO’s.

I’m willing to forgo the blue backpiece out of my objection to this strategy. Not many others will do the same however, which is totally understandable. Making this the optimal strategy for attaining a soon to be out of reach item is unacceptable.

I love this game and absolutely respect that the developers are doing all they can to make it the best it can be. I sincerely hope they take some of these suggestions to heart in this or future updates so we can all continue to enjoy the game we love.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Battle for Lion's Arch Open Issues and Tips

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

So just got back from trying out the new mechanics & reward system and this is how it played out.

Ran to blue first at random (and because I want the blue back piece…worth a shot). Soon realized I wasn’t getting the attunement and so doing 0 damage.

Immediately asked in map chat who was under 50. Understandably it was hard for anyone to tell in the midst of battle.
A note here, since I have my culling turned all the way down it was impossible to tell how many players were anywhere. I’m sure I’m not the only one having to do this due to crashing with culling turned up.

Looked at the status of the 3 Knights and saw that green was behind so rushed off to go help, hoping there wasn’t already 50 there. There wasn’t…GREAT!…finally doing some damage.

Of course there was only maybe 10 there, the rest were finishing off Red & Blue (no reason to leave if you are already in the first 50).

We unlucky 10 ineffectually wailed on Green until the timer ran out…fail.

Those who where lucky enough to be in the 50 for Red and Blue got a chest…those that ran to Green to help…nothing.

My suggestions:

  • Make a simple windowed time (unreliant upon a 50 max player cap) in which the Knights need to be killed, within the total max time of 12 minutes.
  • Make the status of the Knights during the event display throughout the entire map. When downed and waypointing or just entering there is no way to tell where to go until you get there, and by then it’s often too late.
  • If the event succeeds all get the appropriate loot. If a person is lucky enough to get a core they choose (much like choosing a reward from a personal story) which core they get.

That would simply work. So far this simply isn’t.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

(edited by Wasbunny.6531)

Battle for Lion's Arch Open Issues and Tips

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

I still don’t see how this is better than a mechanic that is already implemented elsewhere:

‘All three knights must be killed within a 3 minute time window and within the allotted 12 minute time for the event.’

Wouldn’t that more elegantly solve all these problems?

This would allow (for those not looking at the status of the three knights) for simple map chat call-outs like ‘Hold off on green’ or ‘Need help with blue’ etc. The orchestration would feel rewarding when pulled off correctly and it would make the fight that much more rewarding.

Of course in the heat of battle everything is a kittenaotic (no idea why that word is censored), but how much more realistic and exciting would this make it? I think much more than simply realizing you’re doing no damage and so run blindly to the next Knight hoping you’re not the 51st player to get there.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Battle for Lion's Arch Open Issues and Tips

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

With the recent build, can anyone please explain to me how cores will work now. Do we get a “chance” to get ONE of 3 from the reward chest?
~snip~

This…is an incredibly good question. Theories?

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Battle for Lion's Arch Open Issues and Tips

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

There’s a guild challenge in which you have to kill 3 bosses within the same time window that works perfectly to split up the ‘zerg from one to the other’ tactic. It makes coordination very important and creates a much more interesting fight.

I wouldn’t expect an overflow full of random people to perform on the same level as a guild would, full of people who know each other, and have done several encounters with together, and who are probably sharing some kind of voice chat.

Not saying it can’t be done, but I don’t think it would make the event very entertaining. There will always be those who wont listen when people start shouting in map chat to stop attacking. Then there will be situations where one color may not have enough people, and in a bid to correct it, people may end up overcorrecting, then confusion sets in. (etc etc, problems that usually occur when random people are thrown together)

Somewhat agreed, although on that first day before anyone knew any better in every overflow I was in we made sure there was one commander doing head counts at each Knight location prior to the event. It really is the same that was done for the marionette lanes, so I know it’s not impossible.

This made the fight really interesting btw that first day before B>G>R since we could watch the progress of the three bosses and if one seemed to be lagging it was possible to re-adjust numbers mid fight (admittedly very tricky).

Of course these mainly failed since Blue would reset to everyone’s horror just before it went down.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

In Tune - Achievement Bugged

in Bugs: Game, Forum, Website

Posted by: Wasbunny.6531

Wasbunny.6531

I’ve seen the many posts on both this forum and the Game Bugs forum reporting issues with the Assault Knights and I’d like to take a few minutes to respond to you all. We are certainly not ignoring the forums, the lack of red posts is because I have been running around trying to get the issues you report fixed as quickly as possible and I have not always had the time to follow up on your threads and let you know!

In regards to the Assault Knights, we are currently working on issues with:

  1. How the Knights distribute their rewards to Players
  2. Design and balancing tweaks to help the all around functionality of the Assault Knight events

I do not have an ETA on the fixes, but be assured, they are of top priority. More details on exactly what was changed will be in the patch notes of the future hotfix when we release the fixes for both issues.

I would also like to touch base on the Achievements for the Battle for Lion’s Arch Release, in particular:

  • Six Minutes to Knightfall
  • No More Tricks, Scarlet
  • In Tune
  • Bigger, But Not Faster

All of the Battle for Lion’s Arch achievements have been tested for their functionality and do unlock correctly; I have a few tips/notes for each:

Six Minutes to Knightfall

  • This is likely not awarding due to the way we are currently awarding participation and rewards. Once we fix the first two issues listed in this post, this achievement should be attainable for everyone who gets event credit for an Assault Knight in a map.

No More Tricks, Scarlet

  • This achievement requires a good deal of skill and awareness, make sure you are watching for the red telegraphs that show where the Holograms will fire next and make sure you do not run through any active scorch marks during the fight, good luck!

In Tune

  • This achievement is also a tricky one, I would recommend you disable your auto attack so that you are precisely controlling when you hit the holograms. Necros, Rangers, Mesmers; watch your minions, pets, clones, and phantasms, their damage counts against you if you are not attuned. Engineers, your turrets fall under that category as well. For all professions, I would recommend crafting your build based solely on damage your character does and not use any summons or sources of outside damage. Again, attention is critical, always be aware of your current attunement and the attunement of the hologram you are fighting.

Bigger, But Not Faster

  • This achievement also requires vigilant attention. Watch for the large red Extraction telegraph rings as a warning. Keep your dodges saved for this skill only. A good time to dodge is when you see the Knight jump up into the air; dodge sooner/later than that and you will miss the window and get hit by the Extraction attack.

I hope this post goes some way in helping you all progress through the Battle for Lion’s Arch content and I’d like to thank you all for posting in this forum. You all are invaluable in helping us to respond to issues that arises quickly as possible.

This recent post might help.

https://forum-en.gw2archive.eu/forum/livingworld/escape/Battle-for-Lion-s-Arch-Open-Issues-and-Tips/first

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Battle for Lion's Arch Open Issues and Tips

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

There’s a guild challenge in which you have to kill 3 bosses within the same time window that works perfectly to split up the ‘zerg from one to the other’ tactic. It makes coordination very important and creates a much more interesting fight.

I was really hoping that was the case with the knights but it’s not. I’ve tried suggesting in map chat that we split up and take them all down at once but unfortunately mine is a tiny voice in a storm of “BLUE>GREEN>RED!!!”.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Battle for Lion's Arch Open Issues and Tips

in Battle for Lion’s Arch - Aftermath

Posted by: Wasbunny.6531

Wasbunny.6531

~snip~
In Tune

  • This achievement is also a tricky one, I would recommend you disable your auto attack so that you are precisely controlling when you hit the holograms. Necros, Rangers, Mesmers; watch your minions, pets, clones, and phantasms, their damage counts against you if you are not attuned. Engineers, your turrets fall under that category as well. For all professions, I would recommend crafting your build based solely on damage your character does and not use any summons or sources of outside damage. Again, attention is critical, always be aware of your current attunement and the attunement of the hologram you are fighting.

Is it even possible for a mesmer to do this? I mean basically no illusions can be out whatsoever during the entire fight.

Has any mesmer done this? (If so you should get a special medal or something)

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Assault Knights not dropping loot/chests.

in Bugs: Game, Forum, Website

Posted by: Wasbunny.6531

Wasbunny.6531

An this is the 10th thread on the loot issue, and still no Anet reply! Can we hit 15? Even 20? Only time will tell!

Also, for relevancy, “I too am not receiving loot from these events.”

What…I’m the lucky 10th?! I WIN!

Flush from victory excitedly rushes to loot the winning forum thread.

No loot for winning that either.

sighs

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Assault Knights not dropping loot/chests.

in Bugs: Game, Forum, Website

Posted by: Wasbunny.6531

Wasbunny.6531

I’ve been getting a batting average of about 0% loot drops from Legendary Knights in Lions Arch for the last couple days.

Is this a bug or is there only a small percentage chance to receive any amount of loot regardless of participation level?

Thanks in advance,
Wasbunny

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

Assault Knights not dropping loot/chests.

in Bugs: Game, Forum, Website

Posted by: Wasbunny.6531

Wasbunny.6531

You can see Anet posts by visiting the Dev Tracker forum. They’re alive.

Hmm…good point. Well then ArenaNet…‘No soup for you!’

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~