Good. Here are the bugs I have found:
Protecter’s Strike (Guardian Mace 3) has a few problems:
1. It blocks attacks using Aegis and Shield of Wrath stacks before it’s own block. So using it while having Aegis is a waste, I think it should prioritize using it’s own block rather than Aegis.
2. Sometimes it doesn’t block at all. I have noticed this mainly against ranged and boss AoE attacks, and it seems to occur randomly. I have found one way to reproduce this: Start casting while the mobs are out of combat (didn’t see you). Move into aggro range, and all their attacks (melee and ranged) will hit you, ignoring the block.
Shield of Wrath (Guardian Focus 5): performs a Blast Finisher both when started (when you push 5) and when it explodes.
Leap of Faith: Using it on slopes is buggy. How to reproduce: Be on higher ground than the enemy. Because of the way this skill is designed, when you leap you first make a straight horizontal jump then a vertical descent. If at the end of the horizontal jump, the height between you and your enemy is higher than the skill’s Radius, the skill will miss.
It also misses if you are on lower ground, sometimes the player character won’t reach the usual distance covered by the skill’s leap because he’s trying to go through the ground towards the end of the jump (and apparently that’s an inefficient mode of charging your enemy :P)
Whirling Wrath Has a 100% miss chance for enemies that aren’t very close to you and aren’t to your sides. The tooltip says this weapon has 600 range. The actual range of the skill is 130-200ish. Mobs at 300 range in all directions will not get hit.
I think you needed to reserve more posts buddy :P
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Hey BobbyStein. I’m no literature critic, but I have this to say:
After playing GW1 I had no intention of coming to GW2 and play it for the story (it was laughable in GW1). I did however find it quite good at times, and to my surprise I’m currently in a hurry to level up and continue my personal storyline
Some storylines, anyway. The others are so dreadful I ended up deleting my characters because of it. Examples of horrible writing (the voice actors actually do a great job, so I’m not complaining about that):
-Human personal story. The player character and Logan are pretty much the most boring characters in the game. Logan has no redeeming qualities. You have no idea how much I wanted him to get ripped to shreds. In Arah, all I could think was “PLEAAASE don’t bring him back”. He is pathetic and his fight with Rytlock during the Destiny’s Edge meeting in Lion’s Arch made him look like an idiot. His love for the Queen is over played and pitty inspiring. “Relax, slave.”
-Sylvari personal story. At first I have selected green knight, but all the sword crossing put me off instantly. This kitten belongs in someone’s private life, not in video games. Love is a major theme in the sylvari storyline, but the truth is – it’s just boring and overplayed. Even for a fantasy game. Then I selected another story line and I still had to live with Caithe, and the player character, which was oblivious and naive. Although I get that, being sylvari, it’s annoying to play a man child, especially when you can see treason a mile away yourself. The worst was clearly Traherne. He is nothing special (other than being a firstborn, yay), and for some reason ends up in charge of the most important organization in the fight against dragons. That totally should not be the player character. They do not deserve that. Even though we’re adventurers and too busy to lead, we could have been offered the position and we would have passed it along to Trahewhatshisface. If we were drunk.
Personal storylines that I have enjoyed a lot:
-Charr Blood Legion: Military lifestyle
I have enjoyed it. Every Charr is practical. Most of them are actually efficient at what they do. Being a moron is highly discouraged in the Legions. I won’t go into specifics, but there wasn’t a single moment where my characterkitten me off.
Charr Iron Legion: Almost same as the above, maybe some biological warfare involved. Very enjoyable both as story and as gameplay (dem cannons, awesome!)
Rytlock Brimstone is pretty much the best character in the game. With the best lines and the best voice acting (not that it matters here).
-Asura, Statistics: Characters are efficient but they remain wacky and fun. Congrats to whoever made this story
It was a pleasure to play it. The other Asura colleges are ‘meh’, and Zojja is quite annoying by default, but the Destiny’s Edge meeting in Lion’s Arch was really weird. She basically shuts up for most of the cutscene, then all of a sudden snaps at Eir. She’s thickheaded and I guess that’s part of her character, but I can’t see how someone so smart can have such idiotic personality traits.
-Norn was alright, but the Strength storyline deserves special notice. Reminded me of Charr
Their ‘past’ event storylines were good, I can’t choose which was better between Blacked Out and Lost an Heirloom. Fantastic stuff
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I have tested this more and Minilys is right when he says that the mines must be directly inside the fire field to give Might. With this information it’s possible to change the build. I will experiment more with how I can change it, and come back with results. Right now I’m looking into only investing 20 points into explosives and moving them to either Infused Precision for more damage output and vigor, or Protection Injection. 3 stacks of Might are lost with every heal, but it might be worth the extra survivability.
I am also looking into the possibility of removing the 50% extra endurance regen if I find myself under the effects of Vigor (as it seems to be the case right now) and adding those points somewhere else.
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1, any more is ineffective.
Do you even play engineer?
The Mine fields gives 15 stacks MINIMUM, the luck is getting extra mines inside the fire wall. Because of how the mines are thrown, you will always have at least a few inside the wall, plus the extra ones outside the wall. With the explosion radius trait that will be a lot of mines finishing the combo. If you would have read my post you would have noticed you can also use Shield 4 for an extra blast combo. I don’t even know how you can complain about this, other classes can barely go up to 16 stacks with a lot of time spent and weapon switch, the engineer can get all this in 3 seconds. There’s no problem with stacking finishers on top of the fire wall, even under fire.
18 seconds is nothing. You can use mine 3-4 times even in 1v1.
Accord to my post, the player isn’t bad and can throw a mine and detonate it in mid-air at the right time. Sorry for the confusion. I don’t want to have to post my PvP rank, so if you want to discuss how bad this build is, bring arguments. I mostly posted this so devs can have a look at it, because the only thing that’s worth switching to from this is DPS grenade build in PvE.
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I don’t know about those, but you can get a monocle via Leatherworking (the lvl 40ish sets).
LOL no, I’ve been playing this a lot in both PvE and PvP and it’s very effective.
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Of course you don’t, insignificant human.
(joking, please don’t be mad!)
There many dynamic events out there where your contribution changes the world (and it’s soooo beautiful!). There are even ones where specific actions change the outcome of what’s next. Unfortunately, most of these require one or two events in a chain to FAIL, which they very rarely do.
There are still some of them that have pretty effects when they succeed, but they are rare. Hopefully when devs address the issue of dynamic events always succeeding your problem will be gone as well.
About your other points, you’re right. I don’t mind it much, I knew this was going to be a MMO and MMOs are bad at this. If ANet could do something about it it would be cool, but I wouldn’t hold my breath.
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No offense intended to any staff members, but I personally use the Dev Tracker to see developer posts (for many reasons, not creepy stalking). “Damage control” by Gaile Gray is taking up a huuuuge amount of space in the dev tracker, and for people that don’t have any issues it’s pretty much pointless to follow her posts. (Again, no offense intended).
The same applies for mods and messaged regarding threads being closed etc. A simple check box to enable “View developer posts only” would do the trick
I thought I should add that this also happens near the water surface, and it makes fighting in shallow water a nightmare. Since having the camera outside the water could reduce visibility and annoy people, this should be an Option in the options menu imo.
I think I have found the cause and a way to reproduce this: Start casting while the mobs are out of combat (didn’t see you). Move into aggro range, and all their attacks (melee and ranged) will hit you, ignoring the block.
(work in progress)
The selected utility skills would be : Healing Turret – Mine – Flame Thrower – Elixir R
Stats would be geared towards condition damage > vitality > toughness = healing power.
It is EASY to get at least 15-25 stacks of Might on yourself (and allies) in record time. How many exactly depends on your how many of your Tool Belt Mines are in range (luck). This is another reason why the radius explosion trait is mandatory, it increases your chances of getting Might. It has been confirmed that mine explosions must be directly inside the fire field for the combo to be performed, so this trait does not fit the build.
Instructions: drop Fire wall (FT). Use Mine Toolbelt skill, Mine, Healing Turret and Shield 4 (reflect) on top of your Fire Wall and blow them all up for blast combos that, if you’re lucky with Mine Tool Belt skill, will add up to 25 might stacks from the Fire / Blast combo. You can never have fewer than 15 or more than 25. Don’t waste any more finishers if you already have 20+ and are or will be focused, it’s enough.
Do not waste all your cooldowns on this in PvP! There are many other sources for Might. If possible, use a larger Fire Field than your own Fire Wall for greater effect. A Guardian’s consecration or Elementalist’s large fire field will guarantee that all of your Mine Field mines are inside the field if you are close to the center of the field.
The cooldown on all your skills is very low. You won’t miss the Mine tool belt skill until it’s time to rebuff, and it will be ready by then. You don’t have to permanently buff might in this fashion, but it’s easy to do, even when under fire from melee attackers because of all the knock backs. Your fire wall lasts long enough not to worry about having to this in a 2 second timeframe.
If you are under focus, you can still use Healing Turret to buff Might, but do so smartly – either closer to the end of the combo to get most out of the heal or to get the melee attacker away from you.
Use your mine to avoid melee attackers / bring ranged attackers closer to you or inside the fire wall (by throwing the mine behind them) . Use FT for AoE situations (in PvE) or to blast an immobilized or stationary target with the 2 skill. Use FT’s 3 and 5 for defense (remember FT Airblast WILL reflect grenades and possibly other stuff, which is mind blowing and amazing). The FT’s 5 attack does not interrupt casting, which is important especially when reviving a downed ally or stomping an enemy in PvP.
Use your primary weapon and shield for offense and defense. You can use the shield 5 to block a huge amount of attacks (Thief Unload comes to mind) if there is no enemy in melee range, as the block only ends if there is an enemy in melee or two seconds pass. Use shield 4 for knockback / blast field when needed. Use Incendiary Ammo on cooldown, preferably on Static Shock.
Use your healing turret defensively even if you don’t need the healing, as the knockback from trait is yet another control option at your disposal. Blow it up at the right time (when you see the large white circle) for an Area Healing water combo with itself for extra healing. Remember that the Healing Turret’s Tool belt skill also provides a very short Water field, which can be exploited by any blast attack for healing. Used with the Mine’s Tool belt skill, the healing provided is VERY high. Use Overcharge to clear all your conditions (if needed).
The Healing Turret’s Tool Belt skill’s water combo WILL save your life many times.
Elixir R: Use throw for downed allies / very strong condition removal / Light combo field. The AoE retaliation is nice if you can get it, in PvP against a ranged attacker use your Shield reflect and blow it up at the end. His conditions will be all gone because of the 8 second duration elixir and at the end you will have Retaliation. Use the actual Elixir it to break stuns and get your endurance back.
This build is INSANE in both PvE and PvP and I see no reason to ever change to anything else. There’s a lot of dodging from vigor, condition clearing and high damage from conditions and Might.
With some changes to stats and traits, you can replace FT with Elixir Gun and support your allies. You will be a very hard to kill support, but you will rely on allied fire fields to get Might up. Replace Scope with Kit Refinement.
PS: I won’t go into runes / specifics because they’re not the point. This build has A LOT of damage, defense, control and healing and that’s where I want the focus to be.
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The camera can get very annoying at times, since it moves very close to the player when it’s unwanted. This happens because if there is any object between the player and the maximum zoom distance, the camera moves instantly to the location of that object.
It’s absurd with it happens with very small trees that have no leaves, or other objects that do not obstruct view (small statues, sign posts, pedestals, columns, the list is VERY long). I would suggest stopping this behavior for any type of object that doesn’t impair view (walls, cliffs, etc) because it REALLY gets annoying when fighting around these objects.
Looking forward to a "Make-Over" Option For Re-Customizing Your Character's Look
Posted by: Y u mad its vydia.6324
Demand is high enough
We want it!
WHAT?! I get not having for the feature by launch, delaying it, etcetc but refusing to add something as simple as player trading is out of my ability to understand.
All I know is there are many players that want to trade ore for skins or cloth and can’t. There are players who want to trade dyes for other dyes. There are players who want to trade one piece of equipment for another. You are denying these people a basic function. It’s absurd.
And in the name of what?! Protecting a bunch of newbies from their precious in-game silver. If they like it so much, they should learn not to squander it. In every other game out there that has trading the learning curve also includes learning the market. If that’s too much of a bother for someone, they can just refuse to trade directly.
Right now, if I’m out in the world and want to trade my rare dye for another and I do find someone to trade with I have to either trust that person and send the item first via mail(or the other way around) or put up my item on the trading post for whatever it’s value currently is, buy the other item and go to the trading post representative to pick it up.
Is that where this is going, “if you want the item now buy some Black Lion Trading NPC from the gem store” ?
Thanks for writing this down Anthony. I’m sick of people calling my Guardian a tank.
I thought I’d share this a long time ago (while the game was still in beta), but I figured it’s such a no-brainer it would have been in the game by launch :P
The greatsword 3 attack (Whirlwind) currently goes to the maximum distance in the direction of your click, but the skill (and the whole weapon) would be SO much more fun if it would go exactly to where you click. It would allow for clever repositioning without taking players out of melee range (a disadvantage) or making them fall to their deaths or hit walls.
I realise this would change it’s functionality a bit, but right now, it’s a bit boring. If you think it would be too much of a problem if warriors would use this skill for repositioning and high damage (it’s damage component is indeed very high), you could tweak the numbers, but I think it’s cooldown and animation would make it perfect for the purpose I’m suggesting.
There are many games that use such a mechanic for clever repositioning in combat, and it always makes the difference between good and average players. I see in warrior many skill mechanics that are inspired by MOBAs (very powerful attacks that root the warrior in place, requiring good positioning in front of a running player for example) and I think that this skill would help players be at the right place at the right time. hope that it would make a great addition to the greatsword arsenal.
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Turnbot, troll somewhere else. I think it would be great to have such an option, I myself like rangers a lot but I do not play one because I find pets to be ‘broken’. They are extremely unresponsive and most of the times I want them to use a skill it takes a lot of button mashing to even get the skill queued up for the use, and then need to wait for the long cast time, etc. I find them annoying, and I really dislike the pet swap mechanic (I’ll just take this alligator out of my pokeball).
Subjective as those reasons might be, I’d be very happy if I could play a petless ranger. There’s more to hunters than having a dog
I’m sorry you had a bad experience with this, they are meant to be epic in both scale and fun factor, but sometimes they really fail to deliver
I believe this to be a bug, because I’ve had a similar experience with the Behemoth event in the Queensdale swamp. I’ve been there for the whole duration of the fight, revived people, did damage, but got no chest and no contribution reward.
Hey guys, while I do agree that dynamic events should be more dynamic (even increase in difficulty, if that suits Arenanet’s design), I have discussed that in the thread you have linked.
I have started this thread to discuss dynamic events viewed from a leveling player perspective. Could I have had more fun? Yes, a lot more, with some design changes. But I am more worried about the experience gap that is caused by this system, and I think that this should be fixed before ‘fun’ issues are dealt with. Of course, what everyone proposes in that thread will also fix the experience gap. However I have suggested a ‘quick’ fix (and perhaps a temporary one) until they hopefully decide to make the changes the community asks to the dynamic event system (not an easy thing to do, I’m sure). From the 10 characters I have created, I have stuck with 2 that are now higher level. My level 25 human Guardian is again underleveled (by one level) when reaching Gendarran Fields, even though I have even completed 100% of Wayfarer Foothills when I was about level 15 (and, of course, 100% of Kessex Hills and Queensdale). Humans in Kessex Hills suffer a lot more than any other race because of the dynamic event system and those silly centaurs getting slaughtered at the bridge.
Btw Crise has made some very good points on Diessa Plateau, I have finished that area as well but was lucky enough to play at night and duo many chains with a guildmate, letting some fail (or partially fail) so that we would get the most out of them. I know however just how badly a character can become underleveled in Diessa Plateau as well, since I deleted a character that was two levels under the next Heart.
I find Asura absolutely amazing. They’re funny, and their animations are the best in the game in my opinion. About professions, can’t help you
None of the professions currently in-game ‘fit’ me, I’ve about 10 characters so far hoping to find something to suit me, but nope. I’ll just level both a Guardian and an Engineer, but I’m not really happy with either.
There are MANY such chests in the world. I don’t think they can be opened in any way, since they’re not targetable
3 more examples in Queensdale: – inside the cave where the kids play (near the Inn)
- on top of many types of tree houses, both bandit and civilian
- inside the lake where the veteran fish dynamic takes place, hidden in a shipwreck
@Nekroseth: You have completely missed the point of both the original post and what came before. By design, dynamic events are meant for leveling. “Fun” is a by-product. No one said anything about rushing. I fully explore the map, gather nodes and do everything there is to be done in an area except grind mobs. It is not enough to do the next heart. Of course you CAN do hearts that are higher level, and I have tried that on two characters, but in the end instead of being level 25 after finishing Diessa Plateau you will be level 23. It’s not enough for story or for moving to the next area. Although I plan to reach 100% world completion and do the other low level areas as well, I don’t want to do it NOW. Now, I want to be able to progress naturally.
This whole idea of sending players to “other areas” is simply exhausting. I’m tired of telling people: I don’t give a crap what’s happening in Snowdrifts Haven when I’m playing Brisbane Wildlands. It’s a different story arc, and I don’t want to mix them up. I want to advance my personal story and the game used to be able to provide that (it does even now in certain areas of the game, for example the 1-15 areas or Fields of Ruin).
But the main focus of this topic is the viability of the dynamic event system when faced with the fact that events will always succeed. I ask this to ArenaNet: Isn’t it a shame that you have put so much work into world-changing event chains that never play out? I remember back in beta testing when I was alone in Queensdale and bandits poisoned the water, how the sprinklers started killing crops by spraying poisoned water. I remember how beautiful it was when the water was purified and I really felt like I did something good for Tyria. After launch I have played through Queensdale 5 times with 100% map completion and I have never saw that event fail again.
I would very much appreciate an answer from the developers. I’m not expecting a major redesign of dynamic events now, but I would like to hear that you know that this isn’t really working right and we can at least expect improvements in future expansions.
We have tried to kill this boss recently, but have encountered two bugs:
1. He gets stuck inside the walls / ceiling. I’ve reported this in-game as well, there is a wall that causes him to get stuck inside it (because of his bad pathing). While inside the wall he can only be damaged by AoE attacks and he will not attack players. He can move around both of the rooms via the ceiling. If he is launched he will reset and go back near his chests, but will still be inside the wall (and won’t come out). Anyway, we’ve killed him like that.
2. His chest doesn’t open after he’s killed. I get a dialog saying the Champion will be back soon (brb lol). As a fellow player said after the encounter, “10/10 arenanet made me rage”
3? I’ve heard players say he drops a kitten ton of loot and respawns very fast (one even said the group he was with killed him 3 times and he had his inventory full. I’m not sure if this is intended.
As I can only attach one file, I have attached the screenshot showing the wall the boss gets stuck in.
^ROFL saying fire elemental is too easy, most players in the lvl 1-15 take 2 hours at least to kill that guy.
I agree that Dynamic Events are way too easy when there are a lot of people around (and absolutely no fun). I think that if ANet could add more skills to mobs as the number of players rises, it would be much more fun (if not difficult). Centaur trample, big AoEs, something to make players dodge and move around instead of just spamming 1 and their AoEs, hoping for contribution.
This happens to everyone is a problem indeed. I think it’s bad scaling, as some mobs have huge HP even when there are only a few players around, while others are very easy solo even if there are 20+ people participating.
I think scaling should be seriously looked it, most Dynamic Events I’ve come across are impossible to fail when there are more than 5 players around. Boss fights in particular only get more boring as the number of players increases. If you could find it in your hearts to give bosses some insane AoE abilities that they only use when there’s a zerg attacking them, that would be great. Centaurs also have a very cool charge attack that knocks everyone down, that would also be good vs a player zerg
Gives everyone a reason to dodge and move.
I have been underleveled for Renown Hearts in the level 15-25 areas for all races, and I think I’ve finally found the problem. Since you have added only one renown heart per level and the vistas / POIs / skill challenges in the area won’t get you to the next level, it’s natural to assume that you want us to level up via Dynamic events.
However the problem is that dynamic event chains are the ones that will get players to the next level, not a single dynamic event. What’s happening right now is that most of the time, there’s only one single dynamic event being played from the entire chain, because the rest of the chain only plays out if the first one fails.
For example, in Diessa Plateau, players must stop the Flame Legion from performing a ritual to pollute the water. If the event succeeds, it all stops right there. If the event fails however, a new event will start prompting players to defend the purification machines. If that event partially (1 machine gets destroyed) fails, players still get maximum reward for succeeding AND another event, asking them to defend an NPC while she performs repairs. All of these events will get players very close to leveling up for the next Heart, if they haven’t done so already.
Unfortunately, Dynamic events only fail during the night when no one else is playing (I myself have only discovered this in the dead of night while trying these events solo). There are simply too many players most of the time and the events never fail (some are way too easy to fail even solo).
I think that while the problem of events never failing will sort itself out in the long run when less people will be in the low level areas, a huge XP gap remains if they do succeed.
My suggestion is that more XP is given when players win the 1st event of the chain (at least half of what players would have got if they have done all the chains). This seems excessive, but at this point I have leveled 8 different characters up to level 25 and they all run across the same issue. I always get 100% map completion and always explore all skill challenges / vistas / POIs and even the jumping puzzle is enemies aren’t much higher. My crafting skills are always way ahead of my level (I have gear 5 levels higher in the bank waiting for me always). This simply makes players either grind the same dynamic events or leave the area and do Hearts somewhere else. I don’t like either.
LE: I forgot to mention personal stories. Those are always 2 levels ahead of me, because I play them as soon as I can. I think this should cover all of the “lol noob l2p” resoponses I get when trying to discuss this.
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I have just done some dynamic events in Kessex Hills, (stop the centaur workers from repairing the bridge and protect the quaggan village) and I had major issues with both enemies and friendly players being ‘phased out’. I got bronze at the bridge event even though I was there from the start, but there was nothing I could do because the enemies were all invisible, and after moving very close to them all I ever got to see was their corpses falling on the ground. I got a few swings at some centaurs after running around like a headless chicken hoping for enemies to phase in.
Someone on map chat called this an ‘engine limitation’. Whatever, man. Why does this happen in PvE? If there’s too many people, why not send them to overflow? Also, downed players should pop in with priority, it was shameful to see a just phased in player in the downed state, he could have died and I wouldn’t have noticed.
Btw, the Quaggan village had very few enemy NPCs, just many players. But I still couldn’t see the enemies. Could see the friendly quaggan tho, foo.
I have made a buy order for 5 unidentified dyes at 5 silver each. 25 silver is gone from my inventory. In the “I’m buying tab” only 1 unidentified dye appears (count 1). I did receive 5 dyes though.
It happened again in Gort’s cave (Kessex Hills, after clearing ettins)
World: Desolation
Guild: Stakin Fer Jebus, guild leader
Issue: I can’t add any upgrades to queue and can’t use any banners.
Shield of Wrath (Guardian Focus 5) performs a Blast Finisher both when started (when you push 5) and when it explodes.
Protecter’s Strike (Guardian Mace 3) has a few problems:
1. It blocks attacks using Aegis and Shield of Wrath stacks before it’s own block. So using it while having Aegis is a waste, I think it should prioritize using it’s own block rather than Aegis.
2. Sometimes it doesn’t block at all. I have noticed this mainly against ranged and boss AoE attacks, and it seems to occur randomly. Sometimes only one attack gets through and ignores the block, other times many do and the block is useless until the end of the duration, when it gives protection, or when I get attacked by a new mob.
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I usually run the game at 30+ FPS, but whenever I enter Bandithaunt Caverns (Queensdale), my FPS instantly drops to 5-10. This problem is new to me and I have first noticed it yesterday (I have played Queensdale many times before and did not have this issue).
The FPS drop starts as soon as I step into the caverns and ends as soon as I leave, or in the Champion Bandit Leader area (the game runs normally in that section of the cave).
So far, this is the only area where this happens to me.
This also happened to me in the Plains of Ashford jumping puzzle. And inside the Bandit / Troll cave in Kessex Hills.
Same crap has been going on for years now in the gaming industry, devs usually just invoke “taxes” and then never talk about it again.
I was just going to start a thread about this. This also happens to me on Sword (Guardian and Warrior).
Hello, I have a 420M (I know…) but was able to play at 40-50 FPS most of the time. Now I can barely reach 30 FPS
I have just experienced a very strange bug: my character was attacking lightning fast, killing mobs in mere seconds. It was like it had permanent Quickness buff, even though I had no source of that buff on my bar or even used the buff recently. Mobs had advantages as well, they also hurt me a lot more than usual.
It all began when I attacked a skale that quickly retreated back to it’s original position and became invincible. I kept attacking it as it moved around, during this time I wrote a support ticket in-game about the mob being invul. After I have submitted the ticket, I have pressed ESC to stop attacking. Suddenly the mob moved to attack and was killable again. This was the mob where it all started: the epic quickness saga
My pistol attacks were incredibly fast and could stack bleeds just as fast. My poison dart attack had a normal animation (the attack has a special, fast animation when under the effect of quickness – i did not have that during this bug), but it ended faster than usual (before the bar completed), while still preserving the number of attacks. My static shot had a lightning fast animation (blink and you’ll miss it) and it had a much faster travel time (almost instant on all 3 targets). The blowtorch also had a very fast animation. My glue shot seemed normal.
In addition, enemy skale were teleporting while moving to me, and had fast attacks. They were also granted invisibility from time to time
meaning that sometimes, whole groups of skales would attack me from nowhere (i got attacked by a group for 4-5 normal skale that came from nowhere twice, and by the group with the Veteran Dread skale twice). To make it worse, they were basically invulnerable because their passive regen instantly gave them back their health (it was decreasing, for a fraction of a second, then healing very fast, there was no chance to deal more damage than they healed. The healing issue wasn’t permanent, and I’ve only encountered it on a few mobs in one single pack. After quite a bit of dodging and attacking, the issue seems to have ended and the skales died (went from full HP to dead). This pack appeared out of nowhere during the “tame the skales” event.
The issue also carried over when I have managed to kill the skale and the event changed to taming skales. The event rifle also suffered from this quickness, but only on skill 1.
The problem was permanent at first, then became intermittent. It’s still happening now, but rarely.
I was on character Akil Basson, Desolation server , in the Ascalon Basin (Plains of Ashford), during the skale events and heart.
I don’t think this was lag, usually when I lag I have combat DELAY not quickness
And mobs don’t teleport when I lag, they move to me and stop when I stop (they don’t appear to attack) and when the lag is over, all damage happens at once.
I have never seen this problem before or since. I have asked in chat about it, and another player said he has noticed this as well. I would ask that anyone who noticed this post about it here, I think this will be hard by devs to reproduce with just what I have said here.
At the time, I thought a GM was toying with me or something
LE: Even if I don’t have permanent quickness all the time, the mobs still teleport around.
Apparently the teleport is visual only – i have planted a mine at my feet. It exploded and the skale was knocked back before he was in range of the mine. Btw, I should note that these are regenerating skales, not the ones that go invisible
LE2: This is also happening in other areas now. Also, my attacks are MUCH quicker than before. If before the cast time for my 1 attack was 1/3 of normal, I can now shoot 5+ times in 1 second
LE3: Many other people having this issue, talking about it in map chat.
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Hi Allie, thanks for answering
I see the problem was fixed in a recent update. Sorry for my (very) angry post, but I was further frustrated by other players in-game that called me unskilled and bad at the game when I have asked for help on map chat, hoping that a group could finish it.
Many thanks to the developer team that fixed the issue in the latest update.
LE: I’m not going to send a message to ANet to complain about how the links in my original post were deleted (being off-topic?! maybe the sentences after), since I know the company has more important issues to deal with. But it was wrong to delete the links, I have posted those to show how many people are stuck there.
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What the bloody hell, ArenaNet. I have seen people begging for help in chat with this quest. Now I know why.
First pack of enemies: a bunch of overpowered ice imps that are level 12, even though I got downgraded to level 11. I BARELY managed to kill that pack using line of sight exploit to get them all stacked up around a corner. Then ice elementals, whatever, got downed twice there too but managed to kill them. Then the bullkitten begins. An invincible ice imp which pukes minions all day, minions that hit for ~180 damage EACH on 1 single ice bolt. I found that they can be killed by their own AoE, which is akitten mechanic because: even though I am in melee range of them whenever the AoE is coming they just move out. I can barely survive for 10 seconds using REFLECT, BLOCK, HEAL, AoE BLIND, DODGING. I never get hit by any AoE but get downed instantly by the godkittenice bolts that do hundreds of damage each.
To make it even worse whenever I manage to kill most of the minions AND the altar the veteran just spawns a whole pack again. This has got to be a joke. It’s impossible to do solo. I am stuck in my personal quest because of this.
I am a lvl 12 engineer with level 10 crafted items in all slots, runes of life in all. This quest is highlykitten and needs a fix.
And btw, the friendly NPCs get blown up in 2 seconds, gj. They never dodge any AoE and the first wave the imps throws at them wipes them all out.
edited by moderator: off topic
(edited by Moderator)
I just got ripped off by the trading post.
I wanted to sell an Abyss Dye and I have chosen to input my own price (Meet current offer and meet lowest seller were NOT checked). I wanted to sell it for 3g19s99c.
I hit SELL and the trading post instantly it to the current offer (2g 80 silver!!).
I have checked with other items too!! It always sells to highest bidder and IGNORES player options. I will make a support ticket for this. I want my dye back.