This happens with staves on my asura elementalist. It doesn’t really bother me. It seems likely that this is by design for the reasons Darx mentioned.
Yup, it sounds to me like that’s simply the WvW health buff that everyone on your server gets. The number to look at for your actual health is the number shown on the Hero panel. That number doesn’t take food or other buffs into account and shouldn’t fluctuate. The number shown on the health globe takes WvW and other buffs into account.
ArenaNet doesn’t always respond to every bug report or complaint directly. I’m not really concerned that they haven’t said anything about this yet. It’s very likely they just haven’t gotten to it yet or they may want to investigate it more before commenting. Either way, it isn’t a big deal to me. But this issue definitely needs to be looked at for obvious reasons. I highly doubt the class or the pet you have has anything to do with this. Bot detection is far more sophisticated than that.
Interestingly, I haven’t had this problem again since I experienced it the first time and I’ve been intentionally doing as many world boss events as possible to try to get it to happen again. So far the bonus chest has always appeared. It doesn’t sound like it’s actually fixed though since the rest of you still seem to be experiencing it. If it happens again I’ll post an update with as much info as possible.
Can we please get an answer if the stats of a transmuted legendary will be adjusted to the respective ascended stats when ascended weapons are added to the game?
I’m actually really curious about this as well. I transmuted The Bifrost to have more healing friendly stats. Ultimately it doesn’t bother me TOO much if the weapon won’t be upgraded to ascended weapon stats if and when those get added to the game. I could always obtain one of those weapons and transmute The Bifrost again. However, it would be nice if the stats would also be updated when ascended weapons get added since the weapon is still technically a legendary weapon.
Your post is missing a crucial bit of information. Have you done the same event on ANY other character that day? Where the “day” is defined by the reset time.
I included that information in my post. I specifically said that I hadn’t done the Risen High Wizard event at all for at least a week (the events leading to it were bugged on my server). This isn’t an issue of me not getting the rewards from the event. The guaranteed rare appears in my inventory when the event ends. But the bonus chest itself doesn’t consistently appear.
So to reiterate, it’s an issue with the chest not appearing at all despite still getting the daily reward for the event. I understand how the new system works. The problem is it isn’t working consistently.
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Last night I went around and did several world boss events (Tequatl, The Shatterer, Risen Priest of Melandru, Risen High Wizard off the top of my head) and in most cases the bonus chest appeared in the lower right corner of the screen. However, occasionally, the chest doesn’t appear at all and the item that should be contained in it goes directly to my inventory.
I hadn’t fought the Risen High Wizard in about a week and I was rather confused when the bonus chest didn’t appear after defeating him. But then I took a closer look at my inventory and there was a single rare item that wasn’t there before he was defeated.
I’m not sure how to reproduce this issue as it seems to be rather random whether it occurs or not. In most cases the chest appears as it should but every now and then the item just gets sent directly to my inventory. Other people at the high wizard event were saying the same thing has been happening to them.
This only seems to happen for the bonus chests after fighting world bosses. The other bonus chests from fractals, daily/monthly achievements, etc. always appear.
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I’ve been having this problem in WvW and in PvE. I play with my graphics settings on max. Lowering them doesn’t seem to impact this issue, though.
Attachments:
Patch to fix patch just happened, still no fix for hidden killer. Is this issue still under investigation, or have we advanced to fixing it?
I think they were just too busy fixing such an important problem as dye appearance on Order of Whispers armor.
You do know that these are entirely different issues as far as complexity goes, right? And that the team can work on more than one thing at once? It sucks. I get it. But this fix may take time.
Okay, we’ve wiggled the cable. Please try again.
If it doesn’t work, please try changing maps again.
Thanks!!
Best. Technical. Fix. Ever.
Thanks for the quick response, Jason!
What are the exact steps you perform to get this to happen? You just create a squad from the party interface? I’ll try to get it to do it on my character too as that might help them pinpoint the issue. So far though, no luck getting it to do this. :-/
This is a stupid question but have you tried logging out and logging back in again?
That’s odd. I activated my commander icon and I’m not having the same issue at all. I can’t even reproduce this.
Do you remember which bug it was? I’d be curious to see what was said. Thanks!
I wounder if Anet even reads this, cause there have been no official reply on this yet. At least let us know if you are going to fix this soon.
You have to give them more than a few hours to get to these types of things. In case you hadn’t noticed, WvW is completely offline at the moment while they work to fix that. I assume that’s a priority at the moment. And yes, they do read these reports. They just don’t always respond. It doesn’t mean they’re ignoring the issue.
Whatever the case, my brother plays a thief that requires this trait and he can confirm that this trait is completely broken. It doesn’t do what it says it does at all anymore.
If the argument is purely about the scepter’s damage as a ranged weapon, then yes it’s rather low. Guardians simply aren’t good at ranged damage overall. If you want a heavy armor class that has high ranged damage, then warriors are a better choice.
Anyway, you’re assuming everything is about damage. It isn’t. I don’t like it for the damage. The damage is rather poor. But the weapon actually is quite useful despite that, especially if you combine it with the right off-hand and use it in the right situations.
And I do play a class that uses “proper ranged weapons.” I also play a ranger and a warrior. If I want to do more ranged damage, then I’ll play one of those characters. But guardians aren’t all about damage. They certainly aren’t about good ranged damage.
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I wouldn’t immediately write them off as not being worth it. The extra boon duration is a huge plus. The chance to remove a condition isn’t particularly great since the chance is so small (5%) but the “heal for a small amount” is very good if you have a guardian. The water runes might be good if you need a larger healing power boost due to your armor not giving much. It really depends on your build and the class you’re playing.
Personally, I prefer the Superior Sigil of the Guardian for my support guardian build. The extra toughness is a huge plus and with a full set of Cleric’s armor, I have a huge boost to healing power already. I did use a full set of water runes for a while but the difference in actual healing isn’t that much. The extra toughness is far more useful to me.
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Actually i believe i read a Dev say that if you transmute the legendary that it would not be changed with the stat boost. As in if you change its stats from P/V/T to P/P/C
then when they change it it will stay P/P/C and exotic level.
Any chance you could track down where you may have read that?
Anyway, I really hope that isn’t the case. Legendary weapons take a lot of work to create and the limited stat combinations on them make them rather useless for many viable builds and play styles. Transmuting them is the only way to get that skin while getting the stats you want.
It’s been my experience that every weapon has its uses in this game. Scepters are viable for all of the classes that can use them. It’s how you play and how you build your character that ultimately matters.
As for the scepter on guardians, I completely disagree that it’s a poor ranged weapon. It’s actually a very good weapon with some really useful attacks. By itself it isn’t the greatest but most main hand weapons work best with off hands anyway.
The warrior’s Battle Standard skill does revive defeated players. But it’s an elite skill. That isn’t a fair comparison.
The advantage of Signet of Mercy vs. directly reviving is that it has a range of 900. That’s incredibly useful in certain situations. It also frees up the rest of the group to do other stuff.
Good to hear, Jason. Thanks for the update!
It isn’t supposed to revive defeated players. It can only revive downed players. The elementalist skill, Glyph of Renewal, works the same way. As per the patch notes back in October:
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-October-7th-2012
All of the revive skills seem to work this way.
Having said that, a clarification in the skill descriptions would certainly improve them. I’ve noticed a lot of people trying to use them to revive defeated players and the only one that can do that is the ranger skill Search and Rescue.
I play as a guardian almost all the time and pretty much always have this signet on my skill bar. What is the issue with this skill that you’re referring to? It seems to do what its description says.
I’m pretty sure that the account bound exotics in fractals are intentional. If exotics drop from mobs, they seem to be non-account bound. Whereas if you get an exotic from a chest, it’s account bound. This may not be 100% right but if I remember correctly that seems to be how it works. Some named exotics (such as precursors) don’t appear to be account bound.
I understood what you were referring to. I was simply stating my other experiences with this particular sigil (and other stacking sigils in comparison).
The only condition where I haven’t been able to get Luck to stack (so far) is if I already have another weapon stack of a different type active. I’m well aware that you can’t have more than one stacking sigil functioning at the same time. I wasn’t suggesting it was possible. I’ve never experienced the issue with stacks not building due to certain kills in fractals “not counting” as kills. Nor have I had it not build stacks (assuming no conflicting weapon stack already exists of course).
I wasn’t trying to refute anything else mentioned. My experiences just haven’t been the same with it and that information may be of use to ArenaNet when trying to reproduce the problem. I actually tried to get the sigil to behave as others in this thread have described it and I haven’t been able to get it to behave that way.
Perhaps the bug impacting you and the others in this thread originates when the sigil is applied to a weapon and doesn’t consistently occur for everyone? The incorrect suffix certainly suggests that something goes wrong when it’s applied.
I’ve always had stacks replace each other before. There was a point where I foolishly tried using more than one sigil that stacks and they kept replacing each other, making them both useless. If that isn’t intended, then that’s another (possibly related) bug.
I’ve never had difficulty getting stacks in fractals before. So I’m not sure which mobs you’re referring to.
I’ve done some more experimenting with this sigil and it appears that it won’t correctly build stacks if you have another weapon stack already active (e.g., Life). The only way to fix this is to go into a downed state (or travel to a city) and start building stacks again.
Normally, if you have multiple sigils that create stacks, they’ll replace each other. For example, if you try to use Bloodlust with Life, hits with the weapon that have a Superior Sigil of Life will replace the stacks of Bloodlust and vice versa, making it impossible to have both active at once.
In the case of the Superior Sigil of Luck, it never seems to replace other stacks. It simply gets ignored entirely until you lose all weapon stacks. I found this out by building up a few stacks of Life and then switching to my magic find gear.
I’ve been having the exact same problem. I haven’t noticed it not incrementing the stack count but it’s incorrectly labeled once applied to a weapon. I’m not sure if I’m correctly getting the magic find bonus on these items or not.
I’ve attached some screen shots showing this issue.
Yes, but that’s ok. The important thing is that you’re having fun, even if you are dragging down the rest of the group.
Yes, I’m obviously “dragging down” the rest of the group. Right. I’m actually very effective, thank you very much.
A Condition Ele isn’t nearly as badly hurt by condition capping as a Necro or Thief, but they certainly aren’t as good as a direct damage Ele, and if you end up grouped with any other Condition player then you end up nullifying each other, so that if you have a group in which each player is assumed to be bringing 100 “worth” out of a total 500 for the team, then even if two Condition characters would be 100 each on their own, they would combine to add up to only 130 or so instead of 200, because Condition capping and overlap means that most of their potential damage just isn’t counted.
I’m well aware of how conditions work, thanks. Despite doing a lot of condition damage, my power is at 3300+ and that’s before being buffed. My DPS is actually quite high and has the added bonus of doing damage over time. I prefer to do a more consistent amount of damage and not rely completely on critical damage. Not everything is about direct damage.
Whatever the case, I don’t advertise myself as anything except an elementalist. If people don’t like my playstyle, despite it actually being very effective, then they can kick me from their group. But I’ve never had that happen because I contribute to groups and don’t “drag them down.”
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Yep. Same problem. I’m stuck on the loading screen for Cursed Shore. Waypoints, vistas, points of interest, and skill points don’t show up beneath the area name either. It just says Cursed Shore and it just continue to load. And load and load and load…
Edit: Seems to be loading ok now.
The problem with most dungeons is the lack of proper mobility. This is what makes balancing them hard i guess. High mobility classes like thief, ranger and mesmer makes for a complete nightmare, as they suddenly “can’t move enough”.
Since a dungeon is basically a “cave of champs and veterans with elite skills”, you could simply go apply a “quick fix” by widening hallways a bit more, but creating some more challenging bottleneck along the way, to make it less easy to just rush through.
Indeed. This has been a criticism I’ve had with dungeons since the open beta events. While it makes sense for them to be restrictive and to provide a challenge, I don’t think the complete lack of space to move is a very fair approach. The entire combat system is designed around the concepts of positioning and movement. Not all of the dungeons are extremely restrictive with movement. Arah often has lots of space to move in hallways, for example. But the cramped hallways in some of the dungeons do make classes that require mobility a lot more difficult to play. It also causes camera problems and you end up fighting the camera in addition to the enemies. I’m mostly used to these issues by now but it’s pretty brutal when first starting out in dungeons. You spend all of your time up to the point where you can do dungeons being taught to move and use your positioning to be effective in combat. Then you step into dungeons for the first time and everything you learned about the combat system is no longer valid.
I’m not really sure what a good solution to this would be. The dungeons should be challenging and require teamwork. I love that aspect of them. At the same time, they seem to contradict the game’s combat mechanics, especially if you’re new to dungeons. Once you’re more experienced it isn’t as big of a deal. But that learning curve is kinda punishing and discouraging.
Speaking of punishing, the new abilities for the cave troll in AC are absolutely ridiculous. You’re in a tight corridor, he can one shot everyone in the hallway, cause AoE knockdown, and cause fear. I like challenges but this fight really isn’t my idea of fun. It seems to largely consist of: try to dodge his shockwave attack but nowhere to go due to limited space, downed, revived, and oh oops, fear followed by knockdown followed by shockwave, defeated. This isn’t how it necessarily always goes but the main issue I have with it is it just seems way too overpowered for a level 35 dungeon. Not only that but the fight is fairly early in the dungeon as well. There are good ways to deal with this for more experienced players (no doubt why this is an optional fight) but I question the troll’s placement in the dungeon with these new abilities.
If you’re in a group with a single other Condition player though then you might as well just go AFK. Conditon damage is fine for solo PvE but it’s horrible for Dungeons (and I say that as someone who loves Condition builds in theory and wishes that they were viable).
Condition damage is “horrible for dungeons?” Really? Then I must be playing my conditions elementalist “wrong.” I also must not have been nearly as effective as I thought I was in a level 42 fractal run last night either.
Conditions are incredibly good for dungeons. It isn’t all about critical damage. Perhaps they aren’t as effective for some classes in dungeons. I don’t know as I only play a few classes. But saying they’re horrible in dungeons isn’t remotely accurate. With the right builds and play styles they are extremely effective. Not everything is about raw damage in dungeons.
We seem to be having the same problem with this on Ehmry Bay. This event simply will not restart.
Here’s the post stating that this was indeed an oversight:
This is something that will be fixed. He just doesn’t have an ETA.
I ran into the same issue. The first thing I did when logging in after updating was go to the vendor in the Mists to buy the new cleric’s rings and infuse them for my guardian…only to be met with this issue and disappointment.
Thankfully, they know about this:
In the meantime, you can still get infused versions of the new rings from Fractals of the Mists as part of the daily reward. I’ve seen people link infused versions of the rings in map chat a few times. You won’t necessarily get what you want of course but there’s a chance.
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Also you cannot wield two of the ‘Druid;s circle’ rings’. It only lets you wield one. Please can you let us wield type types of this ring?
You can’t wear two of the same type of ascended ring because they’re unique. It states as much in part of the item description. You can’t wear two Healing Signets but you can wear a Healing Signet and a Druid’s Circle, for example. These rings have exactly the same stats. The only differences between them are the names and the type of infusion slot they have. This isn’t a bug. It’s part of how ascended items work.
There was a new build,anyone test to see if it fixed Lol?
I just checked a few minutes ago and no this hasn’t been fixed yet. Gotta give them more than an hour to address this…
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Thanks for your quick response, Jason. I’m really glad this was just a simple oversight/mistake. It didn’t make sense that it would be intentional.
I’m having the exact same problem. I bought Healing Signet and Druid’s Circle and neither ring can be infused. The Mystic Forge doesn’t even seem to recognize that they exist in my inventory. Older rings (e.g., Circle of Light) can still be infused.
And it seems we aren’t alone:
https://forum-en.gw2archive.eu/forum/game/gw2/Cant-infuse-rings-anymore/first
I’m not convinced that this is an intentional thing. If it is, then it does indeed make them rather useless to me. The whole reason I’m using ascended rings in the first place is because they give agony resistance. If support builds have to have lower agony resistance, then we’re going to end up being excluded from fractal runs due to our low AR or we’re going to have to nerf our builds simply to get better AR. Neither is an acceptable outcome, IMO.
Having said that, I am rather glad ArenaNet finally added ascended items that favor more support builds. I just hope this inability to infuse these new rings is an oversight.
You can infuse rings. You just can’t infuse the new rings that were just added (e.g., Healing Signet, Druid’s Circle). I don’t know if this is a simple oversight or by design. I really hope it’s the former. I need to be able to infuse these new rings or they’re useless to me in fractals.
Or, people posting on gw2lfg.com could clearly state what they want instead of using acronyms that have multiple meanings/can be left up for interpretation.
Personally, I have never seen or used “LFM” to mean that I want to form a group. I’ve always seen it used to mean “looking for more.” That is, there are already at least a few people in the group and more are needed. Since I don’t count myself as a party without other people, I’m technically always “looking for more.”
To me “LFG” just means “looking for group,” which can be open to interpretation. And it often means different things depending on the context, who is saying it, etc.
As for being whispered, I’m not sure why this is such a big deal. Just politely answer the person and move on. It isn’t difficult. I’ve often added people to the group that have whispered me asking if there’s still space. And in many cases, they’ve turned out to be great players.
My point? A little kindness and patience can be advantageous.
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I think treating tokens, relics, badges, etc. like a collectible would be a good start. But for many (most) of these currencies people need WAY more than 250 to get anything of note. So I don’t think that would ultimately solve the problem. Treating them like laurels, gems, karma, and gold would be a great improvement. There are way too many currencies to put them all at the bottom of the inventory. Perhaps they could be added to the Hero window somehow?
Reducing the dungeon tokens down to a single currency would kind of defeat the purpose of the unique tokens for each dungeon. I don’t think it would make sense to be able to get armor from the Ruined City of Arah, for example, by doing Ascalonian Catacombs.
I think this is a really good idea.
Adding the ability to swap weapons while in combat as an elementalist would really take away from the unique play mechanics of the class. I have two level 80 characters and one of them is an ele. There are points where it would be nice if I had access to a scepter skill or a dagger skill. However, that limitation is there for a reason.
Learning how to use the skills at your disposal with your chosen weapon type is a big part of playing the class. Determining when to change attunements to get the most of out skills is a critical part of the play style. Knowing when to switch to a different weapon set is also part of it. I always carry a complete set of elementalist weapons with me wherever I go. This is so I can always be prepared to change my play style before a fight. Sometimes you get caught in a tricky situation and your chosen weapon isn’t the best weapon for the job. But the same could be said for utilities, elites, and healing skills. You just adapt and deal with it.
Yes, the extra weapons take up a few slots in your inventory. And to that I say, so what? Salvage some loot. Deposit collectibles. Clean out your inventory at regular intervals. I rarely end up with a full inventory and I have an 18 slot invisible bag full of stuff I always bring with me.
With 20 skills available with a single weapon, and the ability to rapidly swap attunements, adding the ability to swap weapons would cause an already powerful class to become even more powerful.
Good to know, I run with the standard high settings myself. I was mostly worried about losing the key settings the first time i deleted Local.dat, and while checking I also noticed that the sound settings stayed the same, so I figured the same would apply to graphics.
I did experience a weird issue when I first started the game up after deleting the file. I couldn’t run foward. The key for this, W, remained unchanged but it simply didn’t respond. Everything worked fine once I restarted the client.
If anyone else tries this to do this fix, make sure you back up your old local.dat file first. Chances are everything will be fine but it’s a good thing to do regardless.
I have no idea how this file affect the game so much, cause even at 30MB it’s not large by todays standards. But for me there’s a huge difference to the game after deleting it at that size in everything from loading-times (even on a SSD) to the performance with WvW-zergs on the screen.
That’s weird. I can’t say I’ve experienced those kinds of differences at all. I’m not sure why a 30 MB file would impact performance so much either. After all the game is always loading from a 17 GB data file…
What size were your Local.dat up to before deleting?
It was about 43 MB. After about 5 logins since deleting the file, it’s up to 1.82 MB.
The Fix has been posted a few times, but since even the GM doesn’t seem to know about it, i will post it again. Changing sound settings does NOTHING to reduce the sound bug from happening.
There’s a file called Local.dat in the Guild Wars 2 folder inside My Documents folder on C: drive. This file has the login settings to your game, and every time you login it grows, it starts out from under 2MB and from there it keeps expanding and expanding…
Once it reach a magic limit for your system, mine is over 30MB, the sound bug will start appearing. The game will also become more sluggish overall even on a supercomputer, but it’s more subtle since the performance decline happens over time.
Now delete Local.dat and you will see that the sound bug won’t happen for, probably, weeks to come and as a bonus the game will run much smoother than before. Continue deleting that file whenever the sound bug comes back. Remember, you have to rewrite the login account the first time when you do, nothing else AFAIK is saved in that file.
I deleted the file and I lost all of my graphics settings (not a huge loss). So it appears it also saves that information there as well. My sound settings and key bindings appeared to be unaffected.
As for overall performance, I haven’t noticed any significant difference since deleting the file.
Veteran/champion loot drops are consistently awful in my experience. Or more accurately, non-existent. Most of the time they never, ever drop loot. And when they do, it’s usually junk. By “junk” I literally mean junk. Even the game classifies it as such.
I generally don’t even bother fighting veterans or champions anymore because the rewards for doing so are so rare that they are practically non-existent. I have better luck fighting random enemies than I do fighting some of the hardest enemies in the open world. The random, less powerful enemies are almost guaranteed to have better loot than veterans and champions. That doesn’t make any sense to me, and it certainly doesn’t make it fun or rewarding to solo such enemies only to get absolutely nothing.
Chests from temple events and dragon events seem to be equally awful but that’s probably more RNG than anything. Still, the rewards for such epic and exciting events are quite poor. Despite that, it’s better than getting absolutely nothing at all, which is often the case with vets and champs.
I’m willing to help provide actual data or screenshots if necessary. I realize that anecdotal evidence isn’t very useful in confirming things like this. However, loot drops for veterans and champions don’t appear to be working properly (unless we’re supposed to get low quality drops from difficult enemies).
This is a follow-up to this post.
It looks like this same problem also exists with Durmand Priory light armor as well. Only in the case of this armor set, it also impacts the leggings in addition to the gloves.
Race: Asura
Sex: Male
Class: Elementalist
Armor set: Durmand Priory light armor
The cause and the solution are exactly the same as the Svanir armor. To produce the problem, fully submerge in water. The gloves and sometimes the leggings will end up with the ugly, white, red, and black look. It’s tougher to see with the Priory armor since the gloves and leggings cover most of the problem. However, the issue is still there. To fix it, simply remove the affected armor pieces and equip them again.
I’ve also noticed that the problem seems to occur MUCH more frequently than it did with the Svanir armor. With the Svanir armor, once the issue is fixed, it doesn’t show up again until you fully submerge in water after surfacing. With the Priory armor, it tends to happen almost immediately after equipping it. I haven’t been able to reproduce this second issue consistently but it seems to happen mostly after using skills.
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As you can see in my attached image, the light-armored gloves from the Honor of the Waves Explorable dungeon are visually bugged, and bug frequently.
In my screenshot, my character (Male Asura) is in-game, compared to my character in the “Hero” [H] screen. My character in-game has the visual bug on the gloves, while my character being portrayed in the “Hero” screen does not.
I have found that the cause of this bug is very simple. The visual bug occurs only when and if you take your character into water. As soon as you jump into water, the gloves get that weird gray visual effect and the effect stays on your gloves when you come out of water, as well. Moreover, one can remove the visual bug by simply un-equiping and re-equiping the gloves. It’s an easy fix, but the bug occurs quite often, because for some reason I swim a lot?
Also, I have a few friends with this set of dungeon armor and I’ve tested to see if this visual bug occurs on their side too, and it does. On every set of Svanir light armor that I’ve seen.
Please fix this bug as it is very annoying to me.
I have this exact same problem. The cause and the fix are exactly the same for me as well. I can always cause this problem by jumping into water (must be fully submerged) and it can always be fixed by un-equipping and re-equipping the gloves. This really does happen quite frequently and is a rather annoying visual glitch.
Here is the rest of the requested information.
Race: Asura
Sex: Male
Class: Elementalist
Armor set: Svanir light armor
Note that even though my gloves are damaged in the attached screenshots, this doesn’t appear to impact the issue. It always occurs regardless of whether the gloves are damaged or fully repaired.