The Distance of RoL has been at 1200 units for some time now and it did not get nerfed with the patch. It’s likely you are just experiencing latency.
Not really considering combo fields are meant more as a cross weapon/player things rather than something you can constantly spam. Not to say there aren’t exceptions, but if everyone had a full combo it would hurt team play.
And if they wanted you to bring aoe heal to the table they would have given you an aoe heal rather than water and a blast.The idea behind combo fields and combo finishers is mix and matching. Giving depth to the combat and finding combinations that complement your playstyle.
Granted, some fields and finishers are much weaker than they should be while others are simply to strong.
Next feature patch I really hope ArenaNet goes more into this untapped system, adding more fields, finishers types and improving the effects of what each field can do.
I’d rather they fix the current issues. Like how one guard can ruin all combo fields in a run. I know there was a post a while back about combo fields priorities and the devs basically called the player base idiots that wouldn’t understand combos working with your own fields above all else.
This being the same devs that don’t want to split balance between the three game modes because they don’t want to make players have to think differently in the different modes, even though they already have to…
Edit: here’s the post I was thinking of https://forum-en.gw2archive.eu/forum/professions/balance/PvX-My-blasts-prioritize-my-combo-fields/first
Not really considering combo fields are meant more as a cross weapon/player things rather than something you can constantly spam. Not to say there aren’t exceptions, but if everyone had a full combo it would hurt team play.
And if they wanted you to bring aoe heal to the table they would have given you an aoe heal rather than water and a blast.
As someone who largely prefers to play a roamer, and back cap I’d have to say no, you aren’t gimping your team simply by playing a bunker guard. You CAN kitten your team if you all are bunkers and no one has the power to take a point back when it is eventually lost. You have to have a certain degree of balance between roaming and bunking in your group. In my ideal group 1 guy is the immortal bunker, 3 guys are constantly roaming making uneven fights and 1 guy is bouncing between home and mid fighting. Usually with the immortal bunker largely in endless fights on mid.
But that’s just what I’ve had the best luck with in my matches.
If the base Item, is still the mysterious vine then you should be fine since it is only a skin being applied over the item. Just like upgrading the Fractal back-piece so long as the original item is only skinned, you can just mystic toilet it to the next tier as if it was normal looking.
Well for one they decided back in like December of last year that they were going to be splitting off anything not associated with the current story patch into it’s own large patch after the season is over.
Secondly the instance focus is due to the fact that they are trying to design all the content to be playable infinitely further down the road. Meaning everything has to be do able solo. And we all know how much people complain about having to find 4 people, in an MMO mind you, for one story dungeon at the end of the PS.
And thirdly given the size of anet not every single patch can be a new map and story, The tower of nightmares happened over months, just for one temporary instance that would later blow up and change the map in a minor way and added a few more events. They even ditched the nice chest that you could get in the region for dragonite and other rares. They have to spend Larger amounts of time on these new patches because unlike before they cant just sweep the unmentionables under the rug, seeing as they want to charge money for these ones.
I play with everything turned on, and haven’t seen it lately, so they may be reworking it or more likely it’s bugged.
It is complete. Dry Top was always this small.
If it’s complete then the Zone name and level needs to be moved on the map because it’s not centered. Most everyone who noticed this(including me) expect more of Dry Top to be opened in the coming releases (although it still won’t be the same size as any other zone in the game).
Well if NPC dialog is anything to go by, an expansion of the zone is likely going to have something to do with the mine.
There’s also the centaur camp that’s just off the cliff above the village. Not to mention that if you do all the achieves the inquest are moving items right past said camp during the boss fight with the mentally foobar twig. And to go in line with the fact that the seraph are not there after scarlet or the dragon but rather the bandits and black market traders, it’s more likely we’ll chase them instead. And for those who don’t know there is an npc up by the centaur camp, watching us, by the name of Mysterious figure.
I imagine that they have more than one ship, since they live and travel in them. And the one that we see is just one of the fleet of ships they use. And the fact that more than one goes down implies a large portion if not all of them are affected.
I always counted at least 5 spiders, 2 far and up towards the boss spawn, one close and up the short steps, one by the door and 1 to the left of the door you walk down from. It’s been like that since at least the revamp way back, if not launch.
They added it some time close to launch so that the leader of the dungeon or instance couldn’t be kicked out for another person or visa versa. If it’s really bugging you just host your own run.
Edit: Here’s the post https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-November-15-2012
(edited by Xcorpdog.2840)
A better system would probably to weigh end rewards based off of what was done in the dungeon rather than who’s in the party since all you would get from your way people pushing harder into dps for more loot in less time. Bringing someone who hasn’t done a run before can often triple run time or more.
Something like in ac killing kholer should reward more end reward than not killing him same goes for other side objectives, HotW totems anyone?
A game I played that made you wanna complete everything in the zone rewarded you with rare loot tables if you killed all the mobs, broke all the objects, and gathered all the things, but also graded you on time so it was balanced more so than: clear=get loot.
The other problem with the systems for dungeons right now is nothing really requires anything but stack and slap, nothing in the game gets hard,(read not impossible) because you brought only zerker warriors, eles and guards. If there were more fights in which having cc and other soft controls really made things easier people would run more control.
On that note there should also be some form of attribute adjust for control since a full tank spec sentinels and a dps spec zerker, have the same hard cc effects.
Not to mention at the moment Anet hasn’t come up with any real way to scale combat, more players or higher fotm level just means things do more damage and have more health not more skills like that promised pre-launch.
Tl:Dr
Better reward scaling(not just more loot)
Better CC stat scaling(defiant is fine in dungeons just not pugs)
Better Ai and mob scaling(mobs shouldn’t be just stack and slap, all the time)
More interesting mob mechanics
Engi, mostly necros are pingpong balls 2.0
Wouldn’t say not for anything, it’s impossible to pass up in WvW zerging but one of the problems with the weapon is it is a very choppy weapon. Sure you can do insane dps in fire but you don’t have any real defense aside from fire 4, Water can heal but not damage, air can keep you moving and control but pales in the dps category. And Earth has utility but no real damage making you very non-threatening.
With the other ele weapons there’s more even distribution of useful skills if you ask me. D/D for instance earth and fire both do nice damage air has the highest hitting auto with massive cleave and water has damage reduction, condi cleanse, healing, and a blast.
It takes a decent group to really take advantage of the Staff where everything else can stand on it’s own in general making them a better choice.
If you really enjoy staff try getting into dungeons or WvW since no one can out dps a staff ele running 6/2/2/2/2. Though you’ll have to probably be tankier in WvW not to be a free loot bag.
(edited by Xcorpdog.2840)
And your keyboard doesn’t have a modular Function key or anything that changes what the F keys do?
This is the exact same as Karma gear in PvE, one could say badges are the equivalent of such.
Many would likely agree this should be changed, but its hard to say what effect it would have on the games economy. Which is likely why they’ve remained so.
Except they aren’t equivalent since they cost GOLD + badges. They need to make them salvageable.
They used to be salvageable, the changed the cost a long time ago at this point to cost fewer badges. Since the amount of WvW badges you can get would allow for a larger flood of MF exchange and raw mats they chose to save the economy and make that impossible.
So its ok to flood the market with dungeon stuff, but with www stuff no?
okie-dokie
Dungeon loot is limited in a large way to 1/day/path where WvW you can zerg all day, *cough*hackgate*cough* and get endless badges. If they capped the number of badges a day like they do for hj in spvp then I would be on your side but alas it isn’t.
This is the exact same as Karma gear in PvE, one could say badges are the equivalent of such.
Many would likely agree this should be changed, but its hard to say what effect it would have on the games economy. Which is likely why they’ve remained so.
Except they aren’t equivalent since they cost GOLD + badges. They need to make them salvageable.
They used to be salvageable, the changed the cost a long time ago at this point to cost fewer badges. Since the amount of WvW badges you can get would allow for a larger flood of MF exchange and raw mats they chose to save the economy and make that impossible.
Armor works best for direct damage, where vit works best for condi’s so it really depends on what you’re fighting. Pve generally lacks condi’s or they are easily cleared, but in pve zerk or go home is the meta.
1. They drop starting at fotm lvl 10, from the end reward in place of a ring or ascended weapon.
2. The box was announced awhile back but they plan on having it drop at lvls higher than 50, which is the hard cap atm.
3. They changed the drop rate to be affected by the tier ie. 10~20 being lowest and 40~50 being the highest currently. Instead of being more or less the same at 30~50(81 pre level resets) which amounts to lower odds.
When a ranger calls their pet to revive them, it will revive the pet should it be downed. If this is the case the pet will gain ~3 seconds of invulnerable from being freshly ressed, that’s really the only way it could have done it, outside of an unlikely bug.
You can’t Salvage the WvW weapons circa them becoming cheaper, like 6+ months back.
And would also begin more power creep which is never good.
They changed it on purpose due to farmers awhile back. And it’s only further enforced by the fact that personal score serves nothing towards your end reward outside of top player rewards.
There currently is a method in which engineers can get out side of the map from blue spawn and go literally anywhere they want. Since I don’t want to make it worse I wont say how it’s done but it probably wont be fixed for awhile so, in the meantime just report anyone using it with the in game report function. Posting about it on the forums doesn’t do much for fixing it.
Edit: Any class can break out of this map but it’s easier for a engineer.
(edited by Xcorpdog.2840)
It’s not that people are saying you have to hit the thief some how, it’s that stealth doesn’t actually protect the character. All it does is break the players’ LoS making it harder to connect skills. In pve it used to break aggro but they nerfed that because it was used to skip too much content. But it has never been something that acts like aegis for a thief.
Any channel based skill that starts hitting a thief before they stealth will keep hitting them since stealth doesn’t break the skills’ target. If it did a thief would be able to put any given channel skill on cool down on a whim due to them canceling with change/loss of target. The main point of stealth is to break off from your enemy re-position and strike when it’s more optimal.
Plus if traited thieves get a number of bonuses for being in stealth from dot removal and healing to initiative regen, their main cd for their weapon skills. It also opens up new affects for their auto attack, stun of sword, or immobile on short bow.
Hope that helps.